Ice Imperium
Primary Magic: Ice Imperium
Secondary Magic: -
Caster or Holder: Caster
Description: Zuma's preferred magic is simple and yet not, being Ice magic. His brand of Ice magic is unique, however, as he does not simply forge ice out of thin air. He instead pulls moisture from his environment to shape the object, then super cools it to take the shape of whatever he wishes. This all happens in an instant, requiring one to possess godly perception in order to perceive the transition from water to ice. Zima also possesses a great deal of control over how much moisture ee pulls, as well as how much he cools it. This allows him to not only make solid ice, but snow and hail as well. His control even goes as far and moisture the moisture to create frigid winds to blow an enemy backwards. His amount of control over his freezing abilities is immense, as he is able to create waves of freezing energy that can freeze anything hit by it solid.
Strengths:
Lineage:
Spells:
D-Rank Spells:
List of Spell Fusions:
Primary Magic: Ice Imperium
Secondary Magic: -
Caster or Holder: Caster
Description: Zuma's preferred magic is simple and yet not, being Ice magic. His brand of Ice magic is unique, however, as he does not simply forge ice out of thin air. He instead pulls moisture from his environment to shape the object, then super cools it to take the shape of whatever he wishes. This all happens in an instant, requiring one to possess godly perception in order to perceive the transition from water to ice. Zima also possesses a great deal of control over how much moisture ee pulls, as well as how much he cools it. This allows him to not only make solid ice, but snow and hail as well. His control even goes as far and moisture the moisture to create frigid winds to blow an enemy backwards. His amount of control over his freezing abilities is immense, as he is able to create waves of freezing energy that can freeze anything hit by it solid.
Strengths:
- Versatility:
- This style of magic allows for the user to have a diverse and very versatile range of abilities, allowing them to quickly adapt to situations.
- Strength in Winter:
- Due to training with this magic, the user has been tempered by the cold and therefore does not suffer any adverse effects when exposed to cold climates.
- Bloodied Ice:
- Due to this magic's ability, the ice created by it is unmeltable by magic that emits heat. As a price for this, the user must pay with their own blood to fuel the spells. All spells of this magic used incur an HP price equal to 10% of the MP price to cast.
- Fickle Mistress:
- The freezing effects of this magic is indiscriminate. Though allies may not be the targets of an attack, though if they come near it they will feel the freezing effects just as much as the enemy.
- The Enemy of Frost:
- Due to this magic relying on moisture, spells cast in areas devoid of moisture suffer a 1-Rabk drop in strength.
Lineage:
- Malefic Illusions:
Description: There was once an ancient madman, said to have strong powers of illusion. Rumor has it he made a deal with the devil to give him eyes to allow him to harm people. Anyone who looked into his eyes would be trapped in his own twisted and malefic world, were they would be tortured by the most bizarre of creations. However, he used his eyes too much and ended up going blind the rest of his life. These eyes were said to be passed down to his numerous descendants, albeit many know nothing of such happenings in their ancestry.
Ability: User can trap foes in a murderous and twisted world to mentally cause damage to them. By making eye contact with the lineage bearer the victim sees the world fade out to be replaced by a mirroring world of horrifying images and monsters. The monsters can replace allies or bystanders ins their mind, or if none are present simply appear without a real world counterpart.
The monsters attack the victims making them feel damage but it is not real and goes away once outside of the illusion.
No effect on enemies of the same or greater rank.
Usage: Effect lasts 2 posts and can only affect someone once per thread. Strong willed victims can find ways of dealing with it.
- Lord of Winter:
- Due to the strength of his magic and his affinity winter, Zima projects a constant aura of cold energy. This energy has tempered his body to the elements of winter, causing him to never truly be cold. He also possesses a resistance (50%) to magic aligned to the colder season (ice, snow etc.). This aura is also cools the area around him, causing blizzards to form in cold areas, snow flurries in areas with moderate temperatures, and cooling areas with desert like climates.
- Only Melted by Moonlight:
- Zima's ice magic is strong and unique. By using a bit of his life force, he is able to make is ice immune to melting by magic that emits heat up to his rank. This doesn't make the structures immune to shattering or destruction however. Ice made this way can only be melted by high concentrations of moonlight.
- Static/Motion:
- When casting a spell, Zima has the choice of making the spell "Static" or giving it "Motion":
Static spells are spells that are inanimate. These spells usually require little movement, being used for defense or supplementary purposes. These spells are cast with two hands, classifying them as a Two Handed Make. This causes them to be more stuerdy, allowing them to take more hits before breaking. These spells gain a 30% increase to their durability and resistances.
Motion spells are spells that are "alive". Or rather, spells that can move according to the caster's will after they are cast. These spells are usually cast with one hand, classifying them as a One Handed Make. This causes the spells to move faster, and considerably harder to avoid or defend against. These spells gain a 50% increase in their speed and can be controlled on the user's whim after being cast.
Spells:
- Spell Template:
- Code:
[b]Name:[/b] ( Name of the Spell )
[b]Rank:[/b] (What rank is your spell? H, S, A, B, C, or D)
[b]Type: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)
[b]Duration:[/b](How long does the spell last?)
[b]Cooldown:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
[b]Description:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
[b]Strengths:[/b] ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
[b]Weaknesses:[/b] ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
D-Rank Spells:
- :
- Name: Ice Imperium: Ice Floor
Rank: D-Rank
Type: Ice | Supplementary
Duration: 4 posts
Cooldown: 5 posts
Description: Zima channels his magical energy into his foot or hand before tapping the ground. This energy swirls into the ground before flowing outwards, freezing the floor of an area around him, measuring 20 meters in diameter. This spell as little offensive purpose, though it makes the floor icy like a skating rink. those who are unable to anchor themselves slip and fall over when attempting to move across the surface of the ice, causing a 30% speed decrease. If one possesses skates or something of the sort, they are able to move across the surface of the ice unhindered. Actually, they will gain a 50% speed increase, due to moving across the aleek surface of the ice.
Strengths:- Those who attempt to move on the ice without some sort of anchor or expert balance will slip and fall instead of moving, slowing them by 30%.
- Those who possess skates or some similar tool will be able to move across the ice at great speeds, gaining a 50% speed boost.
Weaknesses:- This spell is not the most sturdy, as it was made for utility rather than defense or offense. A strong enough force is able to easily shatter the ice.
- This spell does not discriminate between friend or foe. Allies and even the user themselves are effected by this spell.
- This spell cannot be performed if the user is not touching the ground or another solid surface, making it unusable in water, or other liquid like substances.
Name: Ice Imperium: Ice Skates
Rank: D-Rank
Type: Ice | Utility/Offensive
Duration: 4 Posts
Cooldown: 5 Posts
Description: The user gathers magical energy in their feet before tapping their heels together. This action forms razor sharpo skate vlades on the bottom of their shoes, or full skates should their feet be bare. These skates can be used to maneuver across icy surfaces or even in close ranged combat, the bladed edges being capable of dealing D-Rank damage to enemies cut.
Strengths:- These skates can be used to maneuver across icy surfaces with ease.
- These skates can be used in melee comvat, as the blades are as sharp as swords.
Weaknesses:- These skates provide no protection to the user's feet, actually being rather fragile.
- When used on non-icy terrain, these skates actually hinder the user's movment, slowing them by 20%.
- The blades of the skates can deal damage like a regular sword, though they aren't as durable. In a battle of skates vs sword, the aword would win.
Name: Ice Imperium: Ice Sparrows
Rank: D-Rank
Type: Ice | Offensive
Duration: 1 Post
Cooldown: 2 posts
Description: The user channels their magical energy before motioning towards their target. This shapes the energy into the form of four razor sharp ice sparrows. These sparrows fly at the target, aiming to slice and shred the target to bits. The user is able to create more sparrows per use by paying an extra 1% MP for every sparrow created. These sparrows can travel a maximum of 20 meters away from the caster.
Strengths:- These sparrows are as sharp as swords and are able to cut as such.
Weaknesses:- These sparrows are fragile, not being able to withstand a great amount of force.
- While these sparrows are able to easily maneuver around defenses, they are unable to pierce them. This means that a full body defense renders this spell wholely unaffective.
Name: Ice Imperium: Empowering Mist
Rank: D-Rank
Type: Ice | Utility
Duration: 2
Cooldown: 3 Posts
Description: Zima, for 2 posts sets a chilling mist for 10 meters, giving any Ice oriented spell cast within it a 50% damage boost.
Strengths:- This spell is able to increase the damage of ice oriented magic, as long as they are cast within thew mist.
Weaknesses:- Ice spells that are cast outside of the mist and enter it so not recieve thew dsamage boost supplied.
- This mist is not anchored to the area and is easily dispersed by wind priented magic.
- Those who attempt to move on the ice without some sort of anchor or expert balance will slip and fall instead of moving, slowing them by 30%.
List of Spell Fusions:
- [LOCKED]:
- Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Lord San on 19th September 2016, 2:37 pm; edited 4 times in total