Magic
Primary Magic: Sandstorm magic
Secondary Magic: NA
Caster or Holder: Caster
Description:
Sandstorm magic is a magic made from a combination of the user's own wind magic heritage and her upbringing in deserito, mixing the wind manipulation with extreme heat and sand. Because of the make up of this magic, it is able to suit whatever is the user's preferred strategy.
Ember herself will use this magic as an extreme offensive and agility type by using the power of the sandstorm to amplify her melee attacks or making them extremely hard to deal with. By living on the desert she has learned to start and end fights quickly or ambushes, thus this magic does not require a lot of concentration usually and is meant to overwhelm an opponent or group of opponents. Due to the nature of the magic, ember is capable of using other spells outside of offensive uses, however these spells would require concentration and most likely will slow her down and be against her natural strategy.
Strengths:
-Versatile allowing for many types of spells to be used
-Effective in overwhelming melee and ranged opponents
-High mobility and speed
-Can change terrain to suit the user better
-The user is naturally better in a hot climates
-Due to the volatile mix of elements, the spells of this magic will usually have no issues in overwhelming other spells they get caught in
Weaknesses:
-Sandstorm magic is largely ineffective against ice magic or magic that could get rid of the heat and make the sand wet
-The user is not so well suited to cold climates, so the magic would require more energy in said climates
-Terrain alter or AoE spells affects everyone
-Magic that paralyzes or renders the user immobile is very effective
-Wind and earth God/demon slayers can consume most of the spells from this magic
-Most of the spells requires sand in order to use
-Being offensive favored, spells that are not offensive or support a strategy like that in any way will be expected to be weaker than normal or require more effort to use
Lineage:
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?)
Primary Magic: Sandstorm magic
Secondary Magic: NA
Caster or Holder: Caster
Description:
Sandstorm magic is a magic made from a combination of the user's own wind magic heritage and her upbringing in deserito, mixing the wind manipulation with extreme heat and sand. Because of the make up of this magic, it is able to suit whatever is the user's preferred strategy.
Ember herself will use this magic as an extreme offensive and agility type by using the power of the sandstorm to amplify her melee attacks or making them extremely hard to deal with. By living on the desert she has learned to start and end fights quickly or ambushes, thus this magic does not require a lot of concentration usually and is meant to overwhelm an opponent or group of opponents. Due to the nature of the magic, ember is capable of using other spells outside of offensive uses, however these spells would require concentration and most likely will slow her down and be against her natural strategy.
Strengths:
-Versatile allowing for many types of spells to be used
-Effective in overwhelming melee and ranged opponents
-High mobility and speed
-Can change terrain to suit the user better
-The user is naturally better in a hot climates
-Due to the volatile mix of elements, the spells of this magic will usually have no issues in overwhelming other spells they get caught in
Weaknesses:
-Sandstorm magic is largely ineffective against ice magic or magic that could get rid of the heat and make the sand wet
-The user is not so well suited to cold climates, so the magic would require more energy in said climates
-Terrain alter or AoE spells affects everyone
-Magic that paralyzes or renders the user immobile is very effective
-Wind and earth God/demon slayers can consume most of the spells from this magic
-Most of the spells requires sand in order to use
-Being offensive favored, spells that are not offensive or support a strategy like that in any way will be expected to be weaker than normal or require more effort to use
Lineage:
- Lineage:
Feline Sense:
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
- Unique Abilities:
Sand generator: Ember has a natural field of sand going around her which is usually undetectable to the normal human senses and if detected could be described at most dusty or dry, ranging as far outward as 10 feet in all directions. This sand can be used to cast her spells suddenly and quickly where normally sand is not present. She can also increase the amount of sand to where she can use it once for sand manipulation(during this she cannot generate enough sand again for sand manipulation for a minimum of 1 post, the cool down increases based on the spell's original cool down used with it).
Sand manipulation: Ember can manipulate sand easily and super heat it to use for normal attacks and her spells. When ember is in a desert or area with a large amount of sand her spells cost less mana due to her not needing to generate her own sand(her spell cost is reduced by a fifth) and unlocks new abilities for her spells, these new abilities are the "sand manipulation" part of her spells. These abilities only come in effect whether she is in areas where their is a lot of sand present(deserts and beaches as examples) or if an effect says so(an example is the user's sand generator).
-Heat resistance: Ember is immune to extreme heat and its effects, however she is heavily affected by the cold.
PvP note: Ember is immune to all heat based effects regardless of rank, and takes 50% less damage from all heat based attacks. However this means that any cold-based effects that target her are equivalent to her current rank(say the user is B-rank and is afflicted with a D-rank cold effect, then she is affected by it as if the effect was B-rank). This also means she takes 50% more damage from all cold based attacks.
-Magic Abnormality: Ember similar to other members of her family has generated a secondary pool of mana within her. Their is so much mana in this second pool that she for the most part cannot tap into it. However, either because she is more in control of herself or that this mana pool is not as large compared to other family members, she is able to leak this. When leaking this secondary pool she gives off the aura of a much more powerful mage then what she is, able to fool those with magic sensory or simply intimidate others. In areas with a lot of sand she can use this to not only hide her magical presence but at the same time displace it elsewhere, it coming from a vague direction. Regardless for now the user can use this ability without consequence....except for a minor headache.
- Sig spells:
Name: Sand twister
Rank: Scales with user(C)
Type: Utility
Duration: instant
Cooldown:Once per post
Description:
Ember focuses sand magic from under them and creates a twister from under them made out of super heated sand. The sudden burst of the twister can travel up to 10(+5 per rank) meters in any given direction, propelling the caster quickly in said direction at 9(+2.2 per rank) M/S. If the user used the spell to launch an physical attack at the enemy then the damage they would inflict is doubled. This can be cast ignoring the cool down right after the first cast, however it increases the cool down to one and cannot be cast again until the one cooldown is over.
Strengths:
-Gives the user high mobility
-Because of the sudden speed, this move does allow for the possibility of dodging or closing in on gaps
-allows to break falls as well
Weaknesses:
-This spell uses sand, meaning changing or displacing the sand while the vortex is used will cut off the spell
-This spell is noticeable when cast
-When the cool down is applied, it creates a gap of vulnerability
-The caster can be hurt if she collides into an heavy object or solid ground(50% user rank damage inflicted)
- The user can carry another person with this magic, however with the person the speed this spell travels at is reduced to a lower rank(or 2.2 m/s)
Name: Movement of the sand storm
Rank: D
Type: Utility
Duration: instant
Cooldown: Once per post
Description:
The user seemingly fades into the air and reappears in other spot that is in a five meter radius around the user's original position. This is actually her becoming one with the air and sand itself, and traveling through it at a instantaneous rate.
Strengths:
-this does not require sand generator
-Instantaneous movement
Weaknesses:
-Small area where she can travel up to
-She cannot go past barrier and wall like spells during this movement(or walls in general unless they have a hole in them)
-In cold areas the heat is a dead give away of the user's movements, meaning it will be hot to where the user will show up
- C rank spells:
Name: Sand Cyclone
Rank: C
Type: offensive
Duration: 1
Cooldown: 3
Description:
Ember starts to generate hot sand and wind around herself starting up a cyclone of sand, spinning herself with the cyclone being inside of it. During this she can move in one direction spinning or stay still, the sand and wind also keeps her safe from normal spell hits while she is like this and hides her identity from vision. During this she can deal up to 150% C-rank damage.
Width: 5 meters
height: 5 meters
Speed of travel and spinning: 11 m/s mph
-Sand manipulation: the user generates a much greater and faster sand cyclone, thus the size and speed are doubled. In addition the cyclone can now turn somewhat(some curving, no 45 degree corners) and can stop midway during the spell.
Strengths:
-Massive cyclone which is capable of dealing AoE damage
-User during this blocks damage and effects from attacks up to 100% C-rank damage that would effect ember herself
-With a weapon, this is capable of activating effects multiple times that would result from it being used to all targets outside or struck by the cyclone(whole 3, somewhat 2, grazed 1, doubled during sand manipulation)(the effects that would activate are related to the weapon's passive that occurs when it's swung EX. this would trigger if a weapon's passive was to fling sand in someone's face each time it was swung multiple times to all affected by this spell with a weapon, do read the weakness).
Weaknesses:
-Power deals UP to 150% C-rank by itself, meaning this is only dealt if a target takes the attack for the whole post(Takes all of it;150% C, takes some and gets away;100% C-rank, grazes them;50% C-rank)
-With a weapon it does not inflict extra melee damage, but only effects that would occur when the weapon is used(if effects include De-buffs or DoT, then it is only applied once and does not stack with multiple strikes from this spell, these effects are passive effects of a weapon)
-This spell can be cancelled upon receiving B-rank damage, this is lowered to 150% C-rank damage if the damage is cold related(this cold weakness is not applied if sand manipulation is active)
-The user even with sand manipulation has to stay in one general direction, meaning it can be easy to avoid this spell all together(say she aimed this north and the target is able to get south of her while using this move, the most she can do is stay in place or continue to move forward)
Name: Pierce
Rank: C
Type: offensive
Duration: instant
Cooldown: 3
Description:
Ember has realized that their are plenty of ways to prevent ambushes. One of those ways is blasting an all out spell or forming a barrier against the incoming attack. Well she has devised a solution, pierce. The move pierce starts by ember coating her next physical attack with hot wind and sand(whether it is by weapon or fist) and charges(or continues) forward with the attack. This spell on it's own will deal normal C-rank damage, however if it comes in contact with another hostile spell then it's damage increased by 25%. If it comes in contact with a solid wall or barrier/shield type spell then this damage is increased by 50%. However while the power is increased by when it comes in contact with a spell or shield, it does not deal this as direct damage. Rather what is left over of the two spells clashing is what is dealt instead as damage(For example; this spell at 125% C-rank comes in contact with a 100% C-rank power spell, the opposing spell is negated but the damage actually dealt to the target after is 25% C-rank). During either case the user is immune to all effects(of same rank) that would result in coming to clash with a opposing spell or shield so as long it is not cold based, if it is then the effects are instead reduced by 50%.
-Sand manipulation, the user is able to pick up more sand and store it with more heat, causing all bonuses in spell power to be doubled. In addition the user now becomes immune to all spell effects up to B-rank during the duration of the spell(this does not go for cold based effects and instead applies if the cold based effect is same rank) and takes 25% reduced damage due to the winds of a sandstorm covering her whole being(for the duration).
Strengths:
-Powerful counter spell, meant to break other spell/barrier magics
-During this she is immune to spell effects from the clash of this spell, sand manipulation she is totally immune during the duration
-After this moves duration she can(usually) quickly follow up with another attack or spell
Weaknesses:
-If this spell is not strong enough to break an opposing spell or barrier, then failure can result her getting more hurt then intended(so if she cannot over come the incoming spell that this is clashing with then this spell is not only cancelled but she takes all the effects of the spell if any, along with damage that went over this spell's power. If she fails to break a barrier using this spell then it not only ends the spell but also leaves a moment of vulnerability for her)
-She is only immune to spell effects during the duration of this spell, and while with sand manipulation she can ignore effects even caused by B rank magics, she still takes effects if it comes from a cold related magic that is B rank
-It is possible for this spell to do nothing if what it encountered was able to match it's power exactly, requiring the follow up to be worth the effort
-The duration of this spell is instant, meaning her immunity and other buffs applied are short lived
Name: Sand Veil
Rank: C
Type: Supportive
Duration: 3
Cooldown: 4
Description:
Ember generates hot sand and wind around herself and equipment, giving the appearance that a sandstorm is picking up around her. This in facts is a veil that acts like a "second layer" on herself and her equipment. With this on she and her equipment are protected from physical ill effects up to C-rank for the duration, this includes snares or grabs as they would only be met with a handful of sand. Cold based effects are only reduced by half however if same rank.Does not help against physical ill effects higher ranked then the user.
-Sand manipulation, The sandstorm veil has more sand and heat to work with and grants the user greater protection then before. This not only means that this veil now will protect the user from ill effects that would also affect the user's spiritual self and protect the user completely from cold based effects of the same rank, but this also grants a 50% resistance to B-rank physical ill effects if they are not cold based(if they are then the user has no resistance).
Strengths:
-Protects the user and their equipment from physical ill effects, more with sand manipulation
-Does not degrade over time
-During this the user is harder to grab or hold
Weaknesses:
-Obvious when the spell is cast and may eventually be figured out of what it's function is
-Does not protect the user's mental health or mind
-The veil is weaker against cold based effects
-Does not reduce damage, only ill effects
- D rank spells:
Name: Heat manipulation
Rank: D
Type: Utility
Duration: instant
Cooldown:2
Description:
This while is a very simple ability, can be applied in various uses making it the equivalent to a swiss army knife of spells. That is because this spell simply heats up whatever the user makes contact with. However heat has been known to cook or boil, start fires, and with enough of it can cause more damage then usual. The user can even use this to temporarily ignore the effects of cold weather. If this is used to add damage then it gives an additional 50% D-rank heat damage on the next physical attack.
Strengths:
-As said, has many uses for one simple effect
Weaknesses:
-If applied to deal additional damage, must be used on a physical attack. In addition it is lower in power compared to other D-rank spells
-To make fire, boil water, cook food does require materials(all though technically the user can cook and boil with just their hands...)
-Useage to ignore cold weather temporarily works(not even for the whole post). In terms of PvP, this is only helpful in reducing effects caused by D-rank cold effects by 50%.
Name: Sandstorm
Rank: D
Type: buff, terrain alter
Duration:3
Cooldown:4
Description:
Ember focuses her magic into the area, creating her own personal sandstorm that centers around her in a 5 meter area. The sandstorm itself creates blindness and makes it hard to hear of all those who are in it. While in the sandstorm, ember is able to move twice as fast unnoticed and attack people in the sandstorm unnoticed until physical contact is made, and vision of her is only maintained during that brief contact. Ember while in the sandstorm has clarity of where people are located in the sandstorm.
-with sand manipulation the range is doubled and the heat is amplified, dealing 25% D-rank to whomever is in the storm except the caster per post and cannot be cleared except by a one higher or more rank spell.
Strengths:
-Blind and hearing impediments affect regardless of rank
-Ember is extremely hard to hit and counter in the storm since vision and hearing are denied
-Sandstorm itself can manage crowds of enemies
Weaknesses:
-The sandstorm affects allies and enemies
-Sandstorm comes from ember, so it moves with ember as well
-If ember is successfully hurt by an opponent in the sandstorm, then it will cancel out
-an AoE or terrain change spell of pure wind or ice of the same rank would cancel the spell(Requires one rank or higher when affected by sand manipulation)
-The sandstorm does not negate damage received by those in it, including ember
Name: Sand weapon
Rank: D
Type: Offensive
Duration: 2
Cooldown:4
Description:
The user is able to create one of three weak weapons out of hot sand for a duration of two posts.
-Sword, the user focuses magic into their wielding hand to form a short sword out of hot, hardened sand.
The sword it self does normal weak melee and swings at a rate of normal melee. With sand manipulation the sword would be able to loose sand while keeping it's strength, meaning each strike will send hot sand to the enemies face, distracting or temporarily blinding them for the post, the range is 4 meters.
-Claws, the user focuses magic into both hands, then sand covers the hands to form claws made from hot hardened sand. The claws themselves deals light weak melee damage and strike swiftly(at the same rate of light attacks). With sand manipulation the claws grow incredibly hot and removes twice as more durability of an armor the user is striking.
-War hammer, the user puts both hands together and pulls them apart forming a large war hammer made out of hot, hardened sand. The war hammer itself deals 150%D-rank damage and is better able to break same rank barriers and deal more damage, but it is slow to wield(strikes at the same rate of heavy attacks). With sand manipulation the war hammer becomes even more hotter, so it is lighter(strikes at the same rate of normal attacks) but loses half its durability.
All the weapons also do heat damage(25% D-rank of heat damage added)
Strengths:
-Sword is a balanced weapon for defending and striking
-Claws are very offensive and fast
-Weapons are incredibly hot
Weaknesses:
-Claws were made for offense and not defense, therefore blocking with them is not going to be useful
-War hammer is very slow to wield
-These weapons are very generic, the user cannot focus to make a style of the weapon into a counter for what they are facing
-Magic that would get the weapons wet would turn the weapon to mush or solidify it to hardened mud(Would break on striking or being hit)
Name: Sand blast
Rank: D
Type: offensive
Duration: instant
Cooldown: 2
Description:
Ember moves her arms outward then together as if she is holding a sphere, then a blast of hot sand erupts from it. The blast itself is a foot wide and those hit with it can be interrupted or winded, if they are at a close range to the caster then the spell can knock them back too, though the damage would remain the same.
-With sand manipulation the range and travel time are doubled and the spell can overpower other elemental attacks of the same rank with it, regardless of type.
Maximum range:10 meters
Travel time:7.5 m/s
Strengths:
-A very hard spell to avoid or react to
-Stronger at close range to where it knock opponents back
-The spell itself can be followed up or buy time
Weaknesses:
-Knock back effects are useless against heavy or higher ranked targets.
-Once the spell is cast it cannot change direction, meaning if the target moves or an ally gets in the way then the user can't move the attack.
-The spell can be countered or easily blocked by a cold related defense or offensive spell(Unless sand manipulation is affecting the spell, requires higher rank then)
-The observant enemy would see the hand movements and be able to predict the spell cast after seeing it cast once.
Name: Heat treatment (proof -->here)
Rank: D
Type: Utility
Duration: instant
Cooldown:2
Description:
Heat can be very maneuverable and useful if applied right. This also includes dealing with some injuries as heat can disinfect, seal, and even relieve tired muscles. With this the user can apply heat by their hands on themselves or another to heat them, which can relieve, disinfect, seal wounds, and even applies a 50% D-rank heal.
-Sand manipulation; simpily put the user can gather more heat, giving a 25% D-rank bonus to the heal and makes heals over all better and more precise.
Strengths:
-Multi-functional heal
-Heal can be used on the user and works regardless on rank
Weaknesses:
-While to disinfect, relieve, and even seal wounds work regardless of rank, it still applies a small heal that is less note worthy the higher rank someone is
-This has various uses, but is not useful on all injuries, at least no immediately or a permanent solution(I doubt heat would help a broken bone)
-Those who are vulnerable to the heat do not receive the heal from this, and to seal, relieve, or disinfect them can be hard or more time consuming
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?)
Last edited by Ember Wolf on 28th November 2016, 10:02 am; edited 21 times in total