Side note: I use the term ‘he’ a lot in this post, this means he as in human, not he as in male unless I am referring to Fernus. If taught to them by Fernus, anyone could use this magic. Gender does not matter and I am not sexist.
Primary Magic: Red Flame
Secondary Magic: N/A
Caster or Holder: Caster
Description: Red Flame magic is a unique magic that Fernus invented himself. While in prison for opposing his local authorities, Fernus practised fire magic day and night, until one day, Fernus' flame burned red, this flame was much more versatile than the orange stuff and could be bent into any shape Fernus could imagine. Red Flame can be used for many different things, due to the fact that Fernus learned how to nullify his flame's damaging qualities while performing in the local circus (against his will of course). This lets Fernus use his flame as an extra limb without injuring himself or anyone else. Red Flame is similar to Totomaru's red flame, but should not be confused with it. Fernus’ red flame could be considered a make magic, but really isn’t, due to the fact that it can do much more than just form objects. Red Flame is hot enough to evaporate water and melt ice, but only if the water/ice is weaker than the spell being cast. If not, the flame will fizzle out. Fernus can also burn almost all wood, paper and other easily flammable substances. At his most powerful, Fernus would even be able to liquefy minerals (Stone, Iron, Gold, Copper etc.)
In battle, Fernus usually just binds his enemies limbs with his Red Flame Chains, if the target isn’t meant to be damaged, he simply nullifies the damage of the flame. There are many ways that wizard could get out of his, but non-wizards have trouble breaking out it. If the enemy does break out, Fernus uses a quick blast of weak bolts to stun his enemy and then comes crashing down with some sort of large, fiery object. This is usually enough. If not, Fernus will use a weapon to finish them off. Fernus tries not to kill, for he sees killing as one of the purest forms of evil, if forced to kill, Fernus will make it as quick and painless as possible. When fighting a fellow wizard, Fernus plays it safe and goes for a defensive stance instead of his usual offensive stance. Fernus can play any role when in a group battle. Fernus can also bend other fire wizard’s flames, other than god/demon/dragon slayers. The actual type of magic Fernus uses is known as emotional flame magic, Fernus’ flame is channelled through the part of his soul that feels rage, this is why his flames are red.
Spells:
Primary Magic: Red Flame
Secondary Magic: N/A
Caster or Holder: Caster
Description: Red Flame magic is a unique magic that Fernus invented himself. While in prison for opposing his local authorities, Fernus practised fire magic day and night, until one day, Fernus' flame burned red, this flame was much more versatile than the orange stuff and could be bent into any shape Fernus could imagine. Red Flame can be used for many different things, due to the fact that Fernus learned how to nullify his flame's damaging qualities while performing in the local circus (against his will of course). This lets Fernus use his flame as an extra limb without injuring himself or anyone else. Red Flame is similar to Totomaru's red flame, but should not be confused with it. Fernus’ red flame could be considered a make magic, but really isn’t, due to the fact that it can do much more than just form objects. Red Flame is hot enough to evaporate water and melt ice, but only if the water/ice is weaker than the spell being cast. If not, the flame will fizzle out. Fernus can also burn almost all wood, paper and other easily flammable substances. At his most powerful, Fernus would even be able to liquefy minerals (Stone, Iron, Gold, Copper etc.)
In battle, Fernus usually just binds his enemies limbs with his Red Flame Chains, if the target isn’t meant to be damaged, he simply nullifies the damage of the flame. There are many ways that wizard could get out of his, but non-wizards have trouble breaking out it. If the enemy does break out, Fernus uses a quick blast of weak bolts to stun his enemy and then comes crashing down with some sort of large, fiery object. This is usually enough. If not, Fernus will use a weapon to finish them off. Fernus tries not to kill, for he sees killing as one of the purest forms of evil, if forced to kill, Fernus will make it as quick and painless as possible. When fighting a fellow wizard, Fernus plays it safe and goes for a defensive stance instead of his usual offensive stance. Fernus can play any role when in a group battle. Fernus can also bend other fire wizard’s flames, other than god/demon/dragon slayers. The actual type of magic Fernus uses is known as emotional flame magic, Fernus’ flame is channelled through the part of his soul that feels rage, this is why his flames are red.
- Strengths:
Water/Ice: Fernus can evaporate/melt water/ice that is weaker than the spell being cast.
Flammable Substances: Fernus can set wood, paper, plants, thatch etc. on fire with ease.
Nullification: Fernus can nullify his own flames’ damage, which lets him use them as an arm, a platform, handcuffs, juggling balls etc.
Malleable: Fernus can bend his fire and others' fire into any shape he can imagine.
Liquefy: With enough concentration and power, Fernus could melt almost anything.
Fear: Fernus has always had a knack for scaring people off, a normal flame is scary enough, but a red flame is at a whole different level of terrifying.
Put Out: Fernus can put out any fire he sees fit by absorbing all of the oxygen around him into his own fire. He can also pull fire right off objects if he is strong enough to control it .
Obvious: If trapped in a tough environment, Fernus can let out an obvious smoke signal.
- Weaknesses:
Water/Ice: If water/ice is equal to or stronger the spell being cast, the flame will fizzle out.
Fire Based Slayers: Fernus cannot control the fire of slayers, he can still put it out, though.
Mixed Flames: If a flame is mixed with something that is not a flame, Fernus can’t control it.
Put Out: When sucking the oxygen out of the air, Fernus and his allies can no longer breathe. His enemies also can't breathe.
Soul-Suckers: Fernus' fire is channelled through his soul, which is what gives it its fire .If his soul is being sucked, his soul lock shuts off all access to it, the soul-sucking stops, but his fire becomes orange and loses its malleability and nullification. It also becomes less scary and less potent.
Taxing: As I previously stated, Fernus channels his magic through his soul, this can be quite taxing and requires Fernus to go to great lengths to preserve his soul.
Minerals: If the spell is not strong enough, Fernus' fire is completely and absolutely ineffective, unless the mineral is structurally weak. If it is, it breaks.
Requires Oxygen: Fernus' magic requires sufficient oxygen to use, so it doesn’t work well in airtight environments. This can also make the air unbreathable.
Obvious: His magic is loud, bright and smoky, which can attract enemies.
- Lineage:
Description: A long time ago, someone consulted an ancient Oracle, who was said to have never failed in his prophecies before. After the exchange of many gifts, the passing of many favours and a good deal of ka-ching in the mix, the Oracle gave him a prophecy: that the forty-second generation mage of that someone's bloodline would become a true hero, worthy of ballads and plays, loved by both the sky, the ocean and the earth, the gods and the people, that would wipe out any enemy or overcome all hurdles to achieve transcendence on par with the heavens. And you know what, that forty-second generation mage is you! Yes, throughout your entire childhood, this prophecy has been relayed to you over and over again and it has instilled within you a rare and powerful confidence or expectation, depending on how you took it. Of course, no one ever told you that the same prophecy has been passed down to sixty other long-distance descendants in the same generation as you, but you won't supposed to know that now, won't you?
Ability: The confidence that your journey is backed by omnipotent gods has never been more self-assured and indomitable. Whenever you make an attack, sometimes this confidence can really get to your head, pushing you to pour in everything you got in that attack, safe in the knowledge that the gods, who will surely be backing a Main Character like you, will make it strike true. Or will they? If you fail to hit, your resolve falters by a lot, you stumble(for close-combat) or freeze(for ranged) and in the shock of your failure, you are vulnerable to a single attack. But don't worry, you will get over it.
A single attack or magic will be given double the damage of its original as well as have a 50% increase in speed (projectile or melee) but it will not overcome a spell of a higher rank no matter what. The amount of magical energy used, if the attack is a spell, would be doubled. If an opponent blocks successfully, he gets one free hit in of any of his spells (if multi-projectile, only one projectile) and the user gets hit for double damage due to the shock weakening his defence. Note: Charge-up spells will not be viable for the free hit by the opponent.
Usage: Instant/single use for 1 spell or attack with a 6 post cooldown before this effect can be done again. 10 posts if failed to hit.
- Unique Abilities:
Oxygen Drain: Fernus uses his flames to drain oxygen from the air around him, causing all nearby flames other than his own to fizzle out. Flames have to be the same rank of Fernus or lower for this to work.There is still enough oxygen for everyone to breathe. Has a 3 post cooldown (Active)
Rage of Red Flame: When Fernus goes below 15% health or becomes extremely angry in some other way, this ability activates. All of his attacks do 15% more damage, he becomes 15% faster and he has 20% more defence. His eyes glow red and the tattoo on his back glows so brightly it can be seen through his clothes. This is essentially Fernus disabling the lock he has placed on his soul to keep it stable. (Passive)
Nullify Flame: Fernus takes away the damaging effects of his fire, replacing it with a harmless stunning effect. This stunning effect has a duration of 1 post (Active)
Spells:
- Lesser Flame Bend:
Name: Lesser Flame Bend
Rank: D-Rank
Type: Fire, Offensive, Defensive, Supportive
Duration: 2 Posts
Cooldown: 3 Posts
Description: Fernus does one of two things. If he is bending his own magic, he shoots out a small orb of red flame, he then bends this into a non-complicated shape (Plank, wall, spike, chains etc.). Small objects (Nail & hammer, small spike etc.) do 50% of the damage of a normal D-Rank spell. Medium objects (Plank, short wall, medium spike etc.) do 100% of the damage. Large objects (Wall, human sized box, large block) do 150% of the damage. He can also control flames of the same level as him or lower. If an object has to move, it moves at 10 metres per second, no matter the size, but can’t change course if already going in a direction. He can make and move these objects up to 10 metres away. An object is destroyed once it is completely out of Fernus’ range, e.g. A plank is 2 metres long so it can go 12 metres away from Fernus before dissipating because part of it is still 10 metres away. Fernus can have 8 small/ 4 normal/ 2 large object at a time. Mixed amounts would also work (6 small 1 normal, 2 normal 1 large, 4 small 1 large etc.) AoE is the size of the object. Objects can take 1/2/3 D-Rank hits before being destroyed (Small/Normal/Large). Fernus makes sure that his constructs can’t hit friendlies.
Strengths:
Multi-Role: Fernus can be offensive by summoning spikes or crushing blocks, he can be defensive by summoning walls and he can be supportive by trapping his enemies.
Fast: Fernus’ constructs move at 10 metres per second, which is pretty fast
One Direction: Fernus’ spells can’t change direction or shape once they have started moving
Weak: Fernus’ objects don’t take very long to be destroyed because they aren’t solid.
Non-Complex; Fernus can only create simple objects, this limits the spells abilities.
- Lesser Red Flame Transportation:
Name: Lesser Red Flame Transportation
Rank: D-Rank
Type: Fire, Supportive, Utility
Duration: 3 Posts
Cooldown: 4 Posts
Description: Creates a nullified red flame platform under the target’s feet and allows them to fly. Up to four of these can be summoned at a time, and if Fernus wishes to travel together with someone, he can merge platforms. These platforms can be summoned up to 10 metres away , but once summoned, can travel up to 20 metres away from Fernus. It is suggested that Fernus’ allies stick together so that the spell doesn’t deactivate. People flying on these platforms can fly at 20 metres per second, but people new to the magic would probably only want to go at 10 metres per second so they don't fall off. The platform is only just big enough for its user to stand on, so it is easy to fall off. Platform destroyed after 1 hit, but only by certain substances. Fernus has had many years of training with these platforms and can’t fall off unless he is knocked off by another wizard.
Strengths:
Flight: Lets the user fly around, which is very useful
Fast: Can fly up to the speed of 20 metres per second, which is pretty amazing
Nullified: The platforms can’t hurt anyone
Manoeuvrable: Easy to manoeuvre side to side & directly up & down.
Weaknesses:
Anything that can knock the user off
Anything that can destroy fire
Easy to Fall Off: The platform is very small and one could accidentally fall off it with ease
Limited Range: Platforms can only be a certain distance away from Fernus before disappearing, this means that Fernus has to be with anyone using one of his platforms
Can’t be reactivated: After the duration of the spell is over, Fernus has to wait until the next post before he can cast it again. This means that if your platform turns off, sorry, but you’re hitting the ground, hard. If you can’t cushion your fall and it’s a thread where you can die, it’s very likely that you will die. The only way someone could be saved is if Fernus has one of his 4 platforms left.
- Red Flame Barrage:
Name: Red Flame Barrage
Rank: D-Rank
Type: Fire, Offensive, Multiple Hit
Duration: Instant
Cooldown: 2 Posts
Description: Fernus lets out a barrage of 10 red flame bolts, each one of these does 15% of a normal D-Rank spell’s damage. This adds up to 150% of a D-Rank spell’s damage. These bolts go until they hit something, but spread too far to really do anything after 10 metres. Even when fired less than 10 metres away from the target, this spell is wildly inaccurate, and will rarely ever hit every shot. These bolts are fired in a 90˚ arc in front of Fernus and are shot out in random directions. Their AoE is this arc, but it is not certain that the people standing here will be hit. These bolts are fired at a very good speed of 25mph, but due to their terrible accuracy, they are still quite easy to dodge. These bolts can’t be bent into other shapes, this is because the bolts are already a bent shape, and shapes can’t be re-bent. If Fernus wanted a different kind of projectile, it would be part of the Lesser Flame Bend spell, and would not be as fast as one of these bolts. This is because the bolts are made to be used as projectiles, while most other shapes are meant to be static, and the shapes that move are usually either falling or hitting, not being used as a projectile.
Strengths:
Fast: These bolts are faster than most D-Rank wizards, which makes them hard to dodge.
Multiple Hit: These bolts can hit enemies multiple times, or multiple different enemies at a time.
Low Cooldown: These bolts have a very low cooldown, so they can be used very often.
High Damage: Altogether, these bolts do 150% of a D-Rank spell’s damage
Weaknesses:
Inaccurate: These bolts are very inaccurate, and easily miss, no matter how hard they are to dodge.
Low Damage: 1 bolt only does 15% of a D-Rank spell’s damage, which is only 3 damage!
Non-Malleable: These bolts can’t be bent into a different shape
Range: After 10 metres, these bolts become almost completely inaccurate.
Friendly Hit: These bolts can hit allies.
- Red Flame Arm:
Name: Red Flame Arm
Rank: D-Rank
Type: Fire, Offensive, Utility
Duration: 3 Posts
Cooldown: 4 Posts
Description: Fernus uses his magic to create an extra arm made of fire. This extra appendage can be used for two things, offensive magic and utility magic. This limb is much longer than a usual arm, it feels no pain and is made of fire. When used in battle, basic D-Rank spell damage unless it is nullified, in which case it acts as an unarmed D-Rank attack. It can also be used to pick up an enemy and throw them, which does a logical amount of damage depending on what they're thrown at/off. Along with the arm, Fernus can only use 1 other spell, and can only do one thing with that spell (One object, one platform etc.) The limb travels at 15 metres per second and has a range of 15 metres. It does not have an AoE. Out of battle, Fernus uses the extra arm to hold things or do multiple tasks at once. It can also be used as a grappling hook or a shield with which to block things. It can take 2 D-Rank hits before being destroyed. Fernus can only summon 1 arm at a time. If Fernus loses an arm, he could use one of these as a temporary replacement.
Strengths:
Multitasking: Fernus can use this limbs to do multiple things at once
Versatile: Can be used in and out of battle
Strong: This arm is strong enough to lift a human and has a great length
Painless: This arm can’t feel pain
Weaknesses:
Manual: This arm requires manual control, which makes it require a great deal of focus to use efficiently
Weak: This arm can only take 2 D-Rank hits before it is destroyed
Self-Summon: Fernus can only create these arms for himself because only he can control them. If a friend lost their arm Fernus may be willing to replace their arm temporarily outside of battle, but not in battle.
Painless: This arm has no feeling, so Fernus has to keep an eye on it.
Grab and Throw: If someone was to grab this arm, they may be able to throw Fernus.
Last edited by Fernus Darkslayer on 8th October 2016, 8:48 am; edited 5 times in total (Reason for editing : Marceline's request.)