Primary Magic: Lightning flash magic.
Secondary Magic:
Caster or Holder: Caster
Description: Brand manipulates electricity to do devastating melee attacks. He charges his body with electricity to enhance basic things like punching and running. The electricity also makes him faster then the average person.
Strengths:
Good at close combat
Good burst damage
Weaknesses:
Most spells don't work on rubber
Earth magic and Metal magic of a higher rank renders it useless.
Hardly any defense
Lineage:
Demonic Mask:
Description: A merchant had found the corpse of a demon inside an ancient ruins complex as he travelled through it. The merchant took the skull of the demon and placed it over his head. As he did so the skull became part of the merchant in the form of a mask which granted him the ability to alter the properties of magic. The merchant however was defeated in a war he got caught up in soon after. Upon his death the mask shattered and its powers were scattered across the battlefield, leaving the few surviving with that same power inside of them, but in a weaker state. The dark powers of the demon were passed down over the generations.
Ability: All magic the user uses can instead of it's normal element be based on darkness and is elemental. The spells still work the same way, except that in essence the element is darkness and that may have results for the way it reacts with other types of magic. When in use a demonic mask appears over their face which does have some practical purpose as it will reduce damage to the face by 50% and prevent fatal blows to their face.
Usage:5 posts duration and a 6 posts cooldown. The dark element overrides the element on the user’s spells already or gives non-elemental magic the darkness element.
Unique Abilities:
-Shock: Lightning spells may paralyze the opponent for 1 post. Does not work on anyone who is any rank higher then his own.
Cooldown: 4 posts
-Speedy: Due to being one with lightning it is harder to hit Brand because of her speed.
D Rank: +10% Speed bonus
C Rank: +20% Speed bonus
B Rank: +30% Speed bonus
A Rank: +40% Speed bonus
S Rank: +50% Speed bonus
-Overcharge: Every spell gains a bonus to attack.
D Rank: +10% attack bonus
C Rank: +20% attack bonus
B Rank: +30% attack bonus
A Rank: +40% attack bonus
S Rank: +50% attack bonus
-Conducive: All of his lightning based spells do extra against damage against water mages and ice mages by 50% but at the cost that his spells do 50% less damage to earth and air mages.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Secondary Magic:
Caster or Holder: Caster
Description: Brand manipulates electricity to do devastating melee attacks. He charges his body with electricity to enhance basic things like punching and running. The electricity also makes him faster then the average person.
Strengths:
Good at close combat
Good burst damage
Weaknesses:
Most spells don't work on rubber
Earth magic and Metal magic of a higher rank renders it useless.
Hardly any defense
Lineage:
Demonic Mask:
Description: A merchant had found the corpse of a demon inside an ancient ruins complex as he travelled through it. The merchant took the skull of the demon and placed it over his head. As he did so the skull became part of the merchant in the form of a mask which granted him the ability to alter the properties of magic. The merchant however was defeated in a war he got caught up in soon after. Upon his death the mask shattered and its powers were scattered across the battlefield, leaving the few surviving with that same power inside of them, but in a weaker state. The dark powers of the demon were passed down over the generations.
Ability: All magic the user uses can instead of it's normal element be based on darkness and is elemental. The spells still work the same way, except that in essence the element is darkness and that may have results for the way it reacts with other types of magic. When in use a demonic mask appears over their face which does have some practical purpose as it will reduce damage to the face by 50% and prevent fatal blows to their face.
Usage:5 posts duration and a 6 posts cooldown. The dark element overrides the element on the user’s spells already or gives non-elemental magic the darkness element.
Unique Abilities:
-Shock: Lightning spells may paralyze the opponent for 1 post. Does not work on anyone who is any rank higher then his own.
Cooldown: 4 posts
-Speedy: Due to being one with lightning it is harder to hit Brand because of her speed.
D Rank: +10% Speed bonus
C Rank: +20% Speed bonus
B Rank: +30% Speed bonus
A Rank: +40% Speed bonus
S Rank: +50% Speed bonus
-Overcharge: Every spell gains a bonus to attack.
D Rank: +10% attack bonus
C Rank: +20% attack bonus
B Rank: +30% attack bonus
A Rank: +40% attack bonus
S Rank: +50% attack bonus
-Conducive: All of his lightning based spells do extra against damage against water mages and ice mages by 50% but at the cost that his spells do 50% less damage to earth and air mages.
- D spells:
- Spells:
Name: Lightning Crash
Rank: D
Type: Offensive
Description: The caster creates a sphere of lightning in each hand and throws it to the left and right of the enemy. He/She would then pull them together ahead/above or behind the enemy causing the two spheres to react on coming in contact with each other and explode. The explosion will be in a five meter radius. The spheres can travel to a distance of 15 meters from the caster.
Strengths:
To be blocked, has to be blocked by both the sides.
Only in special circumstances can the target escape this attack.
Weaknesses:
Can be nullified by C-rank earth magic user.
User must use both hands, leaving them unprotected for the duration of the spell.
Trajectory of the spheres can be changed by B-rank Wind Magic.
If the user themselves is in a five meter radius around the target, it results the user to be hurt too.
Duration: 1 post
Cooldown: 3 posts
Name: Thunder Bullets
Rank: D
Type: Offensive
Description: Placing one of their arms a few centimeters away from the other, held outstretched, with both of the palms open, the user creates a sphere of lightning around the outstretched forearm, from which a barrage of small, yet destructive lightning orbs is fired towards the enemy at high speed. Such oversized "bullets, striking in the same area, are powerful enough to produce an explosion on contact. The bullets can reach the radius of 2 cm in the most and can only travel till a distance of 15 meters. The size of the bullets can either be 20 bullets doing 1 hp each, 10 bullets doing 2 hp each or 2 bullets doing 10 hp each. It will also give a burn to the part of the body it hits slowing that part of the body down.
Strengths:
This spell can be casted instantly and can be shoot in almost any direction making it hard to dodge.
The user can change the size of the bullets and make it bigger so that it causes more damage.
Gives a first degree burn to the part of the body of the opponent it has contact with it leaving that part of the body slowed for one post.
Weaknesses:
As these bullets are normally too small they do not cause much damage to the opponent if used in a small quantity.
Can't penetrate solid objects, hiding behind any wall or shield would protect the target from damage.
Earth and Metal can absorb the electric charge thus totally nullifying the bullets.
Strong winds can change the trajectory of the bullets.
Duration: 1 post
Cooldown: 3 posts
Name: Stun touch.
Rank: D
Type: Defensive
Description: Simple by physically touching his opponent he can stun them for 1 posts
Duration: Instant
Cooldown: 3 posts
Strengths:
Stuns enemy.
Gives Brand some time.
Weaknesses:
Does not work on metal or rubber bodies.
Does not work on someone who is 2 ranks higher.
Has to be touching his opponent or their armor for it to work.
Name: Volt sprint
Rank: D
Type: Lightning
Description: By standing still for a second and focusing on few targets as long as they is a maximum of 15 Meters between each target. He will turn into a small lightning bolt and will bounce between his targets only doing basic melee damage (If he so chooses to do damage) to the last target if it is an opponent.
Duration:Instant
Cooldown: 4 posts
Strengths:
Quickly travel across the battlefield
Good offensively and defensively.
If the target is visible and up higher then Brand he can still bounce to them.
Weaknesses:
Can not bounce between metal or rubber targets.
Will be bounced to a metal target and stop at a near by metal object if it is big enough. (The size of a person.)
He could end up over a side of a cliff if the last target is flying or hovering or jumping.
- C spells:
- Spell:
Name: Lightning Eruption
Rank: C
Type: Offensive
Description: The user summons a lightning bolt from the ground, which causes a magic circle to appear beneath the target, which hits them with lightning; throwing them up to ten feet high into the air, before subsequently causing an explosion. If hit by this spell, the opponent would be electrocuted and will stun them for one post.
Strengths:
Useful as a sneak attack, being hard to predict.
Only in special circumstances can the target escape this attack.
Weaknesses:
Can be nullified by B-rank earth magic.
As the target gets thrown in the air they get a few seconds of time to escape.
If the target has any kind of rubber on him/her/it, the charge will be nullified.
The user can be attacked by another mage (which is not their target) because of both hands being used in the casting of this spell.
Duration: 1 posts
Cooldown: 5 posts
Name: Negitive punch.
Rank: D
Type: Lightning Offensive/Defensive
Description: Simple by focusing on his left fist he can charge it with electricity. If he hits his target he will flash backward 10 Meters. Walls will stop him from flashing past it.
Duration:Instant
Cooldown:3 posts
Strengths:
A nice way to put some distance between him and his opponent.
Good close range
Weaknesses:
Rubber wont take any damage. (He will still flash backwards.)
He will flash toward someone if they have a metal body.
Bad if there is a cliff behind her.
Name: Positive punch
Rank: D
Type: Lightning Offensive/Defensive
Fused Spells:
Description: By focusing on his right fist it will charge will electricity. Then he will flash forward 10 Meters toward his target (opponent or object.) Even if he misses his punch he will still flash forward. He can not flash through walls or people.
Duration:Instant
Cooldown: 3 posts
Strengths:
Good to cover distance between his opponent and himself.
May surprise the enemy.
Good for flanking an enemy.
Weaknesses:
Rubber won't take damage
He will flash toward someone if they have a metal body even if they are not his target.
He may jump into an attack.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Last edited by Brand on 15th October 2016, 9:19 am; edited 4 times in total