Magic
Primary Magic: Dune Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: A Mage that is well acquainted with the dunes and deserts of Earthland possess a soul very closely connected to them, allowing the mage to take control of the sands around them. Not only can they control the sand, but they can also become part of it, flowing through the battlefield like... well... Sand in the wind.
Any sand used for this magic will begin to glow hot red as the mage takes control of it. It is controlled by the will of the mage and does not require any incantations or movements. However, matching specific movements with specific spells increases focus and helps keep the spells at their most effective point. It is not required though.
Strengths:
Weaknesses:
Primary Magic: Dune Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: A Mage that is well acquainted with the dunes and deserts of Earthland possess a soul very closely connected to them, allowing the mage to take control of the sands around them. Not only can they control the sand, but they can also become part of it, flowing through the battlefield like... well... Sand in the wind.
Any sand used for this magic will begin to glow hot red as the mage takes control of it. It is controlled by the will of the mage and does not require any incantations or movements. However, matching specific movements with specific spells increases focus and helps keep the spells at their most effective point. It is not required though.
Strengths:
- Burning: The sand used in these spells is super-heated and will often burn holes in flesh unless specially attuned to it.
- Versatile: Although not many realize it, there is sand everywhere. Sand is just eroded rocks and minerals, which makes Dune Magic usable almost everywhere.
Weaknesses:
- Water: Water will turn sand to mud, which neutralizes the burning effect of Dune Magic
- Stealth: Dune Magic is not useful for stealth considering the sound and massive clouds of sand it makes.
- Mass-Damage: None of the spells or abilities used are precise, meaning they have the potential to cause exceeding amounts of damage to its surroundings.
- Lineage:
- Description: A monster in ancient Egypt was locked away, but one fateful night it managed to trick it's captors and escape by taking on a human form and seducing them. The abominations that were born as a result of the event were given the ability to manipulate and control sand.
Ability: The ability to control and manipulate sand at will with their will. Doing so within a 25 meter area, they can direct sand to attack or take various shapes in order to deal the user's rank in melee damage and it increases based on spell power / magic damage buffs rather than strength buffs. The sand can form barriers to help block attacks in which case it is considered a barrier/shield spell of 1 rank of the user’s rank (D-min).
The user can also "Swim" through sand as though it were water and control the and to give them increased grace and speed when "swimming" (50% speed boost).
Usage: Sand must be within 50 ft of them to use with a 5 post duration with a 6 post cooldown(if the user’s magic focuses on sand this can be a passive ability instead). Shields of sand must be made by sand within 50 ft of the user and has a cooldown of 4 posts after use.
- Unique Abilities:
- Scorching Sand: The mage, upon touch, is scorching hot to all but himself. Anybody who touches the mage is dealt 5 HP in burning damage UNLESS the touch is an attack. If the mage is attacked with a physical melee attack, 50% of the hit's damage is dealt back to the attacker. If it is a magical melee attack,
a flat 5 HP is dealt back to the attacker. (To simplify, 50% of physical melee attack damage is dealt back to its dealer, and any other physical contact (magic or not) causes a flat 5 HP of damage.)
Quick question: would it be simpler to just explain it as 5 HP damage to any physical contact?
Natural (Dis)Advantage: Because of its sheer temperature, Dune Magic is effective against ice magic, increasing magic damage against ice mages by 25% and decreasing damage taken by ice mages by 25%. However, Dune Magic is ineffective against water magic, decreasing magic damage against water mages by 25% and increasing damage taken by water mages by 25%. Water-based mages also do not suffer a Dune spell's burning effect.
Ghost: In a sandstorm, the mage becomes invisible to mages of equal rank. Mages of one rank higher will be able to see him as a blurred silhouette, and mages of two or more ranks higher will be able to clearly see him.
- D-Rank Spells:
Name: Sandstorm
Rank: D
Type: DoT (Burning)
Duration: 3 Posts
Cooldown: 4 posts
Description: Sandstorm brings all sand in a 20 meter radius into the air to whip around and cloud the air within a 15 meter radius of the mage. Anyone caught in the storm is instantly dealt 10 HP in damage. After that, they are dealt 10 HP Burning damage per post until the spell is over.
Strengths:- Quick source of cover
Weaknesses:- Will damage allies as well
- Clouds everyone's vision
Name: Golden Specter
Rank: D
Type: Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: As a defensive maneuver, a Dune Mage may temporarily convert their body into a mass of sand. While moving as sand, the mage can dodge up to 3 attacks of equal or 1 rank higher before shifting back to normal. The sand moves 25% faster than base rank speed but cannot attack anyone until the spell is over. However, the spell can be manually deactivated before the duration is over and the cooldown will immediately begin.
Strengths:- Allows the mage to dodge an attack or a few.
- Speed is increased during the spell's duration
Weaknesses:- Becomes less effective against higher ranked enemies
- Cannot attack while spell is active
- Water-based attacks will instantly end the spell and deal full damage, rendering the spell useless
Name: Coarse Batons
Rank: D
Type: Requip
Duration: 3 Posts
Cooldown: 4 Posts
Description: To improve hand-to-hand combat, a Dune Mage can form batons from sand. These batons passively increase physical damage resistance by 25%, and the first successful hit will burn the victim, inflicting an immediate 10 HP and burning off 10 HP for two more posts afterwards. Any hit afterwards will only inflict rank armed melee damage. As per the usual, water mages won't be affected by the burning effect, and will only take damage from the physical damage.
Strengths:- Increased resistance to physical damage
Weaknesses:- water-based mages don't suffer the burn effect
- Reach is barely increased at all
Name: Sand Clot
Rank: D
Type: Healing
Duration: 2 Posts
Cooldown: 3 Posts
Description: The mage clots any open wounds and cauterizes bleeding areas, neutralizing bleeding effects and regenerating an immediate 10 HP, then another 10 HP in the next post. However, if the mage is attacked in or before the second post, the extra 10 HP regen doesn't happen.
Strengths:- Regenerates health
Weaknesses:- Regen only works all the way if the mage doesn't take damage.
- Cauterized wounds cause temporary immense pain
- Quick source of cover
Last edited by CoreVall on 7th May 2017, 11:28 am; edited 1 time in total