Magic
Primary Magic: Bonds of Knowledge and Respect
Secondary Magic:
Caster or Holder: Caster
Description: Rashn has had this unknown bond to the elemental for the longest time, so he spend a large amount of time learning and finding out all he could about the elements. Those he still doesn't know much about them other then the name of some of them. The ones he can name are those of the four basic elements and those two that keep the balance of the world; Basic four: Earth, Wind, Water, and Fire. Two that balance the world: Light and Dark. But due to Rashn not only wanting to known more about them and having this special bond, he has respect for there existence as well has the will to show everyone their strength and beauty. The elements them self can't show them self's or speak to him just yet because of them lacking the magic power to withstand their true forms in person. So in stand they grant Rashn with a very powerful symbol of each of their beings called a 'sigil'. With these sigils, he can call forth part of there being but it takes one another shape then their true forms and as she own power grows he can call forth other more powerful versions of their beings. Those versions that differ from the ones he has already be able to summon also take one new shape or a slightly different look to them. As there are still many more elements that he hasn't found out about so there are most likely a lot more sigils for him to learn.
Rashn will call forth the elements by using the sigils, which will summon them to were he is and will form them self's right in front of him as an elemental. While they are in this form or shape he will be able to show off their unknown strength to those all around him and to those he is fighting against. They have minds of there own but do to there trust in Rashn himself they will listen and act to any of his commands without question. He is very happy to be able to fight along side the elements as if they were equals. Using both is on strength combined with elemental's strength to crash all those that need to be shown a lesion.
Strengths:
1. Each elemental has its own unique status effect that they can apply to what ever they hit. Example; Fire elemental would burn on hit and Water would soak the ground or the clothing that the being is wear to make their movement slower then normal on hit.
2. Unknown amount of elements for Rashn to learn gives this magic a lot of room to grow with him as he gets more powerful.
3. Rushn is able to fuse the elemental's together and make much stronger forms with all new ablities.
Weaknesses:
1. Each elemental has its own counter part where they take a little more damage from and do less damage to that element and/or elemental.
2. These magic doesn't due much with Rashn himself other then allowing him to call forth the elemental(s) with the sigils that he has learned from them.
3. The elements having their own mind is good and bad, those they do normally listen to his every command. If they were to no longer trust him or had their own minds messed with by a Mind Mage. The elemental's that he has bonded with and respected could turn against him in an instant.
4. Fusing of elemental is very powerful but there are three draw backs to much great power; First is that neither of the two elemental's can be summoned while their fused form is out an about. Second is that the fused form of two elemental's can't be call forth if one of the two it takes is on cooldown. There is one last part that only happens if one of the two is summoned but still wishing to fuse them can be done but Rashn knows that doing so will caused the fused one to last only half of its original duration.
Lineage: Elemental Wrath
Description: There was once a powerful old wizard capable of using all the four basic elements of the land: Fire, Water, Wind, and Earth. He was extremely powerful and feared by all of Earthland. He once took on 5 dragons at once. The mighty magus defeated them, but ended up losing his arms in the process. Having no children, he passed his knowledge of controlling multiple elements at once to a wandering mage, who passed it down and kept it within his family for generations
Ability: Allows the user the ability to cast 1 spell of each element. 1 D rank earth, one C rank wind, one B rank water, and one A rank fire. The user can also combine all four elements into one S rank meteor type spell, capable of causing severe damage.
Each spell is made in the magic app as normal spells of the respective elements. The meteor cannot be a signature and can deals 1.5 S-rank damage but is usable once per thread.
Usage: The spells are made in addition to the user’s spell based on their own rank. Spells dependant on their own CD/Durations besides the S-rank meteor spell which has to be a once per thread use.
Unique Abilities:
1. Fury of the Elemental's: When the user of this magic summons an elemental the user may wrap their weapon or body in said elements type, boosting their damage by 10% in the type of said summoned elemental. Only one element may be active at a time.
@Credit to Mashyuu Kumonosu for this ablitiy and the help he gave me to under stand how to make one my self.
2. Respect of the Elemental's: When there are no elemental's out and due to the respect that not only Rashn gives to the elements but as they give it back to him as a gift of magical power. This gift is a way for the elements and elemental's to show him great honor an thanks for all he does for them. The gift of magical power is a buff of 4% mana per post as long as there are no elemental's out at the time. The draw back is that once an elemental is summon the buff quickly fades away and doesn't return till two posts after the elemental has left.
3. Communication of the Elemental's: While an elemental is summoned and fighting along side Rashn, they can hear everything he says mentally so he can give up commands to them without even really meaning and/or can give them out in the middle of combat without worrying about the enemy hearing what he says to them. Draw back is that he can't hear anything the elemental's say mentally. The range of this mental connection is up to 15 Meters away at D rank, this increases by 10 meters per rank to a max of 75 meters at H rank.
Spells:
Lineage Elements
Unknown Elements
Fused Elements
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!)
Primary Magic: Bonds of Knowledge and Respect
Secondary Magic:
Caster or Holder: Caster
Description: Rashn has had this unknown bond to the elemental for the longest time, so he spend a large amount of time learning and finding out all he could about the elements. Those he still doesn't know much about them other then the name of some of them. The ones he can name are those of the four basic elements and those two that keep the balance of the world; Basic four: Earth, Wind, Water, and Fire. Two that balance the world: Light and Dark. But due to Rashn not only wanting to known more about them and having this special bond, he has respect for there existence as well has the will to show everyone their strength and beauty. The elements them self can't show them self's or speak to him just yet because of them lacking the magic power to withstand their true forms in person. So in stand they grant Rashn with a very powerful symbol of each of their beings called a 'sigil'. With these sigils, he can call forth part of there being but it takes one another shape then their true forms and as she own power grows he can call forth other more powerful versions of their beings. Those versions that differ from the ones he has already be able to summon also take one new shape or a slightly different look to them. As there are still many more elements that he hasn't found out about so there are most likely a lot more sigils for him to learn.
Rashn will call forth the elements by using the sigils, which will summon them to were he is and will form them self's right in front of him as an elemental. While they are in this form or shape he will be able to show off their unknown strength to those all around him and to those he is fighting against. They have minds of there own but do to there trust in Rashn himself they will listen and act to any of his commands without question. He is very happy to be able to fight along side the elements as if they were equals. Using both is on strength combined with elemental's strength to crash all those that need to be shown a lesion.
Strengths:
1. Each elemental has its own unique status effect that they can apply to what ever they hit. Example; Fire elemental would burn on hit and Water would soak the ground or the clothing that the being is wear to make their movement slower then normal on hit.
2. Unknown amount of elements for Rashn to learn gives this magic a lot of room to grow with him as he gets more powerful.
3. Rushn is able to fuse the elemental's together and make much stronger forms with all new ablities.
Weaknesses:
1. Each elemental has its own counter part where they take a little more damage from and do less damage to that element and/or elemental.
2. These magic doesn't due much with Rashn himself other then allowing him to call forth the elemental(s) with the sigils that he has learned from them.
3. The elements having their own mind is good and bad, those they do normally listen to his every command. If they were to no longer trust him or had their own minds messed with by a Mind Mage. The elemental's that he has bonded with and respected could turn against him in an instant.
4. Fusing of elemental is very powerful but there are three draw backs to much great power; First is that neither of the two elemental's can be summoned while their fused form is out an about. Second is that the fused form of two elemental's can't be call forth if one of the two it takes is on cooldown. There is one last part that only happens if one of the two is summoned but still wishing to fuse them can be done but Rashn knows that doing so will caused the fused one to last only half of its original duration.
Lineage: Elemental Wrath
Description: There was once a powerful old wizard capable of using all the four basic elements of the land: Fire, Water, Wind, and Earth. He was extremely powerful and feared by all of Earthland. He once took on 5 dragons at once. The mighty magus defeated them, but ended up losing his arms in the process. Having no children, he passed his knowledge of controlling multiple elements at once to a wandering mage, who passed it down and kept it within his family for generations
Ability: Allows the user the ability to cast 1 spell of each element. 1 D rank earth, one C rank wind, one B rank water, and one A rank fire. The user can also combine all four elements into one S rank meteor type spell, capable of causing severe damage.
Each spell is made in the magic app as normal spells of the respective elements. The meteor cannot be a signature and can deals 1.5 S-rank damage but is usable once per thread.
Usage: The spells are made in addition to the user’s spell based on their own rank. Spells dependant on their own CD/Durations besides the S-rank meteor spell which has to be a once per thread use.
Unique Abilities:
1. Fury of the Elemental's: When the user of this magic summons an elemental the user may wrap their weapon or body in said elements type, boosting their damage by 10% in the type of said summoned elemental. Only one element may be active at a time.
@Credit to Mashyuu Kumonosu for this ablitiy and the help he gave me to under stand how to make one my self.
2. Respect of the Elemental's: When there are no elemental's out and due to the respect that not only Rashn gives to the elements but as they give it back to him as a gift of magical power. This gift is a way for the elements and elemental's to show him great honor an thanks for all he does for them. The gift of magical power is a buff of 4% mana per post as long as there are no elemental's out at the time. The draw back is that once an elemental is summon the buff quickly fades away and doesn't return till two posts after the elemental has left.
3. Communication of the Elemental's: While an elemental is summoned and fighting along side Rashn, they can hear everything he says mentally so he can give up commands to them without even really meaning and/or can give them out in the middle of combat without worrying about the enemy hearing what he says to them. Draw back is that he can't hear anything the elemental's say mentally. The range of this mental connection is up to 15 Meters away at D rank, this increases by 10 meters per rank to a max of 75 meters at H rank.
Spells:
- Spell Template:
- 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.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( 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)
Strengths: ( 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.)
Weaknesses: ( 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)
Lineage Elements
- D/C/B/A/S-rank:
Name: Shroud of Quakes
Rank: D
Type: Earth, Utility
Duration: 3 posts
Cooldown: 4 posts
Description: Rashn summons forth the element of earth and wraps him self in its energy state. The energy in this state completely shrouds him in what looks like a green aura. By being shrouded in earth there are two things that happen. First he gains a 10% reduction when hit by an earth based spell or ability while shrouded. Second at the end of the last post before this spell the shroud explodes outwards in a 15 meter radius from him. The explosion causing the ground within the radius to shake like that of an earthquake. Dealing D rank worth of damage to everyone with 5 meters of him. While everyone else within the 6 to 15 meters just gets knocked down (like "ouch! my butt") by the quake.
Strengths:
1. Boost of defense while within shroud.
2. Able to affect multiple targets at once.
3. Aura is a transparent shade of green so not to lose any vision while in combat.
Weaknesses:
1. Physical wind/air based spell aim at the shroud or Rashn within can cause it to quickly fade away.
2. Only damages those within 5 meters of Rashn at the time of the explosion.
3. Those of two rank higher of this spell wont be knocked down at but the ones only one rank high will still get dizzy due to all the shaking from the quake.
4. Can and will damage/affect anyone within range, even if its an ally or an enemy.
Name: Shroud of Gusts
Rank: C
Type: Wind, Offensive/Supportive
Duration: 5 posts
Cooldown: 6 posts
Description:
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Name: Shroud of Waves
Rank: B
Type: Water, Offensive/Supportive
Duration: 6 posts
Cooldown: 7 posts
Description:
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Weaknesses:
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Name: Shroud of Flames
Rank: A
Type: Fire Offensive/Supportive
Duration: 7 posts
Cooldown: 8 posts
Description:
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Weaknesses:
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Name: Shroud of Impact
Rank: S
Type: Meteor, Offensive/Supportive
Duration: 10 posts
Cooldown: Once per thread
Description:
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Weaknesses:
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- D-rank:
- Name: Baby Elemental of Earth
Rank: D
Type: Summon
Duration: 2 posts
Cooldown: 3 posts
Description: Rashn casts a magic circle on the ground but unlike most only magic circles this one takes the form of a sigil. The sigil is green and has a leaf right in the middle of it standing for the element of earth. As the sigil slowly fades away the ground where it was bubbles up and pops. Which did no damage at all but in stand a small pup popped out. The pup's body was made up of one of the riches part of the earth element, which is the soil/dirt. But around its neck was a harden version of earth, which was rock for protection in some way. There were five rocks placed around the neck not sure why only five. The earth pup has 50 health points and deal out 5 damage per melee strike.- Appearance:
- Passive:
- Earth Element, due to being formed together by the earth element makes this pup an Earth Elemental. One thing that is must common about the earth element is how sturdy it is. So this pup won't be that easy to knock over or pushed around at all, which causes her to be able to with stand most any kind of physical strike. This pup has a 15% reduced to physical damage of any kind.
- Active:
- Duration: 1 post
Cooldown: Once per summon
Description: When the pup feels something strong is about to hit either her self or Rashn, the five rocks around her neck quick detach. They then place them self's in five point shape where two rock are on the ground and the other three are hover above or to the side of them. Once they are in place, the rocks began to multiple fast enough to connect the rocks together and then fill in the middle. This made a solid wall of rocks that takes the shape of a pentagon that is either a meter in front of her self or Rashn. The pentagon stands five meters tall and three meters wide.
1. Boost of Defense against Physical Damage.
2. Can form a strong wall in front of herself or Rashn.
3. Small size makes it harder for the land hit of her from time to time.
Weaknesses:
1. Being made of earth element and the pup being so small makes her movement speed slower then most summons.
2. The rock wall can only withstand two D-rank spells worth of damage or a single C-rank spell worth of damage.
3. When stroke by a wind/air based spell the summon will take 10% increased damage for every wind/air based spell afterwards.
4. Although her body is strong against physical moves doesn't mean that she can't be knocked out by one.
- D-rank:
- Name: Baby Elemental of Air
Rank: D
Type: Summon
Duration: 2 posts
Cooldown: 3 posts
Description: Rashn casts a magic circle on the ground but unlike most only magic circles this one takes the form of a sigil. The sigil is a mixture of white an sky blue and has a symbol for wind right in the middle of it standing for the element of air. As the sigil slowly fades away the ground where it was a giant gust of wind comes rushing in to form a ball of wide winds. Which did no damage at all but in stand the wideness of the wind stop and shrinks down into some cloud looking thing with a big head. The cloud's body was made up nothing but pure wind/air that is all around the word. But the head is the biggest part of the being with very small body cloud for its body and a small swoosh sticking out of its head that almost made it look like a ghost. Its eyes look like it's wearing goggles but its not, for some unknown reason that's just how it was formed. The air cloud has 50 health points and deal out 5 damage per melee strike.- Appearance:
- Passive:
- Air Element, due to being formed together by the air element makes this cloud an Air Elemental. One thing that is must common about the air element is how fast that wind/air can be at times. So this cloud won't be that easy to caught by those who can't move as fast as the wind its self. This cloud has increased movement speed of 10 m/s.
- Active:
- Duration: 1 post
Cooldown: Once per summon
Description:When the cloud feels like it has had enough with someone chasing him or Rashn, then he will turn to face the one chasing him or aim at the one chasing Rashn. He when sucks in the air around him until his head grows even bigger and his cheeks pop out. Then he quickly blows all the air out at a high rate of speed cause a whirlwind of wide winds to form. This whirlwind can reach up to the range of 15 meters an its 2 meters wide x 3 meters tall. It will cause D-rank worth of damage to the one that the cloud has targeted if it hits and deal half D-rank worth of damage to everyone else in the whirlwind.
1. Boost of Speed to help the cloud get around fast.
2. The whirlwind that it can form can cover a great distance.
3. Small size makes it harder for the land hit of her from time to time.
Weaknesses:
1. Being made of air element and the could being having no limbs to strike with make it to have much less of a melee reach then most summons.
2. The whirlwind can be stop by a wind/air based spell being shot into the middle of it from either above or while inside of it.
3. When stroke by a fire based spell the summon will take 10% increased damage for every fire based spell afterwards.
4. Although his body is made up of wind an cloud that can't be touch by bare hands, doesn't mean that he can't be knocked out by one by someones bare hands as long as they are in cased in magic power/energy before doing so.
- D-rank:
- Name: Baby Elemental of Water
Rank: D
Type: Summon
Duration: 2 posts
Cooldown: 3 posts
Description: Rashn casts a magic circle on the ground but unlike most only magic circles this one takes the form of a sigil. The sigil is a mixture of blue an green and has a symbol for tear drop in the middle of it standing for the element of water. As the sigil slowly fades away the ground where it was a small puddle appears. Which did no damage at all but in stand a giant splash happens where water goes every where as small creature jumps out of the paddle. The creature's body was made up nothing but pure water in a solid state. But it has the weird tree like horns coming how of its head. The only other thing that is odd about this creature is that she has no arms. The water creature has 50 health points and deal out 5 damage per melee strike.- Appearance:
- Passive:
- Water Element, due to being formed together by the water element makes this creature a Water Elemental. One thing that is must common about the earth element is how it flows to prefect with everything around it even magic its self. So this creature won't be that easy to knock over or pushed around by magic, which causes her to be able to with stand most any kind of magical strike. This creature has a 15% reduced to magical damage of any kind because of the tree like horns on his head giving off magic energy so that she can swim though the magic (like a fish in water).
- Active:
- Duration: 1 post
Cooldown: Once per summon
Description: When the water creature gets angry enough she will roll around on the ground where all the water was slapped every where. As he rolls the water attaches its self to all over her body. Once fully cloaked in water she will charge at them till she is ready to jump an goes flying though the air with a headbutt. She goes as fast as 2 m/s for a max range of 5 meters and will deal D rank worth of damage to the one hit by her head. Now if someone was unlucky enough to be headbutted at point blank range they will take 1.5x D rank worth of damage an be sent flying back by 3 meters from the full speed impact.
1. Boost of Defense against Magical Damage.
2. Can cause a great deal of pain and damage with just a headbutt.
3. Very powerful tail strikes, that equal almost the same as getting punch with someone full strength be hide it.
Weaknesses:
1. Being made of water element and the creature being so small plus not having arms makes her striking speed slower then most summons.
2. Headbutted at point blank range for anyone of higher rank then the summon her self isn't knocked back at all.
3. When stroke by a lightning based spell the summon will take 10% increased damage for every lightning based spell afterwards.
4. Although her horns make it so that she is strong against magical moves doesn't mean that she can't be knocked out by one.
- D-rank:
- Name: Baby Elemental of Fire
Rank: D
Type: Summon
Duration: 2 posts
Cooldown: 3 posts
Description: Rashn casts a magic circle on the ground but unlike most only magic circles this one takes the form of a sigil. The sigil is red and has a flame symbol right in the middle of it standing for the element of fire. As the sigil slowly fades away the ground where it was comes up in the shape of a mini volcano and spits out flames with a tiny bit of lava. Which did no damage at all but in stand a small creature popped out. The creature's body was made up flaming red skin all over other then the yellow on her body. Seemed like a new creature till when it started to breath little bit of flames would come out with every exhale. But at the end of its short little arm and legs was razor shape white claws, three on each hand and two on each foot. The fire creature has 50 health points and deal out 5 damage per melee strike.- Appearance:
- Passive:
- Fire Element, due to being formed together by the fire element makes this cloud an Air Elemental. One thing that is must common about the fire element is how much raw and destructive power it has. So this flaming creature won't be that easy to take down with taking some damage as well. This creature has increased physical damage by 15% per melee strike.
- Active:
- Duration: 1 post
Cooldown: Once per summon
Description: When the flame creature wants to prove how powerful or just really want to strike at something with full strength to scare someone or something off. She will hold out one of her little arms and looks down at it, she blows super heated flames onto one of her arms. The flames quickly warp them self's around the arm. Once she is ready she will pull arm back as far as she can swing it was full force at her target to strike them while her claws rip right into their body. This strike will cause D rank worth of damage to anyone it hits and if they have clothing on it will set on fire causes half D rank worth of damage per post for 3 posts as long as they are still wearing the same clothing.
1. Boost of Physical Damage to her melee strikes.
2. Can cause a large amount of damage with a single punch.
3. Small size makes it harder for her to be seen once she is up close.
Weaknesses:
1. Being made of fire element and the flame creature being so small makes her magic power a little lower then most summons.
2. The super heated flaming arm makes it so she has to be in melee range to land a hit.
3. When stroke by a water based spell the summon will take 10% increased damage for every water based spell afterwards.
4. Although her physical moves are stronger then most summons doesn't mean that she can't be knocked out by another summon.
Unknown Elements
Fused Elements
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!)
- Fusion Spell Template:
- 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 Questionable on 1st July 2017, 9:06 am; edited 1 time in total