Magic
[Primary Magic: Explosion Magic
Secondary Magic: n/a
Caster or Holder: Caster
Description:
Explosion magic is exactly what a person would expect from it, it allows the caster to create devastating explosions be them big or small, of course this can always backfire on the user and their allies; so the wielder of this magic is indeed a double edged sword. As the magic is explosive in nature there is little need for accuracy most of the time, what many wouldn't expect is the fact the wielders influence when concentrating can make their magic quite versatile and accurate, after all not all explosions go 'boom'.
Adalinda is known as a prankster and thus will use their magic to play childish but unharmful pranks on their guild and team mates from time to time and just because she gets into trouble it is yet to stop her playful nature. While using her magic within fighting she has a nasty habit of getting ahead of herself and tries to take shortcuts to create make mass explosives, often with a lot of harmful drawbacks that she later regrets; this being said when angry she becomes focused and will go after enemies one at a time. When in rush she can become careless with her magic and is more prone to taking dangerous shortcuts.
Strengths:
~ Versatile
~ Knock-backs
~ Fire Damage (does 25% additional damage to ice, wind and nature users)
~ Doesn't affect wielder unless otherwise stated
Weaknesses:
~ Earth users take 25% DR to this magic type
~ When the magic is cast it can't be redirected
~ More dangerous in enclosed spaces
~ Some spells can still damage caster if to close
~ Spells cast under water are 50% less effective for obvious reasons
~ Requires air or can't be used
~ Allies can also be hit on accident if they get close to explosion
~ Does damage to surrounding area more often than not
~ As this classes as fire damage can be eaten by fire slayers
[Primary Magic: Explosion Magic
Secondary Magic: n/a
Caster or Holder: Caster
Description:
Explosion magic is exactly what a person would expect from it, it allows the caster to create devastating explosions be them big or small, of course this can always backfire on the user and their allies; so the wielder of this magic is indeed a double edged sword. As the magic is explosive in nature there is little need for accuracy most of the time, what many wouldn't expect is the fact the wielders influence when concentrating can make their magic quite versatile and accurate, after all not all explosions go 'boom'.
Adalinda is known as a prankster and thus will use their magic to play childish but unharmful pranks on their guild and team mates from time to time and just because she gets into trouble it is yet to stop her playful nature. While using her magic within fighting she has a nasty habit of getting ahead of herself and tries to take shortcuts to create make mass explosives, often with a lot of harmful drawbacks that she later regrets; this being said when angry she becomes focused and will go after enemies one at a time. When in rush she can become careless with her magic and is more prone to taking dangerous shortcuts.
Strengths:
~ Versatile
~ Knock-backs
~ Fire Damage (does 25% additional damage to ice, wind and nature users)
~ Doesn't affect wielder unless otherwise stated
Weaknesses:
~ Earth users take 25% DR to this magic type
~ When the magic is cast it can't be redirected
~ More dangerous in enclosed spaces
~ Some spells can still damage caster if to close
~ Spells cast under water are 50% less effective for obvious reasons
~ Requires air or can't be used
~ Allies can also be hit on accident if they get close to explosion
~ Does damage to surrounding area more often than not
~ As this classes as fire damage can be eaten by fire slayers
- Lineage:
- Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.
- Unique Abilities:
~ Explosion Save: As an explosives based mage, the caster gains certain unique perks such as a 25% Damage reduction to explosions and fire based magic’s, in addition if the explosion is also a knock-back they also go only 75% the distance instead of the full distance.
~ Ticking Time Bomb: Can place hidden marks on someone that will explode on them after they've been hit by three spells. Deals Rank Damage.
~ Explosive Knock: As an explosive base mage, any spell that the caster uses knocks back anyone caught in them by 20 meters, adding 10 meters per rank, capping at S Rank. This distance adds to any spell that is classed as a knock-back giving it additional distance.
- Spells:
- Exploding Fist:
- Name: Exploding Fist
Rank: D
Type: Fire, Instant, Offensive, Single Target, Knockback
Duration: Instant
Cooldown: 2 posts
Description: To cast this spell the caster need only clench their fist and speak the name of the spell, once this is done their fists are enveloped in a flaming aura that will deal 50% rank damage each if they are able to hit a target; if and when it lands a 'bang' can be heard instantly making a small explosion that makes the one hit with it be pushed back by the base 15 meter burst plus whatever Explosive Knock allows.
Strengths:
~ Explodes on impact.
~ Classed as a fire spell.
~ Great for quick punches with an extra 'kick' to it.
~ Instantly cast
~ Is classed as a knock back
Weaknesses:
~ Can explode on impact on nearly anything.
~ If an ally moves in front of the caster it will harm them
~ When cast there is no way of stopping it
~ Without concentrating it deals only base melee damage
~ If the caster is in a rage they are less than accurate with the spell
~ Can be eaten by relevant slayers
- Exploding Scream:
- Name: Exploding Scream
Rank: D
Type: Fire/Light/Explosion, Offensive, Area of Effect, Charge up
Duration: 3 post
Cooldown: 4 Posts
Description: Exploding Scream is one of the more unusual spells the caster has at their disposal as they must inhale air through their nose while facing the intended direction before they open their mouth to scream. When this happens, a person may mistake the caster as a metal slayer as a grey like beam of dull light with a 5-meter arc seems to come forth dealing 50% rank damage per round over all enemies hit capping at 2.5x rank damage. The beam may go as far as 50 meters and requires a single round to charge before it is released where the caster finds themselves unable to defend themselves.
Strengths:
~ Deals more damage than normal
~ Can hit multiple targets at once
~ Has a slightly longer range
Weaknesses:
~ Can hit allies/innocents if they're too close or run into the path.
~ Can only hit in a straight line after being casted.
~ Has a very limited range width wise.
~ Takes a round to charge
~ Can be eaten by both light and fire slayers
~ When cast the direction can't be changed
~ While charging the caster is unable to defend themselves
- Combustion Barricade:
- Name: Combustion Barricade
Rank: D
Type: Fire/explosion, Defensive/offensive/aoe.
Duration: 3 Posts
Cooldown: 4 Posts
Description: To cast this spell the caster must extend their hands in front of them and say the spells name to set up a line of defense. The barrier though seemingly invisible to the untrained, it will still be able to be sensed with sensory without it actually being hit; this changes when it is touched however as when something hits it a flaming wall standing 25 meter long by 15 meter high suddenly appears exploding to dealing 50% rank damage between those within 45 meter capping at 1.5x rank damage over the duration of the spell. The barricade acts much like a shield and thus has 60hp.
Strengths:
~ Acts like a shield
~ Can protect a group of people
~ Is both offensive and defensive
~ Shield engulfs fire spells of the same rank
Weaknesses:
~ Only protects in one direction
~ Can be dug under
~ Can't be moved once cast
~ A stronger water spell can put it out
~ Damage can affect allies
~ Fire slayers can eat
~ Requires Air or can't be used
~ Rain can cause the barrier to be up to 50% weaker depending on how heavy it is.
- Armor of Detonation:
Rank: D
Type: Fire/Explosion, Buff (Resistance)
Duration: 3 posts
Cooldown: 4 posts
Description: The spell is casted by the caster clenching their hand into a fist, palm facing caster, and saying the spells name. The spell creates a shield around the caster. This shield is a buff to reduce the amount of damage the caster receives by 30% of the initial damage. When the shield is hit, it has a rippling explosion that repeats itself until the spell ends. The explosions only cover the front, and sides of the body.
Strengths:
~ Reduces damage
Weaknesses:
~ Can be hit from behind
~ Water reduces the spell by half
Last edited by Design-Turtle on 14th January 2018, 12:09 pm; edited 6 times in total