Magic Name: Phoenix Flame
Magic Type: Lost; Lost magic is similar to caster magic in what it can accomplish and how flexible it is. However, the big difference between caster and lost is that Lost magic is stronger but also harder to cast.
- Description:
- Phoenix Flame was created over a millennia ago by an experimental mage who had curiosities about the power of human emotion and its effect on how one uses magic. His studies aimed to create a new magical art for the world to behold, one that manipulated the emotions of the user to fuel their magic energy, thus creating a cycle of infinite power. By taking control over their feelings, the user could channel and transform it into something tangible, like fire, and each type of flame would do something different just as fire does in reality. It does not just burn and take away, it also gives life and comfort. He was also quite fascinated by the Phoenix and its abilities; to destroy and create new life from that destruction by burning itself down to a pile of ashes and rising from it anew. He wondered if the magic he was creating used emotion to recycle magic energy and conjure flames with different effects depending on what the user was feeling, could it also prolong their lifespan? And not only that, could it be used to heal? This aspect of Phoenix Flame was based purely on the user’s level of desire, as the creator had decided that the art of intention would fit well with saving lives. For example, if the user held deep affection for the person or thing that they were trying to save, the healing power of the flames would be much more effective. The healing aspect could also be used on the user themselves, but at a price. The creator of Phoenix Flame taught his magic to only one person, a young girl he’d found in an alley on a stormy afternoon who had nearly bled to death because of a brutal stoning. He took her in, cared for her and saw her potential, in the end deciding that she would be his apprentice.
Phoenix Flame, as told previously, is based heavily on emotion and intention. It is as restorative as it is destructive and what it does all depends on the user. There are no verbal or physical incantations used in this magic; all of it is controlled by the mind and directed through the body. Phoenix Flame is not perfect, in fact, compared to most magics it is incredibly flawed. This is due to the fact that has only ever been used by one person and was, in essence, an experiment. It is, in a way, incomplete. Its spells are created and mastered on a whim, purely by accident and discovered by chance. There is no telling what might occur when Phoenix Flame is put to work, in any situation. What is known for sure though, is what effects the user’s fire has. Positive emotions will typically conjure healing, comforting, and non-destructive flames ranging from warm pinks or purples to soft yellow or golden hues. They do not burn to injure or damage but to assist in whatever way the user sees fit. Negative emotions can conjure two types of flames, and each type has its own variations. The first are flames that burn to destroy and can inflict extreme harm on anyone or anything they touch and are usually bright red or orange; these are conjured when the user feels intense anger or rage and has a desire only to hurt. The second are flames that burn not to destroy, but to “sting” or stun and can be varying shades of green, sometimes blue. These, when contact is made, are able to put whoever or whatever they touch, if it is living, at a disadvantage and are commonly caused by sadness or bitterness.
- Ability: “Heat Detection”; this ability allows the user to identify people or things near them by their unique heat signature. Every living thing has one and ultimately, this ability helps the user recognize whether their surroundings are familiar or not and can help them gauge the environment's safety.
- Ability: “Sympathy”; this ability allows the user to share with others how they are feeling through touch. It does not use flames and thus has no physical effect on the one being touched, but a soft glow to indicate that there is a transfer occurring. The color of the glow depends on the user’s mood.
- Ability: “No Pain, No Gain” a.k.a. “Self-healing”; this ability allows the user to heal themselves, with a condition of course. If the user has been injured, they can speed up the wounds healing process by burning themselves with a source of pure fire, one made naturally and not with magic. It is a sort of ‘punishment’ for being selfish, but the self-inflicted burns will heal just as quickly the wounds the user meant to heal in the first place. While the pain is excruciating, the result is a perfect, scarless heal. The effect this ability has depends on how long the user burns themselves. All wounds being healed will appear to be covered in ash and once the process is complete, the ash will fall away and leave the afflicted area just like new.
Spells:
D-Rank:
- Feather Dagger:
Name: Feather Dagger
Rank: D
Type: Single Target, DOT
Damage: 40 HP; 13.3 HP each post over duration.
Range: 60 Meters
Speed: 60 Meters/Second
Duration: 3 Posts
Downside: N/A
Description: A feather is materialized in the user’s hand, positioned for throwing. It is the length of the user’s forearm and glows like a hot ember, bright particles drifting around it like an aura of magic energy. When thrown, a hit is almost guaranteed. Once the target has been struck, the quill of the feather embeds itself into the target and stays in place until the spell’s duration is up. During this time, the feather’s aura will surround the target and inflict damage. Once the duration is up, the feather dissipates into nothingness. The feather cannot be removed.
- Deflection Instinct:
Name: Deflection Instinct
Rank: D
Type: Defensive
Damage: N/A
Range: N/A
Speed: N/A
Duration: 2 Posts
Description: If the user feels they are in danger of taking a hit they cannot counter, they can use this spell to temporarily cover their body in a layer of attack-deflecting fire. The ‘shield’ can take 3 hits of equal rank damage.
- Adrenaline Shot:
Name: Adrenaline Shot
Rank: D
Type: Buff
Damage: N/A
Range: N/A
Speed: N/A
Duration: 3 Posts
Description: ’Adrenaline Shot’ increases the user’s strength and gives them a 50% increase to the amount of melee damage they can inflict, making the usual 20 HP into 30 HP.
- Chill Resistance:
Name: Chill Resistance
Rank: D
Type: Buff
Damage: N/A
Range: N/A
Speed: N/A
Duration: 3 Posts
Description: ’Chill Resistance’ decreases the effect of water and wind magic of equal rank on the user by 50%.
- Advanced - Feather Dagger Wing Sweep:
Name: Feather Dagger Wing Sweep
Rank: D+
Type: Multiple Target, Instant
Damage: 45 HP; 5 HP for each feather.
Range: 67.5 Meters
Speed: 45 Meters/Second
Duration: 1 Post
Description: The user’s arms become surrounded by fire in the form/shape of Phoenix wings and with a sweep project 9 feathers. The feathers, like in ‘Feather Dagger’, look like glowing embers with bright particles drifting around them. From the wings, the feathers are thrown at the target(s) and each of the 9 hits do instant damage, totaling at 45 HP.
- Rebirth Blast:
Name: Rebirth Blast
Rank: C
Type: Burst, DOT
Damage: 60 HP; 24 HP for the initial blast (first post), embers deal 12 HP each post over the remaining duration (final three posts)
Range: 30 Meters
Speed: 30 Meters/Second
Duration: 4 Posts
Downside: After initiating this spell, the user is rendered immobile for a single post and cannot defend themselves.
Description: The user expels fire from within their body that burns up everything within range. As the flames begin to go out, the embers that settle are what do lasting damage. In the instance of casting this spell, the user’s body appears to be completely charred as they “recharge” and are being “reborn”. Upon being able to move again, the charing cracks and falls to the ground in ashes.
- Aura Cage:
Name: Aura Cage
Rank: C
Type: AOE
Damage: N/A
Range: 60 Meters
Speed: 30 Meters/Second
Duration: 5 Posts
Downside: This spell can put the user in more danger if their opponent is stronger or has an advantage over them and is within range.
Description: With their body as the focal point, an aura-like dome of fire spreads around them and encapsulates the user and whomever/whatever is within range. It can act as a shield and a trap. The dome can take three hits of equal rank damage, but does not do any itself.
- Grace Period:
Name: Grace Period
Rank: C
Type: Buff
Damage: N/A
Range: N/A
Speed: N/A
Duration: 3 Posts
Description: Temporarily increases the user’s HP by 25% and acts as a damage buffer. 300 HP becomes 375 HP.
- Advanced - Hallucinogen:
Name: Hallucinogen
Rank: C+
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters/Second
Duration: 6 Posts
Description: The effect of this spell begins when the user lands a melee blow on their opponent after casting it. It is a colorless, translucent flame that upon contact increases the target’s body temperature to the point that they begin to hallucinate based on their current emotional state. The illusions will only appear vividly within the spell’s range, the focal point being the user who casts it. As the duration is spent, the illusions become less clear and less effective.
Last edited by KatherineNeel on 29th November 2018, 4:57 pm; edited 10 times in total