❆ Runic Supremacy ❆
Secondary Magic:
None.
Caster or Holder:
Caster
Description:
Through the power of her runes Diana is capable of manifesting abilities and powers that make a variable nightmare to deal with. Supremacy is no boast on the part of Diana, she is capable of manifesting runic images that cause effects ranging from impaling spires of ice to burning flames and crackling lightning. Due to this variable nature of her magic she is versatile in what she can do though because she has no one thing she does her magic might not be as strong as someone that focuses on one element. In combat Diana uses her expertise in runic magic to befuddle and confuse her enemies, switching up what element she uses constantly to keep her enemies from being able to predict her next move while she analyzes them.
Rune magic has always been a part of her history, though the sheer amount of Runes that Diana knows and can manifest is unique among her family. Because of this Diana is always trying to learn newer and more powerful runes to better fit her prowess, and hopes that maybe by doing so she can eventually use this power to uphold her own personal justice.
Strengths:
❆ Versatility in her runic magic makes it hard to counter a single thing about it and relies more on knowing her runes than anything.
❆ Mobility is key with her runic magic and because most runes rely on her hitting her target with a weapon this is key to her magic.
❆ With the unpredictability of her magic when it comes to her runes Diana has a veritable mind game she can play with opponents to keep them on their toes.
Weaknesses:
❆ The term "Jack Of All Trades master of none" is apt when it comes to the elemental nature of her runes.
❆ Her range is mostly limited to short range magic, though it can reach mid-range but overall a long range opponent can be difficult if they can counter her mobility.
❆ Despite her being unpredictable a calm opponent with keen observation will not be bothered by her switch-ups.
❆ Her runes can be countered by other rune users who use opposite runes to cancel out hers making it less a fight of magic and more a fight of skill.
Lineage:
- Natures Blessing:
Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
Unique Abilities:
❆ Rune Blade: For Diana her currently used Melee weapon be it a sword or her fists are coated in the runic power of her magic. Whenever Diana uses a spell her weapon/fists become charged with half that spells rank in damage this damage can stack but when expelled cannot charge for the next 2 posts. As a side benefit damage Diana deals with her weapons and fists are boosted by 50% as well.
❆ Rune Waltz: As Diana moves she has learned to inlay her steps with the power of her runic abilities. As a passive bonus Diana moves 50% faster while in combat and 25% faster outside of it. Once per post Diana may also supercharge the runes and boost herself forwards up to 20m in the span of a second.
❆ Runic Combination: Diana when casting spells charges her body with the power of the runes, every time Diana casts a spell she is buffed by 5% in her speed and strength, this buff lasts for 3 posts and can stack up to 5 times. As a passive bonus to her abilities Diana also has better passive perception and senses giving her a 25% bonus to them.
❆ Spells ❆
- D-Rank Spells:
Name:
Frozen Spire Rune.
Rank:
D-Rank.
Type:
Offensive, Ranged, Ice, Single-Target.
Duration:
Instant.
Cooldown:
2 Posts.
Description:
Using her abilities Diana forms a pale blue rune that fires a line of frozen ice spires towards the nearest enemy within 30m of Diana. The spires fly forwards at a rate of 30m/s as the air freezes around the spires which quickly shatter just as fast as they form. If an enemy is struck by the spires they are quickly impaled and are dealt 20 damage.
Strengths:
❆ Is a fast single target spell which can utterly rip through smaller enemies.
❆ The speed of the spell makes it hard but not impossible to dodge.
Weaknesses:
❆ The spell travels in a line after being cast and despite doing an initial track on the closest enemy does not track afterwards.
❆ The spell requires an enemy in the area to be cast and cannot be used otherwise.
❆ The spires are capable of hitting allies if they get in the way dealing the full damage to them.
Name:
Feather Fall Rune.
Rank:
D-Rank.
Type:
Buff, Gravity, Defensive.
Duration:
3 Posts.
Cooldown:
4 Posts.
Description:
Forming a pitch black rune below herself Diana soon causes the gravity effecting her own body to be greatly reduced allowing her to not only fall greater distances without harm and jump higher than any normal person but also granting her a 25% boost to her speed in the process.
Strengths:
❆ Allows Diana a greater set of mobility giving her height as a possible advantage.
❆ Is good if she needs to go to higher places as she no longer needs to fear death by gravity.
Weaknesses:
❆ The lack of gravity effecting her also makes knock back effects double the power on her.
❆ Even if she falls slower that also makes her a much easier target to take down.
❆ This spells effects are less prominent in cramped spaces where vertical mobility is not as useful.
Name:
Teravolt Rune.
Rank:
D-Rank.
Type:
Offensive, Lightning, AoE.
Duration:
1 Post.
Cooldown:
2 Posts.
Description:
Creating a massive striking blue rune around herself Diana cause a detonation of pure lightning in a 30m radius around herself. This lightning starts at the base of body and quickly expands at a rate of 22.5m/s striking all enemies and allies for 10 damage. Those struck by the lightning find themselves electrically charged and magnetic for the rest of the post to the point where they might get stuck to metal and have difficulty getting off.
Strengths:
❆ Allows Diana to use a metal area to advantage and prevent enemies from doing things easily.
❆ Is a natural counter to heavy armor wearing groups of enemies.
Weaknesses:
❆ The AoE effect can hit and cripple allies in it's area.
❆ People can see the split second they have to get out of the AoE if they are far enough away.
❆ If there is no metal the secondary effect of the magnetism is useless.
Name:
Warp Strike Rune.
Rank:
D-Rank.
Type:
Burst, Space, Offensive.
Duration:
Instant.
Cooldown:
2 Posts.
Description:
Placing a warp point below herself using a glowing white rune Diana warps herself 15m towards the nearest enemy. She travels in this warp at 11.5m/s and strikes the target with her weapon for a burst of 30 damage as space tears from her warp. After striking the target Diana is returned to the original point she started from, but if she misses the strike she remains in her warped spot.
Strengths:
❆ Gives Diana a mixture of damage and mobility for her weapon strikes.
❆ Allows Diana to safely poke an enemy from at least 15m away and return to her spot.
Weaknesses:
❆ If Diana misses it could put her in a VERY bad spot.
❆ When Diana slips into the warp enemies have less than a second to react but they can in fact avoid her attack within that time.
❆ Because the warp returns Diana back to the original spot she can be predicted when using this.