Primary Magic: Festival
Secondary Magic:N/A
Caster or Holder: Caster
Description: A lost magic that had originally been developed to be used as entertainment at festivals and parties by small groups of traveling showmen and women. They would go from town to town putting on magnificent shows for the townsfolk during local festivals. It's not exactly clear when, but the destructive force of the magic was recognized and it slowly turned from just entertainment to a lethal weapon, perhaps as a defense against bandits and thugs that attacked the troupes as they moved between towns. The more the magic shifted from entertainment, the more dangerous it got and many of the troupes accidentally wiped themselves out. After a fatal accident during a festival the magic was banned and many of the troupes were hunted down. The magic was thought to have been completely snuffed out.
Strengths:
Most of the spells are low cost
Most of the spells can be cast instantly
The magic is not anchored to any one element
Highly offensive magic.
Weaknesses:
Some of the stronger spells have a high chance to completely backfire. Thomas' scars and injuries are all self inflicted from failed spells.
Spells will hurt friend and foe alike.
Most every damaging spell is explosive so using them at close range will cause him to be caught in the blast as well.
Every spell is loud and bright and extremely attention grabbing, stealth is impossible.
Abilities/Powers: Thomas has the ability to meld in with his surrounding. While it doesn't make him completely invisible, it does make him extremely hard to spot as long as he's at least 20 ft away. Wouldn't want anyone to be distracted during the show! This does not effect anyone who keeps eye contact on him and the spell is broken if someone points out where he is. (i.e. Wizardman points in Thomas' direction and says "He's standing under that tree")
Secondary Magic:N/A
Caster or Holder: Caster
Description: A lost magic that had originally been developed to be used as entertainment at festivals and parties by small groups of traveling showmen and women. They would go from town to town putting on magnificent shows for the townsfolk during local festivals. It's not exactly clear when, but the destructive force of the magic was recognized and it slowly turned from just entertainment to a lethal weapon, perhaps as a defense against bandits and thugs that attacked the troupes as they moved between towns. The more the magic shifted from entertainment, the more dangerous it got and many of the troupes accidentally wiped themselves out. After a fatal accident during a festival the magic was banned and many of the troupes were hunted down. The magic was thought to have been completely snuffed out.
Strengths:
Most of the spells are low cost
Most of the spells can be cast instantly
The magic is not anchored to any one element
Highly offensive magic.
Weaknesses:
Some of the stronger spells have a high chance to completely backfire. Thomas' scars and injuries are all self inflicted from failed spells.
Spells will hurt friend and foe alike.
Most every damaging spell is explosive so using them at close range will cause him to be caught in the blast as well.
Every spell is loud and bright and extremely attention grabbing, stealth is impossible.
Abilities/Powers: Thomas has the ability to meld in with his surrounding. While it doesn't make him completely invisible, it does make him extremely hard to spot as long as he's at least 20 ft away. Wouldn't want anyone to be distracted during the show! This does not effect anyone who keeps eye contact on him and the spell is broken if someone points out where he is. (i.e. Wizardman points in Thomas' direction and says "He's standing under that tree")
- Spoiler:
- Name: Spirits of the Festival
Rank: D
Type: Water
Description: Thomas makes a fist with his right hand and claps his left hand over the top of it. He then makes a horizontal slicing motion, opening his hand palm facing upwards and a dark brownish colored liquid comes off his finger tips, going out 3 feet. It smells VERY strongly of alcohol and tastes fairly sweet. If the liquid gets in your eyes or mouth you instantly get double vision and feel very lightheaded, the room spinning around you. After two turns the affects wear off completely.
Strengths:
Disorients foe allowing Thomas to hopefully put some space between himself and his opponent.
Can hit multiple opponents if they're close enough
Weaknesses:
Can hit himself if he's not careful.
Very short range, 3ft
MUST get in targets eyes or mouth.
Duration/Cooldowns Lasts 2 turns, has a cooldown of 4 turns
Name: Firework: Standard
Rank: D
Type: Fire
Description: Thomas places his hands together and small orbs of light (up to five) appear and quickly take the shape of a small rocket. The direction the rockets are pointing in are the direction they instantly begin to travel, Thomas cannot control the rockets. Explosions have a 5 ft radius. No other effects other than an explosion. Rockets are all similar to one another and are yellow and green striped. Explosions are bright and can be any variety of colors. Rockets can travel up to 500ft
Strengths:[/b
Can summon multiple rockets at a time (Max. of 5)
Rockets are fast
[b]Weaknesses:
They only travel in one direction
Only explode when they hit something
They can be cut in half which causes the spell to fizzle
Duration/Cooldowns Cool down of 2 turns
Name: Firework: Frostbite
Rank: D
Type: Ice
Description: Thomas places his hands together and a small ball of light appears that quickly takes the form of a deep blue rocket with light blue snowflakes painted on it. He then points in the direction he wants the rockets to travel. He can only summon 2 of these at a time but can control them in flight with each hand, simply pointing in the direction he wants them to go. When they hit something they explode and freeze the area in a 3 ft radius around the blast in a block of ice. Rockets can travel up to 500 ft
Strengths:
Freezing effect
Freezes area in a 3 ft radius for 1 turn
Can be controlled mid flight
Weaknesses:
Cannot cast a different spell unless he gives up control of the rockets
Rockets only have a freezing effect, no explosive damage.
Rockets will explode on the first object they collide with, regardless of whether it is the intended target or not
Duration/Cooldowns Ice lasts 1 turn, 2 turn cooldown
Name: Firework: Fireball
Rank: D
Type: Fire
Description: Thomas places his hands together and a small ball of light appears which quickly takes the shape of a fat, stubby rocket that is painted read with bright yellow and orange flames. He then points in the direction he wants the rocket to travel. This rocket moves slower than the rest and Thomas uses it more like a mortar, firing it in the air and letting fall down onto his opponent. When the rocket hits something it explodes into a large fireball that covers a 5 ft radius and spraying a flaming tar like substance out in a 15 ft radius. The tar sticks to anything it hits and burns for 2 turns (or until put out)Rocket can travel 400 ft.
Strengths: High damage
Weaknesses:
Slow
Fire can be put out with 'stop drop and roll', water, etc.
Can be hit and set off early (Fire still rains down though)
Duration/Cooldowns Fire burns for 2 turns (or until put out), 5 turn cooldown
Last edited by NKL on 8th April 2013, 6:42 pm; edited 3 times in total