Magic
Primary Magic: White Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: White Magic allows the caster to use elemental magic under a superior name. They have access to all of the standard elements known in the world, and a few extras that are now. The offensive spells are all about causing destruction and destroying the target, and the magic leaves no room for healing spells of any kind. All spells in this magic are cast through thought, meaning they have no issue with combat so long as they are conscious enough to function.
Strengths:
- Wide range of spell choices
Weaknesses:
- Slayers can eat some of the spells, meaning less options when against them.
- Elementals may be immune to spells of their element.
Lineage:
Unique Abilities:
Primary Magic: White Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: White Magic allows the caster to use elemental magic under a superior name. They have access to all of the standard elements known in the world, and a few extras that are now. The offensive spells are all about causing destruction and destroying the target, and the magic leaves no room for healing spells of any kind. All spells in this magic are cast through thought, meaning they have no issue with combat so long as they are conscious enough to function.
Strengths:
- Wide range of spell choices
Weaknesses:
- Slayers can eat some of the spells, meaning less options when against them.
- Elementals may be immune to spells of their element.
Lineage:
- Monkey King's Descent:
- Monkey King's Descent:
Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself of a vicious disease, he drank the blood. Saving his life, he continued to live with superhuman strength and speed. Yet the true aspects of the blood remained dormant and would awaken in future generations who carried his blood.
Ability: The user is able to transform into animals or objects. The user's strength and speed are increased by 25%. When in an animal form they gain a 50% boost instead.
The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies. (Created in the magic app as a normal spell would)
Usage: The strength and speed bonus are a passive. While in animal form the user may still use magic but it only lasts 5 posts and has a 6 post cooldown.
Unique Abilities:
- Elemental Superiority:
- Elemental magic used against things of the opposite element deal 65% more damage. (Fire does 65% more to plant, Water does 65% more to fire, Electricity does 65% more to water, etc.)
- Elemental Harmony:
- Due to the vast usage of elemental magic, the caster has gained an innate resistance to spells that have an element to them. Takes 25% less damage from a spell that has any element attached to it.
- Elemental Purity:
- When one of the caster's spells clashes with an elemental spell of the same element, the caster's spell cancel's out the spell it clashes with. (Both spells are destroyed)
- D rank spells:
Name: Fireball
Rank: D
Type: Offensive, Single Target
Duration: Instant
Cooldown: 2
Description: The caster of the spell looks in a direction and lets loose a fireball at the intended target. This ball of flame can go up 70 meters and moves at 50 meters per second. Deals standard D rank damage.
Strengths:
- Fast moving, long range spell.
Weaknesses:
- Only hits one person.
- Teleports ruin the spell.
Name: Ice Spear
Rank: D
Type: Offensive, Single Target
Duration: Instant
Cooldown: 2
Description: The caster of the spell looks in a direction and lets loose an ice spear at the intended target. This spear of ice can go up 70 meters and moves at 50 meters per second.
Strengths:
- Fast moving, long range spell.
Weaknesses:
- Can only hit a single person.
- Only goes in a straight line to its direction.
Name: Magic Missile of Light
Rank: D
Type: Offensive, Multi-Hit
Duration: Instant
Cooldown: 2
Description: The caster lets loose a hail of five missiles made of pure light element. These missiles accurately home in on enemies, minimum one and up to five targets max. They move at 35 meters per second and can travel up to 55 meters away from the caster. Each shot deals 75%
reduced damage.
Strengths:
- Spell able to deal a lot of damage overall.
Weaknesses:
- Accurate homing is still dodgeable
- Chances of them all landing on one person is low without outside help.
Name: Chain Lightning
Rank: D
Type: Offensice, Area of Effect
Duration: Instant
Cooldown: 2
Description: The caster looks in a direction and releases a cone of lightning in an area. This cone starts out 10 meters in width and reaches out 45 meters and ends up with a width of 30 meters at the edge of the cone. The spell moves at 30 meters per second. The spell does 50% damage to each person. Those hit are charged with an electrical current that causes their next spell cast to cost 50% more mana than it normally would for their rank. (A free to cast spell would simply cost 50% of it's rank to cast, where a spell that cost 10% would cost 15%)
Strengths:
- Those hit have to use more mana to cast their next spell.
Weaknesses:
- Smaller range up close means it's meant for large groups rather than a single target.
- Allies hit take the damage and extra mana cost as well.
Last edited by Uncle Ruckus on 3rd September 2017, 11:04 pm; edited 2 times in total