Primary Magic: Realm Weather Magic
Caster or Holder: Caster
Description: Realm Weather Magic is the ability to steal the weather from alternative realms of existence in order to produce a given effect. The weather taken is as mentioned from alternative realms of existence, this means that Elen can project upon Fiore the weather displayed in, for example, one of the Nine Hells or one of the Seven Heavens. This has very clear advantages but it also has very clear disadvantages.
Strengths:
- Larger area effects.
- Diversity in weather types. (Rain, Hail, lightning being the first ones that come to mind but.... Then since this is Realm Weather magic there is blood, fire, glass, sand, and so on.)
- Can be fantastic against anyone who tries to fly or get high in general.
Weaknesses:
- Precision targeting is all but impossible. Realm Weather magic is incapable of being directed at range with anything that can be considered precise targeted aiming. The only thing it can do is "F**k everything in that direction" type effects.
- Weather. Weather is weather as weather is weather. If Elen's target is inside an underground complex with her, there is nothing she can do to harm the target without trying to carve her way down on them from above- which can take a huge effort. Carving through a simple wooden house to get to a target wont be especially difficult, but a military-grade bunker or stone castle would.
- Single direction. Fits with the above, should be obvious, but all weather based attacks except when factoring high winds will all be coming from one direction: Up. Elen's only blessed exception to this would be winds which can come from a hemisphere (Anywhere but from a downward angle without exceptional circumstance).
- Lack of Defense. I'm hesitant to mention this because I'm sure I'll be able to think of some form of defense eventually. But Realm Weather Magic has a very hard time producing defensive effects. Any defensive capability I might be able to think of at the moment are all indirect options.
Abilities/Powers:
Weather Adaptation:
Given the nature of this magic, it simply has to impart this boon upon the mage otherwise it'd be self destructive. Elen adapts to any weather condition based on the average of the given area. Every .01 seconds her magic takes a "Screenshot" of the local climate and implements defensive stances to counteract this conditions.
This takes in the local conditions, not singular conditions. While it adapts to, say, the fiery rain of Hell, it does not adapt to a fireball. It adapts to a rainstorm, but not to a water cannon, it adapts to a hail, but not to ice-lances. It grants certain benefits such as slight redirection of lightning bolts or naturally occurring fireballs but it's subtle manipulation is completely overridden by the power of intent. While Elen cannot be struck by a natural lightning bolt , the intent behind a purposefully directed bolt of lightning protects it from redirection.
Against large area effects however, effecting a 30meter diameter or more, Elen builds a 25% resistance per turn to that specific type of effect that lasts 3 posts until the 25% goes away. The resistance stacks up, each 25% on it's own timer. Has to be exposed fully for 1 post before resistance applies. This means that the highest resistance will become 75% after being exposed for four posts, each new 25% merely replacing a lost 25%. In addition, once exposure is stopped the resistance does not build back up until exposed again, starting from 0% on the first one and repeat.
The above doesn't apply to opposing weather magic. Against opposing weather magic, Elen is immune to temperature changes and the like and starts off 25% resistant to directly damaging effects. Note: Making the weather very cold wouldn't effect her, but getting hit in the head with a hailstone would hurt like the dickens.
TL;DR: Weather Immunity. Doesn't effect enemy's magic (But effects her own) except in the above circumstance.
Weather Sense:
Elen always knows significant oncoming or present changes in weather. The magnitude of the event effects how soon she can sense it. A world-destroying storm would give her a ten year notice. A 200 mile wide storm of great destructive power would give her a 1 year notice. A 30 mile wide storm would give her a 60 day notice. Simple storms give her a 1 week notice. Sudden changes within 10 miles alert her instantly, such as if another mage effects the weather within typical ranges of C+ ranks. A huge powerful manipulation of the weather might be felt within eight locations.
TL;DR: Elen always knows current and incoming weather conditions.
Weather Link:
The natural weather of the area is influenced by Elen's mood. If Elen is feeling saddened, or hurt the weather will have some measure of rainfall depending on the severity of her sadness. If she is angered or aggressive the sky will not necessarily rain but have thunder high in the clouds with the occasional random flicker of lightning. If she is hurt or sad emotionally while reacting in an aggressive manner it will produce a typical storm.
If she is happy the sky will brighten yet somehow just enough cloud coverage is up that the sun is not harsh making it a perfect day. If she is overjoyed the perfect day will be enhanced with the perfect breeze, perfect moister levels, and a warmth that fills the air.
If she is feeling passive-aggressive or hateful, the clouds moister in the atmosphere will actually help or go away to make the area very dry and the sun's light glaring, with increased heat and chance of sunburn.
Nothing provoked in this manner can actually cause harm to other players, neither inconvenience them too much. (Rain will never be a torrent for example).
Because of this, I list it here as a passive ability.
TL;DR: The weather becomes her mood ring.
Flight:
Being a weather mage, akin to a wind mage, Elen can fly by carring herself on bands of pressurized and directed air injected with fluffy white or black clouds giving a visual appearance akin to white/black feathered wings, with cloudstuff that floats loosely around her, particularly around the top of her head and around her ankles.
-Spells-
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. )
Description: ( How the spell is cast, what it looks like, what it does, extra info )
Strengths: ( List all the positive aspects of the spell )
Weaknesses: ( List all the negative aspects of the spell )
Duration/Cooldowns (List how long the spell lasts/How long it takes for the spell to recharge.)
D-Rank
- Spoiler:
Name: Weather Whim.
Rank: D
Type: Weather
Description: Focuses her Weather Link passive to change the weather within naturally occurring levels on her own will, rather than being passively tied to her mood. Whats more, she can get more effect out of it since she's actually using a spell. She can make heavy rain that gets everything nice and wet after a while, she can make it thunder fairly often with common flashes of lightning, she could clear the sky and make it sunny again, or she can bring in a nice breeze (But never a strong enough breeze to inhibit anything, but the perfect breeze for a kite would be okay).
Strengths: Versatility in low-end natural weather effects.
Weaknesses: No real usage in a fight, except to deny someone benefits of the weather (Such as if someone is more effective if it's cloudy, or sunny).
Duration/Cooldowns Lasts anywhere from five minutes to twenty four hours. Depends on what the sky wants. It's just a light rain storm. If used in combat for some sort of effect, it would last five posts and she'd be able to use it three posts after it ends. However, clouds don't just suddenly appear or disappear. The clouds will form at the end of the next poster's turn then the next five posts of mine will have the clouds, then the start of the sixth post would have the clouds dissipate until the end of the next poster's turn. Then on my second post after that I could use it again. Still very fast, but necessary for combat scenarios.
Name: Neptune's Shower
Rank: D
Type: Weather > Standard > Water
Description: Channeling the inglorious rain of Neptune's own realm, this spell makes an abnormal volume of condensed water fall in tight little packages that burst on impact. They impact with the force of a baseball shot from a pitching machine, which can knock someone unconscious and cause a concussion if hit in the head and have the potential to crack bones.
This heavy rain effects a 30meter area with about one drop per meter per 3 seconds, meaning in the span of six seconds a 1 meter area would see 2 drops on average. Meaning one meter of space might not see even one while another might see five or something.
Strengths: Can provide covering fire, can eventually chew through weak cover (Such as a thin wood or sheet of metal/ice covering someone's position).
Produces a fairly decent amount of water, covering the area in about 1 inch and leaving people fairly wet especially if hit one or more times.
Weaknesses: Cannot be aimed to target someone specifically. Meaning someone can get very lucky or very unlucky. It's out of my control. It should have about the same chance to hit as targeting someone specifically with a single shot spell, but the main point is that I can't precisely control where it goes. If I want to destroy a small lockbox, I have to pound the area around it and maybe or maybe not actually hit the thing. I give up such precise control to effect an area instead.
The condensed and pressurized manner in which these drops are delivered make them susceptible to sudden heating. A lightning or fire effects cause the drops to burst into little jets of steam that travel directly away from the source of heat, these jets are 1 foot long.
Against sufficiently hard surfaces the drops may not do any damage at all.
Duration/Cooldowns Lasts six seconds, perhaps half a post to one post. Cooldown every two posts.
By performing no other action, Elen can sustain this spell for repeat effect. The cooldown taking place after the casting is interrupted.
Name: Jupiter's Strike
Rank: D
Type: Weather > Standard > Shock
Description: Capturing the lightning from Jupiter's own reserve, this spell makes a quick shot of three bolts of lightning flicker down from the sky to strike three random positions within a 4 meter area. Each bolt delivers minor second degree burns or hardy first degree burns, but the shock itself can stop the heart of children or weak-hearted adults. If hit with two bolts the target may be paralyzed for their next or rest of their post (If they waited until the end of their post to get hit for some reason).
Strengths: Being electricity it tends to work more effectively and have a higher chance to hit something that is metal or wet. It could very well effect everything within a soaked area.
Weaknesses: Metal objects could greatly divert where the bolts hit, as could wet things. Generally speaking if a large body of exposed metal is within 15meters of the targeted location barring other factors, the lightning will instead target that.
Duration/Cooldowns Instant-ish, two post cooldown. By performing no other action, Elen can sustain this spell for repeat effect. The cooldown taking place after the casting is interrupted.
Name: Vulcan's Bellow
Rank: D
Type: Weather > Standard > Wind
Description: Taking the wind from the forge-god's bellows this downward burst of wind pushes outwards at all sides from the origin of impact. This downburst isn't particularly strong but it can push the average human a good two meters away. In addition, the heat of these winds dries up to 1 inch worth of water and can deliver 1st degree burns.
The burst is 3 meters wide, but comes down in a column from the sky with a rush of air potentially slamming flying foes into the ground unless they're using a flying spell of C+ Rank and leave the zone.
Strengths: Useful when drying clothes or knocking things loose.
Weaknesses: Against particularly strong or heavy set people, or heavy creatures, it probably wont do anything but make their skin a bit more pinkish, though it may make them miss a step.
Duration/Cooldowns Instant-ish. Two post cooldown.
C-Rank
- Spoiler:
Name: Elysian Mist
Rank: C
Type: Weather > Hell > Water
Description: A blanket of fog bubbles down from the clouds to cover the land 5 meters from the ground. This thick fog disorients the mind and the faces of loved ones can just barely be seen in the corner of the eyes. The fog blocks all vision outside of one meter and dampens all sound outside of five meters. The fog effect takes up an area 30 meters outwards from you, for a total of a 60meter area. You can command this unearthly fog to grant allies a glowing red mist-like effect surrounding their eyes that allows them to see through this fog, though everything is tinted red for the time being.
Strengths: Sight and sound obstruction with a bit of disorientation that is only a minor inconvenience to allies, whats not to love?
Weaknesses: The fog will not blind mages with death magic, because the mist is taken from an afterlife. The fog can be burned or blown away with light or wind magic respectively of a rank of C+. The area the magic takes up becoming an area where the mist cannot enter for 2 posts, after which the mist fills it back in unless it's a sustained light spell such as a light-magic based torch of some sort. If 75% or more of the area becomes cleared, the mist fades away completely at the end of the post in which it was cleared (Or just on the following post).
Duration/Cooldowns Mist lasts six posts. Ten post cooldown.
Name: Ominous Wind
Rank: C
Type: Weather > Hell > Wind
Description: The sky becomes four shades darker, the sun or moon redder, and the air colder. A wind bringing tidings of ill fortune brushes across the land and blows through even locked windows and rushes through every crack to penetrate the sturdiest of buildings. With this wind brings the unmistakable chill of a bad omen and instills within all the need to leave, least unspeakable horrors befall them.
All non-mages and D-ranked mages feel the inescapable need to leave town, or a town-like distance. Effects a 1200meter area. C-ranked mages only feel a suggestion to leave. B-ranked mages feel a like bad luck is hanging over them.
Strengths: Used to evacuate large areas or get rid of cannon-fodder level enemies who you'd rather not kill or maim.
Weaknesses: Well, it doesn't actually cause any harm at all to anyone not even indirectly. All it does is make them flee to the next town or so.
Duration/Cooldowns Instantaneous effect. The winds remain for 24 hours or ten posts, whichever is shortest. 15 post cooldown or 12 hours, whichever is shortest.
Name: Purgatory's Maw
Rank: C
Type: Weather > Hell > Wind
Description: The sky seems to open up as though dark clouds for ma yawning mouth. The sky looks ferocious and whats more, the sky behind the maw seems to reflect the ground which coupled with a suction from the mouth causes disorientation. The wind's suction is powerful enough to pick up unprotected humans of 200lbs or lighter.
Effects a 400 meter area, which is a cone pointing up to the Maw, which is 50meters in diameter 600 meters up.
Only picks things up 2 meters +1 meter every 10lbs lighter than the limit it is. Keeps things suspended at that height unless they can break free. The weight limit is increased by 10lbs per meter off the ground. Flying, unsupported creatures are usually weightless, fyi. Creatures flying due to gravitational means are not effected.
Nonhumans lifted 10meters into the air are sucked the rest of the way high up into the maw and are destroyed.
Everyone in the area is afflicted with fear while the Maw is gaping above them. This fear reduces their speed by 100% minus 25% for each rank of theirs, starting at -0% for D-ranks, paralyzing them with 100% and no effect on S-rank mages or higher.
Strengths: Confusing and fantastic for getting rid of small pests. Also: A great vacuum cleaner!
Weaknesses: Usually completely useless against S+ Ranks.
Effect can be countered with wind magic or gravity magic that can produce a counter-effect (Such as gravity or wind pulling/blowing downwards to negate). A Light spell of C+ rank can target the Maw (if it can reach, it's about 500 meters high in the sky) and make it vanish. Fire spells of B+ rank cause it to rupture, causing everything that was lifted off the ground to be thrown back to the ground as if tossed.
Duration/Cooldowns Lasts five posts. Five post cooldown.
B-Rank
- Spoiler:
Name: Titan's Eye
Rank: B
Type: Weather > Hell > Wind
Description: Causes a great spherical cyclone to form in the air. The "Titan's Eye" is 10 meters in diameter and 20 meters high when first cast and can be sustained for an entire post to be 20 meters in diameter and 40 meters high before bursting. Bursting causes a great shockwave of air to expand out three times the sphere's size. Each post the sphere is sustained it grows by x2 until it reaches a maximum size of 320 meters x 640 meters at the end of the fifth post, which would damage everything in a 960 meter radius.
This spherical formation and the rotation of the cyclone give it it's name as it looks like a colossal eye.
The force of the explosion is enough to uproot medium sized trees enough to make them tip over to fall flatly. Smaller trees would be broken and blasted back and downward meanwhile all creatures in the area take damage the equivalent of getting hit by a car going 30mph +2mph per post charged and pushed back 5 meters +1 meter per post charged.
Strengths: Great area effect that is more or less directly damaging, like an airburst bomb. Knock back is nothing to laugh at and the damage is potent enough. B or less ranked wind or air spells fuel the Eye as though charged for one extra post.
Weaknesses: Interruption causes early detonation of the Eye in addition to forcing an extra 5% magic drain on Elen.
A or higher ranked wind spells cause the Eye to burst.
B-ranked ice spells reduce the Eye as though charged for one less post, which can revert it to 0 and end the effect.
A or higher ranked ice spells reduce the eye as though charged for three less posts.
B-ranked fire spells will cause the air to heat but remain trapped in the sphere, adding 1 charge to it and making it explode instantly. A-ranked causes it to burst instantly with 2 added charges, S-ranked causes it to burst instantly with 3 added charges. All charges can only stack up to the maximum of five.
A sufficiently sturdy stone wall of 1 meter will shield against the burst, but unless it's enclosed the shockwave will still be felt causing 1/2 damage. A metal wall 1/4th meter thick has the same effect.
Duration/Cooldowns Instant/Charged. 4 post cooldown +1 post per 2 posts it was charged.
Name: Great Draft
Rank: B
Type: Weather > Heaven > Wind
Description: This spell creates an unseen, though could be visible to those with Eagle Eye lineage, bubble of pressurized air that appears in a 5meter diameter that can be anywhere within 1,000 meters away and at least 300 meters high. This bubble then rapidly expands with a gentle but forceful wave that pushes all flying things away from the origin center. This bubble can then attach itself to a singular host, object, or construction in order to propel them away beyond the bubbles standard influence to double its speed from there until the effect ends. The bubble's own expansion pushes things away from it on this wave of force traveling about 300 meters per second (Slower than a bullet, but faster than the average arrow) out to 900meters.
The bubble of pressurized air does not effect the air below 300meters off the ground as the bubble dissipates harmlessly that low.
Strengths: Great getaway utility, useful in aerial warfare especially in large-scale combat scenarios.
Weaknesses: Does very little to no direct harm to anyone. It can disrupt flying and push people away quite a bit but when flying things can usually recover and spells can be recast to keep flying. The only damage that can come about is through stacking, so a person that got slammed into someone else might get a bruise or two but since they're both traveling at relatively the same speed it's unlikely to be more then a little knock on the head.
Duration/Cooldowns Lasts the duration of 1 post during which time the bubble expands, then follows the hosted object or person for an extra ten posts or 6 hours, whichever is less. The spell can only be cast once every 6 posts, plus six more posts if the Great Draft was hosted.
Name: Spirit of Light- Spoiler:
Type: Weather > Void > Electricity
Description: A great blue get of electricity bursts upward from a cloud with a diameter of 10 meters and a length of 100 meters, this blue get branches out into many equally thick and long dark purple tendrils that form into a great red curtain of electricity that spirals upward. The Purple stage fills an area 300 meters wide for another 100 meters, while the red fills an area 400 meters for 400 meters more. Then at the end of this effect all the electricity floods towards the end and it bursts out in a great green halo of electricity effecting everything for 800 meters away in a thin 50 meter thick ring.
Getting caught in the effect has the force of getting pulled by a strong horse upwards meanwhile creatures take heavy electric damage similar to getting hit by a Tesla Tower ever post they come in contact with the Spirit.
Strengths: Devastating to anyone who gets caught in this effect. Fantastic range. Spectacular lightshow.
Weaknesses:
The spell can only be cast upward from a stormcloud. Stormclouds are usually hanging at around 600-3,000 meters high in the sky. Though the Spirit of Light can start it's manifestation within the half-way point up in the cloud.
It is very unlikely anyone will ever be in range of this effect, and when they are they'd be hit with the purple stage at most, as very few people could survive flying any higher than that.
Duration/Cooldowns The Spirit of Light builds its way from the blue stage up to the halo stage over the course of one post then remains in the air for 6 posts. 8 post cooldown.
A-Rank
- Spoiler:
Name: Tartarus's Black Tears
Rank: A
Type: Weather > Hell > ...Goo?
Description: An ink black cloud manifests itself above the area and the sky takes on an acutely red hue. An ominous wind rolls across the field and the black cloud bursts temporarily revealing what appears to be a large dismembered head of a titan more or less obscured by more inky black clouds. The black substance rains down on the land and the head can only continue to produce more of these thick black tears.
The Black Tears burn when they make contact, delivering second degree burns-level damage each post for five posts wherever they touch, becoming a third degree burn on the fifth post. Each drop is about the size of a baseball and there are about 2 drops for each 3 meter area within the 150meter area of effect. Every glob of tar that gets stuck to a victim reduces it's speed by 10%
Tar cannot be removed in combat, but it's speed penalty reduces to 5% after it cools down after 5 posts.
Strengths: Tar is incredibly hard to remove, thus likely to remain on the target for hours after contact.
Tar is flammable. When in contact with fire, the tar will ignite causing it's burn damage again for another 5 posts, or doubling the burn damage for the remaining posts. After which time the tar is burned away leaving very blackened skin.
Weaknesses: A spell this cruel is considered an evil act to use without the utmost provocation or pre-instated "No holding back" rules. Naturally, it's use against wicked mages is, while unfortunate, acceptable. However. it is also an AoE. Meaning that Elen has to be extremely careful when using this as removing tar that has covered buildings is a laborious work effort that can take many weeks and may be abandoned entirely.
B-ranked ice spells can harden the tar substantially and make it easier to break apart and remove, in addition to instantly removing lingering burn damage. The skin will still be black from tar residue but all penalties will be removed after freezing and breaking.
A-rank ice spells that effect a large enough area targeting the clouds cause the black clouds and the head itself to harden and fall. The clouds become smaller masses of hardened tar that cause bruises when they hit someone. The head itself is about 30 meters in size and will fall as one solid mass to impact the ground, dealing very heavy crushing damage to anyone/thing caught under it. The force causes the frozen head to shatter scattering hardened tar about the area 50 meters away from the head.
S-ranked light spells that target the titan head in the clouds cause the clouds to explode in one final volley of twice the thickness (1 drop per meter instead of 2 per 3 meters).
Duration/Cooldowns 3 post duration. 20 post cooldown.
Name: Heaven's Vengeful Fire
Rank: A
Type: Weather > Heaven > Fire
Description: The vengeful fire of heaven, the flame of rebuke, this fire is a well known aspect of the celestial fight against evil. HVF causes vivid orange, yellow and white flames to erupt from the sky on white clouds that seem to rain down on the ground below. Each little fireball is the size of a bullet and hits with the equivalent pain and heat of sticking a finger in a deep fryer. The pain lasts for hours and the area remains hot for two posts, before cooling down to second-degree burn levels on the third and first degree on the fourth-fifth. There are approximately two fire-drops for every 3 meter area and one large basketball sized fireball for every 10 meter area every post. The flaming rain takes up an 800 meter area. The fireballs explode in 3 meter wide bursts of flame dealing second degree burns and setting things on fire.
Strengths: Great area of damage, but random uncontrolled fall. Not as potent as a singular fireball against a singular opponent (Naturally).
Weaknesses: Wide spread area of damage can and perhaps will cause significant collateral damage Natsu would be proud of. The citizens of a town? Not so much. This limits Elens ability to use this spell greatly, as with a lot of her spells but making it rain fire is a bit on the "You do that, you'll get no cookies or lovemaking for three years!" type of oh-no-u-di-int scale.
Duration/Cooldowns Lasts six posts. Once started, Elen cannot stop it without casting a neutralizing spell such as Frozen Rain which would counteract it to a limited degree. 20 post cooldown.
Name: Hell's Reign of Madness
Rank: A
Type: Weather > Hell > Psyche
Description: The sky becomes the color of embers and a soot like blanket hangs high in the sky. Ash rains down on the ground in mass, but that isn't the effect. The real effect are the flakes that look like bits of rusted iron foil that float in the air. When they make contact with an object they produce a corrosive like effect that makes this same rust colored substance spread out on contact. At the end of the next player's post the transition would be complete and the entire area (5 miles) becomes muted grey, black, and rusty looking. The only light seems to be heavily tinted with reds and yellows and shadows seem all the deeper. A thick ashy mist encloses the effected area and creatures wanting to leave the area must expend 20% mp to escape at the boarder. Mages do not know they are meeting resistance. Crossing through the mist lets you walk for an extra 30 meters in misty visuals before the mist starts to clear: And you're now walking inward from the opposite side of the area effect. Eventually you could figure it out and resist the effect by expending said MP.
Within the border all creatures except those with applicable resistances see horrors drawn from their fears, fears they may not even know they have. Monsters lurk in the shadows, follow them, and whats more all other living creatures in the area see other creatures as monsters as well.
Once the spell ends all destruction of buildings or objects in the area revert back as they were before the spell was cast. People and creatures return to where they were standing when the spell was cast, but all wounds and damage remain. If a creature escaped, they do not return to where they were.
Non mages may have their minds break after three posts.
Strengths: Useful in altering the perceptions of those in the area to potentially turn friend against friend and foe against foe, set people off balance, and to escape pursuit. Also effective as an Arena type effect allowing for destructive usage without threatening collateral damage.
Reign of Madness penetrates 2 meters of material each post. If some of that 2m would break into a room, that whole room is effected.
Weaknesses: The spell doesn't cause damage itself. Has no directly harmful effects. Creatures who are immune in some way to emotional manipulation are not effected by either the mist surrounding the area (and can leave at-will) or the perception change, viewing people as they are and not as monsters.
Duration/Cooldowns Lasts until Elen is rendered unconscious, dispels it, is killed, or only one creature larger than a cat remains in the area. Immediately ends of Elen is more than 10 miles away from the area (Thus she can't trap someone in it and get tooooo far ahead of them, but enough to break pursuit.) or 15 posts. Cannot be used again for 36 hours or 25 posts, whichever is shorter.
S-rank
- Spoiler:
Name: Hell's Frozen Rain
Rank: S
Type: Weather > Hell > Frost
Description: A sudden breeze floods in from the north that chills to the bone, but is a mental chill. The sky roils with bruise colored clouds that spill out with an icy light blue colored rain. Upon a hit a drop of this rain suddenly bursts with a creeping cold that coats a basketball sized area with a fine sheet of ice.
On the first post everything in the effected area (800 meters) that is not protected gets 10% reduced speed and suffer mild frost burns.
The second post (Posts measured individually player by player) the speed loss becomes 30% and they take damage and are inflicted with painful frost burns, meanwhile an additional 300 meter beyond the 800 suffers the first posts effects.
The third post the speed loss becomes 50% and they suffer from serious frost burns. An additional 200 meters is added in which the first post's effects are felt, the 300 becoming the second post's effect.
The fourth post and beyond the speed loss increases by 10% and painful frost burns continue to penetrate the victim's flesh sapping life away from them.
Strengths: High area of effect. Damage over time with a slowing effect. Tends to make objects brittle, and everything more susceptible to fire damage (Sudden heating).
Weaknesses: Can be easily resisted by hiding indoors (unless it's a weak building). Can potentially have no effect on certain types of material or mages/creatures.
This spell falls directly from above. It can't effect things under sufficient cover, such as a pavilion (A pavilion being a good example since it's open on all sides except for it's roof) (though they'd still feel winter-level cold unless dressed warmly or have a source of heat).
Frozen Rain has no penetration power. It cannot break through any cover to get at anyone.
Duration/Cooldowns Lasts 6 posts or 1 hour, whichever is shorter, or until ended either by dispelling or Elen's death. After effect ends it can't be used again for twenty posts or 24 hours, whichever is shortest.
Name: Heaven's Downpour
Rank: S
Type: Weather > Heaven > Water
Description: The sky snaps open as billowing white clouds gather above the area before silvery white drops begin to pour out and sprinkle the land below with it's glistening holy water from the great reserves from one of the Seven Heavens.
The holy rain causes a calming effect to spread about all in the area unless they resist at a cost of 50%MP -10MP per rank (D= -0%, C=-10% and so on). Calming thoughts make it difficult to resist however and most wont want to resist.
The silver drops heal those they touch repairing a broken arms worth of damage each post.
Those who have died within the the last two posts or 1 hour (whichever is shorter) are restored to life.
Evil creatures (truly evil creatures, not simply enemies) take damage equal to sticking your hand in a pot of boiling water each post.
800 meter diameter.
Strengths: Potent healing and anti-evil effects. Wide area. Calming.
Weaknesses: Effects everyone in the area. Elena cannot selectively decide who gets healed or not, all in the area receive healing friend or foe.
Heaven's Downpour counters and is countered/dispelled by S-ranked death magics.
An S-ranked wind spell of sufficient magnitude and effect can disperse the storm cloud. (A dinky little wind slash would not suffice, as this is a storm cloud not a puff ball, but a hurricane-level effect or tornado would murder it).
Duration/Cooldowns 3 post duration. 10 post cooldown.