First Magic: Ulhar Relgim
Second Magic: Ice Dragon Slayer(2nd Gen)
Third Magic: Second Heart
Magic Type: Holder
Lineage: Sea Dragon
Proof of Accomplishment: Extra magic purchase on page 28, post n°699.
Description: The wind spirit was born from a dying last breath. The wind spirits job is to care for the souls and take away their unrest. The unrest of each person becomes a voice, a bit of power and strength for that wind spirit. In its blood was refined energy and life originating from the dead. A lot of things happened when Haraka was eight and a half. For an entire half of a year, the only thing that kept him alive was blood from his wind spirit given to him every night. Why that helped is the same reason why it cannot be repeated.
The consequences of winds actions remained unseen until after their mage grew stronger and healthier. From this awakening birthed an item that looks like an old lantern that is the size of his heart. It is a second heart of sorts, something that should remain inside of his body most of the time. It can be taken out of his soul, but keeping it out for too long could have negative side affects due to the items deep connection his his life force. It is not a piece of his soul. It is the form the awakened blood of the dead, using the mages life force to give the 'heart' its shape. The lantern will never stop being connected to his life.
Damaging the item damages his health, just as healing him will also heal the item. In some spells magic comes out the lantern, but in others the lantern will change its shape for the duration of the spell. This magic can be used for healing, support, or attack spells. The magic it uses can be in ocean magic or ice, the two elements in Omaras blood. The lantern will express those two elements through the holy light of his life force, or the darkness of death that birthed that heart in the first place. It cannot use neutral versions of ocean or ice magic. He can't use defensive spells using this magic type.
Unique Abilities:
Spells:
Second Magic: Ice Dragon Slayer(2nd Gen)
Third Magic: Second Heart
Magic Type: Holder
Lineage: Sea Dragon
Proof of Accomplishment: Extra magic purchase on page 28, post n°699.
Description: The wind spirit was born from a dying last breath. The wind spirits job is to care for the souls and take away their unrest. The unrest of each person becomes a voice, a bit of power and strength for that wind spirit. In its blood was refined energy and life originating from the dead. A lot of things happened when Haraka was eight and a half. For an entire half of a year, the only thing that kept him alive was blood from his wind spirit given to him every night. Why that helped is the same reason why it cannot be repeated.
The consequences of winds actions remained unseen until after their mage grew stronger and healthier. From this awakening birthed an item that looks like an old lantern that is the size of his heart. It is a second heart of sorts, something that should remain inside of his body most of the time. It can be taken out of his soul, but keeping it out for too long could have negative side affects due to the items deep connection his his life force. It is not a piece of his soul. It is the form the awakened blood of the dead, using the mages life force to give the 'heart' its shape. The lantern will never stop being connected to his life.
Damaging the item damages his health, just as healing him will also heal the item. In some spells magic comes out the lantern, but in others the lantern will change its shape for the duration of the spell. This magic can be used for healing, support, or attack spells. The magic it uses can be in ocean magic or ice, the two elements in Omaras blood. The lantern will express those two elements through the holy light of his life force, or the darkness of death that birthed that heart in the first place. It cannot use neutral versions of ocean or ice magic. He can't use defensive spells using this magic type.
Unique Abilities:
- Spiritual Senses: He can see, feel, and hear spirits. For good or bad, it's just a fact of life for the mage now.
- Soul Tether: This is something that happens whenever a different person holds the lantern. Both mages will share buffs and feel each others locations so long as the other person is holding the item. The large downfall to this is that they will both also share damage. This means if one gets attacked, they both take damage.
Spells:
- Signature:
Name: Oceans Treasure
Rank: A
Type: single target/healing
Duration: 1 round
Description: His lanterns fire briefly takes a clam like shape before spitting out a white spherical light. It can travel 300 meters away at 300 meters per second, healing the target it hits for 100 hp.
Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.
Name: Black Ice
Rank: A
Type: single target/Attack
Duration: 1 round
Description: The lanterns fire turns black for a brief period of time before spitting out chunks of sharp black ice.It can travel 300 meters away at 300 meters per second, hitting one target and doing 100HP in damage.
Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.
- Advanced:
- Lustrous Eku:
- Name: Lustrous Eku
Rank: A
Type: Multi Target Attack/Light Ocean
Duration: 7 rounds
Description: The lantern takes the shape of an eku made of a shimmering blue aquamarine stone, coated in what looks like a carved ocean design. This is a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 113HP in damage per hit.
Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.
- Salt Eku:
- Name: Salt Eku
Rank: B
Type: Multi Target Attack/Light Ocean
Duration: 6 rounds
Description: The lantern takes the shape of a white eku coated in what looks like a carved ocean design, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 90HP in damage per hit.
Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.
- Shadowy Restore:
- Name: Shadowy Restore
Rank: A
Type: Single Target Healing/Dark Ice
Duration: 7 rounds
Description: A dark blue sapphire ice heart forms in the lanterns light. The spell is able to move up to 450 meters away at 450 meters. It will heal the target for 150 HP for each round that it is active.
Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.
- Dark Refresh:
- Name: Dark Refresh
Rank: B
Type: Single Target Healing/Dark Ice
Duration: 6 rounds
Description: A sapphire blue snow heart forms in the lanterns light The spell is able to move up to 300 meters away at 300 meters per second. It will heal the target for 120 HP for each round that it is active.
Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.
- A Rank:
- Coin of Pride:
- Name: Coin of Pride
Rank: A
Type: Single Target/Buff
Duration: 7 Rounds
Description: The lanterns light shoots out what looks like a luminous coin of white pearl. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the water element for as long as the spell lasts.
Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.
- Coin of Illumination:
- Name: Coin of Illumination
Rank: A
Type: Single Target/Buff
Duration: 7 Rounds
Description: The lanterns light shoots out what looks like a bright coin of light. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the light element for as long as the spell lasts.
Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.
- Coin of Humility:
- Name: Coin of Humility
Rank: A
Type: Single Target/Buff
Duration: 7 Rounds
Description: The lanterns light shoots out what looks like a shimmering coin of ice. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the ice element for as long as the spell lasts.
Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.
- Coin of Passing:
- Name: Coin of Passing
Rank: A
Type: Single Target/Buff
Duration: 7 Rounds
Description: The lanterns light shoots out what looks like a misty coin of darkness. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the Dark element for as long as the spell lasts.
Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.
- Guided Passage:
- Name: Guided Passage
Rank: A
Type: Area of Effect/Dark Water
Duration: 5 rounds
Description: When it comes to death and waters, it is a ferryman who is commonly depicted as the one who takes spirits to the afterlife. To cast the spell, the mage must speak, "Guided Passage". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of sound dampening fog at a speed of 75 meters per second, covering an area of 150 meters. The thick sea smelling mist will heal allies for 50HP every round, as well as make it easier to think with clear and calm rationality. In contrast, it causes enemies to feel dazed and light headed.
Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.
- Into Acheron:
- Name: Into Acheron
Rank: A
Type: Area of Effect/Dark Ice
Duration: 5 rounds
Description: The name of the first area that a ferryman crossed in mythology was Acheron, The River of Woe. To cast the spell, the mage must speak "Into Acheron". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of black whispering ice at a speed of 75 meters per second, covering an area of 150 meters. There are maddening screams of agony and wails of deep sorrow that only the targets would hear. The black ice reaches up from the ground towards the enemies in the area, doing 50HP worth of damage to them every round. The black cold also stops their movements for the first round that they step into the area.
Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.
- Whispering Eku:
- Name: Whispering Eku
Rank: A
Type: Multi Target/Dark Ocean
Duration: 4 Rounds
Description: The lantern takes the shape of an eku made of black pearl and dark salt water, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. Those it hits are temporarily left with the whispering of the dead, giving the possibility of causing confusion.
Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.
- Bright Eku:
- Name: Bright Eku
Rank: A
Type: Multi Target/Light Ice
Duration: 4 rounds
Description: The lantern takes the shape of an eku made of brightly illuminating ice, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. It's holy light purifies with every strike, giving the possibility of causing unholy creatures struck with it to feel dazed or demotivated. It will attract any friendly ghosts from nearby that aren't resting.
Downside: Damaging the weapon will hurt Haraka. The light it emits makes it impossible to hide. Wont change back to its lantern form until the spell ends, even if someone takes it.
Last edited by Haraka Omaras on 20th January 2019, 5:03 pm; edited 3 times in total