Primary Magic: Stormcaller
Secondary Magic:
Caster or Holder: Caster
Description: A powerful offensive magic, the Stormcaller school of magic focuses on using wind, water, and electricity to create devastating attacks. The Storm element deals with the combination of water and lightning energy into a singular form of technique; appearing essentially as arcing beams of electric energy. The laser-like energy created from this release retains the speed of the lightning element and flexibility of water, making this magic very precise.
Strengths:
-Combination of elements types
-Very destructive magic
-Long and Short range attacks
Weaknesses:
-No debuffs
-Limited defensive abilities
-Lightning spells are considered 1 rank lower versus Earth magic
-Wind Spells are considered 1 rank lower versus Fire magic
Abilities/Powers:
Secondary Magic:
Caster or Holder: Caster
Description: A powerful offensive magic, the Stormcaller school of magic focuses on using wind, water, and electricity to create devastating attacks. The Storm element deals with the combination of water and lightning energy into a singular form of technique; appearing essentially as arcing beams of electric energy. The laser-like energy created from this release retains the speed of the lightning element and flexibility of water, making this magic very precise.
Strengths:
-Combination of elements types
-Very destructive magic
-Long and Short range attacks
Weaknesses:
-No debuffs
-Limited defensive abilities
-Lightning spells are considered 1 rank lower versus Earth magic
-Wind Spells are considered 1 rank lower versus Fire magic
Abilities/Powers:
- D-rank:
- Name: Hydro Pump
Rank: D
Type: Water
Description: A basic water technique that allows the user to condense moisture into their palm, then release it in a high pressure stream of water that pushes the target back painfully.
Strengths:
-Pushes target back (5m)
-Water damage
-Medium damage
Weaknesses:
-Can be blocked by physical shields
-Short Range (7m)
Duration/Cooldowns 1 post duration, 3 post cooldown
Name: Slicing Fist
Rank: D
Type: Wind
Description: A Wind Technique in which the user channels wind energy around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind energy cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.
Strengths:
-Allows punches and kicks to cause cutting and bleeding
Weaknesses:
-Cannot penetrate armour
Duration/Cooldowns 3 post duration, 4 post cooldown
Name: Electroshock
Rank: D
Type: Lightning
Description: A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.
Strengths:
-Multiple Attacks (15 bolts)
-Covers large area (15m radius)
Weaknesses:
-Inaccurate
-Low damage
Duration/Cooldowns 1 post duration, 3 post cool down
Name: Thunder Strike
Rank: D
Type: Lightning
Description: A technique that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. The technique requires the energy to gather and is weaker close to the point of origin. Though fast, this technique moves in a straight line once shot. 20m Range
Strengths:
-Accurate
-Electrical Damage
-Fast Moving (50m/s)
Weaknesses:
-Easy to block with energy shields/
-Mid-low damage
-Less powerful at close range (Less than 5m)
Duration/Cooldowns 1 post duration, 2 post cool down
- C-rank:
- Name: Forbidden Lake
Rank: C
Type: Water
Description: A technique that allows one to turn the area beneath them into a large body of water, and all except for the user fall into it. This water is infused with the user's energy and normally prevents anyone from walking upon the surface, while at the same time making the water lighter. Because of its light state, the human body's natural buoyancy is negated, and anyone caught in it must be making a constant effort to keep their head above water, or risk sinking like a pile of bricks and drowning. This technique is excellent for crowd control restraint, though the user must constantly maintain this technique, or it becomes a pond of normal water.
Strengths:
-30m radius of effect
-Traps targets in area of effect
Weaknesses:
-Affects allies as well
-Does not affect those who can control water
-Cannot cast other spells while maintaining
Duration/Cooldowns 3 post duration, 6 post cool down
Name: Lightning Arc
Rank: C
Type: Lightning
Description: A storm technique that uses water and lightning to create a crescent blade rather than a beam like many storm techniques. Though this technique is a bit more difficult to guide than other storm techniques, it makes up for it by being both razor sharp and significantly powerful.
Strengths:
-Electrical Damage
-5m long blade
-Range: 40m
-Fast moving
Weaknesses:
-Easily blocked by earth magic (D-rank)
-Reduced accuracy
Duration/Cooldowns 1 post duration, 4 post cool down
Name: Cleansing Breath
Rank: C
Type: Wind
Description: Infusing energy into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.
Strengths:
-Clears any vision obstacles
-Puts out existing fires
Weaknesses:
-No damage
-No effect on magical fire
Duration/Cooldowns 1 post duration, 4 post cool down
- B-rank:
- Name: Storm Mail
Rank: B
Type: Lightning
Description: When a person truly harmonizes with a storm, they realize that this element can be used to augment their own abilities. This technique cloaks the user in electrical Storm energy, allowing the user user themselves to become as rapid and agile as the beams of lightning they manipulate.
Strengths:
-Increased speed
-Decreased damage from lightning magic
Weaknesses:
-Increased damage from Earth magic
-Cannot cast non-lightning spells while active
Duration/Cooldowns 3 post duration, 5 post cool down
Name: Hydra Shield
Rank: B
Type: Water/Lightning
Description: The Storm element involves skillful control of Lightning and Water into concentrated energy; though this isn't necessarily limited to any one form. This skill creates an electrifying shield of storm energy to protect the user from harm, while simultaneously warding off those who might try to come to close. Contact with this energy instantly zaps the attacker, sending volts of static coursing through their body.
Strengths:
-Blocks physical attacks
-Chance to stun
Weaknesses:
-Does not stop energy attacks
-Low damage
Duration/Cooldowns 3 post duration, 5 post cool down
Name: Rain Call
Rank: B
Type: Water
Description: A technique that uses energy to create a downpour of rain. This rain provides fresh water for use with water technique, weakens the strength of flames and puts out weaker fires entirely, among other effects such as distorting electricity.
Strengths:
-Increases water damage
-Fire element spells treated as 1 rank lower for damage
-Lightning element spells treated as 1 rank lower for accuarcy
Weaknesses:
-Cannot be used inside/underground
-No damage
-Effects everyone, allies and caster included
Duration/Cooldowns 6 posts, 10 post cooldown
- A-rank:
- Name: Divine Fist
Rank: A
Type: Lightning
Description: A technique that summons a large bolt of lightning to tear through the sky to strike a target from above. The bolt strikes at the speed of light, making this technique very difficult to avoid; though difficult to control. Being struck will completely fry the opponent and possesses enough energy to heavily shock the senses of the target. Recommended for outdoor use only, unless broken roofs are not a concern to the user.
Strengths:
-Difficult to evade
-Medium damage
-Electrical Damage
-Significant chance to stun
Weaknesses:
-Can hit teammates
-Not usable inside reinforced buildings or underground
-Can be blocked easily by earth magic (B-rank)
Duration/Cooldowns 1 post duration, 4 post cooldown
Name: Electro Cannon
Rank: A
Type: Lightning
Description: A powerful lightning technique that gathers electrons at the palms of the user's hands, transforming the gathered electrons into pure electric energy. Cupping their palms towards their target, the user releases a bright beam of electricity that appears almost like a column of energy. Contact with this beam of Lightning deals major electrocution to the victim, and the aftershock of this technique is able to prevent them from performing complex manoeuvres.
Strengths:
-Prevents target from using any abilities above C-rank for 3 turns
-Electrical Damage
-Medium chance to stun
Weaknesses:
-Low damage
-Can easily be blocked by earth magic (B-rank)
Duration/Cooldowns 1 post duration, 5 post cooldown
Name: Wind Barrier
Rank: A
Type: Water
Description: A technique that creates a rapid vortex around the user, with wind strong enough to deflect most projectile attacks and even protect the user from other energy based techniques.
Strengths:
-Deflects projectiles and energy techniques up to A-rank
-Melee attacks have increased chance to miss
Weaknesses:
-Easily overcome by intense flame attacks (B-rank) or spells that superheat the air
-Does not cause damage on contact
Duration/Cooldowns 4 post duration, 7 post cooldown
- S-rank:
- Name: Revenge of the Thunder God
Rank: S
Type: Lightning
Description: An extremely powerful lightning technique that is said to strike quicker than a blink of an eye. This technique channels the power of a massive storm into a single, condensed blast of Lightning in the form of a large dragon that strikes down and virtually destroys a large area with its great strength. However, generating the storm required for this gives this technique a sizeable delay before it is completed.
Strengths:
-High S-rank damage to everyone in impact area
-Electrical damage
-High chance to stun
Weaknesses:
-2 post charge time
-Can be more easily blocked by earth magic (A-rank)
-Can hit teammates
-Can be interrupted
Duration/Cooldowns 2 post charge, 1 post duration, 8 post cooldown
Name: Storm Dome
Rank: S
Type: Lightning
Description: Gathering every bit of electricity from the surrounding area, the user causes a giant dome of electricity to encapsulate an area. The dome traps all within it's radius, escape becoming near impossible. Only the most powerful technique are capable of destroying this dome, and those that fail cause a backlash reaction that zaps the would be attackers with lightning.
Strengths:
-Electrical Damage
-S class damage
-Prevents targets from escaping
-Covers a 75m radius
Weaknesses:
-Cannot cast or maintain any spells above B-rank while maintaining Storm Dome
-Can be penetrated by sufficiently strong earth magic (A-rank)
Duration/Cooldowns 5 post duration, 10 post cooldown
- Stun:
- Stunning causes the target to be unable to act for 1 post
High Chance to stun: 75%
Significant Chance to stun: 50%
Medium Chance to stun: 25%
Low Chance to stun: 10%
System: Dice roll (2d10), if result is lower than stun chance, target is stunned
Last edited by Nova on 28th August 2013, 12:10 pm; edited 7 times in total