Magic
Magic Name: Esper, Pyromancy discipline
Magic Type: Combat arts solitary benefit(75% to melee damage, replacing all of mana with SP)
Description: Being considered a class four esper from peregrade, Duke doesn’t really expect a lot from his abilities or himself. However after his quite literal trial by fire, he has found his own abilities have seemed to have been ignited, now slowly growing and understanding his own limits. Specifically, while esper’s are capable of a large variety of powers and abilities similar to magic, Duke’s abilities mainly revolve around pyromancy. Causing flames to spontaneously combust in the air and manipulating fire itself, these basic principles allow for an incredible variety of techniques.
Duke prefers to utilize his esper abilities by utility, using his flames to aid in movement and everyday necessities like cooking and heating. However, if forced into a fight, he will attempt to overwhelm his foes with fire before they have a chance to properly defend themselves, hoping to convince them a fight is not worth it. If forced into a prolonged fight, he will shift gears, trying to set up traps and ambushes leaving an opponent vulnerable to a hopefully battle winning blow.
Unique Abilities:
Spells
Magic Name: Esper, Pyromancy discipline
Magic Type: Combat arts solitary benefit(75% to melee damage, replacing all of mana with SP)
Description: Being considered a class four esper from peregrade, Duke doesn’t really expect a lot from his abilities or himself. However after his quite literal trial by fire, he has found his own abilities have seemed to have been ignited, now slowly growing and understanding his own limits. Specifically, while esper’s are capable of a large variety of powers and abilities similar to magic, Duke’s abilities mainly revolve around pyromancy. Causing flames to spontaneously combust in the air and manipulating fire itself, these basic principles allow for an incredible variety of techniques.
Duke prefers to utilize his esper abilities by utility, using his flames to aid in movement and everyday necessities like cooking and heating. However, if forced into a fight, he will attempt to overwhelm his foes with fire before they have a chance to properly defend themselves, hoping to convince them a fight is not worth it. If forced into a prolonged fight, he will shift gears, trying to set up traps and ambushes leaving an opponent vulnerable to a hopefully battle winning blow.
- lineage:
Name: Phoenix Fire
Description: Before there were Dragons, there were great Phoenixes. Their flames symbolized life and rebirth instead of death and destruction. One Phoenix took care of an orphan boy, the phoenix raised him and when he was old enough he was given the powers of the phoenix. His powers were incredible and were passed on through the generations, but with each passing one they grew weaker. Mages with phoenix blood today still carry the most important ability of the phoenix: Rebirth. However, it is very limited. They need fire ( any fire ) to manipulate it and grant it the magical powers of the phoenix, then they have to be consumed by the flames entirely. When the flames fade ashes will surround the user will be rejuvenated. The user consumes flames to recover their HP by 25% and their MP by 25% and if they are killed they will be revived and healed of their injuries with 25% of their HP healed and their MP is set to 25%.
Ability: Manipulating fire, the user can utilize flame as a weapon within 20 meters. The manipulated fire can be used to deliver melee damage of rank at range + 50%. Flame strikes at 15m/s speed to anywhere within the area of control.
By directing this fire to envelop their own body they can regenerate 25% of their HP as well as 25% of their MP. If killed during a thread the user can be revived by consuming nearby flames and be recovered to 25% HP and their MP is set to 25%. They have 25% fire resistance.
Usage: Manipulating fire lasts 3 posts with a 6 post cooldown and needs some fire to be be manipulated within 20 meters of them. Recovering HP and MP is once per thread and reviving from flames can only be used if they have flames near them and they have not used flames to recover HP and MP before. Also the revival is once per thread and after being revived the user cannot use spells for 1 post due to having just died. For the HP/MP recovery or the revival flames need to be within 5ft of them to be absorbed.
Unique Abilities:
- Pyromancy Novice: The user gains a user rank passive buff to strength and technique speed maxing out at S-rank. Their basic knowledge of pyromancy allows them to suffer no ill effects from fire both natural and from their own techniques.
- Ability 2:
- Ability 3:
Spells
- Signature and passive spells:
Name: Fire bolt
Rank: C
SP Cost: NA
Category: Offensive
Type: Single target
Damage: 80
Range: 60
Speed: 60
Duration: 5
Downside:
Description: The user casts out a single small ball of fire that burns through the air. Those struck by it will receive 50% of the above damage on impact and over a period of five posts.
Name: Telekinesis
Rank: C
Category: Auxiliary
Type: Passive
Range: 15
Speed: 30
Description: All esper have this ability to some degree, and the user is no exception. They can within the range be able to manipulate objects as if they were using hands with merely a thought or a gesture of their hand. This is reflected by a 45% passive buff to strength.
- C-rank spells:
Name: Burning hands
Rank: C
SP Cost: 45
Category: Offensive
Type: Aoe
Damage: 40
Range: 30
Speed: 15
Duration: 5
Downside:
Description: The user casts out their hands before a torrent of fire comes erupting out. This fire will travel outward in a cone at the range and speed above, all those caught in it will receive 50% of the damage above as DoT over a period of 5 posts. During the duration the user gains a 55% buff to their technique speed.
Name: Flame breath
Rank: C
SP Cost: 45
Category: Offensive
Type: Single target
Damage: 80
Range: 60
Speed: 60
Duration: 5
Downside:
Description: The user focuses their inner fire before unleashing it through their eyes and mouth at a target, engulfing them in flames. Those struck by this attack will receive 50% of the damage above as DoT over a period of 5 posts.
Name: Wall of flames
Rank: C
SP Cost: 45
Category: Defensive, offensive
Type: Aoe
Durability/Damage: 40/40
Range: 30
Speed: 15
Duration: 5
Downside:
Description: The user with a wave of their arm causes a wall of fire to stretch out in a area within range of this technique. The wall of flames can stop attacks from crossing it for the above durability, the flames becoming less fierce when it has no more durability. Regardless if it can absorb damage or not, those who cross the flames will suffer the above damage. The user can only have one wall of flames up at a time.
Name: Pyromancer's fiery outburst
Rank: C
SP Cost: 45
Category: Offensive
Type: Multi-target
Damage: 60
Range: 45
Speed: 20
Duration: 5
Downside:
Description: The user sends out up to five bolts of fire at the same time with a wave of the hand. These bolts of fire will hone in on up to five targets within range, dealing the above damage.
Name: Cauterize the wound
Rank: C
SP Cost: 45
Category: Supportive
Type: Single target
Healing: 30
Range: Melee
Speed: Melee
Duration: 5
Downside:
Description: The user carefully conjures fire in their hand before applying it to a target. Said target will have a debuff or ill effect removed from them(The user has to pay the cost of said effect) up to C-rank and heal for the above healing.
Name: Fireball
Rank: C+
SP Cost: 60
Category: Offensive
Type: Aoe
Damage: 68
Range: 50
Speed: 25
Duration: 6
Downside: Sacrificing a effect for 25% more damage
Description: The user conjures a roaring ball of fire in their hand before throwing it outward. Upon contact, it will explode harming all within the range. Those caught in the flames will receive additional Dot damage equal to 75% of the damage above over the next two posts and a 5% burn to their health per post for the duration of this spell.
Name: Fiery form
Rank: C+
SP Cost: 60
Category: Offensive
Type: Multi-target
Damage: 80
Range: 65
Speed: 45
Duration: 6
Downside:
Description: The user with a spark of fire ignites their whole body in flames, completely obscuring their form. With a simple gesture of their hand, they can cause up to six tendrils of fire to lash out at up to six foes, each tendril homing in on them while in range. During this time, the user's also enjoys a 85% buff to their strength and suffers no lasting damage as attacks will pass through their form as if nothing was there(attacks and their ill effects still affect them normally).