She held me spellbound
in the night
Primary Magic: The Right-Hand Path
Secondary Magic: Serenata of the Siren
Caster or Holder: Caster
Description: Shamanism is a form of Mysticism, in which the user has reached an altered state of consciousness to converse and interact with the spiritual world. They are able to channel these transcendent energies into their world, where they are brought to life as living energies, beings, et cetera. Those who are able to achieve said state of mind are called shamans or shamanesses respectively, and are known commonly for practicing Divination and/or healing. To become a shaman/shamaness, one is typically "called" by dreams or signs, which require a lengthy training to master. However, it is more appropriate for, say, tribesmen to believe that shamanic powers are inherited through bloodline. In which the shamanic power is "called" to the person, the shaman(ess)-in-training must undergo a strenuous trial/journey. This journey is that of the shaman(ess) becoming sick with an illness, where they must cross over to the Underworld (die) or simply to understand sicknesses.
Kanix was first discovered by the shaman of a Nirvit tribe, deep within a forest that was close to the tribe's home. She was sickly, skinny, appearing to the eye as if she had not eaten in weeks or months with how her bones protruded from her body. The shaman had taken it upon himself to bring her back to the tribe with him and bring her back to her healthy state. He knew it would be a hard and unruly task, as she was so far from this world, that he had feared the worst for her. Yet, something had sparked thought in him to save this young child; that she had been destined for greater things. So, he set to it, bringing her back to the tribe and giving her the needed medicines that would help with her immunity and other systems. But as time progressed, she seemingly only got worse in her ailment, to the point he believed she would not come back to the living.
Each day would pass by as he sat by her side, dressing her wounds, caring for her, making sure she was comfortable in all forms. He had never seen such an ailment of the mind before and did not entirely understand how to heal this injured child. The best that he could do was simply be there for her, let her body take care of its illness on its own, rather than interfere even more. Eventually, began to get better, slowly and progressively, until she was able to sit up on her own and be aware of the world. This was the journey reference earlier, that no other person could help to surpass; Kanix had to overcome it herself. Belief was what led him into knowing she would come back to the waking world and he was there to greet her the moment she did. When she had returned, he told of her the illness that she had and how that illness was what destined her for more.
She was taken on as his apprentice to learn the ways of the Nirvit shamans, to learn to heal, to share visions with, and connect to nature. Kanix was taught how to utilize this inner magic of herself to bring to life the spirits of all things that reside in nature. For she had been told that no matter what it was, be it wood, grass, wind, et cetera. . . everything had a spirit. If she was able to connect to the inner workings of a being, whether living or inanimate, she would be able to draw forth its spirit. It has been since developed that her connection with the spiritual world has greatly surpassed those of the previous Nirvit healers. Her teacher is proud of her and believes that she will go far with this magic to the extent that she will know no bounds.
Strengths:
- Due to the user being attuned to their religion's Deity, the user is given a 15% (increases by 5% every rank after D) resistance against unholy/demonic magic and spells
- Their atonement to their Deity boosts their holy spells by 50% against all unholy/demonic magic and spells
- All things, whether inanimate or living, have spirits and Mysticism allows the user total control over the spirits
Weaknesses:
- Some spells require the presence of another mage, such as spells for healing or buffing allies and such
- Most, if not all, of the spells require some form of living element (ex. fire, water, earth, or air)
- Each element has its own weakness and any spell of the element's opposite is 50% stronger in damage than it
- Necromancers are the bane of a Mystic's existence as they are able to take control of the spirits the Mystic wields
Lineage:
- Blessed by the Fourth Wall:
- Blessed by the Fourth Wall
Description: The ancestor in here could have turned into a god, but nooooo, he had to preserve the fabric of reality or something. For this lineage, this ancestor, known as the One Who Got Close, is the only one to have found the Fourth Wall of the world, giving himself the chance to break it and ascend to the heights that are unknown, basically, us. However, when told by the wall that breaking it would sacrifice everyone else in the world, the noble goody-two-shoes chose to stop himself instead and as a result, he was blessed by the Fourth Wall. This blessing would go down to his bloodline and now you, oh lucky guy, are one of his kin.
Ability: The Fourth Wall respects the user's bloodline and has given those of it the Glimpse, the ability to see what the user should not be able to see. Of course, to respect the purpose of the Fourth Wall, the user can only see one "Thing" at a time. Such as a snippet from a magic or character app (See 2 strengths or 2 weaknesses, see 2 likes or 2 dislikes, and so on.), or from another post to know someone is for example pursuing them or that someone is going to make a certain attack on them within the current post.
Usage: 5 post cooldown between uses.
- Mind's Eye
- The Third Eye is said to be located around the middle of a person's forehead and is traditionally believed to provide perception beyond ordinary sight. This includes being in a state of enlightenment that allows for the evocation of mental images on an often transcendent level. Mind's Eye allows for the user to access the spiritual part of themselves in order to see events in the past, present, and future. On jobs, it grants the user the ability to dodge a single attack entirely once every five posts, as they are able to predict the attack their opponent plans beforehand. As a plot device, this ability permits the user to see all things past, present, and future that affect themselves or others they are connected to. If the user is strong enough, they can share the vision they are having with others, but in order to do so, they must be touching the person they wish to share it with. However, this does not allow them to see things such as a player's magic, guild information, player weaknesses, etc.
- D Rank:
- Carnage of Mana:
Name: Carnage of Mana
Rank: D
Type: Holy, Spirit, Mana Drain, Instant
Duration: Instant
Cooldown: 3 posts
Description: Several yellow magic circles appear around the caster, glowing and holy-like, made purely out of the user's magical energy. They pulsate and send out mystic, holy waves that are visible to the eye and mock how sound waves work when moving. These circles combat a single spell of an opponent's, the waves draining the spells power and the spell itself being absorbed into the magic circles. Once the entire spell has been absorbed into the circles, the user can reflect the spell back onto the opponent, dealing the same amount of damage it was meant to originally. However, if the spell is too high of a rank, say two or three ranks about the user, the spell cannot be absorbed and reflected. This spell only reaches a 4π circumference around the user and the circles surround the user on all sides of them. The total range of the spell is 15 meters out in front of the user in order to be able to reflect he spell back to the opponent.
Strengths:- As a whole, this spell can nullify a single spell of another, so long as the spell is of equal to or lower in rank
- Has the max range a D rank spell is allowed to have, meaning that it has a one range to be able to reflect the spell
- Can reflect spells that are one rank higher than the spell, but the damage for the higher ranking spell is reduced by 50%
Weaknesses:- Spells that are two or more ranks higher than the spell cannot be nullified and/or reflected back to the opponent
- Leaves the user open for attack, since the magic circles are greatly spaced out and a spell could easily slip through
- Allies' spells can accidentally be sucked int othe magic circles and reflected back at them, unless of a higher rank
- User must remain stationary in the magic "shield" in order for the spell to be abel to nullify/reflect the targeted spell
- As a whole, this spell can nullify a single spell of another, so long as the spell is of equal to or lower in rank
- Minor Dispel:
Name: Minor Dispel
Rank: D
Type: Holy, Spirit, Mana Drain, Instant
Duration: Instant
Cooldown: 3 posts
Description: This spell alone allows for the user to nullify any opponent's spell if they are equal to or lower in rank than the user, and reduce the damage of higher ranking spells. The opponent must first cast the spell, once the spell is cast, the user can wave their hand in front of them, sending out an invisible magic force field. No one can see this force field, not even the user, but it sweeps forward, ultimately absorbing all or some of the magic power, depending on the spell's rank. Spells that are ranked one level higher than the user have their damage reduced by half; two ranks higher, and the damage is reduced by 25%. However, if the user is attacked by spells that are of three or more ranks higher than themselves, the spell goes unaffected by the nullification. While it cannot be seen, the force field is 7 meters long and 3 meters tall, it also has a 180° bend around the front of the caster. It can only fly forward to a maximum of 15 meters, and travels at 9m/s across the battlefield; it can be prevent, but is hard to.
Strengths:- Reduces he damage of spells that are one or two ranks higher than the mage and completely nullifies those that are equal to or lower in rank than the user
- It is invisible, which makes it hard for opponents to easily combat something that cannot be easily seen by the naked eye
- Directly absorbs the used magical power in order to nullify or reduce the damage of the spell that the opponent had cast
Weaknesses:- While the force field is invisible, it's still made of magic power, which means an opponent can try to combat the spell's effects
- Cannot entirely nullify spells that are one or two ranks above the user, but can reduce the damage of those higher ranked spells
- Spells that are three or more ranks above the user cannot be nullified by the spell, not even their damage can be reduced by the spell
- It has a shield-like appearance, but cannot defemd the user like a shield can; in fact, i may not even black some spells at all
- Reduces he damage of spells that are one or two ranks higher than the mage and completely nullifies those that are equal to or lower in rank than the user
- Blizzard:
Name: Blizzard
Rank: D
Type: Holy, Spirit, Ice, Instant
Duration: Instant
Cooldown: 2 posts
Description: The user flicks their right arm forward and toward them first, that is then followed by the flicking of their left arm forward. However, after the left arm has been flicked forward, the user presses their arm down, along with slamming their left foot down. This creates a series of icicle clumps to raise up from the ground and burst into the air at a speed of 10m/s. These clumps of ice shards stand at 10 meters tall and when summoned, are able to be used as stepping stones for the user. Because these clumps are so compacted together in straight forward range of 15 meters, they're equally used as a shield. It makes it difficult for the user to be gotten to and the user can step on them to travel quicker to the opponent. Due to the ice shards raising up in different directions, there's potentiality that the user or an ally can be impaled instead.
Strengths:- Is created in the formation of a shield, making it difficult for an opponent to get closer to the user than they are
- Can be used as a means of running and jumping across the ice shards, making for a great way of quick travel
- Deals 1.5x damage to an opponent due to the impact at which the ice shards are raised from the ground
Weaknesses:- Ice mages have the ability to take control of the ice shards in order to reflect or nullify the spell
- The user must be near or within the environment/weather of winter/cold that allows for the ability to be summoned
- Due to the ice shards being created in various directions, it has the chance of accidentally hitting the user or an ally
- Being a stationary position while the spell cast means that the user is open for attacks, such as backstabbing, etc
- Is created in the formation of a shield, making it difficult for an opponent to get closer to the user than they are
- Soul Burn:
Name: Soul Burn
Rank: D
Type: Holy, Spirit, Whip, Instant
Duration: Instant
Cooldown: 3 posts
Description: The summoner's hand starts to glow a sickening green hue, they raise their hand up and flick it outward to summon the poison whip. This whip is 15 meters long, which allows for it to be able to reach out at a maximum of 15 meters in front of the user. It's bright green and drips acidic liquid that, when it touches an opponent, can leave a poison effect of 5% on the target for the next three posts. There's a choice given to the user: they can spin around in a circle to create a "barrier" effect that deals 1x spell rank damage to any opponent that gets too close. Or the user can simply lash it out in front of them to deal 1x spell rank damage and apply the poison effect. Because the whip is so thin in width, an opponent can easily find a way to avoid being hit by the weapon. Poison Slayers can eat the essence of this whip, as it is made purely out of poison, making it useless against them.
Strengths:- This whip can reach a long distance in front of the user in order to deal a spell rank's worth of damage
- Once the whip strikes down on a person, a poison effect of 5% is deal to the user for the next 3 posts
- Great way to feed your Poison Slayer buddy to help power them up; not necessarily that good if not your buddy
Weaknesses:- Poison Slayers, whether Dragon, God, Demon, or Hybrid, are able to eat the essence of this weapon
- The width of the whip allows for opponents to easily combat and escape the distance at which the whip can reach
- Anyone with a poison affinity does not get the poison effect applied to them and is instead, only given the base damage
- An opponent could easily just grab and yank the whip if they wanted to, but they would still receive damage
- This whip can reach a long distance in front of the user in order to deal a spell rank's worth of damage
- C Rank:
- Invigorate:
Name: Invigorate
Rank: C
Type: Holy, Spirit, Buff, Defensive
Duration: Instant
Cooldown: 3 posts
Description: Extending their right hand outward, palm open, and their left hand at the base of their elbow, the user summons a magic circle. This magic circle consists of golden runic symbols rotating around them, while they chant out the words. There are six rows of golden runic symbols and when the user chants out the words, the correct runic symbols turn pink and are stationary in front of the user. Once the rows have entirely disappeared and the locked words fade as well, a single ally, in a range of 30 meters, will have blue sparkles light up and envelop them. The ally is then healed for 0.35x spell rank damage for the initial cast of this spell, and later is healed for 0.40x spell rank damage for the next three posts. However, the magic circle stays around the mage for the duration of the entire spell, in which they must continue to channel the spell for it to entirely heal the ally. If the spell cannot be kept channeled, then it only heals for .50x spell rank damage and .25x spell rank damage over the next three posts.
Strengths:- Since the spell is meant to be channeled by the user, the overall healing "damage" is increased for the damage over time part
- If the spell is not channeled, it heals only for .50x spell rank damage on the initial cast and .25x spell rank damage over three posts
- It heals an ally, which is pretty awesome if I do say so myself, but it only heals a single ally at a time
Weaknesses:- While it heals ally, it can only heal one ally at a time to be most effective in its healing aspect
- The user must keep the spell channeled for as long as the "damage over time" lasts if they want it to heal more
- A nice, long range, but the spell can be easily dispelled if someone gets in the way of the channeling or kills it with a spell
- It cannot heal the user, as this spell was designed to only heal allies when the allies needed a quick heal
- Since the spell is meant to be channeled by the user, the overall healing "damage" is increased for the damage over time part
- Arcane Burn:
Name: Arcane Burn
Rank: C
Type: Holy, Spirit, Fire, Instant
Duration: Instant
Cooldown: 2 posts
Description: Attuning to nature, the user can summon up three sequences of fire to occur during the martial arts-styled attack they make. The first blast starts with the slamming of their left foot into the ground, followed by their right fist creating an arc of fire to blast their opponent. This is followed by the forward punch and kick of their right hand and right foot that creates a "unison raid" blast of fire. Finally, it's followed by the user balancing on their left leg, extending their right leg out behind them and their left hand, palm open, out in front of them, with their right arm bent to their torso. A stream of fire flies out of the palm of their hand straight to the opponent; unfortunately, each blast only deals 0.25x spell rank damage. Each stream of fire can be blocked by a shield, combated by another spell, or prevented by melee combat before the user can cast the blazes. An opponent must be in close, personal range of the user, so 1-3 meters away from them, in order for the spell to be effective.
Strengths:- Close combat allows for more devastating blows to an opponent and can cause severe burns due to the close range
- The fire is completely controlled by the user, which means an ally cannot be hurt, unless the user is physically fighting an ally
- May catch an opponent on fire, but the fire is cosmetic and does not deal any actual/physical damage to them
Weaknesses:- An opponent must be in close range of the user in order for the arcs and streams of fire to have any effect against a target
- Each stream only deals .025x spell rank damage to equal that of a full rank's worth of damage to a single target
- These blasts can be combated against with the means of a shield, preventing the flames from being cast, or by another spell
- Fire Slayers, whether Dragon, God, Demon, or Hybrid, have the capability of simply consuming the flames
- Close combat allows for more devastating blows to an opponent and can cause severe burns due to the close range
- Holy Storm:
Name: Holy Storm
Rank: C
Type: Holy, Spirit, Storm, Instant
Duration: Instant
Cooldown: 2 posts
Description: Flicking their wrists down and raising their arms above their head slightly, the user summons several 10x3 meter beams of light in a 7π circumference. Anyone trapped at the center of the circumference is dealt 1.5x spell rank's worth of damage, and because the user is at the center of the AoE, they receive 0.75x damage. It isn't an ideal spell to cast and is more of a last resort because of the damage that the user is dealt from it. However, the spell's beams are made out of holy light, which means they can't be as easily eaten by Slayers as other light spells may be. Since this magic is holy in nature. it, unfortunately, receives +50% in damage from demon and/or unholy spells. This spell utilizes the sun's light in order to create holy light beams; if there is no sunlight, then the spell cannot be cast. Mages can easily escape the spell if they're some creative ninja that can weave through the tightly knit beams of light.
Strengths:- This spell deals 1.5x spell rank damage to all living beings in the 7π circumference and only deals direct damage
- Spell's beams are made of holy light from the sun, which makes it harder for Light Slayers to be able to eat the spell
- Great for dealing instant damage to an opponent and a great spell to spam if the user is willing to take the major risk
Weaknesses:- Beams only go in a straight line upward and cannot move or bend, utterly stationary, so they can only damage whatever they go through
- If there's no sunlight in the vicinity of the user, the spell cannot be cast, and if it is cast, it's simply a waste of mana
- Due to the user receiving some damage because of them being in the center of the AoE, it isn't the most ideal spell to spam
- Allies, user, and enemies are injured if they are in the AoE, meaning that this spell does not recognize ally from foe
- This spell deals 1.5x spell rank damage to all living beings in the 7π circumference and only deals direct damage
***Start Raffle Earned Spells***- Conjure Dragon:
Name: Conjure Dragon
Rank: C
Type: Holy, Spirit, Metallic, Summon
Duration: 6 posts
Cooldown: 7 posts
Description: The user can call upon the spirit of a deceased dragon, in which a large, metallic dragon will appear in front of the user. This metallic dragon, due to its scales being made out of metal, themselves, has a higher resistance to magical weapons by 50%. Mortal weapons, meaning non-magical weapons, cannot deal damage to the dragon, due to being unable to penetrate the scales. As for the dragon's durability, it has half the health points of a B rank mage, but only deals 1.5x C rank melee damage. It can be summoned for a duration of six posts, but once its health has reached 0HP, it is forced into cool down. Luckily for the user, the dragon is competent enough to recognize ally from foe and will not accidentally attack an ally. Due to the dragon being of metal, it has a natural 15% resistance against any and all metal-based spells.
The dragon's passive ability is that of the dragon being a conductor of electricity, absorbing lightning/electric-based spells that are of equal to or lower in rank than the summon. It can absorb an upwards of 5 electric spells, to which each of the spells absorbed, boosts its melee and spell damage by 5%, capping at 25%. Its speed is also increased by 25% after the consumption of fives spells, allowing it to fly and move faster. Unfortunately, this does not boost the spell damage of the user, rather than actually boosting the dragon's own attacks.
The dragon's active ability allows it to harden any part of its body to the level of chromium and use it as a means to cut and slice into an opponent. When the limb manages to cut the opponent, it leaves metal shrapnel in the wound that causes 25% damage over the next three posts. As the limb first hits the opponent, it only deals 50% of the natural spell damage and damage is split between opponents if there is more than one. This able to last for the duration of the dragon's summon, but the dragon is able to switch what limb is hardened.
Strengths:- The dragon has a passive ability that allows the beast to boost is melee damage to 25% by absorbing electricity spells
- It has an active ability that hardens a limb of the dragon to deal spell damage upon an opponent or opponents
- Already, the dragon has a 15% resistance against metallic spells and a durability similar to a B rank mage
Weaknesses:- The dragon can be taken down in a couple of spells that are not of metallic origins or otherwise
- Because this dragon is only a spirit of the actual being, Necromancers are able to take control of it
- It cannot boost the spell damage of the user at all when absorbing the electricity spells thrown at it
- The summon can be stubborn and may not always listen to the user and follow the orders given to it
- The dragon has a passive ability that allows the beast to boost is melee damage to 25% by absorbing electricity spells
- Falling Star:
Name: Falling Star
Rank: C
Type: Holy, Fire, Spirit, Charge Up
Duration: Instant or 3 posts
Cooldown: 4 posts
Description: A Mystic in control of this spell has one of two choices for this spell: they can either charge up for two posts, then release the blast or simply release the blast. If the user chooses to charge for two posts before releasing the blast, they must be in a stationary position and cannot move. Upon moving, the spell is weakened by 50% in power compared to what it normally would have been if charged for the full two posts. When charged, the spell appears at the center of the user's palm, a few inches away, as a small candle flame shape. It proceeds to grow in size, starting from one inch at the palm to a circumference of 10π meters and a diameter of 10 meters at the end. After the blast has been released, it deals 1.7x spell rank damage to anyone at the epicenter of the blast or 0.85x spell rank damage if uncharged. Those caught within the 10π circumference are dealt 75% of the initial spell rank damage all spells deal without buffs or add-ons.
Strengths:- The AoE is 30 meters in circumference, resulting in a devastating blast to those who are caught inside
- The blast, itself, is more effective against a larger group of people when cast from a higher altitude than the targets
- 1.7x spell rank damage is dealt to all opponents within the epicenter of the blast, and 75% of the base damage to those outside
Weaknesses:- Like Divinity Bolt and Rage of the Dragon's Spirit, this spell does not recognize ally from foe and could potentially hurt an ally
- For each post the spell is charged up, the user loses 3% of their mana in order to build up the strength of the spell
- Fire Slayers, whether Dragon, God, Demon, or Hybrid, have the capability of consuming the pure fire element
- If the spell is used while uncharged, it deals 50% less of the initial damage it deals when the spell is charged
- The AoE is 30 meters in circumference, resulting in a devastating blast to those who are caught inside
***End Raffle Earned Spells***
- B Rank:
- Rage of the Dragon's Spirit:
Name: Rage of the Dragon's Spirit
Rank: B
Type: Holy, Fire, Spirit, Area of Effect
Duration: Instant
Cooldown: 3 posts
Description: Clasping the knuckles of their fingers together, with their pointer fingers up and pressed together, the user blows air between their forefingers. The air that goes through the two fingers is transmuted into a large stream of fire that extends to 50 meters. Wherever the stream initially hits is the epicenter and anyone at the epicenter is dealt full rank's worth of damage. When the stream hits the first of the targets, it explodes into a 45 meter radius, with those caught in it receiving 75% in damage. After the entire effect is over, a burn effect of 5% is supplied to all beings caught in the AoE for a duration of four posts. One thing to note about this spells is that Fire Slayers are able to eat the transmuted fire, as it is turned into the pure element. Like Divinity Bolt, this spell cannot recognize ally from foe and will cause the same amount of damage to them if they are caught in it.
Strengths:- All enemies caught within the AoE radius instantly have a burn effect applied to them after the initial spell is over
- The B-line range of this spells is 50 meters with an effective AoE range being at 45 meters tops
- Full damage is applied at epicenter, but anyone not at epicenter is still dealt 75% of the total damage
Weaknesses:- Fire Slayers, whether Dragon, God, Demon, or Hybrid, are able to consume the pure fire element this spell is made of
- The initial stream of the spell only goes in a straight line and can be easily dodged, but does not mean they escape the AoE
- Allies are not recognizable by the flames and may be consumed and injured by them if they get caught in the spell
- If there's a strong enough water spell, it can instantly nullify the spell and its effects, forcing it into cool down
- All enemies caught within the AoE radius instantly have a burn effect applied to them after the initial spell is over
- God's Fury:
Name: God's Fury
Rank: B
Type: Holy, Spirit, Light, Instant
Duration: Instant
Cooldown: 2 posts
Description: Extending one of their arms forward and swinging it right to left or left to right, depending on the arm used, the user summons three spirit blades. These blades are made entirely out of the light the sun casts into Earthland, and can be eaten by Light Slayers should they exist. Each blade is 1.5 meters long when straightened out, but take on a crescent shape when they are summoned. The damage these blades deal are split up between them, meaning each blade only deals 33.3% of damage to an opponent. The user can add an additional 75% in damage to the blades if they use an extra 5% of their MP to boost the strength. If the user chooses, they can manipulate the direction of the blades to be able to attack three opponents at once. 50 meters is the top range of these blades though, and they only travel at 25m/s and can be easily dodged.
Strengths:- As total damage, these blades can deal an upwards of 1.7x spell rank damage to a single opponent
- These blades can extend to a range of 50 meters tops and travel at 25m/s toward an opponent(s)
- Each blade is 1.5 meters long, which means they can do some serious cosmetic damage when they hit
Weaknesses:- Light Slayers, whether Dragon, God, Demon, or Hybrid, should they exist, can eat the light the blades are made from
- When split apart from each other, the blades can become easily dodged by an opponent, as it's only a single blade heading toward them
- If there's no sun available to create the blades, then the spell cannot be used until sunlight appears
- An extra 5% of MP is used whenever the user decides they want to deal an extra 75% in damage to an opponent
- As total damage, these blades can deal an upwards of 1.7x spell rank damage to a single opponent
- Divinity Bolt:
Name: Divinity Bolt
Rank: B
Type: Holy, Lightning, Spirit, Instant
Duration: Instant
Cooldown: 4 posts
Description: The user points their middle and forefingers together and swirl their hands in semicircles, pulling lightning from the air. They then combine the two streams of lightning together at the center of their torso and extend their left hand outward. This releases the blast of lightning at the target, dealing 1.7x spell rank damage on the initial hit and leaving them blinded for the next two posts. Additionally, this lightning bolt can reach out to an upwards of 55 meters from the point the user is standing. Despite being holy in nature, the lightning is still a pure element that's pulled from the air, allowing for Lightning Slayers to eat it. Likewise, the bolt of lightning can only go in a straight line, which makes it easy for lower ranked mages to dodge. It cannot recognize foe from ally, so if it an ally gets in the way of the bolt, they will take the hit instead.
Strengths:- On the initial strike of the lightning bolt, it can deal 1.7x spell rank damage to a single target
- Because lightning bolts travel so quickly, the range at which this bolt can reach 55 meters tops
- If the bolt of lightning manages to strike an opponent, they are left blinded for an additional two posts
Weaknesses:- Lightning Slayers, whether Dragon, God, Demon, or Hybrid, are able to consume the pure lightning element
- Because the bolt of lightning travels so quickly, it is only able to go in a straight line, allowing for it to be easily dodged
- It cannot recognize ally from foe, resulting in damage being able to be done to an ally if they get in the way
- Metal is a great conductor of lightning and if any metal is around it can cause the spell to go haywire and cause damage to the user instead
- On the initial strike of the lightning bolt, it can deal 1.7x spell rank damage to a single target
- Signatures:
- Gift of the Ancestors:
Name: Gift of the Ancestors
Rank: D
Type: Holy, Spirit, Shield, Defensive
Duration: 3 posts
Cooldown: 4 posts
Description: Golden runes appear in a circle around the user's body, as well as a gold ringlet around the feet of the user that shines light upward. The runes rotate around the user until the correct one is chanted out of the mouth of the user, resulting in it turning pink. Once all five of the rings have disappeared, leaving only the pink runic words left, a stream of light blue butterfly spirits come out and fly toward an ally. They hover over the user's ally and transform into a light blue 180° barrier around them that has a circumference of 5π meters and a diameter of 5 meters. This allows for the barrier to protect a total of five allies at a single time and withstand an upwards of 2 C rank spells or 1 B rank spell. However, if an ally steps outside of the circumference of the shield, the spell does not follow them and they lose that protection. It can only protect allies and not the user, leaving the user vulnerable to attacks while their allies are protected.
Strengths:- The shield can protect an upwards of five allies total throughout its entire duration, but no more than five
- It can withstand 2 C rank spells or 1 B rank spell before it shatters into light blue, sparkling dust mites
- With its 180° shape, the barrier can protect allies on all sides from any spells that are thrown at them
Weaknesses:- If the shield breaks before its duration ends, then the shield cannot be used until the cool down is over
- The shield is only capable of protecting five allies, this does not include the user and leaves them vulnerable to attacks
- Should an ally step outside of the barrier's circumference, they automatically lose the protection given to them
- This shield is materialized from the spirits of butterflies, meaning Necromancers can take control of the spirits
- The shield can protect an upwards of five allies total throughout its entire duration, but no more than five
- Elemental Rage:
Name: Elemental Rage
Rank: C
Type: Holy, Spirit, Water, Instant
Duration: Instant
Cooldown: 1 use per post
Description: Water must be within the vicinity of the user, in which if it is, the user is able to evoke the spirit of the water. This spirit comes out of the water in the form of a whip, allowing for the user to grasp and utilize it for a single time per post. The whip is entirely made out of water, meaning anything man-made, such as a weapon or item, will simply go through it. It deals 1.5x spell rank damage to the opponent in a range of 30 meters, and can be solidified or liquefied by the user at their will. However, due to the whip being entirely made out of magical water, only magical earth has a 50% damage boost against it. Since this whip is made of magical water, it too has a 50% damage boost, but only to that of magical fire. Unfortunately, Water Slayers are able to eat this, as it is a pure form of water, despite being imbued with magic.
Strengths:- The whip can be used once every post, so long as there is water near or in the vicinity of the user
- As a whole, this whip can deal 1.5x in damage if it hits anyone within the 30 meter range that it has
- Water is intangible, which means things like weapons, items, and such will simply go through the spell without damaging it
Weaknesses:- Earth has a stronger hold against water and if it's magical, that means it has a 50% damage increase to the whip
- Water Slayers, be they Dragon, God, Demon, or Hybrid, are able to eat the whip since it is made out of the natural element
- Since the whip is technically a spirit, a Necromancer has the ability to take control of the spirit the whip is made from
- This spell doesn't have any side effects due to it being a signature spell, resulting in it only being able to deal raw damage
- The whip can be used once every post, so long as there is water near or in the vicinity of the user
@tag
xxx.
muse.
some notes can go here.
xxx.
muse.
some notes can go here.
MADE BY VEL OF GS + ADOX 2.0
Last edited by Kanix Laspor on 19th April 2016, 2:11 pm; edited 13 times in total