Primary Magic: Crimson Thorns
Secondary Magic: None yet
Caster or Holder:Caster/Holder
Description:
Strengths: Flexible magic which can be used to slow enemies and sometimes heal oneself or allies. Particularly effective in close combat, but also useful in range battles. On higher levels defensive potentials are maximized and offensive capabilities also increases.
Weaknesses: Weak against fire based magic and some ice based magic with frost effect. Some spells have requirements that must be met and some spells only work only outdoors. Some spells also require blood so the user is weakened for a brief period and needs to stay put, needless to say an easy target for powerful range attacks. Not very good in battles that lasts long, as spells uses casters endurance.
Abilities/Powers:
Secondary Magic: None yet
Caster or Holder:Caster/Holder
Description:
It was once said that a master of Crimson thorns magic can summon hordes of plant like apparitions at his disposal, that it can decimate armies in days, and that it sometimes can heal the dying back to life...Of course those were just myths since it is a magic lost in time, until now.
The tales aren't far from the truth, but it is a bit exaggerated.Crimson Thorns is a lost nature magic that controls fauna and turns it into weapon or defensive shield according to the users wish. And like all Lost magic it is like a double-edged sword. The reason why practitioners of magic shunned it was because most spells caused pain to the caster when cast.There are also prerequisites to be met to be able to cast some spells, like presence or raw earth or dirt, natural terrain, or the part that most fear, the drawing of blood.
If mastered, pain wouldn't bother the caster much, and its an extremely powerful defensive and offensive magic.Also, its less painful spells are favored once by hunters and thieves for its effectiveness in weakening and capturing target, or its ability to hinder or make one's tracks disappear, which is crucial in making an escape. The summoned vines are also laced with toxins that the caster is immune too, and even poison, that causes a variety of effects on enemies. Effects can vary, depending on the casters level, effects also vary when used on the user or his allies. Although, some spells tend to back fire, specially on the casters allies.
The tales aren't far from the truth, but it is a bit exaggerated.Crimson Thorns is a lost nature magic that controls fauna and turns it into weapon or defensive shield according to the users wish. And like all Lost magic it is like a double-edged sword. The reason why practitioners of magic shunned it was because most spells caused pain to the caster when cast.There are also prerequisites to be met to be able to cast some spells, like presence or raw earth or dirt, natural terrain, or the part that most fear, the drawing of blood.
If mastered, pain wouldn't bother the caster much, and its an extremely powerful defensive and offensive magic.Also, its less painful spells are favored once by hunters and thieves for its effectiveness in weakening and capturing target, or its ability to hinder or make one's tracks disappear, which is crucial in making an escape. The summoned vines are also laced with toxins that the caster is immune too, and even poison, that causes a variety of effects on enemies. Effects can vary, depending on the casters level, effects also vary when used on the user or his allies. Although, some spells tend to back fire, specially on the casters allies.
Strengths: Flexible magic which can be used to slow enemies and sometimes heal oneself or allies. Particularly effective in close combat, but also useful in range battles. On higher levels defensive potentials are maximized and offensive capabilities also increases.
Weaknesses: Weak against fire based magic and some ice based magic with frost effect. Some spells have requirements that must be met and some spells only work only outdoors. Some spells also require blood so the user is weakened for a brief period and needs to stay put, needless to say an easy target for powerful range attacks. Not very good in battles that lasts long, as spells uses casters endurance.
Abilities/Powers:
- Spoiler:
Name: Bramble Guard
Rank: Rank D
Type: Plant
Description: Defensive magic by the user of Crimson Thorns. Summons moving mindless tangled vines that follows the user around. Vines are quite agile and automatically blocks incoming attack intended for the user. At current rank 2 vines can be summoned, number of vines summoned increases by 1 as users rank increases.
Strengths: Serves as automatic protective shield. Can emerge from a lump of soil or dirt.
Weaknesses: It needs soil or dirt for vines to be summon from. She usually carries some in her pouch but is rendered useless when fighting submerged in water.
Duration: Vines last 2 post or upon contact with hostile rank d magic or rank d physical attack. Adds 1 duration/resistance every rank up.
Cooldown: 2 post. Adds 1 post every other rank up.
Name: Green Mist
Rank: Rank D
Type: Plant
Description: Can use bramble guard vines to heal or attack. Bramble vines explodes to release green mist. To the user it can patch up small wounds or cuts. To enemies green mist is toxic. It is horrendous when smelled by enemies, quite adhesive and sticky when made contact on skin, and cause nausea when mist seeps into the skin.
Strengths: Effective in weakening enemies. Good deterrent for wild beast and magic users relying on sense of smell. Good for first aide for self and party members.
Weaknesses: Vines must be 1m within the target. Can be blocked easily by fire/wind/vacuum mages. First aide effect is only applicable when members are near the user, if enemy is near same effect would happen.
Duration: 1 post.On rank d 1 vine can be used. Number of vine usable increases by 1 per rank up.
Cooldown: 2 post. Adds 1 post every other rank up.
Name: Wall of Thorns
Rank: Rank D
Type: Plant
Description: With a drop of blood, Sonia can summon high thorny vines around her that seems to move on their own. Good for defense but also good for detaining enemies. Vines thorns are laced with toxins that can make victims groggy.
Strengths: Good for melee enemies who aren't using weapons. Is a bit fire resistant due to presence of toxins. Practical use is for defense or for capture.
Weaknesses: The vines are not too strong against physical attacks.Completely obliterated by high level fire magic.Only usable on natural terrain, unusable indoors.
Duration:Last for 2 posts or until the vines are hacked completely. Walls defense and duration increases every other rank up.
Cooldown:3 post.Adds 1 post every rank up rank.
Name: Nymph's Net
Rank: Rank D
Type: Plant
Description: Bramble guard vines sprouts leaves and flowers that shatter and sends the leaves and petals into the air. The leaves and flower emit distinct smell that can disorient the enemy.
Strengths: Good for concealing tracks since the smell affects tacker mages or beasts sense of smell, also the leaves and petal blends into the surrounding creating good camouflage to cover footprints . Useful for getting away from enemies.At higher level can be used offensively.
Weaknesses: Weak against fire. Although usable in urban areas loses its effectiveness to conceal tracks in places where there are no trees or plants.
Duration:1 post.On rank d 1 vine can be used. Number of vine usable increases by 1 per rank up.
Cooldown:2 post. Adds 1 post every other rank up.
Name: Deadly tendrils
Rank: Rank D
Type: Plant
Description:The users fingers transforms into vines which causes sharp brief pain. After summoned, they then work like her appendages and would function as if a part of her body. The vines can extend or retract at will and would grow again once cut. Range is 2 m and grows longer per rank up.
Strengths: Good for melee mid range battles. The barbs are filled with toxins and large amounts can weaken the enemy. Vines have sturdy grasp and it also increases her strength.
Weaknesses: Weak against fire and freezing magic. Causes pain every time used and released. limited range and on low levels only good for melee or mid range battles.
Duration: 3 posts. Duration increases every other rank up.
Cooldown: 5 posts. Cool down decreases every other rank up.
Name: Siphon life
Rank: Rank D
Type: Plant
Description:Using deadly tendril she can siphon energy from the earth rejuvenating her for a brief period. Depending on rank it can replenish her vitality or heal wounds. Combining it with green mist would boost its effects.
Strengths: Support magic that works only on the user. Nice effect since it can regenerate lost vitality by blood letting.
Weaknesses:Limited to self. Useless indoors. Faster with both hands in the ground mobilizes the user for 1 post.
Duration: 1 post. On rank A and higher just one hand on the ground would be enough.
Cooldown: 5 posts. Cool down increases every other rank up.
Last edited by ilyria on 11th May 2012, 11:55 am; edited 4 times in total