Magic
Primary Magic: Guardian Angel Magic
Secondary Magic: None
Caster or Holder: Caster
Description: unlike many other types of magic, Guardian magic is geared mostly towards healing and support rather than offense. The healing power granted by it is high, having been described as capable of healing wounds inflicted by the most fearsome. Concretely The magic is enough to almost completely cure most injuries, and to nullify the effects of powerful poisons and curses, and is capable of restoring the body internally and externally including a patient's fatigue and body stress, something made more formidable by the fact that Healing Magic is long-lost, and believed to be nonexistent anymore.like other types of Magic, it can possess great destructive power,therefor its offensive spells are minimal but powerful.
Strengths:
~Offensive spells do a fair share in damage
~Spells that cure many types of injuries
~Spells that improve speed strength agility ect. that can be cast on themselves or others.
Weaknesses:
~Minimal Offensive abilities,
~Short range spells,
~Uses up decent amount of energy to cast spells
Abilities/Powers:
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Name: Revival level one
Rank: D
Type: Healing
Description: (the C spell level two is just stronger) Guardian Angel Wizards are able to utilize powerful healing Magic, a Magic previously believed to be long-lost. Such power has been described as being capable of healing the worst injuries. The user's power is capable of manipulating Internal power to perform various feats, such as draining poison from an infected victim. By using a lot of energy, the user can even revive people that are in a near-death state.(with higher level Revival spells) it has also been noted that the user cannot heal their own injuries.
Strengths:
~Powerful healing: just good for healing
~Coninient: <---- I said it
~Can cure many different feats:curses poisons fatigue illness or wounds.
Weaknesses:
~The bigger the injury the more energy the caster must give: Yeah to restore allot of heath the caster must give allot of energy
~Takes allot of time to heal:not a quick fix it requires time and attention to cure
~Becoming weak:The energy transferred out of the caster to conduct the spell will render them weak afterwards.
~If the caster tries to do to much it they can pass out from fatigue
Name: Soar
Rank: D
Type: supportive? (maybe?)
Description: Soar is a spell that allows its users to sprout large angelic wings that give them the ability to fly. Furthermore, there is also a time limit to how long the user can fly, as the wings disappear after the user's Magic Power is depleted. The users can also change the speed in which they fly, but the faster they go, the more Magic Power they consume.
Strengths:
Speed: Allows the user to move quicker
Battle:Gives the caster the upper hand in battle
Travel: nice way to get from place to place
Weaknesses:
~Accuracy: The casters accuracy might not be quite right while they are getting adapted to flying
~Magic use: The longer the caster uses the wings the more and faster there energy is drained
~Risky: You've got to pay attention you don't want to be 50 ft in the air when your magic gives out on you tehehehehe...bad
~Long recharge: Takes about 5 posts to regain the strength to fly again
Name: Shine
Rank: D
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply.)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them.)
Primary Magic: Guardian Angel Magic
Secondary Magic: None
Caster or Holder: Caster
Description: unlike many other types of magic, Guardian magic is geared mostly towards healing and support rather than offense. The healing power granted by it is high, having been described as capable of healing wounds inflicted by the most fearsome. Concretely The magic is enough to almost completely cure most injuries, and to nullify the effects of powerful poisons and curses, and is capable of restoring the body internally and externally including a patient's fatigue and body stress, something made more formidable by the fact that Healing Magic is long-lost, and believed to be nonexistent anymore.like other types of Magic, it can possess great destructive power,therefor its offensive spells are minimal but powerful.
Strengths:
~Offensive spells do a fair share in damage
~Spells that cure many types of injuries
~Spells that improve speed strength agility ect. that can be cast on themselves or others.
Weaknesses:
~Minimal Offensive abilities,
~Short range spells,
~Uses up decent amount of energy to cast spells
Abilities/Powers:
---------------
Name: Revival level one
Rank: D
Type: Healing
Description: (the C spell level two is just stronger) Guardian Angel Wizards are able to utilize powerful healing Magic, a Magic previously believed to be long-lost. Such power has been described as being capable of healing the worst injuries. The user's power is capable of manipulating Internal power to perform various feats, such as draining poison from an infected victim. By using a lot of energy, the user can even revive people that are in a near-death state.(with higher level Revival spells) it has also been noted that the user cannot heal their own injuries.
Strengths:
~Powerful healing: just good for healing
~Coninient: <---- I said it
~Can cure many different feats:curses poisons fatigue illness or wounds.
Weaknesses:
~The bigger the injury the more energy the caster must give: Yeah to restore allot of heath the caster must give allot of energy
~Takes allot of time to heal:not a quick fix it requires time and attention to cure
~Becoming weak:The energy transferred out of the caster to conduct the spell will render them weak afterwards.
~If the caster tries to do to much it they can pass out from fatigue
Name: Soar
Rank: D
Type: supportive? (maybe?)
Description: Soar is a spell that allows its users to sprout large angelic wings that give them the ability to fly. Furthermore, there is also a time limit to how long the user can fly, as the wings disappear after the user's Magic Power is depleted. The users can also change the speed in which they fly, but the faster they go, the more Magic Power they consume.
Strengths:
Speed: Allows the user to move quicker
Battle:Gives the caster the upper hand in battle
Travel: nice way to get from place to place
Weaknesses:
~Accuracy: The casters accuracy might not be quite right while they are getting adapted to flying
~Magic use: The longer the caster uses the wings the more and faster there energy is drained
~Risky: You've got to pay attention you don't want to be 50 ft in the air when your magic gives out on you tehehehehe...bad
~Long recharge: Takes about 5 posts to regain the strength to fly again
Name: Shine
Rank: D
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply.)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them.)