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Secondary Magic: Burning Titan Magic
Caster or Holder: Caster
Description:
- Spoiler:
Titan Magic is the ancient power to manifest great sizes of titanic proportions. Wielders of Titan Magic can take on a god like scale, towering over artificial structures to crush through buildings and leap mountains. The process reinforces bones and tissue to support the greater mass and rewrites physiology in order to survive, breaking known laws of science that say colossal beings simply cannot exist.
Where Living Titan Magic differs from Titan Magic is in it's origin and nature. Living Titan is the result of Living Arts, the magic to create life. Living Titan is such a creation (Making one an "Etherious" as a result.) and by that it's change is "True", and contained purely within the self and does not provide a blanket mastery over size and scale Titan Magic users demonstrate in which they magnify the scale of other individuals.
Living Titans, being created this way, are huge humanoids that can reduce their size at their will, being creatures of true epic proportions rather than temporary growths. Unlike Titan Magic users, a Living Titan cannot perform the scaling of individual portions of their body, meaning a Living Titan is either all titan, or none.
Siren is an augmented Living Titan called a Burning Titan. Siren is the only presently known Burning Titan, a Living Titan that was reborn in the rivers of hell. In the process her physiology changed as of whatever demon the living titan in question would become. Siren became a pleasure devil, a more lawful/less chaotic succubus. A Fire Succubus. Her Living Titan body became infused with the curse of fire. Her red skin unmolested by the fires around her, by the molten rivers that ran across hell.
The Burning Titan takes it's name because of the intense heat their body gives off that needs to be regulated, and can be focused to produce flames from their pores that they command as an extension of their will. These cursed flames burn hot as Hellfire and melt or turn to ash that which it comes into contact with. These flames are generally utilized as flames of change, used to enshroud things in fires, to melt the landscape, or to generally make things quite hazardous.
Strengths:
- Spoiler:
- Greater size means greater strength, and naturally greater speed due to area coverage. The greater size and mandatory reinforcement of the body means that assuming a greater form allows the absorption of much greater damage amounts. Living Titan Magic makes her far larger than normal, varied by character rank. Her size is 4 meters tall at D-rank which then increases to match rank progression (D-S=*2, S-H=*3). From that size she can shrink herself to a lower rank size, as two sub-sizes. Sub1: 5'3" tall, looking more around age of around 18. And Sub2: 4'5" tall looking around age of 8-11ish. Then she has a Chibi form that stands 2 feet tall. To highlight: She grows to that size when she ranks up, and from there the usage is to reduce her size.
This size increases strength and durability starting off from 25%, increasing with every rank by another 25% (+50 on H or H being triple the previous). Past the starting 25 this is not constant, it requires her to take on the corresponding size. Increases to speed can't well be measured. Because they're due to increased size, so each step carries a lot farther than a smaller person's would.
- With magnified height comes far greater weight by natural common-sense. With greater weight comes greater kinetic energy, force behind each movement and crushing power. This greater force results in major strain on objects that receive this impact, sending earth-trembling vibrations through the recipient of the force.
This tends to crumble walls and send tremors through the ground. At D-rank shakes are minimal unless exerting intentional force, through a punch or stomp, in which case brick walls can be cratered or stomps can generate 3 meter (radius) shockwaves. These double each rank, with the previous rank becoming no-effort, and the second previous becoming a passive result of the titan walking. At H-rank, the titan can simulate earthquakes with their stomps enough to level several city blocks, or cause tremors just by walking. For the most part the way the titan interacts with the world has to be controlled more by common sense. Note: She can already do these things anyway through her earth primary magic. This just adds to the theme.
- Ranges, but not area of effects of burst effects, are increased proportionately to the current caster size. For every size category, the ranges are increased by 25%x2/per, + the height of the Titan. (Otherwise a lot of spells might not even be able to hit people at your feet). So assuming the full H-rank size would result in a 100 meter spell traveling 992 meters. It does not do anything to burst AoE's however, meaning a 5 meter explosion would still be a 5 meter explosion, it'd just travel farther due to the increased scale of the caster. For example, the thickness of something such as a beam however would still be increased, minus the addition of the Titan's height.
- Burning Titan's flames come with far greater heat than normal in a form of hellfire, a corrupt flame tinged with unholy traces. These flames will melt whatever it comes into contact to, be it stone or steel, and reduce trees into ash in a flash. Imagine a fire's normal behavior and progression, then imagine feeding that fire steroids, coffee, and crack. The fire leaps about spreading like a sugar-crazed ten year old running around making a mess of things. Fire is strong against plant/wood, metal, ice. It's strong against smaller amounts of liquids. Things hit with fire magic receive burns that cause 15% (Of the spell) reoccurring damage for five posts unless put out with water, earth, wind, or ice magic of equivalent rank, or if healing magic would mend damage equivalent to what the 15% burn would deal. This burning causes intense pain, but cannot kill.
- Allows the Burning Titan's primary earth magic to manipulate, but not create on it's own, molten earth. Hot rock is still rock. More so than, say, crystals. This allows her to continue using earth slaying without this magic cutting her off due to the ground liquefying from intense temperatures.
- As an Etherious, the Burning titan is powered by negative energies coming from her layer of hell, powered by the negative emotions and suffering of the damned. Her Burning Titan spells use "MP" as normal, as her Curse Power is directly converted into magical energy to power her Earth magic, and they both share the same resource. The benefit, however, is that Burning Titan can't be effected by Anti-Magic, as it is not Magic. (This is not an uncommon ability, there are many non-magic magic types on this site) (Anti-Magic still effects her Primary, but can't drain her MP)
Weaknesses:
- Spoiler:
- Greater size comes with natural restrictions on movement and territory. Needless to say, particularly considering Siren is good, chances are she wont be going titan indoors or in caves. Most buildings will not be able to withstand the growth to scale, but in some cases like in underground caves, Siren would be outright unable to go titan.
^- Important: This IS a major limitation as Siren will be unable to combat threats to her full capacity within populated areas without complete disregard for life. This means unless there was a major threat of similar destructive potential she will not do so as more lives and collateral would be ruined than if she were to not.
- With greater size, she has more area to take hits from. This is buffered by her boost to defense, but she still has a weakness to Area of Effects. For every 5 meters of AoE, Siren's defense boost gets reduced by 5%. This is not 1 for 1, but 5 for 5. Caps at -100%.
- The Burning Titan is a Living Arts creation, living magic, and as such an Etherious. She is influenced by things as such, including having a personal weakness to demon slaying.
- Her two sub-sizes reduce strength and durability by 50% and 75% respectively. Similarly, all her spells while not restricted by rank are reduced by 100% effectiveness (-1 Rank) in sub1, and 300% effectiveness (-3 Ranks) in sub2. And naturally she wont have as much benefit from this magic if she were in any reduce size other than full.
- In Chibi size she has all the resistance of her full titan form, but has her strength reduced by 95% meaning her physical attacks do little damage. However, they still generate nonlethal kinetic energy that can cause knockback and make it appear to have harmed someone, and even crater a wall, but they will be unharmed. Any damage done while in Chibi size will heal itself over the course of their next post. All her spells are chibified as well. Any demons she might summon through lineage or any other effect would similarly be chibi. Chibi spells have no cooldown and can't cause real harm, or significant lasting environmental damage. (Chibi Tectonic Table Flip might just flip a small table sized slab of rock for example, which would not do real damage to anything it might hit)
- Some effects (Unspecified/plot) can make her stuck in one size category.
- Packing the kinetic energy to level small towns (Keeping in mind that she is H-rank, I wouldn't say this if she were not), a good titan is further limited in that they have to be very careful when in civilized areas, and then only when they absolutely have to. It's not recommended at all to go titan in or near towns/cities. It'd be like a wreckingball in a china shop.
- Assuming the form of a titan doesn't do anything to change the size of her clothing or armor. Meaning that she cannot access weapons, armor, or even modesty unless the item itself is enchanted to grow as well. Advert your eyes, pervs.
- Burning Titan cannot increase or decrease any individual part of her body. She must expand to a full or reduced size as a whole.
- The Burning titan's curse-fire's intense heat is meant to torture souls in hell and as a result sentient beings hit with a Burning Titan's flames will feel the full heat of the hellfire, but will be damaged as though it were normal fire. Rather than having their face melted off outright. This is not much of a weakness, but stating it here to explain why these fires can melt stone but would not deal excess damage to characters.
- The Burning titan's fires spread far faster than natural flames. They can run rampant and out of control among flammable areas.
- The Burning Titan's fires can be eaten by god and demon slayers. The curse-flames deal full damage against them however in the process, but they take twice the MP. (Similar to if Natsu consumes obscure "flames")
- Fire is weak against larger quantities of liquid/water, and earth magic. This fire is not weak against natural earth however. Large amounts of cold in the area can reduce the heat, and cold effects are strong against heat effects that have already been in play and vice versa.
- The Burning Titan does not have methods to STOP fires that it might cause to run rampant. She may attempt to use her Earth primary magic to combat fires, but is otherwise SOL.
Abilities/Powers:
- Spoiler:
- Small World: Reduce her size from her full titan-like size, or ease the control to resume it. The process occurs in snap expanses of size rising from sub2 scale to full scale in but a few seconds. Or it can be controlled and regulated, for a deliberate rise to size usually to make some sort of point. (size, durability, strength).
- Burning Body: The Burning Titan is immune to natural sources of heat and resists heat based attacks of the same rank by 50%, 75% for a rank under her, and shrugs off lower than that. Her body is hot, and if serious will also have flames dancing across her skin (Cosmetic), to the touch by default, though she is capable of reducing her heat with minor concentration (Minor concentration that is essentially passive with her expanded mind due to Rogers). This hot body is enough to boil water on contact, cook things in the palm of her hand, melt metal bars of a cage or something, or so on. By natural reasoning, it also applies added damage to melee when direct contact is made with her body. This damage is equal to 25% of her rank (Above A, below S).
Third Secondary Magic Unique Ability:
-Black Burn: Allows Eris's body to break down into an immaterial black smoke that has a variable smell that overpowers any other natural scent she might carry. It can smell of ash, of a campfire, of burning flesh, or of simple smoke. It can take up her whole body or partially. Becoming smoke allows her to hover easily in midair and float around (She can already fly anyway). As smoke she can't be harmed by nonmagical attacks, so a random NPC can't punch her or stab her. But any mage can strike her by using magic (Such as a burning fist, flaming sword, or fireball.), though physical blows would still be resisted by 25%. Physical magic attacks still ignore the Unarmed damage, applying only the magical effect. (A Blazing Fist or a Thunder Kick sort of spell would apply spell damage, but not unarmed damage).
The main benefit however is the ability to fit into tight spaces and move through cracks in doors or windows and through thin materials (such as a screen door, thin sheet, ect) while being nearly undetectable by natural means, as she can disperse her form as such that she can't be seen.
Wind magic will deal 50% extra damage to her while smokey and can force her along the path of the spell, or make her get thrown off to one side of it. Her fire magic interacts with this by making sparks/embers appear in the smoke randomly based on intent.
Note: This effects all items as well (So her pants will become part of the smoke as well for example) unless she wishes otherwise (Great for getting undressed in a hurry!)
This can change any fire effects on her magics to be smoke instead of flame, but with no changes other than the visual.
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- Spoiler:
- Signature
Name: Mantle of Flame
Rank: User-Ranked, S-Max.
Type: Fire - Heat | Support utility
Duration: Instant
Cooldown: N/A
Description: A very quick and easy spell to use that requires no gesture to use, this spell seamlessly casts a "mantle" of flame that envelops a spell or object, either burning it whole or melting it.
This mantle of flames buffs spell it is used on with S-rank heat & flames, turning a normal fire ball into a blazing inferno, water into a scalding jet of steam, or so on. Common-sense interactions not part of this spell. Some things can't be boosted, such as plant magic, or ice.
She can use this to add the Mantle of Flame to the environment, which causes the same effects as if it were a spell. Melting or igniting it. Causing a tree to burst into a flame to clear out pests within it or serve as a signal, or to cause a section of wall to melt into a hazardous pool. When buffing the environment she applies the Mantle of Flame individually, effecting only 1 "Object". On that 1 object, only a 10x10 meter area can be boosted. So only a 10 meter section of a wall gets effected.
Strengths:
• Empowers spells it's used on, with common-sense changes to the natural properties of the spell.
• Combust / Melt things in the environment.
• Seamless casting.
• Can reduce the effect so there is no added effectiveness but the spell still appears to be augmented with the fire. A rock would still melt, a fireball will still look brighter, but it does no extra damage. In return it wont share in the first weakness:
Weaknesses:
• Increases MP of spells it's used on by 10%. If she uses this on an allied spell, she pays the 10%. Does not apply if she reduces the effect.
• Applying to Siren's earth spells, this effect removes the strength Mass Smasher (Replacing it with the fact that hot lava is left where the spell lands that can continue to damage things as an environmental hazard for both allies and enemies alike)
• This buff can be countered by S-rank spells focused on coldness with mutual elimination, or by A-rank water spells.
• This buff is purely offensive and has no boost to the defense of spells, the defense spells would melt and likely no longer defend as well if at all.
• Can't boost some types of magic (Plant, Wood, Ice, Paper, ect. Things that turn to ash.)
• Can't effect non-allied magic (Meaning she can't burn an enemy plant-mages spells with this).
• Can't be used on living creatures.
• When used on the internment there is a momentary "Warm up" period in which the rock someone's standing on will slide up in temperature, starting to glow and so on, giving them a brief window of "I better move". Lasts 2 seconds before it's melty and probably too late for some.
Name: Fire Ball
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Rank: Strong+ Weapon (B)
Type: Fire - Heat | Offense
Duration: Instant
Cooldown: N/A
Description: Creates a traditional fireball looking ball of flame matching the size of her head (Including hair, for the trailing flames).
Despite being composed of flame, it has some density and weight behind it, being about as heavy as a basketball, and will bounce just like it due to this physical composition. Easily setting things on fire as it rolls or bounces off of something so long as it'd naturally do so (A stone wall isn't about to be set on fire. But a wooden one would).
Fire Ball can created without physical substance in which case it is only half effected by her physical strength, which effects speed and distance thrown and it cannot bounce, but is entirely an energetic effect (Not solid/no real -impact-) and thus may be favorable in some cases. This is both a strength and weakness. In this case, instead of bouncing it causes a 1 meter burst on the first thing it hits that has enough volume to oppose it (A small shuriken or arrow sent at it would just go right through it, but another basket-ball sized object or greater would end it.)
Strengths:
• Creates a burning ball of fire. Fire being hot, it will ignite flammable materials on contact.
• This ball of fire has B-rank damage equivalent heat.
• Having some physical "umph" behind it, Siren can throw it to use it as a strength-based thrown weapon. Due to the bounce however, it deals a little less physical damage than it would otherwise. This is compensated for by the ball's flame for no net loss.
• Good for when you want to bring on the heat to the court.
• Fire Ball can created without physical substance in which case it is only half effected by her physical strength, which effects speed and distance thrown and it cannot bounce, but is entirely an energetic effect (Not solid/no real -impact-) and thus may be favorable in some cases. In this case, instead of bouncing it causes a 1 meter burst on the first thing it hits that has enough volume to oppose it (A small shuriken or arrow sent at it would just go right through it, but another basket-ball sized object or greater would end it.) This is both a strength and weakness.
Weaknesses:
• Dependent on her ability to throw it, her strength. If she cannot throw it it wont do much of anything. If her ability to throw is hampered in any way it would cut range, speed, bouncing, accuracy, the works.
• It is not in her control once thrown, she can calculate how it will bounce but if things change then it is out of her hands.
• Natural fires it cause can get out of hand causing forest fires and making unhappy natives.
• Ball disappears when the flames go out. Gets put out by B-rank water or A-rank ice/cold on the first post.
• If a second ball gets created the other is treated as a natural fire the equivalent of a camp fire, though stubborn to put out: Gets put out by a D-rank water or ice spell, or will go out in 1 post in wintery conditions or on contact with a natural water source as well (Falling into a stream or so on)
• Ball can easily be directed with wind magic. If wind magic catches this ball it will be carried along with the wind.
• Generally not suitable for official sports matches.
• Fire Ball can created without physical substance in which case it is only half effected by her physical strength, which effects speed and distance thrown and it cannot bounce, but is entirely an energetic effect (Not solid/no real -impact-) and thus may be favorable in some cases. In this case, instead of bouncing it causes a 1 meter burst on the first thing it hits that has enough volume to oppose it (A small shuriken or arrow sent at it would just go right through it, but another basket-ball sized object or greater would end it.) This is both a strength and weakness.♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦D
Name: Flaming Body
Rank: D
Type: Fire - Heat | Support
Duration: Passive Toggle
Description: Flaming Body can passively provide flames on her body. Out of combat this can be used as flavor text, within combat it causes natural fires to spread on contact and the flames increase the speed of melee attacks / actions by 5m/s
Strengths:
• Passive effect can toggle whenever in combat, or for thematic effect.
• Fires are considered natural fires and can spread, igniting flammable objects.
• Speeds up melee attacks by a bit enough that she can generate the kinetic energy as though she were 1 Titan size category greater than whatever she is currently in.
Weaknesses:
• Melee speed increase isn't much.
• Burning Titan magic has no means of fire suppression, fires that this might cause may run rampant.
• Does not provide much benefit at all if she's already in her max size.
• Speed increase only effects melee, not extending any benefit to general speed.♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦C
Name: Burn Bolt
Rank: C
Type: Fire - heat | Offense
Duration: Instant
Cooldown: 4
Description:
Burn Bolt charges a roughly sphere shaped orb of fire in the Burning Titan's hand about 6 inches wide. It can be released right away for a quick blast of fire that streaks out in a thin bolt of flame that strikes with a 3 meter area of effect when it bursts on contact. It has a range of 40 meters and the path it takes can curve and arc to strike a target behind cover though not strike from behind. It travels as fast as an arrow (Because that's what it is, an arrow of flame) - 100m/s
While the flame is still in sphere form, it can be immediately recast in a chain-cast to generate multiple flame bolts at once, but they must all be fired at the same time.
Strengths:
• Reach behind some forms of cover, with a smart-projectile that will interact with other burn bolts and can target gaps in cover (Such as a port-hole).
• Chain-casting allows a volley to be fired, capable of striking multiple targets at once as though it had a much bigger AoE.
• Easily ignites structures in splashes of flame where the bolt bursts.
Weaknesses:
• No penetration power. They burst on contact and don't have much kinetic energy behind them.
• Blocked by any defensive spell that makes contact.
• 40 meter range is a hard limit, they flicker out of existence at that range.
• Brief charge up time to chain multiple bolts. Tiny mini spheres that roll orbit very close to the main sphere display for the very astute how many bolts are going to be released.
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Name: Searing Ray
Rank: B
Type: Fire - heat | Offense
Duration: Instant / a few seconds
Cooldown: 5
Description:
Searing Ray generates a blazing beam of fire that appears in a flash from her horns atop her head. The .5 meter wide ray travels at 1,666 m/s and extends out to 200 meters making for a very quick spell. The Searing Ray causes heavy burns, dealing D-rank damage per second to things caught in the ray and lasting six seconds. This ray easily cuts through terrain and barriers, leaving a thick hole of melted earth or metal, cutting through glaciers like butter, or evaporating water. If no horns are present, it will fire from her hand for 2 seconds less off the sustained ray.
Strengths:
• High damage potential against immobilized or stunned targets.
• Difficult to avoid attack that is highly likely to deal some damage.
• Penetrates defenses. Each count of D-rank damage is considered to be full B-rank damage against defensive barriers or objects and terrain.
Weaknesses:
• Magical earth barriers barriers reduce the B-rank damage back to D.
• Magical Ice Barriers are weak to Searing Ray at first, but every count of damage gets cut in half per second against an ice barrier as the cold chills the ray and absorbs it's heat.
• Searing Ray isn't a beam and can't be "Walked", it's like a very long projectile. She can even move once cast and the ray will remain in the air until it catches up with itself.
• Searing Ray is hard to avoid, because you aren't supposed to try to dodge projectiles by seeing the projectile and ducking. That is dumb. As with real life the best defense is to not be there. People with astute eyes, and even basic awareness of their opponent can determine Searing Ray is about to be used by seeing Siren's horns glow for a moment prior to release. Comparable to seeing someone draw a gun. If no horns are present, her hand will catch fire and she will raise it at the target.
• Even though Searing ray is hard to avoid, it's static. Moving out of the flame once hit makes the rest of the beam continue on without you.
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Name: Fields of Fire
Rank: A
Type: Fire - Heat | Offensive / Field
Duration: 10
Cooldown: 11
Description:
This spell causes a torrential rush of flames to race out from the Burning Titan's body and spread across the ground in all directions out to 60 meters+the Burning Titan's size at the time of casting, which it covers at 30 meters per second. These flames remain on the ground wherever they pass causing a great area of fire, igniting anything they meet and melting the earth itself beneath them or chewing through walls that get in their way.
By natural effect, those trying to walk through this area are not only burned by the flames but they are likely to get stuck in the molten ground beneath the flames that acts as a thick ooze unwilling to let prey escape it's hold.
Strengths:
• Convert a whole field into a dangerous hazard, easily swallowing up cannon-fodder in the area and clearing pests.
• Very strong against grounded enemies without much in the way of movement ability.
• Melted ground makes it more difficult to leave if caught by the effect. This prevents most earth mages from having control of the ground anymore, as most earth mages can't control hot rock (ie; The ground becoming molten prevents manipulation by earth mages apparently).- On Sand this behaves differently but functionally the same, turning the ground into glass instead, forming it up into sharp spikes similar to a field of grass, but formed of glass shards as the sand gets heated up and shaped by the swirling movements of the flames. This can make people stuck as well, but more as a result of getting a foot impaled.
Weaknesses:
• Can't effect flying enemies.
• Indiscriminately burns the area and those within it.
• Enemies resistant to heat could potentially be merely inconvenienced, or as unaffected as the Burning Titan is.
• Water or wind spells of similar area could have an easy time clearing this hazard. Wind or Water spells could rush across the surface putting out the flames and cooling the molten ground.
• Little effect on water. Using this near or on water will dry up smaller bodies of water and streams/small rivers. Large rivers will block the spread from this spell, the water boiling. Using it IN or ON such a body of water causes the water to boil.♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦S
Name: Scorched Earth
Rank: S
Type: Fire - Heat | Offense
Duration: 2 posts
Cooldown:8
Description:
Using this spell causes a very obvious charge up moment where the caster's body burns with an aura of orange magical glow while the surface of her skin becomes enveloped in flame. After five seconds she directs the magic with her horns or with an outstretched hand.
A screaming wave of heat energy accompanied by violent streams of concentrated flames lashes out in front of her in various arcs through the air to strike at things in the area of effect with a snake-strike like attack pattern at first before the streams thrash about like ribbons of fire, some wrapping around things in the area to assault them. The wave of heat/ribbons of flame bursts out at 500m/s, reaching full distance in .5 seconds (Travel time compensated by charge up)
The air ripples and distorts with the intense heat akin to the corona of the sun at 3.5 million degrees, with the air itself in the area melting things in the area and radiating heat out far beyond the AoE, a cone projection 250 meters long and wide at the end. The heat from the spell effects an additional 100m in each direction away from this cone in which it deals normal damage unmodified/unboosted against anything.
Those caught in the AoE are effected with a *2 effectiveness to objects/environment/spells and with the intense heat still clinging to the area an extra 50% damage on the following post.
Strengths:
• This deals double damage to objects in the area and offensive magical attacks in order to disrupt them.
• 50% damage on the following post.
• Large AoE, though medium range from her.
Weaknesses:
• 5 second charge up can be dangerous. She cannot cast other spells during this time.
• The area seems to feel hotter before the wave actually launches, during the charge up.
• If she suddenly changes direction away from where she is facing when charging, the spell deals half damage and travels half as fast.
• Can't use with nearby allies unless they don't mind a bit of heat. - On Sand this behaves differently but functionally the same, turning the ground into glass instead, forming it up into sharp spikes similar to a field of grass, but formed of glass shards as the sand gets heated up and shaped by the swirling movements of the flames. This can make people stuck as well, but more as a result of getting a foot impaled.
Last edited by Eris on Thu 10 Mar 2016 - 19:58; edited 29 times in total