Magic
Primary Magic: Rune Magic
Secondary Magic:
Caster or Holder: Holder
Description: Rune Magic is primarily support Magic that also works well with Defensive spells, but is weak in Offense. Rune Magic is an ancient magic that, for the first few centuries, was only known to a select tribe of druids. It involves listening to nature, as well as one's own heart, to tap into it's power. There are many talisman's that one can gain by learning the the lessons for each one. For instance, learning the true power of sight grants the user the enhanced ability of Second Sight, allowing them to observe their surroundings better than the average person who doesn't have the ability. Once learned, a special mark symbolizing the rune learned, becomes embedded upon a special item that becomes a bond between the runes and the user..
Jornaal may tap into the power of these runes to better perform specific tasks. He channels his magical energy through his staff in order to activate one of the runes. Jornaal can only keep a certain number, depended upon his rank, activated at any time. If his slots are full and he wants to activate another, then he must deactivate one of them.
Strengths:
Weaknesses:
Abilities/Powers:
Spells:
Name: Second Sight
Rank: D
Type: Passive
Description: Jornaal channels the magical energy from the rune embedded in staff and motions the energy into his sightless eyes. This allows him to be able to focus a layout of his surroundings taken in from his other senses. Being completely blind, he is forced to rely on his other senses to 'see' for him. Anything that disrupts sound causes complete blindness over him, unless they have a really BAD stink on them, this spell becomes compromised. This enhances his sight up to a five hundred meter radius. Jornaal is unable to see what his world actually looks like, being blind, so he is forced to paint a mental picture of his landscape based on what his other senses tell him.
Strengths:
Weaknesses:
Name: Traveler's Step
Rank: D
Type: Support, Defensive
Description: Jornaal channels the magical energy from the rune embedded in staff and motions the energy into his targets entire being. This allows him to teleport the target anywhere in the area with a sixty-foot radius. He can use this spell to pass through barriers like stone walls, as long as that wall isn't sixty-foot wide otherwise he'll become trapped in there, suffocate, and die. If the wall has magical protection, then it would depend on how strong the magic is. He can't pass through a magic barrier that was cast by someone who is at least one rank stronger than he is.
Strengths:
Weaknesses:
Name: Fire/Ice Combo Attack
Rank: D
Type: Offensive
Description: Jornaal channels the magical energy from the rune embedded in staff and summons a flame upon half of his staff and magical ice on the other half.
Strengths:
Weaknesses:
Name: First Aid
Rank: D
Type: Support
Description: Jornaal channels the magical energy from the rune embedded in staff and motions the energy into his, or another targets, body.
Strengths:
Weaknesses:
Primary Magic: Rune Magic
Secondary Magic:
Caster or Holder: Holder
Description: Rune Magic is primarily support Magic that also works well with Defensive spells, but is weak in Offense. Rune Magic is an ancient magic that, for the first few centuries, was only known to a select tribe of druids. It involves listening to nature, as well as one's own heart, to tap into it's power. There are many talisman's that one can gain by learning the the lessons for each one. For instance, learning the true power of sight grants the user the enhanced ability of Second Sight, allowing them to observe their surroundings better than the average person who doesn't have the ability. Once learned, a special mark symbolizing the rune learned, becomes embedded upon a special item that becomes a bond between the runes and the user..
Jornaal may tap into the power of these runes to better perform specific tasks. He channels his magical energy through his staff in order to activate one of the runes. Jornaal can only keep a certain number, depended upon his rank, activated at any time. If his slots are full and he wants to activate another, then he must deactivate one of them.
Strengths:
- The magic only affects those the user chooses to affect.
- Support magic is not restricted to any specific type of magic.
- Jornaal can keep up to eight runes at his current level; ranking up increases this number by two.
Weaknesses:
- It takes time per activation; Usually one full post.
- Support magic does not give any extra benefits to any specific type of element.
- Support spells takes 1 post longer than other spells to cool down.
- Jornaal can not activate any more than his skill requires, and every rune he has activated keeps a drain on his magical energy.
Abilities/Powers:
Spells:
Name: Second Sight
Rank: D
Type: Passive
Description: Jornaal channels the magical energy from the rune embedded in staff and motions the energy into his sightless eyes. This allows him to be able to focus a layout of his surroundings taken in from his other senses. Being completely blind, he is forced to rely on his other senses to 'see' for him. Anything that disrupts sound causes complete blindness over him, unless they have a really BAD stink on them, this spell becomes compromised. This enhances his sight up to a five hundred meter radius. Jornaal is unable to see what his world actually looks like, being blind, so he is forced to paint a mental picture of his landscape based on what his other senses tell him.
Strengths:
- Jornaal can figure out the landscape and pinpoint every object, animal, and person within his range.
- In battle, this ability allows Jornaal to know where his opponent is, in comparison to himself, almost effectively able to dodge their attacks; depending on the difference between the speed of his opponent and himself. In battle, since he's more focused on his immediate area, his range is going to be limited to that area, until he actively expands his focus otherwise.
- Jornaal can keep this ability up for as long as he needs.
Weaknesses:
- Keeping up this spell puts a permanent strain on Jornaal and, therefore, keeps his magical energy at less than full.
- He is weak to Wind-Magic Users as the wind confuses their location.
- Jornaal can only see with this ability within a 500-meter radius.
- Jornaal cannot describe the gender or the physical appearance of any person that is within his range.
Name: Traveler's Step
Rank: D
Type: Support, Defensive
Description: Jornaal channels the magical energy from the rune embedded in staff and motions the energy into his targets entire being. This allows him to teleport the target anywhere in the area with a sixty-foot radius. He can use this spell to pass through barriers like stone walls, as long as that wall isn't sixty-foot wide otherwise he'll become trapped in there, suffocate, and die. If the wall has magical protection, then it would depend on how strong the magic is. He can't pass through a magic barrier that was cast by someone who is at least one rank stronger than he is.
Strengths:
- The user may transport himself and/or one other target to another location
- In battle, this ability can, essentially, create a quick escape from an enemy's attack.
- This ability can trigger in one post.
Weaknesses:
- This spell uses up fifteen percent of the user's magic energy, twenty if he's using it on someone else as well.
- He can only use this spell twice per thread.
- It takes five posts for this ability to cooldown
- The use of this ability disables the user's legs for one post.
Name: Fire/Ice Combo Attack
Rank: D
Type: Offensive
Description: Jornaal channels the magical energy from the rune embedded in staff and summons a flame upon half of his staff and magical ice on the other half.
Strengths:
- The user casts a magical flame/ice upon his weapon that does not burn or freeze him.
- When an opponent is struck with this magical flame, they are either burnt or become frozen; due to Jornaal's lineage. If Frozen, they are then stunned for one post. Effective only on C-rank or below.
- This lasts for three posts.
Weaknesses:
- This effect is negated if his opponent is using magical protection, such as an armor that has immunity to fire.
- It is weak against their opposite element, respectively
- The spell takes four posts to cooldown
- Any opponent that is one rank higher takes fifty percent reduced damage.
Name: First Aid
Rank: D
Type: Support
Description: Jornaal channels the magical energy from the rune embedded in staff and motions the energy into his, or another targets, body.
Strengths:
- The user of this spell may heal light injuries the target may suffer.
- The user may also restore magical energy to the target, for every point he drains he give back two but he can not drain more than three-quarter's of his magic or he will start to become light-headed. He can not use this to restore his own magic, he would need to rest or find some other means to restore his own magic.
- This spell takes up to four posts to fully heal the target as to Jornaal's full capabilities.
Weaknesses:
- It takes the user's full concentration to restore the target's body.
- If in battle, it takes twice as long to heal his target due to concentration loss with an opponent.
- If healing a target other than himself, the spell uses up Jornaal's magic energy in equality to the health regained. He heals twice as much health for every MP point spent, if healing himself.
- Jornaal must have at least twenty-five percent of his magic to heal.
Last edited by Jornaal on 4th February 2014, 4:12 pm; edited 4 times in total