Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Rune Magic

    Jornaal
    Jornaal

    Player 
    Lineage : Knight of Frostfire
    Position : None
    Posts : 25
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Mentor : Olo Eopia
    Experience : 0

    Character Sheet
    First Skill: Rune Magic
    Second Skill:
    Third Skill:

    Rune Magic Empty Rune Magic

    Post by Jornaal 31st January 2014, 8:17 pm

    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:

    • 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
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 1373
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Master Hades (Deceased)
    Experience : 450

    Character Sheet
    First Skill: Amaterasu Mudra Formula
    Second Skill:
    Third Skill:

    Rune Magic Empty Re: Rune Magic

    Post by TacticalFallacy 3rd February 2014, 4:54 am

    Jornaal wrote: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:

    • 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:

    • Second Sight



    • Magic Shield



    • Travelers Step



    • Fire Strike



    • Ice Thrust



    • First Aid

    You can remove all these. Abilities and Powers is a special section that refers to passive benefits of your magic, meaning that simply possessing the magic grants you a certain benefit without the need for exertion.

    Note: for your spells below, you can only have four D-rank at the moment until you buy more from the Shop. I will, however, look at the six here now, but in your next update, you will need to remove two of them.

    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. This enhances his sight up to a five hundred meter radius.
    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. Of course, it will depend on whether you have the reflexes. Also, I would like that in battle, because you are much more focused on the immediate area, your effective range is going to be limited to that area, until you actively expand your focus.


    • 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: Magic Shield
    Rank: D
    Type: Defensive
    Description: Jornaal channels the magical energy from the rune embedded in his staff and pulls it out into the air. This creates a thin veil to appear in front of Jornaal, or any one of his companions he wishes to protect.
    Strengths:

    • It can counter any physical or elemental attack.


    • It can not be broken easily, but, if so, does reduce the attack power by ten percent.


    • It lasts for one post.


    Weaknesses:

    • It can be broken by an opponent who is at least two ranks above him. You need to put a limit to how spells the Magic Shield can take over its time of usage. B-rank is too high of a resistance. I would like to have it only being of a C-rank magnitude, meaning two D-rank spells are also enough to break it.


    • It can not block mental attacks or attacks made by celestial beings.


    • It's cooldown is one post. Increase the cooldown to at least 3 posts.


    • It's only a five-by-five foot barrier, only shielding one side of it's target.


    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.
    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 Strike
    Rank: D
    Type: Offensive
    Description: Jornaal channels the magical energy from the rune embedded in staff and summons a flame upon his staff or any of his limbs.
    Strengths:

    • The user casts a magical flame upon his weapon or limbs that does not burn 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. Limit to freezing to only those below B-rank.


    • This lasts for three posts.


    Weaknesses:

    • This attack takes up five percent of his magic energy. Put it at the original 10%. While in terms of power and effect it is not magnificent, it is still lasting over a fairly long period of time.


    • It is weak against the Water Element


    • The spell takes four posts to cooldown


    • Any opponent that is one rank higher takes fifty percent reduced damage.


    Name: Ice Thrust
    Rank: D
    Type: Offensive
    Description: Jornaal channels the magical energy from the rune embedded in his staff and creates magical ice that surrounds either his staff or limbs. Same as Fire Strike, but with an Ice attack.
    Strengths:

    • The user casts magical Ice upon his weapon or limbs that does not freeze him.


    • When an opponent is struck with magical Ice, they are either burnt or become frozen; due to Jornaal's lineage. If Frozen, they are then stunned for one post. Limit to freezing to only those below B-rank.


    • This lasts for three posts.


    Weaknesses:


    • This attack takes up five percent of his magic energy. Same reasoning as above. Revert to 10%. However, if you want to use the two simultaneously, then I recommend combining them into a single spell, with one coat for each side of your body. 
    • It is weak against the Wind Element. Why wind and not fire?


    • 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 any injuries the target may suffer. I find that a lost limb may be too much to heal with a D-rank spell. Leave situations like that for a higher-ranked spell.


    • The user may also restore magical energy to the target. How much? Also, limit the gain for higher-ranked mages, since their MPcapacity is actually much larger than yours.


    • This spell takes up to four posts to fully heal the target. I assume this means healing as much as it can, not completely healing the target of all wounds. If not, then I would like that you state how much health is gained per post of healing.


    Weaknesses:

    • It takes the user's full concentration to restore the target's body to full heath. I think that the user has the concentrate all the time to restore a person's health, not just to full health.


    • 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.


    • Jornaal must have at least twenty-five percent of his magic to heal.



    _____________________________________________________________________________________

    Theme:
    Current Jobs:
    Jornaal
    Jornaal

    Player 
    Lineage : Knight of Frostfire
    Position : None
    Posts : 25
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Mentor : Olo Eopia
    Experience : 0

    Character Sheet
    First Skill: Rune Magic
    Second Skill:
    Third Skill:

    Rune Magic Empty Re: Rune Magic

    Post by Jornaal 3rd February 2014, 6:59 pm

    Updated


    _____________________________________________________________________________________

    Jornaal's Timeline:
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 1373
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Master Hades (Deceased)
    Experience : 450

    Character Sheet
    First Skill: Amaterasu Mudra Formula
    Second Skill:
    Third Skill:

    Rune Magic Empty Re: Rune Magic

    Post by TacticalFallacy 4th February 2014, 5:45 am

    Jornaal wrote: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:

    • 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. So is this relying on your other senses? In other words, is hearing affected or amplified as well? Will sound magic have a debilitating effect on you? Are you actually 'seeing' with light, or just forming a picture based on information from the other four senses? This enhances his sight up to a five hundred meter radius.
    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. Let's say that an area is cut-off by a powerful magical barrier or you are trapped by said barrier. Can you teleport yourself through that barrier of magical energy or is there a limit to how much you can pass through depending on the barrier's strength?
    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 attack takes up ten percent of his magic energy. No need to really state this since this is following the normal MP rules.


    • 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. If you are using this to heal yourself, this will create an infinite loop of magic power that will in turn cause infinite healing. Perhaps remove this property from being able to affect yourself.


    • 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. And if he is healing himself? How much is the ratio of HP Gain:MP Spent in that situation?



    • Jornaal must have at least twenty-five percent of his magic to heal.



    _____________________________________________________________________________________

    Theme:
    Current Jobs:
    Jornaal
    Jornaal

    Player 
    Lineage : Knight of Frostfire
    Position : None
    Posts : 25
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Mentor : Olo Eopia
    Experience : 0

    Character Sheet
    First Skill: Rune Magic
    Second Skill:
    Third Skill:

    Rune Magic Empty Re: Rune Magic

    Post by Jornaal 4th February 2014, 4:13 pm

    updated


    _____________________________________________________________________________________

    Jornaal's Timeline:
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 1373
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Master Hades (Deceased)
    Experience : 450

    Character Sheet
    First Skill: Amaterasu Mudra Formula
    Second Skill:
    Third Skill:

    Rune Magic Empty Re: Rune Magic

    Post by TacticalFallacy 5th February 2014, 2:25 am

    Jornaal wrote: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:

    • 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.


    Rune Magic Approv10


    _____________________________________________________________________________________

    Theme:
    Current Jobs:

      Current date/time is 15th November 2024, 7:49 pm