Magic
Primary Magic:
Holy Magic (Support Type)
Secondary Magic:
-
Caster or Holder:
Holder/caster
Most of his healing and light spells are channeled through his staff. While some offensive attacks can be cast with a hand gesture.
Description:
Holy Magic or Light magic as it is called at times has the capability be used in various ways. Like it can be used for offensive as well as defensive spells, and has the ability to support others greatly. Also because of the nature of this magic it is more effective against shadow and darkness magic then any other element.
However that mostly counts for offensive spell, while August focusses more on the defensive and support aspect of this magic. By using his staff that he always carries with him he has the power to channel his Magic Power through it and use it for a variety of support spells, like healing, buffs and defensive barriers. Also he has to power to use it for tactical maneuvers.
But this doesn't mean that August doesn't have the ability the cast offensive spells. He just doesn't have a lot of them, because his primary focus lays on support. For these offensive type of spells he mostly doesn't channels his power through his staff, seeing that he is using that for all the support moves. So he will be summon a magic pentacle by using his hands.
Strengths:
- Strong defensive capabilities
- Variety of supportive magic
- Healing abilities
- Powerful group player
- Light/Holy is naturally more effective against the dark arts
Weaknesses:
- Few offensive capabilities
- Offensive capabilities are not as strong as most other magics
- The few offensive attacks can make stronger opponents difficult to deal with, when August is alone.
Abilities/Powers:
- Light up the crystal in his staff to illuminate dark places
Primary Magic:
Holy Magic (Support Type)
Secondary Magic:
-
Caster or Holder:
Holder/caster
Most of his healing and light spells are channeled through his staff. While some offensive attacks can be cast with a hand gesture.
Description:
Holy Magic or Light magic as it is called at times has the capability be used in various ways. Like it can be used for offensive as well as defensive spells, and has the ability to support others greatly. Also because of the nature of this magic it is more effective against shadow and darkness magic then any other element.
However that mostly counts for offensive spell, while August focusses more on the defensive and support aspect of this magic. By using his staff that he always carries with him he has the power to channel his Magic Power through it and use it for a variety of support spells, like healing, buffs and defensive barriers. Also he has to power to use it for tactical maneuvers.
But this doesn't mean that August doesn't have the ability the cast offensive spells. He just doesn't have a lot of them, because his primary focus lays on support. For these offensive type of spells he mostly doesn't channels his power through his staff, seeing that he is using that for all the support moves. So he will be summon a magic pentacle by using his hands.
- staff:
Strengths:
- Strong defensive capabilities
- Variety of supportive magic
- Healing abilities
- Powerful group player
- Light/Holy is naturally more effective against the dark arts
Weaknesses:
- Few offensive capabilities
- Offensive capabilities are not as strong as most other magics
- The few offensive attacks can make stronger opponents difficult to deal with, when August is alone.
Abilities/Powers:
- Light up the crystal in his staff to illuminate dark places
- C - rank spells:
Name:
Light Barrage
Rank:
C
Type:
Light/Offensive
Description:
The user stretches his arm with the palm of his hand aimed at his targets. And summons up a yellow shining pentacle in front of it. That is around 40 cm in diameter. From it he shoots out 7 beams of light that will home in on their targets. With each of the bolt dealing a single C rank damage.
The is spell can be useful against multiple enemies and single enemies. Seeing that this is an offensive light based spell. It will be more effective against barriers and users from darkness and shadow magic. This spell has a range of 30 meters.
Strengths:
- Targets multiple enemies
- Highly effective against single enemy
- Deal 25% extra damage against darkness/shadow users
Weaknesses:
- Long cool down in consideration with the duration
- Light element slayers can easily eat this attack. Making it useless
- Only 30 meter range
- has to stand still in order to use
Duration/Cooldown:
1 posts/4 posts
Name:
Greater Infuse
Rank:
C
Type:
Support/Light
Description:
Basically a stronger version of 'Magic Infuse' Only instead of 10% mana restoration it restores 15% of their mana pool. It works with the same principle, by emitting a blue cyanish light it can restore two mages excluding himself in a vicinity of 12 meters. This works on any rank that is lower and the same as the spell. As well on mages who are one rank higher then this. This spell has one slight difference with the D rank version, the user can move during this spell. However not to fast. Also a downside to this spell might be that it can't be used directly after another MP restoration spell.
Strengths:
- Restores 15% MP power
- Has a range of 12 meters
- Can restore mages that are D, C and B rank
Weaknesses:
- Can't restore mages above B rank
- User can't restore MP of himself
- Can't be cast directly after another MP restoration spell. There has to be one post in between.
- Cool down is long in consideration with the duration
Duration/Cooldown:
1 posts/4 posts
Name:
Light Barrier
Rank:
C
Type:
Defensive/Light
Description:
While holding his staff horizontal the user will cast a rectunglar barrier made out of light in front of him and his allies. This barrier is build from the ground up and is able to withstand melee and magical attacks. The barrier has the power to withstand 3 C rank attacks or 1 B rank attacks. If it breaks the barrier will shatter and still interupt the last attack. Meaning that if someone casts a B rank spell it would break the barrier but the spell would still be interrupted.
Area of Effect,
The barrier is 4 meters wide and 3 meters high. And can be casted upon 2 meters away from the user.
Strengths:
- Barrier that defends against magic and melee attacks. D rank attacks are useless against it.
- Darkness and shadow magic are 25% less effective against the barrier
- Can protect groups
Weaknesses:
- Higher ranked spell will break through the barrier
- No offensive capabilites
- The user has to stand still in order to cast this
- Only effective against direct attacks, meaning that attacks that are indirect like mind attacks will still be effective
- Long Cooldown
Duration/Cooldown:
2 posts/4 posts
Extra Spell slots
Name:
Cure
Rank:
C
Type:
Light/Supportive
Description:
A support spell that can target the user as well others. Only the user targets the others near him it won't affect himself. The same count for the other way around, if August casts this one himself the others won't be affected by it. Working in the same principle as 'Magic Infuse' and 'Healing Touch' The user will channel his magic power through his staff. Only this time it won't heal, or restore MP. But it will cure the user or 3 others of all C and lower ranked physical debilitations. Like blindness, petrification, burn effects and so on. However it only works on debilitations and not debuffs, meaning that fear or likewise effects that can cause a damage/speed/defensive debuff
won't be cured.
Area of Effect,
16 meters around the user.
Strengths:
- Cures deliberations
- Has 16 meter range
- Can cure yourself and allies
Weaknesses:
- Has to choose between allies or yourself to cure
- No offensive capabilites
- The user has to stand still in order to cast this
- Debuffs are no debilitations
Duration/Cooldown
1 post/3 posts
- D - rank spells:
- Name:
Healing Touch
Rank:
D
Type:
Holy/Support
Description:
A spell were the user channels his magic power through his staff. So that the crystal on top will starts to emit a blue and soothing light. That will give everyone a sort of warm and pleasant feeling. Healing every D and C rank members from the wounds and damage they would have taken in their previous post. This spell would only be able to affect C and D rank mages and not any of the mages who are higher ranked then that. Because this is a D rank spell it doesn't have the ability to heal them. Also because this is a D rank spell it won't have the ability to heal major wounds that are fatal. Or when missing a limb. For that this spell is to weak.
Area of Effect,
This spell has an range of 12 meters around the user, healing only those who are aligned with him.
Strengths:
- Heals allies from damage in their previous posts
- Has a range of 12 meters
- Can heal mages that are D and C rank
Weaknesses:
- Can't heal mages above C rank
- User can't heal himself
- The user has to stand still in order to cast this
- Cool down is long in consideration with the duration
Duration/Cooldown
1 post/5 posts
Name:
Magic Infuse
Rank:
D
Type:
Holy/Supportive
Description:
Pretty much like the spell 'Healing Touch' only this time it focusses on the mages Magic Power instead of their damage. Just like the previous spell the user will channel his magic through his staff so that te crystal on top will emit a blue light again. This spell will restore allied mages Magic Power with 10%, but only up to two mages at a time and not himself included.
Area of Effect,
The spell has an range of 12 meters all around the user
Strengths:
- Restores 10% MP power
- Has a range of 12 meters
- Can restore mages that are D and C rank
Weaknesses:
- Can't restore mages above C rank
- User can't restore MP of himself
- The user has to stand still in order to cast this
- Cool down is long in consideration with the duration
Duration/Cooldown
1 post/6 posts
Name:
Blinding Light
Rank:
D
Type:
Light/Supportive
Description:
The user raises his staff into the air a bit and then smashes the bottom into the ground while channeling his magical power throught. The crystal on top will light up so much that it will cause a blinding light, that makes enemies blind and disorientated for 2 posts. However it will only affect D & C rank players completely. Players above that rank won't be disorientated at all, they will only deal with the blinding light that may make visibility a problem.
Area of Effect,
The spell has an range of 20 meters all around the user
Strengths:
- Blinds enemies for 2 posts
- Has a range of 20 meters
- Tactical advantages in groups
Weaknesses:
- Allies has to look away or they get blinded themselves
- No offensive capabilites
- The user has to stand still in order to cast this
- Blinds only for 2 posts
Duration/Cooldown
3 post(1 post casting + plus 2 post/4 posts
Name:
Self heal
Rank:
D
Type:
Light/Supportive
Description:
Heals the user for 30% percent of his overall damage. By channeling his mp through his staff the power flows into the crystal that will then shine again with a cyanish blue light. However sever wounds will not be healed
won't be cured.
Area of Effect,
none
Strengths:
- Heals user
- Heals 30% of overall damage
- Short cool down
Weaknesses:
- Can only heal himself
- No offensive capabilites
- The user has to stand still in order to cast this
- Doesn't heal major wounds
Duration/Cooldown
1 post/3 posts
Extra Spell slots
Name:
n/a
Rank:
n/a
Type:
n/a
Description:
n/a
Area of Effect,
none
Strengths:
n/a
Weaknesses:
n/a
Duration/Cooldown
n/a
Last edited by Remington on February 27th 2014, 1:46 pm; edited 5 times in total