Magic
Primary Magic: Requip: Hunter's Mark
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Requip allows Pyrillia to pull weapons from a pocket dimension to use for combative/support situations. The point of her pocket dimension is located within her palms where the bow develops outwards until fully materialized.
Strengths:
-Weapons can be summoned that perform various element area of effects.
-Weapons can fire off traps for stunning, tangling, or disorientating targets.
-Weapons will be able to cause poison and other torturous pains.
Weaknesses:
-Bows can be destroyed by 2 spells of equal rank or 1 of higher ranks.
-Each bow has their own set of drawbacks.
-Dense wooded areas are harder to work in without clear shots(unless a shot states otherwise).
-When the bow is knocked from the caster's hand the caster has one turn to retrieve it or it fades back to the pocket dimension.
Abilities/Powers:
-Summoning of weapons is quick.
-Some arrows produce poisons/acids
-Some bows have elemental properties
-Some bows can effect character speed.
-Some bows will effect the senses.
-Some bows/arrows will effect other's magic and their control over magic.
Spell Template
Name: Alluring Vortex Bow/Distracting Shot
Rank: D
Type: Supportive/Defensive/Offensive
Name: Heaven's Foot Bow/Rapid Fire
Rank: D
Type: Support/Offensive
Name: Scourge Bow/Black Arrow
Rank: D
Type: Offensive/Poison
Name: Fire Hawk Bow/Explosive Shot
Rank: D
Type: Fire/Offensive/Support
Primary Magic: Requip: Hunter's Mark
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Requip allows Pyrillia to pull weapons from a pocket dimension to use for combative/support situations. The point of her pocket dimension is located within her palms where the bow develops outwards until fully materialized.
Strengths:
-Weapons can be summoned that perform various element area of effects.
-Weapons can fire off traps for stunning, tangling, or disorientating targets.
-Weapons will be able to cause poison and other torturous pains.
Weaknesses:
-Bows can be destroyed by 2 spells of equal rank or 1 of higher ranks.
-Each bow has their own set of drawbacks.
-Dense wooded areas are harder to work in without clear shots(unless a shot states otherwise).
-When the bow is knocked from the caster's hand the caster has one turn to retrieve it or it fades back to the pocket dimension.
Abilities/Powers:
-Summoning of weapons is quick.
-Some arrows produce poisons/acids
-Some bows have elemental properties
-Some bows can effect character speed.
-Some bows will effect the senses.
-Some bows/arrows will effect other's magic and their control over magic.
Spell Template
Name: Alluring Vortex Bow/Distracting Shot
Rank: D
Type: Supportive/Defensive/Offensive
- Spoiler:
- Spoiler:
Think of it as a magic vortex that pulls things towards it. A wave of water going towards one person will swing in the direction of the arrow to converge on that point against the enemy caster's wishes. If it's a limb-engulfing spell like a fire punch/kick it will drag the caster toward the arrow by that limb.
Travel Speed: 53 m/s
Range: 50 meters
Duration: (Weakness)
Cooldown: 4 turns
Strengths:
-Assisting comrades who are being swarmed with attacks.
-Can be used as a type of 'throw back' to the caster who originally cast the spell much like making a heat seeker strike back at it's launch source.
-Can save the archer in a tight spot when dealing with multiple projectiles spells.
Weaknesses:
-The opposing caster still can cancel their own spell at anytime within the realm of realism of turn/time.
-Only works with spells of it's current ranking higher rank spells will 'short out' the arrow/bow.
-Only last upwards against five equal rank spells.
-Multiple projectile shots much like a fire attack that causes five or more burst within a single attack will halve the bow's ability meaning that it can handle one multiple burst attack and one more single burst attack or two turns of multiple burst spells.
Name: Heaven's Foot Bow/Rapid Fire
Rank: D
Type: Support/Offensive
- Spoiler:
- Spoiler:
Arrow Speed:75 m/s
Foot Speed: 55 m/s(Average run speed for Pyrillia is then 5.5m/s)
Range: 50 meters
Duration: 4 turns or until stopped
Cooldown: 5 turns
Strengths:
-Increased speed allows the wielder to get behind or in front of opponents allowing for some advantages.
-Gives the wielder momentary invulnerability in the right instances.
-Allows for a quick dodge with the right luck.
Weaknesses:
-If the archer is forced into a stop the effect disappears.
-On slick surfaces a hoofed archer can find herself sliding all over the place as well as a comical face/wall slam.
-Can not match the speed of any user of Speed Magic of its equal or higher rank.
-User's body emits a soft murmuring noise while in the Rapid Fire state causing stealth to be nulled.
Name: Scourge Bow/Black Arrow
Rank: D
Type: Offensive/Poison
- Spoiler:
- Spoiler:
The bow itself is roughly unremarkable as it fires basic magical shots that do D rank damage that holds no elemental properties.
One of the main powers though is Black Arrow. This arrow when shot at the ground corrupts the ground, poisoning it and killing the grass and other plant life before causing toxic vapors to rise up choking a target within the 50 meter ratios corruption producing D rank poison damage that strikes directly to the lungs that cause breathing problems, dizziness, vomiting, and lose of some motor function the longer the victim stays within the ratios.
Speed: (Basic shot and Black Arrow) 45 m/s
Range: 60 meters
Duration: (Black Arrow) 4 turns (Basic Shot) Instant
Cooldown: If the bow is destroyed before Black Arrow: 5 turns, if after Black Arrow it can not be summoned again for that fight.
-The cooldown between the use of the basic shot is every other turn.
Strengths:
-Can take out a large group of unsuspecting enemies.
-Fire spells will only cause the vapor to becoming more toxic, spiking the levels to teeter to C rank poison damage.
-The ground is poisoned, touching it with bare skin could lead to burns or infection with any open wounds.
Weaknesses:
-After the Black Arrow is fired the bow disappears and can not be resummoned for the remainder of the fight.
-If the opponent is wearing a mask/filtering face piece they are immune.
-The vapors are not continuous as they will fade away after four turns or can be blown away by a wind spell.
-The archer is not immune to the poison as would mean the archer would have to stay at the correct distance away.
Name: Fire Hawk Bow/Explosive Shot
Rank: D
Type: Fire/Offensive/Support
- Spoiler:
- Spoiler:
Explosive Shot acts as a single target attack or a splash damage/AOE attack. The arrow strikes either the target or near the target it explodes with magical plasma that splatters in a 5-7 meter ratios of the crash site which causes D rank fire damage that burns skin leading to third to second degree burns depending on the targets armor class.
Mail-Plate: minor burns barely Third
Leather-Cloth: Third degree through the leather where clothies will not only be more burned but the cloth itself with be engulfed prolonging the flames.
Speed: 55 m/s
Range: 40 meters
Splash Damage: 5-7 meters.
Flight Duration: Last up to 3 turns
Flight Cooldown: 4 turns
Explosive Duration: instant-flames lasting up to 4 turns or until put out.
Explosive Cooldown: 5 turns.
Strengths:
-The arrow is normal looking giving nothing away until the moment of it's explosion.
-As it starts as a flammable plasma it is strong against 1 equal rank water spells
-Flight ability is good for unstable terrain or dodging
-Even without a target the Explosive shot can do damage of walls and terrain to cause a method of entering a place or setting up a distraction.
Weaknesses:
-Water spells of higher rank can remove the plasma as well as deflect the explosion (Two d rank water spells can accomplish the same effect).
-Wind shield spells can deflect the effect
-Fire casters can manipulate the flames that are created.
-Bow cannot carry two people at a time nor rise above 50 feet in the air.
-Can only travel a distance of 75 meters and only at a speed of 30 m/s
-Can not fly and fire at the same time