Magic
Primary Magic: Hydrokinesis
Secondary Magic: None
Caster or Holder: Caster
Description: Hydrokinesis is the paranormal psychic ability to control and manipulate the movement of liquid water using the power of the mind.
Strengths:
• Can freely control, manipulate and alter the molecular state of water.
• Able to gather water from the atmosphere as well as other bodies of water.
• Able to turn water into ice, mist, steam or fog.
Weaknesses:
• Requires lots of concentration. If the user were to get distracted in the middle of a spell the spell could stop working and fall to the ground as a puddle of water.
• Lightning cause water conducts electricity.
• Low humid areas could result in increasing cast time and magic cost for spells.
Abilities/Powers:
Water Control - Able to manipulate the element of water with the users mind on a cellular level in other words to make water a solid, liquid or gas.
Water Absorption - Can add opponents water or ice based spells to add strength or increase duration to the users own spells. Limited to 3 times per thread lasts for 1 post.
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Vortex Wall
Rank: D
Type: Defensive, Water/ice
Description: Creates a vortex of water that rapidly spins around in a circle on the ground around the user. The spell spins around the caster and when attacked the water can shoot up and freeze quickly to block or divert incoming spells. Can also be used to increase the speed of the users or ally's attacks when using this vortex's water as a source. The spell is 3 feet in diameter around the caster in a ring like pattern and can travel up to 1 foot above the casters head to block attacks.
Strengths:
• Well rounded Defense - Creates a strong defense all around the caster even from above. Can block up to 2 D rank spells or 1 C rank spell.
• Increases the speed of water spells for the user and ally's.
• When adding an opponents Water or ice spell to the vortex will increase the spells duration by 1 post and give it 1 more D rank spell to block.
Weaknesses:
• Lightning - Can easily pass threw the water.
• Taking water from the vortex for attacks will result in the spell not lasting as long. For every D rank spell used with this spell will result in the Vortex Wall blocking 1 less D rank spell.
• Once activated will last for 3 post or until 2 D rank spells or 1 c rank spell has been blocked then goes on a 2 post cooldown.
• Unable to move for duration.
Name: Cascade
Rank: D
Type: Offensive,water
Description: The user creates a stream of pressurized water and can send it hurtling towards the enemy. The spell is 3 inches in diameter and 1 yard long like a snake. The spell contains enough force to knock someone down but not enough to break through a solid wall.
Strengths:
• Quick to produce.
• Able to freely move the spell while its traveling towards the enemy.
Weaknesses:
• Can't break through walls
• One Target.
• Once per post.
Name: Mist cloud
Rank: D
Type: Supportive, water
Description: The user gathers up a large amount of water and then disperses it to make a thick mist that covers the surrounding area. The mist spreads in a 8 foot radius in all directions from the casters location.
Strengths:
• Lowers enemy Visibility.
• Covers a 8 foot radius around the caster.
• Makes fighting easier in area's were there is little water around.
Weaknesses:
• No damage.
• Limits own Visibility.
• Makes it easier for lightning magic to travel.
• Mist lasts for 3 posts then 2 post cooldown.
Name: Mist clone
Rank: D
Type: Supportive, water
Description: Creates multiple shadows in the mist to distract or trick enemies.
Strengths:
• Confuses enemies.
• Makes it easier to find enemies before they find you.
Weaknesses:
• Requires Mist cloud
• No damage
• Lasts as long as Mist cloud is active.
Primary Magic: Hydrokinesis
Secondary Magic: None
Caster or Holder: Caster
Description: Hydrokinesis is the paranormal psychic ability to control and manipulate the movement of liquid water using the power of the mind.
Strengths:
• Can freely control, manipulate and alter the molecular state of water.
• Able to gather water from the atmosphere as well as other bodies of water.
• Able to turn water into ice, mist, steam or fog.
Weaknesses:
• Requires lots of concentration. If the user were to get distracted in the middle of a spell the spell could stop working and fall to the ground as a puddle of water.
• Lightning cause water conducts electricity.
• Low humid areas could result in increasing cast time and magic cost for spells.
Abilities/Powers:
Water Control - Able to manipulate the element of water with the users mind on a cellular level in other words to make water a solid, liquid or gas.
Water Absorption - Can add opponents water or ice based spells to add strength or increase duration to the users own spells. Limited to 3 times per thread lasts for 1 post.
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Vortex Wall
Rank: D
Type: Defensive, Water/ice
Description: Creates a vortex of water that rapidly spins around in a circle on the ground around the user. The spell spins around the caster and when attacked the water can shoot up and freeze quickly to block or divert incoming spells. Can also be used to increase the speed of the users or ally's attacks when using this vortex's water as a source. The spell is 3 feet in diameter around the caster in a ring like pattern and can travel up to 1 foot above the casters head to block attacks.
Strengths:
• Well rounded Defense - Creates a strong defense all around the caster even from above. Can block up to 2 D rank spells or 1 C rank spell.
• Increases the speed of water spells for the user and ally's.
• When adding an opponents Water or ice spell to the vortex will increase the spells duration by 1 post and give it 1 more D rank spell to block.
Weaknesses:
• Lightning - Can easily pass threw the water.
• Taking water from the vortex for attacks will result in the spell not lasting as long. For every D rank spell used with this spell will result in the Vortex Wall blocking 1 less D rank spell.
• Once activated will last for 3 post or until 2 D rank spells or 1 c rank spell has been blocked then goes on a 2 post cooldown.
• Unable to move for duration.
Name: Cascade
Rank: D
Type: Offensive,water
Description: The user creates a stream of pressurized water and can send it hurtling towards the enemy. The spell is 3 inches in diameter and 1 yard long like a snake. The spell contains enough force to knock someone down but not enough to break through a solid wall.
Strengths:
• Quick to produce.
• Able to freely move the spell while its traveling towards the enemy.
Weaknesses:
• Can't break through walls
• One Target.
• Once per post.
Name: Mist cloud
Rank: D
Type: Supportive, water
Description: The user gathers up a large amount of water and then disperses it to make a thick mist that covers the surrounding area. The mist spreads in a 8 foot radius in all directions from the casters location.
Strengths:
• Lowers enemy Visibility.
• Covers a 8 foot radius around the caster.
• Makes fighting easier in area's were there is little water around.
Weaknesses:
• No damage.
• Limits own Visibility.
• Makes it easier for lightning magic to travel.
• Mist lasts for 3 posts then 2 post cooldown.
Name: Mist clone
Rank: D
Type: Supportive, water
Description: Creates multiple shadows in the mist to distract or trick enemies.
Strengths:
• Confuses enemies.
• Makes it easier to find enemies before they find you.
Weaknesses:
• Requires Mist cloud
• No damage
• Lasts as long as Mist cloud is active.
Last edited by Skylar Tribal on 26th April 2014, 1:44 am; edited 4 times in total