Primary Magic: Flames Of The Fallen
Secondary Magic: N/A yet
Caster or Holder: Caster
Description:
The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.
The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.
Strengths:
x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures, for instances, creatures from the heavens above and holy magic users being the exception.
x- The flame of execution can only be put out by spells of the same rank or higher, regardless of the elements. Also, the flame itself is able to cancel any spells of the lower rank, regardless the elements.
x- The magic provides the caster with a special resistance against fire and toxic related spells that reduces the damage the caster will take when hit by spells of such type.
Weaknesses:
x- The major elemental weaknesses of the flame are metal/iron, earth and water of the same/higher rank with the spells.
x- Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells.
x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution. Having a resistance against both of the characteristics of the fire will reduce the damage by 50%, meanwhile having a resistance against any one of them will reduce the damage by 25%.
x- The intoxication coming from the flame can effect even the caster’s ally, making it dangerous to just use it without any concern for the people around the caster.
Abilities/Powers:
x- Resistance against fire based spells:
The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank.
x- Early Heal against toxic/poison/venom/related based spells:
When hit by toxic related spells, the caster will still have to take the full effect of the toxic. However, the caster will be able to heal from the condition earlier than normal mages will be able to. For toxic spells of rank lower than the caster, the heal will be sped up by 2 posts earlier. For the same and higher rank, the caster will heal 1 post earlier than normal mages would. However, this ability only works on toxic effect that has durations and will not work for toxic spells that takes effect for only 1 post.
x- Radiant Heat:
The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight. The reach of the heat is 2 meters, and if affected, the intoxication may last 2 posts. Also, this ability will only be able to affect mages that are lower or the same with the caster in rank.
Effects of intoxication :
Caster D-rank : Paralyzing on any 1 of random body parts of the affected.
Caster C-rank : Paralyzing on any 2 of random body parts of the affected.
Caster B-rank : Paralyzing on any 3 of random body parts and light dizziness on the affected.
Caster A-rank : Paralyzing on any 3 of random body parts and heavy dizziness on the affected.
Caster S-rank : Paralyzing on any 4 of random body parts and light hallucination on the affected.
Caster SS-rank : Paralyzing on the whole body and light hallucination and heavy dizziness on the affected.
Secondary Magic: N/A yet
Caster or Holder: Caster
Description:
The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.
The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.
Strengths:
x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures, for instances, creatures from the heavens above and holy magic users being the exception.
x- The flame of execution can only be put out by spells of the same rank or higher, regardless of the elements. Also, the flame itself is able to cancel any spells of the lower rank, regardless the elements.
x- The magic provides the caster with a special resistance against fire and toxic related spells that reduces the damage the caster will take when hit by spells of such type.
Weaknesses:
x- The major elemental weaknesses of the flame are metal/iron, earth and water of the same/higher rank with the spells.
x- Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells.
x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution. Having a resistance against both of the characteristics of the fire will reduce the damage by 50%, meanwhile having a resistance against any one of them will reduce the damage by 25%.
x- The intoxication coming from the flame can effect even the caster’s ally, making it dangerous to just use it without any concern for the people around the caster.
Abilities/Powers:
x- Resistance against fire based spells:
The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank.
x- Early Heal against toxic/poison/venom/related based spells:
When hit by toxic related spells, the caster will still have to take the full effect of the toxic. However, the caster will be able to heal from the condition earlier than normal mages will be able to. For toxic spells of rank lower than the caster, the heal will be sped up by 2 posts earlier. For the same and higher rank, the caster will heal 1 post earlier than normal mages would. However, this ability only works on toxic effect that has durations and will not work for toxic spells that takes effect for only 1 post.
x- Radiant Heat:
The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight. The reach of the heat is 2 meters, and if affected, the intoxication may last 2 posts. Also, this ability will only be able to affect mages that are lower or the same with the caster in rank.
Effects of intoxication :
Caster D-rank : Paralyzing on any 1 of random body parts of the affected.
Caster C-rank : Paralyzing on any 2 of random body parts of the affected.
Caster B-rank : Paralyzing on any 3 of random body parts and light dizziness on the affected.
Caster A-rank : Paralyzing on any 3 of random body parts and heavy dizziness on the affected.
Caster S-rank : Paralyzing on any 4 of random body parts and light hallucination on the affected.
Caster SS-rank : Paralyzing on the whole body and light hallucination and heavy dizziness on the affected.
- d-rank spells:
Name: Flame Haze
Rank: D
Type: Fire, Supportive
Description:
The caster puts his/her two hands together, igniting the flame of execution on the hands after. The flame will then be lit to burn the air around it, releasing puffs of thin smoke as the after burning product. This continuous short cycle will then cause puffs of thin smoke around the caster, causing a thin haze within a 7 metre diameter. As stated earlier, the after burning product of the flame of execution is very harmful with its capability of intoxicating those who inhales the product. Trapping the target inside the 7 metre haze diameter, the target will then be forced to inhale the product, or suffocate without breathing. Even one time inhalation is enough, and the poison from the previous burning will slow the opponent by 25%. It is not anticipatable of what part the poison will paralyze, it could be the hand, it could be the leg, possibilities ahead. The caster, of course, will not be harmed by his/her own flame’s poisonous burn product. The slow only applies to D-rank mages by 25% slow down and C-rank mages by 10% slow down.
Strengths:
x- The spell is best used when the opponent is closest to the caster. That way, it will be hard to escape the haze area of effect.
x- The haze is poisonous, being a flock of smoke that is a burn product of the Executioner’s Flame, which is highly poisonous and intoxicating. One hale and it will cause a 25% slow on a D-rank and 10% on a C-rank.
x- The caster will not be affected by the haze’s poisonous effect, therefore he/she can breathe without worrying in the caster’s own made haze. Whilst in a battle, this haze will help a lot in giving the caster chances to strike while the target is slowed down.
Weaknesses:
x- The haze can still be cleared away like most hazes, meaning by the use of wind-based spells, the haze can be blown away from the surroundings.
x- Also, like most hazes, the haze from this spell can be blocked on its path, thus meaning by the use of an Earth Magic, a wall may be created around the haze, preventing it from spreading thoroughly in its radius.
x- The spell can be cancelled by the target by preventing the caster from lighting enough fire to actually produce the enough amounts of puffs of smoke to cause the haze, meaning by disrupting the burning process, the spell can be cancelled, along with the haze.
x- There is a catch in this spell. That is, the caster must stay on a spot where he/she stood, and thus creates the fire to produce the puffs of smoke while staying on the same spot. The caster cannot move around, as the diameter of the haze’s spreading range refers to the caster as the center point, meaning if the caster is to move around while trying to get the spell done, he/she will still succeed in creating the haze, but the haze’s flow of spread will be abruptly messed up, resulting in failure to use the spell at its fullest, thus leading to wastage of spell.
x- The burning up lasts for 1 post, the haze lasts for 2 posts, and the paralyzing lasts for 2 post. The cooldown of the spell is 4 post.
Name: Flame Contact
Rank: D
Type: Fire , Offensive
Description:
The caster focuses some of his/her magic energy on the palms, then touches something with the bare palms. The touched something will then be burned by the flame of execution, and can only be put out by certain elemental weaknesses of the flame itself, along with certain conditions. It will, however burn itself till it disintegrates itself, leaving burn injuries, and if the target is lucky enough, surrounding air full of harmful substances as a result of the flame of execution’s after burn product. It will cause first degree burns on the burned body part if not put out before it eventually put out itself. For the harmful after burn product, the toxic will cause massive dizziness to a D-rank target, to the point that it slows the target down for 50%. For C-rank targets, the fire will leave only minor burn injuries, making aiming for the opponent slightly harder than normal. For B-ranked and above, it will only felt like a punch had been given on the burnt body part, the toxic not enough to cause anything on them. The spell will, however, inflict a D-rank damage on the target..
Strengths:
x- The caster can burn almost everything, even elemental-based spells. The fire will not hesitate to burn on any part the caster touched the target on, provided that the caster did not touch the target while wearing a glove, etc. It must be the caster’s bare palms that touch the something in order for the flame of execution to be able to burn on the something. But, the restrictions are that, if spells are to be the target for burning, they must be spells of D-ranked. Also, the spells must not be holy, metal and earth-based spells, and the spells must not be spells that are imbued with holy-based tributes.
x- If the target uses a magic that is not one of the flame’s elemental weaknesses, he/she will be unable to put out the flame, leaving stop, drop and roll on the ground as one of the means of extinguishing the flame.
x- The caster does not have to make sure that he/she makes a direct contact with the target’s skin; contact with the skin while covered with clothes can also cause the same damage on the touched skin.
Weaknesses:
x- An Ice-based spell can be used against the flame, meaning a mage with said based magic can put out the flame with one of his/her spells, provided that the ice spell is C-ranked or higher.
x- By the usage of wind-based spells, the target can just blow the flame off with his/her wind-based spells, provided that the spell used is C-ranked and above.
x- For the spell to be effective, the caster must get closer with the target in order to make contact with him/her. While doing so, the caster will be vulnerable to attacks, sneak attacks and even traps, and the fact that the caster may not use any other spells while this spell is active makes it more risky to use it.
x- The spell lasts for 3 posts, the fire and the poisoning, which starts acting at the same time lasts for 2 posts, and finally, cooldown of 5 posts.
Name: Flame Shockwave
Rank: D
Type: Fire, Offensive
Description:
The caster punches the ground with one of his bare fist, sending a wave of flame towards the target. The wave will then travel in a straight line as it hunts for its target, and will explode on the caster’s will. Upon explosion, the wave will burst into momentarily crackles of flames, much like how fireworks does, but only smaller, and it releases the same harmful substances it always does upon exploding. The wave will explode on itself anyway upon reaching its maximum reach, which will be 5 metres. The explosion radius is 2 metres radius, and the same goes to the range of the harmful substance’s range of spread. The fire crackles will only cause minor burn wounds to the target, and the poison will cause 25% slow to D-ranks, 10% slow to C-rank and will not affect B-rank targets and above. Also, the wave moves as fast as 10 km/h. If the target is hit with the wave, he/she will progressively be hit by the explosion upon contact, also be affected by the poison after. The fire will then cause first degree burns if hit in a manner stated earlier. The spell will cause D-rank damage.
Strengths:
x- The spell works great for the caster in case of dire need to gain distance from the target when a trap is nearby or when the caster just need to make sure the target does not gets close enough to cast an offensive spell or some sort against the caster.
x- The spell is also great to be used against targets that is good while fighting mid-ranged in battles, which is usually hard for the caster to reach.
x- The fact that the wave can be burst by the caster’s will makes it handful to use the spell when facing evasive opponents.
Weaknesses:
x- The spell moves in a straight line, meaning that the target can either roll to the side, leap to the side or just dash from the side towards the caster as he/she activates this spell.
x- The wave can actually be extinguished, be blocked and such. This is, by the use of several methods. One of them being using a wind-based spell equal to or higher than D-ranked to blow away the fire wave on the ground before it can really reach the target or explode.
x- The burning and the slowing down will only work on mages D and C-ranked, minor burns and 25% slow for D-ranked, minor burns and 10% slow for C-ranked. It is useless against opponents B-ranked and above.
x- The slow effect will last for 1 post, and cooldown of the spell 4 posts.
Name: Flame Entangle
Rank: D
Type: Fire , Offensive
Description:
The caster focuses magic energy on his/her hands, putting them to the front. A crackle of fire will then be seen, before the fire of execution takes the form of a slithering snake. The caster will then shoot the slithering fire towards the target, entangling him/her as soon as contact between the fire and the target is made. The entangling will then prevent the target from moving, burning the target’s body and poisoning him/her along. The poison will cause severe headache, to the point it would be hard to struggle against the entangling fire of execution. The flame of execution will eventually put itself out, releasing the target from its wrap.
Strengths:
x- The fiery rope’s strength is enough to subdue a D-ranked mage, and the poison the flame rope gives off helps prevent the target from struggling against the entangling.
x- Whilst the rope entangles the target, it also creates a chance for the caster to attack with other spells, while it also inflicts additional damage on the target’s body.
x- The spell can also be used to gain distance from the target to avoid getting attacked by spells and such.
Weaknesses:
x- The spell will not be able to entangle targets B-ranked and above, and will only cause minor burn wounds on the targets if entangled. The poisoning will have no effect on C-ranked enemies and above.
x- The spell has a short reach, which is only in a 4 metres diameter, and moves at a speed of 10 km/h. For such reason, the caster will need to get closer to the target, making him/herself vulnerable for attacks.
x- Similar to the other spells’ weaknesses, this spell can be easily dismissed by the usage of ice, water, ground and wind based magic, provided that the spells of said based elements are equal to or higher than D-rank.
x- The entangling lasts for 1 post. The dizziness lasts for 1 post too, and it starts the moment the target gets entangled. Cooldown 4 posts for the spell.
- c-ranked spell:
Name: Flame Wrist Fang
Rank: C
Type: Fire , Offensive
Description:
The caster uses the executioner’s flame, molding it into a pair of swords that protrude from the caster’s two wrists. They look like daggers that are held with the hilts on the front, the two edges facing the back of the caster. The flame daggers, preferably fangs, can cut through a target’s body, just like how a usual sword can. They cut as deep as 3 cm on a C-ranked target, and 7 cm on a D-ranked target. The stabs for both C and D-ranked targets can be as deep as 12 cm. The fangs will leave a lit fire on a D-ranked target’s hit body part that causes a first degree burn, and a first degree burn wound on a C-ranked target if hit. The poison will also be admitted from the cuts, coming from the edge of the flame fangs. The poison will cause 25% slow to both D and C-ranked targets, while 10% slow to B-ranked targets. The fangs will cause C-rank damage, and can break a D or C-ranked shield given that the fangs beat the damage threshold of the shields.
Strengths:
x- The fangs help the caster in dealing more severe damages to his/her opponent, giving the caster the upper hand in close combat battles.
x- The fangs are made up of the executioner’s flame, which means that any cuts from them and cut wounds, burns and poisoning can be inflicted on hit target.
x- The fangs can cut through both D and C-ranked spells with elements that is not the flame’s weakness, and D-ranked spells of elements that is the flame’s weakness. The fangs, in turn, will break if they manage to cut through any of the said related spells.
Weaknesses:
x- The fangs can easily be countered by a spell of any one of the flame of execution’s elemental weaknesses, thus causing the fangs to be weaker, and may reduce the total amount of damage they can inflict on a target. The fangs will break if hit with 1 C-rank damage each.
x- Whilst useful in close combat, the fangs are utterly useless when engaging in fight with a long-ranged opponent, and that getting closer to an enemy in a fight means getting one vulnerable for any sneak attacks.
x- The fangs can be frozen over by ice-based spells, provided that they are higher in rank from the fangs’ spell itself.
x- Whilst it can cause slowing and burning to both C and D-ranked targets, the fangs can only leave cuts that are as deep as 3 cm and minor burn wounds only on enemies B-ranked and above.
x- The spell lasts for 4 posts, cooldown 7 posts. The poison will affect the target for 2 posts.
Name: Great Spherical Flame
Rank: C
Type: Fire, Offensive
Description:
The caster collects the flame of execution’s energy into one point that is his/her mouth. After storing enough fire energy in the cheeks, the caster then blows the energy from the narrow gap between the upper and lower lips, releasing the concentrated fire power into a fireball. The fireball will then be shot towards the target, with a speed of 20 km/h. The fireball travels in a maximum reach of 25 metres diameter, and will explode upon contact. The explosion will affect anything in a radius of 8 metres, and noticeably leaving a crater after. The fireball’s explosion may leave a lit fire of execution on a hit D-ranked target’s body, whilst leaving a first degree burn wounds on a C-ranked enemy. For the harmful substance portion, the poison will cause only 25% slow down to D and C-rank targets, 10% slow to B-ranks. The spell causes 1.5 C-rank damage. The leftover flames formed after the explosion will cause minor burn upon contact.
Strengths:
x- The fireball is one of the means of inflicting great damage on the enemy when in desperation amidst battles.
x- The explosion of the fireball is so severe, that every C-ranked and D-ranked targets that get involved in the explosion will suffer the same injuries and intoxication, regardless how far was one from the fireball and how nearer another was to the fireball when it explodes.
x- The explosion of the fireball upon contact with shields can break through a D and C-ranked shield, causing minor burns to the target if a D-ranked shield is present.
Weaknesses:
x- The spell cannot sway on its path by itself, however it can be used against the caster him/herself. An enemy may use a spell, for instance, a B-ranked wind-based spell to deflect the fireball back towards the caster, and leaves the caster instead with the same burns a C-ranked target would get. The poison, in the other hand, will not work on the caster, so no poisoning will occur in case such circumstances occur.
x- The spell is so powerful, and at the same time easily dodged. The caster have no power whatsoever to explode the fireball by will, and thus will only waste the spell if not used in the right timing and failure to hit the target occurs.
x- The spell, like the fangs’ spell, can still be frozen by an Ice-based spell which is B-ranked and above, and can be deflected, blocked and defended against by the spells based on any one of the flame’s weaknesses.
x- The leftover flame on a D-ranked enemy will extinguish itself after 1 post, and the poison effects will last for 2 posts, and the spell has a cooldown of 6 posts.
Name: Homing Flame Missile
Rank: C
Type: Fire , Offensive
Description:
The caster focuses the magic energy on the left hands, putting it to the front. When ready, the caster shoots out 3 long missile-like flames, each coming out of the caster’s five fingers. The missile will home the target, meaning wherever he/she run to, the missiles follow. The missile can travel in radius of 30 metres maximum, before finally exploding themselves. The flame missile moves in a speed of 15 km/h, and each of them is as long as 5 metres. The missiles’ explosion will affect a radius of 10 metres each and cause a D-rank damage. If hit by the missiles, both C and D-rank targets will experience the same wound and injury as it explodes upon contact. The explosion will leave the target with several small fires on the body, first degree burns, and the poisoning will cause 25% slow to D and C-ranked targets, 10% slow to B-ranked targets.
Strengths:
x- The spell is a definite C-ranked trump card, as the effects it leaves can be severe, even that of the fireball spell itself on the target.
x- 3 of the missiles is enough to break through a D-ranked shield, with 4 being enough to blow away a C-ranked shield. 5 of them can weaken a B-ranked shield.
x- Spells based on the flame of execution’s elemental weaknesses will not work on the missiles, provided that they are D-ranked spells.
Weaknesses:
x- The spell can be used against the caster itself, if the target is wise enough to lure the homing missiles towards the caster with a certain method.
x- The spell can only leave first degree burns on a B-ranked enemy and above, along with 10% slow only on B-ranked targets. That is, if all 3 of the missiles succeed in hitting the target of said rank. The burn, will, on the other hand, hurts.
x- The spell can be deflected and blocked by the use of spells of any one of the flame’s elemental weaknesses, and missiles can also be tricked into mistakenly exploding each other upon contact.
x- The leftover flame will last for 2 posts, the weak paralyzing for 1 post. The slow effect will last for 1 post, and finally the spell has a cooldown of 8 posts. The leftover flames will cause minor burns.
Last edited by Dragofox on 7th December 2014, 12:06 am; edited 3 times in total