Magic
Primary Magic: Elemental Servants
Secondary Magic: N/A
Caster or Holder: Caster
Description: The magic is question is one of crafting beasts from the very land you stand on, the very air you breath or the water you drink. Other examples exist as well. A single surge of magic can allow a creature of any size or shape to come right out of anything around you. The problem of course is the need for the specific element to be nearby in decent quantities, dependent on the golem is question. This can be done with any naturally forming element. Anything not man made or refined by man can be turned into a golem. The exception in fire. Man made or not, flames don't change much.
The process is pretty basic, infusing the element in question with the caster's own magically power creates an overload and brings the creature to life. The golems have a very basic thought process, on par with the average animal. Unable to comprehend any other then the caster specifically.
Strengths:
Weaknesses:
Abilities/Powers:
Golems:
Spells
Primary Magic: Elemental Servants
Secondary Magic: N/A
Caster or Holder: Caster
Description: The magic is question is one of crafting beasts from the very land you stand on, the very air you breath or the water you drink. Other examples exist as well. A single surge of magic can allow a creature of any size or shape to come right out of anything around you. The problem of course is the need for the specific element to be nearby in decent quantities, dependent on the golem is question. This can be done with any naturally forming element. Anything not man made or refined by man can be turned into a golem. The exception in fire. Man made or not, flames don't change much.
The process is pretty basic, infusing the element in question with the caster's own magically power creates an overload and brings the creature to life. The golems have a very basic thought process, on par with the average animal. Unable to comprehend any other then the caster specifically.
Strengths:
- Various golems useful for different situations. Very versatile
- Out numbering an opponent or leveling the playing field is possible via multiple golems.
- Completely repairable. Regardless of the damage, they can focus on repairing their wound for one post per golem. The golem in question is only able to do this once per thread.
Weaknesses:
- Heavy lack of offensive and defensive spells.
- Heavy on magically power.
- Golems require specific elements to be within range.
- Long post cooldowns
Abilities/Powers:
Golems:
- Tunka:
- Name: Tunka
Rank: D-rank
Type: Defensive earth type
Description: Tunka is a rather large earth turtle that is meant as a defensive golem. being a rather big creation at a height of 5 feet high with a length of 8 feet. Tunka can take a total of 3 D-rank spells or 1 and a half C rank spells before crumbling to pieces, Also, while not the fastest. He's not that slow, able to easily escape given a chance Able to reach a max of 10 miles per hour. He needs a decent amount of earth to be created.
Strengths:- Tunka can take a beating for a good bit.
- Tunka is big enough to be ridden by humans under 150 lbs.
- Tunka has a large range of which it can be far from the caster
Weaknesses:- Tunka doesn't have any formal attack.
- Tunka still isn't fast or smart enough to escape a running human without some type of help.
- Tunka is easily spotted in almost every type of environment.
- Easily hit
Spell: Burrow
Rank: D
Type: Escape
Description: Tunka can burrow into the ground at an increased speed of 20 miles per hour in a tunnel the size of 8 by 7 feet. These tunnels can collapse if 2 D rank spells hit the interior. Able to burrow through sand as well, but tunnel is not left behind
Strengths:- Easily escape route big enough for Tunka and another under 150 lbs on Tunka's back.
- Unseen direction. Easy to lose track of where Tunka went once burrowed.
- Could be used as a trap given proper preparation time.
Weaknesses:- Big enough tunnel to travel in
- Still isn't fast
- Can only burrow through solid ground or sand. Thus can become trapped.
- If burrowing through sand, Tunka's passenger will not have an easy time breathing and could suffocate from lack of air or by swallowing sand.
Cooldown 3 posts
Duration 2 posts
Passive: Mud trail
Rank: D
Type: Area of effect
Description: While running, Tunka will turn the earth he travels on into a muddy path. Those who fall in will be slowed by the following amounts dependant on rank. The land returns to it's solid nature once 2 posts have past
D rank: 30%
C rank: 15%
B rank: 5%
A rank: 3%
S rank: 0%
H rank: 0%
Strengths:- Slows down those who follow directly behind
- Gives chance to gather reinforcements or plan/activate a trap
- Given it's solidifying nature, there is a chance an enemy could get stuck in the earth. Preventing movement.
Weaknesses:- A very easily followed trail
- It could also entrap an ally
- Completely useless against strong enough wizards.
- All grass will not return to where Mud trail was active, thus for a good many weeks atleast, the trail is able to be followed.
Duration is 2 posts.
Cooldown is 4 posts.
Golem Post cooldown is 6 posts
Post duration is 5 posts - Tunka can take a beating for a good bit.
- Aqulia:
- Name: Aqulia
Rank: D-rank
Type: Offensive water type
Description: Aquila is a pair of 3 foot tall water elemental golems that focus heavily on speed. The pair of them act as one, moving as two figure skaters, always in sync, attacking at the same time. Reaching speeds of 40 miles per hour. Can only take 2 D rank hits, one per
golem. Aquila kinda looks like a doll made completely of water, just without any legs.
Strengths:- Aquila is a fast thing
- Aquila has a quick cooldown, and offers the chance to be created again quickly
- Aquila is perfect for surveying the close area, more so underwater.
- Needs very little water to be created.
Weaknesses:- Aquila can't really take a hit
- Aquila can't go very far away from the caster, range of 15 meters
- Aquila is often more focused on playing and doesn't like to fight much.
- If one of the pair is destroyed, the second is limited, their movements become sluggish and easy to predict. Going in straight lines towards the target, instead of the figure skater dancing.
- Electricity, 2 times more effective against Aquila
Spell: Twin Water bolt
Rank: D
Type: Offensive water
Description: Both golems launch a water bolt at said target, or different targets, often from opposite angles. Each separate bolt does 1 D rank damage, while a fully successful hit.(Both bolts hitting) results in a 2 D rank damage.- High damage if both bolts hit...Well high for the rank
- Able to use often due to somewhat quick cooldown.
- Able to target either one or two enemies with Twin water bolt.
Strength:
Weaknesses:- Casting the spell makes Aquila have to stand still for a brief moment.
- Could easily backfire and hit an ally
- Bolts do not home or anything, thus can be dodged with relative ease.
- Easily blocked by earth based magic.
Post duration is 1,
Post cooldown is 2.
Passive: Camouflage
Rank: D
Type: water based
Description: While swimming, Aquila completely merges with the water, becoming difficult to see. A single attack that travels via water will deal 2D-rank damage to Aquila, killing it instantly. An example of this is any lightning attack.
Strengths;- Hiding ability is always useful
- Fights on the seas or large enough lakes are hugely effective for Aquila, given that they would hardly be seen
- Presents the chance for surprise attacks
Weaknesses:- Lightning magic in the body of water would deal 2 D rank damage to both golems.
- Caster could lose track of where they are.
- If water is removed by any means, this passive will be no longer usable.
- A vision spell would reveal them pretty quickly.
Post duration is 3,
Post cooldown is 4.
Golem post cooldown is 3 posts
post duration is 4 posts. - Aquila is a fast thing
- Treebeard:
- Name: Treebeard
Rank: D-rank
Type: Defensive wood type
Description: Treebeard is an interesting one. He doesn't have any specific physical appearance, the exception to this is the gain of vines that hide in the branches. He is just a tree given life by the caster, unable to move in any way. Able to take 3 D rank hits before falling over. 2 D rank if they attempt to chop the tree down with a slicing attack.
Strengths:- Treebeard can hide really really well.
- Treebeard has a large range of which it can be far from the caster with a range of 35 meters.
- Treebeard has the chance to often get the jump on people due to it's dull and usual look. Able to attempt a sneak attack, which would result in 1.5 D rank damage if successful
Weaknesses:- Treebeard can't move. It stays where it is
- Fire spells are 50% more effective and damaging
- Tends to wack away animals eating leaves, giving away it's position
- Due to it's lacks of range and it's unmoveable nature, a charged attack can easily gather up the time just outside of the vine's reach. Treebeard can't do anything at that point to prevent the attack
Spell: Vine strike
Rank: D
Type: Plant, offensive
Description: Reaching a distance of 10 meters, a vine goes for a whip. Dealing 1 D rank damage to the opponent. If D rank damage is delivered to the vine, it will be destroyed. This vine goes 20 miles per hour.- Decent damage
- Surprise attack.
- The vine will follow the target to the best of it's ability at a good speed.
Strengths
Weaknesses:- Fire destroys the vine if it comes into contact.
- Anything sharp will just cut through the vine
- Limited range
- Requires 3 turns to regain the vine if it's destroyed.
Post duration is 1,
Post cooldown is 2.
Passive: Regenerate.
Rank: D
Type: Healing
Description: Each post, Treebeard gains .333 D rank damage back. After 3 posts, that's a whole D rank damage. This takes a bit of sunlight and good soil. Can only take place during the Daytime.- Due to it's regeneration, Treebeard is able to stay on the field longer, providing the enemy with something to focus on. Allowing other activities or spells to be activated by the caster or allies
- Should the vine be destroyed by any means, after 3 turns the vine will regenerate. Allowing it to strike once more
- Provides the chance to keep fighting
Strengths;
Weaknesses:- If treebeard is set ablaze, he will no longer be able to regenerate himself.
- It takes a while to work, having to wait three posts for a full regeneration to the spells max ability.
- Requires sun to work
- Cutting the tree down effectively stops regeneration.
Post duration is 3,
Post cooldown is 4.
Post cooldown is 6 posts
Post duration is 4 posts - Treebeard can hide really really well.
Spells
- Calm animal:
- Spell: Calm Animal
Rank: D
Type: Supportive
Description: The Caster creates a calming sensation that is effective to animals who are angered or scared. Allowing the caster to get on their good side and not be eaten or have to resort to violence. using on a higher ranked animal doubles the time needed. D rank needs 1 post, while C rank needs 2, B rank needs 4. B rank is the highest the spell can affect. The duration depends on the rank of the animal. Chart is provided
D rank= 3 posts
C rank=2 posts
B rank= 1 post
A rank to H rank is unaffected.- Great for preventing harm to anything or anyone
- Easily used spell for a quick encounter
- Can be used on more dangerous creatures
Strengths
Weaknesses:- The animal, regardless of rank, may jump into a frenzy out of rage. This is much less likely to happen to lower ranked animals.
- Completely useless against strong enough animals
- There is a time limit for each rank, thus the get away time can be lacking.
- Requires a long time if used against B ranked animals. Provided a huge lack of defense, this applies to C rank as well just on a lesser scale.
Post cooldown is 3. - Great for preventing harm to anything or anyone
Last edited by Jason Trinity on 29th May 2014, 7:53 am; edited 7 times in total