Magic
Primary Magic: Elemental Servants
Caster or Holder: N/A
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:
Primary Magic: Elemental Servants
Caster or Holder: N/A
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:
- Mongo:
Name: Mongo
Rank: D
Type: Defensive Earth Type
Description: Mongo 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. Mongo 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. Mongo attacks by throwing giant rocks at opponents. D rank mages cannot avoid the rocks, C rank mages are only affected by the aftershock throwing them off balance. Has no affect on B and above. He can throw these rocks every 3 posts. This Golem is an excellent shield.
Strengths:
- Mongo can take a beating for a good bit.
- Mongo is big enough to be ridden by humans under 150 lbs.
- Mongo has a large range of which it can be far from the caster
Weaknesses:
- Mongo doesn't have any formal attack.
- Mongo still isn't fast or smart enough to escape a running human without some type of help.
- Mongo is easily spotted in almost every type of environment.
- Easily hit
Golem post cooldown- 6 posts
Post duration- 5 posts
- Aqulia:
Name:Aqulia
Rank:D
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. These aquatic twins create a giant wave able to wash away D rank mages, C rank mages have a chance of avoiding the wave. B and above can avoid the wave easily. They can use this wave every 2 posts.
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
Golem post cooldown - 5, post duration - 4
- Treebeard:
Name:Treebeard
Rank:D
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. Treebeard uses his vines 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. He can use this vine every 2 posts.
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.
Golem duration - 4, Golem cooldown - 6
Last edited by raynor13 on 12th July 2014, 7:39 pm; edited 8 times in total