Magic
Primary Magic: Plant Magic
Secondary Magic: N/a
Caster or Holder: Caster
Description: Plant Magic is the manipulation and creation of plants. In the right hands, Plant magic is a very versatile type of magic that can help in almost any situation. It can cause plants to grow quickly to take a hit, cause roots to burst from the ground and grab onto someones feet, and even help heal people's injuries. When used offensively, Plant magic focuses on weakening and disabling it's target instead of just relying on brute strength. When used as support, plant magic is used to add on to allies defense and heal any wounds they suffer.
Malm uses Plant Magic mostly as a way to support people in trouble. He keeps both his feet on the ground and makes a quick gesture with his hand to use the magic where he needs it. The plants he controls are mostly household variants like shrubberies, seeds, and flowers. Though as he gains in strength, he'll be able to summon and control more exotic plants. Malm uses this diverse amount of plants to mainly to buff and heal his allies so that they can preserver though whatever challenge lies ahead.
Strengths:
- Stronger in sunlight (Damage and Healing cause by spells increases by 10% when in sunlight)
- Resistant and versatile to most Water based attacks
- Most spells are usually quick to cast
Weaknesses:
- Caster's feet must be touching on solid ground. Cannot cast spells if in midair, or if they are on a boat in the middle of the ocean.
- Spells are weak to Fire
- Plants created by magic disappear relatively quickly
- Spells are harder to cast indoors, on solid stone floors, or if it's cold. (Increases MP cost by 10 %)
Abilities/Powers:
- Green Thumb: Plants bloom when he touches them, and seem to grow bigger and stronger when they're just within his presence. Also, plants that are dying or close to dying will begin to slowly recover under his care.
- Solar Energy: Malm's wounds heal 2% per a post while they are in direct sunlight. He also regain MP slightly faster when in direct sunlight (gain 12% every 5 posts instead of 10%).
- Plant Sense: Malm is acutely aware of all non-sentient plants around him. The distance he can sense these plants depends on his rank.
- D rank - 50 Feet
- C rank - 100 feet
- B rank - 200 feet
- A rank - 400 feet
- S rank - 800 feet
- Signature Spell:
- Remedy:
- Name: Remedy
Rank: Signature
Type: Plant Supportive
Description: The spell caster grabs onto some plant life of some kind and crush it in his hand. A magic circle forms in front of his hand as he touches it to the injury that he plans on healing. The remnants of the plant dissolve away as the injury glows slightly green. During this time, the injury begins to heal during the duration of the post while the caster is able to go do something else. This spell ultimately heals injuries equal to Malm's rank.
Strengths:- Provides healing for an ally or self
- Quick to cast
- Heals injuries nearly instantly
Weaknesses:- Injuries healed ache for a short amount of time after being healed.
- Can only be used on a single target.
- Requires caster to be able to touch the target
- Requires the user to have access to plant life.
- 2 Post Cooldown
- Provides healing for an ally or self
- D Rank Plant Spells:
- Manipulate Plants:
- Name: Manipulate Plants
Rank: D
Type: Plant
Description: A magic circle appears under Malm as he closes his eyes and focuses all his attention onto the plants around him. As he does this, he is able to move up to 5 plants around 50 feet of him telepathically in just about any way he wishes as long as it doesn't cause them to move from where they are rooted. (For example, he's able to move a tree branch to attack or block an attack, move vines out of the way to allow him to continue move on his path, or raise a root to trip up an opponent.)
Strengths:- Is able to manipulate up to 5 plants
- Has a wide variety of uses
- Is capable of dealing D rank damage to anyone hit by a strong enough plant (like a tree).
- Is capable of protecting him from D rank damage if the plant is strong enough (like a tree).
- Can raise a strong root or plant in order to trip someone up if needed
Weaknesses:- Requires all of Malm's attention in order to be used.
- Is unable to move a plant away from where it is rooted at.
- Isn't able to change the size of the plant effected.
- Is unable to manipulate a plant that's currently under someone else's control
- Useless if there is no plants for him to take control of.
- Plants must be alive to be effected.
- Is to slow and clumsy to be able to entangle a foe with
- Duration: Up to 3 Posts, Cooldown: 1 + the amount of posts he manipulated the plants for.
- Is able to manipulate up to 5 plants
- Entangling Roots:
- Name: Entangling Roots
Rank: D
Type: Plant Offensive/Supportive
Description: The caster gestures one of their hands towards the ground as a green magic circle appears in front of it. Then roots will burst through the ground, attempting to grab onto the legs of someone near them. If they catch someone, the person will be unable to move his legs until either the roots either retreat back into the ground or are destroyed. The roots can only be summon within 20 feet of the caster, and can only grab onto one person who is touching the ground.
Strengths:- Prevents any movement, both forced or not.
- Caster can disspell this spell any time before the duration ends.
- A versatile spell that can be used on allies and foes alike.
- Is also able to grapple unattended objects that are lying on the ground. i.e. This isn't able to be grapple an object currently being held or manipulated by someone else.
Weaknesses:- Easily destroyed by fire.
- The target must be on the ground.
- Does no damage at all
- Can only have one Entangling Root at a time.
- Can be cut apart by slashing weapons.
- Duration: 2 Posts; 3 Post Cooldown
- Prevents any movement, both forced or not.
- Flash Foliage:
- Name: Flash Foliage
Rank: D
Type: Plant Defensive Support
Description: A magic circle appear in front of his hand as the caster points it towards the ground. A 6 ft tall shrubbery then grows in half a second, acting as a form of cover. However, being a magical shrubbery, it will soon disappear once it's either destroyed or when 3 posts past. The shrubbery can only be summoned within 20 ft. of the caster, and it must be able to grow full size or the spell will automatically fail.
Strengths:- Blocks 2 D rank attacks, or 1 C rank attack before disappearing. All higher ranks of attack easily break through it as if it was nothing.
- It takes 3 D rank water attacks, and 2 C rank water attacks before it disappears. All higher ranks easily break through it as if it was nothing.
- The plant growth is near instantaneous.
Weaknesses:- Can only block one D rank Fire attack before breaking. All higher rank fire attacks will go through it as if it was nothing.
- Useless against attacks coming from the sky.
- The plant is immovable and must be able to take root.
- Can't be cast on where people are currently standing at, and requires at least 6 ft. of space above it.
- Can only have one Shrubbery at a time
- Duration: 3 Posts
- Blocks 2 D rank attacks, or 1 C rank attack before disappearing. All higher ranks of attack easily break through it as if it was nothing.
- Seed Barrage:
- Name: Seed Barrage
Rank: D
Type: Plant Offensive
Description: A green magic circle appears in front of the Casters hand as he acts as if he threw something. It turns out he might as well have as three walnut size seeds are thrown. Then after about 5 seconds of time, they will explode, each covering an area with a radius of approximately 2.5 ft. The seeds are thrown at approximately 10 ft/s and can reach a maximum distance of 30 ft before landing on the ground.
Strengths:- It's an area of effect attack
- Does 100% D rank damage to those within the center of the explosion, and does 75% D rank damage in the affected area.
- Throws three seeds
Weaknesses:- Can injure both caster and any allies if they are caught in the blast.
- If hit by fire magic, the seeds will explode early.
- If hit by ice magic, the seeds are disabled and are not able to explode.
- Seeds can be caught/picked up and thrown back by someone quick enough.
- Temperatures below freezing decreases the damage dealt by 10%
- 2 Post Cooldown
- It's an area of effect attack
- Leach Weed:
- Name: Leach Weed
Rank: D
Type: Plant (Offensive) Supportive
Description: Leach Weed, also known as the Vampiric Moss, is an unusual plant to say the least. When Malm casts this spell, he points his hand at a target within 20 ft of the caster. Spores will then burst from the ground before attempting to settle on the target. If they manage to settle, they will quickly become a strange moss-like plant. This moss is very light weight and can easily be unnoticed by it's target as it seems to have no effect on him, especially in the heat of battle. However, the moss does have a couple of strange traits. Instead of feeding off of nutrients in the ground like normal plants do, it instead feeds on the injuries and pain of it's host. This will numb the pain, but provides no actually healing. Being a magical plant, it encourages others to injures it's host by healing there own wounds by a portion of how much damage they manage to do. Like most other plant's created by Malm's magic, this moss fades away relatively quickly (after only two posts).
Strengths:- Heals attacker 20% of damage dealt. (If damage would deal more then the remaining HP, attacker only heals 20% of that.)
- Can heal anyone who manages to hurt the host.
- Can easily go unnoticed by it's host.
Weaknesses:- Does no damage, nor does it have any real effect, possitive or negative, to the host.
- Fire destroys the weed. If the fire that destroys the weed is an attack, they receive no healing.
- The host can spend one post to remove the weed from his body.
- Numbs the pain that target feels from his injuries.
- 2 post duration. 3 Post Cooldown.
- Heals attacker 20% of damage dealt. (If damage would deal more then the remaining HP, attacker only heals 20% of that.)
- Sapping Thorns:
- Name: Sapping Thorns
Rank: D
Type: Plant Offensive
Description: Malm points an open palm as a magic circle appears around his hand. 5 thorns then appear in front of said circle before being fired off in a straight line at a speed of 15 ft/s. If they hit a target, the thorns themselves would do no real damage, but will instead infect the target with a poison that will slightly weaken their attacks and damage them over a short period of time. After either hitting something or traveling up to 30 ft., the thorns will disappear as if they never existed.
Strengths:- Can hit multiple targets
- Reduces damage dealt by the target by 10%
- Only one thorn is needed to hit in order for the damage debuff and the damage over time to take effect.
- Poison does 40% D rank damage each post while it infects the target. (4% on D rank opponents, 2% on C rank opponents, and 1% on B rank opponents per post.)
Weaknesses:- Thorns can easily be destroyed by fire.
- The thorns do no damage themselves what so ever.
- Those that are immune to poison are also immune to the damage debuff and damage over time.
- Can hit allies who are in the line of fire.
- Debuff lasts for only 3 posts. 4 Post Cooldown
- Can hit multiple targets
- C Rank Plant Spells:
- Oakenform:
Name: Oakenform
Rank: C
Type: Plant Defensive
Description: Malm calls upon the power of the trees as he touches a target. Oak would then began to shape around their body like a suit of armor, protecting them from harm. The protection is even more effective against bludgeon weapons like hammers or maces as it's able to dampen the blow, while the complex nature of the armor makes it difficult for piercing weapons like being stabbed by a sword or knife, or being attacked by arrows or spears. This armor is not without flaws however as it slows it's target, and can be set on fire easily.
Strengths:- Provides damage reduction (80% to D rank damage, 50% to C, 30% to B, and 10% to A)
- Appears nearly instantly
- Can be used on an ally or self
- The complex make up of the armor makes dampens the damage dealt by bludgeon weapons and makes it difficult for piercing weapons to make there way through. (90% to D rank damage, 60% to C, 40% to B, and 20% to A)
Weaknesses:- Is set on fire when hit by a fire attack. While on fire, the fire attack will constantly do 20% damage of it's damage for the duration of the spell that is not reduced by the armor. This damage does not stack if other fire attacks are used, and only the strongest fire attack is counted. (If said fire attack already does damage over time, the damage it does per a post is increased by 20% instead)
- Being lit on fire reduces the effectiveness of the armor by 20%. (60% to D rank damage, 30% to C, 10% to B, and no longer reduces A rank damage.)
- -5% speed reduction when worn
- Requires Malm to touch the target
- 4 Posts, 5 Post cooldown
- Provides damage reduction (80% to D rank damage, 50% to C, 30% to B, and 10% to A)
- Magebane:
- Name: Magebane
Rank: C
Type: Plant Offensive/Supportive
Description: A rare plant from the Neutral Grounds that possesses anti-magic properties. When anyone but the mage that summons the plant (or another plant mage aware of the plant) touches it, they lose MP equivalent to casting a C rank spell and when it touches something created or enchanted by magic, that magic effect's duration is shorten depending on the rank of the spell (3 Posts on D rank, 2 Posts on C rank, and 1 Post on B rank). However, after doing one or both of these things, it'll fade away as it's anti-magic property is lost. It can be thrown up to 30 feet at a speed of 15 feet per second. The plant is about 8 inches tall and 6 inches wide with black string like leaves. When summon, it'll usually grows in an instant near the caster so that they can quickly pick it up and throw it, or can be summoned within thirty feet of the caster if needed. Malm usually prefers to use the former method though as it usually proves to be the more effective.
Strengths:- Those who touch it lose MP as if they casted a C rank spell.
- Things created by magic and enchantments durations are reduced a number of posts depending on the rank of effected spell. (3 Posts lost on D rank spell, 2 Posts lost on C rank spell, and 1 Post lost on B rank spell)
- With good enough aim, this could also dispell spells being launched
- Does not effect Malm (or any other plant mage that knows how to handle Magebane.)
Weaknesses:- Does no real damage
- Effects all mages that touch it except for those noted above (including allies).
- Burns away in fire before it can effect such a spell.
- Surprisingly enough, spells effected by this plant also have a 1 post shortened from their cooldowns.
- Disappears either after a post, or when it touches an something magical. 3 Post Cooldown
- Those who touch it lose MP as if they casted a C rank spell.
- Juniper Mage Trap:
- Name:Jupiter Mage Trap
Rank: C
Type: Plant Offensive
Description:A weird red plant with two noticeable sections is summoned flat under the feet of an opponent. Then after a second, will lurch itself up, expanding itself so that it can envelope the foe as it does so, and then attempt to eat the foe by snapping at them. If successful, the foe will find themselves inside the plant as it begins to produce acid to digest the opponent inside it. If not, the plant will remain as an obstacle until it is either destroyed or when it's duration ends. At which point, it'll dissolves into nothingness. The plant also, surprisingly enough, does not kill people it has eaten, only rendering them unconscious if they are close to death. The plant is also notably more durable on the inside then it is on the out.
Strengths:- Deals D rank damage every post
- Takes 2 C rank worth of damage to break out from the inside while only requiring 1 C rank worth of damage to destroy from the outside.
- Makes it difficult for allies to aid the one trapped without circumventing the trap
Weakness:- 1 C rank of fire damage to destroy the plant from the inside while only requiring 1 D rank of fire damage to destroy the plant form the outside.
- Trapped opponent is protected from attacks unless the attack is able to circumvent the plant
- Does not stop trapped character from being able to control things outside of plant they normally would be. i.e. Summons, Magic Weapons, telekinesis
- Can only trap one opponent
- 3 Posts, 4 Post Cooldown
- Deals D rank damage every post
Last edited by timmir1 on 7th October 2014, 1:56 pm; edited 14 times in total