Primary Magic: Elemental pact magic: Fire
Secondary Magic:
Caster or Holder: Holder
Description: Elemental pact magic is an elemental type of magic that through a contract with elemental spirits, and an item symbolizing said contract, allows to channel powerful elemental forces from the spirits of said element. Originally designed for use in warfare to support armies with artillery-type strikes from the back line, elemental pact magic has long range and strong AoE and support abilities. The drawback of this is that the spells take a long time to cast relative to most others or long cooldowns, leaving the caster very vulnerable if engaged in direct combat. Elemental pact spells tend to have a standard set of spells that all users are able to cast, the only variation being in what element they use. Following its original purpose, Adelheid tends to keep far away from the direct fight in order to shower enemies with debuffing elemental attacks, weakening them so her teammates can finish them off.
Strengths:
-Elemental spirits pact magic for it's nature siphons powerful spells for it's rank.
-Good for AoE
-Good for damage and offensive use.
-The element pact magic counts with a great array if spells for various situations.
Weaknesses:
-Every spell, aside from those that are extremely weak or only used for support, takes time to channel.
-The fire element has a high risk of friendly fire.
-The magical energies can affect the personality of the user to the point where the user can be consumed by it.
-To overcome the charging time the user would need to sacrifice either % of HP or spell slots.
(to be further explain in ability section )
-Fire element is bad for defense spells.
-Bad at single target and focused destruction.
-Has little to no means of capture without hurting the target.
Abilities :
-Limited resistance against the element the user utilizes. Reduced 6% damage to fire based spells.
-Each element gives a small passive buff at stats in with which the element is associated
Fire: Strength: +10% over base and regeneration + 1% of maximum HP per post.
-Spell storage: users of this magic gain the ability to sacrifice spell slots (D C B S SS or H slots once used you can't never put a spell in that slot again but you can release the slot by moving the Spell store ability 1 rank up) for the ability of storing spells inside their bodies for later usage (3 spells for each slot sacrificed). Once the spell has been cast to be stored, it goes on cooldown like normal but is not released instead stored inside the user. When a stored spell has been used, another spell can be stored in its place. Releasing a stored spell does not require chanting. Spells can't be stored in a spell slot of lower rank than the spell. (Ex: Rank C spells can't be stored on a sacrificed rank D slot.)
Each one of the elemental forces used applies a debuff as a status effect if a spell successfully hits it's target: fire burn: a DoT debuff that applies 1% of the spell damage corresponding to the mage using the spell over 2 turns. can stack up to a hard cap of 10%.
Blood pact: The users of this magic can sacrifice a part of their health (%15 of maximum HP per post reduced from chanting time) in order to reduce the amount of post it takes to chant a spell so for a 2 post charge spell the user would sacrifice 30% of their maximum HP.
Spells:
Name: Spell storage
Rank: D
Type : Support
Description: The users of elemental pact gain the ability to sacrifice 1 spell they could learn in exchange for the ability to store spells inside of their bodies for later usage.
When using such ability the spell is chant and the mana is normally spend the spell going into CD as normal but instead of release like normal the user holds the spell compacting it into a mass of attack magic in order to release it later.
At D rank Adelheid can only store 3 D rank spells.
Name: Fire gremlin.
Rank: D
Type: Fire Supportive.
Description: The user chants "Hail to the contract fire gremlin " an ethereal red fire like ball comes from the hand or mouth of the user and flies in a straight line towards a direction. Once it collides with something, it enters inside it charging it with elemental fire energy.
If a fire spell of the elemental pact type hits the charged target it deals +50% more damage. If there is another charged objective in a 25 meters radius, the empowered spell bounced to the next target with a 15% speed boost . If it hits a spell of the fire element it empowers it. If it hits a spell of another elements it can charge it even if is just a form of energy. If it hit a fire barrier it empowers it increasing it resistance.
speed 50 fps
range 50 feet
AoE 25 meters
debuff duration 3 posts
Strengths:
-Good for combos
-Fast cast
-Ignores weak armor, thanks to the explosion coming from inside the target
Weaknesses:
-Low speed
-Doesn't do anything on its own
-Probability of back firing if accidentally used in an enemy fire spell.
-Linear path/trajectory making it easy to dodge.
-Cast time: same post
-CD 2 posts
Name: Fire lance Ascalon
Rank: D
Type: Attack
Description: The user chants "From the fogs of history and legends, hail to the pact spirit lance of the heroes pierce burn through the enemy" While chanting, the preferred arm is raise as as the elemental spirits and energies condense in a fiery lance (three metres in length (ten feet) and had a handle with a diameter of 5 cm (two inches) made of magical fire energy so weight does not applies ) in the palm of the hand. Afterward the lance is throw to the target, and upon piercing the target it burst into flames.
Range: 25 meters
AoE: 3 meters
speed: 60 fps
casting time 3 posts.
Strengths:
-Does full D-rank damage.
-Good AoE
-Good flying/projectile speed
Weaknesses:
-Risk of friendly fire
-Long casting time
-Easy to predict path to dodge.
-since she needs to throw it like a normal spear is difficult to use in tight spaces.
Cast time 2 posts.
CD 3.
Name: Fire core Cherufe
Rank: D
Type: Fire offensive supportive DoT.
Description:
The user points their open palm to the target and chants.
"come fort from the bowels of the elemental plane and crash against the enemy manifest your eternal hunger for destruction and entangle and consume you victim fire cherufe!" after that from the palm surge's a crimson sphere made from liquid fire once it collides with something it bathes it entangling the victim with viscous liquid that obstructs the movement and continuously burn without settling down with water or ice.
sphere radius: 3 feet.
Speed: 60 feet per second
Range:85 feet
Area of Effect: does not applies
Speed debuff: 20%
Strengths:
1.- Good for tactical retreat and to set up for bigger spells.
2.- good damage
3.- good range
Weaknesses:
1.- it's a spicy drink for slayers
2.- if it hits an ally it's difficult to put off the fire.
3.- is not useful for capture missions since the fire can consume and destroy the target
4.- short duration
CD: 3 posts
Damage: D over 2 turns.
Duration: 2 posts
Casting time: post 1
Name: Bennu the Crimson Blaze
Rank: C
Type: Fire Offensive, Defensive, AoE
Description: the user points his open palm and chants: "Ever-burning Fire of Purification, Lord of Destruction and Sign of Rebirth, Spring Forth from My Hand and Throttle My Enemy! Bennu the Red Blaze!"
After that from the palm of the user surges a blaze of red flames and hyperheated air, the flames capable of burning ethereal magics and the air capable of knocking back physical objects.
Speed 60 feet per second Range/ Area of Effect a cones of 45 feet long and 20 at its widest
Strengths:
1.- provides a way of defense against physical attacks by knocking back opponents.
2.- its a powerful AoE spell
3.-capable if burning ethereal objects and example: threads made of souls (not capable of completely burning down the such spell of B rank or higher but can weaken them)
Weaknesses:
1.-it has a very high risk of friendly fire by its nature.
2.- the defense component is dependant of overpowering the spell that the opponent used or deflecting it.
3.- Can't be used in closed or crowned areas
4.- can be eaten by slayers.
Damage: AoE C rank level.
Duration: 1 post
Chanting : 2 posts
CD: 3 posts
Name: Blaze killing hornets
Rank: C
Type: Fire offensively AoE
Description:the user chants the user chants “Obey the contract and serve me. Gather, feral spirits of flame come from the blazing forests and attack the enemy.
That way 10 spirits from the elemental plane of fire manifest upon the world with the form of 10 small golems made from hard flames with the form of killer hornets each half a feet in size floating around the user.
These small hornets fly towards the chosen target instead at a time using a varying path trying to dodge spells and shields after hitting something it explodes releasing suddenly all the magic on their bodies.
Speed: 75 feet per second
Range: 80 feet
Area of Effect: 4 feet explosive radius
and any applicable measurements (such as the size of a created barrier).
Duration : Ten turns releasing one killer hornet each turn but the user can release up to 3 killer hornets each turn
Damage : D rank each hornet.
Chant time: 2 turns
CD: 2 turns after the last hornet has exploded
Strengths:
1.-High damage
2.- of hitting multiple targets or one target multiple times.
3.-Good AoE
Weaknesses:
1.-If hit can explode around the user damaging him.
2.-Risk of friendly fire
3.- Is like a bunch of candies for slayers.
4.- if hit with water magic they just disappear without exploding
Name: Fire landmine Lampade
Rank: C
Type: Fire offensive
Description:
The user chants "come for lamps fort from the age of the god's lamp of the titan light the night and day with your fiery crimson flames" while touching the object that the user wants to bobby trap.
After that the Lampade spell is adsorbed into the target charging it with fire magic after that the user can activate the spell at will causing a explosion.
When that happens the object glows red before a Runic patron forms in it the patron would then form a sphere of 10 feet radius and everything inside of it would be caught in the explosion.
Range Variable
Area of Effect 10 feet the land mine can stay active for up to 10 posts.
Damage : C rank AoE
Strengths:
1.- good for setting up traps.
2.-Good damage and AoE
3.- Versatile usage
Weaknesses:
1.- friendly fire
2.- slayer candy
3.- Needs planning to use
4.- to put the spell the user needs to touch the target.
Damage: C AoE damage
CD: 3 turns After the mine has exploded
Active time: 10 posts
Chanting time: 1 post.
Blast range: 10 feet radius.
Maximum away range without having the land mine deactivate: Fifteen meters
Spell storage level C
Adelheid's signature spell:
Elemental pact advanced pixie arrows.
Name: Pixie arrows
Type: Elemental Offensive/Supportive.
By increasing her alignment with elemental pact and the pixies arrows spell Adelheid became capable of using it without a mana cost and using it with any elements pact at her disposal (if she where to pick elemental pact as her secondary magic with a different element she would be able to use pixie arrows with said element).
Adelheid chants "hail to the contract spirits of (insert element here) pixie arrows " pointing her palm at the intent target(s).
each one of the small elemental balls deal one ten of D rank damage making up their lack of impact in numbers and are able to hit a wide zone.
One of the advantages of the spell is that instead of hitting a wide zone the mage can hit a smaller zone with multiple arrows.
Cast time: in the same post.
range 70 feet.
speed 65 feet per second.
1 feet AoE (one arrow)
Strengths:
-Fast casting.
-Hits multiple targets or hits a target multiple times applying the passive of the corresponding element multiple times.
-Reliable source of damage
Weaknesses:
-Low damage
-The one and only reliable reliable source of damage for Adelheid so it will be used constantly becoming know predictable and an easy counter for the enemy.
-Easy to block
-Predictable projectiles can be dodged
Duration: immediate the spheres are immediately released after conjured.
CD: 3 posts
Secondary Magic:
Caster or Holder: Holder
Description: Elemental pact magic is an elemental type of magic that through a contract with elemental spirits, and an item symbolizing said contract, allows to channel powerful elemental forces from the spirits of said element. Originally designed for use in warfare to support armies with artillery-type strikes from the back line, elemental pact magic has long range and strong AoE and support abilities. The drawback of this is that the spells take a long time to cast relative to most others or long cooldowns, leaving the caster very vulnerable if engaged in direct combat. Elemental pact spells tend to have a standard set of spells that all users are able to cast, the only variation being in what element they use. Following its original purpose, Adelheid tends to keep far away from the direct fight in order to shower enemies with debuffing elemental attacks, weakening them so her teammates can finish them off.
Strengths:
-Elemental spirits pact magic for it's nature siphons powerful spells for it's rank.
-Good for AoE
-Good for damage and offensive use.
-The element pact magic counts with a great array if spells for various situations.
Weaknesses:
-Every spell, aside from those that are extremely weak or only used for support, takes time to channel.
-The fire element has a high risk of friendly fire.
-The magical energies can affect the personality of the user to the point where the user can be consumed by it.
-To overcome the charging time the user would need to sacrifice either % of HP or spell slots.
(to be further explain in ability section )
-Fire element is bad for defense spells.
-Bad at single target and focused destruction.
-Has little to no means of capture without hurting the target.
Abilities :
-Limited resistance against the element the user utilizes. Reduced 6% damage to fire based spells.
-Each element gives a small passive buff at stats in with which the element is associated
Fire: Strength: +10% over base and regeneration + 1% of maximum HP per post.
-Spell storage: users of this magic gain the ability to sacrifice spell slots (D C B S SS or H slots once used you can't never put a spell in that slot again but you can release the slot by moving the Spell store ability 1 rank up) for the ability of storing spells inside their bodies for later usage (3 spells for each slot sacrificed). Once the spell has been cast to be stored, it goes on cooldown like normal but is not released instead stored inside the user. When a stored spell has been used, another spell can be stored in its place. Releasing a stored spell does not require chanting. Spells can't be stored in a spell slot of lower rank than the spell. (Ex: Rank C spells can't be stored on a sacrificed rank D slot.)
Each one of the elemental forces used applies a debuff as a status effect if a spell successfully hits it's target: fire burn: a DoT debuff that applies 1% of the spell damage corresponding to the mage using the spell over 2 turns. can stack up to a hard cap of 10%.
Blood pact: The users of this magic can sacrifice a part of their health (%15 of maximum HP per post reduced from chanting time) in order to reduce the amount of post it takes to chant a spell so for a 2 post charge spell the user would sacrifice 30% of their maximum HP.
Spells:
Name: Spell storage
Rank: D
Type : Support
Description: The users of elemental pact gain the ability to sacrifice 1 spell they could learn in exchange for the ability to store spells inside of their bodies for later usage.
When using such ability the spell is chant and the mana is normally spend the spell going into CD as normal but instead of release like normal the user holds the spell compacting it into a mass of attack magic in order to release it later.
At D rank Adelheid can only store 3 D rank spells.
Name: Fire gremlin.
Rank: D
Type: Fire Supportive.
Description: The user chants "Hail to the contract fire gremlin " an ethereal red fire like ball comes from the hand or mouth of the user and flies in a straight line towards a direction. Once it collides with something, it enters inside it charging it with elemental fire energy.
If a fire spell of the elemental pact type hits the charged target it deals +50% more damage. If there is another charged objective in a 25 meters radius, the empowered spell bounced to the next target with a 15% speed boost . If it hits a spell of the fire element it empowers it. If it hits a spell of another elements it can charge it even if is just a form of energy. If it hit a fire barrier it empowers it increasing it resistance.
speed 50 fps
range 50 feet
AoE 25 meters
debuff duration 3 posts
Strengths:
-Good for combos
-Fast cast
-Ignores weak armor, thanks to the explosion coming from inside the target
Weaknesses:
-Low speed
-Doesn't do anything on its own
-Probability of back firing if accidentally used in an enemy fire spell.
-Linear path/trajectory making it easy to dodge.
-Cast time: same post
-CD 2 posts
Name: Fire lance Ascalon
Rank: D
Type: Attack
Description: The user chants "From the fogs of history and legends, hail to the pact spirit lance of the heroes pierce burn through the enemy" While chanting, the preferred arm is raise as as the elemental spirits and energies condense in a fiery lance (three metres in length (ten feet) and had a handle with a diameter of 5 cm (two inches) made of magical fire energy so weight does not applies ) in the palm of the hand. Afterward the lance is throw to the target, and upon piercing the target it burst into flames.
Range: 25 meters
AoE: 3 meters
speed: 60 fps
casting time 3 posts.
Strengths:
-Does full D-rank damage.
-Good AoE
-Good flying/projectile speed
Weaknesses:
-Risk of friendly fire
-Long casting time
-Easy to predict path to dodge.
-since she needs to throw it like a normal spear is difficult to use in tight spaces.
Cast time 2 posts.
CD 3.
Name: Fire core Cherufe
Rank: D
Type: Fire offensive supportive DoT.
Description:
The user points their open palm to the target and chants.
"come fort from the bowels of the elemental plane and crash against the enemy manifest your eternal hunger for destruction and entangle and consume you victim fire cherufe!" after that from the palm surge's a crimson sphere made from liquid fire once it collides with something it bathes it entangling the victim with viscous liquid that obstructs the movement and continuously burn without settling down with water or ice.
sphere radius: 3 feet.
Speed: 60 feet per second
Range:85 feet
Area of Effect: does not applies
Speed debuff: 20%
Strengths:
1.- Good for tactical retreat and to set up for bigger spells.
2.- good damage
3.- good range
Weaknesses:
1.- it's a spicy drink for slayers
2.- if it hits an ally it's difficult to put off the fire.
3.- is not useful for capture missions since the fire can consume and destroy the target
4.- short duration
CD: 3 posts
Damage: D over 2 turns.
Duration: 2 posts
Casting time: post 1
Name: Bennu the Crimson Blaze
Rank: C
Type: Fire Offensive, Defensive, AoE
Description: the user points his open palm and chants: "Ever-burning Fire of Purification, Lord of Destruction and Sign of Rebirth, Spring Forth from My Hand and Throttle My Enemy! Bennu the Red Blaze!"
After that from the palm of the user surges a blaze of red flames and hyperheated air, the flames capable of burning ethereal magics and the air capable of knocking back physical objects.
Speed 60 feet per second Range/ Area of Effect a cones of 45 feet long and 20 at its widest
Strengths:
1.- provides a way of defense against physical attacks by knocking back opponents.
2.- its a powerful AoE spell
3.-capable if burning ethereal objects and example: threads made of souls (not capable of completely burning down the such spell of B rank or higher but can weaken them)
Weaknesses:
1.-it has a very high risk of friendly fire by its nature.
2.- the defense component is dependant of overpowering the spell that the opponent used or deflecting it.
3.- Can't be used in closed or crowned areas
4.- can be eaten by slayers.
Damage: AoE C rank level.
Duration: 1 post
Chanting : 2 posts
CD: 3 posts
Name: Blaze killing hornets
Rank: C
Type: Fire offensively AoE
Description:the user chants the user chants “Obey the contract and serve me. Gather, feral spirits of flame come from the blazing forests and attack the enemy.
That way 10 spirits from the elemental plane of fire manifest upon the world with the form of 10 small golems made from hard flames with the form of killer hornets each half a feet in size floating around the user.
These small hornets fly towards the chosen target instead at a time using a varying path trying to dodge spells and shields after hitting something it explodes releasing suddenly all the magic on their bodies.
Speed: 75 feet per second
Range: 80 feet
Area of Effect: 4 feet explosive radius
and any applicable measurements (such as the size of a created barrier).
Duration : Ten turns releasing one killer hornet each turn but the user can release up to 3 killer hornets each turn
Damage : D rank each hornet.
Chant time: 2 turns
CD: 2 turns after the last hornet has exploded
Strengths:
1.-High damage
2.- of hitting multiple targets or one target multiple times.
3.-Good AoE
Weaknesses:
1.-If hit can explode around the user damaging him.
2.-Risk of friendly fire
3.- Is like a bunch of candies for slayers.
4.- if hit with water magic they just disappear without exploding
Name: Fire landmine Lampade
Rank: C
Type: Fire offensive
Description:
The user chants "come for lamps fort from the age of the god's lamp of the titan light the night and day with your fiery crimson flames" while touching the object that the user wants to bobby trap.
After that the Lampade spell is adsorbed into the target charging it with fire magic after that the user can activate the spell at will causing a explosion.
When that happens the object glows red before a Runic patron forms in it the patron would then form a sphere of 10 feet radius and everything inside of it would be caught in the explosion.
Range Variable
Area of Effect 10 feet the land mine can stay active for up to 10 posts.
Damage : C rank AoE
Strengths:
1.- good for setting up traps.
2.-Good damage and AoE
3.- Versatile usage
Weaknesses:
1.- friendly fire
2.- slayer candy
3.- Needs planning to use
4.- to put the spell the user needs to touch the target.
Damage: C AoE damage
CD: 3 turns After the mine has exploded
Active time: 10 posts
Chanting time: 1 post.
Blast range: 10 feet radius.
Maximum away range without having the land mine deactivate: Fifteen meters
Spell storage level C
Adelheid's signature spell:
Elemental pact advanced pixie arrows.
Name: Pixie arrows
Type: Elemental Offensive/Supportive.
By increasing her alignment with elemental pact and the pixies arrows spell Adelheid became capable of using it without a mana cost and using it with any elements pact at her disposal (if she where to pick elemental pact as her secondary magic with a different element she would be able to use pixie arrows with said element).
Adelheid chants "hail to the contract spirits of (insert element here) pixie arrows " pointing her palm at the intent target(s).
each one of the small elemental balls deal one ten of D rank damage making up their lack of impact in numbers and are able to hit a wide zone.
One of the advantages of the spell is that instead of hitting a wide zone the mage can hit a smaller zone with multiple arrows.
Cast time: in the same post.
range 70 feet.
speed 65 feet per second.
1 feet AoE (one arrow)
Strengths:
-Fast casting.
-Hits multiple targets or hits a target multiple times applying the passive of the corresponding element multiple times.
-Reliable source of damage
Weaknesses:
-Low damage
-The one and only reliable reliable source of damage for Adelheid so it will be used constantly becoming know predictable and an easy counter for the enemy.
-Easy to block
-Predictable projectiles can be dodged
Duration: immediate the spheres are immediately released after conjured.
CD: 3 posts
Last edited by Adelheid Faustus on 2nd August 2014, 4:19 pm; edited 8 times in total