Primary Magic: Weather Magic
Secondary Magic:
Caster or Holder: Caster
Description: As it sounds, Weather Magic is magic that involves the manipulation of all atmospheric elements. It mostly lends itself to wide-range effects and can affect multiple individuals at once, on both sides of the battle. It can be unpredictable and severe magic casts can have drastic consequences even when the battle is over. Certain spells are only really effective in certain climates or previously-existing weather conditions as well (for example, trying to summon a blizzard in a desert).
This magic requires a strong will and self-control over one's emotions. To lose focus of oneself is to lose control of the storm. It can be used in battle, but requires a great deal of concentration if the magic is to be sustained/controlled. It also requires a lot of magic energy to use this type of magic.
Strengths:
- Large area of effect (generally). A tornado and a blizzard will both have very wide areas of effect.
- Use outside of battle. In a time of drought, a strong Weather Mage can summon rainstorms to save crops, or use their magic to prevent rain from falling into a floodzone.
- These spells tend to have relatively long duration periods.
- This is an excellent distracting/disabling magic against enemy wizards.
Weaknesses:
- This type of magic requires a lot of magic energy and a lot of self-control and focus to use. If a mage loses focus, the weather could dissipate to pre-existing conditions or, if a storm was summoned, rage out of control entirely.
- The spells take a long while to activate, generally. For a simple breeze, the casting time can happen within the same post. Thunderstorms or tornadoes take until the next post to properly launch.
- For the most part, these spells are very difficult to focus and use on specific individuals. Allies of the caster may be caught in the effects of the spells (ie a sudden temperature drop).
- Certain spells are difficult to cast in certain conditions. A blizzard cannot be summoned in the middle of summer without great difficulty!
- The mage needs to be able to feel free-flowing atmospheric conditions. This magic will not work in an enclosed space.
- Certain climate-altering spells (such as an extreme temperature drop in the desert) will have long-lasting consequences. Weather is a finicky thing!
Abilities/Powers:
- The mage is unaffected by drastic temperature shifts. Going from +40 C to - 40 C will not bother them, as they are already used to the quick changes. Even naturally-occurring temperatures (such as the cold peaks of mountains) do not bother the mage.
- Even when not actively affecting the weather, the mage will be able to predict upcoming weather patterns.
- When casting a spell, the mage's eyes will glow a very pale blue.
Secondary Magic:
Caster or Holder: Caster
Description: As it sounds, Weather Magic is magic that involves the manipulation of all atmospheric elements. It mostly lends itself to wide-range effects and can affect multiple individuals at once, on both sides of the battle. It can be unpredictable and severe magic casts can have drastic consequences even when the battle is over. Certain spells are only really effective in certain climates or previously-existing weather conditions as well (for example, trying to summon a blizzard in a desert).
This magic requires a strong will and self-control over one's emotions. To lose focus of oneself is to lose control of the storm. It can be used in battle, but requires a great deal of concentration if the magic is to be sustained/controlled. It also requires a lot of magic energy to use this type of magic.
Strengths:
- Large area of effect (generally). A tornado and a blizzard will both have very wide areas of effect.
- Use outside of battle. In a time of drought, a strong Weather Mage can summon rainstorms to save crops, or use their magic to prevent rain from falling into a floodzone.
- These spells tend to have relatively long duration periods.
- This is an excellent distracting/disabling magic against enemy wizards.
Weaknesses:
- This type of magic requires a lot of magic energy and a lot of self-control and focus to use. If a mage loses focus, the weather could dissipate to pre-existing conditions or, if a storm was summoned, rage out of control entirely.
- The spells take a long while to activate, generally. For a simple breeze, the casting time can happen within the same post. Thunderstorms or tornadoes take until the next post to properly launch.
- For the most part, these spells are very difficult to focus and use on specific individuals. Allies of the caster may be caught in the effects of the spells (ie a sudden temperature drop).
- Certain spells are difficult to cast in certain conditions. A blizzard cannot be summoned in the middle of summer without great difficulty!
- The mage needs to be able to feel free-flowing atmospheric conditions. This magic will not work in an enclosed space.
- Certain climate-altering spells (such as an extreme temperature drop in the desert) will have long-lasting consequences. Weather is a finicky thing!
Abilities/Powers:
- The mage is unaffected by drastic temperature shifts. Going from +40 C to - 40 C will not bother them, as they are already used to the quick changes. Even naturally-occurring temperatures (such as the cold peaks of mountains) do not bother the mage.
- Even when not actively affecting the weather, the mage will be able to predict upcoming weather patterns.
- When casting a spell, the mage's eyes will glow a very pale blue.
- D-Rank Spells:
Name: Breath
Rank: D
Type: Wind, Support
Description: "Weather Magic: Breath!" with the magic circle being cast in front of the caster. The breeze then begins to pick up, gaining momentum over the next few seconds to finally be a stiff wind, generally of a fast speed unless the mage is actively focused on regulating it to a certain speed. This is most useful in moving a stuck ship or in interfering with a projectile-based weapon.
Range: Limited to within 25 metres of the mage.
Area of Effect: Wide. Covers entire range.
Strengths:
- Can be used as non-combat support (such as to assist with transportation).
- Can be used to deflect an enemy's projectile, or used to boost an ally's own projectile weapon/flight power.
- Minor effects on regional weather patterns. Can be used to slowly influence weather patterns for the long term.
Weaknesses:
- Not very good as an attack unless the opponent is a non-magical archer.
- Cannot be summoned repeatedly within a short time period.
- Unreliable for assisting with ships or with most non-combat situations.
- ... is actually pretty restricted in what it's actually useful for.
-Duration: 3 posts.
-Cooldown: 4 posts.
Name: Blazing Sunlight
Rank: D
Type: Light/Attack/Stun
Description: "Weather Magic: Blazing Sunlight!" with the mage's hands raised to the sky, casting the magic circle on the intended area of effect. The sun brilliantly shines out brightly enough to (temporarily) blind one's enemies. This spell is a counter to darkness magics designed to blind the mage/their allies. The casting mage is unaffected by the light. Cloud cover is also a null-factor, as the sunlight will drive back clouds. This spell, however, is ineffective at night or in a situation where the mage cannot see the sky (such as in a dense forest or a very crowded city with little sky visibility).
AoE: 30 metres.
Range: As far as the mage can see.
Strengths:
- Useful as an attack- can physically harm D-rank mages of certain magic types such as dark magic.
- Cancels out D-rank darkness attacks.
- Useful as a stun. Stun can last for up to a minute on D-rank mages (one full post) and completely prevents them from casting magic and restricts movement for that duration. Higher rank mages can be physically slowed down by the spell (A-rank 5%, B-rank 10%, C-rank 20%. No effect for S-H-class.), but the spell can be shaken off quickly (within the same post).
Weaknesses:
- Not useful during nighttime combat. The moon and stars don't shine brightly enough to be of use.
- Stunning effect can affect allies.
- Useless where the sky is covered with trees/landscaping/buildings. The mage needs a full visual on the sky to perform this spell. Clouds do not interfere.
- Can be blocked/ignored with sunglasses.
Duration: 2 posts (Half a post required to channel the spell itself).
Cooldown: 4 posts.
Name: Oncoming Storm
Rank: D
Type: Weather, Support/Attack
Description: No magic circle for this one. This one rolls in without being properly cast, due in part to the mage's emotions. This is usually a sign of "the mage is growing angry", although can be cast without the need for the mage to be upset. Dark clouds start rolling in from all directions, and a light rain begins to fall. If the mage is purposefully casting the spell without being angry, they will look up to the sky and hold their hands up as though gathering the weather to themselves.
Range: 30 metres radius of the mage.
AoE: full range
Strengths:
- Does not require casting a magic circle or saying the spell unless the mage feels like it.
- Useful for fending off drought.
- Long duration.
Weaknesses:
- Can be accidentally brought on by the mage's emotions, if the mage does not have a very good control over their thoughts.
- Requires a significant amount of magic energy to sustain the storm. An additional 2% mp is used for every post that the storm is in effect.
- Has a very long cooldown period.
- The mage can lose control over this spell very easily.
Duration: 4 posts (half a post to channel).
Cooldown: 6 posts.
(Note: this spell will develop with the character's rank. Next rank will see this spell become stronger and more effective.)
Name: Temperature Rise/Drop
Rank: D
Type: Weather/Attack
Description: This spell involves magic circles forming all around the mage before he/she releases the spell, sending it in all directions. Almost immediately, the temperature will start to rise or fall as per the mage's spell, and will continue to do so unless the mage is paying close attention to the spell and halts it at the desired temperature point.
AoE: 30 metres.
Range: 30 metres.
Strengths:
- Quick to cast.
- Fairly low energy cost. 10% mp to cast, but only costs 2% for every post that the spell is in effect.
- Excellent as an attack or distraction.
Weaknesses:
- Allies will be caught in the AoE.
- If the mage loses concentration, the temperature could get ice age-low or scorching-desert hot.
- Longer cooldown period. Takes a while to get to the desired temperature as well (depending on how far the desired temperature is from the original, it can take up to a full post).
- This spell can have very drastic consequences on the local environment.
Duration: 3 posts.
Cooldown: 6 posts.
Last edited by Keldae on 10th July 2014, 1:14 pm; edited 9 times in total