Magic
Primary Magic:
Magia Lumina
Secondary Magic:
NA
Caster or Holder:
Caster
Description:
Magie Lumina, which brings forth the meaning Light Magic, is a form of magic that enables the caster to cast light utilizing spells. While the magic itself bestows light characteristics upon the caster, it also has a wide variety of spells, ranging from defensive spells to brutal offensive spells.
As stated, such a magic gives the caster light characteristics to benefit him/her with. Whilst there are defensive spells that either reduce or completely shield the caster from damage, there are also manoeuvre spells that involves the enhancement of travel speeds and also offensive spells that involves the blast of beams of light.
Strengths:
1. Using a form of Light magic, the caster will have a 20% resistance against light magic of the same rank as the caster him/herself.
2. Given that some of the spells of this magic enhances the caster’s manoeuvre skills, this will then give the caster the upper hand when fighting using the said skill in battles.
3. Known to be superior than that of a dark-based magic, this magic works best when used in situations in which any form of darkness is involved due to the earlier fact.
Weaknesses:
1. Despite the fact that the spells of this magic travels in a straight line, the opponent can still use the spells for his/her own benefits, the simplest example being redirecting the spell back to its caster by means of reflection and such.
2. Light, other than travelling in a straight line, it is also noted that light cannot pass through opaque objects, meaning the magic does not supply the caster with spells or abilities that enables him/her to pass through walls. Meaning, the caster or the spell itself can be trapped in a box or such. This, however, does not imply to glass, windows and such as light can pass through such object.
3. Like how most magic would, this magic is one that knows no allies nor enemies. It hits literally everyone which it could land its damage on, making it hazardous for any reckless usage.
Abilities/Powers:
1. Luminescenta
When in dark places, the caster’s body will emit light from his/her body, making her glow like a firefly. The light, however, is only enough for the caster to see 2 m radius, and the radiated light only works as a torch that enlightens the caster’s way when in dark places only.
2. Fizic de Lumina
This ability is one that turns the caster’s body to that of light, meaning that the caster’s body is impervious to physical attacks of the caster’s rank. This means that physical means of damaging the caster’s body is futile, and the only way such means would work is to imbue the physical attacks with magic, or to just simply use spells to hurt the caster. When hit physically by an attack of the same rank of the caster, the attacking object may just pass through the caster’s body, for an instance, a thrown rock will just pass through the caster’s body rather than landing on it and leave damage.
3. Avant de Lumina
This ability is one that enables flight for the caster. This is due to the characteristics of light that it does not need a flat surface to travel. However, the caster can still be pulled down to the ground by the use of magical means, for instance, any type of gravitational magic. The initial magnitude of the flight speed, the flight’s maximum height and the maximum distance of the flight starts off with 15 km/h, 20 m and 10 m radius. The values will then be added with 5 points at C-rank, 10 points at B, 5 at A, 15 at S and another 10 at H.
Name:
Flash de Lumina
Rank:
D
Type:
Light, Supportive
Description:
The caster snaps his/her fingers, at the same time a flash of light will strike the field, blinding the target. The flash of light will affect 15 m radius and the blind will take effect on the next one post of the affected target. Whilst blinded, aiming would be futile for the target, which leaves the target with the only option of moving in a random pattern while blinded.
Strengths:
1. The blinding effect would make great for a getaway initiative when such strategy is needed.
2. The blinding effects the target’s movements thoroughly, making it hard for the target to move and hit with precise aiming, mostly making any attack attempts futile for the target while blinded.
3. The fact that this spell can come unexpected makes it hard for the target to be able to defend him/herself from the spell whenever the caster is about to cast it.
Weaknesses:
1. Like how light cannot pass through an opaque object, the spell itself cannot blind those whose eyes are covered with such a material. For instance, the target can simply block his/her view with the hands to avoid getting blinded by the quick flash.
2. The spell cannot take effects on targets higher than D-rank.
3. The triggering body part of this spell is the fingers. This means that the target can disable the caster’s fingers in order to render the spell unusable.
4. The spell has a cooldown of 3 posts, and blinds the target in 1 post.
Name:
Sageata de Lumina
Rank:
D
Type:
Light, Offensive
Description:
The caster forms a bow and a set of arrows with light, and with them he/she strikes the target with cut and burn damages. There are a total of 6 arrows, and the bow is as long as ¾ of the caster’s height. The bow can also be used to deal melee damages when needed. The arrows can be broken with a D-ranked non physical attacks each, and the bow can be broken with 2. When shot, the heated arrows each move at a speed of 15 km/h with a maximum range of 25 m radius before disintegrating. If hit, the arrows may cause minor cuts and minor burns on the target. The bow may cause minor bruises if used to hit the target by melee means. Each of the arrows can cause half a D-rank damage.
Strengths:
1. Other than the arrows, the bow itself can be used to inflict damage upon the opponent, thus not making the arrows the only thing that keeps the spell functional.
2. The arrows cannot be deflected or redirected by any physical means, just like how one cannot touch light
3. The cuts and burns left by the arrows may cause difficulty in movements for the target.
Weaknesses:
1. The arrows cannot hurt any mages C-ranked and above.
2. The arrows move in a straight line due to being formed from light, therefore they are mostly predictable and can be easily avoided from.
3. It would be a waste to use this spell when battling a long ranged opponent, as it would leave no damage to such an opponent.
4. The bow and arrows last 3 posts maximum, cooldown 4 posts.
Name:
Sfera de Lumina
Rank:
D
Type:
Light, Offensive
Description:
The caster forms a sphere of light per each post during which the spell is activated, and when the number of spheres reaches the spell’s maximum of five, the caster can release them towards the target, which the spheres will home to. The spheres will explode both upon contact and upon travelling to its maximum reach, which would be 15 m radius maximum. The spheres each will leave minor burns and minor bruises if hit and explode. The speed in which each of the balls travels is 20 km/h. The radius in which the explosion of the spheres affect will be 4 m. The total ranked damage for each of the spheres and their respective explosions would be D-rank per set of sphere and explosion.
Strengths:
1. Stacking the number of the spheres to the spell’s maximum is not mandatory; the caster can release the balls whenever he/she would want and need to regardless of the number of the spheres already formed by that particular time.
2. It is a spell that gives the caster chances to deal damage to the opponent without having to try too hard for such a chance.
3. Unlike light, the spheres does not move in a straight line, rather, they move in the direction where the homed target moves to, which makes them harder to evade.
Weaknesses:
1. Whilst it takes 3 of the spheres to break a D-rank shield, it takes all 5 of them to break a C-rank shield.
2. The spheres can only leave minor bruises on a C-rank, that is, only if all 5 of them hit such ranked target. The spell cannot hurt a B-rank and above mage.
3. The spheres cannot be deflected, but the fact that they explode upon contact makes it easier for the target to devise a plan to get away from them. For example, throwing a rock towards a sphere to make it explode upon contact with the rock instead of contact with the target him/herself.
4. The spell lasts 6 posts maximum, cooldown 7 posts.
Name:
Straja de Lumina
Rank:
D
Type:
Light, Defensive
Description:
The caster puts his/her hand forward, which from the hand will a circular magic rune appear. From the rune will then a pentagon shaped shield emerge, shielding the caster from any incoming attacks. The shield itself takes 3 D-rank or 1 C-rank damage to break, and that it can stay on the field for a set period of time before disintegrating. The shield can only be used once for a melee hit to the opponent, but it will break if used for such intention. Additionally, the shield can be used to throw like a boomerang to hit a target. It will move in the direction where it was thrown to for 6 m before swaying back to the caster. But if it hits the target during the travel, it will break the moment it hits the target.
Strengths:
1. The shield can be used to defend or reduce the total damage taken by the caster from any incoming attacks.
2. The spell can stay on the field for a set period of time as long as it does not hit its maximum amount of damage it can take, making it a good momentary means of defending.
3. The fact that the shield can be used like a boomerang makes it a nice mean of getting away from the opponent or creating a diversion whilst the caster devises a plan.
Weaknesses:
1. The shield breaks after used once to hit the target by melee means, which makes it very wasteful to be used for such an intention unless when forced to.
2. The shield cannot withstand attacks B-ranked and above.
3. The shield, if thrown like a boomerang like how it can be treated like, gives the caster a risk of getting hit by his/her own shield. This is because the target may somehow catch the shield without making it break, then throw it back to the caster for a reverse hit.
4. The shield can withstand 3 D-rank and 1 C-rank attack maximum, and will last in the field for 3 posts. Cooldown of 4 posts.
Name:
Falcata de Lumina
Rank:
C
Type:
Light, Offensive
Description:
When casted, a magical rune will appear on the user’s arm, from which a blade made up of concentrated light will emerge. Said blade will protrude from the caster’s arm, and to put it easy it would look like as if the caster’s hand from elbow down the middle finger’s tip is replaced with a blade of light. The blade will have the length of 2 metres, and one swing from it could cause both cuts as deep as 5 cm, and first degree burns.
Additionally, the blade can also take the form of a twin blade, meaning blades will protrude from the caster’s two hands. But this is, of course, at the cost of dividing all the characteristics of a single blade from this spell equally amongst the twin blades. For example, the 2 m length of a single blade of this spell will be divided into 1 m respectively amongst the two twin blades from this spell. The same goes to other values of the blade. 1 slash from the blade is equal to a D-rank damage, and the twin blade will split the damage into half of a D-rank damage.
Strengths:
1. Besides causing only cuts, the blade can also cause burns, making the spell one of the most useful to use when in attempt of gaining the upper hand in battles.
2. The spell is one of the ways for the magic to help the caster when engaged in short ranged battles.
3. Two swings of this sword can break a D-rank shield, whilst 4 is needed to break a C-rank shield. It can also cut through a D-rank offensive spell at the cost of three quarter of the maximum hit points of the blade itself.
Weaknesses:
1. The spell, as stated, is only good for short ranged battles. It becomes utterly useless when used against opponents that fight in a long or mid ranged battles.
2. The blade has a hit limit, which would be 10. After 10 hits or clashes, the blade will break, rendering the spell useless for the turn.
3. When used against any shield or swords of higher rank than C-rank, the sword can only take 4 hits before breaking.
4. The spell lasts for 8 posts, cooldown for 9 posts. The limit of the hit point of the blade will be 10, and will break if used to attack for 16 times.
Name:
Grindina de Lumina
Rank:
C
Type:
Light, Offensive
Description:
Upon casting, two circular rune will appear on the ground, right where the target stands and the other will appear 3 meters above the bottom rune, where their midpoints becomes parallel. The runes will home the target, meaning that wherever the target runs off to, the runes follow. The runes will also make sure that the target stands right on its middle point. The maximum reach of the runes will be 20 m radius around the caster, and the circular magic runes themselves will has a 5 m radius. When homing, the maximum speed in which the circular runes can catch up to would be 20 km/h. It is also noted that the bottom circular rune can only appear on the same surface where the caster’s own legs stands. For instance, the bottom circular rune will appear on the same flat ground the caster’s legs are stepping on.
When appearing, the circular runes will call upon showers of short, thin beams of light that takes the form of raindrops. There will be exactly 30 of the light beams that will cover the 5 m radius, and each of them travels at the speed of 25 km/h. Hits from the beams may cause minor burns per each drop. 15 is needed to break a D-rank shield, all 30 to break a C-rank shield.
Additionally, 10 of the light beams is equal to half C-rank damage.
Strengths:
1. This is a spell that directs multiple hits in one cast, making it useful for both dealing damage to the opponent and creating openings for planned attacks.
2. Due to how it works, the spell can also be used to suppress the target’s movements.
3. Being made up of light that is non-matter, there is no way the beams could be frozen in place, burned away and such. However, the use of shields against the shower can still be done.
Weaknesses:
1. The spell has a limit of the distance in which it will continue homing towards the target, meaning if the target steps out of that set parameter, the circular runes will stop moving towards the target, resulting in failure of dealing damage on said target.
2. The spell cannot leave any effect when shields ranked higher than C-rank is used to defend one against it.
3. Due to the fact that the bottom rune only appears on the same surface where the caster sets his/her legs on, and also the fact that the top circular rune appears 3 meters above the bottom one makes it futile for the spell to be used when the target is airborne and is above 3 meters from the ground.
4. The spell has a cooldown of 5 posts.
Name:
Raza Lovitura
Rank:
C
Type:
Light, Offensive
Description:
When casted, a circular rune with a diameter of 2 meters will appear vertically facing the direction where the caster’s hand is put towards, making the hand the midpoint of the circle. After appearing, a ray with a diameter of 2 m will be shot from the rune, travelling as fast as 30 km/h in a maximum reach of 30 m away from the caster. The beam will explode whether upon reaching the distance limit or upon contact, affecting a range with radius of 5 m with explosion. The explosion will cause second degree burns, several minor bruises and a crater. One shot of this ray and it could destroy both D and C-ranked shields. The total ranked damage of the beam plus the following explosion would cause one and a half of a C-rank damage.
Strengths:
1. The ray attack is one of the many ways to of course, create distractions or to deal severe damage on the opponent to provide difficulty in movement for the target.
2. The ray attack can be very useful against all three short, mid and long ranged combatants.
3. The explosion also affect the fixed area around the contact point, making hitting several targets with one shot easier.
Weaknesses:
1. As stated, the explosion also affect a range of area around the contact point, which at one point making it a disadvantage for the caster. This is, when the target is too close with the caster, it might not be wise to use the spell for the explosion can also hurt the caster him/herself.
2. The ray travels in a straight line, which makes it very easy to dodge for the target.
3. The ray and its explosion will not be able to leave any effect on shields ranked B-rank and higher.
4. The spell has a cooldown of 5 posts.
Primary Magic:
Magia Lumina
Secondary Magic:
NA
Caster or Holder:
Caster
Description:
Magie Lumina, which brings forth the meaning Light Magic, is a form of magic that enables the caster to cast light utilizing spells. While the magic itself bestows light characteristics upon the caster, it also has a wide variety of spells, ranging from defensive spells to brutal offensive spells.
As stated, such a magic gives the caster light characteristics to benefit him/her with. Whilst there are defensive spells that either reduce or completely shield the caster from damage, there are also manoeuvre spells that involves the enhancement of travel speeds and also offensive spells that involves the blast of beams of light.
Strengths:
1. Using a form of Light magic, the caster will have a 20% resistance against light magic of the same rank as the caster him/herself.
2. Given that some of the spells of this magic enhances the caster’s manoeuvre skills, this will then give the caster the upper hand when fighting using the said skill in battles.
3. Known to be superior than that of a dark-based magic, this magic works best when used in situations in which any form of darkness is involved due to the earlier fact.
Weaknesses:
1. Despite the fact that the spells of this magic travels in a straight line, the opponent can still use the spells for his/her own benefits, the simplest example being redirecting the spell back to its caster by means of reflection and such.
2. Light, other than travelling in a straight line, it is also noted that light cannot pass through opaque objects, meaning the magic does not supply the caster with spells or abilities that enables him/her to pass through walls. Meaning, the caster or the spell itself can be trapped in a box or such. This, however, does not imply to glass, windows and such as light can pass through such object.
3. Like how most magic would, this magic is one that knows no allies nor enemies. It hits literally everyone which it could land its damage on, making it hazardous for any reckless usage.
Abilities/Powers:
1. Luminescenta
When in dark places, the caster’s body will emit light from his/her body, making her glow like a firefly. The light, however, is only enough for the caster to see 2 m radius, and the radiated light only works as a torch that enlightens the caster’s way when in dark places only.
2. Fizic de Lumina
This ability is one that turns the caster’s body to that of light, meaning that the caster’s body is impervious to physical attacks of the caster’s rank. This means that physical means of damaging the caster’s body is futile, and the only way such means would work is to imbue the physical attacks with magic, or to just simply use spells to hurt the caster. When hit physically by an attack of the same rank of the caster, the attacking object may just pass through the caster’s body, for an instance, a thrown rock will just pass through the caster’s body rather than landing on it and leave damage.
3. Avant de Lumina
This ability is one that enables flight for the caster. This is due to the characteristics of light that it does not need a flat surface to travel. However, the caster can still be pulled down to the ground by the use of magical means, for instance, any type of gravitational magic. The initial magnitude of the flight speed, the flight’s maximum height and the maximum distance of the flight starts off with 15 km/h, 20 m and 10 m radius. The values will then be added with 5 points at C-rank, 10 points at B, 5 at A, 15 at S and another 10 at H.
Name:
Flash de Lumina
Rank:
D
Type:
Light, Supportive
Description:
The caster snaps his/her fingers, at the same time a flash of light will strike the field, blinding the target. The flash of light will affect 15 m radius and the blind will take effect on the next one post of the affected target. Whilst blinded, aiming would be futile for the target, which leaves the target with the only option of moving in a random pattern while blinded.
Strengths:
1. The blinding effect would make great for a getaway initiative when such strategy is needed.
2. The blinding effects the target’s movements thoroughly, making it hard for the target to move and hit with precise aiming, mostly making any attack attempts futile for the target while blinded.
3. The fact that this spell can come unexpected makes it hard for the target to be able to defend him/herself from the spell whenever the caster is about to cast it.
Weaknesses:
1. Like how light cannot pass through an opaque object, the spell itself cannot blind those whose eyes are covered with such a material. For instance, the target can simply block his/her view with the hands to avoid getting blinded by the quick flash.
2. The spell cannot take effects on targets higher than D-rank.
3. The triggering body part of this spell is the fingers. This means that the target can disable the caster’s fingers in order to render the spell unusable.
4. The spell has a cooldown of 3 posts, and blinds the target in 1 post.
Name:
Sageata de Lumina
Rank:
D
Type:
Light, Offensive
Description:
The caster forms a bow and a set of arrows with light, and with them he/she strikes the target with cut and burn damages. There are a total of 6 arrows, and the bow is as long as ¾ of the caster’s height. The bow can also be used to deal melee damages when needed. The arrows can be broken with a D-ranked non physical attacks each, and the bow can be broken with 2. When shot, the heated arrows each move at a speed of 15 km/h with a maximum range of 25 m radius before disintegrating. If hit, the arrows may cause minor cuts and minor burns on the target. The bow may cause minor bruises if used to hit the target by melee means. Each of the arrows can cause half a D-rank damage.
Strengths:
1. Other than the arrows, the bow itself can be used to inflict damage upon the opponent, thus not making the arrows the only thing that keeps the spell functional.
2. The arrows cannot be deflected or redirected by any physical means, just like how one cannot touch light
3. The cuts and burns left by the arrows may cause difficulty in movements for the target.
Weaknesses:
1. The arrows cannot hurt any mages C-ranked and above.
2. The arrows move in a straight line due to being formed from light, therefore they are mostly predictable and can be easily avoided from.
3. It would be a waste to use this spell when battling a long ranged opponent, as it would leave no damage to such an opponent.
4. The bow and arrows last 3 posts maximum, cooldown 4 posts.
Name:
Sfera de Lumina
Rank:
D
Type:
Light, Offensive
Description:
The caster forms a sphere of light per each post during which the spell is activated, and when the number of spheres reaches the spell’s maximum of five, the caster can release them towards the target, which the spheres will home to. The spheres will explode both upon contact and upon travelling to its maximum reach, which would be 15 m radius maximum. The spheres each will leave minor burns and minor bruises if hit and explode. The speed in which each of the balls travels is 20 km/h. The radius in which the explosion of the spheres affect will be 4 m. The total ranked damage for each of the spheres and their respective explosions would be D-rank per set of sphere and explosion.
Strengths:
1. Stacking the number of the spheres to the spell’s maximum is not mandatory; the caster can release the balls whenever he/she would want and need to regardless of the number of the spheres already formed by that particular time.
2. It is a spell that gives the caster chances to deal damage to the opponent without having to try too hard for such a chance.
3. Unlike light, the spheres does not move in a straight line, rather, they move in the direction where the homed target moves to, which makes them harder to evade.
Weaknesses:
1. Whilst it takes 3 of the spheres to break a D-rank shield, it takes all 5 of them to break a C-rank shield.
2. The spheres can only leave minor bruises on a C-rank, that is, only if all 5 of them hit such ranked target. The spell cannot hurt a B-rank and above mage.
3. The spheres cannot be deflected, but the fact that they explode upon contact makes it easier for the target to devise a plan to get away from them. For example, throwing a rock towards a sphere to make it explode upon contact with the rock instead of contact with the target him/herself.
4. The spell lasts 6 posts maximum, cooldown 7 posts.
Name:
Straja de Lumina
Rank:
D
Type:
Light, Defensive
Description:
The caster puts his/her hand forward, which from the hand will a circular magic rune appear. From the rune will then a pentagon shaped shield emerge, shielding the caster from any incoming attacks. The shield itself takes 3 D-rank or 1 C-rank damage to break, and that it can stay on the field for a set period of time before disintegrating. The shield can only be used once for a melee hit to the opponent, but it will break if used for such intention. Additionally, the shield can be used to throw like a boomerang to hit a target. It will move in the direction where it was thrown to for 6 m before swaying back to the caster. But if it hits the target during the travel, it will break the moment it hits the target.
Strengths:
1. The shield can be used to defend or reduce the total damage taken by the caster from any incoming attacks.
2. The spell can stay on the field for a set period of time as long as it does not hit its maximum amount of damage it can take, making it a good momentary means of defending.
3. The fact that the shield can be used like a boomerang makes it a nice mean of getting away from the opponent or creating a diversion whilst the caster devises a plan.
Weaknesses:
1. The shield breaks after used once to hit the target by melee means, which makes it very wasteful to be used for such an intention unless when forced to.
2. The shield cannot withstand attacks B-ranked and above.
3. The shield, if thrown like a boomerang like how it can be treated like, gives the caster a risk of getting hit by his/her own shield. This is because the target may somehow catch the shield without making it break, then throw it back to the caster for a reverse hit.
4. The shield can withstand 3 D-rank and 1 C-rank attack maximum, and will last in the field for 3 posts. Cooldown of 4 posts.
Name:
Falcata de Lumina
Rank:
C
Type:
Light, Offensive
Description:
When casted, a magical rune will appear on the user’s arm, from which a blade made up of concentrated light will emerge. Said blade will protrude from the caster’s arm, and to put it easy it would look like as if the caster’s hand from elbow down the middle finger’s tip is replaced with a blade of light. The blade will have the length of 2 metres, and one swing from it could cause both cuts as deep as 5 cm, and first degree burns.
Additionally, the blade can also take the form of a twin blade, meaning blades will protrude from the caster’s two hands. But this is, of course, at the cost of dividing all the characteristics of a single blade from this spell equally amongst the twin blades. For example, the 2 m length of a single blade of this spell will be divided into 1 m respectively amongst the two twin blades from this spell. The same goes to other values of the blade. 1 slash from the blade is equal to a D-rank damage, and the twin blade will split the damage into half of a D-rank damage.
Strengths:
1. Besides causing only cuts, the blade can also cause burns, making the spell one of the most useful to use when in attempt of gaining the upper hand in battles.
2. The spell is one of the ways for the magic to help the caster when engaged in short ranged battles.
3. Two swings of this sword can break a D-rank shield, whilst 4 is needed to break a C-rank shield. It can also cut through a D-rank offensive spell at the cost of three quarter of the maximum hit points of the blade itself.
Weaknesses:
1. The spell, as stated, is only good for short ranged battles. It becomes utterly useless when used against opponents that fight in a long or mid ranged battles.
2. The blade has a hit limit, which would be 10. After 10 hits or clashes, the blade will break, rendering the spell useless for the turn.
3. When used against any shield or swords of higher rank than C-rank, the sword can only take 4 hits before breaking.
4. The spell lasts for 8 posts, cooldown for 9 posts. The limit of the hit point of the blade will be 10, and will break if used to attack for 16 times.
Name:
Grindina de Lumina
Rank:
C
Type:
Light, Offensive
Description:
Upon casting, two circular rune will appear on the ground, right where the target stands and the other will appear 3 meters above the bottom rune, where their midpoints becomes parallel. The runes will home the target, meaning that wherever the target runs off to, the runes follow. The runes will also make sure that the target stands right on its middle point. The maximum reach of the runes will be 20 m radius around the caster, and the circular magic runes themselves will has a 5 m radius. When homing, the maximum speed in which the circular runes can catch up to would be 20 km/h. It is also noted that the bottom circular rune can only appear on the same surface where the caster’s own legs stands. For instance, the bottom circular rune will appear on the same flat ground the caster’s legs are stepping on.
When appearing, the circular runes will call upon showers of short, thin beams of light that takes the form of raindrops. There will be exactly 30 of the light beams that will cover the 5 m radius, and each of them travels at the speed of 25 km/h. Hits from the beams may cause minor burns per each drop. 15 is needed to break a D-rank shield, all 30 to break a C-rank shield.
Additionally, 10 of the light beams is equal to half C-rank damage.
Strengths:
1. This is a spell that directs multiple hits in one cast, making it useful for both dealing damage to the opponent and creating openings for planned attacks.
2. Due to how it works, the spell can also be used to suppress the target’s movements.
3. Being made up of light that is non-matter, there is no way the beams could be frozen in place, burned away and such. However, the use of shields against the shower can still be done.
Weaknesses:
1. The spell has a limit of the distance in which it will continue homing towards the target, meaning if the target steps out of that set parameter, the circular runes will stop moving towards the target, resulting in failure of dealing damage on said target.
2. The spell cannot leave any effect when shields ranked higher than C-rank is used to defend one against it.
3. Due to the fact that the bottom rune only appears on the same surface where the caster sets his/her legs on, and also the fact that the top circular rune appears 3 meters above the bottom one makes it futile for the spell to be used when the target is airborne and is above 3 meters from the ground.
4. The spell has a cooldown of 5 posts.
Name:
Raza Lovitura
Rank:
C
Type:
Light, Offensive
Description:
When casted, a circular rune with a diameter of 2 meters will appear vertically facing the direction where the caster’s hand is put towards, making the hand the midpoint of the circle. After appearing, a ray with a diameter of 2 m will be shot from the rune, travelling as fast as 30 km/h in a maximum reach of 30 m away from the caster. The beam will explode whether upon reaching the distance limit or upon contact, affecting a range with radius of 5 m with explosion. The explosion will cause second degree burns, several minor bruises and a crater. One shot of this ray and it could destroy both D and C-ranked shields. The total ranked damage of the beam plus the following explosion would cause one and a half of a C-rank damage.
Strengths:
1. The ray attack is one of the many ways to of course, create distractions or to deal severe damage on the opponent to provide difficulty in movement for the target.
2. The ray attack can be very useful against all three short, mid and long ranged combatants.
3. The explosion also affect the fixed area around the contact point, making hitting several targets with one shot easier.
Weaknesses:
1. As stated, the explosion also affect a range of area around the contact point, which at one point making it a disadvantage for the caster. This is, when the target is too close with the caster, it might not be wise to use the spell for the explosion can also hurt the caster him/herself.
2. The ray travels in a straight line, which makes it very easy to dodge for the target.
3. The ray and its explosion will not be able to leave any effect on shields ranked B-rank and higher.
4. The spell has a cooldown of 5 posts.
Last edited by Luna Cresselia on 1st August 2014, 7:26 am; edited 6 times in total