Terra Snow's Magic
Primary Magic: Sapphire Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Sapphire Magic holds The Essence of Refined earth. The magic has both the properties of healing and the abilities to absorb energies to protect from harm. With the Absorption comes the opposite Feats of banishing Dark energies, Spirits, Ect. with the use of the Blue Magic. Sapphire Magic holds very few offensive attacks, making it more of a Defensive and Healing sort of magic that can be very useful In support situations.
Terra Uses this type of Magic in order to heal herself & nearby Allies as well as Defend from incoming attacks. Terra has a few different Offensive Spells that she uses to charge into battle and Support her allies in a good radius in order to achieve victory on the battlefield. Terra also often uses Sapphire Magic to banish any Dark Entities in the area and to clear space to make it sacred. Terra Strives to use the magic in all sorts of different ways up to its limits.
Strengths:
+The Magic has the Abilities to Heal & Defend herself and Allies.
+This Magic uses a lot of Radius type Spells.
+Strong against Darkness and Demons. Gains more MP when facing of against them.
- MP Gain:
Gains 5% More MP when facing off against Dark Element Users and Demons Each Class.
D Class: 5%
C Class: 10%
B Class: 15%
A Class: 20%
S Class: 25%
SS Class: 30%
H Class: 35%
Weaknesses:
-Has less Offensive Spells(LIMIT: 3 Offensive Spells Per Class)
-The Light the Magic gives draws attention & makes this magic non - Stealth.
-This Magic is weak against Fire Element Spells; Fire Spells do 15% more Damage.
-This Magic is Weak Against Ice Element Spells; Ice Spells do 5% more Damage.
Abilities/Powers:
+Is Able to cleanse a room of impure energies or outside a room [15 meters around the user] of the same Class and below.
+Is able to Banish Evil/Dark spirits of the same Class and below, within a 10 meter radius[NPC Only, The Banish lasts for 2 posts].
+Is able Glow with a Sapphire Blue Aura to light up the darkness 5 meters around her.
+Is able to put the Same Sapphire Blue Aura around 2 others to light the way 5 meters around them.
- D Class Spells:
Name: Spinning Sapphire Needles.
Rank: D
Type: Offensive
Description: Terra fuses the magic together creating Sapphire Needles to throw at a single enemy in range. The Needles (15 Needles) shoot all over the place hitting random places on their body. 10 MPH Needles, Target must be 5-10 meters away. Radius of the needles covers 2.5 meters round where it was shot.
Strengths:
+Takes only a moment to form the Needles and shoot them.
+Lights up where they hit in a light blue glow.
+Shoots 15, 1 inch needles towards a single target.
Weaknesses
-Cant Shoot the needles over 10 meters.
-Is unable to pin point an exact area, Random spread of Needles.
-Does 10% less damage to Fire Elements.
-Does 5% less damage to Ice Elements.
Cool Down: 3 Posts.
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Name: Sapphire Healing
Rank: D
Type: Supportive
Description: Sapphire Healing takes a few moments to activate but when it does it heals the user's or an allies minor wounds such as cuts, Bruises, Ect. The Healing is used with two hands when using it for another and one hand when using it on self. It is able to heal a 3 meter radius when used on someone else and a 1.5 meter radius when used on self. The user must be at least a foot away from the target in order for it to work and the magic lights up the area its being used in with Blue Light.
Strengths:
+Is able to heal minor wounds of a Single Target OR themselves.
+Glows brilliantly with Sapphire Light, Lights up the area within 2.5 meters of the Magic.
+Healing continues over another post in the same area healed.
Weaknesses
-Takes 1 post to use the spell on an ally.
-The Sapphire light is easy to see and attracts attention.
-Must be a foot away from the target being healed.
-Takes longer to heal minor burns. (1 post)
Cool Down: 3 posts.
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Name: Sapphire Shell
Rank: D
Type: Supportive
Description: The Sapphire magic is activated within moments and Surrounds either the User or a Single Target with brilliant Blue Magic which is shaped in a Turtle Shell pattern Shield. The Shell protects from 2 D Class Spells or 1 C class spell before fading away. The target must be within 5 meters of the user and the Shield covers their entire being.
Strengths:
+The Shell of Sapphire protects from 2 D class spells or 1 C class spell.
+The Shell Lights up the area in a 3 meter radius with Blue light.
+Dark Spells Need 3 D Class spells to break the shield.
Weaknesses
-Fire element Spells go through the shield instantly.
-D Class Ice element: 1 Spell Needed to break the Shield.
-The light Attracts Attention.
-3 Strikes of D class Blunt Damage will shatter the Shield; 1 C Class.
Lasts: 3 Posts.
Cool Down: 5 Posts.
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Name: Sapphire Gauntlets
Rank: D
Type: Defensive/Offensive
Description: From the Middle of the outside of the hands a brilliant light blue light Shines outwards and covers the hands as well as midway up the forearm to form Gauntlets. The magic acts as both an armor and offensive Magic that use the Gloves for Hand to hand combat & Defending from Physical Blows. Each time the User punches an enemy the surrounding area is lit up with light blue light(Have to be up close and Personal to use this Spell.)
Strengths:
+Puts a Protective Layer of Sapphire Around the User's Hands, Wrists and mid way up the forearm.
+Can be used to Defend and Attack with in Physical Combat.
+Lights up the Area, When clashing with other magic or while in physical combat it lights up the area within 3 meters.
Weaknesses
-After 3 Strikes with the Gauntlets they disappear.
-After Defending from 3 D class strikes they fade away.
-The light is flashy and attracts attention.
-Fire Element Spells automatically Destroy the Gauntlets if they hit them.
Lasts: 3 Posts
Cool Down: 5 Posts
Last edited by Terra Snow on 15th August 2014, 8:56 am; edited 3 times in total