Magic
Primary Magic: Bionic Magic
Secondary Magic: ---
Caster or Holder: Mixed
Description: Bionic magic is a mix of tech and electric magic. Not only does it count as her life support. It is a mix of caster and holder magic. She can upgrade her robotic parts on her on a whim.
Strengths:
-Her with body the way it is, her electric magic has changed into more of a life support system. Thus allowing her to charge items with her magic to use against her enemies as well as being able to cast it directly, giving her a unique mix of caster and holder magic.
-Increased strength, speed and stamina: Her body is part robotic so her natural strength, speed and stamina is increased by a base 15%
-Can be upgraded: Do to the robotic nature her about half her body she can upgrade parts of her body if needed as well as repair them.
-Integrated Weapons: There are weapons that are a part of her body.
Weaknesses:
-Water: Ashlynn can't stay in water to terribly long. Doing so can mess with her robotic systems.
-Her robotic parts: When she is using her magic the part of her body that are robotic become apparent. If part of her body that's robotic is damage it could hurt her badly.
-When running out of MP the weaknesses that come with it are doubled
-Magic Nullification: It's shut down her systems which causes major damage to her. (D rank damage if hit with magic nullification, damage matches her rank)
-Weak to Earth Magic (10% extra damage)
Abilities/Powers:
-Integrated Weapons include: 2 wrist swords (go out about a foot and a half), and a grenade launcher that can shoot out normal grenades (a total of 10 per topic damage based on rank) and her spell based grenades like E.M.P., all deal electric damage. They are a passive effect and deal damage equal to her rank.
-Increased strength, speed, stamina
-robotic heads up display while in combat, it can switch between: normal, infra-red and x-ray
-Appearance change:
Note: BE SPECIFIC AND ADD DETAILS
Name: E.M.P.
Rank: D
Type: Electric, Supportive
Description: Ashlynn throws a grenade charged from her magic. When thrown it cancels all magic that is being channeled when thrown with in a 25 foot radius. Can only be thrown 50 feet. I can cancel spell up to one rank above the spell level.
Strengths:
-If a spell is canceled this way it still has to go throw it's recharge before it can be attempted this way
-Since it's charged from her magic she is immune to it's effects on her systems
-It also effects technology, shutting it down for 5 posts.
Weaknesses:
-Cool down of 6 posts
-She can only throw the grenade 50 feet.
-Even though the E.M.P. won't affect her system, it wil cancel any magic she is channeling as well
-It also affects Allies.
Name: Electromagnetic Shield
Rank: D
Type: Electric, Offensive, Defensive
Description: Ashlynn casts an electric shield around her. The shield is an orb around her that goes out to about 5 feet in front of her on all sides.
Strengths:
-Lasts 4 posts
-If an enemy gets inside/near the shield, they take D rank electric damage for each post they are in the shield's radius
-Defects range spells equal or lesser to the spell rank. It can deflect metal based spells up to one rank higher
Weaknesses:
-Can't deflect earth based spells
-Earth based spells can still trap her
-Is not effective against melee range spells
-Can be canceled with her E.M.P. spell
-cooldown of 5 posts
Name: Overcharge
Rank: D
Type: Electric, Offensive
Description: Ashlynn charges her systems with her magic. Increasing her stats by 15%. Can be used up to 3 times in succession.
Strengths:
-Lasts up to 4 posts
-Can be used up to 3 times, up to 45% increase
-Increases stats
Weaknesses:
-Cooldown of 4 posts, plus 1 addition post per use in succession
-Each use is like an additional casting cost (D Rank)
-Is canceled by E.M.P.
-Her weakness to water and earth spells is increased by 5% per use
Name: Arc paralysis
Rank: D
Type: Electric, offensive
Description:The twin blades in Ashlynn's wrist become supercharged with electricity. Strikes with them now have a change to paralyze. The paralyze lasts a total of 2 posts and can be refresh when the opponent is hit again. She can only fully paralyze D rank opponents. It Slows C rank opponents by 50% and has no effect on b rank or higher.
Strengths:
-Lasts 4 post
-Gives Ashlynn control options
-Makes her more dangerous in close range.
Weaknesses:
-Cooldown of 5 posts
-Melee ranged
-Charged blades are canceled by EMP
-Roll determines if paralyzed or not, opponent can roll each turn to see if they can break free early
Primary Magic: Bionic Magic
Secondary Magic: ---
Caster or Holder: Mixed
Description: Bionic magic is a mix of tech and electric magic. Not only does it count as her life support. It is a mix of caster and holder magic. She can upgrade her robotic parts on her on a whim.
Strengths:
-Her with body the way it is, her electric magic has changed into more of a life support system. Thus allowing her to charge items with her magic to use against her enemies as well as being able to cast it directly, giving her a unique mix of caster and holder magic.
-Increased strength, speed and stamina: Her body is part robotic so her natural strength, speed and stamina is increased by a base 15%
-Can be upgraded: Do to the robotic nature her about half her body she can upgrade parts of her body if needed as well as repair them.
-Integrated Weapons: There are weapons that are a part of her body.
Weaknesses:
-Water: Ashlynn can't stay in water to terribly long. Doing so can mess with her robotic systems.
-Her robotic parts: When she is using her magic the part of her body that are robotic become apparent. If part of her body that's robotic is damage it could hurt her badly.
-When running out of MP the weaknesses that come with it are doubled
-Magic Nullification: It's shut down her systems which causes major damage to her. (D rank damage if hit with magic nullification, damage matches her rank)
-Weak to Earth Magic (10% extra damage)
Abilities/Powers:
-Integrated Weapons include: 2 wrist swords (go out about a foot and a half), and a grenade launcher that can shoot out normal grenades (a total of 10 per topic damage based on rank) and her spell based grenades like E.M.P., all deal electric damage. They are a passive effect and deal damage equal to her rank.
-Increased strength, speed, stamina
-robotic heads up display while in combat, it can switch between: normal, infra-red and x-ray
-Appearance change:
- Spoiler:
Note: BE SPECIFIC AND ADD DETAILS
Name: E.M.P.
Rank: D
Type: Electric, Supportive
Description: Ashlynn throws a grenade charged from her magic. When thrown it cancels all magic that is being channeled when thrown with in a 25 foot radius. Can only be thrown 50 feet. I can cancel spell up to one rank above the spell level.
Strengths:
-If a spell is canceled this way it still has to go throw it's recharge before it can be attempted this way
-Since it's charged from her magic she is immune to it's effects on her systems
-It also effects technology, shutting it down for 5 posts.
Weaknesses:
-Cool down of 6 posts
-She can only throw the grenade 50 feet.
-Even though the E.M.P. won't affect her system, it wil cancel any magic she is channeling as well
-It also affects Allies.
Name: Electromagnetic Shield
Rank: D
Type: Electric, Offensive, Defensive
Description: Ashlynn casts an electric shield around her. The shield is an orb around her that goes out to about 5 feet in front of her on all sides.
Strengths:
-Lasts 4 posts
-If an enemy gets inside/near the shield, they take D rank electric damage for each post they are in the shield's radius
-Defects range spells equal or lesser to the spell rank. It can deflect metal based spells up to one rank higher
Weaknesses:
-Can't deflect earth based spells
-Earth based spells can still trap her
-Is not effective against melee range spells
-Can be canceled with her E.M.P. spell
-cooldown of 5 posts
Name: Overcharge
Rank: D
Type: Electric, Offensive
Description: Ashlynn charges her systems with her magic. Increasing her stats by 15%. Can be used up to 3 times in succession.
Strengths:
-Lasts up to 4 posts
-Can be used up to 3 times, up to 45% increase
-Increases stats
Weaknesses:
-Cooldown of 4 posts, plus 1 addition post per use in succession
-Each use is like an additional casting cost (D Rank)
-Is canceled by E.M.P.
-Her weakness to water and earth spells is increased by 5% per use
Name: Arc paralysis
Rank: D
Type: Electric, offensive
Description:The twin blades in Ashlynn's wrist become supercharged with electricity. Strikes with them now have a change to paralyze. The paralyze lasts a total of 2 posts and can be refresh when the opponent is hit again. She can only fully paralyze D rank opponents. It Slows C rank opponents by 50% and has no effect on b rank or higher.
Strengths:
-Lasts 4 post
-Gives Ashlynn control options
-Makes her more dangerous in close range.
Weaknesses:
-Cooldown of 5 posts
-Melee ranged
-Charged blades are canceled by EMP
-Roll determines if paralyzed or not, opponent can roll each turn to see if they can break free early
Last edited by Ashlynn Grey on 7th September 2014, 8:56 pm; edited 2 times in total