Post by Jorah Von Shurke on May 15, 2021 14:45:19 GMT -5
[PTabbedContent=GRIMOIRE & ITEM TRACKER]
[PTab=♣]
[attr="class","nametitle"]CHARACTER NAME'S GRIMOIRE
[attr="class","nametitle2"] ELEMENT | Imitation |
[attr="class","nametitle2"] TIER | platinum |
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[PTab=JUNIOR]
Name of Spell: Seedling Bombs
Elemental Type: Plant
Rank & Spell Type: Jr. | Attack Creation
Range & Speed: 25m | 10 m/s
Mana Cost: 8 | 4
Stats Effected: n/a
Applicable Perks: Mana Conservationist
Description: Jorah creates a seed around the size of a baseball in one of his hands and throws it towards his enemies, with the use of ammo rules the seed can divide itself in the hopes to hit more than one enemy at a time, this seed does not do aoe damage. These seeds do junior rank damage and a new seed will appear in his hand at the beginning of the round until he either runs out of mana or deactivates the spell.
Name of Spell: Nature’s Cradle
Elemental Type: plant
Rank & Spell Type: Jr. | Healing
Range & Speed: 25m | 10 m/s
Mana Cost: 8 | 4
Stats Effected: n/a
Applicable Perks: Master Healer, Mana Conservationist
Description: Jorah must be touching the ground for this spell to work and have line of sight with the intended target. By tapping the ground with his foot or hand a basket of vines seems to begin to be woven around the target although it does allow for them to move. For Jorah to use this spell on himself he must touch his chest while he taps the ground with his hand or foot. This spell heals for junior rank damage and will actively try to remove debuffs, curses, hexes, poisons and venoms for the intended target while the spell is active. This spell can only affect one person at a time and will remain active until Jorah runs out of mana or deactivates the spell.
Name of Spell: Slippery Slope
Elemental Type: Plant
Rank & Spell Type: Jr. | Physical Reinforcement
Range & Speed: 25m | 10 m/s
Mana Cost: 8 | 4
Stats Effected: Buffs Speed
Applicable Perks: Mana Conservationist
Description: There’s very little that’s worse than being on slick vines but Jorah has found a way to use this to his advantage. He creates a moss right underneath his feet and uses it to give him an +4 buff to speed giving him a slight edge in battle.
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[PTab=INTERMEDIATE]
Name of Spell: Enigmatic Decay
Elemental Type: Plant
Rank & Spell Type: Int. | Attack Creation | Hex
Range & Speed: 40m | 18 m/s
Mana Cost: 16 | 8
Stats Effected: -4 Debuff Control | Debuff Speed
Applicable Perks: Mana Conservationist | Sinister Magic
Description: Jorah makes a handful of small seeds and throws them towards his enemies but not in the attempts to get them on his enemies, though it doesn’t matter if they do or not. The seeds soon start to take root on the ground or on the person themselves reducing their speed and control by 2 m/s and -4 respectively as they grow around the enemy. With the use of ammo rules Jorah is able to affect more than one person and with the sinister magic perk the debuff loses no potency. This spell will remain active until either Jorah runs out of magic or deactivates it.
Name of Spell: Holdtight
Elemental Type: Plant
Rank & Spell Type: Int. | Restraint
Range & Speed: 40m | 20 m/s
Mana Cost: 16 | 8
Stats Effected: -5m Debuffs Speed
Applicable Perks: Mana Conservationist | Sinister Magic
Description: Jorah holds his hand out palm facing forward as a spring green seal appears in front of it, from the seal vines fly forward and attempt to get tangled around his enemies feet debuffing their speed by -5. This spell can affect more than one person using the ammo rules and with the sinister magic perk the debuff will not lose its potency. This spell will remain active until either Jorah runs out of magic or deactivates it.
Name of Spell: Setting Roots
Elemental Type: Plant
Rank & Spell Type: Int. | Sensory
Range & Speed: 40 meters | 10 + (Sensory x4) meter AoE | 20 m/s
Mana Cost: 16 | 8
Stats Effected:.
Applicable Perks: Mana Conservationist | Heightened Senses
Description: Jorah takes a small what can only be described as a seed similar to what looks like an acorn and drops it on the ground, it doesn’t grow up like a tree or climb up anyone's body in fact it creeps across the ground above and below like a creeping ivy and it’s roots. This allows Jorah to pinpoint somewhat accurately where people and things might be. This spell will remain active until Jorah has no mana or decides to deactivate it
Name of Spell: Winters Cold
Elemental Type: Ice
Rank & Spell Type: Intermediate ¦ Attack Creation ¦ Sensory
Range & Speed: 20m ¦ 20 m/s
Mana Cost: 20 ¦ 10
Stats Effected: +6 Control (self), Blind
Applicable Perks: Apex Predator, Battle Knight
Description:
Raising his left hand a semi-transparent twenty-meter ice blue seal starts to form within the sky, from the seal what can only be described at first as snowflakes begin to fall, these are actually small shards of sharpened ice. Within the area, the temperature drops as if a blizzard of around twenty cubic meters seems to pick up within the area blinding those inside it for a single round. These small sharp shards of ice cut into the skin creating minor frostbite to the area that they touch causing nothing more than perhaps some shivering and discomfort due to feeling like being jabbed with needles. Due to his ability in sensory and with the right control stated within the ammo rules he is able to avoid harming or blinding allies with this spell. This spell is able to do intermediate damage to anyone trapped inside it that he is unable to avoid.
Name of Spell: Frozen Core
Elemental Type: Ice
Rank & Spell Type: Intermediate ¦ Attack Creation ¦ Sensory (Homing)
Range & Speed: 40m ¦ 20 m/s
Mana Cost: 20 ¦ 10
Stats Effected: +6 Power
Applicable Perks: Apex Predator, Battle Knight
Description:
Hania subtly flicks his right hand, in front of him what could be described as a blue flame seems to appear, taking a closer look the flame is actually an ice mist surrounding an ice shard. Pushing his hand forward the ice shard flies forward towards its intended target using the homing rules it will follow the intended target so longs they stay within range of the spell or it hits the target. With the use of ammo rules, he is able to make more of the frozen cores as he's aptly named them. This spell is able to do intermediate damage to the one that is designated as the target upon impact.
Name of Spell: Living Restraint
Elemental Type: Flower ¦ Miasma
Rank & Spell Type: Intermediate ¦ Restraint ¦ Healing
Range & Speed: 40m ¦ 20 m/s
Mana Cost: 20 ¦ 10
Stats Affected: -5 m/s to speed, +6 durability (Self)
Applicable Perks: Archangel's Blessing, Tightly Bound, Elemental Oddity
Description:
Hinota's understanding of restraining has improved as she has spent time studying and understanding her elements that bit more and how to make them work in tandem with each other. Closing her eyes she takes a deep breath holding for a few seconds before releasing it as she does a storm of different coloured vibrant petals seem to enshroud her, upon first thought one might believe that this was meant to hide her presence but this isn't what she has in mind at all as the petals seem to create a tree around 20 meters away from her. Appearing on the lushness of what would normally be lush green leaves would grow beautiful pale purple wisteria and white dangling from the flower petal-like tree. The scent of the purple wisteria smells of lavender while the white wisteria smells of chamomile giving a relaxing atmosphere but this isn't where the debuff takes place, however. If an enemy gets within 20 meters of the petal tree the wisteria creeps forward binding them, this not only slows them by 5m/s but deals junior rank damage due to them being tightly bound by the purple flower, though a person can break free by using clashing rules. By using ammo rules so longs as hino has the correct amount of control she can bind additional people.
The white wisteria, however, react differently from their purple counterpart as if an ally within 20 meters gets injured or are running low it will creep forward as if it was ready to bound them but at the last moment, it will burst the petals vanishing releasing a healing miasma that would float around the ally in question, the miasma itself will smell of cinnamon and will either heal for intermediate damage to their health or mana skin. This spell can also close decently bad wounds with some ease and even regrow things like fingers, toes or a potentially missing ear although isn't yet strong enough to attempt full limbs let alone attempt resurrection of a person. Like the debuffing wisteria she is able to use ammo rules to heal more than one person as long as she has the control needed to do so. The healing aspect of this spell can also actively attempts to cleanse debuffs, curses, hexes, poisons, venoms by using clashing rules. This spell will remain active until Hino herself deactivates it or she runs out of mana.
Name of Spell: Active Defence
Elemental Type: Flower
Rank & Spell Type: Intermediate ¦ Defence Creation ¦ Healing
Range & Speed: 40m ¦ 20 m/s
Mana Cost: 20 ¦ 10
Stats Affected: +6 durability (Self)
Applicable Perks: Archangel's Blessing, Self Repairing, Elemental Oddity
Description:
Hinota often says she was raised learning how to read the tides of battle and this spell shows just how true that statement is. Quickly raises her left hand above her head creating a baby green and purple seal in the top of her a few seconds later hundreds if not thousands of cherry blossom petals seem to burst free from it and dance around the area the scent of the blossoms, however, smell of lilac, at this point the spell is still fully inactive as it isn't doing what the spells function truly is thus not making this an aoe spell. This spell doesn't act like a normal shielding spell as the petals follow Hinota's movements and condense in pockets big enough to take on incoming spells while leaving the ally in questionable to attack unhindered. The condensed petal pockets act as a shield and so clashing rules still take effect when they intercept an attack. The petals can split off in the attempts to defend more incoming attacks using the ammo rules equal to Hinota's control and she can even send them to defend another person at the same time by using the ammo rules but she can not go above what her control allows. (Example: A has three projectiles incoming and Hinota has just enough control to protect against all three projectiles but B is also getting attacked by something Hino needs to decide whether or not to protect A against all incoming projectiles or send some of the petals to protect B thus not going over what she can control via ammo rules.) If not destroyed the shield aspect of this spell repairs at the beginning of each round.
In addition to being a shield, the petals are able to condense and move around individuals healing them instead of protecting them against incoming attacks, using ammo rules she can heal several allies as long as she has the required control. Using the example above Hinota can heal as well at the same time as defending but can not go above what her control allows via the ammo rules. The healing aspect of this spell can heal for intermediate damage to either health or mana skin. This spell can also close decently bad wounds with some ease and even regrow things like fingers, toes or a potentially missing ear although isn't yet strong enough to attempt full limbs let alone attempt the resurrection of a person. When healing a person the spell also actively attempts to cleanse debuffs, curses, hexes, poisons, venoms by using clashing rules. This spell will remain active until Hino herself deactivates it or she runs out of mana.
Name of Spell: Druantia Link: Blaze Javelin
Elemental Type: World Tree Magic
Rank & Spell Type: Intermediate[Transformation & Attack Creation]
Range & Speed: 40 meters[20m/s]
Mana Cost: 20[+10 sustain]
Stats Effected: N/A
Applicable Perks:
MYSTIC'S TOUCH
SPOILER: Click to show
ENIGMA
SPOILER: Click to show
APEX PREDATOR
SPOILER: Click to show
Description: Uttering the spells name, her grimoire opens up and a tree grows out of the ground and is shaped into a several meter javelin with tree leaves obscuring the very front hiding the javelin part from view. This javelin shaped tree shoots out of the ground at 20 m/s capable of reaching 40 meters, Ivy transforming the World Tree Magic into fire , causing the tree to be set ablaze, the fire javelin capable of doing burning intermediate damage.
Gravity Magic: Pressure Chamber
SPOILER: Click to hide
Elemental Type: Gravity
Rank & Spell Type: Intermediate | Attack Creation | Restraining
Range & Speed: 40 meters | 10 m/s | AoE 20 meters
Mana Cost: 24 | 12
Stats Effected: -5 m/s Speed, Control -5, Knock-back
Applicable Perks: World Binding, Knock Back
Description: This spell is activated by Noah putting his both hands up in the 70 degrees angle and saying “Pressure Chamber”. After that, Noah creates four small balls (large 5 centimeters in diameter) that spread out in area as large as 20 meters. Everything within this area will become locked in the spell. And the points start applying heavy force into anything that is trapped inside (each in different direction), dealing intermediate rank damage in the form of minor bones break and moderate cracks per every post the target is trapped in there, as well as reducing the movement speed and lowering their control. This spell is invisible, as long as the enemy doesn’t have 30 sensory. This spell can be broken via the according Restraining rules, and has naturally decreased durability by ten points due to it being an AoE. Upon taking a hit, the target gets also knocked back 4 meters within the spell and additional 5 meters for every 10 power Noah has.
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[PTab=SENIOR]
SPELL SPELL SPELLS
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[PTab=GRAND]
SPELL SPELL SPELLS
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[PTab=ARCHMAGE]
SPELL SPELL SPELLS
[/PTab]
[PTab=ITEMS]
ITEM ITEM ITEM
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[/PTabbedContent]
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