Post by Sumire Honoka on Oct 1, 2023 23:28:35 GMT -5
Name of Spell: Melodies of Hope
Elemental Type: Song
Rank & Spell Type: Intermediate ¦ Healing
Range & Speed: 40m ¦ 20m/s
Mana Cost: 20 ¦ 10
Stats Effected: +4 control, +10 mana regen
Applicable Perks: Archangel's Blessing, Healing specialist
Description:
Touching the centre of her chest with the tips of her fingers of her non-dominant hand three times with a two-second delay between each tap before laying her hand on her chest lightly she is able to start humming a slowly soothing melody. Around her what can be seen can only be described as semi-translucent sky-blue wisps floating around her body. This song soothes the body of burns up to second-degree burns and moderate frostbite while combating the negative effects of hexes, curses, poisons, toxins and debuffs actively. It is also able to help regenerate a person's mana, this, however, will never affect Sumire, while this is happening the spell will heal for up to intermediate damage while instantly dealing with grazes, cuts and bruises although it can regrow small digits such as fingers it will take three rounds to do so. With the use of the ammo rules, she need only say the name(s) of those she wishes to heal and the semi-translucent wisps would surround them to heal them.
Name of Spell: Requiem of the Sun
Elemental Type: Song
Rank & Spell Type: Intermediate ¦ Restraining ¦ Sensory (Illusion ¦ Homing)
Range & Speed: 20m ¦ 20m/s
Mana Cost: 20 ¦ 10
Stats Effected: 1/2 Junior Endurance Debuff
Applicable Perks: Master Illusionist, tightly bound
Description:
Clasping her hands as if to pray, Sumire closes her eyes for three seconds as a soft C note during those three seconds before opening her eyes which will flash Topaz for a brief second as she starts to him a lively tune. The surrounding area will begin to look like a barren desert with an oasis not so far in the distance, even the heat that it gives off will feel very real to those within, due to these sensations it will also be quite hard for people to get the feel for where spells are really coming from. To see through this illusion a person will require 30 sensory which will increase by +2 for every 10 control Sumire has, this will wane by -2 every round and will reduce further with the use of map spells as shown in the sensory rules. With the use of ammo rules, she is able to weave the illusion around her allies.
One thing that people will notice if they look carefully is Saharan horned vipers sunbathing these snakes range between 12 inches and 24 inches and will strike if a person gets too close, although, they will do no damage as they are part of the illusion. That being said one of the snakes will instantly become aggressive and track an opponent if Sumire points to them as per the homing rules, this snake will only stop if the enemy gets out of range or if it hits someone or something else. Upon a successful attack, the snake will wrap around the body and dig their fangs dealing junior-rank damage and reducing their endurance so they will receive 1/2 junior-rank damage every round thereafter that the snake remains in place. This snake requires intermediate damage to be destroyed, but with the use of the ammo rules, additional snakes can be made and sent after opponents.
Elemental Type: Song
Rank & Spell Type: Intermediate ¦ Healing
Range & Speed: 40m ¦ 20m/s
Mana Cost: 20 ¦ 10
Stats Effected: +4 control, +10 mana regen
Applicable Perks: Archangel's Blessing, Healing specialist
Description:
Touching the centre of her chest with the tips of her fingers of her non-dominant hand three times with a two-second delay between each tap before laying her hand on her chest lightly she is able to start humming a slowly soothing melody. Around her what can be seen can only be described as semi-translucent sky-blue wisps floating around her body. This song soothes the body of burns up to second-degree burns and moderate frostbite while combating the negative effects of hexes, curses, poisons, toxins and debuffs actively. It is also able to help regenerate a person's mana, this, however, will never affect Sumire, while this is happening the spell will heal for up to intermediate damage while instantly dealing with grazes, cuts and bruises although it can regrow small digits such as fingers it will take three rounds to do so. With the use of the ammo rules, she need only say the name(s) of those she wishes to heal and the semi-translucent wisps would surround them to heal them.
Name of Spell: Requiem of the Sun
Elemental Type: Song
Rank & Spell Type: Intermediate ¦ Restraining ¦ Sensory (Illusion ¦ Homing)
Range & Speed: 20m ¦ 20m/s
Mana Cost: 20 ¦ 10
Stats Effected: 1/2 Junior Endurance Debuff
Applicable Perks: Master Illusionist, tightly bound
Description:
Clasping her hands as if to pray, Sumire closes her eyes for three seconds as a soft C note during those three seconds before opening her eyes which will flash Topaz for a brief second as she starts to him a lively tune. The surrounding area will begin to look like a barren desert with an oasis not so far in the distance, even the heat that it gives off will feel very real to those within, due to these sensations it will also be quite hard for people to get the feel for where spells are really coming from. To see through this illusion a person will require 30 sensory which will increase by +2 for every 10 control Sumire has, this will wane by -2 every round and will reduce further with the use of map spells as shown in the sensory rules. With the use of ammo rules, she is able to weave the illusion around her allies.
One thing that people will notice if they look carefully is Saharan horned vipers sunbathing these snakes range between 12 inches and 24 inches and will strike if a person gets too close, although, they will do no damage as they are part of the illusion. That being said one of the snakes will instantly become aggressive and track an opponent if Sumire points to them as per the homing rules, this snake will only stop if the enemy gets out of range or if it hits someone or something else. Upon a successful attack, the snake will wrap around the body and dig their fangs dealing junior-rank damage and reducing their endurance so they will receive 1/2 junior-rank damage every round thereafter that the snake remains in place. This snake requires intermediate damage to be destroyed, but with the use of the ammo rules, additional snakes can be made and sent after opponents.