Post by Rammus Trigon on Apr 2, 2024 16:39:57 GMT -5
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Name of Spell: Relgas Wielg
Elemental Type: Ash
Rank & Spell Type: Junior ¦ Attack ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Affected: -2 m/s Speed ¦ +2 Power
Applicable Perks: Sinister Magic, Apex Predator, knockback, blinding
Description:
Using their prominent hand, they create a cross over their heart starting from above, right, diagonally left, and then the same on the other side. once done a sword made of a dagger 6 inches in length appears in his hand. This dagger does junior-rank damage on a successful hit while leaving a grey ash marking in the shape of a dagger where the person is hit making them slightly slower. In addition to this, the force of the hit not only causes some of the ash to loosen giving the chance to potentially blind as per the blinding rules but causes the person hit to be knocked back 2m +5m for every 10 power the caster has. With the use of the ammo rules, additional daggers can be created. These daggers are able to float and be thrown like projectiles or handed over to other people.
Name of Spell: Loxen Garmth
Elemental Type: Ash
Rank & Spell Type: Junior ¦ Attack ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Affected: 1/4 Junior Endurance Debuff ¦ +2 Power
Applicable Perks: Sinister Magic, Apex Predator, knockback, blinding
Description:
Bringing up their primary hand they have it face out at the same time the second hand comes up having the fingers touch, sliding until the palms touch as they do ash begins to fall from beneath the two palms with a deep breath they bring their hands apart creating a ball of ash around the size of a medicine ball. When hit by the ball a person is dealt junior rank damage and will find that there is a small grey sphere marking where they were hit indicating that the next hit they take will do slightly more damage, in addition to this not only does some of the ash breaks away from the ball giving the potential to blind as per the blinding rules while knocking the person back due to the sheer force by 2m with an additional 5m being added for every 10 power they posses. With the use of the ammo rules, additional ash balls can be created.
Name of Spell: Relgasic Inloilfrey
Elemental Type: Ash
Rank & Spell Type: Junior ¦ Attack ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Affected: 1/2 Junior Strength Debuff ¦ +2 Power
Applicable Perks: Sinister Magic, Apex Predator, blinding
Description:
Touching the fingertips together before sliding the dominant hand over the other as they bring their hands to their mouth releasing a strong yet silent breath creates an ash cloud over the hands of the caster that quickly forms into what could be described as almost glove-like but with claws that are three inches (7cm) long. These claws will do junior rank damage and will find that there is a grey marking of three claw marks where the strike hits decreasing how much physical damage they can do per strike slightly. In addition, as the claw moves it leaves a trail of ash potentially blinding a person within melee range as per the blinding rules.
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Rank & Element: Junior
Class & Type: Accessory
Magic Specializations: N/A
Appearance & Lore:
The Magic Knight Mantle is an Item in which Magic Knights wear to show the Squad that are in. Each Squad has a different color Mantle along with their own squad logo as well. When these items were built they were made out of a special material that allows them to be unbreakable from any sort of attack, but does not block the wearer from any attacks. Magic Knights of the Clover Kingdom has worn these Mantles for hundreds of years.
Abilities:
Grants +10 Mana to the User.
(This item can not be upgraded)
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[attr="class","header"]Rammus Trigon's Grimoire
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[attr="class","header2"]Junior Spells
[break]Name of Spell: Relgas Wielg
Elemental Type: Ash
Rank & Spell Type: Junior ¦ Attack ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Affected: -2 m/s Speed ¦ +2 Power
Applicable Perks: Sinister Magic, Apex Predator, knockback, blinding
Description:
Using their prominent hand, they create a cross over their heart starting from above, right, diagonally left, and then the same on the other side. once done a sword made of a dagger 6 inches in length appears in his hand. This dagger does junior-rank damage on a successful hit while leaving a grey ash marking in the shape of a dagger where the person is hit making them slightly slower. In addition to this, the force of the hit not only causes some of the ash to loosen giving the chance to potentially blind as per the blinding rules but causes the person hit to be knocked back 2m +5m for every 10 power the caster has. With the use of the ammo rules, additional daggers can be created. These daggers are able to float and be thrown like projectiles or handed over to other people.
Name of Spell: Loxen Garmth
Elemental Type: Ash
Rank & Spell Type: Junior ¦ Attack ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Affected: 1/4 Junior Endurance Debuff ¦ +2 Power
Applicable Perks: Sinister Magic, Apex Predator, knockback, blinding
Description:
Bringing up their primary hand they have it face out at the same time the second hand comes up having the fingers touch, sliding until the palms touch as they do ash begins to fall from beneath the two palms with a deep breath they bring their hands apart creating a ball of ash around the size of a medicine ball. When hit by the ball a person is dealt junior rank damage and will find that there is a small grey sphere marking where they were hit indicating that the next hit they take will do slightly more damage, in addition to this not only does some of the ash breaks away from the ball giving the potential to blind as per the blinding rules while knocking the person back due to the sheer force by 2m with an additional 5m being added for every 10 power they posses. With the use of the ammo rules, additional ash balls can be created.
Name of Spell: Relgasic Inloilfrey
Elemental Type: Ash
Rank & Spell Type: Junior ¦ Attack ¦ Hex and Curse
Range & Speed: 25m ¦ 10m/s
Mana Cost: 10 ¦ 5
Stats Affected: 1/2 Junior Strength Debuff ¦ +2 Power
Applicable Perks: Sinister Magic, Apex Predator, blinding
Description:
Touching the fingertips together before sliding the dominant hand over the other as they bring their hands to their mouth releasing a strong yet silent breath creates an ash cloud over the hands of the caster that quickly forms into what could be described as almost glove-like but with claws that are three inches (7cm) long. These claws will do junior rank damage and will find that there is a grey marking of three claw marks where the strike hits decreasing how much physical damage they can do per strike slightly. In addition, as the claw moves it leaves a trail of ash potentially blinding a person within melee range as per the blinding rules.
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[attr="class","header2"]Intermediate Spells
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[attr="class","header2"]Senior Spells
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[attr="class","header2"]Grand Spells
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[attr="class","header2"]Archmage Spells
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[break]Inventory
Magic Knight Mantle
Rank & Element: Junior
Class & Type: Accessory
Magic Specializations: N/A
Appearance & Lore:
The Magic Knight Mantle is an Item in which Magic Knights wear to show the Squad that are in. Each Squad has a different color Mantle along with their own squad logo as well. When these items were built they were made out of a special material that allows them to be unbreakable from any sort of attack, but does not block the wearer from any attacks. Magic Knights of the Clover Kingdom has worn these Mantles for hundreds of years.
Abilities:
Grants +10 Mana to the User.
(This item can not be upgraded)
MADE BY NOVA
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