Eye of the Storm

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    Heather Sawyer
     
     

    Player -
    Lineage : Unfortunate Fortune
    Position : None
    Posts : 8
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: Coin-Make
    Second Magic: Take Over: Feline Soul
    Third Magic:

    Eye of the Storm

    Post by Heather Sawyer on 6th August 2018, 12:09 pm



    Eye of the Storm


    Primary Magic: Eye of the Storm
    Secondary Magic: TBA
    Caster or Holder: Prevalent - Holder (Item) : Auxiliary - Caster
    Description: Eye of the Storm is a holder magic, the name which is based upon the artifact which gives the user this power in the first place. Originally a caster magic, the ancestors of the Kurotsuki family eventually took on the practice of removing the magical essence from themselves and placing it into jewelry in order to preserve their magical essence for all of eternity, even after death. While the original meaning behind this tradition has been lost in time, it is still something they uphold to this day.

    With this magical item the user is able to manipulate storms, and even the smaller aspects which make up storms such as element, temperature, and climate. This magic doesn't have many defensive spells, but it makes up for it by having powerful offensive spells with supportive effects.

    Strengths:
    ✝ Very powerful magic overall.
    ✝ Versatile magic.
    ✝ Different elements that do different effects.

    Weaknesses:
    ✝ Magic can only be used with the magic item.
    ✝ Certain mages won't be effected by the temperature changes from the storms.
    ✝ Storms can easily get out of control.
    ✝ Most storms have an elemental disadvantage.

    Lineage:
    Dead Girl Walking

    Unique Abilities:
    Storm Creation: Using this ability Inari can create entire storms from out of nowhere within her rank's max range. She can also manipulate non-magic already existing storms, and any aspect of storms such as temperature, climate, and weather to fit her need. This increases her magic range by 25%.

    Empowerment Boost: In storms Inari's magic power increases by 45%, magic-made or natural.

    Aero-Telekinesis: Inari can control the air around objects, allowing her to lift them up with what to normal people would seem like telekinesis. The objects must be within her max range, and once they exit it she can no longer control them unless she moved so they would once again be in her range.

    Atmospheric Adaptation: With a thin layer of clean air constantly surrounding her lungs Inari cannot be effected by atmospheric environment changes. This means she can breathe under water, in space, high altitudes, etc and not get effected. This also goes for non-magical poison gases, dust, air-born viruses, and other things that may effect a person's breathing. If any of these are in fact magical, such as magical effects (burns, paralyzation, poison, debuffs) they are 50% less effective on her.

    Spells:

    Signature:
    Mist:
    Name: Mist
    Rank: D
    Type: Mist, Support
    Duration: n/a
    Cooldown: n/a
    Description: A thick mist covers the area in a 60 meter radius. During this time all senses are jumbled, and you can barely see your hand in front of your face. This cuts all player's eyesight and spell's ranges by 50%.

    Strengths:
    ✝ Good for sneak attacks.

    Weaknesses:
    ✝ Effects caster.
    ✝ Effects allies.

    Clouds:
    Name: Clouds
    Rank: Player Rank (up to S)
    Type: Clouds, Defense
    Duration: n/a
    Cooldown: n/a
    Description: The caster forms a wall of fluffy clouds in front of them. These clouds are weirdly solid despite how they look, and can block up to 1 attack of the player's rank.

    Strengths:
    ✝ Looks can be deceiving.

    Weaknesses:
    ✝ Can only protect a puny amount of damage.
    ✝ Can only protect one target.

    D-Rank:
    Fire:
    Name: Fire
    Rank: D
    Type: Fire, Offensive
    Duration: 3
    Cooldown: 4
    Description:
    A ball of fire forms in Inari's hand before she launches it at an enemy within a 60 meter radius, dealing D-rank damage. It also can cause a burn, dealing 50% damage each post over the duration of the spell

    Strengths:
    ✝ Can do extra damage with the burn.

    Weaknesses:
    ✝ Water douses the flame.
    ✝ The burn effect is not a guarantee.

    Water:
    Name: Water
    Rank: D
    Type: Water, Offensive
    Duration: 3
    Cooldown: 4
    Description:
    Casting this spell causes a forceful steam of water to shoot out of Inari's hand, targeting any enemy within a 60 meter radius and dealing D-rank damage to whoever it hits.

    Strengths:
    ✝ More effective against fire mages.

    Weaknesses:
    ✝ Water mages can bend the stream and use it against her.
    ✝ Inari can trip up on the water if it splatters upon the ground.

    Earth:
    Name: Earth
    Rank: D
    Type: Earth, Offensive, Defense
    Duration: 3
    Cooldown: 4
    Description:
    Inari summons a pillar of earth to crash into a target within a range of 60 meters. This deals D-rank damage. This pillar can also be used to block, in which it can take 2 D-rank hits before breaking.

    Strengths:
    ✝ Rather blunt force.

    Weaknesses:
    ✝ Anyone strong enough could punch right through it.
    ✝ Anyone strong enough could just catch it and use it against the user.

    Lightning:
    Name: Lighting
    Rank: D
    Type: Lightning, Offensive, Support
    Duration: 3
    Cooldown: 4
    Description:
    Inari summons lightning from above within a 60 meter radius and it crashes down onto a target, dealing D-rank damage. This also paralyzes anyone it hits for 1 post.

    Strengths:
    ✝ Doesn't effect earth mages.

    Weaknesses:
    ✝ If the bolt is deflected it can hit Inari and have a chance of paralyzing her.
    ✝ If the target can spot where the lighting will come from they can dodge it.

    Ice:
    Name: Ice
    Rank: D
    Type: Ice, Offense
    Duration: 3
    Cooldown: 4
    Description:
    After activating this spell Inari's breath becomes as cold as ice. With this she blows the snowy mist at the opponent, dealing D-rank damage to anyone she hits within a 60 meter radius. It also has a chance of completely freezing the target, making them frozen solid and unable to move for 1 post.

    Strengths:
    ✝ Can freeze the target completely.

    Weaknesses:
    ✝ Not very effective against fire mages.
    ✝ Cannot be used in hot environments.

    Wind:
    Name: Wind
    Rank: D
    Type: Wind, Offense, Multi Hit
    Duration: 3
    Cooldown: 4
    Description:
    When this spell is cast powerful winds travel at a target within a 45 meter radius, cutting at the skin and dealing 75% D-rank damage per hit damage.

    Strengths:
    ✝ Since the wind is almost invisible it is hard to see.

    Weaknesses:
    ✝ Cannot be used if there is no air in the area.
    ✝ Wind mages can blow back at the wind and disable the spell.

    C-Rank:
    Subzero:
    Name: Subzero
    Rank: C
    Type: Ice, Offense/Support
    Duration: 5
    Cooldown: 6
    Description: The temperature within a 60 meter radius drops suddenly and quickly into the negatives. Frost will begin to start forming upon any being caught within this range and will be dealt 20 HP damage per turn until the last post, in which anyone caught in it will be frozen solid.

    Strengths:
    ✝ Bites through even the toughest winter coats.

    Weaknesses:
    ✝ Fire mages will probably not be effected by the cold weather.
    ✝ Water attacks may turn to ice during this effect, but that also means Inari's does too.

    Boiling Point:
    Name: Boiling Point
    Rank: C
    Type: Heat, Offense/Support
    Duration: 5
    Cooldown: 6
    Description: The temperature within a 60 meter radius raises well into the hundreds. Anyone caught in this range will start feeling an immense heat, becoming dehydrated and sweating profusely. The heat will start burning at their skin and boiling their insides, dealing 20 HP per turn they are caught in it. For the last post, because the beings have become so dehydrated, they will become disoriented, as well as experience nausea and light headedness, maybe even hallucinations depending on the mage. This will cause everyone to decrease 50% in speed.

    Strengths:
    ✝ Even water mages may have a hard time with this spell.

    Weaknesses:
    ✝ Stay out of the range and you won't be effected.
    ✝ Also effects allies.

    Static:
    Name: Static
    Rank: C
    Type: Electricity, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The area within a 60 meter radius becomes staticky, charged full of electricity. All enemies within the range will feel the little pricks of electricity course through their body as for every other post they will be unable to move. For the remainder of this spell, the targets are dealt 20 HP damage per turn.

    Strengths:
    ✝ Tingly sensation tends to be annoying.

    Weaknesses:
    ✝ Earth mages aren't effected.
    ✝ Metal mages may redirect the spell somewhere else.

    Air Pressure :
    Name: Air Pressure
    Rank: C
    Type: Air, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The air within a 60 meter radius becomes non-existent as Inari removes it. All enemies within the range will start gagging and gasping for air. Due to having no oxygen damage is dealt to the bodies. 20 HP each post. For the last post, because the oxygen has been denied, they will become disoriented, as well as experience nausea and light headedness, maybe even hallucinations depending on the mage. This will cause everyone to decrease 50% in speed

    Strengths:
    ✝ Won't effect anyone who doesn't need air to breathe.

    Weaknesses:
    ✝ Stay out of the range and you won't be effected
    ✝ Effects allies also.

      Current date/time is 18th November 2018, 4:50 am