Secondary Magic:
Caster or Holder: Caster
Description: This magic utilizes nature itself. When the caster controls plants they become more powerful by altering them with thorns or other natural defenses. It is a versatile type of magic being used for offence, defense, or support in combat, outside of battle it can be useful for mundane things. Sergei has a multitude of plant seeds in labeled pouches the main three he has on him at any time are about 500 roses, 50 weeping willows, and 500 thorn vines.
Strengths: -Wide area of effect
-fast
-very versatile
-effective against most mages regardless of rank if used properly
Weaknesses: -This type of magic is generally weak against fire and ice type magic
-sharp objects
-some areas will prevent plant growth
-large amounts of dark energy will alter the plants into evil plants(Extremely difficult to control)
Abilities/Powers:- Reduced amount of time stunned/paralyzed from plants by one post
-Nourishing step: Ground becomes rich in nourishment wherever he steps.
-Bark Skin: skin is thicker and more resilient, fire breaks through with ease
-Restoration: recovers stamina and heals faster, is slowed in cold areas and only outside of battle, healing doesn't cause scarring
-Commune with nature: able to speak with plants
- D-Rank Spells:
Name: Manipulate Plants
Rank: D
Type: Plant
Description: This spell allows the control of plants. The plants controlled by the caster are altered to be tougher to deal with. can be used offensively or it can be used defensively. An example of it being used offensively is using vines, ivy, branches, or roots to attack an enemy but at most three attacks can be done at once and an example of it being used defensively is using trees or roots as a shield against attacks doing so they can take up to 2 C-Rank or 4 D-Rank spells before breaking .
Strengths: -Extremely versatile
-can multitask with it
Weaknesses: -Fire will burn the plants away,
-ice will freeze them to being brittle, -
sharp weapons can just slice them to pieces, -
doesn't work on plant monsters.
Range 25 meters(82.0209975ft) Cooldown: 3 posts
Name: Plant Growth
Rank: D
Type: Plant
Description: This spell makes any plant the caster wants to grow, it can heal any damaged plants and it can make them not wilt. This spell can make a plant grow regardless of climate or season, but the catch is the caster must either know what the plant is or have the seeds to grow the plant.
Strengths: -Plants can be grown regardless of climate or season
-can heal plants
-can be used to either bind enemies or stall them.
Weaknesses: -Must know what the plant is or have the seeds to grow it
-some areas prevent plant growth.
Max range of 20 meters(65.616798ft) Cooldown: 5 posts
Name: Tangle Growth
Rank: D
Type: Plant
Description: All the nearby vines and ivy grow with magic sharp thorns, spines and burrs. This spell can be used to make chasing the caster difficult or to subdue an enemy. The more anything caught in the vines/ivy get's even more entangled and cause even more damage from the thorns, spines and burrs. The thorns, spines and burrs have a poison that slowly drains the person of their magic it takes about 15 post in order for the person to pass out from magic drain.
Strengths: Razor sharp
-makes movement difficult
Weaknesses: -Fire will burn the plants away
-ice will freeze them to being brittle
-sharp weapons can just slice them to pieces
-some areas prevent plant growth.
Range:20 meters(65.616798ft) Duration: 4 posts Cooldown: 4 posts after duration stops
Name: Pollen Cloud
Rank: D
Type: Plant
Description: The pollen is created from whatever plants are handy. If there are no plants then the local fungi and molds produce a spore cloud instead. This spell alters the pollen to either relieve pain and stress or to paralyze anyone caught in the cloud.
Strengths: -can be used to help ally(s) or stop opponents where they stand
Weaknesses: -Fire will burn the pollen before it can effect them
-wind will blow the pollen away which can result in hitting allies with the paralyzing effect and enemies could be hit with stress/pain relief.
Range 25 meters(82.0209975ft) Duration: 2 posts Cooldown: 4 posts after cloud disappears
Name: Frozen Bouquet
Rank: D
Type: Plant
Description: Flowers grow in a ten foot area where ever the caster can see clearly. Anyone or thing caught in the area starts to freeze while in the area of effect. If the area they’re in is hit by ice magic or is an area that is ice cold they start to spread ten feet times the rank of the spell or if in an ice cold area it slowly grows until it withers. While someone/thing tries to leave the area they’re slowed due to the sheer cold. Anyone/thing frozen isn’t able to move their arm and/or legs until they are completely thawed out. It takes two posts for someone standing still to start freezing as their feet start icing over.
Strengths: Ice and cold areas cause the flowers to spread
Slows anyone/thing in the area
Anyone/thing frozen has to wait till completely thawed before moving arms/legs
Weaknesses: Fire magic causes the flowers to shatter
Caster can be frozen by the plants
Allies can be frozen by the plants
Has to have clear sight to use
Can be eaten by ice slayers
Duration/Cooldowns Duration: 5 posts/ Cooldown: 5 posts
Name: Sleep Eater
Rank: D
Type: Plant
Description: Carnivorous plants that stand to about ten feet tall grow in a fifteen foot area around the caster and release a purple cloud that makes anyone except for plant mages fall asleep. While anyone is asleep in the area the plants will try to eat them. Once the plants have someone in their mouth they’re at the caster’s disposal. The plants have the strength to crush steel in a couple of bites. The caster can give an order for the plants not to eat anyone, but in so doing makes the plants last a bit less. After two posts of people being exposed to the cloud they feel extremely tired, upon the third post they fall asleep.
Strengths: Does heavy crushing damage
Puts people to sleep
Can be ordered not to eat anyone
Weaknesses: Doesn’t work on plant mages
Works on allies
Fire can burn the plants and cloud away
Ice can freeze the plants and cloud
If ordered not to eat anyone the plants suffer a minus one to duration
Duration/Cooldowns Duration: 4 posts/ Cooldown: 5 posts
Name: Seed Bombardment
Rank: D
Type: Plant
Description: The caster has a basketball sized seed grow from a nearby plant and throws it near their target after a couple of seconds it explodes and releases ten seeds that cover a total of fifty feet in an explosion. The explosion does severe damage to those caught in it. The force of the blast can cause anyone within twenty feet of the explosion to be knocked down. The seed can be blown away by wind magic of same rank or higher. Frozen by ice magic at least one rank higher. Fire will set the seed off causing the fifty foot area around to be destroyed.
Strengths: Does severe damage to those caught in the blast range
Does heavy damage to those near the blast range
Covers a wide area
Weaknesses: Wind can blow the seed bomb away before it explodes
Ice magic of C-rank or higher can freeze it preventing it from going off
Fire can cause it to blow up early
Allies can be caught in the blast area
Caster can be caught in the blast area
Duration/Cooldowns Duration: 1 post/ Cooldown: 6 posts
Name: Immobilizer
Rank: D
Type: Plant
Description: Surrounding vines and roots lash out at the enemy(s) and prevents them from moving. Anyone hit by the vines and roots becomes completely wrapped preventing movement of their limbs and makes it difficult to breath, so there is I moderate chance of them passing out from the inability to breath. The vines and roots constrict anyone caught by them to the point you can hear the strain on their bones as they’re being squeezed. This causes immense pain and even if someone gets free of the vines and roots the can’t move around for a bit due to the amount of pain their body is in. The vines and roots have the strength to break through earth based defenses, but are vulnerable to fire and ice. The vines and roots are able to withstand up to two D-rank attacks before they break.
Strengths: Causes immense pain
Does heavy constriction damage
Can take two D rank attacks before breaking
Weaknesses: Vines and root vulnerable to fire
Vines and roots vulnerable to ice
Earth magic can destroy the roots
Vines and roots are not too strong
Duration/Cooldowns Duration: 3 posts/ Cooldown: 3 posts
Name: Hallucinary
Rank: D
Type: Plant
Description: Mushrooms grow in a thirty foot area around the caster projecting illusions to those caught in the area with the spores. The mushroom spores cover the full thirty feet with their illusion projecting. Those caught in the illusion see things as if it was their worst nightmare due to the spores releasing a chemical agent that messes with a persons mind. The end result of someone being in the spore cloud for the entire duration is that they suffer some permanent damage which will cause them to think they saw their worst nightmare even when nothing is there.
Strengths: Projects illusions
Distracts enemies
Can break someone mentally
Weaknesses: Allies can get lost in the illusion
Fire can burn the mushrooms and spores away causing the illusion to shatter
Ice can freeze the mushrooms and spores causing the illusion to shatter
Doesn’t work on plant mages
Doesn’t effect illusion mages at all
Wind can blow the spores away
Duration/Cooldowns Duration: 4 posts/ Cooldown: 4 posts
Name: Seed Cannon
Rank: D
Type: Plant
Description: The caster places their hand on the ground as a cannon made of vines sprouts up from the ground. The caster can have it fire spiked seeds at a target in a twenty foot radius. The seeds are the size of softballs and is as hard as steel. The seeds explode on contact causing the spikes to cover a five foot radius. Those hit by the spikes suffer minor piercing damage, but those hit by the seeds suffer heavy impact damage and can’t avoid the spikes that follow after. The cannon has a slow rate of fire which only allows it to fire once every two posts.
Strengths: Heavy impact damage on anyone/thing hit by the seed
Minor piercing damage with the spikes
AOE explosion
Weaknesses: Can only fire once every two posts
Slow rate of fire
Allies and caster can be caught in the explosion of spikes
Fire can burn the cannon, seeds, and spikes away
Ice can freeze the cannon, seeds, and spikes
Duration/Cooldowns Duration: 6 posts/ Cooldown: 6 posts
Last edited by Alister on 18th December 2013, 5:47 pm; edited 9 times in total