Magic
Primary Magic: Orange Lightning Magic
Secondary Magic:
Caster or Holder: Caster
Description:Through much study and training, Vrall learned to utilize lightning in combat. Vrall primarily deals with lightning spells that enhance or supplement his already substantial swordfighting skills. Due to his unique form, the lightning created by Vrall's magic tends to take on an distinctively orange hue.
Strengths:
-High Stun Rate
-Can Chain Between Multiple Targets or Focus on a Single Target
-In Wet Environments, Spells Deal Double Damage and Stuns Treat Opponents as One Rank Lower
Weaknesses:
-Cannot Travel Through Nonconductive Materials (Wood, Rubber, etc.)
-When Used to Enhance Agility, Fatigues the User Afterwards
-Offers No Defensive (Shielding) Spells
-When Chained, May Arc to Allies
Abilities/Powers:
-Lightning Rod: Redirects Lightning Casted At User into Ground
-Capacitive Charge: When an Opponent Makes Physical Contact (Or Metal Weapon Contact) the User Lets Off a Charge that May Stun Foes (Kills Small Insects on Contact)
Spells:
Name: Quickening
Rank: D
Type: Support Lightning
Description: Vrall uses his charged lightning to imbue his movements with it's energy. His entire body and his blade become enveloped by arcs of orange lightning as his body and mind utilize the lightning's energy, drastically increasing speed and reaction time.
Strengths:
-Increases Reaction Time
-Increases Physical Attack/Dodge/Run Speed
-Increases Power of Spells
Weaknesses:
-1 Post of Fatigue After Use (Unable to Cast Spells and Physically Limited)
-Physical and Spell Based Knockbacks are Significantly More Effective
-Nulls Lightning Rod Ability While in Use
-Nulls Capacitive Charge Ability While in Use
Duration: 2 Posts
Cooldown:2 Posts
Name:Call Thunderstorm
Rank: D
Type: Support Lightning
Description: Vrall calls on dark clouds to fill the nearby sky which bring about a torrential downpour, accompanied by thunder and lightning. During and after the storm, Vrall finds himself more calm and focused. Although the storm tends to clear up rather quickly, it will leave the area completely drenched
Strengths:
-Rain, Lightning, and Other Effects of Thunderstorm Act as Non-Magical
-Lightning May Strike Foes Randomly
-Regenerates 10% Magic Power Per Post
Weaknesses:
-Cannot Be Summoned Indoors
-Lightning May Strike Allies Randomly
-User Cannot Cancel or Redirect the Spell Once it has been Cast
-Takes a Full Post to Cast
Duration: 2 Posts
Cooldown: Usable Once Per Thread
Name: Electrocute
Rank: D
Type: Offensive Lightning
Description: The user maintains a solid hold on his opponent allowing for a major electrial discharge that deals a large amount of damage and stuns most enemies. During this attack, both the user's and the opponent's bodies are covered with orange arcs and sparks and it is quite common for the opponent's muscles to either lock up or spasm uncontrollably.
Strengths:
-Stuns Opponent
-Deals Massive Electrical Damage
-Muscle Spasms Causes Opponent to Drop Anything They Are Holding
Weaknesses:
-Useless Against Insubstantial and Non-Solid Foes (i.e. Juvia Lockser)
-Unable to Dodge While Using
-Opponent Must be Grappled or Ensnared (i.e. Wrapped in Whip-Sword) To Use
-Useless if Opponent is Too Large to be Grappled or Ensnared
Duration: Stuns Opponent for the Following:
-D Rank Opponents: 2 Posts
-C Rank Opponents: 1 Post
-B Rank Opponents: Momentary
-A Rank Opponents: 0 Posts
-S&H Rank Opponents: 0 Posts
Cooldown: 5 Posts
Name: Lightning Bolt
Rank: D
Type: Offensive Lightning
Description: The user casts an orange lightning bolt from either his hands or a held weapon. This basic attack can deal decent lightning damage to a single target or be chained between two nearby targets, arcing from one to the other.
Strengths:
-Can be Cast at Full Strength at a Single Target or Split Between Two Nearby Targets
-Can Chain to an Additional (3rd) Enemy if any Target is Wet
-Can Be Used to Start Small Non-Magical Fires
Weaknesses:
-Cannot Be Cast Through a Nonconductive Material
-When Chaining, May Chain to a Nearby Ally Instead (If a Target is Wet and only 2 Enemies are Around and at Least 1 Ally is Nearby, Spell Will Chain One Nearby Ally)
-When Lightning is Chained, Cooldown is Doubled
-Deals Less (Or No) Damage If an Opponent is Well Grounded (Electrically Speaking)
Duration: Instantaneous
Cooldown:1 Post (2 if Chained)
Primary Magic: Orange Lightning Magic
Secondary Magic:
Caster or Holder: Caster
Description:Through much study and training, Vrall learned to utilize lightning in combat. Vrall primarily deals with lightning spells that enhance or supplement his already substantial swordfighting skills. Due to his unique form, the lightning created by Vrall's magic tends to take on an distinctively orange hue.
Strengths:
-High Stun Rate
-Can Chain Between Multiple Targets or Focus on a Single Target
-In Wet Environments, Spells Deal Double Damage and Stuns Treat Opponents as One Rank Lower
Weaknesses:
-Cannot Travel Through Nonconductive Materials (Wood, Rubber, etc.)
-When Used to Enhance Agility, Fatigues the User Afterwards
-Offers No Defensive (Shielding) Spells
-When Chained, May Arc to Allies
Abilities/Powers:
-Lightning Rod: Redirects Lightning Casted At User into Ground
-Capacitive Charge: When an Opponent Makes Physical Contact (Or Metal Weapon Contact) the User Lets Off a Charge that May Stun Foes (Kills Small Insects on Contact)
Spells:
Name: Quickening
Rank: D
Type: Support Lightning
Description: Vrall uses his charged lightning to imbue his movements with it's energy. His entire body and his blade become enveloped by arcs of orange lightning as his body and mind utilize the lightning's energy, drastically increasing speed and reaction time.
Strengths:
-Increases Reaction Time
-Increases Physical Attack/Dodge/Run Speed
-Increases Power of Spells
Weaknesses:
-1 Post of Fatigue After Use (Unable to Cast Spells and Physically Limited)
-Physical and Spell Based Knockbacks are Significantly More Effective
-Nulls Lightning Rod Ability While in Use
-Nulls Capacitive Charge Ability While in Use
Duration: 2 Posts
Cooldown:2 Posts
Name:Call Thunderstorm
Rank: D
Type: Support Lightning
Description: Vrall calls on dark clouds to fill the nearby sky which bring about a torrential downpour, accompanied by thunder and lightning. During and after the storm, Vrall finds himself more calm and focused. Although the storm tends to clear up rather quickly, it will leave the area completely drenched
Strengths:
-Rain, Lightning, and Other Effects of Thunderstorm Act as Non-Magical
-Lightning May Strike Foes Randomly
-Regenerates 10% Magic Power Per Post
Weaknesses:
-Cannot Be Summoned Indoors
-Lightning May Strike Allies Randomly
-User Cannot Cancel or Redirect the Spell Once it has been Cast
-Takes a Full Post to Cast
Duration: 2 Posts
Cooldown: Usable Once Per Thread
Name: Electrocute
Rank: D
Type: Offensive Lightning
Description: The user maintains a solid hold on his opponent allowing for a major electrial discharge that deals a large amount of damage and stuns most enemies. During this attack, both the user's and the opponent's bodies are covered with orange arcs and sparks and it is quite common for the opponent's muscles to either lock up or spasm uncontrollably.
Strengths:
-Stuns Opponent
-Deals Massive Electrical Damage
-Muscle Spasms Causes Opponent to Drop Anything They Are Holding
Weaknesses:
-Useless Against Insubstantial and Non-Solid Foes (i.e. Juvia Lockser)
-Unable to Dodge While Using
-Opponent Must be Grappled or Ensnared (i.e. Wrapped in Whip-Sword) To Use
-Useless if Opponent is Too Large to be Grappled or Ensnared
Duration: Stuns Opponent for the Following:
-D Rank Opponents: 2 Posts
-C Rank Opponents: 1 Post
-B Rank Opponents: Momentary
-A Rank Opponents: 0 Posts
-S&H Rank Opponents: 0 Posts
Cooldown: 5 Posts
Name: Lightning Bolt
Rank: D
Type: Offensive Lightning
Description: The user casts an orange lightning bolt from either his hands or a held weapon. This basic attack can deal decent lightning damage to a single target or be chained between two nearby targets, arcing from one to the other.
Strengths:
-Can be Cast at Full Strength at a Single Target or Split Between Two Nearby Targets
-Can Chain to an Additional (3rd) Enemy if any Target is Wet
-Can Be Used to Start Small Non-Magical Fires
Weaknesses:
-Cannot Be Cast Through a Nonconductive Material
-When Chaining, May Chain to a Nearby Ally Instead (If a Target is Wet and only 2 Enemies are Around and at Least 1 Ally is Nearby, Spell Will Chain One Nearby Ally)
-When Lightning is Chained, Cooldown is Doubled
-Deals Less (Or No) Damage If an Opponent is Well Grounded (Electrically Speaking)
Duration: Instantaneous
Cooldown:1 Post (2 if Chained)