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    Elemental Arsenal

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    Chili Thompson

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Player -
    Lineage : Marksmans Aim
    Position : None
    Posts : 135
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 300

    Character Sheet
    Character Name: Chili Thompson
    Primary Magic: Elemental Arsenal
    Secondary Magic: N/A

    Elemental Arsenal

    Post by Chili Thompson on 18th July 2017, 5:23 pm

    Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Chili was unable to cast magic, him trying would end in explosive and harmful results. Chili was able to use multiple elemental types and for some unknown reason, Chili's elemental magic would mix when trying to do a single element type spell and would literal explode in his face and take out a surrounding area. His uncle helped him learn to quickly harness a mass amount of a single elemental type at once, shutting off the flow of the other element types until he swaps to one of those, or is not in a designated mode. Required to hands signs to swap each mode Chili is quick to access a good amount of different elemental spells, although after swapping he is unable to use instant or other spells types besides charge ups for one post after that he can use the spells available in that mode. Unless he sacrifices 10 hp to be able to.  His magical energy is corrupted in a way.
    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for a post however the user can still charge spells
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    - Trying to use a spell out will injure Chili.

    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    Spoiler:
    - Modes:
    Hellfire Mode - 20% extra damage and reduction to Ice/Nature. 15% more damage from Water/Earth

    Ice Mode - 15% extra damage and reduction to Water/Wind. 20% more damage from Fire/Lighting

    Metal Mode - 15% more damage and reduction to Lighting/Fire. 15% more damage from Wind/Water

    Void Mode - 15% more damage to everything. 10% damage from everything

    - Mix Match. This one is a little unpleasant for Chili, while in a mode that is not the one required to use a spell he can instead do exactly that. For twice the mana cost of the spell plus taking a miniature backfire explosion that causes 15% damage based on total health Chili can use any spell in any mode. The overload of the elemental energies mixing together  causes whatever spelled that was used to do 25% more damage and take twice as many posts to cooldown

    - Combat Training. While in any mode  Chili's brutalist combat from his years of training give him an edge in close quarter combat causing him to do plus 10 base damage at all times.

    - Mode Auras. Each mode now has an aura that can be activated, they only last for 5 posts with a cooldown of 8. Each aura has a certain effect on Chili's mind and body, however, Chili can remain mostly himself if he concentrates.


    Hellfire mode's aura cloaks him in the form of a demonic werewolf, the following effects come with the aura. A 25% boost to fire spell damage as well as the user's speed. All stats given in Hellfire mode are increased by 10%. Takes 25% more damage from Water spells. While the aura is activated the Chili's mindset is altered slightly causing him to feel an intense rage and bloodlust, making it easy for him to make rash decisions and have a shoot first ask questions later attitude. The heat of the aura is enough to melt D rank ice spells with ease and burn those who use a melee attack (weapons not included) for 10 hp if touched. Once out of Hellfire mode the aura dissipates.

    Ice mode's aura coats the Chili's hands and arms in ice, allowing his ice magic to do 30% more damage and have 10% better durability. Upon activating Chili's personality is altered making him more cold and calculated. He is more likely to focus solely on his task and not care much for others. Won't attack allies but won't save them. All stats given in Ice mode are increased by 10% for strength. Takes 30% more damage from Fire spells.  

    Void mode's aura is a shadow copy of Chili. Its appearance mimics his clothes however it is a pure black with purple whispy edges around it with chemical green neon eyes. This thing teleports and fights on its own behalf, taking 50 HP (raises by 10 each rank up) from Chili. This void clone can only use void spells and as a bonus has a passive effect of boosting all ally magic damage by 15% as well as Chili's. Chili can mentally order the clone to use a spell of void variety however this will cost Chili 1.5 times the normal amount of mana to get the clone to cast the spell. Chili becomes emotionally shut off having no feelings though he is completely methodical in his thought processes and may make dark yet badly timed jokes from time to time.

    Metal mode's aura is shown as five medium-sized cannonball looking things that orbit Chili. He is able to manipulate the balls' forms. Chili becomes personality becomes determined, to say the least, he becomes like a metal barrack that won't go down. Making the sphere's change their shapes into spears, swords, shields and other metallic objects. Any weapon forms only do 10 hp worth of damage if hit, Sheilds can block full damage from a single spell equal to or lower than the user each round. However if destroyed the balls cannot return until the aura is deactivated and reactivated later. Can send the weapons flying at their target thirty meters away at 10 m/s or grab ahold of one and use it in close quarters combat. Metal magic based buffs last one post longer. All stats given in Metal mode are increased by 10% for both strengths and weaknesses. 15% more damage from Wind spells.

    Signature Spells
    Spoiler:


    D-Rank Sig
    Name Demon's Breathe
    Rank: D
    Type: Charge Up, Multiple Target, Offensive
    Description: The wizard inhales deeply, stirring fire within his lungs and exhaling a cloud of flames at his enemies. The length of the flame is 15 meters long and a meter wide. Like a massive flamethrower, Chili can sweep the flame back and forth, scorching an area within the flames reach. Anyone hit takes 20 damage and is set on fire for 2 posts taking 25% damage each post. Can be used in the air. Has 2 uses once charge  costing 10 mp each then a cooldown of 4 posts
    Duration: 3 posts (1 round charge up 2 round attack)
    Cooldown: 4 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Lasts one breathe
    - Can harm allies
    - hurts environment badly if on a job that requires the minimal destruction
    - Can kill normal humans easily if not careful

    C Sig- Ranks up to S.
    Name Deathly Cold
    Rank: C
    Type:  Instant, Damage Over Time, Debuff, Offensive
    Description: Chili's hands and feet drop to a subatomic level causing whatever they touch to instantly flash freeze solid. Able to freeze water instantly. Anything touched or hit by him takes 40 hp worth of damage. He is also able to shoot out a small burst of freezing air that travels a distance of 10 meters at 5 m/s it deals 40 hp worth of damage. Can fire up to once every post. Anyone hit is immobilized for that round. As well as taking an additional 25% damage for 2 rounds while also being weakened and slowed by 25% for 2 posts while they thaw out.
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Versatile
    - Debuff
    Weaknesses:
    - Is weak against fire
    - Can harm allies
    - Freezes anything the user touches or is standing on solid can complicate matters a little.

    https://www.fairytail-rp.com/t14653p450-magic-shop#304417 6 spell slots gifted, proof of purchase.


    D-rank Spells:
    Spoiler:


    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: First igniting both hands and feet on fire, this attack is a burst of flame out of the Chili's hands propelling him forward faster than normal running speed.  He closes the gap between his target and him. Getting within 7 meters of them, Chili is already prepared for close quarters combat with his fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    NameBrimstone Blast
    Rank: D
    Type: Offensive, Single Target, Dot, Instant
    Description: Chili thrust a palm forward facing out toward his opponent and shoots a wave of molten brimstone at his enemy, out of it. Scorching whoever it hits for 20 hp worth of damage the brimstone can and will burn the eyes of the opponent if hit, blinding them for 2 posts. Using this attack causes one of Chili's hands to become burned in the center of it doing 10 hp worth of damage.
    Duration:3
    Cooldown:4
    Strengths:
    - Causes burning
    Weaknesses:
    - Can be dodged easily
    - Damages whichever hand Chili used to do the spell

    Name Ice Mini Grenade
    Rank: D
    Type: Ice, Offensive, Single Target
    Description: Chili shakes his hand quickly in a swift motion quickly creating this small ball of ice and snow. Throwing it toward an enemy with precision, the ball which sticks to the one it hits and then explodes doing 20 hp worth of damage. Freezing the primary target for 1 post after detonation. It can freeze anything 10 feet tall if taller it coats ten feet of their body missing the rest.    
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths:
    - Freezes enemy
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against larger or armored targets

    Name Ice Spikes
    Rank: D
    Type: Ice, AoE, Offensive, Charge Up
    Description: After charging up for a post Chili then claps his hands together and then slams his palms flat against the ground. Glistening spikes made of ice begin to pop up from the ground almost like thorns in a 30 meter in radius circle that appears around him causing 20 damage to anyone his as well as bleeding them for 15% total damage for the next 2 posts.
    Duration: 2 posts
    Cooldown: 4 posts
    Strengths:
    - Good for when surrounded
    Weaknesses:
    - Can be melted by fire
    - Can hit allies
    - Avoidable by jumping if you can jump 30 meters

    Name Mana Void
    Rank: D
    Type: Void, Charge up, Area of Effect, Offensive
    Description:Chili charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius. The vacuum's suction catches the target of the same rank or lower, off guard making them stop moving for 1 post as they struggle to break free of the force's pull. Chili is drained of 25 hp and all void attacks now cost 10 extra mp to cast for 3 posts after this attack.
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary
    - slows and damages user

    Name Void Step
    Rank: D
    Type: Teleportation, Offensive, Single Target
    Description: Chili is able to teleport using void projected shadow marrkers of himself that only he can see. Using a void shadow for this one all Chili has to do is think of where he would like to go within a 30-meter radius of himself creating an invisible marker of himself there, then us the void to teleport himself to the marker in a few seconds. Chili teleports to the location in an instant traveling at 10m/s. Useful for teleporting behind enemies and taking them by surprise or escaping a dangerous situation. Chili can transport anyone he is touching with him however this makes the spell cost 10 extra mp per person. Teleporting causes Chili 10 hp worth of damage when used.  Only once during a post can Chili choose to ignore the cooldown of this attack, however, this will cause the spell to cost double, take 5 posts to cool down instead of 2, and will cost Chili 20 HP.
    Duration:1
    Cooldown:2
    Strengths:
    - Good for avoiding wide area attacks
    - Can help Chili get behind his enemy to land a strong attack
    Weaknesses:
    - Damages him
    - Cost extra mp to teleport teammates
    - Not good for area of effect attack that covers an area greater than 30-meters

    Name Void Strike
    Rank: D
    Type: Instant, Offensive, Single Target
    Description: Chili raises his palm up with it flat as a small ball of void energy begins to form a black and whispy purple spinning ball. Dashing forward with the speed of lightning Chili will plan on ramming the vortex of void energy into someone's gut. If he managed to slam this into his enemy it will do 30 HP worth of damage.
    Duration:1
    Cooldown:3
    Strengths:
    - Stuns opponent
    Weaknesses:
    - Costs more mp than normal
    - Damages Chili
    - Easy to miss with

    Name Iron Armor
    Rank: D
    Type: Buff, Metal, Defensive, Charge Up
    Description: Chili takes one post to charge energy before he can do this. Once ready he can touch a comrade and create a light body of armor around them. The armor gives them 20% resistance to all damage while increasing their speed and attack by 10%. The armor lasts 2 posts or is destroyed after its raking 2 hits of D-Rank damage then disappears. Cannot apply this to himself but CHili can apply it to three comrades. Using this spell costs 20 mp to use
    Duration:3
    Cooldown:6
    Strengths:
    - Buffs allies
    - Good for combat
    Weaknesses:
    - Chili cannot apply this to himself
    - Costs more mp
    - Armor can be quickly destroyed by powerful attacks

    Name Iron Bones
    Rank: D
    Type: Metal, Buff, Defense
    Description: Chili can coats his bones in a thick layer of metal. Giving him 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 10% to base melee attack.  
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.

    Name Iron Blade
    Rank: D
    Type: Offensive, Weapon Creation, Multiple Target
    Description: Taking a post to charge up Chili then holds his hand out, palm flat down while Chili uses his magical energy and particles in the air, turning them in to iron as he creates a medium-sized blade. This blade does half its ranks spell damage if hit by it in the two posts since it was made. Grasping it in hand Chili can swap to any other mode and still have the sword making it able to be combined with some spells though it can only block one hit worth of C rank magic damage before also disappearing. This sword costs Chili 10 hp and to create and use. 
    Duration:3
    Cooldown:6
    Strengths:
    - Easy to make
    - Can be used as a weapon in other modes
    Weaknesses:
    -Costs Chili Hp to create
    - Is easy to break
    - Weak against long range

    https://www.fairytail-rp.com/t14653p500-magic-shop#311105 5 extra C rank slots proof of purchase

    C-Rank Spells:
    Spoiler:


    Name Chaos Ball
    Rank: C
    Type: Charge Up, Area of Effect, Damage Over Time
    Description: Chili ignites his limbs on fire and holds his hands' palms open, facing the sky, close together above his head. He begins to generate a rather large and explosive ball of hellfire. Being able to hurl it up to thirty meters away at five meters a second. If hit directly by the ball it does 30 hp worth of damage. If within the five-meter blast radius you take half the damage. Anyone caught in the blast takes burning damage for 2 posts at 50%.
    Duration:2
    Cooldown:4
    Strengths:
    - Multiple Targets
    - Burning Effect
    Weaknesses:
    -User must stand still to generate ball
    - Can be dodged and interrupted
    - Only can generate one ball at a time

    Name Match Strike (Low Grade)
    Rank: C
    Type: Instant, Single Target
    Description: Snapping his fingers together to ignite a spark that then explodes into a fiery inferno around the intended enemy, scorching them into oblivion. It does 40 damage.
    Duration:1
    Cooldown:3
    Strengths:
    - Quick and efficient in dealing damage
    Weaknesses:
    - Not the best use against flame resistant enemies
    - Weak against water types

    Name Cleansing Flames
    Rank: C
    Type: Support, Instant, AoE
    Description: Releasing a field of golden flames that can travel in a radius of 50 meters compared to his normal blood red, Chili’s flames will heal any allies for 20% their health and will cure any negative buffs that they are currently affected with. Doing this will cost Chili 30 hp and he will gain a random negative effect for 2 posts himself.
    Duration:1
    Cooldown:3
    Strengths:
    - Good support with a decent area of effect
    Weaknesses:
    - Gives Chili a random debuff
    - If out of the radius if will not affect an ally

    Name Void Blaster (Single)
    Rank: C
    Type: Single Target, Support
    Description: Snapping his fingers together, Chili hastily makes a floating singular pillar looking canon appear. It has a spinning center that envelopes a purple energy core. It follows Chili’s mental commands as it moves about the battlefield only able to go about twenty feet away from Chili once spawned. It takes 50 hp from Chili upon creation to take as it’s own and splits half the damage it takes with Chili. The pillar can block attacks however this will decrease its health. It can also fire an ion beam of void energy that does 20 damage and can travel up to 20 meters in a single direction. This spell costs 25 mp and stays around for 2 posts (counting the one it's spawned) to follow Chili.
    Duration:2
    Cooldown:5
    Strengths:
    - Is an independent drone that can cover allies if needed
    - Can be used as a shield and weapon
    Weaknesses:
    - Is not invincible
    - Does require a command from Chili to actually work
    - Can miss if not careful


    Name Void Trip
    Rank: C
    Type: Damage Over Time, Single Target
    Description: Chili opens a portal that sucks him and a target within 15 meters of themselves into the void realm for three posts. While within this realm the enemy can still use their magical attacks however they lose 20 hp every post they are fighting the user in the void realm. Once the 3 posts are up Chili and his target will automatically be teleported back into the real world. While in the void realm he can swap modes that is why he has a timed portal to teleport himself out. In other modes, however, the user loses 30 mp after returning to the world. Chili can also teleport one ally with him and his target, they will be unaffected by the void, however, Chili takes 10 hp worth of damage in their stead for each post in the void.
    Duration:3
    Cooldown:6
    Strengths:
    -Great for separating enemies
    Weaknesses:
    - Separates Chili from most allies
    - Mp lose if in another mode
    - Can damage Chili

    Name Void Force
    Rank: C
    Type: AoE, Instant
    Description: Using the energy from the void Chili can lift, launch, slam, crush or pull objects and enemies towards or from him. Sending things flying with just a wave of his hands. The force will cause 30 damage to whatever is hit by it knocking them a good 10 meters away. The force has a 20-meter radius of effect. Large groups of NPCs can be flung or decimated. (Think of it as force powers from star wars)
    Duration:1
    Cooldown:3
    Strengths:
    - Good to get some distance
    Weaknesses:
    - Can hit allies
    - Can be negated by other void users

    Name Void Drain
    Rank: C
    Type: Instant
    Description:Raising his hand toward a foe, Chili will use his void power to choke the life out of his target, literally as he clenches his fist shut.  Immobilizing them on the spot this spell will do 40 damage to the soul in his power and give 40 Hp to Chili. After he is done he will throw the target with his power 10 meters away. Costs 10 extra Mana.
    Duration:1
    Cooldown:3
    Strengths:
    - A quick health grab
    Weaknesses:
    - Can be interrupted
    - Costs extra Mana

    Name Chainsaw Arm
    Rank: C
    Type: Instant, Single Target, Dot
    Description: Turning his forearm into a chainsaw (Ash from Evil Dead style) Chili will proceed to rip his way through anything that gets in his path. The saw itself does 30 damage to anything hit by it and will cause bleeding for 2 posts at 5% total enemy health. Turning his arm into it causes Chili 20 hp worth of damage and costs him 20 mana.
    Duration:1
    Cooldown:4
    Strengths:
    - Close Quarter Nightmare
    Weaknesses:
    - Legitly loses an arm for a post
    - Is unable to cast any other spells while the arm is a chainsaw


    Last edited by Chili Thompson on 12th November 2017, 11:10 pm; edited 63 times in total
    avatar
    Leila Vergious
    https://i.imgur.com/hmnwrlP.gif
    https://i.imgur.com/hmnwrlP.gif

    Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : Gate of Eden’s Goddess
    Position : Saint of Eden
    Posts : 872
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 14,106

    Re: Elemental Arsenal

    Post by Leila Vergious on 19th July 2017, 3:05 am

    Hi there, Chili! I'm VindStot / Leila and I'm here to grade your magic. All my requests for changes will be below and done in this color. If you have any questions or have fixed everything, PM me or bump this thread~

    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Harnessing certain aspects of Ice, Hellfire, Metal, and Void magic. To create a unique arsenal of widely useful attacks, buffs, and defenses at their disposal, the users of Elemental Arsenal have to make small hand signs to swap between elemental modes, each element having its own symbol. Making it easy and quick to change elements helping to create variety in your attacks. Hell-Fire mode sports a range of close and mid ranged combat spells. Ice mode has a share of area of effect, defense, and ice-make spells. Metal mode used mainly for defense and buff spells. Void, used for transportation and long ranged attack spells. The user is able to use buffs and then swap to a more appropriate mode for attacks, however since a user can only use one mode at a time. They are unable to do much in combining elemental attacks.

    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post
    The number of weaknesses has to always be greater than the number of strengths. Please, add one more weakness to fulfill this requirement.

    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes: Changing modes also change what elements and spells the user can use as well as to what the caster is weak to and what they are powerful against. Takes 1 post to do the signs required to change modes.  While in Hell fire mode the user is stronger against Ice/Nature users doing 15% more damage to them and taking 20% less damage as well. Although the user also becomes weakened against Water/Earth doing 20% less damage and taking 15% damage from these types. In Ice mode, the user is stronger against Water/Wind users doing 10% more damage to them and taking 15% less damage as well. While taking 15% more damage from Fire/Lightning and dealing 20% less damage to them. In Metal mode, the user is stronger against Lightning/Fire users doing 10% more damage to them and taking 10% less damage as well. However, the caster also becomes weakened against Wind/Water users taking 15% more damage from them and dealing 15% less damage to them. In Void mode, the user only gains a weakness and a strength to all elemental types. Taking 5% more damage from them. Dealing 5% more damage himself. While being weak to light taking 15% more damage from and dealing 10% less damage to this caster type.

    - Regeneration: Regen 3% hp and 4% mp every turn. This is little too strong,
    please pick only one of the two.


    - Elemental Surge: While in an active mode, if the user is below 70% mana they can use that mode's aura to restore their mana by 30%, however, the mode used becomes unavailable for 8 posts, and swapping elements takes 3 posts longer, lasting for 6 posts. This ability can only be used every 20 posts. I'm afraid this UA will have to be changed. The maximal MP recovery you can reach is 4% per post or 25% every 5 posts.
    Spells:

    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user must be in hellfire mode to charge up this attack. Since it requires a burst of flame out of the user's fist propelling them forward faster than normal running speed.  The user closes the gap between their target and themselves. Getting within 7 meters of them, the user is already prepared for close quarters combat with their fists and feet already ignited. Dealing 20 damage if an attack hits.
    Strengths: Speed buff of 15% added when boost used at beginning of attack. This should also be in the description. High possibility to burn causing 15% damage over time for 2 posts. This also needs to be in the description,
    explaining how the 'high chace' works.
    Boost can be turned off helping the user not to over shoot their target, however, caster remains with limbs engulfed in flames. Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns. Attack has to be charged again to get the boost back once stopped. Stopping has to be time if not the careful user can overshoot their target. Could you possibly divide strengths and weaknesses into different lines like with your other spells?

    Name Ice Make: Throwing Knives
    Rank: D
    Type: Ice, Instant, Offensive, Multiple Target
    Description: User creates 5 throwing knives from ice and starts getting to work. Expertly flinging them at any target within a 20-meter radius of them. Causing 10 damage.  Provide speed for these, please. You will also have to lower the damage,
    as 10 x 5 would be little too much.

    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    -Effective against multiple targets.
    -good for mid range.
    Weaknesses:
    -Can be melted away by fire.  
    -Short duration.
    The number of weaknesses has to always be greater than the number of strengths. Please, add one more weakness to fulfill this requirement.

    Name Mana Void
    Rank: D
    Type: Void, Charge Up, Area of Effect
    Description:User charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 20% of the mana and health out of anyone in its radius. 20% is far too much for obvious reasons. Please, have this deal no more than regular spell damage of the spell's rank, as well as not taking more than 2%
    MP.

    Duration: 2 1 post charge-up + 2 posts duration
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    The number of weaknesses has to always be greater than the number of strengths. Please, add one more weakness to fulfill this requirement.

    Name Iron Skinned
    Rank: D
    Type: Metal, Buff, Charged up, Defense
    Description: Character charges up for one post, Then they coat there skin in a thick layer of metal. Giving them 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 5% to base melee attack.
    Duration:4 1 post charge-up + 3 post duration / D-ranked spells cannot have duration greater than 3 posts.
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.


    ___________________________________________________________________





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    Leila Vergious
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    Re: Elemental Arsenal

    Post by Leila Vergious on 19th July 2017, 4:56 am


    Spoiler:

    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Harnessing certain aspects of Ice, Hellfire, Metal, and Void magic. To create a unique arsenal of widely useful attacks, buffs, and defenses at their disposal, the users of Elemental Arsenal have to make small hand signs to swap between elemental modes, each element having its own symbol. Making it easy and quick to change elements helping to create variety in your attacks. Hell-Fire mode sports a range of close and mid ranged combat spells. Ice mode has a share of area of effect, defense, and ice-make spells. Metal mode used mainly for defense and buff spells. Void, used for transportation and long ranged attack spells. The user is able to use buffs and then swap to a more appropriate mode for attacks, however since a user can only use one mode at a time. They are unable to do much in combining elemental attacks.

    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes: Changing modes also change what elements and spells the user can use as well as to what the caster is weak to and what they are powerful against. Takes 1 post to do the signs required to change modes.  While in Hell fire mode the user is stronger against Ice/Nature users doing 15% more damage to them and taking 20% less damage as well. Although the user also becomes weakened against Water/Earth doing 20% less damage and taking 15% damage from these types. In Ice mode, the user is stronger against Water/Wind users doing 10% more damage to them and taking 15% less damage as well. While taking 15% more damage from Fire/Lightning and dealing 20% less damage to them. In Metal mode, the user is stronger against Lightning/Fire users doing 10% more damage to them and taking 10% less damage as well. However, the caster also becomes weakened against Wind/Water users taking 15% more damage from them and dealing 15% less damage to them. In Void mode, the user only gains a weakness and a strength to all elemental types. Taking 5% more damage from them. Dealing 5% more damage himself. While being weak to light taking 15% more damage from and dealing 10% less damage to this caster type.

    - Regeneration: Regen 4% mp every turn.

    - Fast Switch. The user can instantly switch to another mode without the need of being vulnerable for a post by sacrificing 5hp. This can be done 2 times, however, once the second time has been used this ability will need to recharge for 20 posts and has a penalty. Swapping modes after the second time causes the user to take longer to swap being vulnerable 3 posts, having performed the signs in one post and being stuck switching modes, for the next two. This effect lasts 12 posts. All modes weaknesses increase by 10% as well for the same 12 posts.
    Spells:

    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user must be in hellfire mode to charge up this attack. Since it requires a burst of flame out of the user's fist propelling them forward faster than normal running speed.  The user closes the gap between their target and themselves. Getting within 7 meters of them, the user is already prepared for close quarters combat with their fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    Name Ice Make: Throwing Knives
    Rank: D
    Type: Ice, Instant, Offensive, Multiple Target
    Description: User creates 5 throwing knives from ice and starts getting to work. Expertly flinging them at any target within a 20-meter radius of them traveling at a speed of 5m/s. Causing 4 damage.  
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against heavily armored targets

    Name Mana Void
    Rank: D
    Type: Void, Charge Up, Area of Effect
    Description:User charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius.  
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary

    Name Iron Skinned
    Rank: D
    Type: Metal, Buff, Charged up, Defense
    Description: Character charges up for one post, Then they coat there skin in a thick layer of metal. Giving them 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 5% to base melee attack.
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.


    ___________________________________________________________________





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    Tamashi

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    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    Re: Elemental Arsenal

    Post by Tamashi on 29th July 2017, 5:14 pm

    Opened at the request of the user:
    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Harnessing certain aspects of Ice, Hellfire, Metal, and Void magic. To create a unique arsenal of widely useful attacks, buffs, and defenses at their disposal, the users of Elemental Arsenal have to make small hand signs to swap between elemental modes, each element having its own symbol. Making it easy and quick to change elements helping to create variety in your attacks. Hell-Fire mode sports a range of close and mid ranged combat spells. Ice mode has a share of area of effect, defense, and ice-make spells. Metal mode used mainly for defense and buff spells. Void, used for transportation and long ranged attack spells. The user is able to use buffs and then swap to a more appropriate mode for attacks, however since a user can only use one mode at a time. They are unable to do much in combining elemental attacks.

    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes: Changing modes also change what elements and spells the user can use as well as to what the caster is weak to and what they are powerful against. Takes 1 post to do the signs required to change modes.  While in Hell fire mode the user is stronger against Ice/Nature users doing 15% more damage to them and taking 20% less damage as well. Although the user also becomes weakened against Water/Earth doing 20% less damage and taking 15% damage from these types. In Ice mode, the user is stronger against Water/Wind users doing 10% more damage to them and taking 15% less damage as well. While taking 15% more damage from Fire/Lightning and dealing 20% less damage to them. In Metal mode, the user is stronger against Lightning/Fire users doing 10% more damage to them and taking 10% less damage as well. However, the caster also becomes weakened against Wind/Water users taking 15% more damage from them and dealing 15% less damage to them. In Void mode, the user only gains a weakness and a strength to all elemental types. Taking 5% more damage from them. Dealing 5% more damage himself. While being weak to light taking 15% more damage from and dealing 10% less damage to this caster type.

    - Regeneration: Regen 4% mp every turn.

    - Fast Switch. The user can instantly switch to another mode without the need of being vulnerable for a post by sacrificing 5hp. This can be done 2 times, however, once the second time has been used this ability will need to recharge for 20 posts and has a penalty. Swapping modes after the second time causes the user to take longer to swap being vulnerable 3 posts, having performed the signs in one post and being stuck switching modes, for the next two. This effect lasts 12 posts. All modes weaknesses increase by 10% as well for the same 12 posts.
    Spells:

    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user must be in hellfire mode to charge up this attack. Since it requires a burst of flame out of the user's fist propelling them forward faster than normal running speed.  The user closes the gap between their target and themselves. Getting within 7 meters of them, the user is already prepared for close quarters combat with their fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    Name Ice Make: Throwing Knives
    Rank: D
    Type: Ice, Instant, Offensive, Multiple Target
    Description: User creates 5 throwing knives from ice and starts getting to work. Expertly flinging them at any target within a 20-meter radius of them traveling at a speed of 5m/s. Causing 4 damage.  
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against heavily armored targets

    Name Mana Void
    Rank: D
    Type: Void, Charge Up, Area of Effect
    Description:User charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius.  
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary

    Name Iron Skinned
    Rank: D
    Type: Metal, Buff, Charged up, Defense
    Description: Character charges up for one post, Then they coat there skin in a thick layer of metal. Giving them 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 5% to base melee attack.
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.


    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
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    Chili Thompson

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    Character Sheet
    Character Name: Chili Thompson
    Primary Magic: Elemental Arsenal
    Secondary Magic: N/A

    Re: Elemental Arsenal

    Post by Chili Thompson on 29th July 2017, 7:24 pm

    Added Mode Auras unique ability
    Got rid of Switching Modes unique ability for Demonic Martial arts unique ability
    Added C rank spells
    - Void Trip
    - Chaos Ball
    - Ice Arrow Storm
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    Tamashi

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    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    Re: Elemental Arsenal

    Post by Tamashi on 30th July 2017, 3:04 am

    For records sake:
    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Harnessing certain aspects of Ice, Hellfire, Metal, and Void magic. To create a unique arsenal of widely useful attacks, buffs, and defenses at their disposal, the users of Elemental Arsenal have to make small hand signs to swap between elemental modes, each element having its own symbol. Making it easy and quick to change elements helping to create variety in your attacks. Hell-Fire mode sports a range of close and mid ranged combat spells. Ice mode has a share of area of effect, defense, and ice-make spells. Metal mode used mainly for defense and buff spells. Void, used for transportation and long ranged attack spells. The user is able to use buffs and then swap to a more appropriate mode for attacks, however since a user can only use one mode at a time. They are unable to do much in combining elemental attacks.

    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post however the user can still charge spells
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes:
    Hellfire Mode - 20% extra damage and reduction to Ice/Nature. 15% more damage from Water/Earth

    Ice Mode - 15% extra damage and reduction to Water/Wind. 20% more damage from Fire/Lighting

    Metal Mode - 15% more damage and reduction to Lighting/Fire. 15% more damage from Wind/Water

    Void Mode - 15% more damge to everything. 10% damge from everything

    - Regeneration: Regen 4% mp every turn.

    - Demonic Martial Arts. While in Hellfire mode the user's limbs are instantly set on fire adding 10 hp worth of damage to base rank damage. The user's natural martial art skills become deadlier.

    - Mode Auras. Each mode now has an aura that can be activated, they only last for 5 posts with a cool down of 8. Each aura has a certain effect upon the caster. Hellfire mode's aura cloaks the user in the form of a demonic werewolf, the following effects come with the aura. A 25% boost to fire spell damage as well as the user's speed. All stats given in Hellfire mode are increased by 10% for the strength given by mode stats. Takes 25% more damage from Water spells. While the aura is activated the user's mindset is altered slightly causing them to feel an intense rage and hatred, making it easy for the user to go into a blind berserk if not careful. The heat of the aura is enough to melt D rank ice spells with ease and burn those who use a melee attack (weapons not included) for 10 hp if touched. Once out of Hellfire mode the aura dissipates.

    Ice mode's aura coats the users hands in ice, allowing their ice magic to do 30% more damage and have 10% better durability. Upon activating the user's personality is altered making them more cold and calculated. All stats given in Ice mode are increased by 10% for strength stats given by mode. Takes 30% more damage from Fire spells.

    Void mode's aura is not as visible as the others since it is a void that opens within the user. Making the user feel emotionless the void also puts out a nullifying magic field from the user. The field is with in a ten-meter radius of the user. Only one spell equal to the user's rank or lower can be nullified per post this costs the same as the mp used to cast the attacking spell, however, to do so. The user is still able to cast magic within the field. Void magic does 10% more damage. All stats given in Void mode are increased by 10% for both strengths and weaknesses.

    Metal mode's aura is shown as five medium sized cannon ball looking things that orbit the user. The user is able to manipulate the balls' form. Making them take the shape of spears, swords, shields and other metallic objects. Any weapon forms only do 10 hp worth of damage if hit, Sheilds can block full damage from a single spell equal to or lower than the user each round. However if destroyed the balls cannot return until the aura is deactivated and reactivated later. The user can send the weapons flying at their target thirty meters away at 10 m/s. Metal magic based buffs last one post longer. All stats given in Metal mode are increased by 10% for both strengths and weaknesses. 15% more damage from Wind spells.

    Signature Spells

    D-Rank Sig
    Name Demon's Breathe
    Rank: D
    Type: Charge Up, Multiple Target, Offensive
    Description: The wizard inhales deeply, stirring fire within their lungs and exhaling a cloud of flames at their enemies. The length of the flame is 15 meters long and a meter wide. Like a massive flame thrower, the user can sweep the flame back and forth, scorching an area within the flames reach. Anyone hit takes 20 damage and is set on fire for 2 posts taking 25% damage each post. Can be used in the air. Has 2 uses costing 10 mp each then a cooldown of 5 posts Duration: 3 posts (1 round charge up 2 round attack)
    Cooldown: 4 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Lasts one breathe
    - Can harm allies
    - hurts environment badly if on a job that requires minimal destruction
    - Can kill normal humans easily if not careful

    C Sig- Ranks up to S.
    Name Deathly Cold
    Rank: C
    Type:  Instant, Damage Over Time, Debuff
    Description: User's hands and feet drop to a subatomic level causing whatever they touch to instantly flash freeze solid. Anything touched or hit by the user takes 40 hp worth of damage. The user is also able to shoot out a small burst of freezing air that travels a distance of 10 meters at 5 m/s it deals 40 hp worth of damage. Can fire up to once every post. Anyone hit is immobilized for that round. As well as taking an additional 25% damage for 2 rounds while also being weakened and slowed by 25% for 2 posts while they thaw out.
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Versitaile
    - Debuf
    Weaknesses:
    - Is weak against fire
    - Can harm allies
    - Freezes anything the user touches or is standing on solid can complicate matters a little.


    D-rank Spells:

    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user must be in hellfire mode to charge up this attack. Since it requires a burst of flame out of the user's fist propelling them forward faster than normal running speed.  The user closes the gap between their target and themselves. Getting within 7 meters of them, the user is already prepared for close quarters combat with their fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    Name Ice Make: Throwing Knives
    Rank: D
    Type: Ice, Instant, Offensive, Multiple Target
    Description: User creates 5 throwing knives from ice and starts getting to work. Expertly flinging them at any target within a 20-meter radius of them traveling at a speed of 5m/s. Causing 4 damage.  
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against heavily armored targets

    Name Mana Void
    Rank: D
    Type: Void, Charge up, Area of Effect
    Description:User charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius. The vacuum's suction catches the target of the same rank or lower, off guard making them stop moving for 1 post as they struggle to break free of the forces pull. The user is drained of 40 hp and becomes dizzy and ill slowing them by 25% when using this void attack.
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary
    - slows and damages user

    Name Iron Skinned
    Rank: D
    Type: Metal, Buff, Defense
    Description: The user coats there skin in a thick layer of metal. Giving them 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 10% to base melee attack.
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.


    C-Rank Spells:
    Name Chaos Ball
    Rank: C
    Type: Charge Up, Area of Effect, Damage Over Time
    Description: The user ignites their limbs on fire and holds their hands close together above their head. They begin to generate a rather large and explosive ball of hellfire. Being able to hurl it up to thirty meters away at five meters a second. If hit directly by the ball it does 30 hp worth of damage. If within the five-meter blast radius you take half the damage. Anyone caught in the blast takes burning damage for 2 posts at 50%.
    Duration:2
    Cooldown:4
    Strengths:
    - Multiple Targets
    - Burning Effect
    Weaknesses:
    -User must stand still to generate ball
    - Can be dodged and interrupted
    - Only can generate one ball at a time

    Name Void Trip
    Rank: C
    Type: Damage Over Time, Single Target
    Description: The user opens a portal that sucks them and a target within 15 meters of themselves into the void realm for three posts. While within this realm the enemy can still use their magical attacks however they lose 20 hp every post they are fighting the user in the void realm. Once the 3 posts are up to the user and their target will automatically be teleported back into the real world. While in the void realm the user can swap modes that is why they have a timed portal to teleport themselves out. In other modes, however, the user loses 30 mp after returning to the world.
    Duration:3
    Cooldown:6
    Strengths:
    -Great for separating enemies
    Weaknesses:
    - Separates User from allies
    -Mp lose if in another mode

    Name Ice Arrow Storm
    Rank: C
    Type: Charge Up, Multiple Target
    Description:This spell costs 25 mp. The user creates about 4 arrows each does 10 damage sending them flying at his enemies. The Arrows can fly as far as 30 meters and travel at 10 m/s. The most arrows that a single person can be hit by is four. The arrows cover a 10 meter long and 15-meter wide rectangle hitting anyone within it. If hit the arrows cause 25% bleeding damage over time for 2 posts.
    Duration:1
    Cooldown:3
    Strengths:
    - Multiple Target
    - Hard to dodge
    Weaknesses:
    - Costs more mana than regular spell of C rank
    - Only a certain number of arrows can hit a target
    - Dot only lasts one post



    ___________________________________________________________________

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    Re: Elemental Arsenal

    Post by Salrynn on 13th August 2017, 5:57 pm

    Unlocked upon users request ^^

    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Harnessing certain aspects of Ice, Hellfire, Metal, and Void magic. To create a unique arsenal of widely useful attacks, buffs, and defenses at their disposal, the users of Elemental Arsenal have to make small hand signs to swap between elemental modes, each element having its own symbol. Making it easy and quick to change elements helping to create variety in your attacks. Hell-Fire mode sports a range of close and mid ranged combat spells. Ice mode has a share of area of effect, defense, and ice-make spells. Metal mode used mainly for defense and buff spells. Void, used for transportation and long ranged attack spells. The user is able to use buffs and then swap to a more appropriate mode for attacks, however since a user can only use one mode at a time. They are unable to do much in combining elemental attacks.

    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post however the user can still charge spells
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes:
    Hellfire Mode - 20% extra damage and reduction to Ice/Nature. 15% more damage from Water/Earth

    Ice Mode - 15% extra damage and reduction to Water/Wind. 20% more damage from Fire/Lighting

    Metal Mode - 15% more damage and reduction to Lighting/Fire. 15% more damage from Wind/Water

    Void Mode - 15% more damge to everything. 10% damge from everything

    - Regeneration: Regen 4% mp every turn.

    - Demonic Martial Arts. While in Hellfire mode the user's limbs are instantly set on fire adding 10 hp worth of damage to base rank damage. The user's natural martial art skills become deadlier.

    - Mode Auras. Each mode now has an aura that can be activated, they only last for 5 posts with a cool down of 8. Each aura has a certain effect upon the caster. Hellfire mode's aura cloaks the user in the form of a demonic werewolf, the following effects come with the aura. A 25% boost to fire spell damage as well as the user's speed. All stats given in Hellfire mode are increased by 10% for the strength given by mode stats. Takes 25% more damage from Water spells. While the aura is activated the user's mindset is altered slightly causing them to feel an intense rage and hatred, making it easy for the user to go into a blind berserk if not careful. The heat of the aura is enough to melt D rank ice spells with ease and burn those who use a melee attack (weapons not included) for 10 hp if touched. Once out of Hellfire mode the aura dissipates.

    Ice mode's aura coats the users hands in ice, allowing their ice magic to do 30% more damage and have 10% better durability. Upon activating the user's personality is altered making them more cold and calculated. All stats given in Ice mode are increased by 10% for strength stats given by mode. Takes 30% more damage from Fire spells.

    Void mode's aura is not as visible as the others since it is a void that opens within the user. Making the user feel emotionless the void also puts out a nullifying magic field from the user. The field is with in a ten-meter radius of the user. Only one spell equal to the user's rank or lower can be nullified per post this costs the same as the mp used to cast the attacking spell, however, to do so. The user is still able to cast magic within the field. Void magic does 10% more damage. All stats given in Void mode are increased by 10% for both strengths and weaknesses.

    Metal mode's aura is shown as five medium sized cannon ball looking things that orbit the user. The user is able to manipulate the balls' form. Making them take the shape of spears, swords, shields and other metallic objects. Any weapon forms only do 10 hp worth of damage if hit, Sheilds can block full damage from a single spell equal to or lower than the user each round. However if destroyed the balls cannot return until the aura is deactivated and reactivated later. The user can send the weapons flying at their target thirty meters away at 10 m/s. Metal magic based buffs last one post longer. All stats given in Metal mode are increased by 10% for both strengths and weaknesses. 15% more damage from Wind spells.

    Signature Spells

    D-Rank Sig
    Name Demon's Breathe
    Rank: D
    Type: Charge Up, Multiple Target, Offensive
    Description: The wizard inhales deeply, stirring fire within their lungs and exhaling a cloud of flames at their enemies. The length of the flame is 15 meters long and a meter wide. Like a massive flame thrower, the user can sweep the flame back and forth, scorching an area within the flames reach. Anyone hit takes 20 damage and is set on fire for 2 posts taking 25% damage each post. Can be used in the air. Has 2 uses costing 10 mp each then a cooldown of 5 posts Duration: 3 posts (1 round charge up 2 round attack)
    Cooldown: 4 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Lasts one breathe
    - Can harm allies
    - hurts environment badly if on a job that requires minimal destruction
    - Can kill normal humans easily if not careful

    C Sig- Ranks up to S.
    Name Deathly Cold
    Rank: C
    Type:  Instant, Damage Over Time, Debuff
    Description: User's hands and feet drop to a subatomic level causing whatever they touch to instantly flash freeze solid. Anything touched or hit by the user takes 40 hp worth of damage. The user is also able to shoot out a small burst of freezing air that travels a distance of 10 meters at 5 m/s it deals 40 hp worth of damage. Can fire up to once every post. Anyone hit is immobilized for that round. As well as taking an additional 25% damage for 2 rounds while also being weakened and slowed by 25% for 2 posts while they thaw out.
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Versitaile
    - Debuf
    Weaknesses:
    - Is weak against fire
    - Can harm allies
    - Freezes anything the user touches or is standing on solid can complicate matters a little.


    D-rank Spells:

    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user must be in hellfire mode to charge up this attack. Since it requires a burst of flame out of the user's fist propelling them forward faster than normal running speed.  The user closes the gap between their target and themselves. Getting within 7 meters of them, the user is already prepared for close quarters combat with their fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    Name Ice Make: Throwing Knives
    Rank: D
    Type: Ice, Instant, Offensive, Multiple Target
    Description: User creates 5 throwing knives from ice and starts getting to work. Expertly flinging them at any target within a 20-meter radius of them traveling at a speed of 5m/s. Causing 4 damage.  
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against heavily armored targets

    Name Mana Void
    Rank: D
    Type: Void, Charge up, Area of Effect
    Description:User charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius. The vacuum's suction catches the target of the same rank or lower, off guard making them stop moving for 1 post as they struggle to break free of the forces pull. The user is drained of 40 hp and becomes dizzy and ill slowing them by 25% when using this void attack.
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary
    - slows and damages user

    Name Iron Skinned
    Rank: D
    Type: Metal, Buff, Defense
    Description: The user coats there skin in a thick layer of metal. Giving them 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 10% to base melee attack.
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.


    C-Rank Spells:
    Name Chaos Ball
    Rank: C
    Type: Charge Up, Area of Effect, Damage Over Time
    Description: The user ignites their limbs on fire and holds their hands close together above their head. They begin to generate a rather large and explosive ball of hellfire. Being able to hurl it up to thirty meters away at five meters a second. If hit directly by the ball it does 30 hp worth of damage. If within the five-meter blast radius you take half the damage. Anyone caught in the blast takes burning damage for 2 posts at 50%.
    Duration:2
    Cooldown:4
    Strengths:
    - Multiple Targets
    - Burning Effect
    Weaknesses:
    -User must stand still to generate ball
    - Can be dodged and interrupted
    - Only can generate one ball at a time

    Name Void Trip
    Rank: C
    Type: Damage Over Time, Single Target
    Description: The user opens a portal that sucks them and a target within 15 meters of themselves into the void realm for three posts. While within this realm the enemy can still use their magical attacks however they lose 20 hp every post they are fighting the user in the void realm. Once the 3 posts are up to the user and their target will automatically be teleported back into the real world. While in the void realm the user can swap modes that is why they have a timed portal to teleport themselves out. In other modes, however, the user loses 30 mp after returning to the world.
    Duration:3
    Cooldown:6
    Strengths:
    -Great for separating enemies
    Weaknesses:
    - Separates User from allies
    -Mp lose if in another mode

    Name Ice Arrow Storm
    Rank: C
    Type: Charge Up, Multiple Target
    Description:This spell costs 25 mp. The user creates about 4 arrows each does 10 damage sending them flying at his enemies. The Arrows can fly as far as 30 meters and travel at 10 m/s. The most arrows that a single person can be hit by is four. The arrows cover a 10 meter long and 15-meter wide rectangle hitting anyone within it. If hit the arrows cause 25% bleeding damage over time for 2 posts.
    Duration:1
    Cooldown:3
    Strengths:
    - Multiple Target
    - Hard to dodge
    Weaknesses:
    - Costs more mana than regular spell of C rank
    - Only a certain number of arrows can hit a target
    - Dot only lasts one post


    ___________________________________________________________________


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    Re: Elemental Arsenal

    Post by Aura on 16th August 2017, 1:07 pm

    No spells were hurt during the grading of this magic:

    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Chili was unable to cast magic, him trying would end in explosive and harmful results. Chili was able to use multiple elemental types and for some unknown reason, Chili's elemental magic would mix when trying to do a single element type spell and would literal explode in his face and take out a surrounding area. His uncle helped him learn to quickly harness a mass amount of a single elemental type at once, shutting off the flow of the other element types until he swaps to one of those, or is not in a designated mode. Required to hands signs to swap each mode Chili is quick to access a good amount of different elemental spells, although after swapping he is unable to use instant or other spells types besides charge ups for one post after that he can use the spells available in that mode.  
    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post however the user can still charge spells
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    - Trying to use a spell out will injure Chili.

    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes:
    Hellfire Mode - 20% extra damage and reduction to Ice/Nature. 15% more damage from Water/Earth

    Ice Mode - 15% extra damage and reduction to Water/Wind. 20% more damage from Fire/Lighting

    Metal Mode - 15% more damage and reduction to Lighting/Fire. 15% more damage from Wind/Water

    Void Mode - 15% more damage to everything. 10% damage from everything

    - Regeneration: Regen 4% mp every turn.

    - Demonic Martial Arts. While in Hellfire mode the user's limbs are instantly set on fire adding 10 hp worth of damage to base rank damage. The user's natural martial art skills become deadlier.

    - Mode Auras. Each mode now has an aura that can be activated, they only last for 5 posts with a cool down of 8. Each aura has a certain effect upon the Chili's mind and body, however, Chili can remain mostly himself if he concentrates.


    Hellfire mode's aura cloaks him in the form of a demonic werewolf, the following effects come with the aura. A 25% boost to fire spell damage as well as the user's speed. All stats given in Hellfire mode are increased by 10% for the strength given by mode stats. Takes 25% more damage from Water spells. While the aura is activated the Chili's mindset is altered slightly causing him to feel an intense rage and hatred, making it easy for him to make rash decisions and have a shoot first ask questions later attitude. If not careful the user can get so angry that they go into a blind rage attacking enemy and ally alike. The heat of the aura is enough to melt D rank ice spells with ease and burn those who use a melee attack (weapons not included) for 10 hp if touched. Once out of Hellfire mode the aura dissipates.

    Ice mode's aura coats the Chili's hands and arms in ice, allowing his ice magic to do 30% more damage and have 10% better durability. Upon activating Chili's personality is altered making him more cold and calculated. He is more likely to focus solely on his task and not care much for others. Won't attack allies but won't save them. All stats given in Ice mode are increased by 10% for strength. Takes 30% more damage from Fire spells.  

    Void mode's aura is not as visible as the others since it is a void that opens within him. Making Chili feel emotionless, now no more than a robot in a meat suit. Making him unaffected by emotion manipulating spells. He doesn't really care at all it seems although he tends to make dark jokes about the situation. The void also puts out a nullifying magic field from him. The field is with in a five-meter radius of him. Only one spell equal to his rank or lower can be nullified per post this costs the same as the mp used to cast the attacking spell, however, to do so. Anyone in close quarters of the void field will be sapped 5 hp every post they remain in it(Does not effect allies.)  
    Void magic does 10% more damage. All stats given in Void mode are increased by 10% for both strengths and weaknesses.

    Metal mode's aura is shown as five medium sized cannon ball looking things that orbit Chili. He is able to manipulate the balls' forms. Chili becomes personality becomes determined, to say the least, he becomes like a metal barrack that won't go down. Making the sphere's change their shapes into spears, swords, shields and other metallic objects. Any weapon forms only do 10 hp worth of damage if hit, Sheilds can block full damage from a single spell equal to or lower than the user each round. However if destroyed the balls cannot return until the aura is deactivated and reactivated later. Can send the weapons flying at their target thirty meters away at 10 m/s or grab ahold of one and use it in close quarters combat. Metal magic based buffs last one post longer. All stats given in Metal mode are increased by 10% for both strengths and weaknesses. 15% more damage from Wind spells.

    Signature Spells
    Spoiler:


    D-Rank Sig
    Name Demon's Breathe
    Rank: D
    Type: Charge Up, Multiple Target, Offensive
    Description: The wizard inhales deeply, stirring fire within his lungs and exhaling a cloud of flames at his enemies. The length of the flame is 15 meters long and a meter wide. Like a massive flame thrower, Chili can sweep the flame back and forth, scorching an area within the flames reach. Anyone hit takes 20 damage and is set on fire for 2 posts taking 25% damage each post. Can be used in the air. Has 2 uses costing 10 mp each then a cooldown of 4 posts Duration: 3 posts (1 round charge up 2 round attack)
    Cooldown: 4 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Lasts one breathe
    - Can harm allies
    - hurts environment badly if on a job that requires the minimal destruction
    - Can kill normal humans easily if not careful

    C Sig- Ranks up to S.
    Name Deathly Cold
    Rank: C
    Type:  Instant, Damage Over Time, Debuff, Offensive
    Description: Chili's hands and feet drop to a subatomic level causing whatever they touch to instantly flash freeze solid. Able to freeze water instantly. Anything touched or hit by him takes 40 hp worth of damage. He is also able to shoot out a small burst of freezing air that travels a distance of 10 meters at 5 m/s it deals 40 hp worth of damage. Can fire up to once every post. Anyone hit is immobilized for that round. As well as taking an additional 25% damage for 2 rounds while also being weakened and slowed by 25% for 2 posts while they thaw out.
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Versatile
    - Debuff
    Weaknesses:
    - Is weak against fire
    - Can harm allies
    - Freezes anything the user touches or is standing on solid can complicate matters a little.

    D-rank Spells:
    Spoiler:


    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: First igniting both hands and feet on fire, this attack is a burst of flame out of the Chili's hands propelling him forward faster than normal running speed.  He closes the gap between his target and him. Getting within 7 meters of them, Chili is already prepared for close quarters combat with his fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    NameBrimstone Blast
    Rank: D
    Type: Offensive, Single Target, Dot, Instant
    Description: Chili thrust a palm forward and shoots a wave of molten brimstone at his enemy, out of it, scorching whoever it hits for 20 hp worth of damage the brimstone can and will burn the eyes of the opponent if hit, blinding them for 2 posts. Using this attack causes one of Chili's hands to become burned doing 10 hp worth of damage.
    Duration:3
    Cooldown:4
    Strengths:
    - Causes burning
    Weaknesses:
    - Can be dodged easily
    - Damages which ever hand Chili used to do the spell

    Name Ice Mini Grenade
    Rank: D
    Type: Ice, Offensive, Single Target
    Description: Chili shakes his hand quickly in a swift motion quickly creating this small ball of ice and snow. Throwing it toward an enemy with precision, the ball stick one it hits and then explodes doing 20 hp worth of damage. Freezing the primary target for 1 post after detonation. It can freeze anything 10 feet tall if taller it coats ten feet of their body missing the rest.    
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths:
    - Freezes enemy
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against larger or armored targets

    Name Ice Make: Spear
    Rank: D
    Type: Ice, Single Target, Offensive, Charge Up
    Description: After charging up for a post Chili then claps his hands together and then brings them apart. Chili creates a 7-foot long spear that resembles that of a Roman one. Used for either attacking or defending. It does 15 damage per hit if used in offensive and lasts 2 posts once made. It can be destroyed by fire spells of any rank in one hit. If used to block it defend against a spell of this spell's rank.    
    Duration: 3 posts
    Cooldown: 5 posts
    Strengths:
    - Good for one on one fights
    Weaknesses:
    - Can be melted by fire
    - Is not a good fit for mass mob fights due to its length

    Name Mana Void
    Rank: D
    Type: Void, Charge up, Area of Effect, Offensive
    Description:Chili charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius. The vacuum's suction catches the target of the same rank or lower, off guard making them stop moving for 1 post as they struggle to break free of the force's pull. Chili is drained of 25 hp and all void attacks now cost 10 extra mp to cast for 3 posts after this attack.
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary
    - slows and damages user

    Name Void Step
    Rank: D
    Type: Teleportation, Offensive, Single Target
    Description: Chili is able to teleport using two portals. Using his mind for this one all Chili has to do is think of where he would like to go within a 30-meter radius of himself creating an invisible portal there, then creating one underneath himself in a few seconds. Chili teleports to the location in an instant traveling at 10m/s. Useful for teleporting behind enemies and taking them by surprise or escaping a dangerous situation. Chili can transport anyone he is touching with him however this makes the spell cost 10 extra mp per person. Teleporting causes Chili 10 hp worth of damage when used.  
    Duration:1
    Cooldown:2
    Strengths:
    - Good for avoiding wide area attacks
    - Can help Chili get behind his enemy to land a strong attack
    Weaknesses:
    - Damages him
    - Cost extra mp to teleport teammates
    - Not good for area of effect attack that covers an area greater than 30-meters

    Name Void Strike
    Rank: D
    Type: Instant, Offensive, Single Target
    Description: Chili slams his open palm into a part of his enemy's body and sends a void through their veins and into their hearts. Doing 15 hp worth of damage, making the enemy unable to attack for a post due to shock. Chili takes 5 hp worth of damage while this spell cost 15 mp.
    Duration:1
    Cooldown:3
    Strengths:
    - Causes bleeding
    - Stuns opponent
    Weaknesses:
    - Costs more mp than normal
    - Damages Chili
    - Easy to miss with

    Name Iron Armor
    Rank: D
    Type: Buff, Metal, Defensive, Charge Up
    Description: Chili takes one post to charge energy before he can do this. Once ready he can touch a comrade and create a light body of armor around them. The armor gives them 20% resistance to all damage while increasing their speed and attack by 10%. The armor lasts 2 posts or is destroyed after its raking 2 hits of D-Rank damage then disappears. Cannot apply this to himself but CHili can apply it to three comrades. Using this spell costs 20 mp to use
    Duration:3
    Cooldown:6
    Strengths:
    - Buffs allies
    - Good for combat
    Weaknesses:
    - Chili cannot apply this to himself
    - Costs more mp
    - Armor can be quickly destroyed by powerful attacks

    Name Iron Bones
    Rank: D
    Type: Metal, Buff, Defense
    Description: Chili can coats his bones in a thick layer of metal. Giving him 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 10% to base melee attack.  
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.

    Name Iron Hidden Blades
    Rank: D
    Type: Offensive, Weapon Creation, Multiple Target
    Description: Taking a post to charge up Chili then waves his palm over the bottom of each wrist Chili creates hidden blades underneath his sleeves that will slide out with a flex of a muscle. They are part of him, melded to his skin and nerves. Great for assassination and surprise attacks. Each one does 10 damage per post and lasts for 2 posts once made.  Making these blades cost Chili 15 hp.  
    Duration:3
    Cooldown:6
    Strengths:
    - Easy to make and good for unexpected attacks
    Weaknesses:
    -The melding causes Chili damage
    - Are not the best for large groups


    https://www.fairytail-rp.com/t14653p450-magic-shop#304417 6 spell slots gifted, proof of purchase.

    C-Rank Spells:
    Spoiler:


    Name Chaos Ball
    Rank: C
    Type: Charge Up, Area of Effect, Damage Over Time
    Description: Chili ignites his limbs on fire and holds his hands' palms open, facing the sky, close together above his head. He begins to generate a rather large and explosive ball of hellfire. Being able to hurl it up to thirty meters away at five meters a second. If hit directly by the ball it does 30 hp worth of damage. If within the five-meter blast radius you take half the damage. Anyone caught in the blast takes burning damage for 2 posts at 50%.
    Duration:2
    Cooldown:4
    Strengths:
    - Multiple Targets
    - Burning Effect
    Weaknesses:
    -User must stand still to generate ball
    - Can be dodged and interrupted
    - Only can generate one ball at a time

    Name Void Trip
    Rank: C
    Type: Damage Over Time, Single Target
    Description: Chili opens a portal that sucks him and a target within 15 meters of themselves into the void realm for three posts. While within this realm the enemy can still use their magical attacks however they lose 20 hp every post they are fighting the user in the void realm. Once the 3 posts are up Chili and his target will automatically be teleported back into the real world. While in the void realm he can swap modes that is why he has a timed portal to teleport himself out. In other modes, however, the user loses 30 mp after returning to the world. Chili can also teleport one ally with him and his target, they will be unaffected by the void, however, Chili takes 10 hp worth of damage in their stead for each post in the void.
    Duration:3
    Cooldown:6
    Strengths:
    -Great for separating enemies
    Weaknesses:
    - Separates Chili from most allies
    - Mp lose if in another mode
    - Can damage Chili

    Name Ice Arrow Storm
    Rank: C
    Type: Charge Up, Multiple Target
    Description:This spell costs 25 mp. Chili creates about 4 arrows each does 10 damage sending them flying at his enemies. The Arrows can fly as far as 30 meters and travel at 10 m/s. The most arrows that a single person can be hit by is four. The arrows cover a 10 meter long and 15-meter wide rectangle hitting anyone within it. If hit the arrows cause 25% bleeding damage over time for 2 posts.
    Duration:1
    Cooldown:3
    Strengths:
    - Multiple Target
    - Hard to dodge
    Weaknesses:
    - Costs more mana than regular spell of C rank
    - Only a certain number of arrows can hit a target
    - Dot only lasts one post





    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |The Etherborn - Barbardium | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


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    Slots: 4/6



    avatar
    Aura

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    Age : 22
    Experience : 1,512.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: The Etherborn - Barbardium
    Secondary Magic:

    Re: Elemental Arsenal

    Post by Aura on 25th October 2017, 6:09 am

    Unlocked upon the user's request:
    Chili Thompson wrote:Magic

    Primary Magic: Elemental Arsenal
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Chili was unable to cast magic, him trying would end in explosive and harmful results. Chili was able to use multiple elemental types and for some unknown reason, Chili's elemental magic would mix when trying to do a single element type spell and would literal explode in his face and take out a surrounding area. His uncle helped him learn to quickly harness a mass amount of a single elemental type at once, shutting off the flow of the other element types until he swaps to one of those, or is not in a designated mode. Required to hands signs to swap each mode Chili is quick to access a good amount of different elemental spells, although after swapping he is unable to use instant or other spells types besides charge ups for one post after that he can use the spells available in that mode.  
    Strengths:
    - Caster is unaffected by their own magic.
    - Adaptability, User is prepared to go up against a multitude of different elemental types and ranges of attack. Destructive, Diplomatic or Silent, the user can decide how they want to deal with a situation.


    Weaknesses:
    -   Weak against multiple different elements if the caster is not smart with the use of their magic. Especially if the caster is caught off guard by the opposite element of the mode they are in.
    -  Swapping modes leaves caster vulnerable for 1 post however the user can still charge spells
    -  Once you get a glimpse at all four modes, attacks can become predictable.
    - Trying to use a spell out will injure Chili.

    Lineage: Marksman's Aim:
    Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight, the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
    Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
    Usage: Duration: 1 spell used in a post. Cooldown: 5 posts and can only be used 2 times per post.  Passive sight/aim.

    Unique Abilities:
    - Modes:
    Hellfire Mode - 20% extra damage and reduction to Ice/Nature. 15% more damage from Water/Earth

    Ice Mode - 15% extra damage and reduction to Water/Wind. 20% more damage from Fire/Lighting

    Metal Mode - 15% more damage and reduction to Lighting/Fire. 15% more damage from Wind/Water

    Void Mode - 15% more damage to everything. 10% damage from everything

    - Regeneration: Regen 4% mp every turn.

    - Demonic Martial Arts. While in Hellfire mode the user's limbs are instantly set on fire adding 10 hp worth of damage to base rank damage. The user's natural martial art skills become deadlier.

    - Mode Auras. Each mode now has an aura that can be activated, they only last for 5 posts with a cool down of 8. Each aura has a certain effect upon the Chili's mind and body, however, Chili can remain mostly himself if he concentrates.


    Hellfire mode's aura cloaks him in the form of a demonic werewolf, the following effects come with the aura. A 25% boost to fire spell damage as well as the user's speed. All stats given in Hellfire mode are increased by 10% for the strength given by mode stats. Takes 25% more damage from Water spells. While the aura is activated the Chili's mindset is altered slightly causing him to feel an intense rage and hatred, making it easy for him to make rash decisions and have a shoot first ask questions later attitude. If not careful the user can get so angry that they go into a blind rage attacking enemy and ally alike. The heat of the aura is enough to melt D rank ice spells with ease and burn those who use a melee attack (weapons not included) for 10 hp if touched. Once out of Hellfire mode the aura dissipates.

    Ice mode's aura coats the Chili's hands and arms in ice, allowing his ice magic to do 30% more damage and have 10% better durability. Upon activating Chili's personality is altered making him more cold and calculated. He is more likely to focus solely on his task and not care much for others. Won't attack allies but won't save them. All stats given in Ice mode are increased by 10% for strength. Takes 30% more damage from Fire spells.  

    Void mode's aura is not as visible as the others since it is a void that opens within him. Making Chili feel emotionless, now no more than a robot in a meat suit. Making him unaffected by emotion manipulating spells. He doesn't really care at all it seems although he tends to make dark jokes about the situation. The void also puts out a nullifying magic field from him. The field is with in a five-meter radius of him. Only one spell equal to his rank or lower can be nullified per post this costs the same as the mp used to cast the attacking spell, however, to do so. Anyone in close quarters of the void field will be sapped 5 hp every post they remain in it(Does not effect allies.)  
    Void magic does 10% more damage. All stats given in Void mode are increased by 10% for both strengths and weaknesses.

    Metal mode's aura is shown as five medium sized cannon ball looking things that orbit Chili. He is able to manipulate the balls' forms. Chili becomes personality becomes determined, to say the least, he becomes like a metal barrack that won't go down. Making the sphere's change their shapes into spears, swords, shields and other metallic objects. Any weapon forms only do 10 hp worth of damage if hit, Sheilds can block full damage from a single spell equal to or lower than the user each round. However if destroyed the balls cannot return until the aura is deactivated and reactivated later. Can send the weapons flying at their target thirty meters away at 10 m/s or grab ahold of one and use it in close quarters combat. Metal magic based buffs last one post longer. All stats given in Metal mode are increased by 10% for both strengths and weaknesses. 15% more damage from Wind spells.

    Signature Spells
    Spoiler:


    D-Rank Sig
    Name Demon's Breathe
    Rank: D
    Type: Charge Up, Multiple Target, Offensive
    Description: The wizard inhales deeply, stirring fire within his lungs and exhaling a cloud of flames at his enemies. The length of the flame is 15 meters long and a meter wide. Like a massive flame thrower, Chili can sweep the flame back and forth, scorching an area within the flames reach. Anyone hit takes 20 damage and is set on fire for 2 posts taking 25% damage each post. Can be used in the air. Has 2 uses costing 10 mp each then a cooldown of 4 posts Duration: 3 posts (1 round charge up 2 round attack)
    Cooldown: 4 posts
    Strengths:
    - Effective against multiple targets.
    - good for mid range.
    Weaknesses:
    - Lasts one breathe
    - Can harm allies
    - hurts environment badly if on a job that requires the minimal destruction
    - Can kill normal humans easily if not careful

    C Sig- Ranks up to S.
    Name Deathly Cold
    Rank: C
    Type:  Instant, Damage Over Time, Debuff, Offensive
    Description: Chili's hands and feet drop to a subatomic level causing whatever they touch to instantly flash freeze solid. Able to freeze water instantly. Anything touched or hit by him takes 40 hp worth of damage. He is also able to shoot out a small burst of freezing air that travels a distance of 10 meters at 5 m/s it deals 40 hp worth of damage. Can fire up to once every post. Anyone hit is immobilized for that round. As well as taking an additional 25% damage for 2 rounds while also being weakened and slowed by 25% for 2 posts while they thaw out.
    Duration: 1 posts
    Cooldown: 3 posts
    Strengths:
    - Versatile
    - Debuff
    Weaknesses:
    - Is weak against fire
    - Can harm allies
    - Freezes anything the user touches or is standing on solid can complicate matters a little.

    D-rank Spells:
    Spoiler:


    Name: Flame Burst
    Rank: D
    Type: Buff, Charge up, Fire, Offensive, Single Target
    Duration: 3 posts
    Cooldown: 4 posts
    Description: First igniting both hands and feet on fire, this attack is a burst of flame out of the Chili's hands propelling him forward faster than normal running speed.  He closes the gap between his target and him. Getting within 7 meters of them, Chili is already prepared for close quarters combat with his fists and feet already ignited. Dealing 20 damage if an attack hits. Speed buff of 15% added when boost used at beginning of attack. High possibility to catch opponent's clothes on fire if the attack lands, causing 15% damage over time for 2 posts.
    Strengths:
    -  Speed buff of 15% added when boost used at beginning of attack.
    -  High possibility to burn.
    -  Hotter than regular fire.
    Weaknesses:
    -The Flame boost does not just go straight however it is hard to steer. Arching wide when turning without the ability for sharp turns.
    -  Attack has to be charged again to get the boost back once stopped.
    -  Stopping has to be timed, if not careful the user can overshoot their target.
    -  Tripping or being tripped will end with the user sending themselves tumbling at very high speeds.

    NameBrimstone Blast
    Rank: D
    Type: Offensive, Single Target, Dot, Instant
    Description: Chili thrust a palm forward and shoots a wave of molten brimstone at his enemy, out of it, scorching whoever it hits for 20 hp worth of damage the brimstone can and will burn the eyes of the opponent if hit, blinding them for 2 posts. Using this attack causes one of Chili's hands to become burned doing 10 hp worth of damage.
    Duration:3
    Cooldown:4
    Strengths:
    - Causes burning
    Weaknesses:
    - Can be dodged easily
    - Damages which ever hand Chili used to do the spell

    Name Ice Mini Grenade
    Rank: D
    Type: Ice, Offensive, Single Target
    Description: Chili shakes his hand quickly in a swift motion quickly creating this small ball of ice and snow. Throwing it toward an enemy with precision, the ball stick one it hits and then explodes doing 20 hp worth of damage. Freezing the primary target for 1 post after detonation. It can freeze anything 10 feet tall if taller it coats ten feet of their body missing the rest.    
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths:
    - Freezes enemy
    - good for mid range.
    Weaknesses:
    - Can be melted away by fire.  
    - Short duration.
    - Not very effective against larger or armored targets

    Name Ice Make: Spear
    Rank: D
    Type: Ice, Single Target, Offensive, Charge Up
    Description: After charging up for a post Chili then claps his hands together and then brings them apart. Chili creates a 7-foot long spear that resembles that of a Roman one. Used for either attacking or defending. It does 15 damage per hit if used in offensive and lasts 2 posts once made. It can be destroyed by fire spells of any rank in one hit. If used to block it defend against a spell of this spell's rank.    
    Duration: 3 posts
    Cooldown: 5 posts
    Strengths:
    - Good for one on one fights
    Weaknesses:
    - Can be melted by fire
    - Is not a good fit for mass mob fights due to its length

    Name Mana Void
    Rank: D
    Type: Void, Charge up, Area of Effect, Offensive
    Description:Chili charges up for one post and then is able to create a void anywhere within a 25-meter radius of themselves the void traveling at 10 m/s. The void has an area of effect that is 15 meters in diameter. The void takes 3 seconds to appear once the caster has chosen its destination and launched it. The void sucks 10 hp and 2% mana out of anyone in its radius. The vacuum's suction catches the target of the same rank or lower, off guard making them stop moving for 1 post as they struggle to break free of the force's pull. Chili is drained of 25 hp and all void attacks now cost 10 extra mp to cast for 3 posts after this attack.
    Duration: 3
    Cooldown: 4
    Strengths:
    -Can get multiple targets.
    - Drains mana.  
    Weaknesses:
    -Slow.
    -Chance of friendly fire.
    -Stationary
    - slows and damages user

    Name Void Step
    Rank: D
    Type: Teleportation, Offensive, Single Target
    Description: Chili is able to teleport using two portals. Using his mind for this one all Chili has to do is think of where he would like to go within a 30-meter radius of himself creating an invisible portal there, then creating one underneath himself in a few seconds. Chili teleports to the location in an instant traveling at 10m/s. Useful for teleporting behind enemies and taking them by surprise or escaping a dangerous situation. Chili can transport anyone he is touching with him however this makes the spell cost 10 extra mp per person. Teleporting causes Chili 10 hp worth of damage when used.  
    Duration:1
    Cooldown:2
    Strengths:
    - Good for avoiding wide area attacks
    - Can help Chili get behind his enemy to land a strong attack
    Weaknesses:
    - Damages him
    - Cost extra mp to teleport teammates
    - Not good for area of effect attack that covers an area greater than 30-meters

    Name Void Strike
    Rank: D
    Type: Instant, Offensive, Single Target
    Description: Chili slams his open palm into a part of his enemy's body and sends a void through their veins and into their hearts. Doing 15 hp worth of damage, making the enemy unable to attack for a post due to shock. Chili takes 5 hp worth of damage while this spell cost 15 mp.
    Duration:1
    Cooldown:3
    Strengths:
    - Causes bleeding
    - Stuns opponent
    Weaknesses:
    - Costs more mp than normal
    - Damages Chili
    - Easy to miss with

    Name Iron Armor
    Rank: D
    Type: Buff, Metal, Defensive, Charge Up
    Description: Chili takes one post to charge energy before he can do this. Once ready he can touch a comrade and create a light body of armor around them. The armor gives them 20% resistance to all damage while increasing their speed and attack by 10%. The armor lasts 2 posts or is destroyed after its raking 2 hits of D-Rank damage then disappears. Cannot apply this to himself but CHili can apply it to three comrades. Using this spell costs 20 mp to use
    Duration:3
    Cooldown:6
    Strengths:
    - Buffs allies
    - Good for combat
    Weaknesses:
    - Chili cannot apply this to himself
    - Costs more mp
    - Armor can be quickly destroyed by powerful attacks

    Name Iron Bones
    Rank: D
    Type: Metal, Buff, Defense
    Description: Chili can coats his bones in a thick layer of metal. Giving him 15% resistance to all damage, adding 15% more resistance to Metal mode's Lighting and Fire resistance. Character loses 10% speed. Adds 10% to base melee attack.  
    Duration:3
    Cooldown:6
    Strengths:
    -Great defense for moving combat.
    Weaknesses:
    -Long Cool down.
    -Slows down caster.

    Name Iron Hidden Blades
    Rank: D
    Type: Offensive, Weapon Creation, Multiple Target
    Description: Taking a post to charge up Chili then waves his palm over the bottom of each wrist Chili creates hidden blades underneath his sleeves that will slide out with a flex of a muscle. They are part of him, melded to his skin and nerves. Great for assassination and surprise attacks. Each one does 10 damage per post and lasts for 2 posts once made.  Making these blades cost Chili 15 hp.  
    Duration:3
    Cooldown:6
    Strengths:
    - Easy to make and good for unexpected attacks
    Weaknesses:
    -The melding causes Chili damage
    - Are not the best for large groups


    https://www.fairytail-rp.com/t14653p450-magic-shop#304417 6 spell slots gifted, proof of purchase.

    C-Rank Spells:
    Spoiler:


    Name Chaos Ball
    Rank: C
    Type: Charge Up, Area of Effect, Damage Over Time
    Description: Chili ignites his limbs on fire and holds his hands' palms open, facing the sky, close together above his head. He begins to generate a rather large and explosive ball of hellfire. Being able to hurl it up to thirty meters away at five meters a second. If hit directly by the ball it does 30 hp worth of damage. If within the five-meter blast radius you take half the damage. Anyone caught in the blast takes burning damage for 2 posts at 50%.
    Duration:2
    Cooldown:4
    Strengths:
    - Multiple Targets
    - Burning Effect
    Weaknesses:
    -User must stand still to generate ball
    - Can be dodged and interrupted
    - Only can generate one ball at a time

    Name Void Trip
    Rank: C
    Type: Damage Over Time, Single Target
    Description: Chili opens a portal that sucks him and a target within 15 meters of themselves into the void realm for three posts. While within this realm the enemy can still use their magical attacks however they lose 20 hp every post they are fighting the user in the void realm. Once the 3 posts are up Chili and his target will automatically be teleported back into the real world. While in the void realm he can swap modes that is why he has a timed portal to teleport himself out. In other modes, however, the user loses 30 mp after returning to the world. Chili can also teleport one ally with him and his target, they will be unaffected by the void, however, Chili takes 10 hp worth of damage in their stead for each post in the void.
    Duration:3
    Cooldown:6
    Strengths:
    -Great for separating enemies
    Weaknesses:
    - Separates Chili from most allies
    - Mp lose if in another mode
    - Can damage Chili

    Name Ice Arrow Storm
    Rank: C
    Type: Charge Up, Multiple Target
    Description:This spell costs 25 mp. Chili creates about 4 arrows each does 10 damage sending them flying at his enemies. The Arrows can fly as far as 30 meters and travel at 10 m/s. The most arrows that a single person can be hit by is four. The arrows cover a 10 meter long and 15-meter wide rectangle hitting anyone within it. If hit the arrows cause 25% bleeding damage over time for 2 posts.
    Duration:1
    Cooldown:3
    Strengths:
    - Multiple Target
    - Hard to dodge
    Weaknesses:
    - Costs more mana than regular spell of C rank
    - Only a certain number of arrows can hit a target
    - Dot only lasts one post


    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |The Etherborn - Barbardium | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


    D~4 ||C~4 ||B~2 ||A~ ||S~

    Slots: 4/6




      Current date/time is 22nd November 2017, 4:56 pm