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    Eye of the Storm

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    Black Mamba

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    Experience : 75

    Character Sheet
    Character Name: Savannah D'amore
    Primary Magic: ReQuip: The Hunter
    Secondary Magic:

    Eye of the Storm

    Post by Black Mamba on 14th November 2017, 8:07 pm


    Eye of the Storm



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

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

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

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

    Lineage:
    Zombie Girl

    Unique Abilities:
    Storm Creation: Using this ability Inari can create entire storms from out of nowhere within her rank's max range. She can also manipulate non-magic already existing storms, and any aspect of storms such as temperature, climate, and weather to fit her need. The effects that stem off from these storms cannot effect anything with pvp.

    Empowerment Boost: In storms Inari's magic power increases by 50%, magic-made or natrual.

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

    Atmospheric Adaptation: With a thin layer of clean air constantly surrounding her lungs Inari cannot be effected by atmospheric environment changes. This means she can breathe under water, in space, high altitudes, etc and not get effected. This also goes for non-magical poison gases, dust, air-born viruses, and other things that may effect a person's breathing.

    Spells:

    Signature:
    Mist:
    Name: Mist
    Rank: D
    Type: Mist, Support
    Duration: n/a
    Cooldown: n/a
    Description: A thick mist covers the area in a 15 meter radius. During this time all senses are jumbled, and you can barely see your hand in front of your face. This cuts all player's eyesight and spell's ranges by 25%.

    Strengths:
    ⊗ Good for sneak attacks.

    Weaknesses:
    ⊗ Effects caster.
    ⊗ Effects allies.

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

    Strengths:
    ⊗ Looks can be deceiving.

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

    D-Rank:
    Fire:
    Name: Fire
    Rank: D
    Type: Fire, Offensive
    Duration: 3
    Cooldown: 4
    Description:
    A ball of fire forms in Inari's hand before she launches it at an enemy within a 60 meter radius, dealing 20hp damage. It also can cause a burn, dealing 25% damage over the duration of the spell

    Strengths:
    ⊗ Can do extra damage with the burn.

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

    Water:
    Name: Water
    Rank: D
    Type: Water, Offensive
    Duration: Instant
    Cooldown: 2
    Description:
    Casting this spell causes a forceful steam of water to shoot out of Inari's hand, targeting any enemy within a 15 meter radius and dealing 20hp damage to whoever it hits.

    Strengths:
    ⊗ More effective against fire mages.

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

    Earth:
    Name: Earth
    Rank: D
    Type: Earth, Offensive
    Duration: Instant
    Cooldown: 2
    Description:
    Inari summons a pillar of earth to crash into a target within a range of 15 meters. This deals D-rank damage.

    Strengths:
    ⊗ Rather blunt force.

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

    Lightning:
    Name: Lighting
    Rank: D
    Type: Lightning, Offensive, Support
    Duration: 2
    Cooldown: 3
    Description:
    Inari summons lightning from above within a 60 meter radius and it crashes down onto a target, dealing D-rank damage. This also paralyzes anyone of the same rank for one post while slowing higher ranks down by 25%.

    Strengths:
    ⊗ Doesn't effect earth mages.

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

    Ice:
    Name: Ice
    Rank: D
    Type: Ice, Offense
    Duration: 2
    Cooldown: 3
    Description:
    After activating this spell Inari's breath becomes as cold as ice. With this she blows the snowy mist at the opponent, dealing 20hp damage to anyone she hits within a 60 meter radius. It also has a chance of completely freezing the target, making them frozen solid and unable to move for 1 post if they are equal or lower rank or slow them down by 25% if they are higher rank.

    Strengths:
    ⊗ Can freeze the target completely.

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

    Wind:
    Name: Wind
    Rank: D
    Type: Wind, Offense
    Duration: Instant
    Cooldown: 2
    Description:
    When this spell is cast a powerful wind travels at a target within a 15 meter radius, cutting at the skin and dealing 20hp damage.

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

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

    C-Rank:
    Subzero:
    Name: Subzero
    Rank: C
    Type: Ice, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The temperature within a 60 meter radius drops suddenly and quickly into the negatives. Frost will begin to start forming upon any being caught within this range and will be dealt 7.5HP (cap 30HP) damage per turn until the last post, in which anyone equal or lower rank will be frozen solid. Anyone else higher rank will be slowed down by 50%.

    Strengths:
    ⊗ Bites through even the toughest winter coats.

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

    Boiling Point:
    Name: Boiling Point
    Rank: C
    Type: Heat, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The temperature within a 60 meter radius raises well into the hundreds. Anyone caught in this range will start feeling an immense heat, becoming dehydrated and sweating profusely. The heat will start burning at their skin and boiling their insides, dealing 7.5HP (cap 30HP) per turn they are caught in it. For the last post, because the beings have become so dehydrated, they will become disoriented, as well as experience nausea and light headedness, maybe even hallucinations depending on the mage. This will cause equal or lower ranked mages to decrease 50% in speed, while high ranks are decreased by 25%.

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

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

    Static:
    Name: Static
    Rank: C
    Type: Electricity, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The area within a 60 meter radius becomes staticky, charged full of electricity. All enemies within the range will feel the little pricks of electricity course through their body as for the first post they will be unable to move if they are equal or lower rank, while mages of higher ranks receive a 50% decrease in speed for this one post. For the remainder of this spell, the targets are dealt 7.5HP (cap 30HP) damage per turn.

    Strengths:
    ⊗ Tingly sensation tends to be annoying.

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

    Air Pressure :
    Name: Air Pressure
    Rank: C
    Type: Air, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The air within a 60 meter radius becomes non-existent as Inari removes it. All enemies within the range will start gagging and gasping for air. Due to having no oxygen damage is dealt to the bodies. 7.5HP over the posts (cap 30HP). For the last post, because the oxygen has been denied, they will become disoriented, as well as experience nausea and light headedness, maybe even hallucinations depending on the mage. This will cause equal or lower ranked mages to decrease 50% in speed, while high ranks are decreased by 25%

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

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


    ___________________________________________________________________

    Louder than god's revolver and twice as shiny


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    Lilium

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    Character Name: Lilium Santiais
    Primary Magic: Reliques d'Arcadie
    Secondary Magic: Mana Burst

    Re: Eye of the Storm

    Post by Lilium on 27th November 2017, 8:16 pm

    Spoiler:
    Inari Kurotsuki wrote:

    Eye of the Storm



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

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

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

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

    Lineage:
    Zombie Girl

    Unique Abilities:
    Storm Creation: Using this ability Inari can create entire storms from out of nowhere within her rank's max range. She can also manipulate non-magic already existing storms, and any aspect of storms such as temperature, climate, and weather to fit her need. The effects that stem off from these storms cannot effect anything with pvp.

    Empowerment Boost: In storms Inari's magic power increases by 50%, magic-made or natrual.

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

    Atmospheric Adaptation: With a thin layer of clean air constantly surrounding her lungs Inari cannot be effected by atmospheric environment changes. This means she can breathe under water, in space, high altitudes, etc and not get effected. This also goes for non-magical poison gases, dust, air-born viruses, and other things that may effect a person's breathing.

    Spells:

    Signature:
    Mist:
    Name: Mist
    Rank: D
    Type: Mist, Support
    Duration: n/a
    Cooldown: n/a
    Description: A thick mist covers the area in a 15 meter radius. During this time all senses are jumbled, and you can barely see your hand in front of your face. This cuts all player's eyesight and spell's ranges by 25%.

    Strengths:
    ⊗ Good for sneak attacks.

    Weaknesses:
    ⊗ Effects caster.
    ⊗ Effects allies.

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

    Strengths:
    ⊗ Looks can be deceiving.

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

    D-Rank:
    Fire:
    Name: Fire
    Rank: D
    Type: Fire, Offensive
    Duration: 3
    Cooldown: 4
    Description:
    A ball of fire forms in Inari's hand before she launches it at an enemy within a 60 meter radius, dealing 20hp damage. It also can cause a burn, dealing 25% damage over the duration of the spell

    Strengths:
    ⊗ Can do extra damage with the burn.

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

    Water:
    Name: Water
    Rank: D
    Type: Water, Offensive
    Duration: Instant
    Cooldown: 2
    Description:
    Casting this spell causes a forceful steam of water to shoot out of Inari's hand, targeting any enemy within a 15 meter radius and dealing 20hp damage to whoever it hits.

    Strengths:
    ⊗ More effective against fire mages.

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

    Earth:
    Name: Earth
    Rank: D
    Type: Earth, Offensive
    Duration: Instant
    Cooldown: 2
    Description:
    Inari summons a pillar of earth to crash into a target within a range of 15 meters. This deals D-rank damage.

    Strengths:
    ⊗ Rather blunt force.

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

    Lightning:
    Name: Lighting
    Rank: D
    Type: Lightning, Offensive, Support
    Duration: 2
    Cooldown: 3
    Description:
    Inari summons lightning from above within a 60 meter radius and it crashes down onto a target, dealing D-rank damage. This also paralyzes anyone of the same rank for one post while slowing higher ranks down by 25%.

    Strengths:
    ⊗ Doesn't effect earth mages.

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

    Ice:
    Name: Ice
    Rank: D
    Type: Ice, Offense
    Duration: 2
    Cooldown: 3
    Description:
    After activating this spell Inari's breath becomes as cold as ice. With this she blows the snowy mist at the opponent, dealing 20hp damage to anyone she hits within a 60 meter radius. It also has a chance of completely freezing the target, making them frozen solid and unable to move for 1 post if they are equal or lower rank or slow them down by 25% if they are higher rank.

    Strengths:
    ⊗ Can freeze the target completely.

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

    Wind:
    Name: Wind
    Rank: D
    Type: Wind, Offense
    Duration: Instant
    Cooldown: 2
    Description:
    When this spell is cast a powerful wind travels at a target within a 15 meter radius, cutting at the skin and dealing 20hp damage.

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

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

    C-Rank:
    Subzero:
    Name: Subzero
    Rank: C
    Type: Ice, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The temperature within a 60 meter radius drops suddenly and quickly into the negatives. Frost will begin to start forming upon any being caught within this range and will be dealt 7.5HP (cap 30HP) damage per turn until the last post, in which anyone equal or lower rank will be frozen solid. Anyone else higher rank will be slowed down by 50%.

    Strengths:
    ⊗ Bites through even the toughest winter coats.

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

    Boiling Point:
    Name: Boiling Point
    Rank: C
    Type: Heat, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The temperature within a 60 meter radius raises well into the hundreds. Anyone caught in this range will start feeling an immense heat, becoming dehydrated and sweating profusely. The heat will start burning at their skin and boiling their insides, dealing 7.5HP (cap 30HP) per turn they are caught in it. For the last post, because the beings have become so dehydrated, they will become disoriented, as well as experience nausea and light headedness, maybe even hallucinations depending on the mage. This will cause equal or lower ranked mages to decrease 50% in speed, while high ranks are decreased by 25%.

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

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

    Static:
    Name: Static
    Rank: C
    Type: Electricity, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The area within a 60 meter radius becomes staticky, charged full of electricity. All enemies within the range will feel the little pricks of electricity course through their body as for the first post they will be unable to move if they are equal or lower rank, while mages of higher ranks receive a 50% decrease in speed for this one post. For the remainder of this spell, the targets are dealt 7.5HP (cap 30HP) damage per turn.

    Strengths:
    ⊗ Tingly sensation tends to be annoying.

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

    Air Pressure :
    Name: Air Pressure
    Rank: C
    Type: Air, Offense/Debuff
    Duration: 5
    Cooldown: 6
    Description: The air within a 60 meter radius becomes non-existent as Inari removes it. All enemies within the range will start gagging and gasping for air. Due to having no oxygen damage is dealt to the bodies. 7.5HP over the posts (cap 30HP). For the last post, because the oxygen has been denied, they will become disoriented, as well as experience nausea and light headedness, maybe even hallucinations depending on the mage. This will cause equal or lower ranked mages to decrease 50% in speed, while high ranks are decreased by 25%

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

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


    jk, approved


    ___________________________________________________________________



      Current date/time is 18th August 2018, 5:21 am