Yona's Blightweaver Magic

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    Yona

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    Lineage : Seductor's Touch
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    Mentor : Johann
    Experience : 38,568.75

    Yona's Blightweaver Magic

    Post by Yona on 10th July 2018, 6:46 pm

    Magic

    Primary Magic: Blightweaver Magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Type: Primary Caster, Auxiliary Summoning

    Description: A magic first discovered less than a century ago, Blightweaver magic came to be in the presence of a wizard doing research in the forests around the world. He collected many samples and brought them back to his lab for study. After years of collecting, his plants grew and flourished in his care. The man, known only now as Tama, it is said was using the plants to create medicinal oils and salves. He discovered the psychotropic effects during this time and learned to use and manipulate them with his magic. Blightweaver magic, as Tama named it, uses magical energy to grow plants on solid surfaces. When the user touches a solid substance, imbuing it for a short time with magical energy, a plant of their choice grows and blossoms at a fast rate. In accordance to the knowledge of the user, the plant which grows can produce vast quantities of various hallucinogenic spores, seed pods, and oils, all of which have the ability to alter the state of mind of the target. Using a magic closely related to plant magic, users are able to subdue their enemies and manipulate the people around them into doing as the users desire. The magic can cause some to fall asleep, to dream nightmares or peaceful dreams, to visualize strange or terrifying phantasms which render a person mentally unstable. Some of the magic can even be lethal if used in high dosages or amounts. This does not mean the magic can only be used in combat situations, as the potent substances created can help subdue weary minds and bodies as well by changing the mental state of the target.

    Some have found the magic to be linked to lineage but so few people have this type of magic it is nearly all self taught or book learned. Luckily for the wizards of the world, Tama wrote a series of books and manuscripts denoting his research and his magical experimentation. Those books have passed through the line of his family tree and wound up in the care of Yona Hisamori. In Yona's case, she has used the magic to help relax or put to sleep those around her in situations where it benefited her. For example, Yona might put to sleep a household of people in order to rob them blind. In another case, if a comrade is in extreme pain, her magic can assuage the pain so medical attention can be received and/or physical healing can take place. Yona can grow multiple types of hallucinogenic plants, using the Blightweaver magic to cause her enemies to become wary of each other, their surroundings, lightheaded or delirious. It is a great advantage to her comrades when their enemies are either oblivious to the attack or are so distracted, confused or mentally disabled to defend themselves. She is especially good as a support or a distraction with her magic ability.

    Strengths:

    • Internal Compass: The user has a continuous and passive knowledge of where true North is, and is thus unable to get lost. With the knowledge of true North the user can function as a compass in unknown or known territories as well as place direction of wind.


    • Uncommon: As a fairly new and largely unresearched magic, few people will have heard of this magic and fewer still will have an idea of it's capabilities. Hard to fight what you can't expect or plan for!


    • Sure-hit: In close range, it is very hard to avoid being hit by this magical attack. Many of the compounds released on tiny or microscopic in size and are airborne and are aimed to disorient the mind of an opponent. Other similar attacks could include an attack through other physical senses, things which are notoriously hard to avoid. For example, an exploding seed pod might be loud or surprising enough to make the mind malleable to suggestion. An enemy not breathing, not hearing, or not seeing, are just not options in combat.


    Weaknesses:

    • Limited Range: This magic can be set up in advance to a certain extent, but largely Blightweaver magic is dependent on the user being in close range of the target. The user must physically touch a solid surface to imbue it with the magical energy needed to grow the plant and release the psychotropic components.
    • Limited Targets: The target must have a mental state in order to be affected, thus limiting targets to things with minds and intelligence levels accordingly. This means animals cannot be affected, though humans and many summons can. Targets are chosen by the user which means that if the user is unaware of other possible opponents in range, the spell or ability will not have an effect on those people.
    • Limited Effects: By affecting the mind almost exclusively, a majority of these spells deal minor to no physical damage merely leaving a target defenseless and open to attacks of a different sort. Blightweaver magic is strong enough to affect a specific amount of minds based on the rank of the user. However, a non-effected opponent can interfere and bring the effected target out of range.
    • Elemental Weakness: Blightweaver magic is so closely related to the usage of plants that the spells can be cancelled or weakened, taking 10% more damage from fire magic. Because of it's close connection also to the mind, neural pathways controlled by electric transmissions, Blightweaver magic also takes 10% more damage against lightning magic and targets struck with lightning magic are freed from the psychotropic effects of the Blightweaver magic in half the typical time it would take to recover naturally.


    Lineage:
    Seductor's Touch:
    Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
    Ability: The user is able to bend the will of anyone but mages and the undead.  Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.

    The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
    Usage: 2 post duration with a 6 post cool down. Gains a mind control-like spell in addition to their own spells of S-rank or lower.

    Lineage Spell:

    Name: Cerebral Implant
    Rank: [Lineage Spell-User Rank]
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must have clear line of sight to the target. The user must focus entirely for one entire post and may not move or take any other actions during that post in order to complete concentration and build a link between the user and the target’s mind. The user reaches into the mind of the target and modifies up to one hour of the target’s memories in one of the following ways:

    - Eliminate memory of an event the subject actually experienced with permission ooc from the target of the spell.
    - Allow the subject to recall with perfect clarity an event it actually experienced.
    - Change the details of an event the subject actually experienced.
    - Implant a memory of an event the subject never experienced.

    A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the target's natural inclinations. An illogical modified memory, such as the subject recalling how much it enjoyed drinking poison, is dismissed by the target as a bad dream or a memory muddied by too much wine. However, memories (good and bad) can affect the subject’s actions depending on the “believability” of the memory which is based on detail in rp and the user rank. The spell does not affect those of higher rank than the user.
    More useful applications for this spel include implanting memories of friendly encounters with you (inclining the subject to act favorably toward you), changing the details of orders given to the subject by a superior, or causing the subject to forget that it ever saw you.

    Speed: The spell speed is based on user rank and memories are altered for post duration (or permanent with ooc permission).
    Range: This spell can be cast up to a 120 m (based on user rank) range.
    D Rank Usage: Can implant up to 15 minutes of memory.
    C Rank Usage: Can implant up to 30 minutes of memory.
    B Rank Usage: Can implant up to 45 minutes of memory.
    A Rank+ Usage: Can implant up to 60 minutes of memory.
    These effects end at the end of the spells duration

    Strengths:

    • The spell affects any humanoid with a mind.
    • The spell’s duration is fairly long, allowing for more flexibility of actions for the user after it has been cast.
    • It is hard to defend against a mind-affecting spell.


    Weaknesses:

    • The spell requires a full one post set up to start up.
    • The spell cannot control or decide the actions of the target, only influence the emotions and mind in such a way which a target may act upon.
    • The spell can only target one humanoid at a time.
    • The spell can only implant a specific amount of time based on the user rank for the spell.


    Unique Abilities:

    Blade of Thorns: By touching a solid surface, Yona can pull a bladed weapon from it; this weapon is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage of this weapon matches the proper requip values for a weapon of Yona's rank. The weapons also have equal durability to requip weapons of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Gather Plant Allies: Can emit magical based chemical signals to summon a natural plant ally (like ants, beetles, wasps) to the area to deal damage and protect the user. This is an insect swarm aura that just deals one rank below user rank in damage within burst range or less around you on a single target. This can be applied once per turn.

    Herbaceous Communication: Touching the ground allows for tracking and sensing of physical bodies within a specific range based on underground root systems of both woody and herbaceous plants. This is effective within a user's burst range. The user may also touch a plant and speak to it. The smaller the plant, the quieter and lower the plant's intelligence is, and if the plant is larger it will be easier to hear and speak to with a higher intelligence in comparison.

    Aegis Brier:By stomping a foot upon a surface, Yona can bring forth a small body-sized wall of nettles from it; this temporary shield is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage absorbed by the aegis matches the proper requip values for armor of Yona's rank. The Aegis Brier also has equal durability to requip armor of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Toxic Blooms: Black and white flowers sprout upon small vines that wrap from Yona's wrists to shoulders around her arms. The flowers apply a boost to spell effects by 50% without affecting healing or damage spells which affect a target's HP (excluding only poison based spells which do bypass this). Examples of effects include paralysis, sleep, drains, absorption, de-buffs/buffs, and poison-based damage. If destroyed through physical or fire based attacks, they take 2 posts to regenerate.

    Signature Spells:
    Cotyledon Coffin:

    Name: Cotyledon Coffin
    Rank: A Rank
    Type: Multiple Target, Signature Spell
    Duration: 5 Post
    Cooldown: ---
    Description: This spell begins when the user spreads their fingers wide, as if the spell is stored inside of the user's body and is released in the direction of its target through the fingers. There are many seeds and pollen microgametes floating in the air, naked to the eye. They can be carried around on clothing and in hair without anyone ever knowing. The user takes these microscopic unborn seeds and pollen particles and directs them to the multiple targets in the area. The user may choose up to 4 targets before the spell ends. To those targeted, the seeds are implanted into the skin and scalp, clothing, and anywhere the microscopic particles can land. The spell encourages them to grow and develop at insane speeds, shrouding the individual in plant-life. Nettles, ivy, thick leafy plants and vines cover the individual and grow continuously until they reach the ground. It leaves the target living, for a time, but entangled entirely and securely attached to the nearest surface. The plants can be removed with melee or magical damage equal or more than 2 A rank. Until removed, the target is restrained within the plant roots.
    Damage: With the stabbing of the roots into the skin, damage overall is equal to user rank damage for multiple target spells.
    Range: This spell’s range is 225 m.
    Speed: The spell’s speed is 165 m/s

    Strengths:

    • This spell can target multiple creatures/people, damaging and ensnaring them in place.


    Weaknesses:

    • The plants of the spell can be removed which stop holding the intended targets.

    Blightweave:

    Name: Blightweave
    Rank: User Rank (Caps at S Rank)
    Type: DoT, Single target
    Duration: 5 Posts
    Cooldown: 3 Posts
    Description: To cast this spell, the user weaves her fingers together as if in some sort of unholy prayer, clasping her hands together tightly while extending the index fingers in tandem. The spell surrounds the target within the range in a green glow, looking for any bare skin visible to infect. The visible bare skin gets infected and shows first a blackening of pigment and then multiple puckering lesions. The damage starts small but increases with time, moving over the skin from affected to unaffected areas, spreading like a fungus disease over the target’s skin and staining it black. The pain is sharp and itching, and the sight of the black blight crawling up and over the skin fills target with fear and dread.
    For the duration of the spell, the damage dealt is equal to 50% the user’s rank per round. At the spell’s end, the blight stops dealing damage and stops moving, but the skin of the target still appears afflicted and blackened with lesions. Magical healing can remove the color and the lesions at the spell’s end. Fire can prematurely end the spell if applied to the blight directly (thought it will still deal damage like fire would).
    Speed: The spell speed is based on single target for User rank.
    Range: This spell’s range is based on single target for User rank.

    Strengths:

    • This spell has a long duration but shortened cooldown because it is a signature spell.


    • The spell deals 50% user rank damage per round, over time.


    Weaknesses:

    • The blight and its damage can be stopped prematurely using fire, magical or natural.


    • The spell requires use of both of the user’s hands to enact it and makes the user vulnerable.


    • The spell's lesions and color can be removed after the spell damage is dealt through any magical healing.

    Verdurous Growth:

    Name: Verdurous Growth
    Rank: D Rank
    Type: Area of Effect, Signature Spell
    Duration: 2 Post
    Cooldown: ---
    Description: To cast this spell, the user must dig her fingertips into the ground or touch the surface of an area, like the floor for example. During that singular round, stemming from her fingers and growing outwards and upward, the caster's magic works to encourage plant growth. The spell works to increase the growth of the plants in the area. If there are no plants, it grows plants within 30m centered around the user. If there are plants, their growth is greatly expanded filling the area. The speed of opponents in this area of stimulated plant growth is reduced by 50% of the user's rank.
    Range: This spell’s range is 30m.
    Speed: The spell’s speed is 22.5 m/s

    Strengths:

    • This spell grows plants and debuffs enemies.


    Weaknesses:

    • The spell has a small range.


    • The spell requires that the user be touching the ground with both of her hands.


    D Rank Spells:
    Sundew Mire:

    Name: Sundew Mire
    Rank: D
    Type: Defensive, Supportive
    Duration: 3 Posts
    Cooldown: 5 Posts
    Description: To cast this spell the user must make a two handed gesture, raising their arms above their head to gather their magical energy and then lowering their arms in a swift but controlled action, fingers moving as if to replicate a symbol for rain. It is not invisible, but appears like a light drizzle of rain, clear and sparkling drops of sticky dew, raining down from above. The dew has a dual purpose: it’s sticky droplets slow movement through the space, including motions necessary for spellcasting, fighting, moving in or out of the area and the dew also blurs the sight of the targets, making it seem as if they are looking through a bent piece of glass, or a bent fun-house mirror. The dew will slow a target’s speed by 25%. The targets can still see but their aim (be it for moving in a specific direction, or aiming a spell or counter attack) is moved ajar. The skewed vision will place the user’s aim off-kilter by 3m. The targets will appear to be soaking wet, drenched in phlegm like clear-dew, but it has no other effects.
    Speed: The dew falls from above at a speed of 11.25 m/s
    Range: Burst range, centered on a chosen target or the user. If centered on a target, target must be within 15m of the user.

    Strengths:

    • The spell looks like rain and appears non-threatening to the targets
    • A good support spell to allow user’s allies a quicker time to attack or counter-attack at a relative increased speed
    • Flexible range spell because if the user were to cast the spell centered on a target, the spell still stretches and effects in a burst range from that target
    • The spell is resistant to water magic, water has no effect on the spell


    Weaknesses:

    • The spell has a long cool down
    • If the targets can avoid being struck by the dew, their speed is unaffected. If a target is standing under a tree or has an umbrella out, their vision is slightly affected looking into the spell, but they can still move at normal speeds for them
    • The gesture required to perform the spell is fairly obvious and even suggestible, warning the targets of the spell’s oncoming direction and action.


    • After an attempt at an attack goes awry because of poor aim, it can be easily correct by the target on future attempts


    • The spell is negated by fire magic, fire thins the compounds of the dew transforming it into harmless water

    Jabillo Alarm:

    Name: Jabillo Alarm
    Rank: D
    Type: Offensive or Non-Combat, Burst
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user must place two fists together and walk around the area that they wish to encompass while in this position. To complete the spell, the user must touch the ground or floor surface. The spell places down an invisible detection line which triggers if unfriendly or hostile living creatures or people cross it. Within the spell area created by the user, every 3m of space is occupied by a single hidden underground array of seed pods. Individual seed pods are about the size of a fist. The spell contains arrays of seed pods which shoot up from the ground and into the air at a height of about six feet, or 2m, in a range around the intruder of 3m. This means that if the intruder crosses the line and takes several steps, triggers the spell, but continues walking around within the detection area, they will trigger more seed pods for every 3m they travel touching the ground. If a friendly creature within the detection area becomes hostile towards the user, they will also trigger the seed pods to emerge. The seed pods which shoot up into the air do not themselves do physical or magic damage at first; Seed pods only do damage when they explode at their maximum height. Once triggered, the seed pods do not re-emerge or explode again.

    Each array of seed pods has the capabilities of exploding at it’s maximum height. This loud burst of sound can alert the user or allies to the intruder, but is also harmful to the intended unfriendly target. Every 3m (rounded up), the user sets an array of seed pods underground. For each triggered array of seed pods within the detection area, the explosion of the seeds deal 5 hp damage to those in the area. Those within 15 m range of the array of seed pods experience an assortment of effects. If hit once by an array, sounds around them are distorted for 1 post rendering communication unreliable and distorted. If hit by two arrays, the target experiences extreme dizziness in addition to the previous effect, and must move at -20% speed or risk falling over. At three arrays, the targets are stunned in place, unable to move or act for 1 post. Only targets of equal or lesser rank are affected by this stun.

    Speed: The seed pods emerge from the ground at a speed of 11.25 m/s and instantly explode at their maximum height of 2m.
    Range: Damage range of the exploding pod is 5m, Stun/Sound Damage range is 15m. The spell effect range is limited to the user’s burst range but can be smaller as decided by the user’s initial set up.

    Strengths:

    • The spell’s negative effects stack based on number of times hit.


    • A good set-up spell to protect a given area while the user or allies rest, or to plot an ambush attack ahead of time.


    • The exact detection line is known only to the user, or those who watched or were with the user during set up; the line is otherwise invisible.


    Weaknesses:

    • The spell has a set-up time during which the caster cannot cast other spells and is vulnerable.


    • If the targets can avoid being subjected to the seed pods if they are fast enough to prevent the seed pods from rising to their maximum height.


    • The spell has a small effect area based on those within the range of the seed pods and a small effect duration when a target is stunned.


    • The spell can be used during combat, but is much less effective. On the whole, it is best used only as an ambush or protective alert system.

    Bamboo Rend:

    Name: Bamboo Rend
    Rank: D
    Type: Offensive, Single Target
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must extend their arm towards the intended target, and flick their wrist with fingers touching, akin to a backhand slap in the air. With the hand gesture complete, three thick shoots of bamboo grow at rapid pace from the ground or solid surface near the target and at a slight angle. The bamboo is extremely sharp and can easily skewer flesh. If the main shoot is dodged, the edges of the bamboo can still act as a blade and slice open flesh, creating small non-lethal cuts. Critical damage occurs if skewered by the bamboo, however. After being skewered, the target must still cut away the bamboo or otherwise find a way to be released from it but only if the target is of equal or lesser rank to the user. The magical bamboo naturally weakens 1 post after the attack and can be broken by hand.
    Speed: The bamboo rushes from the ground/solid surface at a slight angle and at a speed of 45 m/s.
    Range: This spell can be cast up to 60m from the designated target.
    Damage: Each bamboo shoot can cause 7 hp damage if skewering a target.

    Strengths:

    • The spell is able to skewer and temporarily trap a target for 1 post after the initial attack.


    • This spell is about skewering with bamboo, so if a target reacts swiftly and cuts the bamboo too soon (say at 1m), the bamboo has the ability to continue growth and still cause damage. The total growth height of a single stalk of bamboo is 3m.


    • The bamboo shoots up where the user intends for them to and at an angle the user intends. The user must specify both during the attack, but it does make each shoot have a higher chance of hitting the target because of such control.


    Weaknesses:

    • The bamboo shoots can be broken only by blade or fire, but after an extra post by hands alone.


    • The spell can only be aimed at a single target at a time.


    • The bamboo shoots do not bend or move. Once an angle and direction is specified it is limited to it.


    • The spell deals no physical damage against those who use fire as a primary magic.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Benevolent Drupes:

    Name: Benevolent Drupes
    Rank: D
    Type: Supportive, Single Target
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user must be touching the ground or holding soil with one hand, enclosed in a fist. With the other hand, the user must bring the flat of their palm to the back of their opposing hand. From the soil grows a woody stem and a large hanging fruit. It takes two uninterrupted posts to grow the fruit: a soft skinned, soft fleshed fruit with a large internal seed. Eating the flesh of the fruit heals the person doing so, restoring physical or magical health points based on the user’s spell and the drupe created. A smooth bright-red skinned drupe with aromatic and exotically flavored orange flesh heals physical damage, while a bumpy dark-purple skinned drupe with deep-red flesh heals magical points and tastes like a relative of a sour plum. The seed of the drupe can be planted and grown in non-magical soils at the rate of a typical fruit tree (1-3 years to bear fruit).
    Speed: The spell works at a rate of 45 m/s.
    Range: This spell can be cast up to a 60m range.
    Health: Eating a red drupe will cause the target to regain 15% of health. Eating a purple drupe will cause the target to regain 10% of magic points.

    Strengths:

    • The spell is able to grow a drupe at a distance for ally consumption.


    • This spell produces fruit which does not rot for up to 2 days from creation.


    • The drupes can produce health or magical regenerative effects.


    Weaknesses:

    • The spell requires two posts of the user’s attention leaving them vulnerable.


    • An interruption ends the spell early producing no fruit and wasting magical energy points.


    • The drupes can be eaten by ally or enemy and will have the same positive effects.


    • The spell requires that the user be touching soil or the ground. If the user is touching the ground, the drupes can grow at a range away from the user, but if the user is grasping a handful of soil, the drupe grows in the user’s hand.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Poppy Repose:

    Name: Poppy Repose
    Rank: D
    Type: Multiple Targets, Effects/Buffs
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user lifts her hand to her lips as if blowing a kiss, tilting her head and aiming it as she blows out magically altered air. The spell starts from the user’s lips and travels the distance to multiple targets of her choosing within 45m of her. Instead of dealing physical or magical damage, the spell causes the target to feel incredibly drowsy and fall asleep. The target will be asleep for 1 post duration and will feel the effects of the debuff for 2 more posts. Due to feeling groggy, the two posts will reduce the targets’ strength and speed by 25%. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 33.75 m/s.
    Range: This spell can be cast up to a 45m range.

    Strengths:

    • The spell is affects multiple targets.


    • This spell gives a temporary immobilization effect for 1 post.


    • The spell gives a temporary debuff to strength and speed.


    Weaknesses:

    • The spell has a long cooldown.


    • The spell doesn’t cause any physical or magical damage.


    • The spell requires that the user perform visible and obvious actions in order to enact the spell, which gives targets a chance to get out of range.


    • The spell’s sleep and debuff effects can be nullified if the sleeping target is wakened by any magical means.

    Philodendron Pout:

    Name: Philodendron Pout
    Rank: D
    Type: Single Target, Effect
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user draws a flower petal from thin air and places it upon her own lips. She must concentrate for the post she spends casting the spell and so cannot also wield a weapon. The spell appears on her target up to 60m away. Instead of dealing strong damage, the spell causes the target’s lips to swell and endure an intense burning sensation. The lips swell so greatly that the user cannot speak for the duration of the spell. In addition, the spell deals D rank in damage by the end of the spell due to the burning toxins within the lips of the target. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell does both damage and has an effect.


    • The spell makes it so the target cannot speak which means spells that require verbal components cannot be cast for the duration of Philodendron Pout.


    • The spell cannot be broken through magical means, excepting for heal based magic.


    Weaknesses:

    • The caster must concentrate and cannot wield a weapon and fight while casting.


    • The spell causes only D rank in physical damage.


    • The spell can be broken by simple medical supplies like salves.


    • The spell does not hinder the target from casting nonverbal spells or from fighting in any other way.

    Aloe Allay:

    Name: Aloe Allay
    Rank: D
    Type: Single Target, Supportive
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user speaks the phrase, “Aloe-Allay”. She concentrates her magic within a single target, either herself, or another person or creature. The spell can reach her target up to 60m away. The target of the spell will feel a soothing sensation, a reduction in the pain, enough to make physical damage manageable. In addition, the spell will heal physical damage done to the target equal to the D Rank (20 hp).
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast on self or another target.


    Weaknesses:

    • The spell can only be cast on one target at a time.


    • The spell heals only one spell’s worth of damage at a time.


    • The spell cannot be cast without words or sound, and so cannot be done secretly or at all if there is something impeding sound.

    Nōpalli Needles:
    Name: Nōpalli Needles
    Rank: D
    Type: Offensive, Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user curls her hands into fists and extends her arms. Sharp cactus like needles appear from the skin of her upturned forearms and shoot outwards aimed at the any targets in front of her. The needles deal damage when struck equal to D rank. The spell can reach her target up to 15m away. The target of the spell will feel a sharp and painful stinging wherever they are hit and must remove the needles to get rid of the sharp pain. The needles do not do extra damage over time, only upon the initial hit. The pain might act as a deterrent for some targets but does not actually impede a target from performing any actions. The pain of the needles is more for rp flavor.
    Speed: The spell moves at a rate of 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.
    Damage: The spell deals damage equal to D rank.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast swiftly with full damage dealt.


    Weaknesses:

    • The spell works within a limited range.


    • The spell only deals D rank damage.


    • The spell does not deal extra effects or cause more damage over time even if needles are within a target.

    Cortico Courage:

    Name: Corticotropin “Cortico” Courage
    Rank: D
    Type: Passive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user must be in the presence of light and must face the light. The user charges up the spell within her body for one post by facing the direction of the light. If the user turns away from the light source or the light source is moved or blocked, the charge-up fails. The spell then gives the user a 50% buff to Spell damage or to Strength, but never both at the same time. This spell applies a 50% buff to D rank weapons and spells or a 25% buff to weapons and spells above D rank. As a side, the spell makes the caster or ally cast upon feel fearless, gaining extra strength or power without fear holding the caster back from reckless actions. This spell can cause the caster to be more rash and daring for the duration of the spell.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast up to a 60 m range, applies to caster or ally.

    Strengths:

    • This spell gives a decent buff to D rank weapons/spells.


    • The spell has a decent duration.


    Weaknesses:

    • The spell works on the caster or her ally but not both.


    • The spell buffs apply best to D rank weapons/spells and work less effectively on weapons or spells of higher rank.


    • The spell requires the caster to be facing a light source to charge up the spell and the spell is cancelled without that light source being present during the charge.

    Greenwalk:

    Name: Greenwalk
    Rank: D
    Type: Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must be in the presence of any type of plant, dead or alive. The user must be in contact with a plant to start this spell and simply takes a step, reappearing in another location which is also connected to a plant. It gives the illusion of the caster walking from plant to plant as a teleport. The user can teleport to any plant in burst range.
    Speed: The spell speed is 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.

    Strengths:

    • This spell allows the caster to teleport instantly to avoid attacks or surprise attack.


    Weaknesses:

    • The spell works only while the caster is in the presence of plants as it works from plant to plant.


    • The spell has a short range of 15m.


    C Rank Spells:
    Racine Drain:
    Name: Racine Drain
    Rank: C
    Type: Single Target, Defensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must charge up the spell prior to its effect on the user. To charge up the spell, the user must be in contact with the ground or a plant. Hundreds of fibrous roots move from the legs of the user into the ground to charge up, rendering the user unable to move during that post. However, for the following 4 posts, the user may move. The spell gives the user the ability to absorb up to 40 hp of magical or physical damage per post for the duration of the spell and instead convert 30% of the damage into magical power gain (mp). For example, during an attack a user might take 40 hp worth of damage. That would be converted into 28 physical damage still taken and 12 mp gained.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 0 m range, on self.

    Strengths:

    • This spell allows the user to regain mp.


    • The spell reduces the physical damage taken by the user.


    • The spell has a long duration.


    Weaknesses:

    • The spell can only be cast on the user.


    • The spell has a cooldown of 6 posts, which is very long.


    • The spell needs to charge up for a post, during which the user cannot move.


    • The user must be in contact with the ground or plant during charge up in order for the spell to apply.

    Leech Seed:
    Name: Leech Seed
    Rank: C
    Type: Single Target, Heal/Support
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user touches the ground or a living plant and pull out a seed from it. The user can hold the seed for as long as they choose. The user must place the seed within 5m of their target and the spell’s effect then will begin. The spell gives the user the ability to absorb up to 40 hp of physical health from their target and gain that much health in return. The seed is used as a conduit for the spell and must be present but the spell does not start until the user speaks the word “Sangsue”. Additionally, the spell cannot be used more than once on the same target unless the user retrieves an additional seed. For each use, within a day’s time, the user must have a fresh unused seed.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 120m range, but the seed needs to be placed within 5m of the intended target.

    Strengths:

    • This spell allows the user to gain health points.


    • The spell acts like an attack and causes physical damage to an opponent.


    Weaknesses:

    • The spell requires a seed be placed within close proximity of the target to enact the leech seed spell.


    • The spell has a cooldown of 3 posts, which is long.


    • The user must obtain multiple seeds and place multiple seeds in order to perform the spell multiple times per day.

    Puffball Cacophony:

    Name: Puffball Cacophony
    Rank: C
    Type: Area of Effect
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user exudes a fog-like substance borne of the spores of the Puffball, from the pores of her skin which quickly fills the area. To any targets within the area, they begin to hear terrifying voices and echoes. The sounds are like that of which the target fears- be it the sound of demons or wild beasts. The sound is so loud, frightening and disorienting that it deals damage to the targets during the duration of the spell. The sounds can be distracting and disorienting, but the spell only deals damage to a target once during its duration. If new targets enter the area of effect before the duration is complete, the damage will apply to them as well. The area of effect can be up to 60m radius, but the user can control the size of the area before and only before the spell starts.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast in a 60m radius range.

    Strengths:

    • This spell deals damage to all targets in the area of effect.


    • The spell can be disorienting and frightening to the targets’ minds, though has no effect on their actual stats.


    Weaknesses:

    • The spell will affect allies and enemies.


    • The spell fog-like spores emanating from the user make obvious the range of the spell.


    • The user has a limited range which cannot be altered once in place.

    Young Dendrocnide:

    Name: Young Dendrocnide
    Rank: C
    Type: Single Target
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user stamps her foot on the ground and emits a bright green glow. Remarkably, a large plant springs up beneath a single target. The plant grows up to four feet tall and the broad heart shaped leaves are covered in small hairs. The hairs cause an extremely painful stinging sensation that can last for a few days or until the hairs are removed, and the injured area becomes covered with small, red spots joining together to form a red, swollen welt. The damage caused is done immediately, though the uncomfortable painful sensation can last until the hairs are carefully plucked out.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell deals damage equal to user rank as soon as the plant strikes.


    • The spell can cause the target to feel lasting pain, though has no effect on their actual hp or status and is there for rp depth only.


    Weaknesses:

    • The spell has a longer cooldown than necessary for its strength.


    • The plant dies after use and falls to the ground useless.


    • The user has to stomp her foot, and the spell gives off a green glow, making it obvious she is doing a spell.

    Children of the Watershrooms:

    Name: Children of the Watershrooms
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell must establish clear sight to the target and maintain sight of the victim for the duration of the post. The user may move to continue to keep this connection but they may not otherwise attack nor defend because of the concentration that it requires. The spell still functions if the target is momentarily hidden or partially hidden behind another person or object as long as the user can continue to see or establish sight on their next post and their concentration was not otherwise affected. The spell embodies the user’s connection to the Children of the Water mushrooms, causing faces to be reformed and altered in the mind’s eye of the target. The target, instead of seeing friends or allies around them, may see their enemies instead and act accordingly. The target may flee, attack, or become subdued and congenial depending on the faces the user has the target envision. The faces must be specified in rp by the user of the spell so that the target may act in according to their natural response. If the target for example sees his most hated enemy’s face in the place of their own companion’s, they will attack and fight, for example.
    This decreases in effectiveness by 50% for every rank the target is over the spell level. 50 % decrease in effectiveness means the target may notice flaws, such as wrong hair style or eye color, which the user must add in to the initial post.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, causing them to see enemies as friends, or friends as enemies.


    • The spell has a long duration time.


    Weaknesses:

    • The user must maintain sight of the target during the spell.


    • The user cannot defend or attack, keeping concentration during the spell.


    • The user cannot actually force the target to do anything out of character.

    Scopolia:

    Name: Scopolia
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, the user must be within close range of the target and speak the name of the spell “Scopolia”. The user can influence the actions of the targeted creature by giving a command or advice. The user must word the command/advice in such a manner as to make it sound reasonable, even if it is not, but is limited to using less than 15 words. The user cannot have the target commit self-harm or do anything obviously suicidal like jumping off a cliff, but they can influence a target to enter a challenging fight or perform something unusual or dangerous. At the end of the spell, the target regains control of their mind and can choose to continue to obey or not, keeping the knowledge and memory of their actions during the spell. Because of the connection of the user’s mind and the target’s mind, the target will know who cast the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 50m range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, having the target do as they command or advise the target to do.


    • The spell has a long duration time.


    Weaknesses:

    • The user must cast the spell within 50m range, which is half the normal range of a single target spell.


    • The spell’s target will know who cast the spell upon them by face and will be able to point the user out of a crowd.


    • The user cannot actually force the target to do anything suicidal.

    Mortal Oleander:

    Name: Mortal Oleander
    Rank: C
    Type: Burst, Effect
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell, the user plucks a magenta colored five-petaled flower from the air in a green hazy glow of user-induced magical energy. The user blows on the flower, releasing the toxins from the poisonous bloom within burst range. The damage dealt is physical damage done through skin contact or inhalation with the air-borne toxins. The poisonous cloud is a pale magenta in shade and affects the targets’ hearts, causing contractions and palpitations when there should be none. The chest of the target is pained as damage is dealt. The damage is equal to the user rank.
    Speed: The spell speed is 22.5 m/s.
    Range: This spell can be cast in a 30m range.

    Strengths:

    • This spell happens swiftly and it will be harder for targets nearby to react before taking damage.


    • The spell poisons all those within the range of the spell and deals user rank damage.


    Weaknesses:

    • The spell has a small range.
    • The oleander poison only lasts and deals damage for one post.
    • The poisonous haze has a color, thus indicating to those around, the range of the spell.

    Jasmineae:

    Name: Jasmineae
    Rank: C
    Type: Single Target, Buff
    Duration: 5 Post
    Cooldown: 6 Posts
    Description: To cast this spell, the user plucks a pallid ten-petaled flower from the air in a green hazy glow of user-induced magical energy. The user must crush the aromatic flower between her palms to enact the spell. For an ally to have the same benefit, the magical energy with which the user imbues into the Jasmine flower can be released and given to the target. The target then must be the one to crush the flower in their hand. The spell gives the single target a 50% increase to magical power, based on the user rank. For example, the user rank being C, all targets regardless of rank would receive a 50% of C rank increase to magical power. The power is temporary and lasts only for the duration of the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 0m range of either the target or the user.

    Strengths:

    • This spell has a long duration.
    • The spell gives a buff to magical power.


    Weaknesses:

    • The spell has a small range, enacted when the target or user crushes the flower. The spell affects the one holding the flower.
    • If the flower gets into the hands of an enemy before it is crushed, the enemy may crush the flower and gain the spell buff.
    • The spell can only affect one person, user or ally, at a time and has a long cooldown.


    Other:
    Spell Template:

    Name:
    Rank:
    Type:
    Duration:  Post
    Cooldown: Posts
    Description: To cast this spell, the user
    Speed: The spell speed is
    Range: This spell can be cast in a
    Strengths:
    Weaknesses:

    The Original Blightweaver Magic (and approvals)


    Last edited by Yona on 10th December 2018, 8:55 am; edited 3 times in total


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    Yona

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    Re: Yona's Blightweaver Magic

    Post by Yona on 10th July 2018, 6:48 pm

    B Rank Spells:
    Eau de Rotten Corpse:

    Name: Eau de Rotten Corpse
    Rank: B
    Type: Area of Effect
    Duration:  4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, Yona releases a powerful scent without any visual cues, as scent cannot be seen. The scent is that of the Corpse Flower which genuinely smells like rotten flesh or a rotting corpse. This horrific smell affects all except for two targeted allies. (If there are 4 allies in the area 2 will be affected). This scent gives those who breathe it in a debuff which extends for 3 Posts after the initial inhale. Any target of equal or lesser rank to Yona who enters the area of effect range of this spell will feel the debuff effects immediately.
    Debuff: A decrease to physical and magical resistance leading to taking 25% more damage from any attacks and a 25% increase in MP cost for the affected mages’ spells.
    Speed: The spell speed is 50 m/s
    Range: This spell can be cast in a 100m radius centered on the user.

    Strengths:

    • The debuff has two minor effects instead of just one effect.


    Weaknesses:

    • Only two allies are protected from the scent, so allies can experience the debuff as well.

    Nightmare Lashing:

    Name: Nightmare Lashing
    Rank: B
    Type: Offensive, Damage, Debuff
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: A long whip of black nettles and thorns springs out of the surface and slams into the target. The attack deals B rank damage to the target and doses the target with a poison that affects the target's mind. It needs OOC permission for PVP usage. The poison gives the target a mind state of real fear. All around them, their vision is filled with a nightmare world that overlaps the real world, filled with vile creatures all coming to commit atrocities (to the target or someone the target cares for). They can hear the frightening sounds and their sensation of smell is also actively engaged with this vision. The landscape that they envision is a world of pain and suffering idealized for that target specifically so what they see, smell, and hear is based on what they would consider suffering. This state of mind only overlaps the real world, so that they can see and interact with others still, but the state of mind becomes a great hindrance as a distraction or a delay for the target's reaction, mistaking allies as enemies, or freezing up entirely. This state of mind applies a 25% debuff to the damage of the target's spells and 25% debuff to any effects of their spells.
    Speed: The spell speed is cast on a single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • The spell affects the body and the mind.


    Weaknesses:

    • The attack must hit in order for the poison causing fear to take place at all.

    Poisonwood Cage:

    Name: Poisonwood Cage
    Rank: B
    Type: DoT, Trap
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell, the user draws an arc in the air with a finger. Enormous roots spring upwards and around the target, forming a tight single person birdcage around them. This spell traps the target in place but does not completely immobilize them (the target can't jump around or dodge but they are able to turn around and move their limbs). The roots are also covered in flowering lianas with purple and green leaves. The cage itself emits a poisonous cloud of spores to the target captured inside. The cage takes 2 B rank hits to destroy while the poison deals damage to the target inside equal to 0.5x B rank damage per round and does not end if the cage is destroyed.
    Speed: The spell speed is single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • It has a strong poison which does not end if the cage is destroyed.


    Weaknesses:

    • Targets who use water or fire based attacks in attempts to break the cage can cut the poison duration by half.



    Last edited by Yona on 20th July 2018, 3:30 pm; edited 2 times in total


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    Yona

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    Re: Yona's Blightweaver Magic

    Post by Yona on 10th July 2018, 6:48 pm

    A Rank Spells:

    Cactylion:

    Name: Cactylion acutus
    Rank: A
    Type: Offensive, Summon
    Damage: 28 (Melee)
    Range: 75m (Burst range)
    Duration: 7 Posts
    Cooldown: 6 Posts
    Description: Yona must touch a surface and speak the full scientific name of the magical plant summon creatures with which she formed contracts with. When Cactylion acutus appears, it is through a fog like puff of yellow spores. Cactylion acutus is a cactus based magical plant creature. The creature is genderless, though speaks in a sharp, cold, masculine tone of voice. Cactylion doesn't have much of a personality, functioning somewhat more like a machine with its cold and calculating actions and speech. It follows the contract with Yona exactly and thus only appears once per thread and acting on specific directives from Yona herself. As strange as the creature is, the Cactylion is highly intelligent and doesn't need or desire explanations. It is ruled largely by practicality and logic. The creature itself stands nearly 2 meters tall, about 6 feet. It has hardened green skin covered with organized rows of needles, pointed in tiny clusters over its entire body. Its face is devoid of eyes but a large gaping mouth in the front carries a persistent and menacing smile full of pointed needle like teeth. It appears to have several limbs for arms and legs. Two small gaps in the front indicate its strong sense of smell, even capable of sensing magic and other living things within burst range.

    HP: 200

    Appearance:


    Abilities:

    Barbed Barrage - Active - Cactylion can activate this active ability and shoot out a single stream or horizontal wave of barbed needles. This has a duration of 1 post and a cooldown of 2 posts.  The barbed needles deal A rank damage (100 HP), with a speed/range of 300m, functioning as a single target spell.

    Numbing Needles - Passive - Cactylion's needles are barbed and tipped with a paralysis poison. If hit with the needles, through the active barrage ability, through Cactylion hitting with a melee attack, or through accidentally bumping into the summon, the barbed needles can paralyze for 1 post. Additionally, the needles are an extra defense for Cactylion and give him a 30% resistance to magical damage.

    Strengths:

    • Cactylion's needles have a long range for shooting and a short cooldown.

    Weaknesses:

    • Cactylion takes double damage from fire-based magical attacks.



    Last edited by Yona on 10th December 2018, 12:46 pm; edited 4 times in total


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    Re: Yona's Blightweaver Magic

    Post by Yona on 10th July 2018, 6:49 pm

    Advanced Spells:
    Advanced Spells:
    Sheath of Thistles D+:

    Name: Sheath of Thistles
    Rank: D+ (30MP cost)
    Type: Offensive, Melee
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Around the forearms, wrists, and hands of the user, sharp brambles grow from the skin and point outwards. Like small briers growing from her limbs, the effect is pointedly sharp and dangerous. The thorns are tipped with a dark yellow colored poison so that if a strike hits and cuts open the bare skin of a target, the poison may be injected. ½ D+ Rank damage applies to the attack for the duration of the spell, provided she attacks with her hands/arms. The melee enhancement damage here can only be used twice per post. The poison deals ½ D (not D+) rank damage for 1 extra round after the initial melee attack. This means if hit with the bramble covered fists of the user, the target will take ½ D+ rank damage for the melee, and if it hits the bare skin of the target, it will poison the target and deal ½ D rank poison damage on the following post. The dark yellow poison causes numbness and tingling in the area affected, causes intense swelling and small pustules to appear around the wound, but these affects only cause damage for the 1 round following the melee attack.

    Strengths:

    • It gives the user enhanced melee damage and can deal poison.


    Weaknesses:

    • The spell doesn't enhance weapons or other magical spells.

    Leaf Blade Cyclone C+:

    Name: Leaf Blade Cyclone
    Rank: C+ (45MP cost)
    Type: Area of Effect, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: This spell creates and stimulates the growth of leafy plants in an area designated and chosen by the user. The size of the plants is unimportant and not part of the goal of the spell. When the user drops or throws a seed, that is the center of where the spell works out from. The area of effect is 90m around the center of the seed and thousands of leaves with edges like blades burst up from the ground and fill the area in a cyclone of swirling, blades which deal damage equal to 1/2 C+ rank every for every post a target is within the area.

    Strengths:

    • The spell can deal high damage to multiple targets within a specific area.


    Weaknesses:

    • The area is the limit so as soon as the spell is created, the area is easy to avoid.

    Wreath of Restoration B+:

    Name: Wreath of Restoration
    Rank: B+ (60MP cost)
    Type: Single Target, Healing
    Duration:  5 Posts
    Cooldown: 6 Posts
    Description: A thin, delicate double braided wreath appears around the user or her target’s forehead, resting just above the browline. The many white flowers gathered in clumps appear like Baby’s Breath but give off a light white glow and a strong perfume-like aroma. The spell is catatonic briefly because of its scent, making the target a bit sleepy or giving them a dazed sort of feeling. And then the wreath emits its powerful healing upon the bestowed target (user or other). It has the power to heal 50% B+ rank health per post for the duration of the spell, capping at 2.5x which is 60 HP per post.
    Speed: The spell speed is 300 m/s
    Range: This spell can be cast in a 300m range on a single target

    Strengths:

    • The spell heals a large amount over time because advanced spells are stronger than normal spells.


    Weaknesses:

    • The spell can leave the target feeling sleepy or catatonic for part of one post, as RP plot dictate.
    • The spell has a high MP cost and only affects one target.



    Last edited by Yona on 20th July 2018, 3:46 pm; edited 1 time in total


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    Re: Yona's Blightweaver Magic

    Post by Onida on 19th July 2018, 8:46 pm

    Why hello there, Yona! ♥ It'sa me, Rin! And I'm going to be grading your lovely magic! ^w^ All of my corrections will be in this color here! Without further ado, here we go!

    ♥:

    @Yona wrote:Magic

    Primary Magic: Blightweaver Magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster

    Unique Abilities:

    Blade of Thorns: By touching a solid surface, Yona can pull a bladed weapon from it; this weapon is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage of this weapon matches the proper requip values for a weapon of Yona's rank. The weapons also have equal durability to requip weapons of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Gather Plant Allies: Can emit magical based chemical signals to summon a natural plant ally (like ants, beetles, wasps) to the area to deal damage and protect the user. This is an insect swarm aura that just deals one rank below user rank in damage within burst range or less around you on a single target. This can be applied once per turn.

    Herbaceous Communication: Touching the ground allows for tracking and sensing of physical bodies within a specific range based on underground root systems of both woody and herbaceous plants. This is effective within a user's burst range.

    Aegis Brier:By stomping a foot upon a surface, Yona can bring forth a small body-sized wall of nettles from it; this temporary shield is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage absorbed by the aegis matches the proper requip values for armor of Yona's rank. The Aegis Brier also has equal durability to requip armor of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Toxic Blooms: Black and white flowers sprout upon small vines that wrap from Yona's wrists to shoulders around her arms. The flowers apply a boost to spell effects by 50% without affecting healing or damage spells which affect a target's HP (excluding only poison based spells which do bypass this). Examples of effects include paralysis, sleep, drains, absorption, de-buffs/buffs, and poison-based damage. If destroyed through physical or fire based attacks, they take 2 posts to regenerate.

    Signature Spells:
    Blightweave:

    Name: Blightweave
    Rank: User Rank (Caps at S Rank)
    Type: DoT, Single target
    Duration: 5 Posts
    Cooldown: 3 Posts
    Description: To cast this spell, the user weaves her fingers together as if in some sort of unholy prayer, clasping her hands together tightly while extending the index fingers in tandem. The spell surrounds the target within the range in a green glow, looking for any bare skin visible to infect. The visible bare skin gets infected and shows first a blackening of pigment and then multiple puckering lesions. The damage starts small but increases with time, moving over the skin from affected to unaffected areas, spreading like a fungus disease over the target’s skin and staining it black. The pain is sharp and itching, and the sight of the black blight crawling up and over the skin fills target with fear and dread.
    For the duration of the spell, the damage dealt is equal to 50% the user’s rank per round. At the spell’s end, the blight stops dealing damage and stops moving, but the skin of the target still appears afflicted and blackened with lesions. Magical healing can remove the color and the lesions at the spell’s end. Fire can prematurely end the spell if applied to the blight directly (thought it will still deal damage like fire would).
    Speed: The spell speed is based on single target for User rank.
    Range: This spell’s range is based on single target for User rank.

    Strengths:

    • This spell has a long duration but shortened cooldown because it is a signature spell.


    • The spell deals 50% user rank damage per round, over time.


    Weaknesses:

    • The blight and its damage can be stopped prematurely using fire, magical or natural.


    • The spell requires use of both of the user’s hands to enact it and makes the user vulnerable.


    • The spell's lesions and color can be removed after the spell damage is dealt through any magical healing.

    Verdurous Growth:

    Name: Verdurous Growth
    Rank: D Rank
    Type: Area of Effect, Signature Spell
    Duration: 2 Post
    Cooldown: ---
    Description: To cast this spell, the user must dig her fingertips into the ground or touch the surface of an area, like the floor for example. During that singular round, stemming from her fingers and growing outwards and upward, the caster's magic works to encourage plant growth. The spell works to increase the growth of the plants in the area. If there are no plants, it grows plants within 30m centered around the user. If there are plants, their growth is greatly expanded filling the area. The speed of opponents in this area of stimulated plant growth is reduced by 50% of the user's rank.
    Range: This spell’s range is 30m.
    Speed: The spell’s speed is 22.5 m/s

    Strengths:

    • This spell grows plants and debuffs enemies.


    Weaknesses:

    • The spell has a small range.


    • The spell requires that the user be touching the ground with both of her hands.


    D Rank Spells:
    Sundew Mire:

    Name: Sundew Mire
    Rank: D
    Type: Defensive, Supportive
    Duration: 3 Posts
    Cooldown: 5 Posts
    Description: To cast this spell the user must make a two handed gesture, raising their arms above their head to gather their magical energy and then lowering their arms in a swift but controlled action, fingers moving as if to replicate a symbol for rain. It is not invisible, but appears like a light drizzle of rain, clear and sparkling drops of sticky dew, raining down from above. The dew has a dual purpose: it’s sticky droplets slow movement through the space, including motions necessary for spellcasting, fighting, moving in or out of the area and the dew also blurs the sight of the targets, making it seem as if they are looking through a bent piece of glass, or a bent fun-house mirror. The dew will slow a target’s speed by 25%. The targets can still see but their aim (be it for moving in a specific direction, or aiming a spell or counter attack) is moved ajar. The skewed vision will place the user’s aim off-kilter by 3m. The targets will appear to be soaking wet, drenched in phlegm like clear-dew, but it has no other effects.
    Speed: The dew falls from above at a speed of 11.25 m/s
    Range: Burst range, centered on a chosen target or the user. If centered on a target, target must be within 15m of the user.

    Strengths:

    • The spell looks like rain and appears non-threatening to the targets
    • A good support spell to allow user’s allies a quicker time to attack or counter-attack at a relative increased speed
    • Flexible range spell because if the user were to cast the spell centered on a target, the spell still stretches and effects in a burst range from that target
    • The spell is resistant to water magic, water has no effect on the spell


    Weaknesses:

    • The spell has a long cool down
    • If the targets can avoid being struck by the dew, their speed is unaffected. If a target is standing under a tree or has an umbrella out, their vision is slightly affected looking into the spell, but they can still move at normal speeds for them
    • The gesture required to perform the spell is fairly obvious and even suggestible, warning the targets of the spell’s oncoming direction and action.


    • After an attempt at an attack goes awry because of poor aim, it can be easily correct by the target on future attempts


    • The spell is negated by fire magic, fire thins the compounds of the dew transforming it into harmless water

    Jabillo Alarm:

    Name: Jabillo Alarm
    Rank: D
    Type: Offensive or Non-Combat, Burst
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user must place two fists together and walk around the area that they wish to encompass while in this position. To complete the spell, the user must touch the ground or floor surface. The spell places down an invisible detection line which triggers if unfriendly or hostile living creatures or people cross it. Within the spell area created by the user, every 3m of space is occupied by a single hidden underground array of seed pods. Individual seed pods are about the size of a fist. The spell contains arrays of seed pods which shoot up from the ground and into the air at a height of about six feet, or 2m, in a range around the intruder of 3m. This means that if the intruder crosses the line and takes several steps, triggers the spell, but continues walking around within the detection area, they will trigger more seed pods for every 3m they travel touching the ground. If a friendly creature within the detection area becomes hostile towards the user, they will also trigger the seed pods to emerge. The seed pods which shoot up into the air do not themselves do physical or magic damage at first; Seed pods only do damage when they explode at their maximum height. Once triggered, the seed pods do not re-emerge or explode again.

    Each array of seed pods has the capabilities of exploding at it’s maximum height. This loud burst of sound can alert the user or allies to the intruder, but is also harmful to the intended unfriendly target. Every 3m (rounded up), the user sets an array of seed pods underground. For each triggered array of seed pods within the detection area, the explosion of the seeds deal 5 hp damage to those in the area. Those within 15 m range of the array of seed pods experience an assortment of effects. If hit once by an array, sounds around them are distorted for 1 post rendering communication unreliable and distorted. If hit by two arrays, the target experiences extreme dizziness in addition to the previous effect, and must move at -20% speed or risk falling over. At three arrays, the targets are stunned in place, unable to move or act for 1 post. Only targets of equal or lesser rank are affected by this stun.

    Speed: The seed pods emerge from the ground at a speed of 11.25 m/s and instantly explode at their maximum height of 2m.
    Range: Damage range of the exploding pod is 5m, Stun/Sound Damage range is 15m. The spell effect range is limited to the user’s burst range but can be smaller as decided by the user’s initial set up.

    Strengths:

    • The spell’s negative effects stack based on number of times hit.


    • A good set-up spell to protect a given area while the user or allies rest, or to plot an ambush attack ahead of time.


    • The exact detection line is known only to the user, or those who watched or were with the user during set up; the line is otherwise invisible.


    Weaknesses:

    • The spell has a set-up time during which the caster cannot cast other spells and is vulnerable.


    • If the targets can avoid being subjected to the seed pods if they are fast enough to prevent the seed pods from rising to their maximum height.


    • The spell has a small effect area based on those within the range of the seed pods and a small effect duration when a target is stunned.


    • The spell can be used during combat, but is much less effective. On the whole, it is best used only as an ambush or protective alert system.

    Bamboo Rend:

    Name: Bamboo Rend
    Rank: D
    Type: Offensive, Single Target
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must extend their arm towards the intended target, and flick their wrist with fingers touching, akin to a backhand slap in the air. With the hand gesture complete, three thick shoots of bamboo grow at rapid pace from the ground or solid surface near the target and at a slight angle. The bamboo is extremely sharp and can easily skewer flesh. If the main shoot is dodged, the edges of the bamboo can still act as a blade and slice open flesh, creating small non-lethal cuts. Critical damage occurs if skewered by the bamboo, however. After being skewered, the target must still cut away the bamboo or otherwise find a way to be released from it but only if the target is of equal or lesser rank to the user. The magical bamboo naturally weakens 1 post after the attack and can be broken by hand.
    Speed: The bamboo rushes from the ground/solid surface at a slight angle and at a speed of 45 m/s.
    Range: This spell can be cast up to 60m from the designated target.
    Damage: Each bamboo shoot can cause 7 hp damage if skewering a target.

    Strengths:

    • The spell is able to skewer and temporarily trap a target for 1 post after the initial attack.


    • This spell is about skewering with bamboo, so if a target reacts swiftly and cuts the bamboo too soon (say at 1m), the bamboo has the ability to continue growth and still cause damage. The total growth height of a single stalk of bamboo is 3m.


    • The bamboo shoots up where the user intends for them to and at an angle the user intends. The user must specify both during the attack, but it does make each shoot have a higher chance of hitting the target because of such control.


    Weaknesses:

    • The bamboo shoots can be broken only by blade or fire, but after an extra post by hands alone.


    • The spell can only be aimed at a single target at a time.


    • The bamboo shoots do not bend or move. Once an angle and direction is specified it is limited to it.


    • The spell deals no physical damage against those who use fire as a primary magic.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Benevolent Drupes:

    Name: Benevolent Drupes
    Rank: D
    Type: Supportive, Single Target
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user must be touching the ground or holding soil with one hand, enclosed in a fist. With the other hand, the user must bring the flat of their palm to the back of their opposing hand. From the soil grows a woody stem and a large hanging fruit. It takes two uninterrupted posts to grow the fruit: a soft skinned, soft fleshed fruit with a large internal seed. Eating the flesh of the fruit heals the person doing so, restoring physical or magical health points based on the user’s spell and the drupe created. A smooth bright-red skinned drupe with aromatic and exotically flavored orange flesh heals physical damage, while a bumpy dark-purple skinned drupe with deep-red flesh heals magical points and tastes like a relative of a sour plum. The seed of the drupe can be planted and grown in non-magical soils at the rate of a typical fruit tree (1-3 years to bear fruit).
    Speed: The spell works at a rate of 45 m/s.
    Range: This spell can be cast up to a 60m range.
    Health: Eating a red drupe will cause the target to regain 15% of health. Eating a purple drupe will cause the target to regain 10% of magic points.

    Strengths:

    • The spell is able to grow a drupe at a distance for ally consumption.


    • This spell produces fruit which does not rot for up to 2 days from creation.


    • The drupes can produce health or magical regenerative effects.


    Weaknesses:

    • The spell requires two posts of the user’s attention leaving them vulnerable.


    • An interruption ends the spell early producing no fruit and wasting magical energy points.


    • The drupes can be eaten by ally or enemy and will have the same positive effects.


    • The spell requires that the user be touching soil or the ground. If the user is touching the ground, the drupes can grow at a range away from the user, but if the user is grasping a handful of soil, the drupe grows in the user’s hand.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Poppy Repose:

    Name: Poppy Repose
    Rank: D
    Type: Multiple Targets, Effects/Buffs
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user lifts her hand to her lips as if blowing a kiss, tilting her head and aiming it as she blows out magically altered air. The spell starts from the user’s lips and travels the distance to multiple targets of her choosing within 45m of her. Instead of dealing physical or magical damage, the spell causes the target to feel incredibly drowsy and fall asleep. The target will be asleep for 1 post duration and will feel the effects of the debuff for 2 more posts. Due to feeling groggy, the two posts will reduce the targets’ strength and speed by 25%. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 33.75 m/s.
    Range: This spell can be cast up to a 45m range.

    Strengths:

    • The spell is affects multiple targets.


    • This spell gives a temporary immobilization effect for 1 post.


    • The spell gives a temporary debuff to strength and speed.


    Weaknesses:

    • The spell has a long cooldown.


    • The spell doesn’t cause any physical or magical damage.


    • The spell requires that the user perform visible and obvious actions in order to enact the spell, which gives targets a chance to get out of range.


    • The spell’s sleep and debuff effects can be nullified if the sleeping target is wakened by any magical means.

    Philodendron Pout:

    Name: Philodendron Pout
    Rank: D
    Type: Single Target, Effect
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user draws a flower petal from thin air and places it upon her own lips. She must concentrate for the post she spends casting the spell and so cannot also wield a weapon. The spell appears on her target up to 60m away. Instead of dealing strong damage, the spell causes the target’s lips to swell and endure an intense burning sensation. The lips swell so greatly that the user cannot speak for the duration of the spell. In addition, the spell deals D rank in damage by the end of the spell due to the burning toxins within the lips of the target. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell does both damage and has an effect.


    • The spell makes it so the target cannot speak which means spells that require verbal components cannot be cast for the duration of Philodendron Pout.


    • The spell cannot be broken through magical means, excepting for heal based magic.


    Weaknesses:

    • The caster must concentrate and cannot wield a weapon and fight while casting.


    • The spell causes only D rank in physical damage.


    • The spell can be broken by simple medical supplies like salves.


    • The spell does not hinder the target from casting nonverbal spells or from fighting in any other way.

    Aloe Allay:

    Name: Aloe Allay
    Rank: D
    Type: Single Target, Supportive
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user speaks the phrase, “Aloe-Allay”. She concentrates her magic within a single target, either herself, or another person or creature. The spell can reach her target up to 60m away. The target of the spell will feel a soothing sensation, a reduction in the pain, enough to make physical damage manageable. In addition, the spell will heal physical damage done to the target equal to the D Rank (20 hp).
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast on self or another target.


    Weaknesses:

    • The spell can only be cast on one target at a time.


    • The spell heals only one spell’s worth of damage at a time.


    • The spell cannot be cast without words or sound, and so cannot be done secretly or at all if there is something impeding sound.

    Nōpalli Needles:
    Name: Nōpalli Needles
    Rank: D
    Type: Offensive, Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user curls her hands into fists and extends her arms. Sharp cactus like needles appear from the skin of her upturned forearms and shoot outwards aimed at the any targets in front of her. The needles deal damage when struck equal to D rank. The spell can reach her target up to 15m away. The target of the spell will feel a sharp and painful stinging wherever they are hit and must remove the needles to get rid of the sharp pain. The needles do not do extra damage over time, only upon the initial hit. The pain might act as a deterrent for some targets but does not actually impede a target from performing any actions. The pain of the needles is more for rp flavor.
    Speed: The spell moves at a rate of 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.
    Damage: The spell deals damage equal to D rank.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast swiftly with full damage dealt.


    Weaknesses:

    • The spell works within a limited range.


    • The spell only deals D rank damage.


    • The spell does not deal extra effects or cause more damage over time even if needles are within a target.

    Cortico Courage:

    Name: Corticotropin “Cortico” Courage
    Rank: D
    Type: Passive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user must be in the presence of light and must face the light. The user charges up the spell within her body for one post by facing the direction of the light. If the user turns away from the light source or the light source is moved or blocked, the charge-up fails. The spell then gives the user a 50% buff to Spell damage or to Strength, but never both at the same time. This spell applies a 50% buff to D rank weapons and spells or a 25% buff to weapons and spells above D rank. As a side, the spell makes the caster or ally cast upon feel fearless, gaining extra strength or power without fear holding the caster back from reckless actions. This spell can cause the caster to be more rash and daring for the duration of the spell.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast up to a 60 m range, applies to caster or ally.

    Strengths:

    • This spell gives a decent buff to D rank weapons/spells.


    • The spell has a decent duration.


    Weaknesses:

    • The spell works on the caster or her ally but not both.


    • The spell buffs apply best to D rank weapons/spells and work less effectively on weapons or spells of higher rank.


    • The spell requires the caster to be facing a light source to charge up the spell and the spell is cancelled without that light source being present during the charge.

    Greenwalk:

    Name: Greenwalk
    Rank: D
    Type: Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must be in the presence of any type of plant, dead or alive. The user must be in contact with a plant to start this spell and simply takes a step, reappearing in another location which is also connected to a plant. It gives the illusion of the caster walking from plant to plant as a teleport. The user can teleport to any plant in burst range.
    Speed: The spell speed is 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.

    Strengths:

    • This spell allows the caster to teleport instantly to avoid attacks or surprise attack.


    Weaknesses:

    • The spell works only while the caster is in the presence of plants as it works from plant to plant.


    • The spell has a short range of 15m.


    C Rank Spells:
    Racine Drain:
    Name: Racine Drain
    Rank: C
    Type: Single Target, Defensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must charge up the spell prior to its effect on the user. To charge up the spell, the user must be in contact with the ground or a plant. Hundreds of fibrous roots move from the legs of the user into the ground to charge up, rendering the user unable to move during that post. However, for the following 4 posts, the user may move. The spell gives the user the ability to absorb up to 40 hp of magical or physical damage per post for the duration of the spell and instead convert 30% of the damage into magical power gain (mp). For example, during an attack a user might take 40 hp worth of damage. That would be converted into 28 physical damage still taken and 12 mp gained.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 0 m range, on self.

    Strengths:

    • This spell allows the user to regain mp.


    • The spell reduces the physical damage taken by the user.


    • The spell has a long duration.


    Weaknesses:

    • The spell can only be cast on the user.


    • The spell has a cooldown of 6 posts, which is very long.


    • The spell needs to charge up for a post, during which the user cannot move.


    • The user must be in contact with the ground or plant during charge up in order for the spell to apply.

    Leech Seed:
    Name: Leech Seed
    Rank: C
    Type: Single Target, Heal/Support
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user touches the ground or a living plant and pull out a seed from it. The user can hold the seed for as long as they choose. The user must place the seed within 5m of their target and the spell’s effect then will begin. The spell gives the user the ability to absorb up to 40 hp of physical health from their target and gain that much health in return. The seed is used as a conduit for the spell and must be present but the spell does not start until the user speaks the word “Sangsue”. Additionally, the spell cannot be used more than once on the same target unless the user retrieves an additional seed. For each use, within a day’s time, the user must have a fresh unused seed.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 120m range, but the seed needs to be placed within 5m of the intended target.

    Strengths:

    • This spell allows the user to gain health points.


    • The spell acts like an attack and causes physical damage to an opponent.


    Weaknesses:

    • The spell requires a seed be placed within close proximity of the target to enact the leech seed spell.


    • The spell has a cooldown of 3 posts, which is long.


    • The user must obtain multiple seeds and place multiple seeds in order to perform the spell multiple times per day.

    Puffball Cacophony:

    Name: Puffball Cacophony
    Rank: C
    Type: Area of Effect
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user exudes a fog-like substance borne of the spores of the Puffball, from the pores of her skin which quickly fills the area. To any targets within the area, they begin to hear terrifying voices and echoes. The sounds are like that of which the target fears- be it the sound of demons or wild beasts. The sound is so loud, frightening and disorienting that it deals damage to the targets during the duration of the spell. The sounds can be distracting and disorienting, but the spell only deals damage to a target once during its duration. If new targets enter the area of effect before the duration is complete, the damage will apply to them as well. The area of effect can be up to 60m radius, but the user can control the size of the area before and only before the spell starts.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast in a 60m radius range.

    Strengths:

    • This spell deals damage to all targets in the area of effect.


    • The spell can be disorienting and frightening to the targets’ minds, though has no effect on their actual stats.


    Weaknesses:

    • The spell will affect allies and enemies.


    • The spell fog-like spores emanating from the user make obvious the range of the spell.


    • The user has a limited range which cannot be altered once in place.

    Young Dendrocnide:

    Name: Young Dendrocnide
    Rank: C
    Type: Single Target
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user stamps her foot on the ground and emits a bright green glow. Remarkably, a large plant springs up beneath a single target. The plant grows up to four feet tall and the broad heart shaped leaves are covered in small hairs. The hairs cause an extremely painful stinging sensation that can last for a few days or until the hairs are removed, and the injured area becomes covered with small, red spots joining together to form a red, swollen welt. The damage caused is done immediately, though the uncomfortable painful sensation can last until the hairs are carefully plucked out.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell deals damage equal to user rank as soon as the plant strikes.


    • The spell can cause the target to feel lasting pain, though has no effect on their actual hp or status and is there for rp depth only.


    Weaknesses:

    • The spell has a longer cooldown than necessary for its strength.


    • The plant dies after use and falls to the ground useless.


    • The user has to stomp her foot, and the spell gives off a green glow, making it obvious she is doing a spell.

    Children of the Watershrooms:

    Name: Children of the Watershrooms
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell must establish clear sight to the target and maintain sight of the victim for the duration of the post. The user may move to continue to keep this connection but they may not otherwise attack nor defend because of the concentration that it requires. The spell still functions if the target is momentarily hidden or partially hidden behind another person or object as long as the user can continue to see or establish sight on their next post and their concentration was not otherwise affected. The spell embodies the user’s connection to the Children of the Water mushrooms, causing faces to be reformed and altered in the mind’s eye of the target. The target, instead of seeing friends or allies around them, may see their enemies instead and act accordingly. The target may flee, attack, or become subdued and congenial depending on the faces the user has the target envision. The faces must be specified in rp by the user of the spell so that the target may act in according to their natural response. If the target for example sees his most hated enemy’s face in the place of their own companion’s, they will attack and fight, for example.
    This decreases in effectiveness by 50% for every rank the target is over the spell level. 50 % decrease in effectiveness means the target may notice flaws, such as wrong hair style or eye color, which the user must add in to the initial post.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, causing them to see enemies as friends, or friends as enemies.


    • The spell has a long duration time.


    Weaknesses:

    • The user must maintain sight of the target during the spell.


    • The user cannot defend or attack, keeping concentration during the spell.


    • The user cannot actually force the target to do anything out of character.

    Scopolia:

    Name: Scopolia
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, the user must be within close range of the target and speak the name of the spell “Scopolia”. The user can influence the actions of the targeted creature by giving a command or advice. The user must word the command/advice in such a manner as to make it sound reasonable, even if it is not, but is limited to using less than 15 words. The user cannot have the target commit self-harm or do anything obviously suicidal like jumping off a cliff, but they can influence a target to enter a challenging fight or perform something unusual or dangerous. At the end of the spell, the target regains control of their mind and can choose to continue to obey or not, keeping the knowledge and memory of their actions during the spell. Because of the connection of the user’s mind and the target’s mind, the target will know who cast the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 50m range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, having the target do as they command or advise the target to do.


    • The spell has a long duration time.


    Weaknesses:

    • The user must cast the spell within 50m range, which is half the normal range of a single target spell.


    • The spell’s target will know who cast the spell upon them by face and will be able to point the user out of a crowd.


    • The user cannot actually force the target to do anything suicidal.

    Mortal Oleander:

    Name: Mortal Oleander
    Rank: C
    Type: Burst, Effect
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell, the user plucks a magenta colored five-petaled flower from the air in a green hazy glow of user-induced magical energy. The user blows on the flower, releasing the toxins from the poisonous bloom within burst range. The damage dealt is physical damage done through skin contact or inhalation with the air-borne toxins. The poisonous cloud is a pale magenta in shade and affects the targets’ hearts, causing contractions and palpitations when there should be none. The chest of the target is pained as damage is dealt. The damage is equal to the user rank.
    Speed: The spell speed is 22.5 m/s.
    Range: This spell can be cast in a 30m range.

    Strengths:

    • This spell happens swiftly and it will be harder for targets nearby to react before taking damage.


    • The spell poisons all those within the range of the spell and deals user rank damage.


    Weaknesses:

    • The spell has a small range.
    • The oleander poison only lasts and deals damage for one post.
    • The poisonous haze has a color, thus indicating to those around, the range of the spell.

    Jasmineae:

    Name: Jasmineae
    Rank: C
    Type: Single Target, Buff
    Duration: 5 Post
    Cooldown: 6 Posts
    Description: To cast this spell, the user plucks a pallid ten-petaled flower from the air in a green hazy glow of user-induced magical energy. The user must crush the aromatic flower between her palms to enact the spell. For an ally to have the same benefit, the magical energy with which the user imbues into the Jasmine flower can be released and given to the target. The target then must be the one to crush the flower in their hand. The spell gives the single target a 50% increase to magical power, based on the user rank. For example, the user rank being C, all targets regardless of rank would receive a 50% of C rank increase to magical power. The power is temporary and lasts only for the duration of the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 0m range of either the target or the user.

    Strengths:

    • This spell has a long duration.
    • The spell gives a buff to magical power.


    Weaknesses:

    • The spell has a small range, enacted when the target or user crushes the flower. The spell affects the one holding the flower.
    • If the flower gets into the hands of an enemy before it is crushed, the enemy may crush the flower and gain the spell buff.
    • The spell can only affect one person, user or ally, at a time and has a long cooldown.


    Other:
    Spell Template:

    Name:
    Rank:
    Type:
    Duration:  Post
    Cooldown: Posts
    Description: To cast this spell, the user
    Speed: The spell speed is
    Range: This spell can be cast in a
    Strengths:
    Weaknesses:

    The Original Blightweaver Magic (and approvals)

    @Yona wrote:B Rank Spells:
    Eau de Rotten Corpse:

    Name: Eau de Rotten Corpse
    Rank: B
    Type: Area of Effect
    Duration:  4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, Yona releases a powerful scent without any visual cues, as scent cannot be seen. The scent is that of the Corpse Flower which genuinely smells like rotten flesh or a rotting corpse. This horrific smell affects all except for two targeted allies. (If there are 4 allies in the area 2 will be affected). This scent gives those who breathe it in a debuff which extends for 3 Posts after the initial inhale. Any target of equal or lesser rank to Yona who enters the area of effect range of this spell will feel the debuff effects immediately.
    Debuff: A decrease to physical and magical resistance leading to taking 25% more damage from any attacks and a 25% increase in MP cost for the affected mages’ spells.
    Speed: The spell speed is 50 m/s
    Range: This spell can be cast in a 100m radius centered on the user.

    Strengths:

    • The debuff has two minor effects instead of just one effect.


    Weaknesses:

    • Only two allies are protected from the scent, so allies can experience the debuff as well.

    Nightmare Lashing:

    Name: Nightmare Lashing
    Rank: B
    Type: Offensive, Damage, Debuff
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: A long whip of black nettles and thorns springs out of the surface and slams into the target. The attack deals B rank damage to the target and doses the target with a poison that affects the target's mind. The poison gives the target a mind state of real fear. All around them, their vision is filled with a nightmare world that overlaps the real world, filled with vile creatures all coming to commit atrocities (to the target or someone the target cares for). They can hear the frightening sounds and their sensation of smell is also actively engaged with this vision. The landscape that they envision is a world of pain and suffering idealized for that target specifically so what they see, smell, and hear is based on what they would consider suffering. This state of mind only overlaps the real world, so that they can see and interact with others still, but the state of mind becomes a great hindrance as a distraction or a delay for the target's reaction, mistaking allies as enemies, or freezing up entirely. This state of mind applies a 50% debuff to the power and effectiveness of their spells.
    Could you specify if this is a debuff to just spell power or to spell power and the effects? Because if it is to both, then it would need to be split 25% to each :3
    Speed: The spell speed is cast on a single target speed
    Range: This spell can be cast in a single target range

    The nightmare/fear aspect is going to need OOC permission, so if you could state that somewhere, that would be great! ^w^
    Strengths:

    • The spell affects the body and the mind.


    Weaknesses:

    • The attack must hit in order for the poison causing fear to take place at all.

    Poisonwood Cage:

    Name: Poisonwood Cage
    Rank: B
    Type: DoT, Trap
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell, the user draws an arc in the air with a finger. Enormous roots spring upwards and around the target, forming a tight single person birdcage around them. This spell traps the target in place but does not completely immobilize them (the target can't jump around or dodge but they are able to turn around and move their limbs). The roots are also covered in flowering lianas with purple and green leaves. The cage itself emits a poisonous cloud of spores to the target captured inside. The cage takes 2 B rank hits to destroy while the poison deals damage to the target inside equal to 0.5x B rank damage per round and does not end if the cage is destroyed.
    Speed: The spell speed is single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • It has a strong poison which does not end if the cage is destroyed.


    Weaknesses:

    • Targets who use water or fire based attacks in attempts to break the cage can cut the poison duration by half.


    @Yona wrote:Advanced Spells:
    Advanced Spells:
    Sheath of Thistles D+:

    Name: Sheath of Thistles
    Rank: D+ (30MP cost)
    Type: Offensive, Melee
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Around the forearms, wrists, and hands of the user, sharp brambles grow from the skin and point outwards. Like small briers growing from her limbs, the effect is pointedly sharp and dangerous. The thorns are tipped with a dark yellow colored poison so that if a strike hits and cuts open the bare skin of a target, the poison may be injected. ½ D+ Rank damage applies to the attack for the duration of the spell, provided she attacks with her hands/arms. The melee enhancement damage here can only be used twice per post. The poison deals ½ D (not D+) rank damage for 1 extra round after the initial melee attack. This means if hit with the bramble covered fists of the user, the target will take ½ D+ rank damage for the melee, and if it hits the bare skin of the target, it will poison the target and deal ½ D rank poison damage on the following post. The dark yellow poison causes numbness and tingling in the area affected, causes intense swelling and small pustules to appear around the wound, but these affects only cause damage for the 1 round following the melee attack.

    Strengths:

    • It gives the user enhanced melee damage and can deal poison.


    Weaknesses:

    • The spell doesn't enhance weapons or other magical spells.

    Leaf Blade Cyclone C+:

    Name: Leaf Blade Cyclone
    Rank: C+ (45MP cost)
    Type: Area of Effect, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: This spell creates and stimulates the growth of leafy plants in an area designated and chosen by the user. The size of the plants is unimportant and not part of the goal of the spell. When the user drops or throws a seed, that is the center of where the spell works out from. The area of effect is 90m around the center of the seed and thousands of leaves with edges like blades burst up from the ground and fill the area in a cyclone of swirling, blades which deal damage equal to 1/2 C+ rank every for every post a target is within the area.

    Strengths:

    • The spell can deal high damage to multiple targets within a specific area.


    Weaknesses:

    • The area is the limit so as soon as the spell is created, the area is easy to avoid.

    Wreath of Restoration B+:

    Name: Wreath of Restoration
    Rank: B+ (60MP cost)
    Type: Single Target, Healing
    Duration:  5 Posts
    Cooldown: 6 Posts
    Description: A thin, delicate double braided wreath appears around the user or her target’s forehead, resting just above the browline. The many white flowers gathered in clumps appear like Baby’s Breath but give off a light white glow and a strong perfume-like aroma. The spell is catatonic briefly because of its scent, making the target a bit sleepy or giving them a dazed sort of feeling. And then the wreath emits its powerful healing upon the bestowed target (user or other). It has the power to heal 75% B rank health per post for the duration of the spell.
    If you wouldn't mind, could you specify that this follows DoT rules? So, the spell would heal 2.5x B+ rank damage total over 5 posts. This would be 60hp per post, if you'd like to include that as well! ^w^
    Speed: The spell speed is 300 m/s
    Range: This spell can be cast in a 300m range on a single target

    Strengths:

    • The spell heals a large amount over time because advanced spells are stronger than normal spells.


    Weaknesses:

    • The spell can leave the target feeling sleepy or catatonic for part of one post, as RP plot dictate.
    • The spell has a high MP cost and only affects one target.



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    Re: Yona's Blightweaver Magic

    Post by Yona on 20th July 2018, 7:13 pm

    Edits made~


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    First Magic: Glitch Magic
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    Re: Yona's Blightweaver Magic

    Post by Onida on 20th July 2018, 7:37 pm

    ♥:
    @Yona wrote:Magic

    Primary Magic: Blightweaver Magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster

    Description: A magic first discovered less than a century ago, Blightweaver magic came to be in the presence of a wizard doing research in the forests around the world. He collected many samples and brought them back to his lab for study. After years of collecting, his plants grew and flourished in his care. The man, known only now as Tama, it is said was using the plants to create medicinal oils and salves. He discovered the psychotropic effects during this time and learned to use and manipulate them with his magic. Blightweaver magic, as Tama named it, uses magical energy to grow plants on solid surfaces. When the user touches a solid substance, imbuing it for a short time with magical energy, a plant of their choice grows and blossoms at a fast rate. In accordance to the knowledge of the user, the plant which grows can produce vast quantities of various hallucinogenic spores, seed pods, and oils, all of which have the ability to alter the state of mind of the target. Using a magic closely related to plant magic, users are able to subdue their enemies and manipulate the people around them into doing as the users desire. The magic can cause some to fall asleep, to dream nightmares or peaceful dreams, to visualize strange or terrifying phantasms which render a person mentally unstable. Some of the magic can even be lethal if used in high dosages or amounts. This does not mean the magic can only be used in combat situations, as the potent substances created can help subdue weary minds and bodies as well by changing the mental state of the target.

    Some have found the magic to be linked to lineage but so few people have this type of magic it is nearly all self taught or book learned. Luckily for the wizards of the world, Tama wrote a series of books and manuscripts denoting his research and his magical experimentation. Those books have passed through the line of his family tree and wound up in the care of Yona Hisamori. In Yona's case, she has used the magic to help relax or put to sleep those around her in situations where it benefited her. For example, Yona might put to sleep a household of people in order to rob them blind. In another case, if a comrade is in extreme pain, her magic can assuage the pain so medical attention can be received and/or physical healing can take place. Yona can grow multiple types of hallucinogenic plants, using the Blightweaver magic to cause her enemies to become wary of each other, their surroundings, lightheaded or delirious. It is a great advantage to her comrades when their enemies are either oblivious to the attack or are so distracted, confused or mentally disabled to defend themselves. She is especially good as a support or a distraction with her magic ability.

    Strengths:

    • Internal Compass: The user has a continuous and passive knowledge of where true North is, and is thus unable to get lost. With the knowledge of true North the user can function as a compass in unknown or known territories as well as place direction of wind.


    • Uncommon: As a fairly new and largely unresearched magic, few people will have heard of this magic and fewer still will have an idea of it's capabilities. Hard to fight what you can't expect or plan for!


    • Sure-hit: In close range, it is very hard to avoid being hit by this magical attack. Many of the compounds released on tiny or microscopic in size and are airborne and are aimed to disorient the mind of an opponent. Other similar attacks could include an attack through other physical senses, things which are notoriously hard to avoid. For example, an exploding seed pod might be loud or surprising enough to make the mind malleable to suggestion. An enemy not breathing, not hearing, or not seeing, are just not options in combat.


    Weaknesses:

    • Limited Range: This magic can be set up in advance to a certain extent, but largely Blightweaver magic is dependent on the user being in close range of the target. The user must physically touch a solid surface to imbue it with the magical energy needed to grow the plant and release the psychotropic components.
    • Limited Targets: The target must have a mental state in order to be affected, thus limiting targets to things with minds and intelligence levels accordingly. This means animals cannot be affected, though humans and many summons can. Targets are chosen by the user which means that if the user is unaware of other possible opponents in range, the spell or ability will not have an effect on those people.
    • Limited Effects: By affecting the mind almost exclusively, a majority of these spells deal minor to no physical damage merely leaving a target defenseless and open to attacks of a different sort. Blightweaver magic is strong enough to affect a specific amount of minds based on the rank of the user. However, a non-effected opponent can interfere and bring the effected target out of range.
    • Elemental Weakness: Blightweaver magic is so closely related to the usage of plants that the spells can be cancelled or weakened, taking 10% more damage from fire magic. Because of it's close connection also to the mind, neural pathways controlled by electric transmissions, Blightweaver magic also takes 10% more damage against lightning magic and targets struck with lightning magic are freed from the psychotropic effects of the Blightweaver magic in half the typical time it would take to recover naturally.


    Lineage:
    Seductor's Touch:
    Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
    Ability: The user is able to bend the will of anyone but mages and the undead.  Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.

    The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
    Usage: 2 post duration with a 6 post cool down. Gains a mind control-like spell in addition to their own spells of S-rank or lower.

    Lineage Spell:

    Name: Cerebral Implant
    Rank: [Lineage Spell-User Rank]
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must have clear line of sight to the target. The user must focus entirely for one entire post and may not move or take any other actions during that post in order to complete concentration and build a link between the user and the target’s mind. The user reaches into the mind of the target and modifies up to one hour of the target’s memories in one of the following ways:

    - Eliminate memory of an event the subject actually experienced with permission ooc from the target of the spell.
    - Allow the subject to recall with perfect clarity an event it actually experienced.
    - Change the details of an event the subject actually experienced.
    - Implant a memory of an event the subject never experienced.

    A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the target's natural inclinations. An illogical modified memory, such as the subject recalling how much it enjoyed drinking poison, is dismissed by the target as a bad dream or a memory muddied by too much wine. However, memories (good and bad) can affect the subject’s actions depending on the “believability” of the memory which is based on detail in rp and the user rank. The spell does not affect those of higher rank than the user.
    More useful applications for this spel include implanting memories of friendly encounters with you (inclining the subject to act favorably toward you), changing the details of orders given to the subject by a superior, or causing the subject to forget that it ever saw you.

    Speed: The spell speed is based on user rank and memories are altered for post duration (or permanent with ooc permission).
    Range: This spell can be cast up to a 120 m (based on user rank) range.
    D Rank Usage: Can implant up to 15 minutes of memory.
    C Rank Usage: Can implant up to 30 minutes of memory.
    B Rank Usage: Can implant up to 45 minutes of memory.
    A Rank+ Usage: Can implant up to 60 minutes of memory.
    These effects end at the end of the spells duration

    Strengths:

    • The spell affects any humanoid with a mind.
    • The spell’s duration is fairly long, allowing for more flexibility of actions for the user after it has been cast.
    • It is hard to defend against a mind-affecting spell.


    Weaknesses:

    • The spell requires a full one post set up to start up.
    • The spell cannot control or decide the actions of the target, only influence the emotions and mind in such a way which a target may act upon.
    • The spell can only target one humanoid at a time.
    • The spell can only implant a specific amount of time based on the user rank for the spell.


    Unique Abilities:

    Blade of Thorns: By touching a solid surface, Yona can pull a bladed weapon from it; this weapon is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage of this weapon matches the proper requip values for a weapon of Yona's rank. The weapons also have equal durability to requip weapons of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Gather Plant Allies: Can emit magical based chemical signals to summon a natural plant ally (like ants, beetles, wasps) to the area to deal damage and protect the user. This is an insect swarm aura that just deals one rank below user rank in damage within burst range or less around you on a single target. This can be applied once per turn.

    Herbaceous Communication: Touching the ground allows for tracking and sensing of physical bodies within a specific range based on underground root systems of both woody and herbaceous plants. This is effective within a user's burst range.

    Aegis Brier:By stomping a foot upon a surface, Yona can bring forth a small body-sized wall of nettles from it; this temporary shield is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage absorbed by the aegis matches the proper requip values for armor of Yona's rank. The Aegis Brier also has equal durability to requip armor of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Toxic Blooms: Black and white flowers sprout upon small vines that wrap from Yona's wrists to shoulders around her arms. The flowers apply a boost to spell effects by 50% without affecting healing or damage spells which affect a target's HP (excluding only poison based spells which do bypass this). Examples of effects include paralysis, sleep, drains, absorption, de-buffs/buffs, and poison-based damage. If destroyed through physical or fire based attacks, they take 2 posts to regenerate.

    Signature Spells:
    Blightweave:

    Name: Blightweave
    Rank: User Rank (Caps at S Rank)
    Type: DoT, Single target
    Duration: 5 Posts
    Cooldown: 3 Posts
    Description: To cast this spell, the user weaves her fingers together as if in some sort of unholy prayer, clasping her hands together tightly while extending the index fingers in tandem. The spell surrounds the target within the range in a green glow, looking for any bare skin visible to infect. The visible bare skin gets infected and shows first a blackening of pigment and then multiple puckering lesions. The damage starts small but increases with time, moving over the skin from affected to unaffected areas, spreading like a fungus disease over the target’s skin and staining it black. The pain is sharp and itching, and the sight of the black blight crawling up and over the skin fills target with fear and dread.
    For the duration of the spell, the damage dealt is equal to 50% the user’s rank per round. At the spell’s end, the blight stops dealing damage and stops moving, but the skin of the target still appears afflicted and blackened with lesions. Magical healing can remove the color and the lesions at the spell’s end. Fire can prematurely end the spell if applied to the blight directly (thought it will still deal damage like fire would).
    Speed: The spell speed is based on single target for User rank.
    Range: This spell’s range is based on single target for User rank.

    Strengths:

    • This spell has a long duration but shortened cooldown because it is a signature spell.


    • The spell deals 50% user rank damage per round, over time.


    Weaknesses:

    • The blight and its damage can be stopped prematurely using fire, magical or natural.


    • The spell requires use of both of the user’s hands to enact it and makes the user vulnerable.


    • The spell's lesions and color can be removed after the spell damage is dealt through any magical healing.

    Verdurous Growth:

    Name: Verdurous Growth
    Rank: D Rank
    Type: Area of Effect, Signature Spell
    Duration: 2 Post
    Cooldown: ---
    Description: To cast this spell, the user must dig her fingertips into the ground or touch the surface of an area, like the floor for example. During that singular round, stemming from her fingers and growing outwards and upward, the caster's magic works to encourage plant growth. The spell works to increase the growth of the plants in the area. If there are no plants, it grows plants within 30m centered around the user. If there are plants, their growth is greatly expanded filling the area. The speed of opponents in this area of stimulated plant growth is reduced by 50% of the user's rank.
    Range: This spell’s range is 30m.
    Speed: The spell’s speed is 22.5 m/s

    Strengths:

    • This spell grows plants and debuffs enemies.


    Weaknesses:

    • The spell has a small range.


    • The spell requires that the user be touching the ground with both of her hands.


    D Rank Spells:
    Sundew Mire:

    Name: Sundew Mire
    Rank: D
    Type: Defensive, Supportive
    Duration: 3 Posts
    Cooldown: 5 Posts
    Description: To cast this spell the user must make a two handed gesture, raising their arms above their head to gather their magical energy and then lowering their arms in a swift but controlled action, fingers moving as if to replicate a symbol for rain. It is not invisible, but appears like a light drizzle of rain, clear and sparkling drops of sticky dew, raining down from above. The dew has a dual purpose: it’s sticky droplets slow movement through the space, including motions necessary for spellcasting, fighting, moving in or out of the area and the dew also blurs the sight of the targets, making it seem as if they are looking through a bent piece of glass, or a bent fun-house mirror. The dew will slow a target’s speed by 25%. The targets can still see but their aim (be it for moving in a specific direction, or aiming a spell or counter attack) is moved ajar. The skewed vision will place the user’s aim off-kilter by 3m. The targets will appear to be soaking wet, drenched in phlegm like clear-dew, but it has no other effects.
    Speed: The dew falls from above at a speed of 11.25 m/s
    Range: Burst range, centered on a chosen target or the user. If centered on a target, target must be within 15m of the user.

    Strengths:

    • The spell looks like rain and appears non-threatening to the targets
    • A good support spell to allow user’s allies a quicker time to attack or counter-attack at a relative increased speed
    • Flexible range spell because if the user were to cast the spell centered on a target, the spell still stretches and effects in a burst range from that target
    • The spell is resistant to water magic, water has no effect on the spell


    Weaknesses:

    • The spell has a long cool down
    • If the targets can avoid being struck by the dew, their speed is unaffected. If a target is standing under a tree or has an umbrella out, their vision is slightly affected looking into the spell, but they can still move at normal speeds for them
    • The gesture required to perform the spell is fairly obvious and even suggestible, warning the targets of the spell’s oncoming direction and action.


    • After an attempt at an attack goes awry because of poor aim, it can be easily correct by the target on future attempts


    • The spell is negated by fire magic, fire thins the compounds of the dew transforming it into harmless water

    Jabillo Alarm:

    Name: Jabillo Alarm
    Rank: D
    Type: Offensive or Non-Combat, Burst
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user must place two fists together and walk around the area that they wish to encompass while in this position. To complete the spell, the user must touch the ground or floor surface. The spell places down an invisible detection line which triggers if unfriendly or hostile living creatures or people cross it. Within the spell area created by the user, every 3m of space is occupied by a single hidden underground array of seed pods. Individual seed pods are about the size of a fist. The spell contains arrays of seed pods which shoot up from the ground and into the air at a height of about six feet, or 2m, in a range around the intruder of 3m. This means that if the intruder crosses the line and takes several steps, triggers the spell, but continues walking around within the detection area, they will trigger more seed pods for every 3m they travel touching the ground. If a friendly creature within the detection area becomes hostile towards the user, they will also trigger the seed pods to emerge. The seed pods which shoot up into the air do not themselves do physical or magic damage at first; Seed pods only do damage when they explode at their maximum height. Once triggered, the seed pods do not re-emerge or explode again.

    Each array of seed pods has the capabilities of exploding at it’s maximum height. This loud burst of sound can alert the user or allies to the intruder, but is also harmful to the intended unfriendly target. Every 3m (rounded up), the user sets an array of seed pods underground. For each triggered array of seed pods within the detection area, the explosion of the seeds deal 5 hp damage to those in the area. Those within 15 m range of the array of seed pods experience an assortment of effects. If hit once by an array, sounds around them are distorted for 1 post rendering communication unreliable and distorted. If hit by two arrays, the target experiences extreme dizziness in addition to the previous effect, and must move at -20% speed or risk falling over. At three arrays, the targets are stunned in place, unable to move or act for 1 post. Only targets of equal or lesser rank are affected by this stun.

    Speed: The seed pods emerge from the ground at a speed of 11.25 m/s and instantly explode at their maximum height of 2m.
    Range: Damage range of the exploding pod is 5m, Stun/Sound Damage range is 15m. The spell effect range is limited to the user’s burst range but can be smaller as decided by the user’s initial set up.

    Strengths:

    • The spell’s negative effects stack based on number of times hit.


    • A good set-up spell to protect a given area while the user or allies rest, or to plot an ambush attack ahead of time.


    • The exact detection line is known only to the user, or those who watched or were with the user during set up; the line is otherwise invisible.


    Weaknesses:

    • The spell has a set-up time during which the caster cannot cast other spells and is vulnerable.


    • If the targets can avoid being subjected to the seed pods if they are fast enough to prevent the seed pods from rising to their maximum height.


    • The spell has a small effect area based on those within the range of the seed pods and a small effect duration when a target is stunned.


    • The spell can be used during combat, but is much less effective. On the whole, it is best used only as an ambush or protective alert system.

    Bamboo Rend:

    Name: Bamboo Rend
    Rank: D
    Type: Offensive, Single Target
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must extend their arm towards the intended target, and flick their wrist with fingers touching, akin to a backhand slap in the air. With the hand gesture complete, three thick shoots of bamboo grow at rapid pace from the ground or solid surface near the target and at a slight angle. The bamboo is extremely sharp and can easily skewer flesh. If the main shoot is dodged, the edges of the bamboo can still act as a blade and slice open flesh, creating small non-lethal cuts. Critical damage occurs if skewered by the bamboo, however. After being skewered, the target must still cut away the bamboo or otherwise find a way to be released from it but only if the target is of equal or lesser rank to the user. The magical bamboo naturally weakens 1 post after the attack and can be broken by hand.
    Speed: The bamboo rushes from the ground/solid surface at a slight angle and at a speed of 45 m/s.
    Range: This spell can be cast up to 60m from the designated target.
    Damage: Each bamboo shoot can cause 7 hp damage if skewering a target.

    Strengths:

    • The spell is able to skewer and temporarily trap a target for 1 post after the initial attack.


    • This spell is about skewering with bamboo, so if a target reacts swiftly and cuts the bamboo too soon (say at 1m), the bamboo has the ability to continue growth and still cause damage. The total growth height of a single stalk of bamboo is 3m.


    • The bamboo shoots up where the user intends for them to and at an angle the user intends. The user must specify both during the attack, but it does make each shoot have a higher chance of hitting the target because of such control.


    Weaknesses:

    • The bamboo shoots can be broken only by blade or fire, but after an extra post by hands alone.


    • The spell can only be aimed at a single target at a time.


    • The bamboo shoots do not bend or move. Once an angle and direction is specified it is limited to it.


    • The spell deals no physical damage against those who use fire as a primary magic.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Benevolent Drupes:

    Name: Benevolent Drupes
    Rank: D
    Type: Supportive, Single Target
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user must be touching the ground or holding soil with one hand, enclosed in a fist. With the other hand, the user must bring the flat of their palm to the back of their opposing hand. From the soil grows a woody stem and a large hanging fruit. It takes two uninterrupted posts to grow the fruit: a soft skinned, soft fleshed fruit with a large internal seed. Eating the flesh of the fruit heals the person doing so, restoring physical or magical health points based on the user’s spell and the drupe created. A smooth bright-red skinned drupe with aromatic and exotically flavored orange flesh heals physical damage, while a bumpy dark-purple skinned drupe with deep-red flesh heals magical points and tastes like a relative of a sour plum. The seed of the drupe can be planted and grown in non-magical soils at the rate of a typical fruit tree (1-3 years to bear fruit).
    Speed: The spell works at a rate of 45 m/s.
    Range: This spell can be cast up to a 60m range.
    Health: Eating a red drupe will cause the target to regain 15% of health. Eating a purple drupe will cause the target to regain 10% of magic points.

    Strengths:

    • The spell is able to grow a drupe at a distance for ally consumption.


    • This spell produces fruit which does not rot for up to 2 days from creation.


    • The drupes can produce health or magical regenerative effects.


    Weaknesses:

    • The spell requires two posts of the user’s attention leaving them vulnerable.


    • An interruption ends the spell early producing no fruit and wasting magical energy points.


    • The drupes can be eaten by ally or enemy and will have the same positive effects.


    • The spell requires that the user be touching soil or the ground. If the user is touching the ground, the drupes can grow at a range away from the user, but if the user is grasping a handful of soil, the drupe grows in the user’s hand.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Poppy Repose:

    Name: Poppy Repose
    Rank: D
    Type: Multiple Targets, Effects/Buffs
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user lifts her hand to her lips as if blowing a kiss, tilting her head and aiming it as she blows out magically altered air. The spell starts from the user’s lips and travels the distance to multiple targets of her choosing within 45m of her. Instead of dealing physical or magical damage, the spell causes the target to feel incredibly drowsy and fall asleep. The target will be asleep for 1 post duration and will feel the effects of the debuff for 2 more posts. Due to feeling groggy, the two posts will reduce the targets’ strength and speed by 25%. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 33.75 m/s.
    Range: This spell can be cast up to a 45m range.

    Strengths:

    • The spell is affects multiple targets.


    • This spell gives a temporary immobilization effect for 1 post.


    • The spell gives a temporary debuff to strength and speed.


    Weaknesses:

    • The spell has a long cooldown.


    • The spell doesn’t cause any physical or magical damage.


    • The spell requires that the user perform visible and obvious actions in order to enact the spell, which gives targets a chance to get out of range.


    • The spell’s sleep and debuff effects can be nullified if the sleeping target is wakened by any magical means.

    Philodendron Pout:

    Name: Philodendron Pout
    Rank: D
    Type: Single Target, Effect
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user draws a flower petal from thin air and places it upon her own lips. She must concentrate for the post she spends casting the spell and so cannot also wield a weapon. The spell appears on her target up to 60m away. Instead of dealing strong damage, the spell causes the target’s lips to swell and endure an intense burning sensation. The lips swell so greatly that the user cannot speak for the duration of the spell. In addition, the spell deals D rank in damage by the end of the spell due to the burning toxins within the lips of the target. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell does both damage and has an effect.


    • The spell makes it so the target cannot speak which means spells that require verbal components cannot be cast for the duration of Philodendron Pout.


    • The spell cannot be broken through magical means, excepting for heal based magic.


    Weaknesses:

    • The caster must concentrate and cannot wield a weapon and fight while casting.


    • The spell causes only D rank in physical damage.


    • The spell can be broken by simple medical supplies like salves.


    • The spell does not hinder the target from casting nonverbal spells or from fighting in any other way.

    Aloe Allay:

    Name: Aloe Allay
    Rank: D
    Type: Single Target, Supportive
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user speaks the phrase, “Aloe-Allay”. She concentrates her magic within a single target, either herself, or another person or creature. The spell can reach her target up to 60m away. The target of the spell will feel a soothing sensation, a reduction in the pain, enough to make physical damage manageable. In addition, the spell will heal physical damage done to the target equal to the D Rank (20 hp).
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast on self or another target.


    Weaknesses:

    • The spell can only be cast on one target at a time.


    • The spell heals only one spell’s worth of damage at a time.


    • The spell cannot be cast without words or sound, and so cannot be done secretly or at all if there is something impeding sound.

    Nōpalli Needles:
    Name: Nōpalli Needles
    Rank: D
    Type: Offensive, Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user curls her hands into fists and extends her arms. Sharp cactus like needles appear from the skin of her upturned forearms and shoot outwards aimed at the any targets in front of her. The needles deal damage when struck equal to D rank. The spell can reach her target up to 15m away. The target of the spell will feel a sharp and painful stinging wherever they are hit and must remove the needles to get rid of the sharp pain. The needles do not do extra damage over time, only upon the initial hit. The pain might act as a deterrent for some targets but does not actually impede a target from performing any actions. The pain of the needles is more for rp flavor.
    Speed: The spell moves at a rate of 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.
    Damage: The spell deals damage equal to D rank.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast swiftly with full damage dealt.


    Weaknesses:

    • The spell works within a limited range.


    • The spell only deals D rank damage.


    • The spell does not deal extra effects or cause more damage over time even if needles are within a target.

    Cortico Courage:

    Name: Corticotropin “Cortico” Courage
    Rank: D
    Type: Passive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user must be in the presence of light and must face the light. The user charges up the spell within her body for one post by facing the direction of the light. If the user turns away from the light source or the light source is moved or blocked, the charge-up fails. The spell then gives the user a 50% buff to Spell damage or to Strength, but never both at the same time. This spell applies a 50% buff to D rank weapons and spells or a 25% buff to weapons and spells above D rank. As a side, the spell makes the caster or ally cast upon feel fearless, gaining extra strength or power without fear holding the caster back from reckless actions. This spell can cause the caster to be more rash and daring for the duration of the spell.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast up to a 60 m range, applies to caster or ally.

    Strengths:

    • This spell gives a decent buff to D rank weapons/spells.


    • The spell has a decent duration.


    Weaknesses:

    • The spell works on the caster or her ally but not both.


    • The spell buffs apply best to D rank weapons/spells and work less effectively on weapons or spells of higher rank.


    • The spell requires the caster to be facing a light source to charge up the spell and the spell is cancelled without that light source being present during the charge.

    Greenwalk:

    Name: Greenwalk
    Rank: D
    Type: Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must be in the presence of any type of plant, dead or alive. The user must be in contact with a plant to start this spell and simply takes a step, reappearing in another location which is also connected to a plant. It gives the illusion of the caster walking from plant to plant as a teleport. The user can teleport to any plant in burst range.
    Speed: The spell speed is 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.

    Strengths:

    • This spell allows the caster to teleport instantly to avoid attacks or surprise attack.


    Weaknesses:

    • The spell works only while the caster is in the presence of plants as it works from plant to plant.


    • The spell has a short range of 15m.


    C Rank Spells:
    Racine Drain:
    Name: Racine Drain
    Rank: C
    Type: Single Target, Defensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must charge up the spell prior to its effect on the user. To charge up the spell, the user must be in contact with the ground or a plant. Hundreds of fibrous roots move from the legs of the user into the ground to charge up, rendering the user unable to move during that post. However, for the following 4 posts, the user may move. The spell gives the user the ability to absorb up to 40 hp of magical or physical damage per post for the duration of the spell and instead convert 30% of the damage into magical power gain (mp). For example, during an attack a user might take 40 hp worth of damage. That would be converted into 28 physical damage still taken and 12 mp gained.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 0 m range, on self.

    Strengths:

    • This spell allows the user to regain mp.


    • The spell reduces the physical damage taken by the user.


    • The spell has a long duration.


    Weaknesses:

    • The spell can only be cast on the user.


    • The spell has a cooldown of 6 posts, which is very long.


    • The spell needs to charge up for a post, during which the user cannot move.


    • The user must be in contact with the ground or plant during charge up in order for the spell to apply.

    Leech Seed:
    Name: Leech Seed
    Rank: C
    Type: Single Target, Heal/Support
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user touches the ground or a living plant and pull out a seed from it. The user can hold the seed for as long as they choose. The user must place the seed within 5m of their target and the spell’s effect then will begin. The spell gives the user the ability to absorb up to 40 hp of physical health from their target and gain that much health in return. The seed is used as a conduit for the spell and must be present but the spell does not start until the user speaks the word “Sangsue”. Additionally, the spell cannot be used more than once on the same target unless the user retrieves an additional seed. For each use, within a day’s time, the user must have a fresh unused seed.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 120m range, but the seed needs to be placed within 5m of the intended target.

    Strengths:

    • This spell allows the user to gain health points.


    • The spell acts like an attack and causes physical damage to an opponent.


    Weaknesses:

    • The spell requires a seed be placed within close proximity of the target to enact the leech seed spell.


    • The spell has a cooldown of 3 posts, which is long.


    • The user must obtain multiple seeds and place multiple seeds in order to perform the spell multiple times per day.

    Puffball Cacophony:

    Name: Puffball Cacophony
    Rank: C
    Type: Area of Effect
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user exudes a fog-like substance borne of the spores of the Puffball, from the pores of her skin which quickly fills the area. To any targets within the area, they begin to hear terrifying voices and echoes. The sounds are like that of which the target fears- be it the sound of demons or wild beasts. The sound is so loud, frightening and disorienting that it deals damage to the targets during the duration of the spell. The sounds can be distracting and disorienting, but the spell only deals damage to a target once during its duration. If new targets enter the area of effect before the duration is complete, the damage will apply to them as well. The area of effect can be up to 60m radius, but the user can control the size of the area before and only before the spell starts.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast in a 60m radius range.

    Strengths:

    • This spell deals damage to all targets in the area of effect.


    • The spell can be disorienting and frightening to the targets’ minds, though has no effect on their actual stats.


    Weaknesses:

    • The spell will affect allies and enemies.


    • The spell fog-like spores emanating from the user make obvious the range of the spell.


    • The user has a limited range which cannot be altered once in place.

    Young Dendrocnide:

    Name: Young Dendrocnide
    Rank: C
    Type: Single Target
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user stamps her foot on the ground and emits a bright green glow. Remarkably, a large plant springs up beneath a single target. The plant grows up to four feet tall and the broad heart shaped leaves are covered in small hairs. The hairs cause an extremely painful stinging sensation that can last for a few days or until the hairs are removed, and the injured area becomes covered with small, red spots joining together to form a red, swollen welt. The damage caused is done immediately, though the uncomfortable painful sensation can last until the hairs are carefully plucked out.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell deals damage equal to user rank as soon as the plant strikes.


    • The spell can cause the target to feel lasting pain, though has no effect on their actual hp or status and is there for rp depth only.


    Weaknesses:

    • The spell has a longer cooldown than necessary for its strength.


    • The plant dies after use and falls to the ground useless.


    • The user has to stomp her foot, and the spell gives off a green glow, making it obvious she is doing a spell.

    Children of the Watershrooms:

    Name: Children of the Watershrooms
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell must establish clear sight to the target and maintain sight of the victim for the duration of the post. The user may move to continue to keep this connection but they may not otherwise attack nor defend because of the concentration that it requires. The spell still functions if the target is momentarily hidden or partially hidden behind another person or object as long as the user can continue to see or establish sight on their next post and their concentration was not otherwise affected. The spell embodies the user’s connection to the Children of the Water mushrooms, causing faces to be reformed and altered in the mind’s eye of the target. The target, instead of seeing friends or allies around them, may see their enemies instead and act accordingly. The target may flee, attack, or become subdued and congenial depending on the faces the user has the target envision. The faces must be specified in rp by the user of the spell so that the target may act in according to their natural response. If the target for example sees his most hated enemy’s face in the place of their own companion’s, they will attack and fight, for example.
    This decreases in effectiveness by 50% for every rank the target is over the spell level. 50 % decrease in effectiveness means the target may notice flaws, such as wrong hair style or eye color, which the user must add in to the initial post.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, causing them to see enemies as friends, or friends as enemies.


    • The spell has a long duration time.


    Weaknesses:

    • The user must maintain sight of the target during the spell.


    • The user cannot defend or attack, keeping concentration during the spell.


    • The user cannot actually force the target to do anything out of character.

    Scopolia:

    Name: Scopolia
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, the user must be within close range of the target and speak the name of the spell “Scopolia”. The user can influence the actions of the targeted creature by giving a command or advice. The user must word the command/advice in such a manner as to make it sound reasonable, even if it is not, but is limited to using less than 15 words. The user cannot have the target commit self-harm or do anything obviously suicidal like jumping off a cliff, but they can influence a target to enter a challenging fight or perform something unusual or dangerous. At the end of the spell, the target regains control of their mind and can choose to continue to obey or not, keeping the knowledge and memory of their actions during the spell. Because of the connection of the user’s mind and the target’s mind, the target will know who cast the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 50m range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, having the target do as they command or advise the target to do.


    • The spell has a long duration time.


    Weaknesses:

    • The user must cast the spell within 50m range, which is half the normal range of a single target spell.


    • The spell’s target will know who cast the spell upon them by face and will be able to point the user out of a crowd.


    • The user cannot actually force the target to do anything suicidal.

    Mortal Oleander:

    Name: Mortal Oleander
    Rank: C
    Type: Burst, Effect
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell, the user plucks a magenta colored five-petaled flower from the air in a green hazy glow of user-induced magical energy. The user blows on the flower, releasing the toxins from the poisonous bloom within burst range. The damage dealt is physical damage done through skin contact or inhalation with the air-borne toxins. The poisonous cloud is a pale magenta in shade and affects the targets’ hearts, causing contractions and palpitations when there should be none. The chest of the target is pained as damage is dealt. The damage is equal to the user rank.
    Speed: The spell speed is 22.5 m/s.
    Range: This spell can be cast in a 30m range.

    Strengths:

    • This spell happens swiftly and it will be harder for targets nearby to react before taking damage.


    • The spell poisons all those within the range of the spell and deals user rank damage.


    Weaknesses:

    • The spell has a small range.
    • The oleander poison only lasts and deals damage for one post.
    • The poisonous haze has a color, thus indicating to those around, the range of the spell.

    Jasmineae:

    Name: Jasmineae
    Rank: C
    Type: Single Target, Buff
    Duration: 5 Post
    Cooldown: 6 Posts
    Description: To cast this spell, the user plucks a pallid ten-petaled flower from the air in a green hazy glow of user-induced magical energy. The user must crush the aromatic flower between her palms to enact the spell. For an ally to have the same benefit, the magical energy with which the user imbues into the Jasmine flower can be released and given to the target. The target then must be the one to crush the flower in their hand. The spell gives the single target a 50% increase to magical power, based on the user rank. For example, the user rank being C, all targets regardless of rank would receive a 50% of C rank increase to magical power. The power is temporary and lasts only for the duration of the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 0m range of either the target or the user.

    Strengths:

    • This spell has a long duration.
    • The spell gives a buff to magical power.


    Weaknesses:

    • The spell has a small range, enacted when the target or user crushes the flower. The spell affects the one holding the flower.
    • If the flower gets into the hands of an enemy before it is crushed, the enemy may crush the flower and gain the spell buff.
    • The spell can only affect one person, user or ally, at a time and has a long cooldown.


    Other:
    Spell Template:

    Name:
    Rank:
    Type:
    Duration:  Post
    Cooldown: Posts
    Description: To cast this spell, the user
    Speed: The spell speed is
    Range: This spell can be cast in a
    Strengths:
    Weaknesses:

    The Original Blightweaver Magic (and approvals)


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    Onida
     
     

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    Character Sheet
    First Magic: Glitch Magic
    Second Magic: N/A
    Third Magic: N/A

    Re: Yona's Blightweaver Magic

    Post by Onida on 20th July 2018, 7:38 pm

    ♥:
    @Yona wrote:B Rank Spells:
    Eau de Rotten Corpse:

    Name: Eau de Rotten Corpse
    Rank: B
    Type: Area of Effect
    Duration:  4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, Yona releases a powerful scent without any visual cues, as scent cannot be seen. The scent is that of the Corpse Flower which genuinely smells like rotten flesh or a rotting corpse. This horrific smell affects all except for two targeted allies. (If there are 4 allies in the area 2 will be affected). This scent gives those who breathe it in a debuff which extends for 3 Posts after the initial inhale. Any target of equal or lesser rank to Yona who enters the area of effect range of this spell will feel the debuff effects immediately.
    Debuff: A decrease to physical and magical resistance leading to taking 25% more damage from any attacks and a 25% increase in MP cost for the affected mages’ spells.
    Speed: The spell speed is 50 m/s
    Range: This spell can be cast in a 100m radius centered on the user.

    Strengths:

    • The debuff has two minor effects instead of just one effect.


    Weaknesses:

    • Only two allies are protected from the scent, so allies can experience the debuff as well.

    Nightmare Lashing:

    Name: Nightmare Lashing
    Rank: B
    Type: Offensive, Damage, Debuff
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: A long whip of black nettles and thorns springs out of the surface and slams into the target. The attack deals B rank damage to the target and doses the target with a poison that affects the target's mind. It needs OOC permission for PVP usage. The poison gives the target a mind state of real fear. All around them, their vision is filled with a nightmare world that overlaps the real world, filled with vile creatures all coming to commit atrocities (to the target or someone the target cares for). They can hear the frightening sounds and their sensation of smell is also actively engaged with this vision. The landscape that they envision is a world of pain and suffering idealized for that target specifically so what they see, smell, and hear is based on what they would consider suffering. This state of mind only overlaps the real world, so that they can see and interact with others still, but the state of mind becomes a great hindrance as a distraction or a delay for the target's reaction, mistaking allies as enemies, or freezing up entirely. This state of mind applies a 25% debuff to the damage of the target's spells and 25% debuff to any effects of their spells.
    Speed: The spell speed is cast on a single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • The spell affects the body and the mind.


    Weaknesses:

    • The attack must hit in order for the poison causing fear to take place at all.

    Poisonwood Cage:

    Name: Poisonwood Cage
    Rank: B
    Type: DoT, Trap
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell, the user draws an arc in the air with a finger. Enormous roots spring upwards and around the target, forming a tight single person birdcage around them. This spell traps the target in place but does not completely immobilize them (the target can't jump around or dodge but they are able to turn around and move their limbs). The roots are also covered in flowering lianas with purple and green leaves. The cage itself emits a poisonous cloud of spores to the target captured inside. The cage takes 2 B rank hits to destroy while the poison deals damage to the target inside equal to 0.5x B rank damage per round and does not end if the cage is destroyed.
    Speed: The spell speed is single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • It has a strong poison which does not end if the cage is destroyed.


    Weaknesses:

    • Targets who use water or fire based attacks in attempts to break the cage can cut the poison duration by half.


    @Yona wrote:Advanced Spells:
    Advanced Spells:
    Sheath of Thistles D+:

    Name: Sheath of Thistles
    Rank: D+ (30MP cost)
    Type: Offensive, Melee
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Around the forearms, wrists, and hands of the user, sharp brambles grow from the skin and point outwards. Like small briers growing from her limbs, the effect is pointedly sharp and dangerous. The thorns are tipped with a dark yellow colored poison so that if a strike hits and cuts open the bare skin of a target, the poison may be injected. ½ D+ Rank damage applies to the attack for the duration of the spell, provided she attacks with her hands/arms. The melee enhancement damage here can only be used twice per post. The poison deals ½ D (not D+) rank damage for 1 extra round after the initial melee attack. This means if hit with the bramble covered fists of the user, the target will take ½ D+ rank damage for the melee, and if it hits the bare skin of the target, it will poison the target and deal ½ D rank poison damage on the following post. The dark yellow poison causes numbness and tingling in the area affected, causes intense swelling and small pustules to appear around the wound, but these affects only cause damage for the 1 round following the melee attack.

    Strengths:

    • It gives the user enhanced melee damage and can deal poison.


    Weaknesses:

    • The spell doesn't enhance weapons or other magical spells.

    Leaf Blade Cyclone C+:

    Name: Leaf Blade Cyclone
    Rank: C+ (45MP cost)
    Type: Area of Effect, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: This spell creates and stimulates the growth of leafy plants in an area designated and chosen by the user. The size of the plants is unimportant and not part of the goal of the spell. When the user drops or throws a seed, that is the center of where the spell works out from. The area of effect is 90m around the center of the seed and thousands of leaves with edges like blades burst up from the ground and fill the area in a cyclone of swirling, blades which deal damage equal to 1/2 C+ rank every for every post a target is within the area.

    Strengths:

    • The spell can deal high damage to multiple targets within a specific area.


    Weaknesses:

    • The area is the limit so as soon as the spell is created, the area is easy to avoid.

    Wreath of Restoration B+:

    Name: Wreath of Restoration
    Rank: B+ (60MP cost)
    Type: Single Target, Healing
    Duration:  5 Posts
    Cooldown: 6 Posts
    Description: A thin, delicate double braided wreath appears around the user or her target’s forehead, resting just above the browline. The many white flowers gathered in clumps appear like Baby’s Breath but give off a light white glow and a strong perfume-like aroma. The spell is catatonic briefly because of its scent, making the target a bit sleepy or giving them a dazed sort of feeling. And then the wreath emits its powerful healing upon the bestowed target (user or other). It has the power to heal 50% B+ rank health per post for the duration of the spell, capping at 2.5x which is 60 HP per post.
    Speed: The spell speed is 300 m/s
    Range: This spell can be cast in a 300m range on a single target

    Strengths:

    • The spell heals a large amount over time because advanced spells are stronger than normal spells.


    Weaknesses:

    • The spell can leave the target feeling sleepy or catatonic for part of one post, as RP plot dictate.
    • The spell has a high MP cost and only affects one target.




    _____________________________________________________________________________________

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    Yuu Blitzkrieg
     
     

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    Character Sheet
    First Magic: Crash
    Second Magic: TBD
    Third Magic: TBD

    Re: Yona's Blightweaver Magic

    Post by Yuu Blitzkrieg on 5th December 2018, 2:01 pm

    Unlocked and moved at the user's request

    Spoiler:

    @Yona wrote:Magic

    Primary Magic: Blightweaver Magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster

    Description: A magic first discovered less than a century ago, Blightweaver magic came to be in the presence of a wizard doing research in the forests around the world. He collected many samples and brought them back to his lab for study. After years of collecting, his plants grew and flourished in his care. The man, known only now as Tama, it is said was using the plants to create medicinal oils and salves. He discovered the psychotropic effects during this time and learned to use and manipulate them with his magic. Blightweaver magic, as Tama named it, uses magical energy to grow plants on solid surfaces. When the user touches a solid substance, imbuing it for a short time with magical energy, a plant of their choice grows and blossoms at a fast rate. In accordance to the knowledge of the user, the plant which grows can produce vast quantities of various hallucinogenic spores, seed pods, and oils, all of which have the ability to alter the state of mind of the target. Using a magic closely related to plant magic, users are able to subdue their enemies and manipulate the people around them into doing as the users desire. The magic can cause some to fall asleep, to dream nightmares or peaceful dreams, to visualize strange or terrifying phantasms which render a person mentally unstable. Some of the magic can even be lethal if used in high dosages or amounts. This does not mean the magic can only be used in combat situations, as the potent substances created can help subdue weary minds and bodies as well by changing the mental state of the target.

    Some have found the magic to be linked to lineage but so few people have this type of magic it is nearly all self taught or book learned. Luckily for the wizards of the world, Tama wrote a series of books and manuscripts denoting his research and his magical experimentation. Those books have passed through the line of his family tree and wound up in the care of Yona Hisamori. In Yona's case, she has used the magic to help relax or put to sleep those around her in situations where it benefited her. For example, Yona might put to sleep a household of people in order to rob them blind. In another case, if a comrade is in extreme pain, her magic can assuage the pain so medical attention can be received and/or physical healing can take place. Yona can grow multiple types of hallucinogenic plants, using the Blightweaver magic to cause her enemies to become wary of each other, their surroundings, lightheaded or delirious. It is a great advantage to her comrades when their enemies are either oblivious to the attack or are so distracted, confused or mentally disabled to defend themselves. She is especially good as a support or a distraction with her magic ability.

    Strengths:

    • Internal Compass: The user has a continuous and passive knowledge of where true North is, and is thus unable to get lost. With the knowledge of true North the user can function as a compass in unknown or known territories as well as place direction of wind.


    • Uncommon: As a fairly new and largely unresearched magic, few people will have heard of this magic and fewer still will have an idea of it's capabilities. Hard to fight what you can't expect or plan for!


    • Sure-hit: In close range, it is very hard to avoid being hit by this magical attack. Many of the compounds released on tiny or microscopic in size and are airborne and are aimed to disorient the mind of an opponent. Other similar attacks could include an attack through other physical senses, things which are notoriously hard to avoid. For example, an exploding seed pod might be loud or surprising enough to make the mind malleable to suggestion. An enemy not breathing, not hearing, or not seeing, are just not options in combat.


    Weaknesses:

    • Limited Range: This magic can be set up in advance to a certain extent, but largely Blightweaver magic is dependent on the user being in close range of the target. The user must physically touch a solid surface to imbue it with the magical energy needed to grow the plant and release the psychotropic components.
    • Limited Targets: The target must have a mental state in order to be affected, thus limiting targets to things with minds and intelligence levels accordingly. This means animals cannot be affected, though humans and many summons can. Targets are chosen by the user which means that if the user is unaware of other possible opponents in range, the spell or ability will not have an effect on those people.
    • Limited Effects: By affecting the mind almost exclusively, a majority of these spells deal minor to no physical damage merely leaving a target defenseless and open to attacks of a different sort. Blightweaver magic is strong enough to affect a specific amount of minds based on the rank of the user. However, a non-effected opponent can interfere and bring the effected target out of range.
    • Elemental Weakness: Blightweaver magic is so closely related to the usage of plants that the spells can be cancelled or weakened, taking 10% more damage from fire magic. Because of it's close connection also to the mind, neural pathways controlled by electric transmissions, Blightweaver magic also takes 10% more damage against lightning magic and targets struck with lightning magic are freed from the psychotropic effects of the Blightweaver magic in half the typical time it would take to recover naturally.


    Lineage:
    Seductor's Touch:
    Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
    Ability: The user is able to bend the will of anyone but mages and the undead.  Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.

    The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
    Usage: 2 post duration with a 6 post cool down. Gains a mind control-like spell in addition to their own spells of S-rank or lower.

    Lineage Spell:

    Name: Cerebral Implant
    Rank: [Lineage Spell-User Rank]
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must have clear line of sight to the target. The user must focus entirely for one entire post and may not move or take any other actions during that post in order to complete concentration and build a link between the user and the target’s mind. The user reaches into the mind of the target and modifies up to one hour of the target’s memories in one of the following ways:

    - Eliminate memory of an event the subject actually experienced with permission ooc from the target of the spell.
    - Allow the subject to recall with perfect clarity an event it actually experienced.
    - Change the details of an event the subject actually experienced.
    - Implant a memory of an event the subject never experienced.

    A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the target's natural inclinations. An illogical modified memory, such as the subject recalling how much it enjoyed drinking poison, is dismissed by the target as a bad dream or a memory muddied by too much wine. However, memories (good and bad) can affect the subject’s actions depending on the “believability” of the memory which is based on detail in rp and the user rank. The spell does not affect those of higher rank than the user.
    More useful applications for this spel include implanting memories of friendly encounters with you (inclining the subject to act favorably toward you), changing the details of orders given to the subject by a superior, or causing the subject to forget that it ever saw you.

    Speed: The spell speed is based on user rank and memories are altered for post duration (or permanent with ooc permission).
    Range: This spell can be cast up to a 120 m (based on user rank) range.
    D Rank Usage: Can implant up to 15 minutes of memory.
    C Rank Usage: Can implant up to 30 minutes of memory.
    B Rank Usage: Can implant up to 45 minutes of memory.
    A Rank+ Usage: Can implant up to 60 minutes of memory.
    These effects end at the end of the spells duration

    Strengths:

    • The spell affects any humanoid with a mind.
    • The spell’s duration is fairly long, allowing for more flexibility of actions for the user after it has been cast.
    • It is hard to defend against a mind-affecting spell.


    Weaknesses:

    • The spell requires a full one post set up to start up.
    • The spell cannot control or decide the actions of the target, only influence the emotions and mind in such a way which a target may act upon.
    • The spell can only target one humanoid at a time.
    • The spell can only implant a specific amount of time based on the user rank for the spell.


    Unique Abilities:

    Blade of Thorns: By touching a solid surface, Yona can pull a bladed weapon from it; this weapon is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage of this weapon matches the proper requip values for a weapon of Yona's rank. The weapons also have equal durability to requip weapons of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Gather Plant Allies: Can emit magical based chemical signals to summon a natural plant ally (like ants, beetles, wasps) to the area to deal damage and protect the user. This is an insect swarm aura that just deals one rank below user rank in damage within burst range or less around you on a single target. This can be applied once per turn.

    Herbaceous Communication: Touching the ground allows for tracking and sensing of physical bodies within a specific range based on underground root systems of both woody and herbaceous plants. This is effective within a user's burst range.

    Aegis Brier:By stomping a foot upon a surface, Yona can bring forth a small body-sized wall of nettles from it; this temporary shield is plant based and so can be easily destroyed by fire spells or damaged by natural fire. The damage absorbed by the aegis matches the proper requip values for armor of Yona's rank. The Aegis Brier also has equal durability to requip armor of her rank, though if destroyed it takes 2 posts before she can pull another from any surface.

    Toxic Blooms: Black and white flowers sprout upon small vines that wrap from Yona's wrists to shoulders around her arms. The flowers apply a boost to spell effects by 50% without affecting healing or damage spells which affect a target's HP (excluding only poison based spells which do bypass this). Examples of effects include paralysis, sleep, drains, absorption, de-buffs/buffs, and poison-based damage. If destroyed through physical or fire based attacks, they take 2 posts to regenerate.

    Signature Spells:
    Blightweave:

    Name: Blightweave
    Rank: User Rank (Caps at S Rank)
    Type: DoT, Single target
    Duration: 5 Posts
    Cooldown: 3 Posts
    Description: To cast this spell, the user weaves her fingers together as if in some sort of unholy prayer, clasping her hands together tightly while extending the index fingers in tandem. The spell surrounds the target within the range in a green glow, looking for any bare skin visible to infect. The visible bare skin gets infected and shows first a blackening of pigment and then multiple puckering lesions. The damage starts small but increases with time, moving over the skin from affected to unaffected areas, spreading like a fungus disease over the target’s skin and staining it black. The pain is sharp and itching, and the sight of the black blight crawling up and over the skin fills target with fear and dread.
    For the duration of the spell, the damage dealt is equal to 50% the user’s rank per round. At the spell’s end, the blight stops dealing damage and stops moving, but the skin of the target still appears afflicted and blackened with lesions. Magical healing can remove the color and the lesions at the spell’s end. Fire can prematurely end the spell if applied to the blight directly (thought it will still deal damage like fire would).
    Speed: The spell speed is based on single target for User rank.
    Range: This spell’s range is based on single target for User rank.

    Strengths:

    • This spell has a long duration but shortened cooldown because it is a signature spell.


    • The spell deals 50% user rank damage per round, over time.


    Weaknesses:

    • The blight and its damage can be stopped prematurely using fire, magical or natural.


    • The spell requires use of both of the user’s hands to enact it and makes the user vulnerable.


    • The spell's lesions and color can be removed after the spell damage is dealt through any magical healing.

    Verdurous Growth:

    Name: Verdurous Growth
    Rank: D Rank
    Type: Area of Effect, Signature Spell
    Duration: 2 Post
    Cooldown: ---
    Description: To cast this spell, the user must dig her fingertips into the ground or touch the surface of an area, like the floor for example. During that singular round, stemming from her fingers and growing outwards and upward, the caster's magic works to encourage plant growth. The spell works to increase the growth of the plants in the area. If there are no plants, it grows plants within 30m centered around the user. If there are plants, their growth is greatly expanded filling the area. The speed of opponents in this area of stimulated plant growth is reduced by 50% of the user's rank.
    Range: This spell’s range is 30m.
    Speed: The spell’s speed is 22.5 m/s

    Strengths:

    • This spell grows plants and debuffs enemies.


    Weaknesses:

    • The spell has a small range.


    • The spell requires that the user be touching the ground with both of her hands.


    D Rank Spells:
    Sundew Mire:

    Name: Sundew Mire
    Rank: D
    Type: Defensive, Supportive
    Duration: 3 Posts
    Cooldown: 5 Posts
    Description: To cast this spell the user must make a two handed gesture, raising their arms above their head to gather their magical energy and then lowering their arms in a swift but controlled action, fingers moving as if to replicate a symbol for rain. It is not invisible, but appears like a light drizzle of rain, clear and sparkling drops of sticky dew, raining down from above. The dew has a dual purpose: it’s sticky droplets slow movement through the space, including motions necessary for spellcasting, fighting, moving in or out of the area and the dew also blurs the sight of the targets, making it seem as if they are looking through a bent piece of glass, or a bent fun-house mirror. The dew will slow a target’s speed by 25%. The targets can still see but their aim (be it for moving in a specific direction, or aiming a spell or counter attack) is moved ajar. The skewed vision will place the user’s aim off-kilter by 3m. The targets will appear to be soaking wet, drenched in phlegm like clear-dew, but it has no other effects.
    Speed: The dew falls from above at a speed of 11.25 m/s
    Range: Burst range, centered on a chosen target or the user. If centered on a target, target must be within 15m of the user.

    Strengths:

    • The spell looks like rain and appears non-threatening to the targets
    • A good support spell to allow user’s allies a quicker time to attack or counter-attack at a relative increased speed
    • Flexible range spell because if the user were to cast the spell centered on a target, the spell still stretches and effects in a burst range from that target
    • The spell is resistant to water magic, water has no effect on the spell


    Weaknesses:

    • The spell has a long cool down
    • If the targets can avoid being struck by the dew, their speed is unaffected. If a target is standing under a tree or has an umbrella out, their vision is slightly affected looking into the spell, but they can still move at normal speeds for them
    • The gesture required to perform the spell is fairly obvious and even suggestible, warning the targets of the spell’s oncoming direction and action.


    • After an attempt at an attack goes awry because of poor aim, it can be easily correct by the target on future attempts


    • The spell is negated by fire magic, fire thins the compounds of the dew transforming it into harmless water

    Jabillo Alarm:

    Name: Jabillo Alarm
    Rank: D
    Type: Offensive or Non-Combat, Burst
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user must place two fists together and walk around the area that they wish to encompass while in this position. To complete the spell, the user must touch the ground or floor surface. The spell places down an invisible detection line which triggers if unfriendly or hostile living creatures or people cross it. Within the spell area created by the user, every 3m of space is occupied by a single hidden underground array of seed pods. Individual seed pods are about the size of a fist. The spell contains arrays of seed pods which shoot up from the ground and into the air at a height of about six feet, or 2m, in a range around the intruder of 3m. This means that if the intruder crosses the line and takes several steps, triggers the spell, but continues walking around within the detection area, they will trigger more seed pods for every 3m they travel touching the ground. If a friendly creature within the detection area becomes hostile towards the user, they will also trigger the seed pods to emerge. The seed pods which shoot up into the air do not themselves do physical or magic damage at first; Seed pods only do damage when they explode at their maximum height. Once triggered, the seed pods do not re-emerge or explode again.

    Each array of seed pods has the capabilities of exploding at it’s maximum height. This loud burst of sound can alert the user or allies to the intruder, but is also harmful to the intended unfriendly target. Every 3m (rounded up), the user sets an array of seed pods underground. For each triggered array of seed pods within the detection area, the explosion of the seeds deal 5 hp damage to those in the area. Those within 15 m range of the array of seed pods experience an assortment of effects. If hit once by an array, sounds around them are distorted for 1 post rendering communication unreliable and distorted. If hit by two arrays, the target experiences extreme dizziness in addition to the previous effect, and must move at -20% speed or risk falling over. At three arrays, the targets are stunned in place, unable to move or act for 1 post. Only targets of equal or lesser rank are affected by this stun.

    Speed: The seed pods emerge from the ground at a speed of 11.25 m/s and instantly explode at their maximum height of 2m.
    Range: Damage range of the exploding pod is 5m, Stun/Sound Damage range is 15m. The spell effect range is limited to the user’s burst range but can be smaller as decided by the user’s initial set up.

    Strengths:

    • The spell’s negative effects stack based on number of times hit.


    • A good set-up spell to protect a given area while the user or allies rest, or to plot an ambush attack ahead of time.


    • The exact detection line is known only to the user, or those who watched or were with the user during set up; the line is otherwise invisible.


    Weaknesses:

    • The spell has a set-up time during which the caster cannot cast other spells and is vulnerable.


    • If the targets can avoid being subjected to the seed pods if they are fast enough to prevent the seed pods from rising to their maximum height.


    • The spell has a small effect area based on those within the range of the seed pods and a small effect duration when a target is stunned.


    • The spell can be used during combat, but is much less effective. On the whole, it is best used only as an ambush or protective alert system.

    Bamboo Rend:

    Name: Bamboo Rend
    Rank: D
    Type: Offensive, Single Target
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must extend their arm towards the intended target, and flick their wrist with fingers touching, akin to a backhand slap in the air. With the hand gesture complete, three thick shoots of bamboo grow at rapid pace from the ground or solid surface near the target and at a slight angle. The bamboo is extremely sharp and can easily skewer flesh. If the main shoot is dodged, the edges of the bamboo can still act as a blade and slice open flesh, creating small non-lethal cuts. Critical damage occurs if skewered by the bamboo, however. After being skewered, the target must still cut away the bamboo or otherwise find a way to be released from it but only if the target is of equal or lesser rank to the user. The magical bamboo naturally weakens 1 post after the attack and can be broken by hand.
    Speed: The bamboo rushes from the ground/solid surface at a slight angle and at a speed of 45 m/s.
    Range: This spell can be cast up to 60m from the designated target.
    Damage: Each bamboo shoot can cause 7 hp damage if skewering a target.

    Strengths:

    • The spell is able to skewer and temporarily trap a target for 1 post after the initial attack.


    • This spell is about skewering with bamboo, so if a target reacts swiftly and cuts the bamboo too soon (say at 1m), the bamboo has the ability to continue growth and still cause damage. The total growth height of a single stalk of bamboo is 3m.


    • The bamboo shoots up where the user intends for them to and at an angle the user intends. The user must specify both during the attack, but it does make each shoot have a higher chance of hitting the target because of such control.


    Weaknesses:

    • The bamboo shoots can be broken only by blade or fire, but after an extra post by hands alone.


    • The spell can only be aimed at a single target at a time.


    • The bamboo shoots do not bend or move. Once an angle and direction is specified it is limited to it.


    • The spell deals no physical damage against those who use fire as a primary magic.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Benevolent Drupes:

    Name: Benevolent Drupes
    Rank: D
    Type: Supportive, Single Target
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user must be touching the ground or holding soil with one hand, enclosed in a fist. With the other hand, the user must bring the flat of their palm to the back of their opposing hand. From the soil grows a woody stem and a large hanging fruit. It takes two uninterrupted posts to grow the fruit: a soft skinned, soft fleshed fruit with a large internal seed. Eating the flesh of the fruit heals the person doing so, restoring physical or magical health points based on the user’s spell and the drupe created. A smooth bright-red skinned drupe with aromatic and exotically flavored orange flesh heals physical damage, while a bumpy dark-purple skinned drupe with deep-red flesh heals magical points and tastes like a relative of a sour plum. The seed of the drupe can be planted and grown in non-magical soils at the rate of a typical fruit tree (1-3 years to bear fruit).
    Speed: The spell works at a rate of 45 m/s.
    Range: This spell can be cast up to a 60m range.
    Health: Eating a red drupe will cause the target to regain 15% of health. Eating a purple drupe will cause the target to regain 10% of magic points.

    Strengths:

    • The spell is able to grow a drupe at a distance for ally consumption.


    • This spell produces fruit which does not rot for up to 2 days from creation.


    • The drupes can produce health or magical regenerative effects.


    Weaknesses:

    • The spell requires two posts of the user’s attention leaving them vulnerable.


    • An interruption ends the spell early producing no fruit and wasting magical energy points.


    • The drupes can be eaten by ally or enemy and will have the same positive effects.


    • The spell requires that the user be touching soil or the ground. If the user is touching the ground, the drupes can grow at a range away from the user, but if the user is grasping a handful of soil, the drupe grows in the user’s hand.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Poppy Repose:

    Name: Poppy Repose
    Rank: D
    Type: Multiple Targets, Effects/Buffs
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user lifts her hand to her lips as if blowing a kiss, tilting her head and aiming it as she blows out magically altered air. The spell starts from the user’s lips and travels the distance to multiple targets of her choosing within 45m of her. Instead of dealing physical or magical damage, the spell causes the target to feel incredibly drowsy and fall asleep. The target will be asleep for 1 post duration and will feel the effects of the debuff for 2 more posts. Due to feeling groggy, the two posts will reduce the targets’ strength and speed by 25%. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 33.75 m/s.
    Range: This spell can be cast up to a 45m range.

    Strengths:

    • The spell is affects multiple targets.


    • This spell gives a temporary immobilization effect for 1 post.


    • The spell gives a temporary debuff to strength and speed.


    Weaknesses:

    • The spell has a long cooldown.


    • The spell doesn’t cause any physical or magical damage.


    • The spell requires that the user perform visible and obvious actions in order to enact the spell, which gives targets a chance to get out of range.


    • The spell’s sleep and debuff effects can be nullified if the sleeping target is wakened by any magical means.

    Philodendron Pout:

    Name: Philodendron Pout
    Rank: D
    Type: Single Target, Effect
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: To cast this spell the user draws a flower petal from thin air and places it upon her own lips. She must concentrate for the post she spends casting the spell and so cannot also wield a weapon. The spell appears on her target up to 60m away. Instead of dealing strong damage, the spell causes the target’s lips to swell and endure an intense burning sensation. The lips swell so greatly that the user cannot speak for the duration of the spell. In addition, the spell deals D rank in damage by the end of the spell due to the burning toxins within the lips of the target. Spell affects targets equal to the rank of the user or lower. Spell is half as effective against those at higher ranks to the user.
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell does both damage and has an effect.


    • The spell makes it so the target cannot speak which means spells that require verbal components cannot be cast for the duration of Philodendron Pout.


    • The spell cannot be broken through magical means, excepting for heal based magic.


    Weaknesses:

    • The caster must concentrate and cannot wield a weapon and fight while casting.


    • The spell causes only D rank in physical damage.


    • The spell can be broken by simple medical supplies like salves.


    • The spell does not hinder the target from casting nonverbal spells or from fighting in any other way.

    Aloe Allay:

    Name: Aloe Allay
    Rank: D
    Type: Single Target, Supportive
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user speaks the phrase, “Aloe-Allay”. She concentrates her magic within a single target, either herself, or another person or creature. The spell can reach her target up to 60m away. The target of the spell will feel a soothing sensation, a reduction in the pain, enough to make physical damage manageable. In addition, the spell will heal physical damage done to the target equal to the D Rank (20 hp).
    Speed: The spell moves at a rate of 45 m/s.
    Range: This spell can be cast up to a 60 m range.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast on self or another target.


    Weaknesses:

    • The spell can only be cast on one target at a time.


    • The spell heals only one spell’s worth of damage at a time.


    • The spell cannot be cast without words or sound, and so cannot be done secretly or at all if there is something impeding sound.

    Nōpalli Needles:
    Name: Nōpalli Needles
    Rank: D
    Type: Offensive, Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user curls her hands into fists and extends her arms. Sharp cactus like needles appear from the skin of her upturned forearms and shoot outwards aimed at the any targets in front of her. The needles deal damage when struck equal to D rank. The spell can reach her target up to 15m away. The target of the spell will feel a sharp and painful stinging wherever they are hit and must remove the needles to get rid of the sharp pain. The needles do not do extra damage over time, only upon the initial hit. The pain might act as a deterrent for some targets but does not actually impede a target from performing any actions. The pain of the needles is more for rp flavor.
    Speed: The spell moves at a rate of 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.
    Damage: The spell deals damage equal to D rank.

    Strengths:

    • This spell has a short cooldown and can be cast more often.


    • The spell can be cast swiftly with full damage dealt.


    Weaknesses:

    • The spell works within a limited range.


    • The spell only deals D rank damage.


    • The spell does not deal extra effects or cause more damage over time even if needles are within a target.

    Cortico Courage:

    Name: Corticotropin “Cortico” Courage
    Rank: D
    Type: Passive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user must be in the presence of light and must face the light. The user charges up the spell within her body for one post by facing the direction of the light. If the user turns away from the light source or the light source is moved or blocked, the charge-up fails. The spell then gives the user a 50% buff to Spell damage or to Strength, but never both at the same time. This spell applies a 50% buff to D rank weapons and spells or a 25% buff to weapons and spells above D rank. As a side, the spell makes the caster or ally cast upon feel fearless, gaining extra strength or power without fear holding the caster back from reckless actions. This spell can cause the caster to be more rash and daring for the duration of the spell.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast up to a 60 m range, applies to caster or ally.

    Strengths:

    • This spell gives a decent buff to D rank weapons/spells.


    • The spell has a decent duration.


    Weaknesses:

    • The spell works on the caster or her ally but not both.


    • The spell buffs apply best to D rank weapons/spells and work less effectively on weapons or spells of higher rank.


    • The spell requires the caster to be facing a light source to charge up the spell and the spell is cancelled without that light source being present during the charge.

    Greenwalk:

    Name: Greenwalk
    Rank: D
    Type: Burst
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell the user must be in the presence of any type of plant, dead or alive. The user must be in contact with a plant to start this spell and simply takes a step, reappearing in another location which is also connected to a plant. It gives the illusion of the caster walking from plant to plant as a teleport. The user can teleport to any plant in burst range.
    Speed: The spell speed is 11.25 m/s.
    Range: This spell can be cast up to a 15 m range.

    Strengths:

    • This spell allows the caster to teleport instantly to avoid attacks or surprise attack.


    Weaknesses:

    • The spell works only while the caster is in the presence of plants as it works from plant to plant.


    • The spell has a short range of 15m.


    C Rank Spells:
    Racine Drain:
    Name: Racine Drain
    Rank: C
    Type: Single Target, Defensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell the user must charge up the spell prior to its effect on the user. To charge up the spell, the user must be in contact with the ground or a plant. Hundreds of fibrous roots move from the legs of the user into the ground to charge up, rendering the user unable to move during that post. However, for the following 4 posts, the user may move. The spell gives the user the ability to absorb up to 40 hp of magical or physical damage per post for the duration of the spell and instead convert 30% of the damage into magical power gain (mp). For example, during an attack a user might take 40 hp worth of damage. That would be converted into 28 physical damage still taken and 12 mp gained.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 0 m range, on self.

    Strengths:

    • This spell allows the user to regain mp.


    • The spell reduces the physical damage taken by the user.


    • The spell has a long duration.


    Weaknesses:

    • The spell can only be cast on the user.


    • The spell has a cooldown of 6 posts, which is very long.


    • The spell needs to charge up for a post, during which the user cannot move.


    • The user must be in contact with the ground or plant during charge up in order for the spell to apply.

    Leech Seed:
    Name: Leech Seed
    Rank: C
    Type: Single Target, Heal/Support
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user touches the ground or a living plant and pull out a seed from it. The user can hold the seed for as long as they choose. The user must place the seed within 5m of their target and the spell’s effect then will begin. The spell gives the user the ability to absorb up to 40 hp of physical health from their target and gain that much health in return. The seed is used as a conduit for the spell and must be present but the spell does not start until the user speaks the word “Sangsue”. Additionally, the spell cannot be used more than once on the same target unless the user retrieves an additional seed. For each use, within a day’s time, the user must have a fresh unused seed.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast up to a 120m range, but the seed needs to be placed within 5m of the intended target.

    Strengths:

    • This spell allows the user to gain health points.


    • The spell acts like an attack and causes physical damage to an opponent.


    Weaknesses:

    • The spell requires a seed be placed within close proximity of the target to enact the leech seed spell.


    • The spell has a cooldown of 3 posts, which is long.


    • The user must obtain multiple seeds and place multiple seeds in order to perform the spell multiple times per day.

    Puffball Cacophony:

    Name: Puffball Cacophony
    Rank: C
    Type: Area of Effect
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell the user exudes a fog-like substance borne of the spores of the Puffball, from the pores of her skin which quickly fills the area. To any targets within the area, they begin to hear terrifying voices and echoes. The sounds are like that of which the target fears- be it the sound of demons or wild beasts. The sound is so loud, frightening and disorienting that it deals damage to the targets during the duration of the spell. The sounds can be distracting and disorienting, but the spell only deals damage to a target once during its duration. If new targets enter the area of effect before the duration is complete, the damage will apply to them as well. The area of effect can be up to 60m radius, but the user can control the size of the area before and only before the spell starts.
    Speed: The spell speed is 45 m/s.
    Range: This spell can be cast in a 60m radius range.

    Strengths:

    • This spell deals damage to all targets in the area of effect.


    • The spell can be disorienting and frightening to the targets’ minds, though has no effect on their actual stats.


    Weaknesses:

    • The spell will affect allies and enemies.


    • The spell fog-like spores emanating from the user make obvious the range of the spell.


    • The user has a limited range which cannot be altered once in place.

    Young Dendrocnide:

    Name: Young Dendrocnide
    Rank: C
    Type: Single Target
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: To cast this spell the user stamps her foot on the ground and emits a bright green glow. Remarkably, a large plant springs up beneath a single target. The plant grows up to four feet tall and the broad heart shaped leaves are covered in small hairs. The hairs cause an extremely painful stinging sensation that can last for a few days or until the hairs are removed, and the injured area becomes covered with small, red spots joining together to form a red, swollen welt. The damage caused is done immediately, though the uncomfortable painful sensation can last until the hairs are carefully plucked out.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell deals damage equal to user rank as soon as the plant strikes.


    • The spell can cause the target to feel lasting pain, though has no effect on their actual hp or status and is there for rp depth only.


    Weaknesses:

    • The spell has a longer cooldown than necessary for its strength.


    • The plant dies after use and falls to the ground useless.


    • The user has to stomp her foot, and the spell gives off a green glow, making it obvious she is doing a spell.

    Children of the Watershrooms:

    Name: Children of the Watershrooms
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell must establish clear sight to the target and maintain sight of the victim for the duration of the post. The user may move to continue to keep this connection but they may not otherwise attack nor defend because of the concentration that it requires. The spell still functions if the target is momentarily hidden or partially hidden behind another person or object as long as the user can continue to see or establish sight on their next post and their concentration was not otherwise affected. The spell embodies the user’s connection to the Children of the Water mushrooms, causing faces to be reformed and altered in the mind’s eye of the target. The target, instead of seeing friends or allies around them, may see their enemies instead and act accordingly. The target may flee, attack, or become subdued and congenial depending on the faces the user has the target envision. The faces must be specified in rp by the user of the spell so that the target may act in according to their natural response. If the target for example sees his most hated enemy’s face in the place of their own companion’s, they will attack and fight, for example.
    This decreases in effectiveness by 50% for every rank the target is over the spell level. 50 % decrease in effectiveness means the target may notice flaws, such as wrong hair style or eye color, which the user must add in to the initial post.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 120m radius range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, causing them to see enemies as friends, or friends as enemies.


    • The spell has a long duration time.


    Weaknesses:

    • The user must maintain sight of the target during the spell.


    • The user cannot defend or attack, keeping concentration during the spell.


    • The user cannot actually force the target to do anything out of character.

    Scopolia:

    Name: Scopolia
    Rank: C
    Type: Single Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, the user must be within close range of the target and speak the name of the spell “Scopolia”. The user can influence the actions of the targeted creature by giving a command or advice. The user must word the command/advice in such a manner as to make it sound reasonable, even if it is not, but is limited to using less than 15 words. The user cannot have the target commit self-harm or do anything obviously suicidal like jumping off a cliff, but they can influence a target to enter a challenging fight or perform something unusual or dangerous. At the end of the spell, the target regains control of their mind and can choose to continue to obey or not, keeping the knowledge and memory of their actions during the spell. Because of the connection of the user’s mind and the target’s mind, the target will know who cast the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 50m range.

    Strengths:

    • This spell gives the user a modified level of control over her target’s mind, having the target do as they command or advise the target to do.


    • The spell has a long duration time.


    Weaknesses:

    • The user must cast the spell within 50m range, which is half the normal range of a single target spell.


    • The spell’s target will know who cast the spell upon them by face and will be able to point the user out of a crowd.


    • The user cannot actually force the target to do anything suicidal.

    Mortal Oleander:

    Name: Mortal Oleander
    Rank: C
    Type: Burst, Effect
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: To cast this spell, the user plucks a magenta colored five-petaled flower from the air in a green hazy glow of user-induced magical energy. The user blows on the flower, releasing the toxins from the poisonous bloom within burst range. The damage dealt is physical damage done through skin contact or inhalation with the air-borne toxins. The poisonous cloud is a pale magenta in shade and affects the targets’ hearts, causing contractions and palpitations when there should be none. The chest of the target is pained as damage is dealt. The damage is equal to the user rank.
    Speed: The spell speed is 22.5 m/s.
    Range: This spell can be cast in a 30m range.

    Strengths:

    • This spell happens swiftly and it will be harder for targets nearby to react before taking damage.


    • The spell poisons all those within the range of the spell and deals user rank damage.


    Weaknesses:

    • The spell has a small range.
    • The oleander poison only lasts and deals damage for one post.
    • The poisonous haze has a color, thus indicating to those around, the range of the spell.

    Jasmineae:

    Name: Jasmineae
    Rank: C
    Type: Single Target, Buff
    Duration: 5 Post
    Cooldown: 6 Posts
    Description: To cast this spell, the user plucks a pallid ten-petaled flower from the air in a green hazy glow of user-induced magical energy. The user must crush the aromatic flower between her palms to enact the spell. For an ally to have the same benefit, the magical energy with which the user imbues into the Jasmine flower can be released and given to the target. The target then must be the one to crush the flower in their hand. The spell gives the single target a 50% increase to magical power, based on the user rank. For example, the user rank being C, all targets regardless of rank would receive a 50% of C rank increase to magical power. The power is temporary and lasts only for the duration of the spell.
    Speed: The spell speed is 90 m/s.
    Range: This spell can be cast in a 0m range of either the target or the user.

    Strengths:

    • This spell has a long duration.
    • The spell gives a buff to magical power.


    Weaknesses:

    • The spell has a small range, enacted when the target or user crushes the flower. The spell affects the one holding the flower.
    • If the flower gets into the hands of an enemy before it is crushed, the enemy may crush the flower and gain the spell buff.
    • The spell can only affect one person, user or ally, at a time and has a long cooldown.


    Other:
    Spell Template:

    Name:
    Rank:
    Type:
    Duration:  Post
    Cooldown: Posts
    Description: To cast this spell, the user
    Speed: The spell speed is
    Range: This spell can be cast in a
    Strengths:
    Weaknesses:

    The Original Blightweaver Magic (and approvals)


    Last edited by Yuu Blitzkrieg on 5th December 2018, 2:03 pm; edited 1 time in total


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    Yuu Blitzkrieg
     
     

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    Lineage : Blessed by the Fourth Wall
    Position : ASS EATER!
    Posts : 548
    Guild : Silver Wolf
    Cosmic Coins : 0
    Experience : 1425
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    Character Sheet
    First Magic: Crash
    Second Magic: TBD
    Third Magic: TBD

    Re: Yona's Blightweaver Magic

    Post by Yuu Blitzkrieg on 5th December 2018, 2:02 pm

    Spoiler:
    @Yona wrote:B Rank Spells:
    Eau de Rotten Corpse:

    Name: Eau de Rotten Corpse
    Rank: B
    Type: Area of Effect
    Duration:  4 Posts
    Cooldown: 5 Posts
    Description: To cast this spell, Yona releases a powerful scent without any visual cues, as scent cannot be seen. The scent is that of the Corpse Flower which genuinely smells like rotten flesh or a rotting corpse. This horrific smell affects all except for two targeted allies. (If there are 4 allies in the area 2 will be affected). This scent gives those who breathe it in a debuff which extends for 3 Posts after the initial inhale. Any target of equal or lesser rank to Yona who enters the area of effect range of this spell will feel the debuff effects immediately.
    Debuff: A decrease to physical and magical resistance leading to taking 25% more damage from any attacks and a 25% increase in MP cost for the affected mages’ spells.
    Speed: The spell speed is 50 m/s
    Range: This spell can be cast in a 100m radius centered on the user.

    Strengths:

    • The debuff has two minor effects instead of just one effect.


    Weaknesses:

    • Only two allies are protected from the scent, so allies can experience the debuff as well.

    Nightmare Lashing:

    Name: Nightmare Lashing
    Rank: B
    Type: Offensive, Damage, Debuff
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: A long whip of black nettles and thorns springs out of the surface and slams into the target. The attack deals B rank damage to the target and doses the target with a poison that affects the target's mind. It needs OOC permission for PVP usage. The poison gives the target a mind state of real fear. All around them, their vision is filled with a nightmare world that overlaps the real world, filled with vile creatures all coming to commit atrocities (to the target or someone the target cares for). They can hear the frightening sounds and their sensation of smell is also actively engaged with this vision. The landscape that they envision is a world of pain and suffering idealized for that target specifically so what they see, smell, and hear is based on what they would consider suffering. This state of mind only overlaps the real world, so that they can see and interact with others still, but the state of mind becomes a great hindrance as a distraction or a delay for the target's reaction, mistaking allies as enemies, or freezing up entirely. This state of mind applies a 25% debuff to the damage of the target's spells and 25% debuff to any effects of their spells.
    Speed: The spell speed is cast on a single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • The spell affects the body and the mind.


    Weaknesses:

    • The attack must hit in order for the poison causing fear to take place at all.

    Poisonwood Cage:

    Name: Poisonwood Cage
    Rank: B
    Type: DoT, Trap
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: To cast this spell, the user draws an arc in the air with a finger. Enormous roots spring upwards and around the target, forming a tight single person birdcage around them. This spell traps the target in place but does not completely immobilize them (the target can't jump around or dodge but they are able to turn around and move their limbs). The roots are also covered in flowering lianas with purple and green leaves. The cage itself emits a poisonous cloud of spores to the target captured inside. The cage takes 2 B rank hits to destroy while the poison deals damage to the target inside equal to 0.5x B rank damage per round and does not end if the cage is destroyed.
    Speed: The spell speed is single target speed
    Range: This spell can be cast in a single target range

    Strengths:

    • It has a strong poison which does not end if the cage is destroyed.


    Weaknesses:

    • Targets who use water or fire based attacks in attempts to break the cage can cut the poison duration by half.


    @Yona wrote:Other Rank Spells:

    @Yona wrote:Advanced Spells:
    Advanced Spells:
    Sheath of Thistles D+:

    Name: Sheath of Thistles
    Rank: D+ (30MP cost)
    Type: Offensive, Melee
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Around the forearms, wrists, and hands of the user, sharp brambles grow from the skin and point outwards. Like small briers growing from her limbs, the effect is pointedly sharp and dangerous. The thorns are tipped with a dark yellow colored poison so that if a strike hits and cuts open the bare skin of a target, the poison may be injected. ½ D+ Rank damage applies to the attack for the duration of the spell, provided she attacks with her hands/arms. The melee enhancement damage here can only be used twice per post. The poison deals ½ D (not D+) rank damage for 1 extra round after the initial melee attack. This means if hit with the bramble covered fists of the user, the target will take ½ D+ rank damage for the melee, and if it hits the bare skin of the target, it will poison the target and deal ½ D rank poison damage on the following post. The dark yellow poison causes numbness and tingling in the area affected, causes intense swelling and small pustules to appear around the wound, but these affects only cause damage for the 1 round following the melee attack.

    Strengths:

    • It gives the user enhanced melee damage and can deal poison.


    Weaknesses:

    • The spell doesn't enhance weapons or other magical spells.

    Leaf Blade Cyclone C+:

    Name: Leaf Blade Cyclone
    Rank: C+ (45MP cost)
    Type: Area of Effect, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: This spell creates and stimulates the growth of leafy plants in an area designated and chosen by the user. The size of the plants is unimportant and not part of the goal of the spell. When the user drops or throws a seed, that is the center of where the spell works out from. The area of effect is 90m around the center of the seed and thousands of leaves with edges like blades burst up from the ground and fill the area in a cyclone of swirling, blades which deal damage equal to 1/2 C+ rank every for every post a target is within the area.

    Strengths:

    • The spell can deal high damage to multiple targets within a specific area.


    Weaknesses:

    • The area is the limit so as soon as the spell is created, the area is easy to avoid.

    Wreath of Restoration B+:

    Name: Wreath of Restoration
    Rank: B+ (60MP cost)
    Type: Single Target, Healing
    Duration:  5 Posts
    Cooldown: 6 Posts
    Description: A thin, delicate double braided wreath appears around the user or her target’s forehead, resting just above the browline. The many white flowers gathered in clumps appear like Baby’s Breath but give off a light white glow and a strong perfume-like aroma. The spell is catatonic briefly because of its scent, making the target a bit sleepy or giving them a dazed sort of feeling. And then the wreath emits its powerful healing upon the bestowed target (user or other). It has the power to heal 50% B+ rank health per post for the duration of the spell, capping at 2.5x which is 60 HP per post.
    Speed: The spell speed is 300 m/s
    Range: This spell can be cast in a 300m range on a single target

    Strengths:

    • The spell heals a large amount over time because advanced spells are stronger than normal spells.


    Weaknesses:

    • The spell can leave the target feeling sleepy or catatonic for part of one post, as RP plot dictate.
    • The spell has a high MP cost and only affects one target.



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      Current date/time is 18th January 2019, 2:27 am