Marksman
Oct 9, 2018 23:25:18 GMT -8
Post by Sora-No on Oct 9, 2018 23:25:18 GMT -8
Character Name: Alex Mercer
Elements: Arcane, War, Hysteria
Affinity: Arcane: 6, War: 5, Hysteria: 7
Spell Name:
Arcane Blast
Spell Main Element:
Arcane
Spell Sub Elements:
Varied
Affinity Strength:
4
Function:
An advanced form of Arcane Shot, created by The Marksman. Here, the castor coats four rounds in arcane energy, letting the castor fire off up to four different elements, each exploding on contact. This could be a multitude of different elements, and all can do a different thing with each blast. This removes the bullet's actual damage, replacing it with a round made of said element.
Element:
Fire: Fire Explosion
Water: Coats what is in the blast radius in ice
Lightning: Stuns those in the blast radius
Light: Fires a blast of light, flashing those in the blast radius and can blind who the round originally connects with
Wind: Knocks down enemies hit in the blast.
Sound: Leaves those in the blast radius with ringing ears, and can temporarily incapacitate
Shadow:Leaves a blast of smoke-like shadow, acting as a smoke screen
Life: Heals what was hit directly with the bullet, with an affinity of 1 (affinity of 4 if all four shots are used)
If the castor does not have the element they use as their primary, secondary, or tertiary element, the mana cost is doubled (2 mana per shot normally, 4 if element they don't know)
Availability: Only can be taught by The Marksman. Firearms only
Spell Name:
Hyper Focus
Spell Main Element:
War
Spell Sub Elements:
N/A
Affinity Strength:
3
Function:
This hypes up what the castor can see and hear, letting them react accordingly in a short duration. This does not increase their movement capabilities, but does increase their reaction time immensely.
Availability: Open
Spell Name: Mana Leech
Spell Main Element: Arcane
Spell Sub Elements: Chaos
Affinity Strength: 5
Function: The caster tags their target at a close range, grabbing onto their mana stored in the body and ripping a chunk to replenish themselves. Stronger arcane mages are capable of taking larger amounts of mana per strike. If the mage’s mana is already full, it will not add over their cap.
Affinity - Mana taken (points)
5 - 10
6 - 20
7 - 30
8 - 40
9 - 50
10 - 60
Availability: Open
Spell Name: Frenzy
Spell Main Element: Chaos
Spell Sub Element(s): N/A
Affinity: 1
Function: Sends out a wave of energy, affecting those in the range with a wave of hysteria. Those who don't have a good mental state are put into a frenzy. Depending on how they react to situations, they can have a varying amount of effects, from becoming panicked to even fighting anyone in swinging distance. Close to Medium Range, duration and range effected by affinity. Drains mana each turn on those Frenzied (2 mana each round)
Availability: Open
Spell Name: Mind Warp
Spell Main Element: Chaos
Spell Sub Element(s): Arcane
Affinity: 4
Function: The castor directly touches a target, flooding the person's systems with chaos magic. This causes the person hit to hallucinate, seeing things that would directly mess with a person's mental state. If the target notices that the hallucinations are in fact illusions, the affect starts to fade. The higher the affinity, the longer the duration and the type of illusion that would affect them
Affinity:
4: Shadows, movement, simple illusions
7: Hallucinations directly affected by their mental state
10: Vivid Hallucinations
There is a drain per round until the target notices it's an illusion or until the castor ends the spell (5 per round)
Availability: Open
Elements: Arcane, War, Hysteria
Affinity: Arcane: 6, War: 5, Hysteria: 7
Spell Name:
Arcane Blast
Spell Main Element:
Arcane
Spell Sub Elements:
Varied
Affinity Strength:
4
Function:
An advanced form of Arcane Shot, created by The Marksman. Here, the castor coats four rounds in arcane energy, letting the castor fire off up to four different elements, each exploding on contact. This could be a multitude of different elements, and all can do a different thing with each blast. This removes the bullet's actual damage, replacing it with a round made of said element.
Element:
Fire: Fire Explosion
Water: Coats what is in the blast radius in ice
Lightning: Stuns those in the blast radius
Light: Fires a blast of light, flashing those in the blast radius and can blind who the round originally connects with
Wind: Knocks down enemies hit in the blast.
Sound: Leaves those in the blast radius with ringing ears, and can temporarily incapacitate
Shadow:Leaves a blast of smoke-like shadow, acting as a smoke screen
Life: Heals what was hit directly with the bullet, with an affinity of 1 (affinity of 4 if all four shots are used)
If the castor does not have the element they use as their primary, secondary, or tertiary element, the mana cost is doubled (2 mana per shot normally, 4 if element they don't know)
Availability: Only can be taught by The Marksman. Firearms only
Spell Name:
Hyper Focus
Spell Main Element:
War
Spell Sub Elements:
N/A
Affinity Strength:
3
Function:
This hypes up what the castor can see and hear, letting them react accordingly in a short duration. This does not increase their movement capabilities, but does increase their reaction time immensely.
Availability: Open
Spell Name: Mana Leech
Spell Main Element: Arcane
Spell Sub Elements: Chaos
Affinity Strength: 5
Function: The caster tags their target at a close range, grabbing onto their mana stored in the body and ripping a chunk to replenish themselves. Stronger arcane mages are capable of taking larger amounts of mana per strike. If the mage’s mana is already full, it will not add over their cap.
Affinity - Mana taken (points)
5 - 10
6 - 20
7 - 30
8 - 40
9 - 50
10 - 60
Availability: Open
Spell Name: Frenzy
Spell Main Element: Chaos
Spell Sub Element(s): N/A
Affinity: 1
Function: Sends out a wave of energy, affecting those in the range with a wave of hysteria. Those who don't have a good mental state are put into a frenzy. Depending on how they react to situations, they can have a varying amount of effects, from becoming panicked to even fighting anyone in swinging distance. Close to Medium Range, duration and range effected by affinity. Drains mana each turn on those Frenzied (2 mana each round)
Availability: Open
Spell Name: Mind Warp
Spell Main Element: Chaos
Spell Sub Element(s): Arcane
Affinity: 4
Function: The castor directly touches a target, flooding the person's systems with chaos magic. This causes the person hit to hallucinate, seeing things that would directly mess with a person's mental state. If the target notices that the hallucinations are in fact illusions, the affect starts to fade. The higher the affinity, the longer the duration and the type of illusion that would affect them
Affinity:
4: Shadows, movement, simple illusions
7: Hallucinations directly affected by their mental state
10: Vivid Hallucinations
There is a drain per round until the target notices it's an illusion or until the castor ends the spell (5 per round)
Availability: Open