Alec Inkbound spellbook
Oct 7, 2019 13:41:57 GMT -8
Post by Sparky on Oct 7, 2019 13:41:57 GMT -8
Character Name: Alec Kriegwulfe
Elements: War, Water
Elemental Affinity:
War: 9
Water: 7
Spell name: [Passive] Cooled Vessel
Spell Main Element: Water
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive for water mages, more pronounced in those who wield ice, their bodies are much colder than average. They have an extreme tolerance to extremely cold weather, allowing them to move freely in the deepest amounts of snow and the most violent of blizzards. They are immune to cold-inflicted damages and have a much higher tolerance to heat based attacks, taking longer to burn their flesh. The ability can be amplified at a cost of 5 mana per round (after all parties have posted and it is the mage’s turn again), increasing its range and strength.
Availability: Open
Spell name: Prey Sense
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 2
Function: The caster heightens their senses like a predator, allowing them to seek out their target and hunt them down efficiently. The stronger the affinity, the further away they can sense their target, increasing by 4 meters per affinity level.
Availability: Open
Spell name: Cryo-manipulation
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 4 (1 if starting with ice instead of water, 7 if this is your tertiary element)
Function: This is the main ability to control and manipulate liquids in their frozen state. Cryomages are capable of changing the physical appearance of ice, altering the shape to something best suited for the situation like icicles for attacking or a dense cloud of particulate snowflakes for hiding.
Availability: Open
Spell name: Elemental Familiar [Ice Wolf]
Spell Main Element: Arcane
-Spell Sub Elements: Varied [Water/Ice]
Affinity Strength: 7
Function: An advanced form of arcane magic, the user can create a familiar of their respective element to fight alongside them. The forms can vary from that of animalistic creatures to a person. They have similar elemental capabilities as golems, just not as strong as they appear as a 'lesser creature'.
Spell name: Speed Enhance
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 4
Function: The caster enhances their speed, being able to move faster and strike faster. When this effect fades, their body becomes fatigued. The higher the enhancement of the speed, the shorter duration in which it's boosted, along with a larger physical drain as such. Can only be applied to caster.
Availability: Open
Spell name: Wolf Avalanche
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 7
Function: Caster may expend magic to create a tidal wave of ice and snow, a howling wind accompanying it and the billowing plumes form into what looks like a pack of giant wolves, rushing towards the target at an exceptional rate. Mana drains continuously, draining 10 per round this spell is kept active. Fire mages may try to combat the rushing snow with fire magic of equal affinity on their own, or if accompanied by several other fire mages. Those with little to no resistance against cold might become frozen or have slowed movement.
Availability: Alec Variant Only [See Avalanche]
Elements: War, Water
Elemental Affinity:
War: 9
Water: 7
Spell name: [Passive] Cooled Vessel
Spell Main Element: Water
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive for water mages, more pronounced in those who wield ice, their bodies are much colder than average. They have an extreme tolerance to extremely cold weather, allowing them to move freely in the deepest amounts of snow and the most violent of blizzards. They are immune to cold-inflicted damages and have a much higher tolerance to heat based attacks, taking longer to burn their flesh. The ability can be amplified at a cost of 5 mana per round (after all parties have posted and it is the mage’s turn again), increasing its range and strength.
Availability: Open
Spell name: Prey Sense
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 2
Function: The caster heightens their senses like a predator, allowing them to seek out their target and hunt them down efficiently. The stronger the affinity, the further away they can sense their target, increasing by 4 meters per affinity level.
Availability: Open
Spell name: Cryo-manipulation
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 4 (1 if starting with ice instead of water, 7 if this is your tertiary element)
Function: This is the main ability to control and manipulate liquids in their frozen state. Cryomages are capable of changing the physical appearance of ice, altering the shape to something best suited for the situation like icicles for attacking or a dense cloud of particulate snowflakes for hiding.
Availability: Open
Spell name: Elemental Familiar [Ice Wolf]
Spell Main Element: Arcane
-Spell Sub Elements: Varied [Water/Ice]
Affinity Strength: 7
Function: An advanced form of arcane magic, the user can create a familiar of their respective element to fight alongside them. The forms can vary from that of animalistic creatures to a person. They have similar elemental capabilities as golems, just not as strong as they appear as a 'lesser creature'.
Familiars and Abilities
ARCANA: Increased sentience and intelligence
BLOOD: Instill fear through the scent of blood
DARKNESS: Accompanied shadow travel, shadow trapping
EARTH: Blending of surroundings, burrowing
FIRE: Flame and magma production, temperature increase
FLORA: Minute floramancy, able to wither or flourish local flora
LIGHT: Light generation, explosive capabilities
LIGHTNING: Increased speed, explosive capabilities
METAL: Magnetism/Conductivity
NECRO: Agglomerative formations
WATER: Melting into a puddle to remain hidden
-ICE: Frost generation and temperature dropping
WIND: Gathering of small objects
WAR: Temporal Combat Aide
Availability: OpenBLOOD: Instill fear through the scent of blood
DARKNESS: Accompanied shadow travel, shadow trapping
EARTH: Blending of surroundings, burrowing
FIRE: Flame and magma production, temperature increase
FLORA: Minute floramancy, able to wither or flourish local flora
LIGHT: Light generation, explosive capabilities
LIGHTNING: Increased speed, explosive capabilities
METAL: Magnetism/Conductivity
NECRO: Agglomerative formations
WATER: Melting into a puddle to remain hidden
-ICE: Frost generation and temperature dropping
WIND: Gathering of small objects
WAR: Temporal Combat Aide
Spell name: Speed Enhance
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 4
Function: The caster enhances their speed, being able to move faster and strike faster. When this effect fades, their body becomes fatigued. The higher the enhancement of the speed, the shorter duration in which it's boosted, along with a larger physical drain as such. Can only be applied to caster.
Availability: Open
Spell name: Wolf Avalanche
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 7
Function: Caster may expend magic to create a tidal wave of ice and snow, a howling wind accompanying it and the billowing plumes form into what looks like a pack of giant wolves, rushing towards the target at an exceptional rate. Mana drains continuously, draining 10 per round this spell is kept active. Fire mages may try to combat the rushing snow with fire magic of equal affinity on their own, or if accompanied by several other fire mages. Those with little to no resistance against cold might become frozen or have slowed movement.
Availability: Alec Variant Only [See Avalanche]