Spell Concepts: Ty
Nov 30, 2019 22:37:31 GMT -8
Post by Sparky on Nov 30, 2019 22:37:31 GMT -8
Spell name: Slam
Spell Main Element: War
-Spell Sub Elements: N/a
Affinity Strength: 2
Function: Boosts the caster's innate strength, giving them the ability to deal one devastating attack. After using the Slam, however, this weakens the caster's attacks for a short amount of time, the time increasing on consecutive uses. The stronger the attack is, the more the caster is weakened.
Availability: Open
Spell name: Riot Stopper
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 6
Function: Tyler stomps the ground, shaking it and putting everyone in a 7m radius off balance. This move has absolutely no accuracy, and if not careful, innocent people could potentially get hurt, furthermore, if someone jumps at the right time they can avoid the move altogether.
Availability: Open
Spell name: Gatling Blows
Spell Main Element: War
Affinity Strength: 5
Function: Caster unleashes a flurry of heavy blows in blindingly quick succession. Due to the speed and (relative) inaccuracy of strikes, they can be hard to track or block. However, these strikes put an immense strain on the caster's arms, and can even lead to them becoming temporarily useless
Availability: Open
Spell name: Demon Bat [Demon Weapon]
Spell Main Element: War (Spellblading)
-Spell Sub Elements:
Affinity Strength: 8
Function: Wielder overcharges mana through their weapon, altering it's function while in their hands. It's durability becomes far stronger, making it nearly impossible to break. The amount of mana shifts and causes the weapon to feel lighter and easier to wield. At the same time, using the raw and violent potential of the war element, the weapons damage is also enhanced, giving even the simplest of clubs pure destructive power. The weapon drains mana heavily overtime, weakening the wielder the longer it's active. After it wears off, the wielder is left momentarily weakened, leaving them exhausted and unable to move for a time. Their muscles are left battered and worn, making movement, evasion, or counters extremely difficult. The ability can be deactivated early on, but mild to severe fatigue symptoms will still be present.
Availability: Open
Spell name: I am Become Death
Spell Main Element: War
Affinity Strength: 9
Function: The castor infuses their entire body with mana, launching themselves high into the air, before forcefully slamming themselves into the ground. This releases all the overcharged mana, creating a large explosion around them, dealing extremely powerful damage to everything in the radius. This is an extremely powerful spell, and the downside can completely destroy the castor's body if used incorrectly. Not only does this weaken their body immensely, but their body also can be wounded as they slam into the ground, even more so if they land incorrectly.
Availability: Private (Taught by Ty)
Spell Main Element: War
-Spell Sub Elements: N/a
Affinity Strength: 2
Function: Boosts the caster's innate strength, giving them the ability to deal one devastating attack. After using the Slam, however, this weakens the caster's attacks for a short amount of time, the time increasing on consecutive uses. The stronger the attack is, the more the caster is weakened.
Availability: Open
Spell name: Riot Stopper
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 6
Function: Tyler stomps the ground, shaking it and putting everyone in a 7m radius off balance. This move has absolutely no accuracy, and if not careful, innocent people could potentially get hurt, furthermore, if someone jumps at the right time they can avoid the move altogether.
Availability: Open
Spell name: Gatling Blows
Spell Main Element: War
Affinity Strength: 5
Function: Caster unleashes a flurry of heavy blows in blindingly quick succession. Due to the speed and (relative) inaccuracy of strikes, they can be hard to track or block. However, these strikes put an immense strain on the caster's arms, and can even lead to them becoming temporarily useless
Availability: Open
Spell name: Demon Bat [Demon Weapon]
Spell Main Element: War (Spellblading)
-Spell Sub Elements:
Affinity Strength: 8
Function: Wielder overcharges mana through their weapon, altering it's function while in their hands. It's durability becomes far stronger, making it nearly impossible to break. The amount of mana shifts and causes the weapon to feel lighter and easier to wield. At the same time, using the raw and violent potential of the war element, the weapons damage is also enhanced, giving even the simplest of clubs pure destructive power. The weapon drains mana heavily overtime, weakening the wielder the longer it's active. After it wears off, the wielder is left momentarily weakened, leaving them exhausted and unable to move for a time. Their muscles are left battered and worn, making movement, evasion, or counters extremely difficult. The ability can be deactivated early on, but mild to severe fatigue symptoms will still be present.
Availability: Open
Spell name: I am Become Death
Spell Main Element: War
Affinity Strength: 9
Function: The castor infuses their entire body with mana, launching themselves high into the air, before forcefully slamming themselves into the ground. This releases all the overcharged mana, creating a large explosion around them, dealing extremely powerful damage to everything in the radius. This is an extremely powerful spell, and the downside can completely destroy the castor's body if used incorrectly. Not only does this weaken their body immensely, but their body also can be wounded as they slam into the ground, even more so if they land incorrectly.
Availability: Private (Taught by Ty)