Wander Inkbound Spellbook
Aug 3, 2020 20:06:51 GMT -8
Post by Sparky on Aug 3, 2020 20:06:51 GMT -8
Character Name: Wander Sunil
Elements: Water (Ice)
Elemental Affinity: 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: 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: Freeze
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 4
Function: The mage is capable of altering water's property from a liquid state to a solid. The difficulty in freezing a liquid is subject to its properties and may require a higher affinity for liquids and liquid-like substances such as plasmids and gels.
Availability: Open
Spell name: Windchill
Spell Main Element: Water
-Spell Sub Elements: Wind
Affinity Strength: 6
Function: A contrast to extreme heat is an extreme cold. The mage chills the air around them, and it can be sped up as the mage expends more mana into the spell. Mages capable of heating or cooling are as well as water mages are immune to the effects. Fire mages are immune if they can outlast the caster in question. At the maximal end of the spell, most targets would be asleep, and those woefully aware can only watch as their bodies crystallize under ice.
Posts Total - Cold Level - Mana to Increase Cold Level
5 - Misty Breath - 10
10 - Shivering - 20
15 - Violent Shivering - 40
20 - Pseudo-heat - 60
25 - Cold-induced Sleep - 100
50 - Frozen flesh
Availability: Open
Spell name: 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, rushing towards the target at an exceptional rate and carrying enough force to batter and crush any target unlucky enough to be caught in its path. 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: Open
Spell name: Elemental Cloaking
Spell Main Element: Arcane
-Spell Sub Elements: Variable (Ice)
Affinity Strength: 7
Function: Essentially a safer version of elemental flesh, the user coats themselves in the raw element they align with, changing their form to enhance their physical capabilities. Some elements obviously lean more towards offense than defense, while some may favor agility. However, the ability is fully manipulated by the caster, and as such they can take their own pick of how it acts and performs. Perhaps they want claws made of earth or lightning, or fists of ice, or maybe they'd lean towards a sturdy iron hide of steel, the form can be freely manipulated to suit the needs of the caster.
Availability: Open
Elements: Water (Ice)
Elemental Affinity: 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: 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: Freeze
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 4
Function: The mage is capable of altering water's property from a liquid state to a solid. The difficulty in freezing a liquid is subject to its properties and may require a higher affinity for liquids and liquid-like substances such as plasmids and gels.
Availability: Open
Spell name: Windchill
Spell Main Element: Water
-Spell Sub Elements: Wind
Affinity Strength: 6
Function: A contrast to extreme heat is an extreme cold. The mage chills the air around them, and it can be sped up as the mage expends more mana into the spell. Mages capable of heating or cooling are as well as water mages are immune to the effects. Fire mages are immune if they can outlast the caster in question. At the maximal end of the spell, most targets would be asleep, and those woefully aware can only watch as their bodies crystallize under ice.
Posts Total - Cold Level - Mana to Increase Cold Level
5 - Misty Breath - 10
10 - Shivering - 20
15 - Violent Shivering - 40
20 - Pseudo-heat - 60
25 - Cold-induced Sleep - 100
50 - Frozen flesh
Availability: Open
Spell name: 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, rushing towards the target at an exceptional rate and carrying enough force to batter and crush any target unlucky enough to be caught in its path. 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: Open
Spell name: Elemental Cloaking
Spell Main Element: Arcane
-Spell Sub Elements: Variable (Ice)
Affinity Strength: 7
Function: Essentially a safer version of elemental flesh, the user coats themselves in the raw element they align with, changing their form to enhance their physical capabilities. Some elements obviously lean more towards offense than defense, while some may favor agility. However, the ability is fully manipulated by the caster, and as such they can take their own pick of how it acts and performs. Perhaps they want claws made of earth or lightning, or fists of ice, or maybe they'd lean towards a sturdy iron hide of steel, the form can be freely manipulated to suit the needs of the caster.
Availability: Open