Summer's Spellscrolls
Oct 12, 2021 9:44:40 GMT -8
Post by Summer S. Invictus on Oct 12, 2021 9:44:40 GMT -8
Character Name: Summer Sol Invictus
Elements: War, Arcane, Earth
Elements: War, Arcane, Earth
Elemental Affinity: 9, 3, 3
Passive:
Spell name: Iron Resolve
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 1
Function: Regardless of how a fight is going a War Mage fights until the end and gets all the stronger for their resolve and determination. When at or under 50% of their total HP, their attack and speed are heightened due to the adrenaline. Both of these stats are even further enhanced when operating at or under 15% of their total HP as they begin to fight like a cornered animal, inflicting wounds far greater than they should normally be able to cause.
Availability: Requires War as Primary Affinity
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 1
Function: Regardless of how a fight is going a War Mage fights until the end and gets all the stronger for their resolve and determination. When at or under 50% of their total HP, their attack and speed are heightened due to the adrenaline. Both of these stats are even further enhanced when operating at or under 15% of their total HP as they begin to fight like a cornered animal, inflicting wounds far greater than they should normally be able to cause.
Availability: Requires War as Primary Affinity
Spells:
Spell name: Bewitched Arts: Black Moon's Eye
Spell Main Element: War[Cursed]
-Spell Sub Elements: Arcane
Affinity Strength: 5
Function: This spell takes the form of a series of tattoos around Summer's right eye, four Golden points at the cardinal directions and then jagged black lines connecting them all together. With the tattoo complete, this alters Summer's eye entirely causing it to take on a primarily black colour with a metallic golden iris. This spell is constantly active after being learned and can only be switched off by keeping the eye covered. While the eye is uncovered, it causes a constant mana drain every round dependent on Summer's affinity and every so many rounds based on her affinity it also drains 2 HP. The eye while uncovered is capable of seeing mana and life signs and at a glance can tell a person's primary affinity and how strong they are in it with subsequent rounds of intense study, meaning looking at nothing else, notifying Summer of another affinity the character possesses each round.
Affinity - Mana Drain per Round - Rounds before HP Drain
5 - 10 - 1
6 - 8 - 2
7 - 6 - 3
8 - 4 - 4
9 - 2 - 5
10 - 1 - 6
Availability: Summer Only unless taught by Summer herself
Spell name: Bewitched Arts: Black Sun's Blade
Spell Main Element: War[Cursed]
-Spell Sub Elements: Arcane
Affinity Strength: 7
Function: By drawing on the darker aspects of her magic, Summer infuses the War mana within her body with her life force and the cursed markings tattood around her wrists, appearing like jagged black and gold intercrossing lines, using this energy to wreath her arms or weapon in cursed power. This enchantment on her weapon causes her to lose both mana and hp every round based on her affinity, however each successful strike with the cursed weapon not only heals Summer for half of the damage dealt but also curses the wounds, requiring the curse to be banished with another spell otherwise the wounds cannot be healed by anything except Life or Light Magic of a higher affinity than Summer's own.
Affinity - Mana Drain per Round - HP Drain per Round
7 - 20 - 5
8 - 16 - 4
9 - 12 - 3
10 - 8 - 2
Availability: Summer Only unless taught by Summer herself
Spell name: A Scythe Through Wheat
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 2
Function: The second strike taught by the Shinkoku School is about how to break through unguarded flesh. This time the focus is on spreading mana out across the length of the blade, allowing even the dullest of swords to draw blood. Dependent on the affinity of the user, upon landing a blow they are able to twist the blade and spread the mana, causing the wound to open further causing the victim to suffer an amount of bleeding damage each round until either healed or a full turn is spent applying pressure to the wound.
Affinity - Bleed Damage
2 - 1
4 - 2
6 - 3
8 - 4
10 - 5
Availability: Shinkoku School Members Only
Spell name: River Before The Stone
Spell Main Element: Arcane
-Spell Sub Elements: War
Affinity Strength: 3
Function: One of the most important Shinkoku lessons is about energy, the manipulation, focusing and redirection of it. This can be applied into a lot of important uses, however this spell is one of the most important and is used as a benchmark, if the Student can master this spell then they are allowed to begin taking on Rankers. This technique involves spreading mana through a limb or weapon and then dispersing it upon striking another spell to redirect the force of that spell away and deflect the magic away from them. The amount of mana required to spend is dependent on the affinity of the spell deflected, however if the spell is ever two affinity or greater than the user's highest affinity, their weapon shatters upon deflecting the spell, if using a limb the primary bone immediately breaks rendering the limb useless.
Affinity of Spell - Mana to Deflect
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
7 - 70
8 - 80
9 - 90
10 - 100
Spell name: Clouds Across a Clear Sky
Spell Main Element: Wind
-Spell Sub Elements: Arcane
Affinity Strength: 5
Function: Not every fight takes place on the ground and those who rise in the ranks of the Shinkoku School are taught naturally how to shape their mana and energy to let them dash and flit across the sky to avoid attacks and things that would send them flying. The number of steps the member is able to take in midair before landing is dependent on their affinity after which they must touch the ground in order to recast this spell and refresh the number of steps.
Affinity - Number of Steps
5 - 3
6 - 4
7 - 5
8 - 6
9 - 7
10 - 8
Availability: Must be a Shinkoku Ranker of Rank 40 or lower
Spell Main Element: War[Cursed]
-Spell Sub Elements: Arcane
Affinity Strength: 5
Function: This spell takes the form of a series of tattoos around Summer's right eye, four Golden points at the cardinal directions and then jagged black lines connecting them all together. With the tattoo complete, this alters Summer's eye entirely causing it to take on a primarily black colour with a metallic golden iris. This spell is constantly active after being learned and can only be switched off by keeping the eye covered. While the eye is uncovered, it causes a constant mana drain every round dependent on Summer's affinity and every so many rounds based on her affinity it also drains 2 HP. The eye while uncovered is capable of seeing mana and life signs and at a glance can tell a person's primary affinity and how strong they are in it with subsequent rounds of intense study, meaning looking at nothing else, notifying Summer of another affinity the character possesses each round.
Affinity - Mana Drain per Round - Rounds before HP Drain
5 - 10 - 1
6 - 8 - 2
7 - 6 - 3
8 - 4 - 4
9 - 2 - 5
10 - 1 - 6
Availability: Summer Only unless taught by Summer herself
Spell name: Bewitched Arts: Black Sun's Blade
Spell Main Element: War[Cursed]
-Spell Sub Elements: Arcane
Affinity Strength: 7
Function: By drawing on the darker aspects of her magic, Summer infuses the War mana within her body with her life force and the cursed markings tattood around her wrists, appearing like jagged black and gold intercrossing lines, using this energy to wreath her arms or weapon in cursed power. This enchantment on her weapon causes her to lose both mana and hp every round based on her affinity, however each successful strike with the cursed weapon not only heals Summer for half of the damage dealt but also curses the wounds, requiring the curse to be banished with another spell otherwise the wounds cannot be healed by anything except Life or Light Magic of a higher affinity than Summer's own.
Affinity - Mana Drain per Round - HP Drain per Round
7 - 20 - 5
8 - 16 - 4
9 - 12 - 3
10 - 8 - 2
Availability: Summer Only unless taught by Summer herself
Spell name: A Scythe Through Wheat
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 2
Function: The second strike taught by the Shinkoku School is about how to break through unguarded flesh. This time the focus is on spreading mana out across the length of the blade, allowing even the dullest of swords to draw blood. Dependent on the affinity of the user, upon landing a blow they are able to twist the blade and spread the mana, causing the wound to open further causing the victim to suffer an amount of bleeding damage each round until either healed or a full turn is spent applying pressure to the wound.
Affinity - Bleed Damage
2 - 1
4 - 2
6 - 3
8 - 4
10 - 5
Availability: Shinkoku School Members Only
Spell name: River Before The Stone
Spell Main Element: Arcane
-Spell Sub Elements: War
Affinity Strength: 3
Function: One of the most important Shinkoku lessons is about energy, the manipulation, focusing and redirection of it. This can be applied into a lot of important uses, however this spell is one of the most important and is used as a benchmark, if the Student can master this spell then they are allowed to begin taking on Rankers. This technique involves spreading mana through a limb or weapon and then dispersing it upon striking another spell to redirect the force of that spell away and deflect the magic away from them. The amount of mana required to spend is dependent on the affinity of the spell deflected, however if the spell is ever two affinity or greater than the user's highest affinity, their weapon shatters upon deflecting the spell, if using a limb the primary bone immediately breaks rendering the limb useless.
Affinity of Spell - Mana to Deflect
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
7 - 70
8 - 80
9 - 90
10 - 100
Spell name: Clouds Across a Clear Sky
Spell Main Element: Wind
-Spell Sub Elements: Arcane
Affinity Strength: 5
Function: Not every fight takes place on the ground and those who rise in the ranks of the Shinkoku School are taught naturally how to shape their mana and energy to let them dash and flit across the sky to avoid attacks and things that would send them flying. The number of steps the member is able to take in midair before landing is dependent on their affinity after which they must touch the ground in order to recast this spell and refresh the number of steps.
Affinity - Number of Steps
5 - 3
6 - 4
7 - 5
8 - 6
9 - 7
10 - 8
Availability: Must be a Shinkoku Ranker of Rank 40 or lower