Post by Scorchys on May 1, 2022 21:24:55 GMT -5
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[b]Description:[/b]
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Name: Mana Missile
Rank: 1
Parent Skill: Destruction
Element: Force
Cost: 2 Mp
Drawbacks: N/A
Description: The absolute basic form of magic formation most magic users learns on their own before seeking professional lessons. The user funnels their mana into a single spot, condensing and building upon it causing a formation of raw magic and force. The user then slingshots it at an enemy to inflict raw harm upon the target.
Effects: Deals rank+1d2 damage (-2; Damage)
Name: Mana Burn
Rank: 1
Parent Skill: Destruction
Element: Force
Cost: 2 Mp
Drawbacks: x3 a battle, +2TP (-1TP due to max)
Description: The first lesson of manipulating the basics, mana burn is a twisted formation of a mana missile that sacrifices raw damage for a lasting impression. The user funnels their mana into a single spot, condensing and building upon it causing a formation of raw magic and force, but unlike mana missile, does not focus as much on stability letting the magic go wild. The user then slingshots it at an enemy to inflict raw harm upon the target. The impact has less potential but renders the wound harder to heal
Effects: Deals rank damage, 1d2 damage requires double healing (-4; Anti-heal)
Name: Mana Pierce
Rank: 1
Parent Skill: Destruction
Element: Force
Cost: 2 Mp
Drawbacks: N/A
Description: The second lesson of manipulating the basics, mana pierce is a much more condensed version of a mana missile that removes most of the damage potential in exchange for armor-piercing. The user funnels their mana into a single spot, condensing and building the force into the shape of a small needle-like projectile. They then unleash the small bolt at a target with protective armor or an exoskeleton to crack the shell and inflict harm under such.
Effects: Deals rank damage. Removes 1d2 Dr before damage is inflicted (-2; DR Pierce)
Name: Twin Mana Strike
Rank: 2
Parent Skill: Destruction
Element: Force
Cost: 5 Mp
Drawbacks: 1 round cooldown; +3TP | +1 Mp Cost; +1 TP
Description: The next major accomplishment novice mages teach themselves: “If I can do one, why not two?” The user takes what they learned upon accomplishing the mana missile and attempts to replicate those results with a single hand. If successful, they now have two different mana projectiles formed. Due to the advancement in skill, the damage potential of each individual missile is as strong as the original although the time it takes to form the projectiles is a little draining on the hands. Together, the missiles exceed the individual and cause more harm to the target.
Effects: Makes two attacks against a target (-6; extra attack). The first attack deals Rank+1 damage (-2; Damage per Hit). The second strike is two levels rank damage below+1
Name: Siphon Life
Rank: 2
Parent Skill: Destruction
Element: Force
Cost: 4 Mp
Drawbacks: x3 uses a fight; +3 TP
Description: Mana is within anything connected to the leylines. A common practice amongst beginner mages is extracting that energy to be used, eventually developing a commonplace style of magic that siphons life-force. The user channels a mote of mana and connects it to their own body. They then link it with a hostile gathering of force and launches it at the enemy. If the hostile magic causes harm, the resulting force is redirected back down through the tether and restores the user’s wounds by siphoning the enemy’s life force. Too much absorption of this nature however can disrupt one’s natural healing so its best to limit usage per encounter.
Effects: Deals Rank+1d3 damage (-3; Damage). Heal up to 1d4 health based on damage. (-4; Life-drain)
Name: Siphon Strength
Rank: 3
Parent Skill: Destruction
Element: Force
Cost: 8 Mp
Drawbacks: Non-damaging; +3 TP
Description: An advanced and indirect targeting of Siphon Magic, the user practices what they have learned in order to target something that is not pure energy, but rather the expending of energy. Learning how a person’s extraordinary strength and agility are inherently driven by Etherium on a supernatural level, the practitioner channels a mote of mana to an enemy in order to reduce the potential of the body. This mote siphons off a person's raw physical power, rendering their insurmountable bulk less effective in combat.
Effects: Deals no damage. Reduces a target’s Strength rolls by 1d5 (-5; 10TP Strength ½ debuff) for 1d4+1 rounds (-8; Duration)
Name: Spontaneous Flames
Rank: 3
Parent Skill: Destruction
Element: Heat
Cost: 8 Mp
Drawbacks: 1 round cooldown; +3 TP
Description: The difficulty in transferring pure magic into elemental forms is typically left up to a professional teacher or those with special inclined gifts. These forms of techniques are often passed down and inventors of said spells are known throughout history; their very names are etched into the spell’s name. There is, however, more ‘basic’ spells and abilities that most mages have obtained through experimentation and Spontaneous Flames is one of them. The user learns to manipulate their mana in order to capture and emulate the feel of heat in a large area around them. Through the inevitable burst of energy after holding this power in for so long, the world around the caster is spontaneously combusted into flame for a short time, burning friend and foe alike indiscriminately. Coincidentally, this is also when most mages seek further training from professionals, so they don’t hurt any friends again.
Effects: Deals Rank + 1d7 Heat Damage in a True AoE, ignoring the user. (-6; True AoE, -7; Damage)
Name: Isaac’s Mana Missile Storm
Rank: 4
Parent Skill: Destruction
Element: Force
Cost: 12 Mp
Drawbacks: 1 round Cooldown; +3 TP | x3 a fight; +3TP
Description: Isaac was a mage in the past that perfected the Mana missile’s most famous practical use form; a surge of missiles all formed at the same time to overwhelm a group of hunters or pursuers. Since his usage, his name has gone down in history etched into the magic technique he had created. Many mages consider it a hallmark of becoming a powerful Etherium-touched by successfully learning this technique. The user mentally creates each Mana missile individually and stores them in their fingertips. Mentally marking each target, the user unleashes multiple bolts of energy at each person in a storm of magical fury. It’s a fearsome sight to behold and one that takes a little time to recast due to all the mental gymnastics of planning the spell out.
Effects: Attack up to 3 targets (-6; extra targets) with two attacks (-6; extra attack), each dealing Rank + 1d5 damage (-10; Damage per Hit)
Name: Ruination Ray
Rank: 5
Parent Skill: Destruction
Element: Negative
Cost: 25 Mp
Drawbacks: 1 round Tree Cooldown; +5 TP, +5 Mana cost; +5TP
Description: Most mages who reach timeless status of power go down in history as either a savior or a force of destruction depending upon who you speak to. The first sign of a magic user entering the realm of myth is often the discovery and creation of a spell like or identical to the Ruination Ray. Quite simply put, it is a single thin ray of pure mana focused so hard into a single space that nothing else can exist in its position. It is an example of how a something so complex yet simple in appearance can cause utter devastation to the world around; a reason why so many fear magic. The user, whether through deliberate or experimented action, focuses as much of their mana as they can into a single spot on the palm of their hand. This internally burns the production of mana, making it impossible to cast spells for the next few moments and heavily drains their own potential. When the user cannot hold this force anymore and the mana is narrowed to a single dot of concentration, the force is unleashed in a straight, thin line at a target. Any individual caught in its path that is unable to redirect its flow is instantly vaporized into ash or left with a missing chunk of their body where flesh once stood.
Effects: Deals Rank+2d8+1d7 Negative damage (-23; Damage) to a target with a +3 to the technique’s attack roll (-12; Negative Element Attack Buff Flat Cost)