Post by oCoffee on May 31, 2017 8:59:05 GMT
"Empty the mind.. And embrace the world around you."
Earth Manipulation
Spells
Earth Manipulation is the ability to manipulate solid earth like qualities, despite covered by moss rain or snow if the qualities of earth or rock is within such it can be manipulated to an Extent. Basic Abilities:
Flame Manipulation
Spells
Flame Manipulation is the ability to manipulate a flame source. Note that casters cannot just instantly create a flame big enough to begin casting great depths. The most flame users can do is emit sparks to alight such on fire with a snap of their fingers or a sliding of their hands, which will be determined by a d20 if a flame is set slight or not. Flame users are NOT immune to flame or such.
Basic Abilities:
Red Lines.
The caster should be aware that they are not immune to flame. If the caster is casting too much, the pain of being burned will come into effect and can be severe based on a roll of (d4 for degrees.). The caster cannot simply continue shooting flames around their palm, they must be realistic with their effects and their casting.
Level System [Enzo]
Earth Manipulation
Spells
Earth Manipulation is the ability to manipulate solid earth like qualities, despite covered by moss rain or snow if the qualities of earth or rock is within such it can be manipulated to an Extent. Basic Abilities:
- Earth Wall: A two post cast time, first post the caster will consist of stomping their feet upon the ground. Barely rising the stone front of the caster half a MC Block, ( 2 ft roughly). Second post, consists of the caster placing his fists within the 2 ft of rock and tossing it upwards. The rock under such followed as it rises to nine ft (Three MC Blocks up, And three Mc Blocks wide front of them.) The strength of said rock would be equivalent to a thickness of 3ft due to the limitation of the casters ability.
- Passive Control of Earth: Such as pebbles, rocks, sand, dust, ECT of Earth like qualities. The caster with this passive ability cannot shoot a bullet speed of the pebble. Such is determined by Roll and strength of the character. Weight is important, for if the caster lifts double his weight of stone he can break at his arms for the arms is the main source of bending for the caster. Due note, with proper posting and time you can manipulate earth in shaping it as such a giant bowl to gather water. The caster must do such REALISTICALLY, this means no making a unicorn out of casting and calling such art unless one in mind is devoted into craftsmanship and devotes their abilities into creating such. Sink holes ECT would take MULTIPLE Posts and concentration.
- Projectiles: Always a two post cast, first post leaving the caster open. To launch a boulder the weight of such must and cannot be beyond the weight of the user, the speed of the launch will be dependent on the roll yet the weight can always be determined by the caster. The first post must consist of a stomp or punch to manipulate a portion of earth, the next post will be of using a body part to launch at the piece of earth to said target. Speed of the launch is determined by a roll (d100) which represents the MPH of the projectile yet the damage remains a neutral damage as the weight for such. Adept users of this spell (Those who practice with proper proof) can eventually roll a d50, to have a base speed of 50MPH and have the addition of the roll to a time of need.
- Earth Pillars: A single post but can never be used as a OFFENSIVE SPELL. The Caster can make pillars under them for they are aware of their position on ground. The pillar is used to launch the caster into the direction of choice in a REALISTIC manner. This means the caster can't launch themselves 100ft above the ground and land without breaking every bone of their body. The caster must be aware of the height used to do such in a Roleplaying Stand point (In this case, Each block = 3 ft for better reference.)
- Earth Spikes: Two post cast. First post will be channeling the energy and shaping the rock, the second post would be launching it at (Stabbing speed) to said target. Note, The Caster cannot create a spike larger then 6ft without proper channeling. If one wishes to commit to an earth trap of multiple spikes, the post must be extended realistically. EXAMPLE: If an event monster is stuck within a hole, it will take the user FIVE POSTS to summon multiple spikes to insert upon the event monster and so on. The caster must be trusted to properly balance the spell. NOTE: Earth spikes CAN NOT Pierce armor.
Red Lines.
Caster cannot freely cast so much without draw backs, the manipulation of earth is equivalent of lifting weights. If character is not practiced muscles will grow sore and if pushed to limit, bones may break or shatter (Can be determined by roll) I am rather STRICT on fair grounds, As wishing to be a TEACHER of earth I specified Caster instead of Leonce for such can be taught and learned by many who embrace the element. If the character lacks energy the spell cannot be casted, the trusted character must be aware of using such abilities. The caster can NOT create earth, but merely shape and move it.
Flame Manipulation
Spells
Flame Manipulation is the ability to manipulate a flame source. Note that casters cannot just instantly create a flame big enough to begin casting great depths. The most flame users can do is emit sparks to alight such on fire with a snap of their fingers or a sliding of their hands, which will be determined by a d20 if a flame is set slight or not. Flame users are NOT immune to flame or such.
Basic Abilities:
- Projectile: This post similar to the projectile launch of Earth but with an extra post. This takes three posts for the user. The first post manipulating the flame, not seen by the common eye. The second post, is once the flame is manipulated it will seep into the users hand in depth of of the user's ability. Third post would finally be the release. In matters of battle, the caster must be realistic with their strikes and so on. The Projectiles can vary from Waves (Maximum of 9 ft, 3 blocks) to Balls.
- Heater: The user can manipulate the temperature of their body. With a constant form of concentration within the spell, the user can manipulate the temperature to a warmer stature. Such is useful on expeditions in Northern distances to heat at the body. Note: The caster cannot use this on anyone else but themselves for it can be dangerous and effect them.
- Torch: Two post cast. The user can manipulate a flame within the palm of their hand. The user can bare the flame upon their hand with no problem for [Insert actions posts here determined on training] and can use such as a form of light. If used for more then said posts, the flame would cause pain to the user as if they were actually holding fire.
Red Lines.
The caster should be aware that they are not immune to flame. If the caster is casting too much, the pain of being burned will come into effect and can be severe based on a roll of (d4 for degrees.). The caster cannot simply continue shooting flames around their palm, they must be realistic with their effects and their casting.
Level System [Enzo]
Earth Wall: Novice.
Two post cast time, Enzo can only summon a pillar like wall in front of them only three feet wide, six feet tall, and three feet thick. (Two MC Blocks directly in front Leone is trying to cast, may only be two blocks high upon one block space. Height 6ft Width 3 ft.
Passive Control Of Earth: Novice
Enzo can only carry up to ten pounds of Earth freely. He can only manipulate stone of weak stature to shape bowls, pointy things, cups, and others of small objects. Whilst shooting out a pebble or small grain of earth such as sharpened spikes or whatnot (Which may require two posts to shape if multiple pieces of stone) The strength of the shot would be equivalent of a human throwing a rock at someone.
Earth Projectiles: Novice
Two post cast, The rock would be weight of twenty pounds. This rock piece not being carried freely but being launched, the weight doubled from passive control. A d20 would be rolled to determine the speed the rock is being launched at. (Each number determines MPH.
Earth Pillars: Novice
One post movement, This can be used to Launch Enzo merely double his jump height. Simple.
Earth Spikes: Novice
Two post cast. A 3 ft spike would be summoned at stabbing speed. Height of such is low due to basic level.
Flame Projectiles: Novice
Three post spell, the size of flame that can be manipulated is of size of a baseball. Enzo can merely toss the flame at speed of throwing such. Most likely will base sorts on a roll.
Heater: Novice
Passive ability, Enzo must be completely still to activate said spell due to level.
Torch: Novice
The flame can be held for only five posts before the burning sensation kicks in. If wish to use is as a form of way to harm someone, it will lower the posts by two due to offensive action.
Two post cast time, Enzo can only summon a pillar like wall in front of them only three feet wide, six feet tall, and three feet thick. (Two MC Blocks directly in front Leone is trying to cast, may only be two blocks high upon one block space. Height 6ft Width 3 ft.
Passive Control Of Earth: Novice
Enzo can only carry up to ten pounds of Earth freely. He can only manipulate stone of weak stature to shape bowls, pointy things, cups, and others of small objects. Whilst shooting out a pebble or small grain of earth such as sharpened spikes or whatnot (Which may require two posts to shape if multiple pieces of stone) The strength of the shot would be equivalent of a human throwing a rock at someone.
Earth Projectiles: Novice
Two post cast, The rock would be weight of twenty pounds. This rock piece not being carried freely but being launched, the weight doubled from passive control. A d20 would be rolled to determine the speed the rock is being launched at. (Each number determines MPH.
Earth Pillars: Novice
One post movement, This can be used to Launch Enzo merely double his jump height. Simple.
Earth Spikes: Novice
Two post cast. A 3 ft spike would be summoned at stabbing speed. Height of such is low due to basic level.
Flame Projectiles: Novice
Three post spell, the size of flame that can be manipulated is of size of a baseball. Enzo can merely toss the flame at speed of throwing such. Most likely will base sorts on a roll.
Heater: Novice
Passive ability, Enzo must be completely still to activate said spell due to level.
Torch: Novice
The flame can be held for only five posts before the burning sensation kicks in. If wish to use is as a form of way to harm someone, it will lower the posts by two due to offensive action.