Post by Tenneth on Aug 8, 2011 18:44:06 GMT -5
Tenneth The Orb Caster
BATTLE STATISTICS AND INFORMATION
BATTLE STATISTICS AND INFORMATION
Total Fights: 0[/b]
Fights Won: 0
Fights Lost: 0
Level: 1
Weaponry
Tenneth uses Magical glass spheres that are made up of pure magic. They move around him mentally and he can throw them to realise the spell that is inside them. Unlike normal casters he must use these orbs to cast spells due to the fact he bends the elements into these spheres/orbs because this was the only way he was taught to use magic.
To the naked eye these look like basic spheres with the magic inside them. E.G. Thunder has a lighting bolt jumping around, wile fire glows bright with the appearance of a candle flame and Blizzard is a snowflake with the sphere looking very cold.
The Empty Sphere's
His magic item is his orbs. He stores magic inside them. He always carries six empty spheres so he can capture a spell inside them. This allows him to gain a spell he did not now only for that thread there is no cool down on when he can use this ability but he can only use it six times per thread but the stronger the spell the more orbs it uses, although he can take no other action that post due to the fact he has to concentrate on “Sealing” the spell for that post. For example if someone casts Firaga he must use up three orbs as that is the “Third” level spell Although he cannot absorb any spell that costs more than 45 LP.
Cancel Magic
Acctive-This allows Tenneth to cancel out any spell that has been cast at/against him. Although he must use a spell that is the opposite to that spell. For example if someone casts Thunder he must cast quake and visa versa although the spell must be of equal level. This has a cool down of four posts although it also takes a whole post to use.
Create Magic
LOCKED!
Passive- This allows Tenneth to see magic in its true form while in combat, although he can do this out of combat it requires a lot of concentration.
Passive- If there is a antral element of the spell he is about to cast this increases the spell damage 10%-50% depending on the amount that is near him. Depending on the size depends on the cool down and depends on if he can cast a spell during his next post. Although he cannot use this source if he created it. IT must be of a natural source or from the enemy’s magic due to fact its easier to bend something already there than if he created it him self.
10% very small source-Can casts spells next turn-four post cool down
20% small source-Can cast spells next turn-five post cool down
30%medium source-can cast one spell next turn-six post cool down
40% large source-cannot cast a spell next turn but can still use his magical item-seven post cool down
50% Very large source-Cannot do anything for a post but watch what happens - Eight post cool down
Examples of sources;
10%= Candle Flame
20%= Camp Fire
30%= Three Camp fires
40%= A Bonfire
50%= A Forest Fire