Name: Rune Tap
Element: Arcane
Ability: This spell allows the user to mark someone with a rune. The rune is revealed one turn after the mark. If the user chooses to mark themselves, they may utilize two runes at a time instead of just one, but applying the same rune would become for aesthetic. The effect would not be doubled.
Limits: The user must make physical contact with a surface to leave a rune. The rune takes one turn to appear and become useable. This rune may remain passively for three turns, but if damaged, it is consumed and a new rune must be applied. The user may only cast this spell once per turn.
Range: Touch
Link to purchase: Starter
Name: Rune Magic - Uruz
Element: Light
Ability: Utilizing the element of light, the user activates a placed rune into Uruz. This is the rune of strength. The affected user has their strength buffed in a 3-1 ratio spellpower -> statbuffed, for example if the spellpower is 3, the stat is buffed one point.
Limits: If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts two turns and the cooldown of the spell itself is four turns.
Range: The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune Magic - Algiz
Element: Light
Ability: This rune is utilized to create a shield immediately around a person's body. It will last two turns, or until broken. (Whichever comes first.)
Limits:The rune activation is instant, but it lasts two turns and the cooldown of the spell itself is four turns. The shield can be instantly broken by a caster with higher or equal spell power/strength. If they are even, the shield simply shatters and negates the attack as well, if there is damage difference, it is deferred, meaning the power becomes the difference between the attacker and allistor's spell power/ strength.
Range:The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune magic - Laguz
Element: Light
Ability: This ability allows the user to heal others. For minor wounds, it takes one turn of contact, for medium it takes three turns, and for heavy wounds it takes a total of five turns.
Limits:If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts according to wound and the cool down of the spell itself is double the time channeled, in example: if the user heals a major wound, five turns of direct contact with the injured is necessary, the cool down then becomes ten turns. The user must maintain physical contact to heal, though they can be mobile if necessary.
Range: Touch
Link to purchase: Starter
Name: Rune Magic - Ansuz
Element: Light
Ability: The user becomes capable of communicating with the target telepathically.
Limits:If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts two turns and the cooldown of the spell itself is four turns.
Range:The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune Magic - Dagaz
Element: Light
Ability: This creates the rune Dagaz breakthrough. This is an offensive rune that fires a ball of light projectile at an enemy, that on impact deals blunt damage and pushes the opponent back. This ball is approximately one foot in diameter and how fast it can be is determined by the user's own magic power. The push back is 10 meters for a solid hit; however, even grazes can cause an individual to be knocked off balance due to the pushing power of the spell.
Limits: The ball can't grow any larger. The spell itself, due to it's nature of being a quick offense than more of a powerful attack, caps out at 4 Spell Power, regardless of the user's spell power. The spell itself flys at five meters per second per point invested in magic power, I.E if the user's spell power was 10, then the spell would fly at fifty meters per second.
Range: The max range this spell can reach is determined by spell power at five meters per point.
Link to purchase: Starter
Name: Rune Magic - Othala
Element: Light
Ability: Marking another person with this rune allows for Allistor to take all the damage they would have should they not be marked.
Limits:If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts three turns and the cool down of the spell itself is six turns. The rune would dissipate should Allistor be knocked unconscious or die. In order to mark a person with this rune, Allistor must have met them and developed some sort of relationship with them. (I.E 1-2 social threads with the character is a necessity before he can mark them with this rune.) It can't be used on himself.
Range:The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune Magic - Raidho
Element: Light
Ability: Marking someone with this rune allows Allistor to immediately close distance as long as the person is within a twenty meter range.
Limits: This rune can be removed via damage to the symbol itself. It is consumed upon use. The cooldown for this rune, even though the cast is instant is four turns.
Range:The marked individual must be within 20 meters to activate the rune.
Link to purchase: Starter
Element: Arcane
Ability: This spell allows the user to mark someone with a rune. The rune is revealed one turn after the mark. If the user chooses to mark themselves, they may utilize two runes at a time instead of just one, but applying the same rune would become for aesthetic. The effect would not be doubled.
Limits: The user must make physical contact with a surface to leave a rune. The rune takes one turn to appear and become useable. This rune may remain passively for three turns, but if damaged, it is consumed and a new rune must be applied. The user may only cast this spell once per turn.
Range: Touch
Link to purchase: Starter
Name: Rune Magic - Uruz
Element: Light
Ability: Utilizing the element of light, the user activates a placed rune into Uruz. This is the rune of strength. The affected user has their strength buffed in a 3-1 ratio spellpower -> statbuffed, for example if the spellpower is 3, the stat is buffed one point.
Limits: If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts two turns and the cooldown of the spell itself is four turns.
Range: The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune Magic - Algiz
Element: Light
Ability: This rune is utilized to create a shield immediately around a person's body. It will last two turns, or until broken. (Whichever comes first.)
Limits:The rune activation is instant, but it lasts two turns and the cooldown of the spell itself is four turns. The shield can be instantly broken by a caster with higher or equal spell power/strength. If they are even, the shield simply shatters and negates the attack as well, if there is damage difference, it is deferred, meaning the power becomes the difference between the attacker and allistor's spell power/ strength.
Range:The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune magic - Laguz
Element: Light
Ability: This ability allows the user to heal others. For minor wounds, it takes one turn of contact, for medium it takes three turns, and for heavy wounds it takes a total of five turns.
Limits:If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts according to wound and the cool down of the spell itself is double the time channeled, in example: if the user heals a major wound, five turns of direct contact with the injured is necessary, the cool down then becomes ten turns. The user must maintain physical contact to heal, though they can be mobile if necessary.
Range: Touch
Link to purchase: Starter
Name: Rune Magic - Ansuz
Element: Light
Ability: The user becomes capable of communicating with the target telepathically.
Limits:If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts two turns and the cooldown of the spell itself is four turns.
Range:The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune Magic - Dagaz
Element: Light
Ability: This creates the rune Dagaz breakthrough. This is an offensive rune that fires a ball of light projectile at an enemy, that on impact deals blunt damage and pushes the opponent back. This ball is approximately one foot in diameter and how fast it can be is determined by the user's own magic power. The push back is 10 meters for a solid hit; however, even grazes can cause an individual to be knocked off balance due to the pushing power of the spell.
Limits: The ball can't grow any larger. The spell itself, due to it's nature of being a quick offense than more of a powerful attack, caps out at 4 Spell Power, regardless of the user's spell power. The spell itself flys at five meters per second per point invested in magic power, I.E if the user's spell power was 10, then the spell would fly at fifty meters per second.
Range: The max range this spell can reach is determined by spell power at five meters per point.
Link to purchase: Starter
Name: Rune Magic - Othala
Element: Light
Ability: Marking another person with this rune allows for Allistor to take all the damage they would have should they not be marked.
Limits:If the rune is damaged, it is deactivated. The rune activation is instant, but it lasts three turns and the cool down of the spell itself is six turns. The rune would dissipate should Allistor be knocked unconscious or die. In order to mark a person with this rune, Allistor must have met them and developed some sort of relationship with them. (I.E 1-2 social threads with the character is a necessity before he can mark them with this rune.) It can't be used on himself.
Range:The marked individual must be within 20 meters to activate the rune, but once activated it is irrelevant.
Link to purchase: Starter
Name: Rune Magic - Raidho
Element: Light
Ability: Marking someone with this rune allows Allistor to immediately close distance as long as the person is within a twenty meter range.
Limits: This rune can be removed via damage to the symbol itself. It is consumed upon use. The cooldown for this rune, even though the cast is instant is four turns.
Range:The marked individual must be within 20 meters to activate the rune.
Link to purchase: Starter
Last edited by Allistor Guardia on Mon Feb 20, 2017 9:20 am; edited 2 times in total
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