(L'atio and) Zinnia's Spells and Items
Oct 12, 2024 12:43:15 GMT -5
Post by (L'atio and) Zinnia on Oct 12, 2024 12:43:15 GMT -5
Skill Levels
Arcana: Earth Domain - Novice
Arcana: Space Domain - Novice
Martial: Unarmed - Novice
Spells/Skills (10/20)
Spells
Fire Bolt | Earth Domain Spell | By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something. -Deals fire damage- |
Create Food | Earth Domain Spell | This spell creates a small amount of natural food for consumption. You summon food such as fruit or vegetables in a location near you. This food is considered fresh and natural, will last as long as normal food and can be stored for later. |
Mold Earth | Earth Domain Spell | This spell allows the user to manipulate or shape a small amount of earth, changing its shape or position. This includes moving things like rocks or slabs of stone across the earth, or creating small holes or caverns in a hill. This spell does not cause damage and can only be used on pre existing earth, natural or magically. |
Stone Wall | Earth Domain Spell | You cause a large slab of stone to rise up out of the ground, creating a rectangular wall made of the earth. This wall remains where it was created and can be used to block ranged attacks or separate enemies, blocking off parts of the battle field. The wall can be returned to the earth by will or knocked down with enough force. This wall is ten feet in height and five feet in width. |
Pebble Shot | Earth Domain Spell | By holding out your hand, you can push forward a small amount of tiny rocks, stones and pebbles. These act like a small shot gun blast, firing these tiny stones from the palm of your hand with a small range. While they can not go far, the stones hit hard and cover a wide cone of range. -Deals earth damage- |
Force Wall | Space Domain Spell | You hold you hand outwards palm first, sending out a wave of unseen energy. This energy forms a small barrier that flies out from your hand. This barrier has a short range and only last for a brief second, but is strong enough to block the next spell or ranged attack that comes your way. This is a one time use and the barrier fades after a few seconds or after blocking an attack. Does nothing against melee attacks. |
Chromatic Blast | Space Domain Spell | You draw forth the energies from the world around you, tapping into the other domains outside of your own. You may choose one of the eight magic domain types ( Fire, Earth, Wind, Ice, Water, Lightning, Light or Dark) then create a medium sized orb of raw magic in your hand. You then fire forth a beam of magical energy, its damage type being the one you chose. This will be a medium sized beam that can be fired at medium ranges. -Deals damage equal to the type chosen- |
Blink | Space Domain Spell | This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used. |
Telekinesis | Space Domain Spell | You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it. |
Resist the Elements | Space Domain Spell | You can choose yourself or an ally, coating them in an aura of energy. Upon casting this spell you must choose one of the eight elemental damage types (Fire, Earth, Wind, Lightning, Water, Ice, Light or Dark) For the next two post the effected target will become immune to that single damage type, taking no damage from spells or effects of that damage type. You can only effect one person at a time with this spell and can only cast it twice a topic. |
Skills
Name | Type | Tags | Description |
En Garde | Stance | Conditional | When you take this stance, you prepare yourself to block or dodge an incoming strike granting you a hit prevention, this also allows you to use a Conditional Strike or Motion ability if you block or dodge an incoming attack by your next post as a follow-up to whatever action was used to block or dodge. This use of a Conditional ability as a follow-up does not consume an action. |
Items (1/12 weight points)
L'atio (Spell Book) | L'atio's former prison is still as pristine as it was from the day he was sealed, though the magical theorems denoting the complexities required for such a feat have faded, leaving any truths that could have been gleaned from it untold. A spell book is a large book wrapped in leather or cloth but can also be made out of unique materials like wood or metal. A spell book allows its owner to store spells inside of it, giving them quick access to their spells in the middle of battle. Most spell casters hold their books when casting, but can also store it in a bag or a special holder on their body. -Increases spell limit by 5 spells- | 0 point(s) |
Conduit Weaves (Cultist's Robes (Clothing)) | In a bid to allow Zinnia to release her magical energies more on the regular, L'atio has taken the time to get her to imbue her daily getup with her own mana, allowing her to unleash a magical aura whenever she casts a hostile spell on her enemies. She was surprisingly sold on the idea of battle auras, and happily cooperated despite the sheer tedium involved. Umbral robes often worn by cultists and devout followers of blasphemous religions and ideals. These robes have been sewn with powerful enchantments woven into every stich, designed to act as a conduit to power delivered from an elder being. While wearing these robes, your entire body has become an offering towards a god, belief or cosmic entity of your choice. When you cast a spell that does elemental damage, your entire body becomes temporarily shrouded in that element, creating a ten foot aura in all directions from your body. Enemies inside this range as the spell is cast will also take minor damage equal to the spells element. This aura can only deal one type of damage at a time, if a spell you cast as multiple elemental damage types, you must choose which one the aura becomes. | 1 point(s) |
Wand | A wand of relatively good craftsmanship, stolen from a dead bounty hunter who attacked her and Lilith in pursuit of the latter's life. A wand is normally a small enlongated item made out of wood or metal and often has unique carvings or designs on it. Wands are magical items that store the users magic, remembering it and imprinting their spells on the item. Wands allow mages to cast their spells from it while also amplfying their magic. -Increases spell limit by 5 spells- | 0 point(s) |
Wizards Hat (MA) | Zinnia totally did not steal this hat from Teach. A tall, pointy hat which is worn on the head, typically by professors, wizards or scholars. The owner of the hat can pull themselves up into it, revealing a small, single room magical space. This room is small but can provide a private space for you. Objects can be stored in the hat, but still count against your weight limit. You can leave the hat at will, however if the hat is damaged or destroyed, you will be forced out. | 0 point(s) |