Paige to Mage
Ignis Armis (A thin layer of flesh around the entire body is concentrated with Militaris energy and then a layer of flame cover the caser. This spell provides the caster with an increase to their ability to survive within non physical, non direct type damage of equal rank (paige scaling to mage). Blocking against AoE attacks doing best to guard against explosions or fire based attacks able to "burnout" the oxygen from the explosion or flame itself. While within the AoE the caster may survive within the explosion for at least 2 post rotations, with another rotation added for every rank below the attacking magic is compared to this ability (scales only to mage). If the 2 post cycle limit is met before leaving the flame around the caster gets "burned out" and is no longer active needing to be recast again, but not before being subjected to the effects of the AoE if still inside. While outside of harmful AoEs, when just being used to be used for the fire armor aspects and not to protect him from harmful environments, the armor only lasts for three rotations. The armor itself will burn anything naturally flammable it is in contact with for more than a rotation, but the caster, the fire caused will also be natural flame, meaning it can be put out by any natural means. This does not account for magical constructs, even those that one would assume to be inherently flammable based on the materials used to make them, unless they are specifically weak to flame or are lesser than this spell’s rank. The burns on biological/sentient material will equate to moderate sunburns at Paige, and upon reaching Mage will be strong enough burns to cause painful blistering. The armor, although granting a bit of defence, will not always protect the caster.)
Et Tecti Duplices (This spell imbues a single limb (scales to two with mage rank) with a concentration of pyromancy mana making the skin appear burning or even on fire at times. This spell though doesn't do anything continuously besides the appearance change grants the user a one time strength increase. This increase comes in the form of a bursting of pyro mana from the back of the limb or opposite of what is contesting it or towards something. This 'burst' is simple fire, and while it wouldn't cause any damage if caught in, if would knock someone off balance if they were to get caught up in it, it doesn't travel more than a foot from the limb when used. While this only provides a 2x boost while acting offensively, this spell is able to 'halt' or 'contest' an attack of 3x while acting defensively, although only for a single post cycle. If the attack or force continues to act this spell will already be used, and must be recasted if used again after. Although this spell does not have a set limitation, 'holding' or keeping the spell unused will continuously drain him even if the caster holds it at the ready passively. ( This spell only works on a strength modifying basis. You get x2 strength to attack with while this spell is up, which increases to x3 ONLY when defending against someone in a strength contest. This does not mean you can magically punch through steel with x2 strength, nor does it mean you can block a mage attack with x3 strength. It literally JUST gives you those modifiers for the duration specified, meaning that while you can inflict some heavy damage with an x2 strength punch. You can't actually destroy or penetrate armor or magic with it. In addition, the upper limit to this spell is x3. This means that if you were to be buffed in strength by an outside spell your passive strength would increase NO larger than to x3, and your ability to contest others with strength would not raise at all, and remain at x3.) )
Ignem Sibelius (This spell requires the caster to focus on this particular sell, while not having a charge time it requires the caster to stand in one place and/or hold generally still, and not able to charge or cast other spells with it. This spell concentrates mana around the caster before creating a burst of flame around the caster in all directions. While this flame around effects 5 feet (scales to 10 with mage) around the caster, also the force generated by this will be strong enough to push the average person backward a couple of feet (assuming they aren’t being tied down or strongly rooted in place by something) and cause mild sunburn levels of burning to exposed flesh, assuming the targets are within the 5 foot blast radius. Upon scaling to Mage rank the Paige levels of damage still apply, but only if someone’s caught in the outer half (outer five feet, further away from the caster at the center). If someone is in the inner half (the five foot radius closer to the caster at the center) then the force will be strong enough to knock people over who aren’t rooted firmly in place somehow, and inflict painful blister burns to exposed skin. This spell requires one post cycle cooldown, and can not be casted while another is active. This spell can only damage skin that will be in contact with side burst of fire, things that are not naturally flammable will not be affected, however materials that are flammable will catch fire if they come in contact with the flames of the blast. This will be a natural flame easily put out by any means a natural fire can be put out.
Mage to Expert
Ignis Armis : Creates a layer of concentrated mana around the user, which shortly after cast ignites and causes a layer of flames to guard against AOE OR one direct attack of equal strength.(From mage to Expert mage) or two attacks of a rank lower.(if one rank lower hits first, then an equal rank hits the second attack will break through the armor.) Blocking against AoE attacks doing best to guard against explosions or fire based attacks able to "burnout" the oxygen from the explosion or flame itself. These flames stand out from the body 1 foot(scales to 3 feet into the shape of a small sphere at expert mage) and will begin to melt anything Iron or below upon contact(scales to cobalt at expert) This 'armor' will last 3 post cycles, if not put out before then, within an AOE with a cooldown of one post cycle. The fire on his person, not spread out from the source, but part of the actual defensive spell, can only be put out by magical means of equal rank or higher. It will have a weakness to things fire’s normally weak to, IF those things are magical in origin. While within the AoE the caster may survive within the explosion for at least 3 post rotations, with another rotation added for every rank below the attacking magic compared to this ability (scales only to mage). If the 3 post cycle limit is met before leaving the flame around the caster gets "burned out" and is no longer active needing to be recast again, but not before being subjected to the effects of the AoE if still inside. While outside of harmful AoEs, when just being used for the fire armor aspects and not to protect him from harmful environments, the armor lasts for three rotations. This does not account for magical constructs, even those that one would assume to be inherently flammable based on the materials used to make them, unless they are specifically weak to flame or are lesser than this spell’s rank.
Note: Spells like aquamancies, general water, and oxygen removal will no longer be more effective against you as AoE’s. If you remember my paige notes, I mentioned that AoE spells OF your rank of that nature would stop your defenses early. This is no longer the case unless they are a rank above you. aquamancies, and other spells specifically designed to snuff out flames cast as PROJECTILES will break through the armor AND hurt you if they are of your rank, so be careful.
Et Tecti Duplices (This spell imbues a single limbonto two limbs with an increase in effective time, instead of acting as a single time boost this spell creates two "triggers'' on each of the two limbs imbued. These triggers show up as bands of mana around the limb. These triggers are created by a concentration in the two limbs affected by this tree taking up focus.(If an effect of a spell disorients or causes the user to become dazed it could cause this spell to fizzle out).Once these triggers are activated it provides a 5 second continual burst of flame propelling the limb forward increasing the overall damage output. This 'burst' is simple fire, and while it wouldn't cause any damage if caught in, it would knock someone off balance if they were to get caught up in it, it doesn't travel more than a foot from the limb when used. While this only provides a 2x(x3 boost after scaling to Expert mage) boost while acting offensively, this spell is able to 'halt' or 'contest' an attack of 3x (to x4 after scaling to Expert mage) while acting defensively, although only for a single post cycle. If the attack or force continues to act this spell will already be used, and must be recasted if used again after. The Triggers can only be used up to five post rotations afterwards.. These triggers, if used, cause the spell to be cast much faster than casting the entire spell all at once. This spell can also utilize triggers created by Liquale.
Note: ( This spell only works on a strength modifying basis. You get x3 strength to attack with while this spell is up, which increases to x4 ONLY when defending against someone in a strength contest. This does not mean you can magically punch through steel with x3 strength, nor does it mean you can block a mage attack with x3 strength. It literally JUST gives you those modifiers for the duration specified, meaning that while you can inflict some heavy damage with an x2 strength punch. You can't actually destroy or penetrate armor or magic with it. In addition, the upper limit to this spell is x3. This means that if you were to be buffed in strength by an outside spell your passive strength would increase NO larger than to x3, and your ability to contest others with strength would not raise at all, and remain at x3.) )
Ignem Sibelius (This spell requires the caster to focus on this particular spell, while not having a charge time it requires the caster to stand in one place and/or hold generally still, and not able to charge or cast other spells with it. This spell concentrates mana around the caster before creating a burst of flame around the caster in all directions. While this flame around effects 15 feet (scales to 20 with expert mage) around the caster, also the force generated by this will be strong enough to push the average person backward a couple of feet (assuming they aren’t being tied down or strongly rooted in place by something) andThe damage now caused by the flames will increase as it scales to expert mage causing blackened burns, and blisters on exposed skin it touches if within the center 5 feet. Upon scaling toExpert Mage the damage on the outside the inner 5 feet is painful blisters. While also has gained such a sheer force to it, that it may halt an attack/projectile all together if it has traveled through the entire 15 feet(This particular trait only works well against physical objects). ((This will not work for multiple attacks (or ANY energy based attacks) unless they are below your rank. At mage and adept mage, the center ring of this AoE will slow the speed of any physical projectile of your rank or below by half while it is within it.)) This spell requires one post cycle cooldown, and can not be casted while another is active. Materials that are flammable will catch fire if they come in contact with the flames of the blast. This will be a natural flame easily put out by any means a natural fire can be put out. At expert mage, physical projectiles OF the user’s rank or below will be incinerated within the centermost ring. They will be slowed by half while within the outermost ring. Multiple attacks can be slowed and destroyed now, as long as they are of your rank or below.)
Ignisque (This spell creates two "triggers'' along a single limb (one that doesn't already have triggers on it). This spell can use triggers created from Liquale. These triggers are simply concentrations of mana awaiting to be used. This spell requires some focus, (If an effect of a spell disorients or causes the user to become dazed it could cause this spell to fizzle out). Once these "triggers''are used, it will cause a scorching burst of fire in a cone-like shape to come forth from the limb from which the trigger was used. This cone will be 5 feet long and began as wide as the limb stretching out to a five foot diameter. This flame will mainly be a shock of force being able to hit through iron defenses(scaling to cobalt with expert mage). Although as it is still fire, it will cause any flammable materials to ignite(The flame spread from the spell is as potent and easy to put out as any mundane nonmagic fire), and cause bare skin that comes in contact with the flame to blacken and develop painful blisters(at Expert mage while at mage does reddening painful blisters).
Ligulae (This spell creates physical concentrations of mana called ‘triggers’. Triggers are a way to charge up and spend the mana for the magic ahead of time. These trigger’s appear on the limb or body where created as small bands of energy. These bands are Iron durability(scale to cobalt at expert mage) and are only an inch thick when created while circumfusing the limb. These triggers can activate certain spells specifically referenced as working with Ligulae in the user’s arsenal that use concentrations of mana. These spells can activate prior to creating any trigger of their own, as long as at least one trigger is on the arm. This spell creates two triggers on any limb or body part, then scales to 3 triggers by Expert mage.)
Mage Secondary Spells
Ignis Sanctus: (This technique requires an excessive amount of willpower energy and pure mana to seep out from the caster's body and into the immediate area around them. Although this energy has no effect on the world, it immediately begins to transform the spell's user, causing the user to grow twice their height.(For Noel this is going from 5’10” to 11’ 7”) Their outer bodies become extremely hard and stone-like, gaining a defensive quality of Iron. In addition to this, the afflicted being’s strength is increased by two stages and they gain an additional defensive aura around them. This defensive aura is mage level toughness and if a projectile spell or AoE attack of equal ranking strikes it, one of the two strength advancements on the casters body can be forfeited in order to dispel it. This essentially leaves users with a shield that can absorb two equal ranking spells before disappearing, reducing the users strength by one stage for every time struck. The only drawback to this impressive defensive ability is the fact that those under its protection cannot move faster than what would be considered traditional walking speed, and may not be buffed in any form. Movements that would require great dexterity and speed -- such as dodging -- can also not be completed. While this spell is active the user’s skin is crackling blaze. Any object that touches it that is naturally flammable will ignite, and it causes blisters and blackened skin. If someone or something below Iron grade is in contact with the armor for more than a post cycle it begins to melt. Materials under iron durability will melt almost instantly while in contact with your character in this state. The air around them increases in heat by a large amount. Materials of equal iron toughness WILL start to burn from the blaze, but will likely take a bit longer to melt entirely. If they are naturally flammable, this will speed up the process by a great deal.
Note: No other buffs can be mixed with this spell unless otherwise specifically pitched.
Draco Ungue:( This spell focuses the mana in the arms and legs of the user over the course of a post cycle. This causes the hands to change into a 2 foot wide dragon like claw granting the user a x4 strength buff and flame-like fingers. That upon contact melts and destroys things of Iron durability or below.. These flame-like fingers are Iron grade themselves and once *destroyed* return the limb to its normal state. The Legs grow in size only to an extra 6 inches wide to compensate for the extra weight leaving the individual with x2 speed. An Upper Limit of x6 for both buffs. This is not a construct, and does not behave like one. Magic if iron or below will melt upon coming into contact with it, but if a spell stronger than iron passes into the flames it will not destroy it, allowing it to strike your limbs. A trigger from Ligulae can be expended to shoot out a small burst of flames from a decided limb up to 10 feet away. This will move in a direct path towards an incoming threat, and will incinerate it before it reaches you if it is iron grade or below. If a limb is struck, then the fire that covers it will be extinguished.
The main body is left unchanged and unarmored.)
Magno Butio (This spell creates a concentrated burst of fire in a single direction. The centerpoint will be the caster, and it can be in any direction. The burst itself will only be a 5 foot cone that focuses on providing movement to the caster. This five foot cone starts out the width of your palm/ sole of your foot, expanding to be three feet wide at the very end of it’s length. This movement boost comes in the form of a jump-like movement up to 20 feet in a single direction at a time. Using this spell in rapid succession more than 3 times causes a post cycle cooldown to be needed. (4 use will not occur). It will melt up to iron grade toughness materials and will set naturally flammable materials in the area alight, causing them to burn. Magical defenses of above the spells rank can protect against this, and magic designed to put out flames of equal rank or higher will also put out the conal flame, but the natural flames that spread can be put out in mundane ways. This burst can be controlled to deliver the user anywhere within the 20 feet range, with approximation. This burst causes the individual to travel the equivalent of 4x speed (upper limit of x6) for the duration of range. May use two limbs to cast a singular cone that will not be any stronger than normal, but it will cause you to shoot backwards in a much more controlled manner. If a full rotation after casting occurs, this spell goes on cooldown for two rotations. This means it can be spammed up to three times in quick succession, but you cannot cast it immediately after allowing it to buff you for two rotations afterwards.
Suflare (This spell concentrates a large amount of mana in the chest and throat of the user over the course of a post cycle then fire it on the seconds. Other spells can still be used while charging. Then the user shoots up to two projectiles from their mouth that travels at moderate speed in a straight line for up to 30 feet. You have time between firing both to make them go in different directions. These projectiles are small balls of flame with a diameter of one foot. This projectile, upon contact with any physical object including another projectile, explodes engulfing an area of 10 feet with a concentrated burst of fire. These flames will melt and destroy anything below Iron Toughness. If both of these flames strike an iron grade spell, it will destroy it. If a singular flame hits an iron grade spell, it will become covered in your militaris mana and you will be able to slightly control it. For the next 15 feet of it's forward travel, you may cause it to swerve left or right in equal distance. This means that: if the spell travels another 8 feet, you can make it move 8 feet to the left or right as well, and so forth. This effect will last for only a singular rotation, meaning that honing spells or spells that are constantly controlled by enemies will have their flight paths re-adjusted after this rotation, assuming they don’t reach their max travel distance. If both of your flames strike a spell that is a SINGULAR RANK ABOVE this spell (so Adept Mage), then you are also able to control its flight path slightly, but the max distance of control is reduced to 10 feet. This fire ignites/damages iron grade or lower objects within the explosive radius. The flames produced by the immediate explosion can only be dosed with spells of it’s rank or lower.)
Feoflare (This spell releases a concentrated wave of flames from the center of the user’s body. This wave of flame pushes away Harmful Aoes equal to less than the rank of this spell. This wave is particularly good at burning away harmful air or earth based AOEs. The spell happens over the course of a post cycle causing the harmful AOE to clear an area of 10 feet. The flame starts around your body and grows out to the full 10 foot radius over the course of a couple seconds, usually being at full size by the end of your rotation. AoE abilities of iron toughness or below will be destroyed in the radius during the cast. If the AoE is specifically designed to work with air or oxygen in the environment, then this spell will work on abilities of steel toughness or below. Though this still works on physical objects, things of iron toughness are damaged but not fully destroyed if only momentarily caught in the flames. They will still continue to burn if they are naturally flammable, however. The expansion of flame also pushes things back naturally. It’s fast, but not impossible for someone to escape its expansion as long as they react quickly and/or have powerful movement abilities of their own. If the AOE is continuous it will slowly encroach on the area again during the next post cycle if it is of equal rank or higher. If lower the spell can be completely neutralized if mana is not actively channeled into it. If the AoE is not 100% destroyed, it may continue to be cast and refill the area where the caster used the flames once the flames disperse, but this cannot be done for a full rotation after the spell ends.)
Expert To High Mage
Airburst Stimulant: Allows the caster to create a rune by carving it into either their own body or a non-magical material of no greater than cobalt grade durability. The rune’s design is a trio of spirals meant to signify gusts of wind, with a small cross placed directly into the center (picture below). Upon being created and charged with mana, this rune can be placed against a person's lips and used as an inhaler of sorts, which will provide them a single shot of specialized magic that directly enters their body and augments them for a maximum length of five post rotations. During this window, the character will see their natural speed increased by x2 (with an upper limit of x5), and will also be able to fly up to thirty five feet above a solid surface. If the buff has been active for longer than one post rotation, it may be sacrificed by producing a heavy exhale that expels the mana from the body, which will cause any pyromancy or fire based spell within 10 feet in front of the caster to increase one rank in offensive durability (does not work for defensive magic). This rune has six charges before it needs to be refilled (which takes time and concentration, and cannot be done during combat unless you are being sheltered or not targeted), but activating its secondary ability costs an additional charge. This rune can ONLY be used by its creator.
Phoenix's Resilience (upgrade to Ignis Sanctus)(Upon invocation, the spell initiates a transformative surge, elevating the caster to twice their original height,(increased to 11’ 7” in Noel’s case) encased in a blazing metamorphosis reminiscent of a phoenix's rebirth. This transformation manifests an exterior resembling liquid fire, a semi-solid shield of Cobalt strength with an infernal aura evoking the resilience of volcanic obsidian filling an area of 10 feet around the caster.. The base armor can absorb one attack of equal rank or one extra for each rank below. Simultaneously, the caster's strength is amplified by 5 stages, empowered by the force of a raging inferno when acting in defense, in Offencive increases strength by 4x unleash devastating physical strikes. Moreover, the transformative aura enveloping the caster creates a defensive AOE of flame comparable to Cobalt level, capable of burning and deflecting projectile spells or equivalent-ranking AoE attacks. Moderate/fast moving projectiles will be able to pierce through this flame aura before being burned up if they are Equal rank or above. (Cobalt level scaling to titanium). This means an equal rank projectile will hit the defensive core. Slow moving projectiles or constructs of equal rank will be caught on fire immediately upon meeting this aura, and will be destroyed by the end of the next post rotation assuming they remain in the flames. Slow moving projectiles or constructs of higher durability than the spell will lose one rank of durability for every full rotation they are in the flames rendering them vulnerable to the flames once they've been decreased to equal ground. Projectiles and constructs BELOW the spells rank will be destroyed by the flames by the end of the post rotation they meet them in. This means they will survive momentarily, but not enough to reach the caster’s core. If they are mage or below, they will INSTANTLY liquify the moment they touch the aura. However, each dispelled attack , up to a max of two equal rank attacks, depletes the defensive aura at the cost of a base strength stack, weakening the attack power of the caster by 1x, and the defensive power by 1x. By expelling a trigger from Ligulae the caster does either increase the strength by an additional stage, or dispels an attack of equal rank or below. The caster can only dispel ONE additional attack with a trigger. The caster can only use one trigger at a time per rotation. All mentioned grades increase to titanium at high mage.)
Dragon’s Form (upgrade to Draco Ungue)(This spell covers the user’s body in a condensed liquid fire like mana. Still focusing the mana towards the feet and hands. This causes the hands to change into a 4 foot wide dragon-like claw granting the user an increase of strength by 5 stages (hard cap of x8), and dripping flame like fingers. Upon contact, these begin to melt and destroy things of Cobalt level, while destroying anything of inferior rank. These fingers are cobalt toughness, by themselves and once destroyed return the individual limb to normal, once all limbs have been extinguished, the spell will need to be recast. The legs grow in size, take the shape of dragon feet, pushing off with each step with a soft fiery blast. This blast does not harm or damage anything, but grants the caster an increase of speed by 3 stages(hard cap of x6). The blast from the legs will send the user towards their desired direction, but will require them to start from a grounded position. Whether it be from the ground itself or kicking off from somewhere else, contact with a surface will need to be made to readjust. A trigger from Ligulae can be expended to shoot out a small burst of flames from a decided limb up to 15 feet away. This will move in a direct path towards an incoming threat, and will incinerate it before it reaches the caster if it is cobalt grade or below. Each limb/main body is a separate fire-like construct, once hit the flames making up that section will extinguish and leave the section unarmored. (All Cobalt levels scale to Titanium))
Ignis Armis (A thin layer of flesh around the entire body is concentrated with Militaris energy and then a layer of flame cover the caser. This spell provides the caster with an increase to their ability to survive within non physical, non direct type damage of equal rank (paige scaling to mage). Blocking against AoE attacks doing best to guard against explosions or fire based attacks able to "burnout" the oxygen from the explosion or flame itself. While within the AoE the caster may survive within the explosion for at least 2 post rotations, with another rotation added for every rank below the attacking magic is compared to this ability (scales only to mage). If the 2 post cycle limit is met before leaving the flame around the caster gets "burned out" and is no longer active needing to be recast again, but not before being subjected to the effects of the AoE if still inside. While outside of harmful AoEs, when just being used to be used for the fire armor aspects and not to protect him from harmful environments, the armor only lasts for three rotations. The armor itself will burn anything naturally flammable it is in contact with for more than a rotation, but the caster, the fire caused will also be natural flame, meaning it can be put out by any natural means. This does not account for magical constructs, even those that one would assume to be inherently flammable based on the materials used to make them, unless they are specifically weak to flame or are lesser than this spell’s rank. The burns on biological/sentient material will equate to moderate sunburns at Paige, and upon reaching Mage will be strong enough burns to cause painful blistering. The armor, although granting a bit of defence, will not always protect the caster.)
Et Tecti Duplices (This spell imbues a single limb (scales to two with mage rank) with a concentration of pyromancy mana making the skin appear burning or even on fire at times. This spell though doesn't do anything continuously besides the appearance change grants the user a one time strength increase. This increase comes in the form of a bursting of pyro mana from the back of the limb or opposite of what is contesting it or towards something. This 'burst' is simple fire, and while it wouldn't cause any damage if caught in, if would knock someone off balance if they were to get caught up in it, it doesn't travel more than a foot from the limb when used. While this only provides a 2x boost while acting offensively, this spell is able to 'halt' or 'contest' an attack of 3x while acting defensively, although only for a single post cycle. If the attack or force continues to act this spell will already be used, and must be recasted if used again after. Although this spell does not have a set limitation, 'holding' or keeping the spell unused will continuously drain him even if the caster holds it at the ready passively. ( This spell only works on a strength modifying basis. You get x2 strength to attack with while this spell is up, which increases to x3 ONLY when defending against someone in a strength contest. This does not mean you can magically punch through steel with x2 strength, nor does it mean you can block a mage attack with x3 strength. It literally JUST gives you those modifiers for the duration specified, meaning that while you can inflict some heavy damage with an x2 strength punch. You can't actually destroy or penetrate armor or magic with it. In addition, the upper limit to this spell is x3. This means that if you were to be buffed in strength by an outside spell your passive strength would increase NO larger than to x3, and your ability to contest others with strength would not raise at all, and remain at x3.) )
Ignem Sibelius (This spell requires the caster to focus on this particular sell, while not having a charge time it requires the caster to stand in one place and/or hold generally still, and not able to charge or cast other spells with it. This spell concentrates mana around the caster before creating a burst of flame around the caster in all directions. While this flame around effects 5 feet (scales to 10 with mage) around the caster, also the force generated by this will be strong enough to push the average person backward a couple of feet (assuming they aren’t being tied down or strongly rooted in place by something) and cause mild sunburn levels of burning to exposed flesh, assuming the targets are within the 5 foot blast radius. Upon scaling to Mage rank the Paige levels of damage still apply, but only if someone’s caught in the outer half (outer five feet, further away from the caster at the center). If someone is in the inner half (the five foot radius closer to the caster at the center) then the force will be strong enough to knock people over who aren’t rooted firmly in place somehow, and inflict painful blister burns to exposed skin. This spell requires one post cycle cooldown, and can not be casted while another is active. This spell can only damage skin that will be in contact with side burst of fire, things that are not naturally flammable will not be affected, however materials that are flammable will catch fire if they come in contact with the flames of the blast. This will be a natural flame easily put out by any means a natural fire can be put out.
Mage to Expert
Ignis Armis : Creates a layer of concentrated mana around the user, which shortly after cast ignites and causes a layer of flames to guard against AOE OR one direct attack of equal strength.(From mage to Expert mage) or two attacks of a rank lower.(if one rank lower hits first, then an equal rank hits the second attack will break through the armor.) Blocking against AoE attacks doing best to guard against explosions or fire based attacks able to "burnout" the oxygen from the explosion or flame itself. These flames stand out from the body 1 foot(scales to 3 feet into the shape of a small sphere at expert mage) and will begin to melt anything Iron or below upon contact(scales to cobalt at expert) This 'armor' will last 3 post cycles, if not put out before then, within an AOE with a cooldown of one post cycle. The fire on his person, not spread out from the source, but part of the actual defensive spell, can only be put out by magical means of equal rank or higher. It will have a weakness to things fire’s normally weak to, IF those things are magical in origin. While within the AoE the caster may survive within the explosion for at least 3 post rotations, with another rotation added for every rank below the attacking magic compared to this ability (scales only to mage). If the 3 post cycle limit is met before leaving the flame around the caster gets "burned out" and is no longer active needing to be recast again, but not before being subjected to the effects of the AoE if still inside. While outside of harmful AoEs, when just being used for the fire armor aspects and not to protect him from harmful environments, the armor lasts for three rotations. This does not account for magical constructs, even those that one would assume to be inherently flammable based on the materials used to make them, unless they are specifically weak to flame or are lesser than this spell’s rank.
Note: Spells like aquamancies, general water, and oxygen removal will no longer be more effective against you as AoE’s. If you remember my paige notes, I mentioned that AoE spells OF your rank of that nature would stop your defenses early. This is no longer the case unless they are a rank above you. aquamancies, and other spells specifically designed to snuff out flames cast as PROJECTILES will break through the armor AND hurt you if they are of your rank, so be careful.
Et Tecti Duplices (This spell imbues a single limbonto two limbs with an increase in effective time, instead of acting as a single time boost this spell creates two "triggers'' on each of the two limbs imbued. These triggers show up as bands of mana around the limb. These triggers are created by a concentration in the two limbs affected by this tree taking up focus.(If an effect of a spell disorients or causes the user to become dazed it could cause this spell to fizzle out).Once these triggers are activated it provides a 5 second continual burst of flame propelling the limb forward increasing the overall damage output. This 'burst' is simple fire, and while it wouldn't cause any damage if caught in, it would knock someone off balance if they were to get caught up in it, it doesn't travel more than a foot from the limb when used. While this only provides a 2x(x3 boost after scaling to Expert mage) boost while acting offensively, this spell is able to 'halt' or 'contest' an attack of 3x (to x4 after scaling to Expert mage) while acting defensively, although only for a single post cycle. If the attack or force continues to act this spell will already be used, and must be recasted if used again after. The Triggers can only be used up to five post rotations afterwards.. These triggers, if used, cause the spell to be cast much faster than casting the entire spell all at once. This spell can also utilize triggers created by Liquale.
Note: ( This spell only works on a strength modifying basis. You get x3 strength to attack with while this spell is up, which increases to x4 ONLY when defending against someone in a strength contest. This does not mean you can magically punch through steel with x3 strength, nor does it mean you can block a mage attack with x3 strength. It literally JUST gives you those modifiers for the duration specified, meaning that while you can inflict some heavy damage with an x2 strength punch. You can't actually destroy or penetrate armor or magic with it. In addition, the upper limit to this spell is x3. This means that if you were to be buffed in strength by an outside spell your passive strength would increase NO larger than to x3, and your ability to contest others with strength would not raise at all, and remain at x3.) )
Ignem Sibelius (This spell requires the caster to focus on this particular spell, while not having a charge time it requires the caster to stand in one place and/or hold generally still, and not able to charge or cast other spells with it. This spell concentrates mana around the caster before creating a burst of flame around the caster in all directions. While this flame around effects 15 feet (scales to 20 with expert mage) around the caster, also the force generated by this will be strong enough to push the average person backward a couple of feet (assuming they aren’t being tied down or strongly rooted in place by something) andThe damage now caused by the flames will increase as it scales to expert mage causing blackened burns, and blisters on exposed skin it touches if within the center 5 feet. Upon scaling toExpert Mage the damage on the outside the inner 5 feet is painful blisters. While also has gained such a sheer force to it, that it may halt an attack/projectile all together if it has traveled through the entire 15 feet(This particular trait only works well against physical objects). ((This will not work for multiple attacks (or ANY energy based attacks) unless they are below your rank. At mage and adept mage, the center ring of this AoE will slow the speed of any physical projectile of your rank or below by half while it is within it.)) This spell requires one post cycle cooldown, and can not be casted while another is active. Materials that are flammable will catch fire if they come in contact with the flames of the blast. This will be a natural flame easily put out by any means a natural fire can be put out. At expert mage, physical projectiles OF the user’s rank or below will be incinerated within the centermost ring. They will be slowed by half while within the outermost ring. Multiple attacks can be slowed and destroyed now, as long as they are of your rank or below.)
Ignisque (This spell creates two "triggers'' along a single limb (one that doesn't already have triggers on it). This spell can use triggers created from Liquale. These triggers are simply concentrations of mana awaiting to be used. This spell requires some focus, (If an effect of a spell disorients or causes the user to become dazed it could cause this spell to fizzle out). Once these "triggers''are used, it will cause a scorching burst of fire in a cone-like shape to come forth from the limb from which the trigger was used. This cone will be 5 feet long and began as wide as the limb stretching out to a five foot diameter. This flame will mainly be a shock of force being able to hit through iron defenses(scaling to cobalt with expert mage). Although as it is still fire, it will cause any flammable materials to ignite(The flame spread from the spell is as potent and easy to put out as any mundane nonmagic fire), and cause bare skin that comes in contact with the flame to blacken and develop painful blisters(at Expert mage while at mage does reddening painful blisters).
Ligulae (This spell creates physical concentrations of mana called ‘triggers’. Triggers are a way to charge up and spend the mana for the magic ahead of time. These trigger’s appear on the limb or body where created as small bands of energy. These bands are Iron durability(scale to cobalt at expert mage) and are only an inch thick when created while circumfusing the limb. These triggers can activate certain spells specifically referenced as working with Ligulae in the user’s arsenal that use concentrations of mana. These spells can activate prior to creating any trigger of their own, as long as at least one trigger is on the arm. This spell creates two triggers on any limb or body part, then scales to 3 triggers by Expert mage.)
Mage Secondary Spells
Ignis Sanctus: (This technique requires an excessive amount of willpower energy and pure mana to seep out from the caster's body and into the immediate area around them. Although this energy has no effect on the world, it immediately begins to transform the spell's user, causing the user to grow twice their height.(For Noel this is going from 5’10” to 11’ 7”) Their outer bodies become extremely hard and stone-like, gaining a defensive quality of Iron. In addition to this, the afflicted being’s strength is increased by two stages and they gain an additional defensive aura around them. This defensive aura is mage level toughness and if a projectile spell or AoE attack of equal ranking strikes it, one of the two strength advancements on the casters body can be forfeited in order to dispel it. This essentially leaves users with a shield that can absorb two equal ranking spells before disappearing, reducing the users strength by one stage for every time struck. The only drawback to this impressive defensive ability is the fact that those under its protection cannot move faster than what would be considered traditional walking speed, and may not be buffed in any form. Movements that would require great dexterity and speed -- such as dodging -- can also not be completed. While this spell is active the user’s skin is crackling blaze. Any object that touches it that is naturally flammable will ignite, and it causes blisters and blackened skin. If someone or something below Iron grade is in contact with the armor for more than a post cycle it begins to melt. Materials under iron durability will melt almost instantly while in contact with your character in this state. The air around them increases in heat by a large amount. Materials of equal iron toughness WILL start to burn from the blaze, but will likely take a bit longer to melt entirely. If they are naturally flammable, this will speed up the process by a great deal.
Note: No other buffs can be mixed with this spell unless otherwise specifically pitched.
Draco Ungue:( This spell focuses the mana in the arms and legs of the user over the course of a post cycle. This causes the hands to change into a 2 foot wide dragon like claw granting the user a x4 strength buff and flame-like fingers. That upon contact melts and destroys things of Iron durability or below.. These flame-like fingers are Iron grade themselves and once *destroyed* return the limb to its normal state. The Legs grow in size only to an extra 6 inches wide to compensate for the extra weight leaving the individual with x2 speed. An Upper Limit of x6 for both buffs. This is not a construct, and does not behave like one. Magic if iron or below will melt upon coming into contact with it, but if a spell stronger than iron passes into the flames it will not destroy it, allowing it to strike your limbs. A trigger from Ligulae can be expended to shoot out a small burst of flames from a decided limb up to 10 feet away. This will move in a direct path towards an incoming threat, and will incinerate it before it reaches you if it is iron grade or below. If a limb is struck, then the fire that covers it will be extinguished.
The main body is left unchanged and unarmored.)
Magno Butio (This spell creates a concentrated burst of fire in a single direction. The centerpoint will be the caster, and it can be in any direction. The burst itself will only be a 5 foot cone that focuses on providing movement to the caster. This five foot cone starts out the width of your palm/ sole of your foot, expanding to be three feet wide at the very end of it’s length. This movement boost comes in the form of a jump-like movement up to 20 feet in a single direction at a time. Using this spell in rapid succession more than 3 times causes a post cycle cooldown to be needed. (4 use will not occur). It will melt up to iron grade toughness materials and will set naturally flammable materials in the area alight, causing them to burn. Magical defenses of above the spells rank can protect against this, and magic designed to put out flames of equal rank or higher will also put out the conal flame, but the natural flames that spread can be put out in mundane ways. This burst can be controlled to deliver the user anywhere within the 20 feet range, with approximation. This burst causes the individual to travel the equivalent of 4x speed (upper limit of x6) for the duration of range. May use two limbs to cast a singular cone that will not be any stronger than normal, but it will cause you to shoot backwards in a much more controlled manner. If a full rotation after casting occurs, this spell goes on cooldown for two rotations. This means it can be spammed up to three times in quick succession, but you cannot cast it immediately after allowing it to buff you for two rotations afterwards.
Suflare (This spell concentrates a large amount of mana in the chest and throat of the user over the course of a post cycle then fire it on the seconds. Other spells can still be used while charging. Then the user shoots up to two projectiles from their mouth that travels at moderate speed in a straight line for up to 30 feet. You have time between firing both to make them go in different directions. These projectiles are small balls of flame with a diameter of one foot. This projectile, upon contact with any physical object including another projectile, explodes engulfing an area of 10 feet with a concentrated burst of fire. These flames will melt and destroy anything below Iron Toughness. If both of these flames strike an iron grade spell, it will destroy it. If a singular flame hits an iron grade spell, it will become covered in your militaris mana and you will be able to slightly control it. For the next 15 feet of it's forward travel, you may cause it to swerve left or right in equal distance. This means that: if the spell travels another 8 feet, you can make it move 8 feet to the left or right as well, and so forth. This effect will last for only a singular rotation, meaning that honing spells or spells that are constantly controlled by enemies will have their flight paths re-adjusted after this rotation, assuming they don’t reach their max travel distance. If both of your flames strike a spell that is a SINGULAR RANK ABOVE this spell (so Adept Mage), then you are also able to control its flight path slightly, but the max distance of control is reduced to 10 feet. This fire ignites/damages iron grade or lower objects within the explosive radius. The flames produced by the immediate explosion can only be dosed with spells of it’s rank or lower.)
Feoflare (This spell releases a concentrated wave of flames from the center of the user’s body. This wave of flame pushes away Harmful Aoes equal to less than the rank of this spell. This wave is particularly good at burning away harmful air or earth based AOEs. The spell happens over the course of a post cycle causing the harmful AOE to clear an area of 10 feet. The flame starts around your body and grows out to the full 10 foot radius over the course of a couple seconds, usually being at full size by the end of your rotation. AoE abilities of iron toughness or below will be destroyed in the radius during the cast. If the AoE is specifically designed to work with air or oxygen in the environment, then this spell will work on abilities of steel toughness or below. Though this still works on physical objects, things of iron toughness are damaged but not fully destroyed if only momentarily caught in the flames. They will still continue to burn if they are naturally flammable, however. The expansion of flame also pushes things back naturally. It’s fast, but not impossible for someone to escape its expansion as long as they react quickly and/or have powerful movement abilities of their own. If the AOE is continuous it will slowly encroach on the area again during the next post cycle if it is of equal rank or higher. If lower the spell can be completely neutralized if mana is not actively channeled into it. If the AoE is not 100% destroyed, it may continue to be cast and refill the area where the caster used the flames once the flames disperse, but this cannot be done for a full rotation after the spell ends.)
Expert To High Mage
Airburst Stimulant: Allows the caster to create a rune by carving it into either their own body or a non-magical material of no greater than cobalt grade durability. The rune’s design is a trio of spirals meant to signify gusts of wind, with a small cross placed directly into the center (picture below). Upon being created and charged with mana, this rune can be placed against a person's lips and used as an inhaler of sorts, which will provide them a single shot of specialized magic that directly enters their body and augments them for a maximum length of five post rotations. During this window, the character will see their natural speed increased by x2 (with an upper limit of x5), and will also be able to fly up to thirty five feet above a solid surface. If the buff has been active for longer than one post rotation, it may be sacrificed by producing a heavy exhale that expels the mana from the body, which will cause any pyromancy or fire based spell within 10 feet in front of the caster to increase one rank in offensive durability (does not work for defensive magic). This rune has six charges before it needs to be refilled (which takes time and concentration, and cannot be done during combat unless you are being sheltered or not targeted), but activating its secondary ability costs an additional charge. This rune can ONLY be used by its creator.
Phoenix's Resilience (upgrade to Ignis Sanctus)(Upon invocation, the spell initiates a transformative surge, elevating the caster to twice their original height,(increased to 11’ 7” in Noel’s case) encased in a blazing metamorphosis reminiscent of a phoenix's rebirth. This transformation manifests an exterior resembling liquid fire, a semi-solid shield of Cobalt strength with an infernal aura evoking the resilience of volcanic obsidian filling an area of 10 feet around the caster.. The base armor can absorb one attack of equal rank or one extra for each rank below. Simultaneously, the caster's strength is amplified by 5 stages, empowered by the force of a raging inferno when acting in defense, in Offencive increases strength by 4x unleash devastating physical strikes. Moreover, the transformative aura enveloping the caster creates a defensive AOE of flame comparable to Cobalt level, capable of burning and deflecting projectile spells or equivalent-ranking AoE attacks. Moderate/fast moving projectiles will be able to pierce through this flame aura before being burned up if they are Equal rank or above. (Cobalt level scaling to titanium). This means an equal rank projectile will hit the defensive core. Slow moving projectiles or constructs of equal rank will be caught on fire immediately upon meeting this aura, and will be destroyed by the end of the next post rotation assuming they remain in the flames. Slow moving projectiles or constructs of higher durability than the spell will lose one rank of durability for every full rotation they are in the flames rendering them vulnerable to the flames once they've been decreased to equal ground. Projectiles and constructs BELOW the spells rank will be destroyed by the flames by the end of the post rotation they meet them in. This means they will survive momentarily, but not enough to reach the caster’s core. If they are mage or below, they will INSTANTLY liquify the moment they touch the aura. However, each dispelled attack , up to a max of two equal rank attacks, depletes the defensive aura at the cost of a base strength stack, weakening the attack power of the caster by 1x, and the defensive power by 1x. By expelling a trigger from Ligulae the caster does either increase the strength by an additional stage, or dispels an attack of equal rank or below. The caster can only dispel ONE additional attack with a trigger. The caster can only use one trigger at a time per rotation. All mentioned grades increase to titanium at high mage.)
Dragon’s Form (upgrade to Draco Ungue)(This spell covers the user’s body in a condensed liquid fire like mana. Still focusing the mana towards the feet and hands. This causes the hands to change into a 4 foot wide dragon-like claw granting the user an increase of strength by 5 stages (hard cap of x8), and dripping flame like fingers. Upon contact, these begin to melt and destroy things of Cobalt level, while destroying anything of inferior rank. These fingers are cobalt toughness, by themselves and once destroyed return the individual limb to normal, once all limbs have been extinguished, the spell will need to be recast. The legs grow in size, take the shape of dragon feet, pushing off with each step with a soft fiery blast. This blast does not harm or damage anything, but grants the caster an increase of speed by 3 stages(hard cap of x6). The blast from the legs will send the user towards their desired direction, but will require them to start from a grounded position. Whether it be from the ground itself or kicking off from somewhere else, contact with a surface will need to be made to readjust. A trigger from Ligulae can be expended to shoot out a small burst of flames from a decided limb up to 15 feet away. This will move in a direct path towards an incoming threat, and will incinerate it before it reaches the caster if it is cobalt grade or below. Each limb/main body is a separate fire-like construct, once hit the flames making up that section will extinguish and leave the section unarmored. (All Cobalt levels scale to Titanium))