Description:War Flame magic is an interesting magic that 'mimics the behaviors of other elemental magics, a fluid and adaptive magic War Flame magic excels in keeping opponents on their toes and combat in general. Fire of this magic types takes different states of being, though while is mimics other elements it is not truly changing. It is still a fire magic, though this does not mean that occasional actual lightning is not ever created by Atrum's version. The element it mimics is different depending on the user, usually following a personality, but also based on desires or training. War Flame for Atrum, behaves like normal fire or Lightning being able to fluid switch between slow fireballs, or fast moving bolts of flame giving Atrum plenty of options for attacking. His magic being offensive in nature does not have an actual defense. To avoid damage counterattacks and preemptive strikes are employed when possible but otherwise the user is open for attack. For Atrum his magic focus on overwhelming firepower, a combination of speed and power used to keep the enemy from attacking or if under pressure to strike out unexpectedly. While the Magic may fall short in the areas of utility or defense, offensive capabilities are definitely not something that it lacks. The magic works like one would expect produced from the body and used mostly in projectiles, but also able to compliment the users close combat ability. Atrum occasionally invents new spells most of them designed for combat only. Atrum has discovered solid fire, leading o having him rethink all his spells, finding different ways to improve existing spells.
Name: Warpath Element: Fire. Description: An ability Atrum designed for his fight with the shadow lord, flowing his active War flame magic through his body in order to take on the physical traits of his magic. His entire body become engulfed in flames and near the edge the fire cracks and takes the shape of lightning. With this Spell active Atrum actually can not properly use his other spells their range and speed essentially none existent beyond the range of Atrum's body. The benefit being that Atrum himself is now both faster and stronger, after discovering that despite a few creative spells Atrum is really not that good a mage relying on his physical combat abilities. This spell is incredibly draining and actually affects Atrum's personality causing him to loose all reason and to fly into a rampage, on the other hand the use of the spell actually feels quite pleasant.
Name: Furea's Trophaeum Element: Fire Description:This spell manifests above Atrum Striking down giving the appearance of a rampaging tower of flames around his intended target, upon closer inspection the flames appears more like multiple strikes of his thunderous flame spell around him. Like the smiting of an angry Flame God, the spell is best used at cqc range surrounding the target in the flames, that refuse to dissipate and linger. Atrum has gotten better with this spell being able to use this surprisingly large spell in the exact same way as his thunderous flame making this spell far more dangerous than before.
Name: Furea's Hand Element: Fire Description: This spell manifests as flames covering Atrum's arm very similar to his mar crash spell the main difference being the power and scale behind it being much larger, the flames spread out from the point of impact and will engulf another person if they venture too close. Functionally there is no difference between Furea's Hand and Mar's Crash the spell is an impact punch designed to deal the maximum amount of carnage upon it's target unlike the other impact punch which is optimized to shock and stun a single target opening them up for more attacks. Furea's Hand is meant to finish the fight. After practicing with it Atrum has discovered how to use this spell to propel himself forwards or backwards depending on his will using the spell's flames as thrusters. The explosion is also larger.
Name: Thunderous Flame Element: Fire Description:The Thunderous Flame spell launches a Bolt of lighting at a target at a blinding speed in close range and hits with enough force to cause muscle deep wounds, and major bruising. The Spell affects a single target with great force, able to knock the target off their feet. The spell is flashy in design, Flame copying Lighting has that affect. This spell also can be fired from the sky as a bolt of lighting and in rare case can actually cause a strange increase of electric energy in an area. Since Atrum's discovery of solid flame, this spell can be used as a whip or rope, it'll still burn, it's still fire, but it can be used for more things.
Name: Furea's Embrace Element: Fire Description: An offensive version of a simple aura spell optimized to also deal damage while providing proper warmth and protection from the cold, the strange blue flames seem inviting and pleasant. At least until someone other than someone resistant to fire touches it when it spreads hungrily to burn and devour those who can not resist.
Name: Furea's Dance Element: Fire Description: A simple spell that spreads eager flames that spread quickly at the touch of Atrum’s fingers on either hand. The flames are small to begin with and by themselves do not pack much of a punch but are intended to work together in junction with his other spells to continually keep an opponent on fire for extended periods of time. After putting a bit of power into this spell it instead produces small but versatile flame that can serve a number of purposes such as a torch or a light. When powered up it can serve as a low power cutting torch. This sell is characterized by the fact that it works like stage magic, flare and show cover up the practicality.
Name: Furea's Wrath Element: Fire Description:This spell is a mass of dark red flames expanding out from Atrum’s body, exploding as it hits its targets for extra damage. This spell give Atrum the appearance of suddenly becoming a tiny star or a sudden wildfire in a small area spreading flames out to hungrily devour all that happens to be too close.
Name: Mar's Crash Element: Fire Description: Mar's Crash is a fire spell that cause flames to engulf a body part to be used in close combat. The effects are devastating, the flaming body part hits hard and detonates on impact causing deep cuts moderate bruising and physical trauma to soft areas. A spell that relies purely on the speed of the user's body it is basically a slow but powerful attack. The explosion spreads out large enough to engulf another target besides the person the spell hits. Like Furea's hand this spell can be used as if it has thrusters and with two hands instead of one.
Name: HellFire Barrage Element: Fire Description:This spell manifests as a selection of multiple Thunderous flame spells turning into orbs and floating around the target before converging to become a single explosive spell. Most of the spell is flashy, however the thunderous flames orbs are homing chasing the target a little bit before exploding on it violently. The Spell is incredibly taxing often using up more magic power than expect due to it's nature. It can not be used in junction with any of the power spells Atrum can use as it is simply too draining It is a last resort spell as it often leave Atrum with little magic power left to use.
Secondary magic Name: The King's Path.
Description:"A king must be greedier, laugh louder, and be more furious than anyone else. He must exemplify the extremes of all things including good and evil. That is exactly why his subject's envy and adore him, and why the flames of 'wanting to be like the king' can burn in the heart of every civilian. So Must the King be alone in his superiority? No. Behold to fight me to fight this entire army! My bond with them is my most precious and greatest treasure. A king must live a life more vivid than any other and be a figure to admire. The King is the one who collects the Envy of all his heroes and stands as their guide. Therefore the King is not alone, for his will equals that of all his followers combined! This is my path as King!" -The King of Conquerors.
The King's path is a magic that derives it's power from the bonds that it's user creates, the stronger and more numerous the bonds the more powerful the magic is. This works both ways, while the user gains the most benefit from these bonds the bond members also gain power from the relationship, gaining access to a shared pool of power that both can freely access when nearby of fighting together. The kings path allows the user to do things from using an ally's fighting style to mimicking the effects of their magic. Be aware this is not the same thing as flat out using someone else's magic, The king's path achieves similar effects through energy manipulation alone, if say he was say going to achieve an ice wall he would instead create a wall of energy that would behave in a similar fashion. Though is is very specifically limited by the three things; it only allows for abilities those he has formed bonds with can even achieve, the fact that he can not replicate affects one needs specific organs or training to recreate such as the abilities of a dragon slayer or devil slayer, and that mimicking a magic is almost impossible without a strong bond with the person who's magic is being mimicked.
Rivalries and enemies: The King's path accepts all bonds into the fold but will behave differently while general positive relationships will yield power, rivalries yield utility, while bonds of hatred will create difficulties in using the magic mostly around the hated person.
It should be noted that these bonds must be genuine and not everyone a person calls an ally counts proper.
The Bonded: At Atrum's current level he only has access to basic spells and effects the more complex and impressive abilities locked until his bonds become more numerous and/or stronger. At the moment he can not even mimic bonded allies and rivals spells, despite that kinda being the point of the magic in the first place.
Allies:
Nines: Max. This bond allows Atrum access to Nine's re-quip armory, as long as Atrum forgoes the use of his Warflame magic. If Nines were alive, he'd get access to Atrum's Warflame magic while using his own.
Kotone: Mid. This Bond gives Atrum a strange tint to his flames they become blue and instead of being hot they drain heat and cause cold effectively making them cold flames. Kotone gets the same thing, being able to use cold flames in concert with her own magic.
Ira Woede: Low. Atrum gains an aura of rage equivalent to his own internalized Rage and hatred. While not nearly as strong as Ira's (For several reasons) It still is quite intimidating and can still be used while using his own magic if he's careful. Ira gets increased durability not magical in nature after the bond has been activated. Essentially he's harder to kill.
Julie: Low. Atrum's intelligence is directly increased, his observation and other mental attributes being increased. Julie get's Atrum's muscle memory and her muscle strength increases slightly to help out with that.
Tony Redgrave: Mid. This bond gives Atrum a pair of pistols made out of his own magic power that mimic Tony's right down to their effects. Tony get's a Sword named Buile, a Dao blade that increases in power when exposed to Rage, and battle lust, it cuts through more things the more Rage and Battle lust it has immediate access to.
Tatsuma: Mid. Atrum's Warflame becomes dual elemental not just burning but shocking targets and having similar effects. Tatsuma can use Atrum's flames as an energy source for his own spells. Effectively turning his flames into a source of lighting for him.
Alex: Low. This bond give Atrum a danger sense that goes beyond his own perception Allowing him to feel incoming atacks nearly the instant they begin near him and giving him a strange sense of dread if they are long range. Alex gains from this bond a boost in her magic capacity giving her a larger pool of magic to call upon.
Toril: Low. Atrum gains a pair of magic rings made out of his own magic power, around the size of his head, that he can transport things through as long as they fit. Toril gets limited access to some of Atrum's Warflame spells.
Tank: Mid. Atrum can gets a basic forth of Earth based magic that essentually replaces his Warflame while this bond is active, allowing him to brute force in more situations than before. Tank magic becomes duel elemental.
Rivals:
Nines:Max. This bond allows Atrum to intrinsically understand all holder items he is using from any bond mates armory. Nine's holder items gain a fire elemental affinity on top of their other effects.
Raven:Low. Atrum's fire magic burns with moer intensity and he has more 'Firepower'. Ravenget's the same, the closer they are to each other the more powerful their fire spells become.
Enemies:
Shadowlord: Maximum Hatred. This bond has delayed the awakening of this magic since Atrum learned of the existence of the Shadowlord, it still plagues him by making most of the King's path's spells hard to use(Even lethal to him) as long as he feels he is somehow not worthy of the path.
Name: Persona Change Element: N/A Description: This spell literally changes how the user thinks allowing him to fight in a manner completely different than normal. The user will act and think in a similar manner to one of their bond mates, this is a simple spell that puts little drain on the user and can be switched on and off at a whim. It does not take any magical power to pull this off making it more of an inborn ability rather than a spell.
Name: Shared strength Element: N/A Description:When near a friendly bond mate or in some cases a rival both Atrum and the bond mate can call upon the shared power they share, this may manifest itself as physical or magical power. As it stands this pool is not very large, the empowerment while noticeable is not that great basically acting as an energy boost rather than a significant upgrade.
Name: King's Generosity Element: N/A Description: A spell that allows the user to spread the bond power he has accumulated among his allies the power is spread evenly, but more than that the spell instills a fire inside all affected. They are lent power and given drive by the user, a full support spell that is meant to empower an entire team.
Name: King's Greed Element: N/A Description: A spell that allows the user to draw in the bond power he has accumulated among his allies, but more than just draining his allies the spell gives them a does of adrenaline and endorphin to keep them standing instead of leaving them exhuasted. The bond mates who lend Atrum power must be willing a full support spell that is meant to empower Atrum to an extreme point. (Kinda hard to drain magical power from the unwilling, it's basically impossible and expends more energy than one would get from doing the process willingly.)
Name: King and Subject Element: N/A Description: Atrum activates one of his many bonds getting it's unique effect for as long as the spell is active, this spell is hilariously draining bringing out a power that essentially didn't exist before hand. It also drains him even more if a bond ally is there to gain their own special benefit since he acts as a catalyst for it.
Name: King's Robes Element: N/A Description: Atrum can change his appearance to match the physical profile of his bond mates, while not a complete change he basically becomes an 'Atrumfied' version of the bond mate in question. This spell is ideally used in junction with 'Persona change' and a mastered King's path for complete effect, as of now it's just great for disguise.
Last Edit: Nov 3, 2015 19:35:42 GMT by Atrum Furea