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| Root's Characters; See Title, or Jump Off | |
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| Topic Started: Jul 12 2008, 07:04 PM (211 Views) | |
| Root | Jul 12 2008, 07:04 PM Post #1 |
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The Speaker for the Dead
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Name: Nyarn Andacronos. Payne Age: 16. Height: About 5'8'' Weight: 120 (Pretty light weight) Colour: Caucasian Eye Colour: Dark Brown Clothing/Appearance: Alchemist's Tunic Class: Alchemist Element: Earth Alignment: Light Weapon(s): - Khorium Soulblade - A vibrant and glowing crystallized sword transmuted from deep inside the earth. It seems to have mysterious magical qualities to it. - Reinforced Crystallized Bulwark - An ancient technique handed down through Nyarn's family enables him to assemble, by means of transmutation, a shield worthy of deflecting even the mightiest of blows.1. Transmute: Earth - Transmutes the earth into a sharp shard of rock. Can be shaped many different ways/angles.2. Transmute: Life to Undeath - Transmutes part of the target's living energy into death, causing damage to it.3. Transmute: Mineral Wall - Summons a wall of rock and minerals in front of the character, protecting him from attacks.4. Power Charge - Charges himself (and his weapon) with Earthern energy, propels himself at foes. Charges from enemy to enemy, striking each with once before dashing to the next foe. A maximum of three targets can be hit by this attack. The same target can be hit more than once. Internal, but no set cooldown.*5. Earthen Seal - Using mass amounts of earthern energy, painfully brands a target with irremoveable transmutation circles that cause the target to receive 50% of the damage it deals from all sources. The damage received is of opposite element.6 Earth Wreath - A transmutation circle forms beneath 1-2 random enemy targets within line of sight. If either target moves from these circles, the circles will explode on both targets. Lasts for 2 turns.7. Deflection - Foresight aids Nyarn in anticipating the next physical attack used against him, causing him to parry and counter it with one of his own strikes, which deals 10% - 20% extra damage.8. Shield Strike - Using his shield, Nyarn viciously strikes an enemy with his shield. This effect also causes the enemy to take an additional 25% damage from all sources for the next 2 turns. (5 Turn cooldown)9. Throw Shield - Nyarn flings the shield at an opponent (or opponents, depending on spacing) at high velocity, causing damage and stunning an opponent for 2 turns. Nyarn's shield is destroyed in the process, and cannot be re-summoned for 5 turns following the stun.* - Special abilities Story / Other Backround information that I didn't fit anywhere else: Nyarn's left arm and right leg are made of auto-mail (metal), as a byproduct to what happened to him when he was younger, which is a story he doesn't share with many people. Nyarn's mother and father disappeared when he was young, and he (and his brother, Windsor) were both raised by an Uncle. Nyarn became an alchemist at a rather young age (around 5 or 6 or so), and has been using it ever since. He knows most, if not all of it's laws. Nyarn's accident when he was 10 caused him to lose his arm, but he saved his brother from a fate worse than death. He had asked his brother to help him perform an act of taboo - human transmutation. He tried to perform this on his father, who he found out died when he was only 3. Ever since then, the relationship between the two brothers has always remained close - even when the wars, revolts, and other conflicts started up in the world. For all that he's done in his life, his main goal is to ultimately help others, and gets his lost arm back, if at all possible. So that lead him to the contested territory of Etherstorm, an ancient place with roots to the most ancient of alchemy's techniques. Nyarn and his brother didn't make it very far into the land, they were captured (along with many others, even though they weren't in the area at the time) and imprisoned. Nyarn's motives for exploring Etherstorm with his brother weren't just for alchemy's sake, there was rumors of their mother's homeland being somewhere in Etherstorm, as well as an uprising of a mysterious, ancient vessel used by creatures of pure light - however, these were just rumors. There was only one way to find the answer, which remains in the mysterious Ardor Keep. *Note: If you know who this character is based off of, great. If not, too bad. It's not very relevant anyway. |
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jul 12 2008, 07:06 PM Post #2 |
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The Speaker for the Dead
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Name: Windsor Payne Race: Caucasian Class: Battle-mage Element: :ice: Ice Alignment: Light. Age: 14 Weight: Roughly 106 lbs. Height: 5'5'' Windsor has the following abilities: - Freeze The more attacks an enemy receives from Windsor, the higher this goes. Certain abilities will trigger this, others will not. See ability descriptions below.1. Icebolt - Throws a bolt of ice at an enemy. One successful hit cause (1 stack).2. Frostbite - Afflicts the target with ice energy, increasing all frost damage taken by 25%. Lasts for 5 turns (5 turn cooldown. Can only be cast on one target at a time). Causes (1 stack.)3. Frost Lightning - A jagged chain of frost energy instantly shocks up to 3 targets. Damage is inflicted over time to the initial target of the blast. Charging this attack for one turn causes the damage over time to apply to all victims of this attack.4.* White Out - Calls down a freezing blizzard to blast all enemy targets. This attack will cause moderate to heavy damage and freeze all enemy targets for 2 turns. Damage taken increased by 100% while frozen from all sources. Damage to frozen targets will break the effect. Causes (3 stacks)5. Ice Root - Uses frost energy to form frozen crystals at the feet of the target, immoblizing them for 2 turns. (5 turn cooldown). Causes (1 stack)6. Cold Blood - When activated, becomes immune to fire and ice damage for 2 turns. (5 turn cooldown)7. Arctic Barricade - Encases himself in a barricade of thickened ice and snow, rendering himself immune to all physical attacks. Offensive spells will be reflected back at their caster. In addition, this ability causes (2 stacks) to all enemies in the vicinity.. Lasts 3 turns or until self-terminated.This ability has a large internal cooldown. 8. Frozen Heart - Windsor chills the blood in his veins and his heart goes cold briefly, increasing all Frost Damage done by 10%. Any frost (water or otherwise) damage dealt to Windsor will be absorbed to increase the effect by an extra 10%. Lasts 5 turns. Internal cooldown. Fire damage taken is increased by 20%. Abilities that cause have their applications doubled.9. Ice Crush - Encases a target in ice using the energy from and then shatters them, causing damage. Has an internal cooldown. Can only be used on targets that have the debuff. The higher the stack, the more damage.* = Special Ability Windsor has two ice daggers he uses to melee. Backround / Story - Nyarn's brother, who he is very close to. He has always looked up to his brother - which is part of the reason that he was so inclined and willing to help Nyarn when he decided he wanted to attempt human transmutation. He almost lost his body and soul in the process, and Nyarn willingly sacraficed part of his body to save his brother. Both Nyarn and Windsor never really knew their parents. So when some rumors surfaced of their mother's origins in the contested land of Etherstorm, it was almost an instant decision for the two to go explore there. Windsor essentially has the same story as Nyarn, the main deviation being is that Windsor is not an alchemist himself, though he has some talents relating to alchemy (for instance, he can change water to ice instantly because of the alchemy blood that runs in him). Also, it was Windsor that discovered the mysterious being known as Relaeh, when the two brothers were exploring Etherstorm. It was also Windsor that pointed out the darkening of the Ardor in the Mana Shelf. He was also imprisoned with his brother when subdued in Etherstorm, and thus, that ended that campaign. For the moment, anyway. Edited by Root, Jul 3 2009, 03:02 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jul 12 2008, 07:06 PM Post #3 |
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The Speaker for the Dead
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Name: Geddon, the Seventh Seeker Real Name: Baron Benjamin Geddon Age: ?? Height: Around 6 foot. Weight: ~130, standard Phyiscal Appearance: Color: Relative to form he is in. See "Blaze Matrix". Otherwise, standard Caucasian tone. Eye Color: Relative to form he is in. See "Blaze Matrix". Otherwise, a dark brown. Hair Color: Relative to form he is in. See "Blaze Matrix". Otherwise, brown and trimmed, but not shaved. Has a hint of a goatee on as far as facial hair goes. Class: Warrior-Mage (Like a paladin, minus the 'zealous holy-fanatic') Element: Fire (Along with replications and related 'elements') Alignment: Light / Good Backround Infomation: Not much of a connection to Nyarn or Windsor, only a friend to them. He can be identified by his 'Blaze Matrix' form - a being seemingly encased entirely of flame, with an emblem enscribed into his chest, with a smoldering cloth covering his eyes. Nobody is sure who he is outside of this form. See "Dusk Watch" for more information. Passive Abilities Blaze Matrix - Changes Geddon's form and identity completely. A smoldering symbol on his chest encases Geddon in a thin layer of flames in the form of runes, and a cloth-like barrier is put around his eyes. Hair color is tinged toward an red-orange.Physical Strength and Stamina is increased quite a lot, and new abilities are available (see below). Special Abilities: 1. Pyroclash - Sends a giant blast of fire from Geddon's plam to engulf the enemy in flame.2. Ignite - After using a fire-based move, ignites the enemy (assuming it hits) causing 5-30 extra damage depending on strength of the target. Weaker targets are more susceptible, and targets already struck by multiple fire attacks are even more vulernable. (3 turn cooldown; Instant)3. Shield of the Living Flame - Decreases damage taken by 25% when activated, and fire spells will be reflected back at their casters. Damage reflected cannot be ignited. (5 turn cooldown.)4. Bombardment - Razes an portion of the ground, doing fire damage to all in the vicinity. Does high environmental damage, most of all.5. Burn Magic - After an enemy uses a magical spell, this ability can instantly be used to deal damage to the target. Damage is based off of how powerful the spell is. This ability deals fire damage (which cannot be ignited) and depletes a caster's magical power.6. Ashfire - Incinerate a target with burning ashes, doing moderate damage and dropping the accuracy of the target. 7.* Flamestorm - Geddon's blaze matrix grows in size and a fiery storm rains down upon the ENTIRE area doing fire damage to all enemies and also causing fire damage over time. After this effect, Geddon's Blaze Matrix surges with fire energy, increasing fire damage by 25%/50%/75% 3 turns after (respectively), then explodes dealing additional fire damage. 8. Molten Devastation - Channels molten magma energy and fire into a mass that can be unleashed upon a target at any time. The longer the charge, the more damage it does and the more targets it will hit. Critical mass is a 4-turn charge and has a 100% damage increase. (Internal Cooldown.) 9. Swelter Streak - Throw flames in a line quickly and ignite them to a target, causing fire damage and damage over time.Weapons: As far as weapons go, he normally does not use any. If he does, it is a great-sword passed down from his ancestors which has been enchanted with the Seeker's runes. When fighting, apart from his special abilities, Geddon is quite skilled in hand-to-hand combat due to the unnatural physical strength he commands when using Blaze Matrix. Also, the heat radiating from him tends to weaken most the weapons he uses - especially for an extended amount of time. Not a pyromaniac... Backround Story - An odd creature of extreme intelligence, whom calculates his moves with precise execution. Edited by Root, Sep 26 2009, 06:41 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jul 12 2008, 07:07 PM Post #4 |
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The Speaker for the Dead
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Name: Relaeh Age: ?? Skin Color: Caucasian Eye Color: Gray Clothing: Light-blessed Raiment (Including a light-blessed mantle) Race: Naarirum (see below) Class: Priest Element: Light Alignment: Good Weapon: A metal stave with a cross at the top, a dark blue glowing gem in the center of the cross. Can be held with one hand, but needs two hands to melee with it. Special Abilties: 1. Heal - Heals a single target for 20 health (2 turn cooldown; 1 turn cast)2. Prayer of Strength: Endurance - Increases the health of all party members by 15 for 3 turns. 3. Prayer of Life - A powerful healing spell that heals all party members for 15 health (5 turn cooldown; 2 turn cast)4. Prayer of Support - Heals a target for 5 damage, but has no cooldown. (Instant cast)5. Martyrdrom - When in peril, sacrafices himself to bless his party, restoring their health to full. Also makes his party immune to attacks for 2 turns. (Instant cast)6. Holy Catalyst - Makes the target enemy a holy catalyst, in which all damage done to the enemy heals the damage dealer 25% of the damage they do. Last 3 turns, with a 6 turn cooldown. (Instant Cast)7. Resurrection - Brings a dead player back to life. (Instant; Out of combat)8.* Sanctuary - Creates a sanctuary of light that heals group members for 20 health/turn. Lasts 5 turns. Enemies cannot entire the sanctuary.9. Holy Judgement - A hammer of light comes down to judge the target. (Instant)10. Purify - Purifies all forms of debuffs on the friendly target, includes, but not limited to: poisons, seals, diseases, etc. (4 turn cooldown)(Instant cast)11. Mercy - Splits damage done to target with caster12. Serenity - A blessing that increases healing taken by 500% to all party members. Lasts 2 turns. (5 turn cooldown)13. Transcend - Calls down an incredible, blinding light that infuses the target with divine light, attempting to damage all enemies that see it in the process. Causes the target to gain 50% more damage on their next attack, whether it succeeds or fails. (Internal Cooldown; Lasts for one attack only)* = Special Other Information: Okay, you should know by now that his name is a palindrome for "healer". Backround Story: Relaeh's origin, like the rest of his past is unknown. However, he traveled the interstellar dimensions in the Ardor Keep vessel that was called "The Gleaming Loom". This ship was one of the last vessels to be attacked in the darkening of the Ardor Keep. The Ardor Keep was a series of vessels, run by the being of pure light - the Naari. Their descendants (called Naarirum, meaning 'One from or of Narri, meaning 'light') traveled with them, spreading light across the galaxies where darkness grew. They battled darkness and evil wherever it grew in this darkness. That was, until the darkening of Ardor Keep. The fleet was intercepted by a strange force, which penetrated nearly all of the fleet's vessels. Fortunately, not all of these vessels were hijacked, and so the ones that remained unscarred either crash-landed over certain areas of the planet or entered another dimension before the force had a chance to grip it. The Gleaming Loom was one of the ones that crash landed onto the planet. The vessels that were not so fortunate had no choice but to activate emergency protocol. Using each ship's energy, they stopped moving completely and remained in flux over an abyss. All of the doors remained sealed for whatever battle was going to take place. Whatever it was that had hijacked the Ardor Keep was going to have to battle the Narri and the Narrirum in all their wrath. Today, the Ardor Keep remains in flux. It is not understood what exactly took place inside each vessel, for each entrance still remains sealed. However, the energy levels given off by the fleet have significantly fallen over time, meaning that the energy that wards off any incoming traffic has wained somewhat. That means, given the right amount of force, the vessels could yield entry. Even though the energy levels have gone down in the newly formed Nether Rift where Ardor Keep now resides, the emergency protocol remains in effect. The fleet arranged itself in a fortress-like form. You can only get to the heart vessel by disabling security controls in the outer vessels, due to extremely strong magnetic interference in the space rift. The Gleaming Loom dropped out of the sky and crash landed in a secluded area of Etherstorm. Those Narrirum who were left alive tried to set up some sort of camp and help the injured. After a week or two, Nyarn and Windsor found the remains of the Gleaming Loom, and with it, Relaeh. They told each other of their stories, and Nyarn and Windsor used the camp set up by the Narrirum that night for shelter. The next day, they were raided by Cannibalistic Cookies, strangely, and imprisoned. The Gleaming Loom was not damaged in the raid, in fact, it remained completely intact and its auto-repair function continued to maintence the vessel. Only certain people were taken into custody by the cannibalistic cookies. There was a plan, made by a few of the Narrirum's leaders and Relaeh (who was appointed a leader at the time) to launch a counter-campaign against Ardor Keep. Naturally, it was postponed when he was abducted by the cookies. Now, the darkening of the Ardor Keep continues, the beacon of light that remains in the heart of the Keep (named the Hallowed Soul) grows fainter and fainter every day. All that is left are the beings fighting the losing battle inside it, locked in conflict, hoping someone will save them before the core collapses and the entire fleet explodes. The force of the explosion would wipe out Etherstorm and the lands adjacent, sundering the rest of the planet in the process. The exact damage done would be unmeasurable. Edited by Root, Oct 27 2009, 06:08 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Sep 28 2008, 12:27 AM Post #5 |
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The Speaker for the Dead
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This character is also to be used in stories, but may also be used in arenas and such. Partially based off WoW, suck it up please if you do not approve of that little aspect of it. ============================== Name: Death Knight Sar'hojz Real Name: Sir John von Preich Age: ?? (Undead; Risen Death Knight) Height: About 6'2'' Weight: Hard to tell Skin Tone: Gray, nearly white. Eye Color: Hollow/Empty as if he were dead (obviously) or blind. Clothing: Chain Mail or Plate mostly. Risen in Knight's Armor, now with dark runes in places on the arms, legs, and chestplate. Often cloaked, hiding his face. Hair Color: Rugged now, dirty and unkept. It turned gray / white when he was risen Class: Death Knight Element: Dark / Shadow / Undeath (However you prefer to read it) Alignment: Evil / Shadow Backround: Once a loyal and true Knight, believing in purity and serenity of souls, Sir John von Preich turned to the shadows of his soul in his death. He was murdered in the most gruesome of ways, and was risen by a foul, evil-to-the-core demon of undeath as a Death Knight. Even though it was against his will, his faith is now corrupted as he walks down the twisted path of the damned, serving his horrible benefactor like the loyal subject he was in life. A true warrior, now with his soul corrupted. See 'Dusk Watch' for more information / insight to this character. Special Abilities: (Passive) Mounted Combat - This Death Knight rides a skeletal Shadow Stallion and can attack whilst mounted upon it. The Stallion may attack as well. Inhuman Strength - Can dual-wield weighted weapons (those of a heavier calliber) but cannot dual-wield two-handed swords, axes, maces, etc. Dark Faith - Shadow resistance extremely high (Active Abilities) 1. Twisted Aura - Causes small damage (5-10?) to all those within [attack] range of the Death Knight. Causes Shadow damage. Highly resistible with Holy or Shadow elements. 2. Blightcall - Corrupts a target upon attacking it, causing them to decay over 3 turns, for 3 damage a turn, doubling each turn until removed or the effect ends. (3, 6, 12 damage upon last turn) 3. Shadow Clash - Fires a mass of shadow energy at a target, causing high amounts of damage. Instant cast, 2 turn cooldown. 4. Raise Dead - Raises an undead minion to service for the Death Knight. Can be a fallen friendly, offensive target, or can create one. (Note: Can only raise one at a time; can only create one at a time himself) 5. Damned Pact - Kills an undead servant to heal the Death Knight for 10% of his total health. 6. Shield of the Darkener - Immune to all magic damage, but physical and holy damage taken is increased by 100%. (5 Turn Cooldown. Lasts 2 turns without cooldown being absorbed) 7. Unstable Plague - An unholy and grizzly disease plagues the target, causing them to take damage over a sustained amount of time. Silences the target for its duration. Any contact made with target can cause it to spread to new targets. Lasts 5 turns, doing 2 damage each turn. (This ability NOT to be used in Arenas, or if it is, used as a special). 8.* Unholy Grip - An unholy touch grips the target, causing it to take 50% more shadow damage from all sources, and 100% more physical AND shadow damage from the Death Knight. 9. Unholy Strength - Damage caused increased by 100%, but damage taken is increased by 50%, and holy damage taken is increased by an additional 100%. (Holy damage increase + Damage increase = 150% holy damage increase, for clarification). Edited by Root, Sep 28 2008, 08:36 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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Reinforced Crystallized Bulwark - An ancient technique handed down through Nyarn's family enables him to assemble, by means of transmutation, a shield worthy of deflecting even the mightiest of blows.
Transmute: Earth - Transmutes the earth into a sharp shard of rock. Can be shaped many different ways/angles.
Transmute: Life to Undeath - Transmutes part of the target's living energy into death, causing damage to it.
Transmute: Mineral Wall - Summons a wall of rock and minerals in front of the character, protecting him from attacks.
Power Charge - Charges himself (and his weapon) with Earthern energy, propels himself at foes. Charges from enemy to enemy, striking each with once before dashing to the next foe. A maximum of three targets can be hit by this attack. The same target can be hit more than once. Internal, but no set cooldown.
Earthen Seal - Using mass amounts of earthern energy, painfully brands a target with irremoveable transmutation circles that cause the target to receive 50% of the damage it deals from all sources. The damage received is of opposite element.
Earth Wreath - A transmutation circle forms beneath 1-2 random enemy targets within line of sight. If either target moves from these circles, the circles will explode on both targets. Lasts for 2 turns.
Deflection - Foresight aids Nyarn in anticipating the next physical attack used against him, causing him to parry and counter it with one of his own strikes, which deals 10% - 20% extra damage.
Shield Strike - Using his shield, Nyarn viciously strikes an enemy with his shield. This effect also causes the enemy to take an additional 25% damage from all sources for the next 2 turns. (5 Turn cooldown)
Throw Shield - Nyarn flings the shield at an opponent (or opponents, depending on spacing) at high velocity, causing damage and stunning an opponent for 2 turns. Nyarn's shield is destroyed in the process, and cannot be re-summoned for 5 turns following the stun.



- Freeze The more attacks an enemy receives from Windsor, the higher this goes. Certain abilities will trigger this, others will not. See ability descriptions below.
Icebolt - Throws a bolt of ice at an enemy. One successful hit cause
Frostbite - Afflicts the target with ice energy, increasing all frost damage taken by 25%. Lasts for 5 turns (5 turn cooldown. Can only be cast on one target at a time). Causes
Frost Lightning - A jagged chain of frost energy instantly shocks up to 3 targets. Damage is inflicted over time to the initial target of the blast. Charging this attack for one turn causes the damage over time to apply to all victims of this attack.
White Out - Calls down a freezing blizzard to blast all enemy targets. This attack will cause moderate to heavy damage and freeze all enemy targets for 2 turns. Damage taken increased by 100% while frozen from all sources. Damage to frozen targets will break the effect. Causes
Ice Root - Uses frost energy to form frozen crystals at the feet of the target, immoblizing them for 2 turns. (5 turn cooldown). Causes
Cold Blood - When activated, becomes immune to fire and ice damage for 2 turns. (5 turn cooldown)
Arctic Barricade - Encases himself in a barricade of thickened ice and snow, rendering himself immune to all physical attacks. Offensive spells will be reflected back at their caster. In addition, this ability causes
Frozen Heart - Windsor chills the blood in his veins and his heart goes cold briefly, increasing all Frost Damage done by 10%. Any frost (water or otherwise) damage dealt to Windsor will be absorbed to increase the effect by an extra 10%. Lasts 5 turns. Internal cooldown. Fire damage taken is increased by 20%. Abilities that cause
Ice Crush - Encases a target in ice using the energy from
Blaze Matrix - Changes Geddon's form and identity completely. A smoldering symbol on his chest encases Geddon in a thin layer of flames in the form of runes, and a cloth-like barrier is put around his eyes. Hair color is tinged toward an red-orange.
Pyroclash - Sends a giant blast of fire from Geddon's plam to engulf the enemy in flame.
Ignite - After using a fire-based move, ignites the enemy (assuming it hits) causing 5-30 extra damage depending on strength of the target. Weaker targets are more susceptible, and targets already struck by multiple fire attacks are even more vulernable. (3 turn cooldown; Instant)
Shield of the Living Flame - Decreases damage taken by 25% when activated, and fire spells will be reflected back at their casters. Damage reflected cannot be ignited. (5 turn cooldown.)
Bombardment - Razes an portion of the ground, doing fire damage to all in the vicinity. Does high environmental damage, most of all.
Burn Magic - After an enemy uses a magical spell, this ability can instantly be used to deal damage to the target. Damage is based off of how powerful the spell is. This ability deals fire damage (which cannot be ignited) and depletes a caster's magical power.
Ashfire - Incinerate a target with burning ashes, doing moderate damage and dropping the accuracy of the target.
Flamestorm - Geddon's blaze matrix grows in size and a fiery storm rains down upon the ENTIRE area doing fire damage to all enemies and also causing fire damage over time. After this effect, Geddon's Blaze Matrix surges with fire energy, increasing fire damage by 25%/50%/75% 3 turns after (respectively), then explodes dealing additional fire damage.
Molten Devastation - Channels molten magma energy and fire into a mass that can be unleashed upon a target at any time. The longer the charge, the more damage it does and the more targets it will hit. Critical mass is a 4-turn charge and has a 100% damage increase. (Internal Cooldown.)
Swelter Streak - Throw flames in a line quickly and ignite them to a target, causing fire damage and damage over time.
Heal - Heals a single target for 20 health (2 turn cooldown; 1 turn cast)
Prayer of Strength: Endurance - Increases the health of all party members by 15 for 3 turns.
Prayer of Life - A powerful healing spell that heals all party members for 15 health (5 turn cooldown; 2 turn cast)
Prayer of Support - Heals a target for 5 damage, but has no cooldown. (Instant cast)
Martyrdrom - When in peril, sacrafices himself to bless his party, restoring their health to full. Also makes his party immune to attacks for 2 turns. (Instant cast)
Holy Catalyst - Makes the target enemy a holy catalyst, in which all damage done to the enemy heals the damage dealer 25% of the damage they do. Last 3 turns, with a 6 turn cooldown. (Instant Cast)
Resurrection - Brings a dead player back to life. (Instant; Out of combat)
Sanctuary - Creates a sanctuary of light that heals group members for 20 health/turn. Lasts 5 turns. Enemies cannot entire the sanctuary.
Holy Judgement - A hammer of light comes down to judge the target. (Instant)
Purify - Purifies all forms of debuffs on the friendly target, includes, but not limited to: poisons, seals, diseases, etc. (4 turn cooldown)(Instant cast)
Mercy - Splits damage done to target with caster
Serenity - A blessing that increases healing taken by 500% to all party members. Lasts 2 turns. (5 turn cooldown)
Transcend - Calls down an incredible, blinding light that infuses the target with divine light, attempting to damage all enemies that see it in the process. Causes the target to gain 50% more damage on their next attack, whether it succeeds or fails. (Internal Cooldown; Lasts for one attack only)
4:50 PM Dec 2