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Cyrus Kincaid [Scorch Magic]

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Cyrus Kincaid [Scorch Magic]

Post by Kincaid on Sun Feb 10, 2013 7:51 pm

Name: Scorch Magic
Type: Caster Magic
Element/Aspect: Fire
Description: Scorch Magic revolves around the properties of heat and evaporation.
Side Effects: The more it's used, the more dried out the user's skin will become. Over time they will suffer from dried skin, cracking and bleeding, and dehydration. Depending on the scale of the spell, the user can be left completely dried of any bodily fluids as they have been completely evaporated.


Scorch Magic: Walking Supernova
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (5)
Type: Offensive/Utility
Element: Fire
Range: Self
Requirements: None
Effect: This is why Cyrus was named the Crimson Nova as he literally covers himself in Scorch Magic. This leaves mild burns on anything that comes into contact with him and dries out the air around him. Plants will literally begin to dry out and curl as he walks through a forest and people around him will suffer from irritated, dry skin, mild fevers, and mild sweating.(5 posts). After 12 posts the sweating becomes moderate and doesn't go higher This spell also makes it very difficult to use any spells based on moisture/water as it dries out the area, thus making those types of spells a half tier weaker.
Cooldown: 2 Posts


Scorch Magic: Heat Shield
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Defensive
Element: Fire
Range: 5 Feet in diameter
Requirements: None
Effect: This spell generates a disc of concentrated scorch magic in the palm of Cyrus's hand. The disc is about 5 feet in diameter from his hand and can block 3 Base Level spells and 1 Tier 1 spell. The shield is not solid and only blocks spells that are susceptible to heat (IE Wood, Water, Ice, etc.). Something like lightning would simply pass through the shield all together. Later on it will be able to expand and cover a larger area as well as defend against more powerful spells.
Cooldown: 2 Posts

Scorch Magic: Nightmare Mirage
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: Fire
Range: Varies
Requirements: Walking Supernova must be active.
Effect: This spell uses heat to generate mirages. At its current base level it can only make mirages of people, like Cyrus, but as it evolves and Cyrus becomes more powerful, he will be able to generate mirages of anything he so chooses. To generate mirages of people, he must have already seen the person. At its current level the mirages aren't perfect by any means and would never pass as the real deal if actually inspected. However, they work well for quick diversions and short moments of confusion.
Cooldown: 5 Posts


Scorch Magic: Spark
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Fire
Range: 15 feet
Requirements: Not a requirement but works best when Walking Supernova is active.
Effect: Cyrus condenses scorch magic into the palm of his hand so tightly together that it actually generates a small flame in the palm of his hand. The flame is shaped like an orb and is about the size of a baseball. Cyrus can throw the orb and when it hits someone/something it will leave mild 1st degree burns in any area it touches. However, the true nature of this spell is used in combination with Walking Supernova as it will ignite the dried air and plant life, generating a chain reaction that results in all of Cyrus's spells being boosted half a tier for the remainder of the topic.
Cooldown: 3 Posts


Scorch Magic: Devil's Invocation
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: Fire
Range: Touch
Requirements: Must have something to invoke.
Effect: This spell is used to invoke an object with Cyrus's Scorch Magic. He can use things like throwing weapons, swords, or even just the ground. What this means is once he has invoked an object, that object retains the scorch magic's properties. Meaning if he invokes one of his senbon and it hits someone in the arm, instead of just piercing the skin and causing pain it will lightly burn the area around it and dry out the skin, causing it to crack. If he invokes a spot of dirt on the ground, then when someone steps on it, it will immediately activate and dehydrate them. Later on the effects will become more deadly and act as scorch magic bombs/mines.
Cooldown: 2 Posts


Last edited by Kincaid on Tue Feb 12, 2013 10:42 pm; edited 4 times in total
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Re: Cyrus Kincaid [Scorch Magic]

Post by Kincaid on Tue Feb 12, 2013 2:55 am

Bump, done.

Time to watch them get ripped apart and pooped on by a mod Very Happy

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Re: Cyrus Kincaid [Scorch Magic]

Post by Erik Cecere on Tue Feb 12, 2013 3:49 am

Magic: "whatever spell is being used is on such a high scale that no one should be left alive afterwards anyway." This needs to go, even though this is a general description it sounds far too overpowered. You may however feel free to reword this to it being incredibly powerful, but move that part to "Description" rather than "Side effects".

Supernova: Weaken this spell please. At this level plants would not shrivel up and die as he walks. The will slowly dry and curl away at this level, but at this level they wouldn't die unless he stood next to them for a period of time. Lower the duration to 3 posts as well. At this level as well, it wouldn't be difficult to use moisture based spells, but I can allow them to have a slightly weaker effect on you provided supernova is active.

Phoenix: Make it two orbs and give them a mild homing effect, only curving towards the target. Also can these orbs be destroyed? When they pass into someone do they hurt?

Nightmare: This spell is pretty much alright as it is, but please specify a "weak mirage" of a person, and naturally include he must know what the person looks like.

Spark: This spell is too powerful, the worst this should be able to do are very mild 1st degree burns or forcibly induced sweating.

Invocation: Increase the cooldown to 2 posts.

Bump when you've edited and are ready for another review ^^
Be sure to ask if you have any questions!

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Re: Cyrus Kincaid [Scorch Magic]

Post by Kincaid on Tue Feb 12, 2013 4:04 am

Hmmm ok I think I got all the edits you suggested.

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Re: Cyrus Kincaid [Scorch Magic]

Post by Erik Cecere on Tue Feb 12, 2013 8:14 pm

Alright, it has my approval. I don't usually review magic however so you'll have to wait on Heero to fully sign off on this.

1/2 approved!

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Re: Cyrus Kincaid [Scorch Magic]

Post by Heero Villenn on Tue Feb 12, 2013 9:05 pm

magic: Approved!

nova: take out bleeding lips. Also, it takes 5 turns to induce the mild fever and mild sweating. After 12 turns the sweating becomes moderate and doesn't go higher.

phoenix: 1 orb. Take out the heat seeking effect(this makes an excellent sigil). they move at 8 mph.

nightmare mirage: increase the cooldown to 5. Make it a requirement that walking supernova must be active to use this spell.

spark: works for me.

devils invocation: APPROVED!

personal(unrequired) suggestion: Take out scorching phoenix entirely. You can use it as is(only stronger) as an upgraded version of spark when it's tier 3 or 4. It saves you a free spell slot and also gives you two spells for the price of one.

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Re: Cyrus Kincaid [Scorch Magic]

Post by Kincaid on Tue Feb 12, 2013 10:14 pm

Made the edits and switched out Phoenix for a defensive spell.

Also, thanks for the suggestion.

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Re: Cyrus Kincaid [Scorch Magic]

Post by Heero Villenn on Tue Feb 12, 2013 10:30 pm

heat shield: Add this: It can block 3 base level spells and 1 tier 1 spell. Also add that this shield is not solid and only effects attacks suseptible to heat(wood, water, etc.) Attacks like Lightning would not be protected by this spell. Everything else looks fine.

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Re: Cyrus Kincaid [Scorch Magic]

Post by Heero Villenn on Tue Feb 12, 2013 10:44 pm


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