apex style
leg+hand based fighting style with purple shockwave visuals
2.5 damage
1.5 speed
3 attack size
each hit on an enemy with a technique removes their ability to use skills for 2 seconds, adding 0.5 seconds for each extra hit during the duration
A spirit mutation of Earth, Water and Wind. Rather than control the spirit energy of the target, this spirit mutation instead warps the spirit energy latent in the terrain around the caster, causing minimal damage to the world around during a fight.
Stats
Power: 1.05x
Size: 1.4x
Speed: 1.4x
Magic Mechanics
Gimmick: Terrain-based Attacks
The closest element to the user will always be used for an attack between Earth, Water and Air. This can be controlled based on what the caster is standing on.
- Standing on solid ground will form Earth attacks (decreasing speed by 0.4x),
- Puddles and Pools of any liquid will form water attacks (decreasing size by 0.4x),
- Attacking in the air will form Wind attacks (decreasing power by 0.2x).
The Clashrates, Synergies & Status on hit will be determined by the element used (their base magic counterpart), with the exception that Bruised and Soaked will always give a +10% damage bonus.
Atlas Magic cannot cause terrain destruction with any attack.
Arcanium Stats:
+75% Power
+25% Attack Speed
+25% Range
+10% Range
-5% Defense
-10% Resistance
First Gimmick - Overload
The damage affinity increases on how hot the user is. Upon reaching 1.5x multiplier, the person wielding this magic starts to take (Max health * 0.01) damage every second. The only way to cool down is by drinking tide potions, seawater, being in cooler areas, or not using the magic for a few seconds.
When the wielder of this magic reaches zero HP while at max heat, they will let off a high-damaging explosion that deals (Base Health/5) damage all enemies within range. (Max: 500). Inflicts burn + massive knockback. Hitbox probably r = 50 studs using sphere formula
There is a 5 second delay before explosion goes off. Reseting above 5% HP does not activate it. It is blockable/parriable
Water/Cooling based magics hard counters this gimmick.
Second Gimmick - Status Effect Copy
The Butterfly magic doesnât have any unique status infliction. If the wielder only has this magic as their only heat magic, it will inflict burn.
However, if the wielderâs first magic is another elemental gas heat magic like plasma, scorch, inferno, etc. Butterfly magic will replace the burn status effect with your first magic heat effect and will inflict that status effect. (Does not change the multipliers)
However, depending on how strong that heat magic is, you will take a lot more damage per second at max heat.
At max heat, the magic can inflict Burn status effect (weakened version) plus the first-magic heat effect
Clash Rates
1.30x Against Wood
1.20x Against Glass, Sand, Snow, Ash
1.10x Against Ash
1.10x (At Max Overload) against Lightning, light, Shadow, Wind, Poison
Clashes Neutrally against Lightning, Light, Shadow, Wind, Poison
Clashes neutrally (At Max Overload) Magma, Plasma, Crystal, Explosion
Everything else clashes lower than 1 without overload/with overload
Depending on how many seconds the burn effect last for, Butterfly can deal ((((log(x)^20))/(sqrt{25}))+1)% more damage
Butterfly magic more so an aberration of phoenix. Tis got them wings as well
Allows the user to sacrifice their own life force to conjure flaming, sanguine energy that siphons vitality and intensifies as the userâs health fluctuates.
0.675x-1.35x Power 1x Speed 1.1x Size 0.7x Destruction
Overview
Overview
A fiery lost spirit mutation that uses life force as fuel, hence the name âBloodflameâ. Power, healing, and damage taken intensify as the userâs health percentage either increases or decreases, encouraging health fluctuation and berserker (risk/reward) playstyles to bring out its potential.
It manifests as a hot energy magic that appears as glowing, crimson red energy with neon red and purplish red flames.
It is based on the non-existent magic, Bloodflame, that Sangdrassill magic is composed of.
Magic Mechanics
Magic Mechanics
Spells have an innate +10% regeneration (additive) and +2 drawback.
Spells inflict âExsanguifireâ on hit, a DoT effect.
Ensanguinated Energy Bar
While equipped, an ensanguinated energy bar appears (similar to Thermoâs heat bar and Sailorâs seawater energy bar). This bar ranges from 0% (empty) to 100% (full) and is (visually) rounded to the nearest whole number.
When the user loses or gains health through any manner (including drawback, excluding natural health regeneration), the ensanguinated energy bar increases by the percentage that their health changes.
For example, if the user receives damage or healing equal to 10% of their maximum health, ensanguinated energy increases by +10%. Ensanguinated energy gain is halved for healing potions.
Ensanguinated energy can only be gained if the userâs health actually changes. Healing 9999 health while at 949/1000 health will only increase Ensanguinated energy by +5.1%.
After some time, ensanguinated energy begins to drain by -2% per second. However, the timer before it begins to drain is increased by 1s for every 1% ensanguinated energy gained, up to a maximum of 10s. Outside of combat, ensanguinated energy drains regardless of the timer.
Ensanguinated energy grants the user effects that scale linearly based on its percentage:
Increases Bloodflame magicâs power (damage dealt) based on 100% of current percentage.
Multiplies healing received by the user based on 25% of current percentage. (excludes natural health regeneration and healing potions)
Multiplies damage received by the user based on 20% of current percentage.
Status Effects
Exsanguifire
Deals 4% of attack damage every 1s, lasting for 5s. Each tick heals the inflictor for 25% of damage dealt by the DoT tick.
Essentially a fusion of bleeding and burning in terms of synergies and clears.
Interactions & Clashing
Interactions & Clashing
Cannot be used underwater, projectiles that make contact with any water body will evaporate and create low damaging steam.
Clears the Freezing, Soaked, and Snowy status effects.
Similar clashing rates to Fire Magic.
Synonyms
Synonyms
Blood/Bloody ()
Bloodflame/Bloodfire
Hemoflare
Exsanguifire
Sanguine
Crimson
Red
Scarlet
Vampire/Vampiric
Exsanguinating/Exsanguination
Ensanguinating/Ensanguination
of Blood/of Bloodflame/of Bloodfire/of Hemoflare/of Exsanguifire/of Crimson/of Red/of Exsanguination/of Ensanguination
Yes, I used Aweome_Wafflezâ organization style because it looks nice and clean
Death + Darkness + Poison Apollyon Magic (Ancient) âA creeping, festering darkness that absorbs all light and consumes all in its path like a hungering void that spreads and destroys like a malignant disease.â
Power: 0.5x - 3.75x
Speed: 1.2x
Size: 1x - 3x
Destruction: Yes.
Overview
A magic that manifests itself as a pitch-black darkness that absorbs all light, leaving no room for lights and shadows to discern depth. Apollyon Magic comes from the Greek name âApollyon,â which comes from the Hebrew term âAbaddon,â meaning âDoom.â It is also referenced as an angel of the abyss and place of destruction in the Bible.
Mechanics
Much like Thermo Fist, Sailor Fist, and Vanishing Fist, Apollyon Magic has two meters. The first is âConsumption,â which increases the more you blanket the environment in its darkness. The more you consume, the more powerful the magic gets. Consumption only depletes when you unequip the magic, causing the darkness to slowly fade and reveal the ravaged terrain.
The second meter is âInstability.â Instability increases the more you use attacks, depleting one second after you stop attacking. The more Instability you have, the larger the magicâs size becomes. However, if you fill your Instability meter completely, your body is consumed and you unleash a blast of Apollyon Magic that deals 15% of your max HP as damage to yourself.
Status Effects
The effect applied when struck by Apollyon Magic is called âVoid Sickness.â It prevents any and all forms of regeneration, and clears HP given by Saturation. Void Sickness, however, can be stacked. It will do nothing new until the fifth stack, which will replace the debuff with âVoid Consumption.â Void Consumption now slows stamina and energy regeneration and now turns healing into slow DoT (Damage over Time). Charging to restore energy restores half as much and deals 0.5% of your max HP as damage each second.
Clashes and Interactions
It can be used underwater unimpeded.
Does not clear any debuffs.
Any attacks that clash against Apollyon Magic causes a burst of crimson and teal lightning shooting from an explosion of pure black energy. This destroys both the Apollyon Magic and whatever the magic clashed against. Clashes do not increase the âConsumptionâ meter.
Synonyms
Apollyon
Abaddon
Devastation
Destruction
Destructive
Void
Abyssal
Vantablack
Consuming
Of Abaddon/ Of Apollyon/ Of the Abyss/ Of Consumption/ Of the Void