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Harbinger of Ice
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Harbinger of Ice
Mastery of Ice:
Zihark gains total control of non-magical and passive ice, within a 50 meter radius. This can be done in multiple ways, including collecting available ice, freezing water, and gathering small amounts through moisture in the air.
The ice is imbued with Zihark's magical prowess, making the ice harder. Comparable to steel.
Zihark's likeness to ice is enhanced with a crystal blue aura with black flecks of darkness. His eyes and hair turn a much brighter blue, compared to his normal medium blue features.
Mastery of Ice Cool Down: Passive, but Zihark can activate, and deactivate.
Slave to Ice
Resistance: Zihark is easily able to resist the extreme climates up to -80*C(-112*F) and to a lesser degree heat of up to 50*C(122*F) with no abnormal status effects.
Affinity: The cost of ice related spells is reduced by 10MP
Frozen Duo: Zihark is able to replicate his current weapon, similar in every characteristic, except made of ice.
Streamlined: Zihark becomes much more aerodynamic by unconsciously creating a barrier of ice particles that split things like wind for easier mobility.
Chill: Zihark is able to cool down specific parts of his body. This can include freezing cuts to avoid bleeding out, and chilling bruises to reduce pain and allow more freedom of movement otherwise impossible with certain injuries.
One with Ice
Glaze I: MP increase by 50MP.
Pliability: Ice structures that would normally be rigid can be bent to Zihark’s content
Frost Form I: DP increased by 2DP
Tact: Zihark can change the physical properties of the ice around him and make the substance stick to surfaces in such a way that the ice would have to be shaken :off
Glacial Epoch
Sentience: Zihark’s ice sculptures can take on the qualities of it’s creations. Ice birds can fly, etc
Frost Form II: DP increased by 3DP
Immunity: Zihark can negate any singular status effect. Can be used once every 10 posts. This is stackable up to 3.
Ice Age
Glaze II: MP increased by 100MP.
Drain: Zihark can sap an enemy of their MP by sacrificing the same amount of his own.
Harbinger of Ice
Cardice: All Ice in Zihark’s vicinity can be converted to Dry Ice. At this point the ice will begin to rapidly drop in temperature, reaching below -80*C (-112*F). If in direct contact with skin, the ice will severely burn, however if contact is maintained over long periods of time, the skin will become frostbitten. In large volumes, the ice will release it’s trademarked gases which can rob living things of oxygen. Symptoms include shortness of breath, rapid breath, decreased stamina, and frostbite. These effects take time, and persons involved will hardly notice these changes until they have already taken effect. Zihark is immune.
Zihark gains total control of non-magical and passive ice, within a 50 meter radius. This can be done in multiple ways, including collecting available ice, freezing water, and gathering small amounts through moisture in the air.
The ice is imbued with Zihark's magical prowess, making the ice harder. Comparable to steel.
Zihark's likeness to ice is enhanced with a crystal blue aura with black flecks of darkness. His eyes and hair turn a much brighter blue, compared to his normal medium blue features.
Mastery of Ice Cool Down: Passive, but Zihark can activate, and deactivate.
Slave to Ice
Resistance: Zihark is easily able to resist the extreme climates up to -80*C(-112*F) and to a lesser degree heat of up to 50*C(122*F) with no abnormal status effects.
Affinity: The cost of ice related spells is reduced by 10MP
Frozen Duo: Zihark is able to replicate his current weapon, similar in every characteristic, except made of ice.
Streamlined: Zihark becomes much more aerodynamic by unconsciously creating a barrier of ice particles that split things like wind for easier mobility.
Chill: Zihark is able to cool down specific parts of his body. This can include freezing cuts to avoid bleeding out, and chilling bruises to reduce pain and allow more freedom of movement otherwise impossible with certain injuries.
One with Ice
Glaze I: MP increase by 50MP.
Pliability: Ice structures that would normally be rigid can be bent to Zihark’s content
Frost Form I: DP increased by 2DP
Tact: Zihark can change the physical properties of the ice around him and make the substance stick to surfaces in such a way that the ice would have to be shaken :off
Glacial Epoch
Sentience: Zihark’s ice sculptures can take on the qualities of it’s creations. Ice birds can fly, etc
Frost Form II: DP increased by 3DP
Immunity: Zihark can negate any singular status effect. Can be used once every 10 posts. This is stackable up to 3.
Ice Age
Glaze II: MP increased by 100MP.
Drain: Zihark can sap an enemy of their MP by sacrificing the same amount of his own.
Harbinger of Ice
Cardice: All Ice in Zihark’s vicinity can be converted to Dry Ice. At this point the ice will begin to rapidly drop in temperature, reaching below -80*C (-112*F). If in direct contact with skin, the ice will severely burn, however if contact is maintained over long periods of time, the skin will become frostbitten. In large volumes, the ice will release it’s trademarked gases which can rob living things of oxygen. Symptoms include shortness of breath, rapid breath, decreased stamina, and frostbite. These effects take time, and persons involved will hardly notice these changes until they have already taken effect. Zihark is immune.
Last edited by Zihark on Tue Mar 10, 2015 4:22 pm; edited 3 times in total
Zihark- Posts : 15
Re: Harbinger of Ice
You can make the base ability somewhat more powerful. Treat it like a Limit, but not a Limit Break.
With Tier Five Agility, you essentially already have Observation. You may replace it with another skill.
With Tier Five Agility, you essentially already have Observation. You may replace it with another skill.
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