Haru can use Elemancy. Elemancy is a magic-casting system. Haru can extract elemental energy from deposits around the worlds, collect it in Magic Flasks and craft spells he and his allies can use in combat. Using Elemancy does not cost magical energy, instead requiring each spell be crafted from available ingredients collected from the worlds. Elemancy requires a few key ingredients to "craft" a spell. Units of elemental energy can be drawn from elemental veins found throughout the worlds in triangular formations in areas filled with a lot of mana or other types of magical energy. Elemental energy can also be at times drawn from manmade deposits like nitrogen tanks in certain areas. A Magic Flask is a reusable container to put the crafted spell into. After procuring the necessary ingredients, a wide variety of spells can be created by putting together Fire, Ice, Lightning, Wind, Earth, Water, Nature, Light and Darkness elements. Consumable items and spoils from enemies can spice up a crafted spell, adding secondary effects like multi-casts from a single flask, healing the party while damaging enemies and lancing the spell with status effects. Items, Ingredients and Treasures can add effects to spells to either give them more damage or an additional effect.
The Magic Flask is a key item used in the creation and execution of Elemancy. Magic Flasks are spherical bottles that can be packed with refined magic and each flask can carry a certain number of "charges" of a spell before it becomes empty and can be filled again. Magic Flasks hardly resemble a flask or bottle, as their name would imply, instead looking like a sphere with small, transparent designs that show the glowing spell housed within. Because of this design and how they are used, they have been referred to as "spell bombs" or "magic grenades." Haru has 14 Magic Flasks.
Here are the catalyst effects Haru can add to his Magic Flask spells:
1. Powercast - Cast a spell of increased intensity.
2. Dualcast - Cast a spell up to two times. The finishing cast is of increased intensity than the others.
3. Tricast - Cast a spell up to three times. The finishing cast is of increased intensity than the others.
4. Quadcast - Cast a spell up to four times. The finishing cast is of increased intensity than the others.
5. Quintcast - Cast a spell up to five times. The finishing cast is of increased intensity than the others.
6. Healcast - Cast a spell and heal the caster.
7. Cursecast - Cast a spell with a chance to decrease the targets physical attack power.
8. Venomcast - Cast a spell with a chance to inflict the Poison status ailment on the target.
9. Stopcast - Cast a spell with a chance to inflict the Stop status ailment on the target.
10. Killcast - Cast a spell with a chance to inflict the Instant Death status effect on the target.
11. Blastcast - Cast a spell inflicting significant damage on the target and the caster receives recoil damage equal to 1/4 of the damage taken by the target.
12. Maxicast - Cast the ultimate elemental spell. (Fire = Flare, Ice = Freeze, Lighting = Burst, Wind = Tornado, Earth = Quake, Water = Flood, Nature = Emergence, Light = Holy, Darkness = Black Hole)
The Magic Flask is a key item used in the creation and execution of Elemancy. Magic Flasks are spherical bottles that can be packed with refined magic and each flask can carry a certain number of "charges" of a spell before it becomes empty and can be filled again. Magic Flasks hardly resemble a flask or bottle, as their name would imply, instead looking like a sphere with small, transparent designs that show the glowing spell housed within. Because of this design and how they are used, they have been referred to as "spell bombs" or "magic grenades." Haru has 14 Magic Flasks.
Here are the catalyst effects Haru can add to his Magic Flask spells:
1. Powercast - Cast a spell of increased intensity.
2. Dualcast - Cast a spell up to two times. The finishing cast is of increased intensity than the others.
3. Tricast - Cast a spell up to three times. The finishing cast is of increased intensity than the others.
4. Quadcast - Cast a spell up to four times. The finishing cast is of increased intensity than the others.
5. Quintcast - Cast a spell up to five times. The finishing cast is of increased intensity than the others.
6. Healcast - Cast a spell and heal the caster.
7. Cursecast - Cast a spell with a chance to decrease the targets physical attack power.
8. Venomcast - Cast a spell with a chance to inflict the Poison status ailment on the target.
9. Stopcast - Cast a spell with a chance to inflict the Stop status ailment on the target.
10. Killcast - Cast a spell with a chance to inflict the Instant Death status effect on the target.
11. Blastcast - Cast a spell inflicting significant damage on the target and the caster receives recoil damage equal to 1/4 of the damage taken by the target.
12. Maxicast - Cast the ultimate elemental spell. (Fire = Flare, Ice = Freeze, Lighting = Burst, Wind = Tornado, Earth = Quake, Water = Flood, Nature = Emergence, Light = Holy, Darkness = Black Hole)
Category Story / Fantasy
Species Fox (Other)
Size 652 x 1280px
File Size 103.3 kB
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