Ivris reaches for her wand, staring at the parchment she'd purchased from the market which described five techniques for water mages. Although it wasn't much, it was definitely a start, and after getting a picture in her mind of what she was supposed to do, she got up and began.
Moving her arm forward slightly, she focuses on commanding the rukh to do her will. First, gather the water. A simple command, one would think, but not in Heliohapt. It was one of the main reasons she'd chosen water magic - in an arid, dry climate like hers, clean water was scarce. It was also so sunny and hot, and nothing grew in the desert sand that surrounded the city. To gather water in an area like this, a magician had to be resourceful, due to there being very limited quantities in the air. If you knew where to look, however, you could find it. The easiest way, of course, was by getting near the water, as Ivris was now. But when she was in the city, away from and obvious source of water, there were other ways. One of the most useful she'd found was unusual but very helpful: sweat. In the heat, everyone was sweating. This moisture, if collected from enough people, could be combined into spells of moderate sizes by commanding the rukh to generate it into more water. It wasn't always the best way, however. To solve this, Ivris had begun carrying around a water skin on her hip, and to create her spells she drew the water she used from it. She always made sure to recycle the water she'd used if she could, although sometimes it was unavoidable.
After collecting the water from the sea, she commanded the rukh again, this time telling them to push the water forward. And so they did, forming it into a jet. But it was very thin, not what the illustration had shown. No, for this spell, she needed to use lots of force to push her opponents back, and that meant a big surface area. The smaller the attack, the more damage it could do to a single area, but this spell was not about attacking; it was about gaining distance for her, something that was important for a magician that didn't enjoy close combat. She tried it again, this time focusing on the size of the spell. Taking a deep breath, she used Water Jet which shot out over the water. Smiling at her work, she could see she'd done it right. Still, practice would always help, so she drew the water from the ocean once more by commanding the rukh. She sustained Water Jet in order to act out the functionality of the spell itself, casting Ice Blade in order to blast it away with Water Jet. The ice blade was knocked back 10 meters, exactly as Ivris had hoped for. Happy with her work, she put her wand down and sat back down to look at the next spell on the parchment.
508/500
Moving her arm forward slightly, she focuses on commanding the rukh to do her will. First, gather the water. A simple command, one would think, but not in Heliohapt. It was one of the main reasons she'd chosen water magic - in an arid, dry climate like hers, clean water was scarce. It was also so sunny and hot, and nothing grew in the desert sand that surrounded the city. To gather water in an area like this, a magician had to be resourceful, due to there being very limited quantities in the air. If you knew where to look, however, you could find it. The easiest way, of course, was by getting near the water, as Ivris was now. But when she was in the city, away from and obvious source of water, there were other ways. One of the most useful she'd found was unusual but very helpful: sweat. In the heat, everyone was sweating. This moisture, if collected from enough people, could be combined into spells of moderate sizes by commanding the rukh to generate it into more water. It wasn't always the best way, however. To solve this, Ivris had begun carrying around a water skin on her hip, and to create her spells she drew the water she used from it. She always made sure to recycle the water she'd used if she could, although sometimes it was unavoidable.
After collecting the water from the sea, she commanded the rukh again, this time telling them to push the water forward. And so they did, forming it into a jet. But it was very thin, not what the illustration had shown. No, for this spell, she needed to use lots of force to push her opponents back, and that meant a big surface area. The smaller the attack, the more damage it could do to a single area, but this spell was not about attacking; it was about gaining distance for her, something that was important for a magician that didn't enjoy close combat. She tried it again, this time focusing on the size of the spell. Taking a deep breath, she used Water Jet which shot out over the water. Smiling at her work, she could see she'd done it right. Still, practice would always help, so she drew the water from the ocean once more by commanding the rukh. She sustained Water Jet in order to act out the functionality of the spell itself, casting Ice Blade in order to blast it away with Water Jet. The ice blade was knocked back 10 meters, exactly as Ivris had hoped for. Happy with her work, she put her wand down and sat back down to look at the next spell on the parchment.
508/500
- Abilities:
- Name: Water Jet
Tier: C-Tier
Cost: 20/10 magoi
Element: Water
Class: Supplementary
Range: 20 m
Cool-Down: 3 posts or +1 sustained
Description: Caster creates a water jet which knocks the target back 10 meters. The water jet is 10 meters long and .3 meters wide,moving at 15 m/s in a 20 meter range.
Name: Ice Blade
Tier: D
Cost: 10/5 magoi
Element: Ice
Class: Supplementary
Range: 10 m
Cool-Down: 2 posts or sustain+1
Description: Caster creates a 1 meter long blade of ice that can travel at 10 m/s and has a range of 10 meters, doing D-Tier damage.
Last edited by Ace on 17/09/15, 03:19 am; edited 3 times in total