Magic/Abilities List
Mar. 3rd, 2013 12:51 amSensitivity/Magical Ability: Gifted? - The only other white-haired human girl in the series, Adelle, is part of a group of people with unique magical abilities known as the Gifted. It is heavily implied that a Gifted learns their magical abilities from other Gifted, or using them as inspiration. Due to the rare nature of white hair on humans, and comments from the Viera about white hair being a sign of the gods' blessing, it is possible that Ritz ranks among the Gifted, even if these abilities are dormant at the time.
Fencing A-Abilities - As a general rule, these require Ritz to have some kind of blade to use, and are less of a drain on her magical resources than any of her other magical abilities.
Swarmstrike - Ritz's magic acts as a poison coating the blade, allowing her to inflict a slow poison on her victim. The poison tends to be a slow sap of health, and can be cured via relatively common means. It can be lethal if left alone for long enough. (50% chance on humans to cause poison, does half of the usual damage a blade strike would cause.)
Manastrike - This ability is a mage's nightmare- by striking her foe with both blade and magic, she can attack not physical reserves, but magical ones. Its effectiveness in preventing spellcasting is proportionate to the caster's reserves. Someone with large reserves might not notice that much of a change... but someone with small reserves would notice a large dent to their resources. (50% chance on humans to cause a 'mana bleed'/damage magical reserves)
Piercethrough - This ability lets Ritz stab through one target and into someone behind them, or allows her blade's reach to temporarily extend by the approximate distance needed to stab through a person.
Featherblow - A strike with enhanced accuracy; the trade-off is that it is a much lighter blow than a normal attack.
White Magic - Focused on healing and defense. Ritz can cast the Cure line on people in a tightly-clustered area.
Cure/Cura - Cure is used for relatively minor injuries; Cura is capable of healing more major injuries. This doesn't work on injuries caused by Phantasms, and if you're looking for healing from near-death injuries, Ritz is not able to help with the level of magic she has attained.
Barrier - Technically red magic, but with it being more defense-oriented it goes here. Barrier is what happens when shell (a magical defense) and protect (a physical defense) are combined.
Red Magic - The spells listed here are more offensively oriented.
Doublecast - Not actually an offensive spell in and of itself, but it grants the ability for Ritz to cast two spells essentially on top of one another. Elemental magic or two curas on top of one another will deplete her reserves past what she is currently okay with running on, in terms of magical reserves.
Sleep - It makes the target take a nap. (50% chance on humans to cause sleep)
Fire - Basic fire spell- it can create a ball of fire about the size of her head.
Blizzard - Basic ice spell - attacks the opponent with freezing cold.
Thunder - Basic lightning spell - not lethal, but it will certainly smart.
Elemental Magic - Heavily dependent on the area, since Ritz cannot summon what is not there. These spells, aside from Cura, cost the most of her reserves to cast.
Sliprain - Water elemental damage, makes the ground where she cast it slick and potentially difficult to navigate. (Water-elemental damage, 50% chance of making running really not a good idea/the ground will be unnaturally slick to humans. Moving slow is a good plan.)
Heavy Dust - Earth damage. Heavy Dust relies on the earth's power, and she cannot cast it without bare earth. When able to cast it, it runs a chance of immobilizing the victim or possibly breaking some bone from their knees down. (Earth damage, 50% chance of causing immobilization by "yeah that's a broken bone" on humans.)
Fire Whip - Creates a whip of fire that is ineffective against the heat-resistant. It runs a chance of inflicting severe enough burns on the target's arms and hands (where Ritz usually aims) to make them unable to hold a weapon comfortably. (Fire damage, 50% chance of causing severe enough burns to disable someone or disarm them... unless they're really masochistic.)
Fencing A-Abilities - As a general rule, these require Ritz to have some kind of blade to use, and are less of a drain on her magical resources than any of her other magical abilities.
Swarmstrike - Ritz's magic acts as a poison coating the blade, allowing her to inflict a slow poison on her victim. The poison tends to be a slow sap of health, and can be cured via relatively common means. It can be lethal if left alone for long enough. (50% chance on humans to cause poison, does half of the usual damage a blade strike would cause.)
Manastrike - This ability is a mage's nightmare- by striking her foe with both blade and magic, she can attack not physical reserves, but magical ones. Its effectiveness in preventing spellcasting is proportionate to the caster's reserves. Someone with large reserves might not notice that much of a change... but someone with small reserves would notice a large dent to their resources. (50% chance on humans to cause a 'mana bleed'/damage magical reserves)
Piercethrough - This ability lets Ritz stab through one target and into someone behind them, or allows her blade's reach to temporarily extend by the approximate distance needed to stab through a person.
Featherblow - A strike with enhanced accuracy; the trade-off is that it is a much lighter blow than a normal attack.
White Magic - Focused on healing and defense. Ritz can cast the Cure line on people in a tightly-clustered area.
Cure/Cura - Cure is used for relatively minor injuries; Cura is capable of healing more major injuries. This doesn't work on injuries caused by Phantasms, and if you're looking for healing from near-death injuries, Ritz is not able to help with the level of magic she has attained.
Barrier - Technically red magic, but with it being more defense-oriented it goes here. Barrier is what happens when shell (a magical defense) and protect (a physical defense) are combined.
Red Magic - The spells listed here are more offensively oriented.
Doublecast - Not actually an offensive spell in and of itself, but it grants the ability for Ritz to cast two spells essentially on top of one another. Elemental magic or two curas on top of one another will deplete her reserves past what she is currently okay with running on, in terms of magical reserves.
Sleep - It makes the target take a nap. (50% chance on humans to cause sleep)
Fire - Basic fire spell- it can create a ball of fire about the size of her head.
Blizzard - Basic ice spell - attacks the opponent with freezing cold.
Thunder - Basic lightning spell - not lethal, but it will certainly smart.
Elemental Magic - Heavily dependent on the area, since Ritz cannot summon what is not there. These spells, aside from Cura, cost the most of her reserves to cast.
Sliprain - Water elemental damage, makes the ground where she cast it slick and potentially difficult to navigate. (Water-elemental damage, 50% chance of making running really not a good idea/the ground will be unnaturally slick to humans. Moving slow is a good plan.)
Heavy Dust - Earth damage. Heavy Dust relies on the earth's power, and she cannot cast it without bare earth. When able to cast it, it runs a chance of immobilizing the victim or possibly breaking some bone from their knees down. (Earth damage, 50% chance of causing immobilization by "yeah that's a broken bone" on humans.)
Fire Whip - Creates a whip of fire that is ineffective against the heat-resistant. It runs a chance of inflicting severe enough burns on the target's arms and hands (where Ritz usually aims) to make them unable to hold a weapon comfortably. (Fire damage, 50% chance of causing severe enough burns to disable someone or disarm them... unless they're really masochistic.)