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#I'll do the Holy and Blight Arks later fjkfs
The Resonance Arks - Spells
I made some basic spells for the Resonance Arks in TBTF and I'm overcome with the desire to infodump, so here we go.
Fire Resonance Ark
Fireball - the most basic attack the Fire Ark offers. The user hurls a simple fireball at the target. Mid-range and deals moderate damage. Range and power increase with the user's emotions.
Meteor Strike - An advanced form of fireball. The user conjures flames overhead and hurls them down at a target like a barrage of meteors. Mid-range and very powerful, but difficult to aim. Power increases with the user's emotions, but can cause vast devastation if controlled poorly.
Blast Burn - A difficult skill to master. The user gathers fire in their lungs, then releases an inferno from their throat like a dragon. Long-range and extremely powerful, but has a high chance of backfiring and can potentially be deadly if used incorrectly.
Eruption - The user rapidly heats the ground around them, turning the field into magma. The user can either use the magma as a form of area denial, or can mold the magma around their body as a form of armor.
Inferno Blitz - A fast and powerful tackle. The user cloaks themselves in flame and charges the enemy down. The explosive force of this technique allows the user to achieve high speeds and great heights, making it useful as a dash or a dodge. Requires a great deal of control and emotional stability to pull off.
Solar Flare - The user conjures a blade of flame before hurling it at a target. Can pierce the strongest of monsters and render electronics unviable for a short time.
Atomic Blast - A powerful form of fireball. The user concentrates an aura of fire at a single point before unleashing the built-up energy in a massive explosion. Very powerful, but not viable in enclosed spaces.
Thermonuclear - The ultimate power of the Fire Ark unleashed. The user heats up their body to 9000 degrees Fahrenheit, creating a thermonuclear explosion that destroys everything around them. This spell should only be used as a last resort. Can only be used if the user has achieved Hellfire Limit Form.
Water Resonance Ark
Hydro Pulse - The Water Ark's most basic spell. The user conjures a thin bolt of water before firing it at the target. Mid-range and moderately powerful. Can pierce metal, but requires a good aim to be effective.
Geyser - The user conjures a geyser of water beneath a target, launching them into the air. Mainly useful for incapacitating a grounded enemy, but this spell can also be used directly on the user as a form of aerial mobility.
Tsunami - The user conjures a whirlpool to ensnare a target. Useful at long ranges to keep an enemy at bay, but deals little damage.
Bubble Jet - Very similar to Inferno Blitz. The user shrouds themselves in water before lunging forward. Lacks strength as an attack, but is very useful when quickly navigating bodies of water.
Aqua Vortex - Can only be used when submerged in water. The user creates a violent vortex and drags a target underwater, trapping them within the current. This attack is fatal and will either drown a target or bludgeon them to death. This move cannot be used if the user is on land.
Crashing Tide - The user conjures a massive tidal wave and sends it hurtling at a target, washing them away. Can range widely in power based on climate, location, temperature, and the user's emotional state. This move is especially dangerous in tropical enviornments.
Aqua Needle - The user drains the moisture from the air to create needle-like constructs. These needles can be used to bombard a target, usually resulting severe blunt-force trauma or death.
Supercell - The ultimate power of the Water Ark unleashed. The user changes the very weather around them and unleashes the wrath of a supercell onto a target. This is a wide-range and highly destructive spell that can easily wipe entire cities off the map. This spell should only be used as a last resort. Can only be used if the user has achieved Riptide Limit Form.
Ice Resonance Ark
Ice Spike - The Ice Ark's simplest spell. The user conjures a spike of ice and can either launch it at a target or wield it as a dagger. This spell can be altered for defensive purposes by creating a shield or coating the user's arms in ice.
Avalanche - The user strikes the target with an icy blast of packed snow. This spell can be deadly, but its power can be lessened to create patches of powder snow to cushion a fall. Can also be used to create a trail of ice for the user to skate upon, making it a viable choice for mobility.
Blizzard - A large AoE spell that rapidly freezes the air around them the user. Useful for area denial, but can be used to destroy large swaths of land and enemy encampments. Also creates large ice constructs that can be used as makeshift barriers.
Frost Spear - An advanced form of Ice Spike. The user conjures a longer spike of ice to impale a target. Has a greater range and will rapidly freeze a target upon contact.
Ethereal Mist - An evasive spell. The user freezes the air until a thick mist starts to form. This mist can hide the user and their allies from danger, allowing for hasty retreats or a tactical ambush.
Sheer Cold - A deadly spell, but lacks range. The user freezes a target solid, dropping their core temperature until hypothermia is achieved. Death is almost guaranteed.
Subzero Slam - Very similar to Inferno Blitz and Bubble Jet. The user shrouds themselves in ice before lunging at a target. The user is nearly unstoppable and will charge through anything in their way.
Absolute Zero - The ultimate power of the Ice Ark unleashed. The user instantly freezes a massive area, killing any living thing unlucky enough to get too close. Should only be used as a last resort. Can only be used if the user has achieved Frostburn Limit Form.
Shock Resonance Ark
Thunder - The Shock Ark's simplest spell. The user calls down a bolt of lightning to strike a target. This spell is also useful for charging electronics.
Ion Charge - The user showers the area in ions, creating an electrified field that can paralyze targets. Can also be used to create a minor electromagnetic field, allowing the user to hover for a short time. This spell can also be localized around the user exclusively, allowing for prolonged aerial mobility.
Gigavolt Crash - The user unleashes a large flare of electricity in every direction, striking anything in the immediate area. Difficult to control, but good for area denial.
Thunderclap - The user unleashes a supersonic shockwave to stun/disorient a target. This spell is best used to facilitate a retreat or create an opening to attack.
Volt Strike - Very similar to Inferno Blitz, Bubble Jet, and Subzero Slam. Very powerful, but may leave the user stunned if not properly executed.
Zettavolt - The user calls down lightning with the intent to kill. Can also be used to shut down entire cities and kill large monsters.
Plasma Strike - The user shrouds their hands in plasma, creating a powerful aura around their body. Useful for keeping enemies at bay and guarantees a kill on robotic targets. Also allows the user to rapidly teleport over short distances.
High Voltage - The ultimate power of the Shock Ark unleashed. The user conjures a massive thunderstorm to raze the land, annihilating everything around them. Difficult to control and should only be used as a last resort. Can only be used if the user has achieved Tempest Limit Form.
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