Hellfire
The spawn point of this spell is the most variable factor in the Hellfire spell. Hellfire uses an echo copy chain reaction to turn one fire glyphring into several dozens more. The initial glyphring is the same and type as in the spell Fire Bolt, but all subsequent copies are converted to the lower-powered Fire Ball glyphrings in order to save MP energy. At the end of the changing, the initial glyphring is also converted to Fire Ball. After this, all glyphrings launch their payload at about the same time with a full 2 second variance to create further chaos for the opponent, as they are bombarded by an amount between 48-62 Fire Ball projectiles, all of which have low-level homing capabilities to the person being targeted. Hellfire is simply one of the easiest and cost effective area attacks that relies on fire elemental magic.
Predecessor Spells: Fire Bolt
Evolutionary Forms: Part of Homing Flare
Evolutionary Forms: Part of Homing Flare
Effect
Attack Form: Multiple Homing Projectiles
Attack Type: Fire Elemental Magical Damage
Glyphring: True
Attack Type: Fire Elemental Magical Damage
Glyphring: True
Manifestation
The initial Fire Bolt Glyphring is later converted to a Fire Ball glyphring, while being echo copied dozens of times over with new spawn points appearing in the air all around the initial glyphring. By the time all glyphrings of Fire Ball are linked and present, their collective yellow holographic light glows from a distance because of how many exist at one time. Once the payload is launched, the hoard of fire balls homes into the target and slams into them causing damage per fire ball impact. The homing capabilities are fairly limited even in comparison to Fire Bolt, so the total accuracy of all bolts is not really that high. But this actually helps anyway because the separation of endpoint impacts turns this spell into an area attack, ensuring that anything in the forward area is in danger of taking hits.
Because of the high number of copy glyphrings, each ring makes a distinct ringing noise at low volume which all resonates together to indicate how charged up the spell is, also as an intimidation factor.
Source
Personal MP
Average MP usage: 22%
Average MP usage: 22%
Related Element
Fire Elemental Magical Damage
Effect Duration
0.6 seconds is all it takes for an escaped Fire Ball (through Hellfire) to travel the distance of 35 meters. The pain from a direct hit lasts longer.
Effect Casting Time
6.7 seconds for beginners
Range
120 Meters
Level
Collective Power Level: 7.9
Comments