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Ice Chamber

Ice Chamber creates 10 separate phased ice glyphrings in random areas of the airspace all to surround the target, glyphrings that once generated can alter angle of position to keep the aim on any moving target afterwards. Once created, a special long sword embewed with strong ice elemental magic phases partially through the glyphring itself, for each of the glyphrings in the airspace. Once all ten swords are generated and halfway through the other side, the payload activates, launching all ten swords towards the target area at once to impale them from all sides with flying phased swords. The idea of this spell is to fully surround many sides of the opponent to prevent them from easily dodging the attack. But there is a fair amount of wiggle room in between the start-up sequence of the spell phase, and the attack phase.   Ice Chamber is not a very common ability. Many wielders have yet to get it right, mostly finding too many disadvantages between the long invocation time, MP cost, or the general total accuracy of the ability given the time of evasion, mixed in with the high difficulty to learn the spell in the first place. After all, there are hundreds of other ice abilities that can do more damage in less time. However, Ice Chamber excels in its apparent beauty to detail, creating special magical runes on every phased glyphring, and on the handles of each saber as it flies through the air. It is a spell of art more than it is a spell of raw power. On the other hand, many higher ranking wielders get a chilled feeling when seeing the ability used in action, since it has such a strong visual similarity to the dark magic Divine Wrath ability.   Impact from this can still have devestating consequences. Each sword delivered in each blow an intense amount of ice elemental magical damage. Getting hit by almost all 10 of them would inflict a major blow collectivley to HP reserves and severely lower the body temperature beyond what most single invocation spells are capable of. Additionally, these ten swords travel interdimentionally with specific wavelength responces, making them capable of penetrating most Power Shields, while impossible to escape from Siriean domes. It is not known exactly what variety of ice spells is needed to learn Ice Chamber, since the ability itself has yet to undergo full evaluation.     Predecessor Spells: Frost Blade + Unknown variety of ice spells.
Evolutionary Forms: None

Effect

Attack Form: Surrounding Phased Sword Projectile Barrage
Attack Type: Ice Elemental Magical Piercing Damage
Glyphring: True

Manifestation

See description above. Despite only using Leray magic , and despite the spell being of no variation of the Divine Wrath skill, both spells look fairly similar in how they are generated and how the glyphrings combine attack angles automatically.

Source

Personal MP
Average MP usage: 22%
Related Element
Ice Elemental Magic
Effect Duration
2.9 seconds
Effect Casting Time
3 seconds for initial generation, 10 seconds for phasic sliding and attack.
Range
500 Meters
Level
Collective Power Level: 14

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