Flame Finger:
Level required: 10
Class required: Fire Mage
Spell prerequisites (must have all of): Umbara Key level 1
Casting method: clomagatk
Defending method: clomagdef
Description: Fire Mage X1:
Another basic conjuration of the Fire sphere, this spell brings into being a weapon of flame that grows in the caster's hand.. Depending on how devoted to the spell, this weapon can be waved about and used as a as a close combat weapon. Growing between one to five feet, it is often used in hand to hand combat.
Mechanics: Upon casting this spell, the weapon forms instantly. For each slot of the spell utilized, the weapon can strike an opponent without being extinguished. Thus, for 15 slots, the Fire Mage can brandish the weapon about and strike once per round for 15 rounds against the same or different opponents. Damage is determined by a Close Magical Attack with a +1 Atk per 3 slots used. Due to the composition of the Weapon, armor modifiers 'do' count against this spell, due to the physical striking against opponents.
Empathic Touch:
Level required: 5
Class required: Healer
Casting method: other
Defending method: other
Description: Healer X2:
Min. Spell Slots: 5:
Max Spell Slots: 15:
The Healer draws into themselves the affliction of the person they are treating, syphoning off the detriments of impeding injuries or magics. Though not a spell which repairs harm already done, the relief it can grant to an ally still enduring the ill effects of battle is beyond measure. That being said, the spell is very dangerous, as it can leave the healer terribly vulnerable, or even potentially end their lives.
:MECHANICS: The Healer can use their attack turn to take from another character a single detrimental spell effect/lingering physical ability. Though this does not apply to actively contested effects like grabs and binding magics which requires the focus of the user and the resistance of the victim, it does apply to all uncontested effects, such as bleeds, poisons, burns, and stat-drainers with set durations. Slots used must equal or exceed the slots of the spell/ability used to begin the detrimental effect, at a standard stamina cost of 1 per slot. When an effect is absorbed, the remaining duration of that effect is applied to the healer instead, regardless of posting order.