Arcane

== ARCANE ==
Arcane is one of the two Primordial Elements in the ArcaCel domain, the other being Celestia, hence the creator's name. Primordial Elements are the only elements that have a passive and are very costly. They are also the two elements that have the highest skill flooring amongst all other creations I have made.
This is an element of seemingly imaginative spell forces that fuels the user's fighting abilities to a higher potency. This element has a powerful, destructive damage output, yet it remains a hard element to use, which requires a some, if not tedious practice to fully master the use of arcane energy.
=== SPELL STATS ===
– Damage: Very High
– Defense: High
– Speed: Above Average
– Mobility: Fast
– Complexity: Very Hard
=== FUSION ===
Creation + Time and a bonus 2815 diamonds.
=== Passive: Raw Energy ===
♦ The user gains stacks of Raw Energy upon attacking enemy players. Upon reaching 10 stacks, the next spell will deal bonus (1.5%↑) of the enemy's max health, increased by 0.5% depending in how low their health is.
❗The user must ONLY use at least one of these spells to gain stacks
••••••••••
=== 1. Orb of Phenomenon ===
"User draws an orb made of unattainable energy, sending it to the cursor's direction, inflicting low damage and silencing them"
→ The user puts both hands together for 2 seconds to cast a deep blue orb then hurls it onto the cursor's location. Upon impact, it will deal 251 damage to enemies and silences them for 1 second.
• Bullet Spell
• Mana: 250
• Cooldown: 3 seconds
• Orb Explosion: 1.5x Spore Bombs
=== 2. Quicker Than Light ===
"User rushes through a portal then blinks at a target location"
→ The user dashes to a portal which disappears after a split second. After another split second, the portal reappears and the user jumps out of it. This spell is instantaneous in some sense and puts the user in a very brief state of invulnerability.
• Teleport Spell
• Mana: 200
• Cooldown: 8 seconds
• Blink Range: 1.25x Spear Thrust
=== 3. Arcane Weaver ===
"User spawns an orb of arcane energy that they control, each movement inflicting low amounts of damage"
→ The user spawns a large, glowing orb to a location, inflicting 250 true damage to nearby enemies and slows them by 25% for 1 second. They can control this orb every 1.5 seconds to a different location to inflict the same amount of damage and slow. This orb stays permanent until the user stays too far away from it. Controlling the orb consumes 100 mana and grants a stack of Raw Energy whenever it hits a player.
• Area-of-Effect
• Mana: 300 (upon spawning)
• Cooldown: 10 seconds
• Orb Range: 2x The World
→ This range determines how far the orb can get from the user before it disintegrates.
=== 4. Spell Forger ===
"User forges 3 different spells ready to cast, each having a unique ability"
→ The user motions both hands like they're manipulating a fortune teller's ball, creating 3 different signs that they can choose, consisting of a two-point fork, a no-sign and a squiggly equal. If clicked instantly, the user summons the first sign that appears and casts it. They can charge this to switch between the three spells. Each sign mentioned has a unique ability:
Π → The user summons a dual bolt that extends to a short distance, dealing 396 damage and stunning the initial target hit for 1 second. This bolt extends towards the two nearest players, inflicting 25% of the damage dealt and does not stun.
• Bolt Range: -1.25x Lightning Bolt
∅ → The user casts an area where a beam of arcane energy falls down after a second, dealing 317 damage and disables opponents' healing effects and spells for 3 seconds (which also includes the default regeneration). Enemies affected can not receive healing from their allies.
• Area of Range: 1.5x Blaze Column
≈ → The user slams the ground beneath them, creating a quake from below that inflicts 320 damage. Dark-blue light with a hint of sky blue emanate from the cracks which inflict 26 damage per 0.25 seconds. The quake persists for 2 seconds. This can also climb up walls if it hits a terrain. If cast while midair, the spell is dismissed but it will not use mana.
• Quake Range: -1.25x fully charged Rock Spikes
• Blast Spell
• Mana: 350
• Cooldown: 9 seconds
=== 5. Sigil of Majesty ===
"User channels their arcane powers to create a beam that strikes the first target hit, imprisoning them and inflicting high damage. The caster can drag their target around for the duration of it"
→ Charges up your powers for 1.5 seconds. Afterwards, you raise both hands to summon an energy ball above your head which shoots out a small beam to the cursor's direction. If it directly hits a player, the beam wraps around that player and renders them paralyzed for 4 seconds, dealing 180 true damage per second, dealing a total of 720 true damage. You can move around after you hit the enemy, dragging them around for the duration of it but you can't use spells
• Ultimate Spell
• Mana: 1000
• Cooldown: 95 seconds
• Beam Range: 1.5x Order Break