Spell

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Quirk

Quirk Name: Spell (Dubbed Spell Tome by the user, Charlotte)

Quirk Type: (Emitter, Mutation, Transformation- mixed?) Emitter

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The quirk it's self produces 12 different books. Books of which are split into 3 different categories of spell types. What they are categorized as will be listed below-

Fire spell tomes

Fire- Pretty self explanatory. It can create a flame, the heat and size of this flame can range from that of a candle flame to the size of an apple (Dubbed as an apple flame). The heat of the 'apple flame' is about 900 °C (1,700 °F). Give or take. The flame can be either in the same way a fireball works or a normal candle flame.

Elfire- It is a bit more intense than 'Fire'. But not overly. The flame has a small gas ball which is the source of the heat. The gas ball it's self is the hottest point of the flame. At it's lowest, it barely outclasses the 'Apple flame' at about 1,000 °C (1,800 °F). At it's hottest, it can go up to 1,200 °C (2,200 °F).

Arcfire- This is where things get interesting. For the user calls forth a small ball of fire, which when connecting with something (or someone if they are unlucky enough), the ball will combust into a raging inferno. The flame can range from 1,300 °C (2,400 °F) at it's lowest, to about 1,400 °C (2,600 °F). Not that big of a heat jump. How big this sudden combustion of flames can be can vary from a mere campfire to about half of a bonfire.

Bolganone- This is by far the hottest the user's flame side can take them. Clocking in at a staggering 1,500 °C (2,700 °F). It functions similar to Arcfire in the way that it comes out as a small ball of fire. Say about the size of a lightbulb, which unlike Arcfire, can be commanded to combust mid air. Now the sheer size of this flame is that of a bonfire. No doubt. and not one of those little campfire so called bonfires, no. I mean one of those ones that there has to be a barrier around to keep people safe. Those types of ones. But that would be lower-mid scale Bolganone power. Max scale would be about- that for example. At it's absolute max. It *can* however make an explosion, but that is at the combustion part of the quirk.

Thunder spell tomes

Thunder- This is pretty easy to explain. It shoots out a small bolt of thunder. The length of the bolt it's self is about that of an average garden worm. The voltage is enough to power a lightbulb and if used correctly, can charge mechanical objects like a phone by sending voltage in it.

Elthunder- This is the intense version of Thunder. It basically increases the shock, length and travel speed of the bolt. The voltage is that of a stun gun for say. So it will definitely shock you if touched.

Arcthunder- The bolt of electricity has now turned into a ball. A ball which is capable of producing that power of half a generator. The travel speed is rather slow at the start but it will quickly speed up. The startup speed is 15 mph and the top speed is 60 mph.

Thoron- This is what would happen if an arrow and Arcthunder had a baby. Basically, it is majorly increased in both distance, length, voltage and speed. The voltage output is that of a full generator so you know it's gonna do some damage.

Wind spell tomes

Wind- Pretty simple. It creates a gust of wind. The wind speed is about 1 mph at least and 20 mph at most. Perfect for flying a kite.

Elwind- This is a step above wind as it can utilize stronger gusts of wind to act as wind blades. Granted, these blades are pretty dull but they go fast. If used right, they can propel the user if shot at the ground. Boosting the user into the air. The distance they gain depends on the wind speed they use. The speed can vary from 21 mph to 50 mph. Now Elwind doesn't *have* to be used in it's wind blade form. It can be used in it's normal wind form too.

Arcwind- This is just a more intense version of Elwind, with a sharper wind blade. About that of a butter knife, the wind speed however, is increased too. 51 mph to 75 mph.

Rexcalibur- This is mainly for the wind blade, hence the name. The wind blade is that of an actual sword but of… well… wind. Coupled that with the increased wind speed from 76 mph to 100 mph. There is no doubt that this can be dangerous.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The biggest drawback to the quirk is **the user must have the corresponding spell book to do the spell in question. Without the spell book, the user turns quirkless.** The book in question also has to be open in order to work. The books also have their own little magic meter kinda thing which is shown by the symbols glow when in use. When a book is bright white, then it's full of magic if you will. But if one produces no light at all, then that spell book in question is just that. A book. Nothing else. The books magic cap is about 100 mp (magic points). When depleted, it takes a whole 24 hours for one to recharge. Of course, if it's not fully empty then the user can simply just wait around until the 'magic limit' reaches it's top again. Also, the books *are* flammable, apart from the fire spell books. Those are fire proof for obvious reasons.

Fire drawbacks- The user will obviously be exposed to the heat they give off. No, the user does **not** get resistance to the flame(s). This can cause burns. Ranging from minor to fatal.

The magic drainage is listed below-

Fire- 5-10 mp per usage. 20-10 uses in total before being needed to recharge.

Elfire- 20 mp per usage. 5 uses in total before needing to recharge.

Arcfire- 50 mp per usage. 2 uses in total before needing to recharge.

Bolganone- 100 mp per usage. 1 use before needing to recharge.

Lightning drawbacks- The user will feel half of the voltage that they fire off, resulting in self shock. This can range from minor shocks that make the user flinch to dangerously high voltage intakes that can lead to death.

Along with that, lightning attacks need to be charged. Thunder taking 3 seconds. Elthunder taking 5 seconds. Arcthunder taking 10 seconds and Thoron taking 15 seconds.

The magic drainage is listed below-

Thunder- 5 mp per usage. 20 uses before needing to recharge.

Elthunder- 10 mp per usage. 10 uses before needing to recharge.

Arcthunder- 50 mp per usage. 2 uses before needing to recharge.

Thoron- 100 mp per usage. 1 use before needing to recharge.

Wind drawbacks- This one will take a tole on the user's breathing. When in use, the user has to convert their breath into the wind the spell uses. In other words, this one can go wrong really damn fast if done wrong. The user can breathe again if the book has been closed.

The magic drainage is listed below-

Wind- 5 mp per usage. 20 uses before needing to recharge. About a mere soft breaths worth of wind.

Elwind- 10 mp per usage. 10 uses before needing to recharge. Normal breaths worth of wind.

Arcwind- 50 mp per usage. 2 uses before needing to recharge. Heavy breaths worth of wind.

Rexcalibur- 100 mp per usage. 1 use before needing to recharge. One minute's worth of wind.

Quirk Strengths: (What does the quirk excel in?) This quirk excel in many things, such as providing heat, going against ice quirk users for example. Immobilising opponents using the thunder spell tomes and possibly gaining distance using the wind spell tomes.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) The user not having their book in hand. Water quirks are good against the fire spell tomes. Water quirks are also good against the thunder spell tomes, if known how to play the situation out correctly. Rubberised quirks are rather effective against the thunder tomes. As for the wind tomes, long distance quirks/attacks.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.) The user will learn to boost the spells 'magic cap' to about 200 eventually. Along with that, reduce the factors of the spells self damaging aspect, given the spell in question. E.g. The user's body adjusting to the shocks given off by thunder. Or the user's body gets used to the heat given off by fire. Granted, that would take nearly full mastery over the quirk but you get the idea. The speed of Arcthunder will go from 60 mph to 75 mph.

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Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?)

When a spell is being used, the symbol of the book cover can be seen glowing white. That is to tell that a spell is being cast.