06-23-2015, 07:02 PM
Approving the moves in advance
Scarlet Sign: "Red the Nightless Castle" (requires Area of Effect Proficiency)
:21 to :25
Summoning the power deep within, after summoning this spell card Remilia begins to float into the air (if she isn't already) for a second before a pillar of red magical aura surrounds her, which spreads out from her in a cricle around of 6" diameter. About ten feet above her head, four prongs stick out parallel to the ground in four different directions from each other, giving the aura the shape of a cross. Those caught inside the aura are continuously damaged over the four seconds the spell lasts, causing serious wounds those with a way to escape, obviously, can avoid the majority of it.
As a spell card, Remilia needs to regain energy through either rest or battle before being able to be used one again.
Destiny "Miserable Fate" (Requires Ranged and Homing Proficencies)
:34 to :45
Dooming her opponent to a lifetime of pain and heartache, this spell card summons three large red magical chains headed with a sharp spike each. Once summoned, they chase after the intended intended target until they hit, are destroyed, or eventually run out of energy to run on their own after five seconds. Dumb in nature, these chains head straight toward the would be enemy, and should they miss will bend back towards their target. They are limited at turning and are not the fastest projectiles, but their damage is nothing so scoff at.
As a spell card, Remilia needs to regain energy through either rest or battle before being able to be used one again.
Scarlet Sign: "Red the Nightless Castle" (requires Area of Effect Proficiency)
:21 to :25
Summoning the power deep within, after summoning this spell card Remilia begins to float into the air (if she isn't already) for a second before a pillar of red magical aura surrounds her, which spreads out from her in a cricle around of 6" diameter. About ten feet above her head, four prongs stick out parallel to the ground in four different directions from each other, giving the aura the shape of a cross. Those caught inside the aura are continuously damaged over the four seconds the spell lasts, causing serious wounds those with a way to escape, obviously, can avoid the majority of it.
As a spell card, Remilia needs to regain energy through either rest or battle before being able to be used one again.
Destiny "Miserable Fate" (Requires Ranged and Homing Proficencies)
:34 to :45
Dooming her opponent to a lifetime of pain and heartache, this spell card summons three large red magical chains headed with a sharp spike each. Once summoned, they chase after the intended intended target until they hit, are destroyed, or eventually run out of energy to run on their own after five seconds. Dumb in nature, these chains head straight toward the would be enemy, and should they miss will bend back towards their target. They are limited at turning and are not the fastest projectiles, but their damage is nothing so scoff at.
As a spell card, Remilia needs to regain energy through either rest or battle before being able to be used one again.
![[Image: XC51JWE.png]](http://i.imgur.com/XC51JWE.png)

