The predator had lept toward the prey, and Mana now couldn't help but restrain himself from changing. The wide eyes full of fear would shift from human like to cat like as the predator was about to descend on Mana. All at once, Aoi, The Raging Blue Storm, would notice that Mana had gotten significantly smaller. With a poof of smoke, like a magic trick, Mana had transformed into an actual cat and had was darting away from the man as if the mud was hardly bothering him at all.
This was what Mana had realized when he first got here (1; para. 3). It was true that there was actually still a bit of a problem, but because he now weighed less and his weight was distributed among four points, he could move with much less of a problem than earlier. The actual thought was a lot more complex when he first did it with buoyancy and all that, but the point was, he could move even fast like this and not have to compete with the mud as much.
Attempting to dart away Aoi, The Raging Blue Storm, Mana would quickly spout out a phrase that would hopefully work. Mana didn't want to fight so this was the only idea Mana could come up with on how to stop it all (3; para. 2).
GNOME N' UNDINE SINK! QUAGMIRE!
show spoilerhide spoilerSprite Magic
Type - Fast Cast
Gnome Sink (Quagmire)
Energy Used: 20%
Causes the earth to loosen up and loses density.
Undine Sink (Quagmire)
Energy Used: 20%
Causes water to flood and fill in in order for things to sink.
Effect: Gnome and Undine are technically two different spells but are used in unison for this to create a quagmire or bog. Because they are two different spells / elements, each one needs it's own energy (which is why it is listed in such a odd way. Haven't had to make a format for this yet). The effect they have is to create something similar to quick sand except with mud (which we will call bog because I forgot the correct term). It is very similar to a liquid so it is very easy to simply fall into it and become stuck. While mostly liquid-like, it is best described as 'jumping into wet cement'. It is very dangerous because the water like mud has a tendency to pull the person in with greater tenacity than quicksand. While not impossible to get out of, it is life threatening and very difficult to get out of. The most important thing is how one lands in it. The initial point of landing is where all the weight is displaced and where one will be stuck from. From this point, it's a case of buoyancy for the most part (hint, I highly suggest NOT trying to roll from a tucked position with your head / shoulder taking the point of impact).
Special Skill's / Racials
Polymorph Self Feline
Free
Mana can shift his form from humanoid form to cat form and back at will. To make it less strange, and less were-beast like, it is usually done with a small poof of smoke. The only clothing that doesn't change into fur during the polymorph would be his hat, if he so happens to have one. Any Imagination Magic crafted items or so forth are instantly gone.
While in feline form, Mana is obviously a smaller target, weights less, moves quicker, and can easily land on his feet at just about any height. He also doesn't take nearly as much damage if he were to fall from great heights. His acrobatic skills are about the same whether humanoid or feline form. He is, however, physically weaker in his feline form and his magic is less potent in feline form. The power loss is greater in the Astral Magic and Arcane Magic as he can no longer make gestures as he could in humanoid form. Sprite Magic is not as handicapped as the others but is still weaker than in humanoid form.
All at once, the grounds that Mana darted away from would become soft, almost water like. It would seem somewhat firm at glance but do not be fooled, that is the worst mistake that could be made. Unless he had been caught somehow, Mana would just BARELY make it out of the area. As was a cat's nature, though, Mana would only run, at full speed mind you, a short distance before peeping up from some structure to see what had happened.
Energy System and Spell's Cast Wrote:
Energy
Start of turn: 130%
Two spells cast (20% + 20% = 40%), uninjured
Sixth turn end: 100%