Ritual of Elemental Energy 3
This ritual charges the caster with the energy of a particular element. After performing this ritual, the caster can throw an infinite number of bursts of elemental energy. Each burst of energy causes elemental damage according to the table below; the caster throws a spell packet and states the amount of damage followed by the type of damage; for example, "Sixteen Fire." Only one spell packet can be thrown at a time. This damage is physical and therefore can be blocked by shields and an Invulnerability Spell, but not a Negation Spell. The type of damage associated with each element is: Element Effect Fire 16 Normal Fire Water 16 Normal Ice Air 16 Normal Lightning Earth 20 Normal Damage Life 16 Normal Healing Death 12 Normal Body Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 3. If this ritual were to become permanent, it would give the caster the ability to "charge up" with elemental energy once per Event; the charge would last for 1 hour.
Cost, Casting Time & Components
Like every Rank 5 ritual, this ritual's exact Temporary Power Point cost, casting time, and component count are set within the Rank 5 range by a Magic Marshal when the ritual is created - see How Rituals Work for the full rank table and general casting rules.