Mental :
Erin’s fear of fire began when she woke up the her house burning down to the ground. She dislikes small enclosed spaces due to her childhood though the woman much prefers being in this situation than the other one. The young woman can’t mentally handle bullying which causes her to shut down complete or even force Clara out into the open. Despite these the girl is pretty much a normal teenaged girl.
Besides being naturally afraid of water, which comes with being an Ifrit, Clara has a about two others. Erin is at least one of those fears. They have been together so long that the young woman doesn’t know exactly what to do if she suddenly left. Another is having someone touch her core. The woman’s eyes will widen and two things will happen. One she’ll push her lighter self out if she believes Erin can solve it. Or two the girl will submit to her defeat and beg them to stop.
Physical:
Erin can take a bit more damage than a normal girl. Due to the rather violent things that Clara does. Most times the extent of injury could be avoided which tends to upset the young woman that much more. During certain times there will be random burn marks on her body from attempting to keep her darker self cage. This mostly affects the girl more mentally than physically though depending one how long she's able to handle mental cage.
Clara’s fighting style has some distance to it though most of it is close quarter combat due to her geasters. This tends to leave her wide open for her opponent to attack. Yes, the flames on her body help cushion a possibility of ¼ to ½ (depending on where you’re striking) of the damage that is received. When faced with the same elemental enemy the girl is rather helpless in that regard.
Magical/Technological
Erin
~ Spell Name: Fog
Casting Time: Casting time takes about 1 or 2 seconds without being disturbed granted that if there is activity around her, then casting time will vary
Range: 2 or 3 meters
Duration: In order for the spell to be casted it requires full focus and a simple Irish word, ceo. The object of this spell is to mimic nature fog. In order to become thicker the user must keep their complete focus and keep continuously casting. The downside is when the allies need to move through the area. If certain lights are used then their positions will be revealed, through this would help allow them to see much better, unless they’ve remembered the terrain.
~ Spell Name: Healing Water
Casting Time: Casting time varies completely on the wound itself. Mostly on how deep the enemy had managed to get. Since Erin isn't very good at her spells at the moment so she won't be able to heal a lot until later on.
Range: For best results it’s best with hand to skin contact though it will work with her hand hovering a few inches from the wound.
Duration: As all of Erin’s spells full concentration and a word is required to cast. This specific word is Leighis. When the spell is first activated the area has a dark blue glow which slowly turns lighter while the injury closes. For the moment the spell is limited in healing. At the moment the spell can heal everything except for bones, deep muscle damage, and organs. The reason for this is because the water acts like
medium for the vis granted that if the liquid is placed too deep inside the injuries complications will occur.
~ Spell Name: Waterfall
Casting Time: The casting time varies on what is going around her. For the most part, if undisturbed, takes about 2 or 3 seconds.
Range: This spell only affects a small area that the user will
Duration: The way to cast this one is full focus, the target’s name, and a single word called Uisce. When the target’s name is spoken they will be gently drizzled which forms an enchantment like armoring over the target. This will only last as long as the water droplets don't evaporate from their body. There are ways to quicken the evaporation process with fire based spells. If you're using weapons the armor is able to be hit off which in turn weakens the spell.
Clara~ Spell Name: Wildfire
Casting Time: 2 or 3 seconds to conjure. About 4 or 5 to hit maxim size
Range: The range in total is about 1 to 2 meters but in reality it varies on the user
Duration: All Clara has to do is heat up the dormant Vis in her hand, making it ignite into what looks like a red hot fireball. In a way you would be right to think this though when thrown the object acts much like a flamethrower. Unlike Ifrit’s heart this spell only harms what’s in throwing range, granted that certain spells and armor can deflect that. The user is more in control with the flames allowing it it shift, turn, or even move around allies or enemies.
~ Spell Name: Dragon’s Whip
Casting Time: Casting Time is about 2 or 3 seconds though it really varies on what is going on around her
Range: The maximum reach that this spell can reach is about 5 or 6 meters granted that Clara only uses the range which her target is at
Duration: This spell is rather unique mostly due to it being more of a weapon than an actual spell. The whip mimics that of a Wyvern’s tail, from the leathery texture and down to even the small barbs located down it, making the weapon very effective. Granted if the caster is feeling meretricious the barbs can disappear completely. Just like all of the girls spells this one requires full concentration, and a single jerk like motion. As if you were using a baseball bat with a single hand. The weapon is able to shred through some types for armor like leather or a lighter substance with time. Other materials like steel will only become extremely hot on the outside layer and with enough attacks will eventually become heated on the inside as well.
~ Spell Name: Ifrit’s Heart
Casting Time: The casting time is almost instant. Thankfully this single spell can only be used once a day. There are warning signs that this spell is going to activate, a orange tint to her skin, a burning sensation in the back of the woman’s eyes, or a massive headache. Granted that this isn’t always the order in which the warning begins in.
Range: This is the most destructive spell that Clara knows. Yes, this is technically does need Vis to use but the warning signs are all Ifrit. In other words the blast varies on the danger the future chieftain is facing. The maximum range is 2 meters radius.
Duration: Ifrit’s Heart is about the only spell that Clara regrets having in her arsenal. In reality the spell should by all means attract her and yet the licentia tries to stay far away from this option. There’s three reasons for this granted that some people don’t really understand until they see the aftermath. One is because of the uncontrollable flames. Naturally an Ifrit’s ability to manipulate the Vis flame are dead on. This allows them to twist and turn them at will, that is until this spell is activated. The flames tend to blast outwards, begging at the chest area where their core solely lies and forcibly pushing outwards in order to protect the caster, which tends to leave a massive area scorched. Second is that it mentally drains both personalities granted for the darker half it takes a whole day in a sleep mode to recover. The third reason is the 2nd degree burns to Erin’s chest. Yes, with time they will heal and thankfully aren’t life threatening. But throughout their lives together the licentia has figured out that the lighter half tends to chill when injury to their body is unavoidable.