Guild Spells
- A Savage Bond:
- Name:
A Savage Bond
Rank:
H
Type:
Body Link: Offensive Buff
Description:
The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage, capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all lower ranked damage dealt to them. (if damage exceeds the forms power it will harm them, also the opposing element will deal damage to them). Depending on the form the creatures can have the power of flight by allowing them to sprout massive black wings, or have tentacles or whatever they claim as their form. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest.
The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt two H or eight S rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they had before.
Strengths:
- A powerful boost to speed, strength, and durability
- Will give fallen allies a chance to fight and avenge themselves
- Will last until each the of demons are defeated
- Works on when there are at least two of the aces(or crest wielders) present
- They attack with wave of their aligned element, and their own brute strength. No refined spells tough.
Weaknesses:
- Can only be activated when the GM and/or aces in the thread have fallen in battle
- Will attack allies unless they are marked with the guild tattoo
- Will only be useable once a thread
- Can not be casted, it is a passive effect on all the linked bodies
- Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
- Depending on the opposing/stronger element. Like light versus darkness. It will deal 50% more damage to them.
- linked mages can't use spells when they have transformed
- linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
- The monster forms won't have any other effects, it is pure strength and rage
- The body link still have to be gained through the methods of learning a guildspell
- Will still need to do a training thread to acquire this ability.
Duration and cooldown
Until all demons are defeated/ Can only be used once a thread
Guild Pet
- The Garm:
- The Garm
A rotten stench of decaying bodies, a chilling howl that you will feel to your very bones itself, an ominous presence that lurks from the shadows. And the moment the ruby red eyes stares at you from some dark and black alley it is already to late. These are the Garm, the undead horde of giant wolf like creatures that normally reside under the Savage Skull guild hall, deep in the catacombs.
These Garm who stand 4 meters tall, 2 meters width and 5 meters long are connected to the guild's core itself and thus serve it's masters and it's mages as if they are one of their pack. Nobody knows where they came from, and nobody knows what they truly are. And it just seems as if they were created in the darkness of the guild itself.
Jobs/PvP
The Garm can be summoned indefinitely by every member from Savage Skull that is B rank and above. However their numbers is surely less then in plot threads, and significantly weaker.
Starting with B to A rank the numbers of the Garm are reduced to 10, and their strength level is that of two ranks lower then the summoner. Starting from S to SS ranked, the Garm quantity is 15 and to ranks lower. For SS ranked the Garm level counts as if he/she is S ranked. Meaning that the Garm are at most B ranked in strength. For H rank this is 20 Garm with the power level not getting higher then A rank.
B rank = 13 x D ranked Garms
A rank = 13 x C ranked Garms
S rank = 18 x B ranked Garms
SS rank = 18 x B ranked Garms
H rank = 22 x A ranked Garms
Plot
For everything besides jobs and pvp, the Garm can be summoned in any large significant number the user sees fit, as long as he or she is a member of Savage Skull and is at least B ranked in strength. However they have to consider realism, and don't abuse it that way. Because summoning millions of these buggers makes the plot thread rather... well you know lame.
Pet Physical Appearance:
Pet Abilities:
Chilling Howl:
When the Garm are summoned they make their presence known by a ominous howl that makes every mage that is not part of Savage Skull fear what is coming. Reducing those mages that are in the near vicinity, magic attacks for 50% for the next 3 posts.
Shrouded:
The Garm are undetectable and have the ability to stalk a a mage without even them feeling their presence. Like they are hiding in a nearby forest between the tree line. Or even follow them from underneath a city by traversing through it's sewer system. Or in some cases even from dark alleys.
Only those who are S rank or higher and are aligned with a light based element or partly holy can sense them easily.
Positions
Ace: vacant
Ace: vacant
Ace: Thorn
Ace: Mikomi Ariel
Ace: Za'cha
Expansion
The Catacombs
Guild master's office
Pillar Rooms
The Foul Marshes
Last edited by Harrigan on 25th March 2016, 3:30 am; edited 2 times in total