Magic
Primary Magic: Takeover magic Dragon Soul
Secondary Magic: N/A
Caster or Holder: Caster
Description: Takeover magic Dragon Soul is as the name implies. It allows the caster to take on the physical aspects of that of a dragon and lesser forms of dragons. This offers a variety of abilities to the user such as a defense buff from scales, enhances strength, claws, and wings. In combat situations this has obvious uses for both defense, offence and movement. Outside of combat most of these would have less common uses except for the ability to fly for travel.
Strengths:
Weaknesses:
Abilities/Powers:
Note: For all take-overs the dragon type is non-elemental which means it is neutral. The color of the scales are black. This is not tied to Acnologia, but merely a personal preferance in color.
Primary Magic: Takeover magic Dragon Soul
Secondary Magic: N/A
Caster or Holder: Caster
Description: Takeover magic Dragon Soul is as the name implies. It allows the caster to take on the physical aspects of that of a dragon and lesser forms of dragons. This offers a variety of abilities to the user such as a defense buff from scales, enhances strength, claws, and wings. In combat situations this has obvious uses for both defense, offence and movement. Outside of combat most of these would have less common uses except for the ability to fly for travel.
Strengths:
- Enhanced sense
- Increased strength, speed and endurance.(variable based on level of takeover)
- Takeovers grant an advantage in close range combat.
Weaknesses:
- Limited use in long range combat.
- More susceptible to all forms of dragon slayer magic.
- The more and/or stronger takeovers that are used the less self control the user retains.
- Should complete loss of control occur the user will rampage until the last of their magic energy is used up and then pass into unconsciousness.
- The user can only use on element type at a time.
Abilities/Powers:
- Dragon Senses: The user has increased senses mimicing that of a dragon. The user has 20/10 vision which means he can see clearly at twice the distance of the average human being with perfect eyesight. His sense of smell is hightened to the point where he can easily recognize the scent of particular people and things they he has encountered before as well as track the trail of scents he recognizes. The users enhanced hearing allows them to pick up on conversations from a further distance.
- Rampage: A state that results in the loss of control of the caster's concious mind, usually when attempting a takeover that is too advanced for the user. In this state the user will lose all sense of self and mindlessly destroy anything in site whether it be friend or foe. Eventually the use will use up their magic energy and pass out. Each takeover will have a Rampage Cost in the form of a percentage. A full-body takeover has it's own percentage plus the percentage of all it's partials. As the Rampage percentage increases the caster becomes more aggresive and tempermental. Some spells will temporarily increase the Rampage percentage. In some cases should someone say something to anger or enrage the caster the Rampage percentage will increase by a determinal amount based on the casters level of anger on a base by base instance. In both cases the percentage will decrease by 1% per post (cannot decrease below percentage granted by takeovers). Should the Rampage percentage reach 100% the caster will enter "Rampage Mode." During rampage mode the casters Strength, Speed, and Endurance are increased by 50%. However the user cannot think logically and attacks mindlessly. After 7 post the user will revert and their MP will reduce to 0% and their HP to 5% and lose conciousness for the rest of the thread unless forcefully woken by another character. As the casters rank increases they will gain more control over themselves.
D Rank: 0%
C Rank: -25%
B Rank: -50%
A Rank: -100%
S Rank: -200%
H Rank: 0% Mastery of Rampage: The user now has full control over rampage mode so is no longer force into rampage and can enter and exit at will as long as Rampage percentage meets 100%. For each post the user remains in Rampage mode the user will lose 10% mp and 5% hp.
Note: For all take-overs the dragon type is non-elemental which means it is neutral. The color of the scales are black. This is not tied to Acnologia, but merely a personal preferance in color.
- Forms:
- Drake Form:
The Appearance of Damien's "Drake form." As of D-rank he cannot attempt a full body take over of this form but this will give a general idea of what his partials look like. It's more of an anthro dragon than a true dragon and is defined as "drake" because that's a lesser form of dragons in many genres.
- Absudalkhu - The Chaos Draon:
Damien's "Dragon Form"Absudalkhu The Chaos Dragon . This will be introduced later on with it's own partials and full-body. Just putting this here as a refrence for later.
- D rank:
- Drake Arms:
Name: Drake Arms
Rank: D
Type: Offenseive(Slashing) and Defensive
Description: A partial takeover that transforms the users arms and envelops them in black scales and grants the user claws.
Duration: 3 Post
Cooldown: 4 Post
Cost: 10 TOE
Rampage: 20%
Range: Melee
Passive:
10% Increase in strength.
Spell:- Drake Wrath:
Name: Drake Wrath
Rank: D
Type: Darkness, offensive(blunt), AOE
Description: The caster forms a ball of black magical energy in their palms that is 8 inches in diameter and shoots it in a straight line towards the target at 25MPG. Upon impact the ball causes an explosion that expands to a 15 foot diameter and deals D-rank damage to all within the blast.
Duration: 1 Post
Cooldown: 2 Post
Rampage: 10%
Range: Upon impact or Automatically detonates at 100 ft
Strengths:- Useful in ranged combat
- If the blast detonates do to a direct impact with an opponet the spell deals an extra D-rank damage.
- Can strike multiple targets at once
Weaknesses:- Can only travel in a straight line
- Deals damage to all caught within the blast including the caster and allies.
- Can easily be blocked with a shielding spell.
- Can easily be dodged during in flight combat as the sphere can easily be dodge and not make contact with any target.
- Should the spell hit multiple targets the damage is divided among them. Damage = 1/X of D Rank damage where X is the number of hit targets.
- Useful in ranged combat
Strengths:- Claws enhance the users strength granting an extra D rank damage per strike.
- Scales offer a defense buff capable of withstanding one D-rank magical or physical damage.
- If used to block an unarmed attack deals D-rank damage to the enemy.
Weaknesses- Offers little use against ranged attacks.
- Offers no defense against dragon slayer magic.
- If heavily damaged cool down is extended by two post. (B-rank damage or greater instantly results in heavy damage.)
- Drake Wings:
Name: Drake Wings
Rank: D
Type: Support
Description: A partial takeover that allow that grants the user large drake wings with a wingspan of ten feet.
Duration: 3 Post
Cooldown: 4 Post
Cost: 10 TOE
Rampage: 10%
Range: Melee
Passive: 10% increase in speed and reflexes.
Spell:- High Speed:
Name: High Speed
Rank: D
Type: Caster/support
Description: The caster gains a sudden increase in speed for the duariton of the spell and is capable of moving up to 60MPH. Due to the high increase in speed the users melee and physical attacks become much stronger.
Duration: 1 Post
Cooldown: 2 Post
Rampage: 5%
Strengths:
[/b]- Useful for closing large distances between an opponet.
- Melee attacks deal an extra D-rank of damage.
- Can be used multiple post in a row with each post result in another cost of mp and Rampage percentage with a +1 to cooldown for each post used up to a total of 3 post.
Weaknesses:- Offers no defense against spells that intentionally slow the user down.
- Produces a large amount of wind that can be used by wind mages and sky dragon slayers.
- If directly impacting a solid force such as armor or a shield spell the caster can be significantly damaged. D-rank damage plus any properties of said spell/shield.
- If used consectectivly for a long period of time the user will eventually run out of magic energy and collapse.
- Useful for closing large distances between an opponet.
Strengths:- Grants the caster the ability of flight up to 20 MPH without any interference (such as high winds or other magic).
- In desperate situations can be used to block one D rank level attack only one for each time the partial is active.
- The caster can strike with their wings resulting in regular D rank damage.
Weaknesses:- Not durable and cannot withstand attacks above D rank.
- Useless in confined spaces.
- Can be rendered useless by powerful winds resulting from either natural weather or competent mages.
- If both wings are firmly grasped by an opponet the caster can be immobilized.
- Drake Eyes:
Name: Drake Eyes
Rank: D
Type: Support
Description: A partial takeover that allow that grants the user large drake eyes with purple irises and black pupils.
Duration: 3 Post
Cooldown: 4 Post
Cost: 10 TOE
Rampage: 10%
Range: Self
Passive:
10% increase in reflexes.
Spell:- Drake Intimidation:
Name: Drake Intimidation
Rank: D
Type: Caster
Description: Upon making eye contact with the target they become completely immobilize a D rank mage and slows down a C rank by 50% as long as eye contact is maintained.
Duration: 3 Post
Cooldown: 4 Post
Rampage: 5% per post
Range: The target's range of vision.
Strengths:- Can immobilize a target.
- Leaves a target open to attack.
- Can be used to stop an opponet casting a spell mid-attack.
Weaknesses:- Require the user to maintain eye contact.
- Cannot effect any target wearing glasses.
- The user cannot move or attack while using this spell without breaking eye contact.
- Should a target be able to cast a spell with out the need for movement they can still do so.
- Can immobilize a target.
Strengths:- The casters perception of their surrounding is increased to pick up even the smallest of details.
- The caster is granted immunitya all D rank illusion spells for the duration of the spell.
- The user can switch their vision into a form of infared which can enable them to track hidden enemies.
Weaknesses:- Any light blinding spells durations are extended by 50% rounding up. (1-2 duration becomes 3, 3-4 duration becomes 6, etc.)
- Most of it's benefit are useless when surrounded by darkness.
- Useless against magics such as wave and sound based and other non-visible magic.
- After the duration ends the users vision is blurred and disoriented for 1 post.
- Drake Tail:
Name: Drake Tail
Rank: D
Type: Support
Description: A partial takeover that grants the user a black drake tail the is 6 feet in length and functions as an extra appendage for both melee combat and for balance.
Duration: 3 Post
Cooldown: 4 Post
Cost: 10 TOE
Rampage: 20%
Range: Self
Passive:
10% increase in Strength, and reflexes.
Spell:- Ground Pound:
Name: Ground Pound (credit to Indiana Jones for help with a name and inspiration for the idea)
Rank: D
Type: Offensive/Defensive, AOE
Description: The user focuses magical energy into their tail and slams it into the ground causing a shockwave to crack the ground and form a small indention. The shockwave spreads out into a daimeter of 15 feet and deals D-rank damage to all caught within. D-rank mages are thrown back past the shockwave, and any rank higher is merely nudged back or not effected at all. The shockwave can also be used to intercept incoming D-rank attacks.
Duration: 1 Post
Cooldown: 2 Post
Rampage: 5%
Range: 15 feet
Strengths:- Can put some distance between an enemy and the caster.
- Useful if the user is surrounded by a group.
- Can be used to shield from a D-rank spell.
Weaknesses:- If the users tail is immobilized the spell cannot be cast.
- The user must be close to a solid surface to perform the spell and thus cannot perform it while flying.
- Higher ranking mages will be mostly or completely unaffected by the attack and thus have an opening to strike.
- The attack will hit all surrounding targets which may result in hitting an ally.
- Can put some distance between an enemy and the caster.
Strengths:- The caster can use their tail tail to strike at their opponet dealing an extra .5D rank of damage per strike.
- Requires an attack of C rank or higher to knock the caster off balance as the tail grants resistance and helps improve balance.
- The user can use their tail to wrap around and grip objects to catch oneself or help maintain balance aswell aswell as grip oppoents to hold them in place. C rank and higher attacks will cause the users grip to loosen so that an opponet can break away.
Weaknesses:- Should the casters tail be forcefully gripped and pulled the caster is immoblized for as long as it is held.
- Due to large size and weight of the tail it is rendered useless by gravity magic as the user will not have enough strength to lift the tail.
- After the duration ends the users balance is thrown off for 1 post.
- When constricting an enemy the user is thus directly open to any attacks the opponet can unleash and any C rank or higher attack will enable the enemy to escape.
Last edited by Damien Marx on 29th October 2014, 7:41 pm; edited 11 times in total