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    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

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    Post by Eris 19th February 2016, 3:04 pm

    Just getting out some last spells with the intention of upping her summoner-ness.

    Trading my last Armor slot,  Legendary+ Armor "Styx Ward".  
    Name: Hell Gate
    Rank
    : A
    Type: Legendary+Armor.  Support.
    Duration:Instant
    Cooldown:N/A
    Description: This spell merely allows Red's own lineage to create a Hell Rift at any well-known location, not just to Hell and back where it was made on Earthland.  This is also an excuse to give more detail to the gates and the usage of the gates themselves.

    As with the normal utility,  the gates can be of any size and shape,  being a single pinpoint,  a slim crack,  or a large "Gate".  

    Things that do not belong in Hell will not fall through a gate and cannot enter without being dragged through or intentionally entering the gate.  The maximum size cannot exceed 25x25 meters except to accomodate a specific effect that exists on its own separate from the hell gate effect itself, such as summoning a large creature. 

    Whenever a summon is called they appear with a gate,  this is the same gate seen here,  but the gates used by summons are usually very temporary unless otherwise stated (Note: No summoning spells cause lasting gates at this time and I don't intend to make one. Kinda pointless anyway.).
    Gates themselves can serve as defensive buffers,  almost like barriers.  Spells of up to A-rank will pass through the gate, coming out the other side.  Spells exceeding A-rank will have an A-rank level extension pass through the gate while the rest of the spell collides with the gate itself,  causing damage to it.  A gate used to block a spell, or simply attacked on its own,  can take up to 3hp damage per meter along its longest side.  So a full sized 25ft gate would have 75hp,  while a small door sized one would have about 18hp.

    Strengths:
    • Just allows her to make a Hell Gate appear anywhere she's already been within say 200 meters of.  (Note she can already make such hell gates,  but without this effect they can only be made to Hell and then back to where it was on Earthland.).  This isn't a passive effect,  but an active extension that I'm practically throwing away my armor for. Basically she just uses this at the same time as she'd make a Gate/Rift if she wants to make it appear somewhere else.
    Weaknesses:

    Gates are fragile.
    • Unless dragged,  someone can't accidentally fall into a gate,  or run blindly into one and find themselves in hell. Which also means she can't just open a gate in front of someone running at her and have them disappear.
    • Just in case:  If anyone does find themselves in Hell,  they are subject to countless cannon fodder basic skeleton NPCs and any undead-demonic entity they wish to conjure up for themselves as writer to face unless directly opposed by Lady Red, in which case I'll throw my own stuff at them.  
    The Gate that brought them into Hell cannot be closed while the living soul remains in hell,  allowing them to escape at any time they can reach it.   It can, however,  be guarded, walled off,  or shrunken to the size of a baseball.  IF shrunken, the living soul can still cartoonishly crawl through as the gate expands to let them through as though it were elastic.  This cartoonish effect only applies to a living soul in hell already, not a soul on Earthland itself trying to -enter- hell.




    Legendary+ armor trade's normal spell addition.
    Name: Elite Rank
    Rank
    : B
    Type: Support
    Duration: Same as the undead in question. 5 if none is applicable.
    Cooldown: Same as the undead in question. 6 if none is applicable.
    Description: This effect simply "Promotes" an undead minion.  In video game terms,  the minion becomes an "Elite" version of itself.   The effected creature is now treated more as though it were a player character,  directly controlled and cannot be treated as just another NPC.  However,  it can still be reduced to 0 HP with no OOC restrictions on damage and mutilation / killing. 
    It is given a buff of B-rank spell damage to its active abilities, either as damage or additional HP applied to a shield or something.   It's HP is buffed by the amount of HP a B-rank summon would gain.    Passive effects are doubled in effect.  So a passive effect granting say 2.5% HP regeneration (As an example) becomes 5%. 
    If it has no Active or Passive effect,  it gains the following (Instead of getting the boost to existing ones):
    Active Ability: Elite's Stance. Once per post an attack by the Elite is boosted by C-rank spell damage.   Once per post a defensive block negates an additional C-rank spell damage.  This is C-rank and not B-rank due to being split between offense and defense,  allowing it to be more general in return for lacking specialization, since the minion this Elite Rank is applied to may or may not benefit from one or the other.  The boosted effect can have a unique appearance / result.  Such as an archer Elite firing a unique shot,  or an empowered headbutt,  or a knight Elite having a unique slash effect.   Maximum ranges are up to 100 meters Range, or up to 20 meters AoE, no matter how high ranked the Elite that was buffed was before hand.
    Passive Ability: The Elite has a more intense fire enveloping it.  Anything that touches it or its equipment get burned for 20 damage, causing 5 more damage on the next two posts.  Ranged Elites cause only 5 extra damage with their arrows/bullets/whatever to begin with, with 2 more damage on the next two posts.
    Strengths
    :

    • Allows Red to promote one unit or another depending on the needs at hand.
    • Could technically be used on herself.  The value of the buff however is lesser on undead that are already at a high ranking.
    Weaknesses:

    The buff may be almost negligible on minions that are already very capable.
    • Only applies to ONE undead creature.  If a summon causes a Hoard,  only one in the hoard is effected.
    • The Elite creature is distinguisable from the others with visible mutations and deviations from others of the same pattern.   Like one of the skeletons from the Marksman's Legion would get a little larger,  be more charred,  have larger more vivid flames,  grow horns,  and wield a larger weapon.



    Normal B-rank spell slot.

    Name: Sacrificial Pawn
    Rank: B
    Type: Grand Support summon
    Duration: 6
    Cooldown: 7
    Description: The Sacrificial Pawn is a pitiful creature.   It appears to be a black skeleton as normal, but with blood red stains below its eye-sockets as though stained by tears of blood.    It is abnormally frail looking even for a skeleton.   It has NO attack value what so ever in return for +75% base HP, for 315 total HP.
    Active Ability:  Sacrifice.  This ability sacrifices the Sacrificial Pawn when used.    When activated,  all active debuffs or curses or so on effects on Lady Red herself get transferred to the Pawn itself while the Pawn's remaining HP is transferred to Red in trade for the debuffs.  Any debuffs are applied -before- the HP is traded.   So debuffs lowering HP lower it's total HP prior to giving it to Red.   Half the HP is lost during the trade, however.  (So if it has 50Hp,  only 25 gets transferred).
    Passive Ability: Weeping Soul:  The Sacrificial Pawn emanates an aura of utter depression and hopelessness.  All non-undead within 60 meters of it take double the mental damage from all sources.
    Strengths:
    • Transfer harmful active effects/debuffs off Red to it while increasing the effectiveness of psychological trauma on enemies.
    Weaknesses:

    Its active will destroy it when used.
    • The Pawn will not attack anything,  it has no offensive value.  All it does is weep and cower.




    Normal D-rank spell slot.

    Name: Skin Walking

    Rank: D
    Type: Support
    Duration: x
    Cooldown: 2
    Description: This spell simply refreshes the duration of the unique ability "Skin Theft" which doesn't effect anyone but herself and provides no tangible bonus either,  just a cosmetic effect.


    Strengths:
    • Allows her to continue a disguise indefinitely.
    Weaknesses:

    Dependent on Skin Theft to do anything.
    • The disguise can still be undone in plot-moments.



    Name: Blazing Skull: Shrieking Skull x Fire Ball
    Rank
    : S+
    Type: Spell Fusion: Offense
    Duration:Instant
    Cooldown: N/A (Two Signatures.  Costs MP but still lacks cooldown).
    Description: Blazing Skull sends a cannonball like skull,  blazing with fire as you might imagine.  As with either of the two base spells,  it can be thrown by hand OR projected by magic at 150m/s.  (Faster than either spell normally on their own, but boosted here.  Also note: Far slower than an actual cannonball... as most things on this site are.).  It has the normal effects of the two separate spells.   The difference is just in the damage, speed of the projectile,  and an added smallish 3.5meter burst (10 meters in total area) on impact.
    Strengths:
    • Same as individual spells.
    • Introduces an AoE effect on impact and added general "Umph" to the projectile itself.
    Weaknesses:

    Same as individual spells.
    • While lacking a cooldown like a normal signature spell,  it still costs full MP of a normal spell fusion.  Overuse is unwise and can easily lead to drained mana all for a fairly simple spell.
    • Could theoretically be intercepted by another's attack due to its physical aspects.





    Name: Savaged Earth: Scorched Earth X Savaging Skull
    Rank
    : S++
    Type: Spell Fusion: Offensive Summon
    Duration:1 Post (+ 1 post for after effects)
    Cooldown:12
    Description: Combining the effects into a new more powerful spell,  Savaged Earth summons a swirling vortex of flame that coalesces into the form of a giant skull 100 meters in diameter. This giant burning skull radiates intense heat that melts metals within 100 meters of it (A-rank damage within area of effect). The skull summon only lasts for the duration of 1 post,  but it screams as the air boils around it and surges forward,  moving itself at 150 meters per second while it still can,  knowing its time is limited it savagely tries to make the most of it by tearing into its surroundings with it's massive jaws.  
    The effects of "Scorched Earth" emanate from the skull itself at a reduced effect,  while the skull itself is just a little larger than in Savaging Skull alone,  both having their usual effects (Though Scorched Earth is reduced).
    When the time runs out,  the skull seems to shake and tremble,  shrieking in a massive unearthly howl as it's own jaw seems to unhinge and it disappears.... Pac-Man style, Leaving only the intense heat and fires burning in its wake as a sign it was here.
    Strengths:
    • High, intensely damaging short lived spell.
    • Being its own entity,  the skull's area of impact is erratic and variable,  it could veer off in one direction,  keep going straight,  or loop around in a circle.
    Weaknesses:

    Being a summon,  she is limited by any existing summons that are active.
    • Being a summon,  it can potentially be destroyed before it can finish its rampage.  It's large size means that it's an easier target than most things.
    • Because it's part physical,  it can't pass obstructions unless it digs or rams through them.






    Name: Dark Sacrifice: Dark Ritual x Sacrificial Rites
    Rank
    : S++
    Type: Spell Fusion: Support
    Duration:20
    Cooldown:22
    Description: A combination of Sacrificial Rites and Dark Ritual,  this ritual spell takes one post of cast time to use,  or five posts to use to "Store" the effect for the next topic.   When Dark Sacrifice is used,  the next time Divine Corpse is used it will immediately be raised as the Primordial Titan,  rather than casting Divine Corpse first then casting Dark Ritual.
    In return, however,  Dark Sacrifice requires Lady Red kill a victim by hand and implant their heart in her own chest,  the heart staining itself black and becoming charred but remaining in place and whole.   When she wants to cast Divine corpse,  she must crush this heart in her hand as part of the spell.
    In doing so,  the last part of the spell occurs:  Her own body seems to unravel in ribbons of flesh, charred or otherwise,  and her skeleton shatters into bone fragments that all disappear into the ground.   Then, after a delay,  the Primordial Titan appears as normal.   However,  it is now directly merged with Lady Red.  Not merely puppetted as before.   If one is defeated, so is the other.
    Strengths:
    • Cuts down on time and preparation needed to summon the Primordial Titan by using herself as a spell component.
    Weaknesses:

    Destroying the Primordial Titan will directly defeat her as well.
    • It still counts as a summon,  taking up a summon slot, despite being Red herself.
    • Destroying the heart ends the spell and puts it on cooldown, even if the heart had yet to be used for its intended purpose.  (Doing so the first time this is seen used would likely be very metagamey,  but if a person who witnessed it before sees this happening it's a prime target.).





    Name: Hell on Earth: The Divine Corpse  (Fields of Fire x Tartarus Rising: The Divine Corpse)
    Rank
    : H+
    Type: Spell Fusion: Offensive Support
    Duration:20
    Cooldown:26
    Description: Combining the effect of "Fields of Fire",  Hell on Earth adds an additional effect to the H-rank spell "Tartarus Rising: The Divine Corpse".    By combining the two,  the whole location and the Divine Corpse itself become coated in fire.   The clouds appear to burn,  tongues of fire flickers in the air itself,  and the earth is blanketed in a layer of flame.   
    This causes passive damage to anyone in the topic at a low rate of 20 fire damage per post,  doing 60 damage in an initial ripple of fire that radiates out from the origin where hte Divine Corpse appears,  traveling at 60m/s.    This isn't an AoE spell/effect,  but is treated more as a global hazard for the topic and can be combatted as such, but not ignored.
    If these fires would kill someone,  they instead become catatonic and unable to percieve anything other than unimaginable pain as their body continues to burn until they're flesh has long melted away leaving only a skeleton- but their suffering continues, undying (They're undead).  (Unless killed by another effect).    Red can end their suffering with a wave of her hand if she wishes,  targeting them with Essence Rip to end their state of limbo between dead and undead,  killing them and/or officially reanimating them.  
    This is just a "Fun" side effect of the fires as well as a way to sort of take an edge off the passive damage.
    Strengths: 
    • A very impressive fire effect,  combined with the fear and terror of the Divine Corpse itself,  the location resembles a literal Hell on Earth.
    Weaknesses:

    Wont effect enemy undead either, such as a player who plays a vampire or zombie-ghoul thing
    • Any allied individuals who are still living would be subject to this as well.
    • Magic can temporarily stave off the passive damage,  such a barrier spell keeping the fires at bay.  A Slayer eating the fire around them (Though still subject to backfire from eating her curse flames).   A water mage soaking an area,  or so on.  



    Name: Skull Lord, The Savage Knight:  Savaging Skull x Skull Knights
    Rank
    : S+
    Type: Spell Fusion: Summon
    Duration: 15
    Cooldown: 17
    Description: This fusion spell combines aspects of the Savaging Skull with that of the Skull Knight.   In doing so,  this spell creates a single being who's head resembles the Savaging Skull,  but it's smaller than the skull on its own and has a body addorned in ceremonial armor like that of a noble lord, making it look like some undead demon prince.   It stands 60 meters tall and has the combined HP of the two normal summons.   Rather than having four abilities,  it has one similar ability from both individually and a single ability of its own.
    Active Ability (Savaging Skull): Cannon Slash:  As "Cannon Skull".  Instead of bum-rushing however,  it surges forward with a burst of speed with a slash from its blade along the path it takes (It's speed is tripled until it makes its slash, so roughly 200m/s, the slash being a typical sword slash).  It deals S-rank spell damage + physical melee damage.   It can do this up to 4 times,  on the first post,  5th post,  10th post, and 15th post of the summon duration.
    Active Ability (Skull Knights): Savage Warden: As "Death Warden".  Just like Death Warden,  this allows the Skull Lord to generate a shield once per post against 1 attack that post,  it protects up to 75hp from said attack.  Unlike Death Warden,  this shield is terrifying to behold and counts as horror exposure.  Up to 75hp damage from the spell it blocks is reflected back in the same direction it came from.  
    Passive Ability (Skull Lord): Lord's Blade.  The Skull Lord carries a black sword made of demonic bone matter.  It appears to have faces of tormented souls warped into the bladework.   This adds an additional 30 weapon damage to its basic attacks, which trigger psychological trauma and mental damage as exposure to the blade injects them with souls tortured in purgatory,  that invade their mind and share their tormented memories with the victim.  Witnessing the blade itself is a psychological effect in its own right.  Anyway,  it counts as exposure (5% mental damage as normal for exposure).
    Strengths: 
    • A large imposing summon that is very effective in a fight, wielding a large sword from purgatory.
    Weaknesses:

    Given its size,  it's easier to hit than most enemies.
    Due to size,  it can't always be used.
    • Breaking it's sword (250hp) will effectively negate both the Cannon Slash active and the Lord's blade passive.
    • Being a spell fusion,  using this spell takes two of her best summons out of the game in addition to this itself when it goes on cooldown.    She really has to decide if Skull Lord is appropriate to use instead of using Skull Knights,  Savaging Skull, or any other spell fusion using either Skull Knights or Savaging Skull.  Quite the dilemma.




    Name: Wildfire Magi:  Marksman's Legion x Searing Ray
    Rank
    : S+
    Type: Spell Fusion: Summon
    Duration: 11
    Cooldown: 13
    Description: Like Marksman's Legion, this spell summons a Hoard of undead soldiers (26).  But these aren't just soldiers,  they're Magi.   Each of these burning skeletons is enshrowded in tattered and smouldering red robes and carry iron staves with rubies set in their tops, with a design much like a hand gripping the stone.
    Rather than fire arrows,  they shoot piercing Searing Rays,   beams of concentrated heat and fire that shoot out like lances.   They charge up for a few seconds during which time the ruby in the staves crackles and dances with fire,  a sphere fading into existence in front of the ruby before firing the beam at bullet-speeds of 600m/s out to 60 meters before fading for half damage at an additional 60 meters,  then half that at another 60.
    These searing rays are their basic attack,  and as such it deals the basic summon damage.

    Active Ability: Concentrated Ray.  All the skeletons fire their searing rays in unison,  meeting together into a singular beam.  This single beam has the combined focused power of all 26 rays.  This can only be used once and has a much longer range of 300 meters + 100 more for half damage.   For every Magi killed before this gets used,  it reduces the Concentrated Ray's damage.   Using concentrated ray will prevent all magi from being able to attack with a searing ray for 2 posts, instead using their staves as bludgeons
     if they have to, but typically staying out of the crossfire.
    Passive Ability: Searing Ray.   The searing rays the Magi fire cause piercing damage that seems to pass right through you,  like a almost like a microwave,  cooking an individual from the inside out and causing burns that deal 2 additional points of damage on the following post.  As a result,  they ignore Armor and special resistances except to heat damage itself.  They can ignite the environment, setting things on fire.
    Strengths
    :

    • A potentially devastating cabal of fire-magi.
    Weaknesses:

    Their Concentrated Ray is powerful,  but killing Magi before it can be used is a sure fire way to severely limit its power.
    • They are extremely weak individually and as such are almost useless on their own except against normal background NPC civilian types.





    Name: Shrieking Devourer:  Shrieking Skull x Devour Essence
    Rank: S+
    Type: Spell Fusion: Offense
    Duration:Instant
    Cooldown: 8
    Description: Little change from its base spells.   Functions as Shrieking Skull,  but applies the Devour Essence effect on impact.  Only the damage is increased,  120 standard damage + 60 soul damage (Not effected by resistances, unless soul-specific).   However,  the healing it does cannot be prevented by spells of S-rank or less.
    Strengths:
    • Same as individual spells.
    Weaknesses:

    Same as individual spells.
    • Could theoretically be intercepted by another's attack due to its physical aspects.




    Name: Ritual of the Necromancer | Sacrificial Ritual x Piece by Piece
    Rank: S+
    Type: Spell Fusion. Plot Ability. Out-Of-Combat Support
    Duration: Topic
    Cooldown: Topic

    Description:
    This is an ability I do believe is permitted without any spells or even Unique Ability slots,  I do believe.   But here it is anyway.

    The Ritual of the Necromancer allows Eris to, for the duration of the topic,  perform sacrifices and stitch corpses together freely.   With this,  Eris could take her time to craft new necromantic creations in her spare time.
    To create an undead creature,  Eris must create the body herself or use existing bodies.  Bodies do not have to match in the least and organic matter can be stitched together to form larger body pieces.   Flesh or not.  

    The created undead do not have any special abilities of their own unless creatures with special abilities were used in the creation.  

    To animate the newly made body,  Eris needs to sacrifice the living.  This is proportionate to the rank of the creature being made.  D=1.  C=2.  B=3.  And so on.  One player character can animate dozens of bodies with their essence.
    The animated creature can have an intelligence equivalent to a being used in the sacrifice,  and can have memories of sacrificed individual's lives.  Both of which is optional.   Alternatively,  this can directly transplant the soul and spirit, memories and all (optional),  into a new creature.   If their previous body is integrated into the creation,  they could keep all their previous abilities and magic (Meaning a PC character could become a monster if they'd like.)

    The created undead are self sufficient and can be set loose on the world,  kept as pets,  held in reserve,  or left to guard areas.   When killed,  these creatures find themselves in the Burning Endless and can be summoned through Eris's hellgates as normal, though that makes them no longer a denizen of Earthland so they'll need MP to be summoned (as normal).


    Areas where Eris's presence is strong can be assumed to have such creatures already.  (Her residence, for example.)   Anywhere else would require her to bring them there or create them on site within an IC topic.


    Strengths:
    • Allows Eris to behave as a true necromancer and create various undead abominations.  This is similar to Living Magic (Such as what Yugi had),  but it is quite un-living.
    Weaknesses:

    Once defeated the creature needs to be summoned as normal if Eris wants to use it again.
    • Dependent on available resources for crafting.

    • This ritual can't be used in combat.  Should combat even start,  the Ritual of the Necromancer is disrupted and she cannot make new creations until a new topic.




    Last edited by Eris on 8th March 2016, 8:07 pm; edited 1 time in total


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    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Heavens Empress Daiki
    Heavens Empress Daiki

    Heavenly Monster


    Heavenly Monster

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- God Slayer- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Player 
    Lineage : Stigmata of the Avatar
    Position : None
    Posts : 841
    Guild : Guildless
    Cosmic Coins : 0
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    Age : 31
    Mentor : Daiki, Aiko (Mother - Missing)
    Experience : 0

    Character Sheet
    First Skill: Avatar of Amaterasu (Heaven God Slayer)
    Second Skill: Fallen Angel Slayer Lacrima
    Third Skill:

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    Post by Heavens Empress Daiki 20th February 2016, 3:16 pm

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