Magic
Primary Magic: Grimoire d'Apophis
Secondary Magic:
Caster or Holder: Caster
Description: Grimoire d'Apophis (Lit. Apophis' Grimoire) is the name of the ensemble of Damien's Dark Magic spells and techniques, Apep being the Egyptian embodiment of darkness and Chaos - Often manifesting itself as a large snake often called "The serpent of the Nile", thus the opposite of light in pretty much every way.
The spells from this Dark Magic style do not solely rely on attack. And may even be used to heal or protect the user or someone else. But this may sometimes come with a price.
The magic usually manifests itself in a black/purple color, however this isn't always a given. As it may come in various shades of coloring but the most common being black - usually mixed with another color such as red or green.
Strengths:
Weaknesses:
Lineage: Pride of a Mercenary
Unique Abilities:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Ruin
Rank: D
Type: Offensive
Duration: 1 post (casted instantly)
Cooldown: 4 posts
Description: The user sends out a sphere of dark magic with trailing purple flames which courses towards the foe. Once it makes contact with the foe it explodes with a 2 meter burst of purple flames. The range of this spell is usually up to 100m, but actually hitting a target with a high success rate is only really possible up to 50m.
Strengths:
Weaknesses:
Predictable - It goes in a completely straight line, making it easy to avoid by either jumping or sidestepping.
Dangerous - This technique will also hurt any ally's barriers or allies themselves.
Inaccurate - Due to it being fast and powerful, while it reaches it's target quickly it becomes difficult to strike a target at a further range.
Name: Storm of the Nile
Rank: D
Type: Defensive
Duration: Up to 2 posts
Cooldown: 3
Description: The spell does not require any real movement to be summoned, but it spawns a ball of purple, violently spinning Dark Magic with a radius of about 5m around the user which will reflect spells of equal or lower rank or absorb 1 spell with 1 rank above it. In addition to this anybody who touches this shield will have their skin violently corroded provided they have no magic covering their attacks.
Strengths:
Defensively Sound - The spell is very good defensively and can take up to three magic spells of equal rank before breaking. Or take 2 and reflect 1, etc.
Versatile - In addition to this the spell can also be used as a means of gaining distance from a foe who has gotten too close.
Weaknesses:
Slow - The user cannot run when using this spell, they can walk however but they cannot move at full speed.
Light Magic - The spell is weak to light magic and will only take only 1 Light Magic spell of equal rank to break.
Iron Magic - Iron spells take 2 spells of equal rank to break, in addition to this they may not be reflected.
Name: Grip of Chaos
Rank: D
Type: Offensive / Supplementary
Duration: Up to 4 posts
Cooldown: 1 post higher than the duration used.
Description: Purple, spectral hands appear from a sigil which appears in front of the user once the spell is cast, or from a nearby surface provided it's within 25m of the user, the hands have a 25m reach as well.
These hands can do just about anything, whether it be punch, grip - they may even be able to perform spells equal to its' rank. Making it a very versatile option in attack and supplementary ways.
In addition to this if the hands grab a foe they will feel an intense burning sensation as their skin gets corroded straight to the bone, they are also rather strong, capable of shattering boulders.
Strengths:
- Fast: These hands move at a rather fast rate from wherever they're summoned.
- Flexible: These hands can also contort and bend to their free will, they also do not knot.
Weaknesses:
Iron - The hands have a far weaker grip when they hold Iron objects (Just pure Iron).
Light - Provided their is an intense light (not sunlight - Magic based light) the hands move a lot slower and are more tentative when engaging the target.
Communication - The hands act to the user's free will, so if the user has no time to think the hands cannot do anything.
Name: Swarm
Rank: D
Type: Offensive
Duration: Casted instantly but can be kept up for up to 3 posts
Cooldown: 3 posts
Description: The user places their hand in front of them and fires about 8 snake-like Dark Magic tendrils which upon contact with the target, make small explosions along with almost vaporising their flesh. These tendrils can be controlled to some degree also, and may also take more acrobatic trajectories provided the user can see which direction they want them to go in.
Strengths:
[list]
[*]Persistant - As noted above the spell can be quite tough to avoid since each individual tendril can move to chase the opponent.
Deadly - Provided a few tendrils hit the opponent they will pierce straight through before exploding, making this deadly provided the foe doesn't evade.
Weaknesses:
Line of Sight - The user can't navigate these tendrils in spots they cannot see.
Light Magic - Light Magic of equal or higher rank will dissipate this magic completely.
Iron Magic - Iron wards off the tendrils and makes them much slower.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Primary Magic: Grimoire d'Apophis
Secondary Magic:
Caster or Holder: Caster
Description: Grimoire d'Apophis (Lit. Apophis' Grimoire) is the name of the ensemble of Damien's Dark Magic spells and techniques, Apep being the Egyptian embodiment of darkness and Chaos - Often manifesting itself as a large snake often called "The serpent of the Nile", thus the opposite of light in pretty much every way.
The spells from this Dark Magic style do not solely rely on attack. And may even be used to heal or protect the user or someone else. But this may sometimes come with a price.
The magic usually manifests itself in a black/purple color, however this isn't always a given. As it may come in various shades of coloring but the most common being black - usually mixed with another color such as red or green.
Strengths:
- This form of Dark Magic is actually incredibly versatile, and can manifest itself as standard ghostly apparitions or even solids and liquids. It also does not neccessarily need to be offensive in nature, there exists several spells which can protect and heal the user or an ally. So in truth this form is more of a jack-of-all-trades than others.
- The spells form incredibly quickly, making this a rapid go-to magic to use in a combat situation.
- Apart from Light, the spells are not really weak to anything. Whether the spell used be solid liquid or gaseous in form, hot or cold nothing really stops it.
- Dark Magic spells are both weak and strong against Light and Prayer magic, for this reason a Dark Magic attack does more damage against Light and Prayer Magic defensive spells.
Weaknesses:
- Weakness to Light - We all know this. As such any Light Magic with equal or higher rank to the spell the user performs negates the user's spell.
- As this magic (while versatile) has a focus on offensive techniques, healing techniques are not as strong as they would be compared to Light Magic or Prayer Magic.
- The magic is very, very friendly fire as any offensive techniques will pretty much always rend everything in its' path, so allies beware.
- There are no real direct healing techniques for this Dark Magic, and the healing techniques usually require the life force from the user or from somebody else in order to heal.
- The magic also does slightly less damage against Iron Magic or Iron Dragon Slayer Magic due to Iron's tendencies to resist or repel otherworldly magic.
Lineage: Pride of a Mercenary
Unique Abilities:
- • Corruption - This is an active ability which can be used once per thread, it allows the user to absorb a spell their rank or lower and gain half the MP that the foe used from casting the magic. However the user can only absorb light or prayer magic equal to their rank and not above.
• Curse - This is a passive ability which makes all Dark Magic spells take on the added effects of the caster's lineage, in Damien's case - every strike which hits the foe will poison them and slow them down.
- Flight - Damien can sprout a pair of almost transparent black and red Dark Magic wings, which allow him to fly at sprinting speed.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Ruin
Rank: D
Type: Offensive
Duration: 1 post (casted instantly)
Cooldown: 4 posts
Description: The user sends out a sphere of dark magic with trailing purple flames which courses towards the foe. Once it makes contact with the foe it explodes with a 2 meter burst of purple flames. The range of this spell is usually up to 100m, but actually hitting a target with a high success rate is only really possible up to 50m.
Strengths:
- Fast - This spell will find the foe at an incredibly rapid rate, making it pretty tough to perceive.
Powerful - The spell despite being D-rank at its' base is also incredibly powerful, capable of shattering straight through boulders and other obstructive elements..
Weaknesses:
Predictable - It goes in a completely straight line, making it easy to avoid by either jumping or sidestepping.
Dangerous - This technique will also hurt any ally's barriers or allies themselves.
Inaccurate - Due to it being fast and powerful, while it reaches it's target quickly it becomes difficult to strike a target at a further range.
Name: Storm of the Nile
Rank: D
Type: Defensive
Duration: Up to 2 posts
Cooldown: 3
Description: The spell does not require any real movement to be summoned, but it spawns a ball of purple, violently spinning Dark Magic with a radius of about 5m around the user which will reflect spells of equal or lower rank or absorb 1 spell with 1 rank above it. In addition to this anybody who touches this shield will have their skin violently corroded provided they have no magic covering their attacks.
Strengths:
Defensively Sound - The spell is very good defensively and can take up to three magic spells of equal rank before breaking. Or take 2 and reflect 1, etc.
Versatile - In addition to this the spell can also be used as a means of gaining distance from a foe who has gotten too close.
Weaknesses:
Slow - The user cannot run when using this spell, they can walk however but they cannot move at full speed.
Light Magic - The spell is weak to light magic and will only take only 1 Light Magic spell of equal rank to break.
Iron Magic - Iron spells take 2 spells of equal rank to break, in addition to this they may not be reflected.
Name: Grip of Chaos
Rank: D
Type: Offensive / Supplementary
Duration: Up to 4 posts
Cooldown: 1 post higher than the duration used.
Description: Purple, spectral hands appear from a sigil which appears in front of the user once the spell is cast, or from a nearby surface provided it's within 25m of the user, the hands have a 25m reach as well.
These hands can do just about anything, whether it be punch, grip - they may even be able to perform spells equal to its' rank. Making it a very versatile option in attack and supplementary ways.
In addition to this if the hands grab a foe they will feel an intense burning sensation as their skin gets corroded straight to the bone, they are also rather strong, capable of shattering boulders.
Strengths:
- Fast: These hands move at a rather fast rate from wherever they're summoned.
- Flexible: These hands can also contort and bend to their free will, they also do not knot.
Weaknesses:
Iron - The hands have a far weaker grip when they hold Iron objects (Just pure Iron).
Light - Provided their is an intense light (not sunlight - Magic based light) the hands move a lot slower and are more tentative when engaging the target.
Communication - The hands act to the user's free will, so if the user has no time to think the hands cannot do anything.
Name: Swarm
Rank: D
Type: Offensive
Duration: Casted instantly but can be kept up for up to 3 posts
Cooldown: 3 posts
Description: The user places their hand in front of them and fires about 8 snake-like Dark Magic tendrils which upon contact with the target, make small explosions along with almost vaporising their flesh. These tendrils can be controlled to some degree also, and may also take more acrobatic trajectories provided the user can see which direction they want them to go in.
Strengths:
[list]
[*]Persistant - As noted above the spell can be quite tough to avoid since each individual tendril can move to chase the opponent.
Deadly - Provided a few tendrils hit the opponent they will pierce straight through before exploding, making this deadly provided the foe doesn't evade.
Weaknesses:
Line of Sight - The user can't navigate these tendrils in spots they cannot see.
Light Magic - Light Magic of equal or higher rank will dissipate this magic completely.
Iron Magic - Iron wards off the tendrils and makes them much slower.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Damien La Croix on 2nd February 2015, 12:12 pm; edited 6 times in total