Primary Magic: Necromancy
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder:Caster
Description:
The user's magical abilities revolve around manipulating the dead, death, the life-force and souls for good (Ex. resurrecting the dead), evil (in various ways) or neither. Users can also use communicate with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge. Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die. It is even rumored that the magic itself was made to defy the reapers of death and those associated with death, though the true knowledge of necromancy's origins are lost to the ages. The magic itself is considered mostly a dark art or a evil magic. However in the sense that all magic is neutral and whether they are good and bad depends on the caster, then this magic is considered an dangerous one based on it's uses. Because of this classification, necromancers are not very public practitioners of their magic, nor are they really popular mages to look up to. Often enough, necromancers will keep to themselves and away from society, very rarely would you actually see a necromancer in a city or town and even rarer that they will actually admit they know the magic.
Zecarayus himself came from a clear example of why you should not bother necromancers, as necromancy in his homeland was and still is considered a felony punishable in the least by death after a war that wiped out half of the lands population. He himself did not learn necromancy from another living necromancer but actually a lich who whispered the knowledge of the magic in his dreams as a child. With him however, rather than treating the spirits like slaves under him, he was much more caring and offered to some extent a thank you for their help. This thank you was to listen to whatever the spirits wanted to talk about in a time of peace and usually this sufficed. Zecarayus was careful to hide his magic for a while, and then got caught and had to flee his homeland.
Necromancy itself can vary based on the caster’s own style of using the magic. With zecarayus though, he loves to learn about necromancy because of its relations to the spirits of this world and others(When he realizes there are other worlds). Because of this, he has studied and mastered the basics of two opposite forms of necromancy. With this mastery he has become capable of learning and utilizing multiple forms of necromancy, each one bringing him new spells and abilities to be utilized in battle. This however has come with a cost, for truth be told this means that he has had little time to train physically, making him physically weaker compared to other mages. However it’s because of this that zecarayus has developed the strategy of control, using his spells to put distance and sight between him and his opponents. Once this is done he will either focus on subduing or obliterating the enemy using his necromancy. Finally, zecarayus will use necromancy passively or re actively most of the time as it can easily destroy if not careful. This means that unless zecarayus is on the offensive or aggressive, it can be expected that he is not using his magic to it’s full extent.
- strengths:
-There are multiple types of necromancy that are used to achieve different goals with different methods, this means that they are able to cast a mix of offensive, defensive, and utility spells
-Necromancy trains the user to keep dominance over their summons and spirits, preventing the user’s undead and spiritual summons from being taken or turned against
-Because of the devotion to necromancy, the user’s spells are exceptionally powerful from one to one fights to fighting masses of enemies
-Necromancy involves the forces of life and death, meaning the spells will usually affect targets regardless of form changes
- weaknesses:
-While the user know a immense variety of necromancy types, it has come with the cost of making them heavily reliant on their magic in battle, meaning those that use magic negation styles are the user’s heaviest counter
-While the user is able to know multiple classes of necromancy, the issue arises that their can be sometimes heavy consequences in casting some necromancy types back to back(Example is using White necromancy after black necromancy or vice-versa)
-Necromancers must always be in good mental health and strong wills, otherwise they risk insanity by the spirits around them and turn on allies(At 0% mana necromancer will view allies as enemies and strike out against them, and will continue to do so until they replenish at least 10% mana)
-For zecarayus at least, he cannot exchange physical blows easily, meaning with physical fighters he has to keep deal with them by his magic
-Being heavily reliant on his magical abilities, he can run out of mana faster compared to others and may suffer a worse fate from having no mana
-Different variations of necromancy also carry their own STRN/WKN, meaning the user has to be careful in choosing when to use the different types.
- lineage:
Lineage: Gold Rush
Unique Abilities: Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Abilities and passives:
- Branching Classes:
Zecarayus after arriving in fiore learned that they are different kinds of necromancy, each kind utilized the forces of life and death in their own way. Zecarayus is determined to learn these different kinds of necromancy, and has began preparing to learn them. This is shown that through his own effort, he was able to learn two variations of necromancy both on the opposite of the spectrum, White and Black necromancy. Through his mastery of the basics of these two, he is able to pick up and learn other variations. Below are the details for both black and white necromancy, which carry their own effects as read. The rest of the necromancy types only add variation to the user’s spell casting and may help the effects found in black or white necromancy. Spells will be labled as X necromancy to help with organization, and the descriptions dictate what zecarayus is capable of casting. More can be added, however their purpose is to add variation to zecarayus’s spell casting and/or to aid in the abilities of Black and white necromancy. These types of necromancy also still follow the main STRN/WKN of the magic.- Black Necromancy:
Perhaps the well most known variant of necromancy, black necromancy involves the use of death and negative energy to cripple and kill enemies either quickly or painfully, whichever is preferred. As such, this includes debuffs, DoT’s, and sometimes brutal destruction. This variant unfortunately does not carry buffs or healing unless for the undead.
When the user casts Black Necromancy spells, they leave behind excess negative energy which starts to build around the user, granting their spells more and more power. This means for each black necromancer spell cast the user gains more power in their spells up to a point. In addition when the energy builds to the maximum it allows the user to refresh it in order to giver their magical attacks the perk "Dying blows" for two posts after stacks are refreshed. The "Dying blows" perk has a four post CD of being able to be used.- Dying blows:
"A dying man needs to die, as a sleepy man needs to sleep, and there comes a time when it is wrong, as well as useless, to resist."
-Stewart Alsop
With this perk if the user is able to inflict damage with their magical attacks, then it deals damage to the target equivalent to any passive(or constant) healing per post if any(max cap of damage is 5% health per post). This also hinders the physical body to a degree, reducing the base stat of speed by 25%.
Drawback: If the user uses a White necromancer spell after a Black necromancer spell then the user loses all the built up death aura, in addition the user's next spell that breaks this is half as effective. In addition if the "Dying Blows" perk is reached, then for the duration of its availability to use W necromancer spells cannot be cast.
- White Necromancy:
White necromancy is a opposite of Black necromancy, and is a rarely heard magic. This is because White necromancy is based around the concept that the dead must help the living continue living(which is a far cry from black necromancy), and means that using the force of life that benevolent spirits carry to heal, buff, and shield others. This magic however lacks an offensive edge as it’s main purpose is to aid the living rather than kill them.
When using white necromancy the user gains health back from each W necromancer spell they cast depending on the shield, healing or buff value if applicable. This increases for every time they cast a W necromancer spell in a row up to a limit. Once this limit is reached the user can refresh it in order to gain the perk "For them" temporarily. This has a two post duration that begins after the user refreshes and a four post cooldown before it can be used again.- For them:
What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal.
-Albert Pike
All of the user's spells that heal, buff, or shield now grant the ally or themselves with it a 5% hp regen and a 2% mana regen per post in addition to the spell while the spell is applied(this also goes for allies 5 feet near or under a shield). If the user were to be removed out of action while this effect is applied to the allies(whether by death or removal to another dimension for example), then they are not only granted this effect passively for four posts but also a 25% increase to their speed for four posts.
Drawback:If a Black necromancy spell is used while this is up then it will reset the effect immediately after it’s cast. In addition the user's next spell that broke this has it's effectiveness cut in half. Finally when the perk "For them" is in use, all of the user's spells deal zero damage(still carry impact however) and cannot cast B necromancer spells during this.
- Gray Necromancy:
Gray Necromancy is not usually considered a class on it’s own. This is because grey necromancy encompasses the basics of necromancy like reanimating, basic spell attacks, and so on. It is not considered it’s own necromancy because usually the teachings of this is already included and/or mixed in other variants of necromancy. With this type the user can cast it without resetting the stacks on the effects of “white” and “black” necromancy, allowing the user to use gray necromancer spells freely. Gray Necromancer spells also run the type of spirit, meaning they do not clash nor can be blocked by elemental spells.
Drawbacks: Using gray necromancer spells does not increase the stacks on white and black necromancy. In addition the user will lose 2 stacks if they use a different necromancy even with gray in the middle(W-->gray-->B), however they do not suffer the penalty if done like this. Also, Gray necromancer spells cannot block nor clash with elemental spells.
- Stronger mind, less possession:
passive: Zecarayus now has more experience in dealing with spirits that may want to posses him. Because of this, any effects or spells that would affect him mentally of the same rank are greatly reduced(Ex. trap him in a dark room denying him vision, reduced to somewhat dark with large holes of reality burning through) and their duration is halved(if the duration is for 1 post then effects of the ability are negated, if an odd number then rounds to the lower number, Ex. 3 post duration turns into 1 instead of 1.5). If it is higher rank than zecarayus merely knows he is being affected and has somewhat resistance to it(consider the effect reduced by a fourth), if lower rank he can block it all together. This also allows him to detect things like mind invasions and once knowing he can block it if same rank or lower.
- Supernatural influence:
Passive: The user focuses more on enhancing themselves with energies of the spiritual and dead rather than engage in physical combat. This means the user has trained enough to where they can manipulate energies to interact with the physical world, from being able to move objects without any clear sign of how, to being able to even block some attacks or forces, along with pulling off supernatural tricks(this last bit is not so much in Pvp but more for stories). These forces however vary in strength depending on the user’s environment.
-Areas that restrict magic, focus required to get even small objects to float or be thrown.
-Usual areas, the user can cause small objects to throw across the rooms, medium and big objects can be tipped over or slide quickly, minor levitation is also possible.
-Areas of large concentrations of death, The user can launch small objects at blistering speeds, medium to large objects can be thrown easier and faster, enemy targets can also be flung with ease. Levitation possibility is increased.
This ability includes a second effect if and only if the user’s magic/power is either stored or consumed in one way or another. With this, the user has considerable influence over the object or being in particular, making it so they can make it explode dealing full spell damage of the user’s rank in a 10(+5 per rank) meter distance or have as much influence on that one object/being as they would if in a large concentration of death.
PvP note:
If the fling ability is used in a fight on an enemy target then it can only be used once a post. In addition it has a one post cooldown. The second ability has the same use and CD, and as said can only be used as many times as much as the user’s magic has been stored/consumed(Ex. a larcima consumed stored one of the user's spell, using the second ability the user may cause it to explode or move once).
(Damage table if needed; small objects thrown deal damage equivalent to the user's melee rank, medium objects deal damage equivalent to one rank higher of melee damage, and large objects deal damage equivalent to 50% of the user's spell damage. To keep in mind, small objects may be the hardest to dodge, but medium sized objects are easier to avoid compared to small objects, and large object are the easiest to dodge out of the three)
- Necroplasmic conversion:
Passive: Necromancers are able to draw energy from the dead or dying around them, this energy called necroplasma. Necroplasmic energy is a highly malleable energy itself that allows the user them self to grow stronger based off of how much energy they absorb from the dead or recently dead. For every death or dying they encounter the user gains a stack of it. Once five necroplasmic stacks are gained(Necroplasmic stacks can go beyond five, though the ability cannot be used twice in the same post), the user’s next spell gains a bonus 45% damage, shield, or heal value depending on what the spell does.(+10% per rank, so at S-rank this becomes 65%) In areas where their are large concentrations of death(Cemeteries, land witness to mass slaughter as examples) the user gains a stack passively per post. The user when entering a new thread starts off with five stacks(+5 per rank, Ex. At D the user has 5 and so forth) due to them usually coming from a place where they have been surrounded by these energies.
(note:if the user is in a situation where multiple people are being slaughtered around them that goes into the hundreds then the stack count is consider as too high to count
Note #2: To gain energies from the dead or dying, they have to be of some size compared to the user. This means that killing a regular ant will not grant this energy, but killing an ant the size of a person’s foot would.)
- anima indissolubili:
Passive:Training under necromancy has tested the user's own spiritual self or soul. And while the belief that souls may be destroyed, broken down, or taken apart, the user has trained themselves to follow the thought that the soul is a untouchable and unbreakable part of a person. Through this, the user is not affected by any effects nor damage so as long it affects just the user’s soul, life force, or spiritual self. This also allows the user to engage in a practice known as astral projection. This means the user's soul can leave their body to travel as a soul for an unlimited distance and time, their speed can be as fast as near instantaneous during this. While they travel they are considered invisible to all who cannot sense spirits and are unaffected by all damage and most effects. In turn, this means that they still are unable to bypass barriers that would block powerful spirits and the user can only use their passive supernatural influence during this. Finally their body still lives during this but rendered unconscious. This not only means that the user does have to return eventually to prevent their body from dying, but also if their body is found then it can be easily killed. The only way the user would know if something is wrong with their body if it feels pain. The only fortunate thing is that if the user's body were to die or be destroyed, then they have a limited time to either find something to haunt/posses, or a replacement to their body or else their soul follows what all souls do when they experience death.
Spells:
- proof for all additional spell slots and the like:
https://www.fairytail-rp.com/t14653p275-magic-shop <--for two D and C rank spell slots
https://www.fairytail-rp.com/t14653p300-magic-shop <-- proof that I am trading a strong armor and strong weapon slot for two B-rank sig spells and two C-rank slots...correct me if I am wrong.
- Signature spells:
- Spirit bolt:
Name: Spirit bolt
Rank: Increases with rank (B)
Type: Offensive, Gray necromancy
Duration: instant
Cooldown: none
Description:
The user casts a spirit at his opponent by moving his arm. The spirit itself is a black skeleton head with glowing blue lights coming from it’s eye sockets. If it hits it can be seen going through the enemy taking the wind out of them(only of same or lower rank), doing 100% (B) user rank damage.
Max range: C=20(+10 per rank) meters
Travel time: C=15(10+ per rank) mph
Projectile size: Average size of an adult human head
Strengths:
- Travels remarkably fast
-costs no mana
Weaknesses:
-can be blocked by magically enhanced shields or barriers
-straight bolt
-must move arm in some way
- B-rank sig armor spell Max B:
Name: Protect
Rank: B
Type: Defensive, white necromancy
Duration: 1 post
Cooldown: 1 post
Description:
The user casts a 9 by 9 foot barrier to appear either merely thinking about it or casting with their hand in a five meter radius in one direction around the user. The barrier itself is invisible to the naked eye, and when hit it fractures, then comes into vision as a wall of white spirits with wide holes in where their eyes and mouths should be. The barrier itself can absorb up to 2 B-rank spells or one A-rank spell if cast with the hand. If cast using by thinking about it, then it absorb value is reduced to 1 B-rank spell.
Strengths:
-Easy cast
-Starts off invisible to the naked eye
-In some cases, this can be cast as fast as the user's reflexes
Weaknesses:
-Usually stationary, meaning once up it is possible to work or walk around the shield
-Any amount of damage will cause it to come into normal vision
-Not invisible to those who can see the spirits
-The shield cast can be weak if not done by hand
- B-rank Sig weapon spell Max B:
Name: Negative blade
Rank: B
Type: Offensive, Black Necromancy
Duration:Instant
Cooldown:NA
Description:
The user either with a thought or cast of the hand focuses negative energy in front of them in the form of a blade five meters in length and a inch thick. The blade right after being formed is sent to one direction at a rate of 25 m/s up to 30 meters, dealing 100% B-rank damage across the whole blade. However if cast by the mind rather then hand, then the max range this travels is halved.
Strengths:
-Fast traveling blade
-If cast in the right position, can hit multiple targets
-The blades formation is usually quick
Weaknesses:
-Once the blade has been materialized it cannot change position
-The blade stops on what takes the damage completely, meaning a strong enough blade strike or bolt can stop the attack
-Once fired it can only go in one direction
-If the blade is formed bu the mind rather then hand, the base range is halved
- bone construct:
Name: Bone construct
Rank: D
Type: summon/gray necromancy
Duration: 1 post
cooldown: 2 posts
Description:
The user summons a skeleton out of midair, this can vary in size from a small animal to a larger animal like a horse.
(has 50 health, deals 5 damage per melee strike)- passive:
The skeleton made by this spell is controlled via telepathy and can take orders, however the main passive is that it can be used as a target for spells that target undead such as reanimate for an example
Strengths:
-Creates a undead instantly for the caster
-Target for reanimate and spells related to it
Weakness
-Fragile
-On it's own the spell only deals physical damage
-Holy based restoration spells can damage the summon
- D rank spells:
- Necromatic heal:
Name: Necromatic heal
Rank: D
Type: Healing/Grey necromancy
Duration: instant
Cooldown: 2
Description:
The caster regains mana by transforming their life force into it. This means the caster can sacrifice 10% of their health to regain 20% of their mana. This spell uses no mana but instead the health cost.
Strengths:
-This spell costs no mana
Weakness:
-This spell draws on base health(permanent health stat)
-This spell can be suicide if the user is low on health
- Seance:
Name: Seance
Rank: D
Type: summon, gray necromancy
Duration: 1
Cooldown: 3
Description: This spell is the first spell any necromancer learns, and can be both argued as the most powerful and the most dangerous. The user begins by marking a circle on the ground big enough for one or two people. Then the user focuses their magic into it, remaining completely still as they call for the aid of a spirit. After waiting for a post or more, then a spirit or spirits approach the edge of the circle. The spirit or spirits can offer information that can be extremely valuable or hidden knowledge. (More of a plot related spell)
Strengths:
-Gives access to the caster hidden knowledge or information to future events
Weakness
-When the spell starts, under no circumstances should the people in the circle leave it or else the spell is cancelled and the circle is broken
-The circle is used for protection, if broken the spirits that the caster called will attack them and whoever else in the circle(does spell damage equal to the casters rank)
-If used with other people around outside the circle, the spell will not work and the spirits will attack others around
-If used to inquire about another mage, can only reveal a rough location of the mage(In regards to seeing mages including other players in a vision then the user can see vague types of their magics while the user's of said magics would be unrecognizable. However if the user has seen the character before then the anonymous mage would be somewhat recognizable, this depends on how much the user knows/seen the character using the magic in their past memory.) unaffected by effects that would deter this
- Death shift:
Name: Death shift
Rank: D
Type: buff, grey necromancy
Duration:2
cooldown:3
Description: Necromancers have the potential to become undead, even if it's temporary. The caster focuses the magic within themselves, temporarily erasing the flesh and organs temporarily and leaving them with just a skeleton body.
strengths:
-Becomes a skeleton undead, becomes immune to spells that would affect a living creature
-Dismemberment is less harming due to being made of bones
Weakness:
-Becomes a skeleton undead, and takes increased damage to those who do so(Ex. demon slayers)
-Holy based restoration spells would hurt the caster in this form
-Also takes an increase of physical damage due to lack of flesh(an additional D-rank melee worth)
- Spirit hazard:
Name: Spirit hazard
Rank: D
Type:Curse, black necromancy
Duration:2
cooldown:3
Description:
The user can cast the curse either by hand in a 10 foot area around them with the mark appearing on the desired target or cast it in conjunction with a spell. The curse itself causes havoc on the target's mental health/mind that prevents the target to concentrate or focus for two posts.
Strengths
-Blocks concentration or focus
-Can be used with another spell cast
-Effects are greatly increased on those with weak minds or no experience with spirits
-Curse effects all hit in a AoE spell
Weakness
-Duration is cut in half if used on C-rank
-Does not block or ruin abilities or spells that require no concentration or focus
-Has no effect on ranks higher than C
-Effects are greatly reduced if the target has had experience with spirits or similar beings mentally
-By itself, does no damage(Unless target hurts them self in confusion, but that's their fault XD)
- Healing touch:
Name: Healing touch
Rank: D
Type:Healing/white necromancy
Duration:instant
cooldown: 2
Description:The user with a touch of their hand releases benevolent energy, flooding the wounded area with it and causes the body to repair itself in that one area.(Heals for 100% D-rank).
Strengths
-A heal is always useful
-Can cure or accelerate the healing process on wounds
Weakness
-Small heal
-Requires contact
-On severe gashes or dismemberment, it will only help so much. This means that in combat the heal could do little to fix severe wounds
- :
Name:
Rank:
Type:
Duration:
cooldown:
Description:
Strengths
Weakness
- C-rank spells:
- Reanimate:
Name: Reanimate
Rank: C rank
Type: summon, gray necromancy
Duration: 1- 3
Cooldown: 2- 4
Description:
Zecarayus curves his hand and focuses on an undead body(s) with spirits and commands the undead(s) to do whatever he wishes by telepathy.This can affect up to any dead creature the size of a human of C Rank. During this the undead can use skills that it held before death(if it had any) besides its own spells.(100 health, 12 damage per melee strike)- passive:
The undead the caster controls are done by telepathy, this means they can react just as quick, if not quicker then the caster when dealing with enemies.
A second passive is gained in cemeteries or places of large concentrations of death to where the undead gains an additional health equal to it's summon rank.
- active:
Spell mimic
Duration: instant
Cooldown: Based on the spell used
Description:The caster focuses magic into it's summons, allowing the summons to cast a spell at the same time of the caster. The spell though is halved in power and area in some cases.
-Vary of targets from small animals to C rank mages that are dead.
-If the enemy does not notice the undead, it is stealthy enough to do a surprise attack
-Can raise quickly enough to act as a meat shield(Depends on size)
-Can be called off early for a shorter cooldown
Weaknesses:
-Max is two
-Undead mimic can only be used on spells equal to the summons rank
-Requires focus to cast
-Requires remains of a living being to use
-Control of the undead can be messed up,and the undead will only do the last thing zecarayus commanded it to do.
-Mimic cannot use certain spells for obvious reasons(Example mimicking reanimate....just no)- Note with cooldown and duration:
The reason for the varied cooldown is that a necromancer should be able to stop supporting an undead with magic when their is no longer a need for the undead to be around.
- Soulplosion:
Name: Soulplousion
Rank: Rank C
Type: Offensive, Black necromancy
Duration:instant
Cooldown:2 posts
Description:
Zecarayus focuses all the spirits in one spot and clenches his fist before making the spot explode with spiritual energy. The blast is 10 meters in diameter and anyone caught in the explosion will be damaged(75% C-rank) and knocked down. Explosion is instantaneous after the fist is clenched and dark smoke rises from the ground after in the form of a skull.
Range:15 meters
Explosion travel time:
Strengths:
-Extremely hard to react too
-easy cast
-Can be cast anywhere within range
Weaknesses:
-can only hit targets on the ground
-Gives away location of the caster
-Zecarayus must see where he is casting
-Allies can be hit by the blast
- Walking bomb:
Name: Walking bomb
Rank: Rank C
Type: Offensive, AoE, curse, black necromancy
Duration:instant
Cooldown:2 posts
Description:
The user places a curse mark on one of their own summons or undead. This curse mark can be activated at any time and when it does a explosion comes out of the undead, dealing 125% C-rank damage to everyone in a 5 meter radius.
This can be used on an enemy, if so it wreaks havoc on the target’s mental state and soul for the post, dealing first 50% C-rank damage to the target, then does an additional 50% C-rank damage in a 10 meter radius explosion around the target.
Strengths:
-leaves the user's undead or summon unharmed
-Can be detonated at any time
-Any undead or summon can be marked so as long they are under the user’s control
Weakness:
-Is instantly detonated if the undead or summon is destroyed early
-Explosion can hurt allies
-To mark an enemy, must make physical contact
-Used on undead or summon; has a short radius compared to other same rank spells
- Spirit Dash:
Name: Spirit Dash
rank:C
Type:Utility, gray necromancy
Duration:instant
cooldown: 3
Description: This spell was used by necromancers during the second war on thedas to escape from templars quickly that would pin them down and kill them. The user themselves cast this, and is sent up to 10 meters in any direction as a invisible soul traveling through the fade(this is considered the realm of spirits), in which the user travels at a rate close to instantaneous.
The proof is below for this additional C-rank spell
https://www.fairytail-rp.com/t14653p120-magic-shop
Strengths
-Great get away spell
-user cannot be damaged or afflicted during the duration
-For the most part this spell is invisible(see weakness), untraceable to where the user actually went
Weakness
-During this the user cannot use other spells either
-Mages who can see spirits or souls(or anything that can see either mentioned) can see where the user went, leaving them a vague direction to where the caster went if not in plain sight
-cannot go through walls even though it can go through people and other creatures
-Movements made by this are either straight or curved, no 45 degree turns
- Benevolence shield:
Name: Benevolence shield
Rank: C
Type: Shield, White necromancy
Duration: 3
cooldown: 4
Description: The user casts this spell with two hand forward, causing a brilliant white dome to form over zecarayus in max a 10 meter area. The dome is a brilliant white that cannot be seen into, but the people can see out of it. The dome can take damage from all sides and up to 2 C-rank attacks or one B-rank attack. If it is broken, then the excess energies of the dome bind with those under it, granting them immunity to all malicious C-rank status effects til their next post.
Strengths
-Dome is air tight and covers everything within the dome
-Can be seen outside while in the dome
-The barrier has a after effect if it is broken
Weakness
-Only the ground is not covered by the dome
-If the user calls off the dome spell early or if it reaches its end on its own, then the additional effect is not applied.
-The dome for while it is up keeps all beings and attacks in it, and can't leave until the dome is gone
-It's a bright white, meaning it's going to stick out when used in darker places
- Spirit Hazard V2 :
Name: Spirit hazard V2
Rank: C
Type:Curse, DoT, Black necromancy
Duration: 4
cooldown: 5
Description: Similar to the user's spirit hazard, this spell is an improvement with greater range and additional effectiveness. By casting with a spell or to cast in a five foot radius around the user, they inflict a curse mark on a target. Once done the target takes 25% C-rank damage per post of the duration, in addition the damage caused to the user's mental health prevents concentration, focus, and the ability to plan ahead.
Strengths
-Mark that can now deal constant DoT damage
-Still ruins concentration and focus, therefore prevents abilities that require the two
-useful when used with AoE spells
Weakness
-The malicous effects only affect same rank or lower mages
-Does not prevent abilities that require little or no concentration/thinking
-Those with mental resistance are able to handle the effects of this spell better compared to other mages
-Does not deal initial damage on impact
- Pulsating heal:
Name: Pulsating heal
Rank: C
Type:Heal/suppressant, white necromancy
Duration:4
cooldown: 5
Description: The user either focuses benevolent energy in themselves or in another target around them in a 15 meter radius. Once doing so the target gives off a soft white glow, while they can feel the will and energy of life pulsating through them. During this the target heals for 25% C-rank spell damage per post. During this they are also unaffected by debuffs that would weaken them(decreases in stats as a example) or rid them of a sense(like blindness/deaf) and have a higher pain tolerance compared to normal(This does not include CC like chains or vines binding a target for example).
Strengths
-Provides a constant heal
-During this also helps the target resist weakness and pain
-It's a target cast, meaning not much can get in the way of casting this
Weakness
-Heal is carried over posts rather then all at once
-The spell creates a suppressant, meaning that after the duration of the spell is done then harmful effects will continue if any
-Does not cure ill effects or debuffs, meaning they can build more up on the target
-This spell can only block the harmful effects stated in the description up to C-rank, one higher rank effects will have their effectiveness halved and higher ranking effects will be reduced even less then that
-To understand this is only able to affect one target per spell cast on it's own
- B rank:
- Ghost Fireworks:
Name:Ghost Fireworks
Rank:B
Type:Offensive;Black necromancy
Duration: instant
cooldown: 4
Description:
The user starts a small orb of negative energy before using their hand to cast it, and what follows is a slew of ghost like projectiles spilling shooting out of the user's hand at a rate of 20 M/S in a cone area, going as far as 25 meters and as wide as 20 meters before dissipating. Those who are caught in the area are dealt 75% B-rank damage while suffering a 5 meter knock back. If the spell is used in very close range, then all the projectiles hit the close range target, not only dealing 100% B-rank damage but also knocking/carrying them back 20 meters in one direction(Note: knock back does not apply to two rank higher mages). If all the projectiles manage land near the end of the max range on one target(and not by close range), then the damage and destruction dealt is doubled.(For PvP purposes, if all projectiles hit a target the damage is a 50% B-rank spell increase, double in power can only be allowed for plot or permission from the others involved in the thread).
Strengths
-The spell is done in a wide area while the ghost projectiles focus on targets, meaning that targets caught in the area cannot dodge the spell
-Multi-hit meaning it is capable of hitting multiple targets in the area
-If all the projectiles land on one target then it is possible for this spell to do enormous damage(twice the damage for plot and permission, does an extra 50% B-rank spell damage on it's own for PvP)
Weakness
-The spectar bolts while numerous spread out quickly and hit hard, and while sounds good this means the damage from this spell alone will keep at 75% B-rank damage unless the condition is fulfilled in the spell or from outside sources
-The spell cast is cone shape, meaning it is narrow near the caster and spreads out the farther it goes(The closer a being is to the user the greater chance they can avoid this spell all together)
-This fires only one wave of projectiles
-The projectiles vary and spread wildly in the area given, meaning for this spell to deal additional damage on it's own would require something to be at least 15 meters wide
- Legion:
Name: Legion
Rank: B
Type:Grand Summon/Black necromancy
Duration:6
cooldown:7
Description:
Legions have always been known as powerful throughout history. Legions of locusts can destroy crops, legions of rats can spread plague and eat whatever they encounter, and legions of people can wage wars on such a scale that they forever scare the earth. This spell however utilizes a legion of spirits, possible by zecarayus's odd approach to necromancy. As such when summoned the energy and spirits gathers behind zecarayus, quickly materializing into the form that is legion. Given power by zecarayus and willing to obey him, legion can be seen as a extension of zecarayus. It itself is 10 feet tall and 5 feet wide, armed with a sword that measures 4 1/2 feet long and half a foot wide, the blade itself being part of legion's being.- Spiritual body:
Naturally legion is capable of doing what other spirits are able to, move through walls and the like. However legion can also choose to interact with the physical world or not, meaning it and it's blade can choose to interact or phase through objects by it's own will. It can also manipulate it's form as if made of the air, being able to slip through cracks or slivers with ease. Finally because of the lack of physical structure, leigon has a 40% increase in speed and can attack at a rate of light swings.
- Devastating blade:
The blade itself cannot be destroyed, the reason is that the blade is formed out of legions desires to act in the world. This does mean that at the point that the blade would normally break then leigon itself will take damage that damages the sword or otherwise lose it. However their is so much energy that when legion lands a hit, the slash is left brimming with power that explodes after legion makes the strike. This means that wherever legion strikes it will leave a mark that will explode with magical energy in the next second, dealing 25% B-rank spell damage.
Strengths
-Legion itself is a powerful fighter, striking hard and fast while ignoring physical structures
-Legion lacks physical attributes, meaning it is not effected by physical woes
-Legion is made up of spirits, meaning if it is made of spirits from a recent calamity or mass murder then their is a good chance it can go beyond it's normal power(PLOT ONLY)
Weakness
-Legion still suffers from magical attacks, as such even a magically enhanced blade will do enough to keep legion away
-Legion can be countered and easily hit by other spiritual entities
-Demon slayers are the strongest counter against legion
-Finally, it is not always guaranteed that legion can always reach heights of power, even if it does their is a chance the user can lose control of legion(Relates to the PLOT ONLY strength)
- Gathering of the dead:
Name: Gathering of the dead
Rank: B
Type: Buff/white necromancy
Duration:5 post
cooldown: 6 posts
Description: The user first draws a circle whether in the air or ground, then puts two fingers through it. Upon doing so it lights up and becomes a beacon to the spirits of the dead. All unclaimed spirits in a 5 mile radius will be instantly drawn to the user, during this they are considered the user's spirits. Once done, for the post the user does this spell the next spell they cast is given a 50% increase in effectiveness(if cast on the same post!). For the whole duration the user is surrounded by a white mist in a five meter radius around them. During this the user is protected from harmful terrain related magics, and the area around them is considered high in death(in some of the user's passives they benefit from being on such ground, like necroplasmic conversion for example).
Strengths
-Temporarily boosts the effectiveness of one of the user's spells on the post it's cast
-Protects from B-rank UA's(this includes passives and actives that don't have a CD) and B-rank spell harmful terrain related effects
-Aids the user by creating favorable terrain
Weakness
-Does no damage on it's own
-Does not negate harmful terrain related effects, for the area that is given it prevents them from affecting the user or those near them
-Naturally higher rank effects pierce this mist
-Temporary boost is for the same post this spell is cast
- Template:
Name:
Rank:
Type:
Duration:
cooldown:
Description:
Strengths
Weakness
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 spell)
Rank: (H, A, B, C, D rank?)
Type: (Fire, ice, defensive, etc.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by weretiger5411 on 18th August 2016, 4:49 pm; edited 104 times in total