Magic
Primary Magic:
Grave Magic
Secondary Magic:
-
Caster or Holder:
Caster
Description:
With his return from the void, or whatever it was turned and twisted Agol into the being he is now. He also came back with a vast arsenal of magical abilities. That isn't specific to a single element. Sure it has darkness as an element at its core, because as a being of darkness that is what he can produce. But that doesn't mean his magic is like a dark mass.
No with him, Agol has brought back a magic that is specific to his own. But if once would put a theme on it, you could call it 'eerie'. Meaning that most of his spells and abilities are gothic and eerie themed spells. Instead of solely being aligned with the element darkness itself.
That doesn't mean the spells don't count as darkness, as most magic it has to be bound by an element. And since, as I said before, he is a being of darkness. His magic and spell are dark at its core. That also means his magic and him as a being entirely is highly susceptible by light or holy based magic. As is all darkness magic. But is sturdier against a lot of other elemental based magic.
Strengths:
- Vast array of magic, that even though it is darkness at heart. Isn't directly bound to its elemental properties. Meaning that not everything has to be some black mass.
- Darkness Magic is natural sturdier against natural elements. Like water and fire.
- Not being bound solely to the darkness aspect, gives it a bit more freedom in creativity.
Weaknesses:
- Light/Holy Magic, just as every darkness magic. It is natural weaker against Holy magic.
- Bound to his theme, even though it has creativity. it is still bound to the general theme of the magic. Meaning it can't and won't produce something as butterflies or anything else cute.
- Because his magic is necessarily bound to the dark element, spells that will embody something else might have more weakness then only the light/holy aspect of magic.
- Has some spells divided over his two forms, meaning some he can only use when he is in a certain state.
Lineage:
-
Unique Abilities:
-
Primary Magic:
Grave Magic
Secondary Magic:
-
Caster or Holder:
Caster
Description:
With his return from the void, or whatever it was turned and twisted Agol into the being he is now. He also came back with a vast arsenal of magical abilities. That isn't specific to a single element. Sure it has darkness as an element at its core, because as a being of darkness that is what he can produce. But that doesn't mean his magic is like a dark mass.
No with him, Agol has brought back a magic that is specific to his own. But if once would put a theme on it, you could call it 'eerie'. Meaning that most of his spells and abilities are gothic and eerie themed spells. Instead of solely being aligned with the element darkness itself.
That doesn't mean the spells don't count as darkness, as most magic it has to be bound by an element. And since, as I said before, he is a being of darkness. His magic and spell are dark at its core. That also means his magic and him as a being entirely is highly susceptible by light or holy based magic. As is all darkness magic. But is sturdier against a lot of other elemental based magic.
Strengths:
- Vast array of magic, that even though it is darkness at heart. Isn't directly bound to its elemental properties. Meaning that not everything has to be some black mass.
- Darkness Magic is natural sturdier against natural elements. Like water and fire.
- Not being bound solely to the darkness aspect, gives it a bit more freedom in creativity.
Weaknesses:
- Light/Holy Magic, just as every darkness magic. It is natural weaker against Holy magic.
- Bound to his theme, even though it has creativity. it is still bound to the general theme of the magic. Meaning it can't and won't produce something as butterflies or anything else cute.
- Because his magic is necessarily bound to the dark element, spells that will embody something else might have more weakness then only the light/holy aspect of magic.
- Has some spells divided over his two forms, meaning some he can only use when he is in a certain state.
Lineage:
-
Unique Abilities:
-
- Signature Spell:
- Name:
Abomination
Rank:
Signature
Type:
Darkness/Transform
Duration:
6 posts
Cooldown:
8 posts
Description:
Just as I said before, Agols Magic is dark at the core. But doesn't involve magic sole embodying darkness. So does his signature spell, which basically lets him transform into a giant horrific entity. Robbing him of most of his magical spells, yet giving him an increased strength, endurance and even agility.
This spell can be triggered anytime, but will be mostly seen when one of Agols last human emotions is triggered. Namely anger. This can often happen when nearing the point of loss, or something more spontaneous when being surrounded.
Strengths:
- Increased Physical Strength
- Increased Endurance (Physical Damage, and non Holy/light Spells. Of equal rank and lower will be 50% less effective)
- Has some some spells specific to this form
Weaknesses:
- Form slowly eats away of sensibility
- Most common spell in his more humanoid form are taken away
- Humanoid spells are ended immediately
- Form takes 50% more damage from holy/light based magic
- B - rank spells:
- Name:
Rib Yard
Rank:
B
Type:
Bone/Dark
Duration:
1 posts
Cooldown:
4 posts
Description:
Within a range of twenty diameter, Agol will create singular ribs, just like from a rib cage. And raise them instantly out of the ground, piercing everyone and everything that stands in his casting range. Like Stalagmites.
The numbers of the ribs aren't specific as the whole spell deals nothing more then a single B rank worth of damage. The only thing that does matter is that the entire diameter will be filled with these ribs, except the very place that Agol is standing on.
The length of the ribs vary each, meaning that one can be one or two meter long, while other might be only thirty centimeter long.
Strengths:
- Shreds everything in a 20 meters all around Agol
- The very place where Agol itself is standing is unaffected by the ribs
- Upon offensive capabilities it also create a small field that makes Agol harder to reach.
- Tears up most grounds, stone, earth, ice. Even floors in building like marble
Weaknesses:
- Long cool down in consideration with it's duration
- Can't be used during 'Abomination'
- Bones aren't only affected by holy/light. Good physical combat can clear a path towards Agol
- Even though it are multiple spikes, the damage al together is still only one B rank
- Can't penetrate steel/metal floors
Name:
Putrid Miasma
Rank:
B
Type:
Poisonous/Dark
Duration:
4 posts
Cooldown:
6 posts
Description:
By using the dark arts he has picked up from the beyond, Agol has created a method that let him
turn into the dark thick miasma that he had wallowed in all this time. It's a foul dark purple colored smog, that covers an entire area of twenty five meters. And worse, it can move.
Those trapped in it, are suffering a continuous poison damage of one C rank per post to a maximum of 3 C ranks total. That continuous on, for two posts, when escaping the miasma. It also plagues people with horrid images, of Agol itself. Not entirely vivid, not entirely there. More like hallucinations. But not entirely. Sure Agol doesn't have a materialistic form right now, but that doesn't mean he can be it.
Natural elements like fire, water, ice, lightning, metal, earth and so on won't have any effect on him. But when casting a holy/light based spell, right in the Miasma. Can damage him. Especially an A rank spell or above, which will immediately end the Miasma. Forcing Agol back into its original form.
Strengths:
- Creates horrid hallucination of Agol haunting you, in the miasma
- Agol is physically not there, and can't be harmed as such
- Deals continuous C - rank damage for those trapped inside up until 3 total. As well as stepping outside the miasma the damage will continue to a total of 3 c rank if it hasn't reached the total already.
Weaknesses:
- Being part poison, but still dark. His element can be eaten by Demon Venom Slayers, as well as a God Venom Slayer.
- Holy/Light damage is still effective, especially higher ranked spells which will force him back into his original form.
- Once forced back, Agol loses 5% of Magic Power.
- Agol himself can't deal any physical damage as well. His only other ability lies in haunting the people inside.
- Can't be used during 'Abomination'
Name:
Terrifying Screech
Rank:
B
Type:
Supportive
Duration:
3 Posts
Cooldown:
6 posts
Description:
When being an 'abomination' Agol has the ability to let out a deafening and horrific scream. Much similar to the Nazguls of the Lord of the Rings. For those that don't know what those are. They are beings clad in black cloaks. Whom screams are so terrifying that it strikes fear into any man.
And so does Agol's scream. Everyone standing in a vicinity of thirty meters, will be hit with his scream. Reducing ones damage output in the following order. 50% for D ranks, 35% for C ranks and 25% for B and A ranks. The damage output counts for both magical and physical alike.
And with everyone I mean everyone. So allies and enemies alike. The only ones that aren't affected by it are beings that are S rank or higher classed in strength.
Strengths:
- Reduces damage output of every A rank and lower mage by 50% for the next three posts
- Covers a large area, meaning that multiple damage can be affected
- There is no specific number of who can be affected
Weaknesses:
- No direct combat abilities
- Long cool down compared to the duration
- Can only be used when being in 'abomination'
- Affects allies as well
- C - rank spells:
- Name:
Vile Smog
Rank:
C
Type:
Supportive/Poison/Dark
Duration:
4 posts
Cooldown:
7 posts
Description:
A thick smog that is only usable when being an 'abomination'. From the body itself the Agol will let out a thick dark purple colored miasma, that will cover an entire area of twenty meters around him.
However it doesn't deal any poison damage as actual damage. But instead weakens any enemy that is B rank or below. Meaning that their endurance, or damage they can take. Will be decreased by 25%.
Strengths:
- Decreases the damage that enemies can take
- Envelops an entire area, affecting everyone in it, Except Agol
- Affect from B rank and below
Weaknesses:
- Doesn't have any further offensive capabilities
- Is restricted to 'abomination' form
- God and Demon venom Slayers can eat the miasma
- B rank and above isn't affected by the miasma.
Name:
Bone Minions
Rank:
C
Type:
Supportive/Dark
Duration:
5 posts
Cooldown:
8 posts
Description:
Algol when in normal form has the ability to summon four C ranked skeletons at his side. That can assist him in whatever matter he needs them to be. Which mostly will be fighting against enemies.
However they are easily taken down, one C rank hit is enough to finish them off. As well as two D rank hits. But when hit by a hole/light based spell from even a D rank. Then one D rank hit will be more then enough to finish them. The Skeletons on themselves do only D rank worth of damage.
Strengths:
- Effective support units
- Can fight in direct combat
- Useful when pressuring fewer enemies
Weaknesses:
- long cool down
- Holy/light based magic even from D rank can finish these off in one go
- Only take one C rank hit to be defeated, or two D ranks
- No further offensive capabilities, except the fact that they can fight for themselves
- Can't be used when being 'abomination'
Name:
Crushing Bones
Rank:
C
Type:
Bone/Dark
Duration:
1 posts
Cooldown:
3 posts
Description:
Algol can in a straight line send a wave of ribs, that will spur out of the ground like stalagmites and shred everything in their path. Dealing C rank damage.
It's pretty straight forward as it doesn't do anything else then to shred those who are in the way. It travels for ten meters straight till it comes to an end. And is one meter width.
Strengths:
- Hits everything on its paths
- Could for breaking through enemy lines
- Deals double C rank damage
Weaknesses:
- Only travels in a straight line
- Doesn't penetrate B rank armar
- Can only be used in his normal form
- Can't penetrate metal/steel ground
- D - rank spells:
- Name:
Ghastly Wave
Rank:
D
Type:
Darkness
Duration:
1 posts
Cooldown:
3 posts
Description:
A black wave that gets wider as it travels farther away. Reaching a total length of fifteen meters. Dealing D rank damage to everyone standing near it. And killing any plants and small animals in its path. At the end of its path it will have a reached a width equal to its length. Namely fifteen meters.
Strengths:
- Hits everything on its paths
- Deals D rank damage to everyone caught in it
- Plant magic of D rank and below gets affected by it and will immediately killed off
Weaknesses:
- Can't be used as when being an 'abomination'
- Doesn't affect large pets
- Doesn't kill off player pets as they are small. It makes them sick tho
- Only travels forward. And not around him.
- Shadow slayers can eat it
Name:
Ghastly Stare
Rank:
D
Type:
Supportive/dark
Duration:
2 posts
Cooldown:
6 posts
Description:
Affecting only D rank mages and below. The ghastly stare will put anyone who is caught in it, in a temporary freeze like state. Being so stricken with fear that one is unable to move. In fact it actually makes any fear you have resurface and cloud your mind. Can actually be used when in both forms. Normal and 'abomination'
Strengths:
- Can be used in both forms
- Freezes one in place and will fill ones mind with their fears
- Effective, especially when using a follow up attack
Weaknesses:
- Only affects D rank and below
- No further offensive capabilities
- Affects only two mages at a time
- When more the one furthers away will be unaffected
Last edited by Agol on 2nd June 2015, 12:34 pm; edited 1 time in total