Magic
Primary Magic: Shadow Dancer
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Not all who manipulate shadow do so through intense and arcane formulae. A rare few grow so close to darkness, they brush the edges of shadow on an instinctive level. Shadow Dancer pierces the borders of the realm of Shadow when they make use of their abilities and spells, even if Yinris remain ignorant of that fact. To date, shadow magic casters have been unable to determine what it is about Shadow Dancer that grants them this innate link to shadow, but it is an area of intense study and debate within their various societies and organizations
Yinris possess fewer overtly damaging powers than spellcasters. Against a single foe, Yinris is quite capable of dealing damage on par with any wizard, assuming Yinris has selected the proper spells to learn. Against a larger number of enemies, however, Yinris's area-afflicting spells are better suited toward weakening or impeding his foes so that Yinris's companions can finish them off - At least until Yinris becomes strong enough to handle on his own. If Yinris has selected any of the perception-based spells, Yinris is particularly adept in arranging ambushes, flanks, and other tactical maneuvers involving surprise. Yinris's abilities to see the battlefield from all angles, or in the dark, allows Yinris to position his companions for maximum effectiveness.
Strengths:
Weaknesses:
Lineage:
Demonic Carnage:
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.
Usage: 4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the state, the temporary HP is where it left off as.
Unique Abilities:
Primary Magic: Shadow Dancer
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Not all who manipulate shadow do so through intense and arcane formulae. A rare few grow so close to darkness, they brush the edges of shadow on an instinctive level. Shadow Dancer pierces the borders of the realm of Shadow when they make use of their abilities and spells, even if Yinris remain ignorant of that fact. To date, shadow magic casters have been unable to determine what it is about Shadow Dancer that grants them this innate link to shadow, but it is an area of intense study and debate within their various societies and organizations
Yinris possess fewer overtly damaging powers than spellcasters. Against a single foe, Yinris is quite capable of dealing damage on par with any wizard, assuming Yinris has selected the proper spells to learn. Against a larger number of enemies, however, Yinris's area-afflicting spells are better suited toward weakening or impeding his foes so that Yinris's companions can finish them off - At least until Yinris becomes strong enough to handle on his own. If Yinris has selected any of the perception-based spells, Yinris is particularly adept in arranging ambushes, flanks, and other tactical maneuvers involving surprise. Yinris's abilities to see the battlefield from all angles, or in the dark, allows Yinris to position his companions for maximum effectiveness.
Strengths:
- Tactical ~ "If built up the right way this magic can easily be used to plan ahead and lay down various tactics accordingly."
- Sabotage ~ "Though this magic lacks the fire power to take on multiple individuals at once, it makes up for the disadvantage by providing a number of weakening spells."
- Illusionist ~ "Even the shadows can play tricks to the naked eye. Sometimes they're illusions of the dark, but sometimes those nightmares become a reality."
Weaknesses:
- Limited Offensive Spells ~ "Shadow Dancer is a magic that isn't built to be offensive. Therefore there are limited amount of offensive spells and even if they deal any sort of damage its mostly weak to sabotage the enemy(s)."
- Taxing ~ "There is a catch for yes Yinris can sabotage a whole guild if he mustered the strength for it. However its not the spells themselves that are taxing to his magic use. Its having to maintain some of the spells in order to maintain their effects."
- Light ~ "Obviously where there is darkness there is always a thin thread of light. A light that always resist the overcoming darkness no matter the odds. And that has always been the darkness's number 1 archnemesis."
- Multiple Enemies ~ "One enemy? Eh, no problem depending on the skills and such. Multiple enemies? Yeah i'm most likely going to fail miserably without planning ahead of time."
Lineage:
Demonic Carnage:
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.
Usage: 4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the state, the temporary HP is where it left off as.
Unique Abilities:
- Magic Steal ~ Yinris has a passive ability to steal the target's MP by 10% upon contact of his spells. Save for himself.
- Nightvision ~ Even in darkness, vision proves to be of no obstacle to Yinris as he possess the ability to see in the dark as if he's walking under daylight. The only difference is that everything appears in many shades of gray, and light can easily blind him too.
- Shadow Resistance ~ A passive resistance against the element of shadow at 10%.
- Spells:
- D Rank:
Name: Carpet of Shadow
Rank: D
Type: Defensive (Shadow)
Duration: 2 Post
Cooldown: 3 Posts
Description:
The ground becomes rough and hazardous, the real floor superimposed with irregular terrain of the realm of Shadow. Yinris cloaks the ground (5 foot square within 25 feet of the caster) with an uneven and hard to traverse surface. The terrain becomes difficult, meaning that if one was to recklessly run through the terrain they suffer a 50% chance of tripping and fall to the ground. However to anyone who takes caution to the ground they will suffer a -5% movement speed when traveling over the affected area. If Yinris was to cast this spell for the second time over the same area, it does not worsen and thus would be a waste of magic power.
Strengths:- Difficult Terrain ~ "Better watch your step or else you may stumble and fall to the ground. Not much of a spell sure, but it at least buys me enough time to get ahead faster."
- Trip ~ "Oh did i do that? You should learn not to run in the hallway because the ground here can be quite hazardous."
- Small Area ~ "Its not a big area of effect, but that's quite alright since it would serve its purpose. Be kind of pointless to make it big and noticeable when you can make it small and effective. Plus its not as taxing either."
Weaknesses:- Lack of Fire Power ~ "No it does not possess any offensive capabilities even for a defensive spell. Its meant to slow people down, not hurt them."
- Lack of Defensive properties ~ "Its not a barrier for it does not shield anything being thrown over the affected area. So Yinris can still get hit by a ranged spell/item with no difficulties."
- Flying ~ "To those who have the ability to fly, yes they're automatically immune to this if they're flying over the affected area."
- Environment Change ~ "If the real ground is to be effected by any means such as suddenly the ground is rising or suddenly falls into a pit trap. It'll dispel the Carpet of Shadows automatically for it disrupts the magic placed into the spell."
Name: Voice of Shadow
Rank: D
Type: Supportive (Shadow)
Duration: Instant
Cooldown: 2 Posts
Description:
By speaking via a conduit through the realm of Shadow, Yinris delivers a message in a tone and volume as he's physically speaking. The range unfortunately is short (25 feet), but it is directed to an individual. This can easily be used to either haunt them or provide information to his comrades. Hence it makes the situations easier for Yinris to message others to plan ahead with tactics. Unfortunately this is only a one way source of communication. Meaning that the target(s) can hear him speaking, but he can't hear a whisper from them unless he's standing near them. If anything its used to alert his friends of what is up ahead.
Strengths:- Information ~ "What better of receiving information ahead of time than to get it at a moment's notice?"
- Short Distance Communication ~ "Nobody has developed short communications nor developed a more specific communcation device to secretly deliver messages. So why not make the shadows do it?"
- Haunting ~ "Nothing can be better than to watch from afar as your targets are nearly driven mad because they keep hearing voices in the dark. What they don't know is that everyone would think that they're crazy and thus chaos snatches the order away. Allowing just about anything to happen."
Weaknesses:- Magic Draining ~ "While yes it doesn't necessarily take much magic to cast this spell; after a while it does take a toll and thus is not advised to use it very often."
- No Other Purpose ~ "There's literally no other purpose for this spell except for talking to people over short distances."
- Eavesdroppers ~ "Unfortunately as much as Yinris wished to keep it quiet. There is always a chance that other people eavesdrop on the message if they're listening or close enough to the target."
- Found ~ "Alternatively, if someone was close enough or listening on Yinris's physical body then they would both hear him and know that he's near. Since Yinris also needs to speak to get the message across."
Name: Sight Obscured
Rank: D
Type: Supportive
Duration: 2 Posts
Cooldown: 3 Posts
Description:
Yinris has to touch a subject before this spell can be placed. Once this spell is cast, Yinris cloaks the subject and his/her movements in subtly shifting shadow. Thus it adds a +10% bonus when trying to hide, sleight of hand someone's pockets, and any other actions that involve concealing the subject's actions or gestures. Unfortunately under broad daylight or areas that is very well lit this spell would be extremely noticeable. Meaning that its prefered when either the attention isn't on the subject or he/she is under the cover of dimly lit room or even the night.
Strengths:- Obscure ~ "Sometimes all one needs is to find a good hiding spot and the spell would do the rest to keep you hidden. As long as there's little light you'll be fine."
- Night ~ "Oh during the nights it is just lovely. Not only is it easier to hide, but its also easier to make those sneaky pickpockets too."
- Improved Sneak ~ "Granted this spell does not dampen sound, but it does help to keep you hidden as long as you don't in bright light."
Weaknesses:- Bright Light ~ "Light makes the shadow bending more noticeable if not render it useless."
- Spells ~ "Most other spells that creates light would simply dispel the shadow because the Sight Obscured is basically an illusion of the dark."
- Physical Contact ~ "Physical contact with the obscuring area would reveal the true nature of what they grabbed. Meaning that the shadows will disappear into normal shadows and whatever sneaking action they were doing would also become more noticeable."
- Sharp Eye ~ "Sometimes even with the spell active some people have very good eyesight and can spot the shifting shadows easier."
Name: Steel Shadows
Rank: D
Type: Defensive (Shadow)
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Darkness coalesces about your body, forming a shadow-shape of armor and another that looks like a shield. Although they are as weightless as the air, Yinris knows they'll protect him as well as if they were made of steel. Steel Shadows provide a constant +10% physical defense while at the same time the Steel Shadows has no weight, no difficulties of moving, and doesn't affect Yinris's physical capabilities such as climbing and swimming. The defense is not a force effect, and incorporeal attacks such as Light-based spells ignore the armor completely.
Strengths:- Defense ~ "Lookie here, finally a defensive spell that helps reduce physical damage without having any difficulties of moving."
- Weightless ~ "Another feature about this spell is that because of the fact shadows are involved of the defense. It is completely weightless and proves to be no hinderance like armor usually are."
Weaknesses:- Magic ~ "While it does defend Yinris from physical damage, there is little protection that's aimed towards magic defense."
- Light Magic ~ "Light Magic especially would ignore the Steel Shadows completely deal the full damage to Yinris."
- Immense Strength ~ "Yes the armor is meant to protect Yinris from physical harm, however in terms of strength these shadows can only withstand so much damage. If struck with a tremendous amount of power the armor would appear to be shattered and disappear."
- Difficult Terrain ~ "Better watch your step or else you may stumble and fall to the ground. Not much of a spell sure, but it at least buys me enough time to get ahead faster."
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?)