Primary Magic: Chaotic Soul
Secondary Magic: Ice Manipulation
Caster or Holder: Caster
Description:
Seikatsu has endured much through his journey. He no longer feels the taint of the demonic fully coursing through his body, as the light of friendship has given him some ability to combat it. This has created both, peace and turmoil in Seikatsu's heart that has infected his magic. While still able to tap into some of his soul magic, he has realized by exerting his will onto the forces around him he may also control light and darkness. His magic is very different, as some of it lingers within his body and combines into "Chaos Counters" once a "Light" and "Dark" counter has built up. These Chaos Counters can be used to cast, you guessed it, Chaos Spells that are quite effective on light and dark enemies alike. However, all Chaos Spells require a certain amount of Chaos Counters and cannot be cast without that amount build up. Chaos counters are Seikatsu's responsibility to keep track of. This magic is extremely technical, and powerful if used properly. It allows for mobility, support, offense and defense to be used. This makes Seikatsu a rather valuable asset to any team.
Lineage: Knight of Black Ice
One of the Seven Knights of King Kuroryu, this Knight was the twin brother of Shinokishi. His name was never spoken - but he was feared as the brother of "Shinokishi" the great Knight of Death. He himself was also feared, but not to the extent of "Shinokishi." Unlike the other knights, this knight could rain sharp black ice down from the skies causing those around him to freeze. The king exiled him for accidentally killing hundreds of innocent civilians in a town with his ability
Ability:
Upon activation, the user can summon black ice from the skies that strike his enemies in a large area. The damage is equivalent to a constant D-Rank passive ability attacking. This ability however cannot be used on D-Rank mages. This is one of the rare lineages without a drawback or weakness.
Usage:
Can be used once per a thread, and allows the user to rain black ice from the skies causing mass destruction to the area. The raining of black ice lasts for 7 posts and on the 7th post will stun the target.
Secondary Magic: Ice Manipulation
Caster or Holder: Caster
Description:
Seikatsu has endured much through his journey. He no longer feels the taint of the demonic fully coursing through his body, as the light of friendship has given him some ability to combat it. This has created both, peace and turmoil in Seikatsu's heart that has infected his magic. While still able to tap into some of his soul magic, he has realized by exerting his will onto the forces around him he may also control light and darkness. His magic is very different, as some of it lingers within his body and combines into "Chaos Counters" once a "Light" and "Dark" counter has built up. These Chaos Counters can be used to cast, you guessed it, Chaos Spells that are quite effective on light and dark enemies alike. However, all Chaos Spells require a certain amount of Chaos Counters and cannot be cast without that amount build up. Chaos counters are Seikatsu's responsibility to keep track of. This magic is extremely technical, and powerful if used properly. It allows for mobility, support, offense and defense to be used. This makes Seikatsu a rather valuable asset to any team.
Lineage: Knight of Black Ice
One of the Seven Knights of King Kuroryu, this Knight was the twin brother of Shinokishi. His name was never spoken - but he was feared as the brother of "Shinokishi" the great Knight of Death. He himself was also feared, but not to the extent of "Shinokishi." Unlike the other knights, this knight could rain sharp black ice down from the skies causing those around him to freeze. The king exiled him for accidentally killing hundreds of innocent civilians in a town with his ability
Ability:
Upon activation, the user can summon black ice from the skies that strike his enemies in a large area. The damage is equivalent to a constant D-Rank passive ability attacking. This ability however cannot be used on D-Rank mages. This is one of the rare lineages without a drawback or weakness.
Usage:
Can be used once per a thread, and allows the user to rain black ice from the skies causing mass destruction to the area. The raining of black ice lasts for 7 posts and on the 7th post will stun the target.
- Unique Abilities:
- Charge - Seikatsu can hold a maximum of 50 Chaos Counters, with an additional 50 Light and 50 Darkness charges. This increases by 20 in each section per rank. Each Light spell generates 1 Light charge per rank per post the effect is active. Each Darkness spell generates 1 Darkness Charge per rank per post the effect is active. EX: D rank generates 1, C rank generates 2 etc... If Seikatsu can no longer store any charges, he will enter a state called "Overcharged" where he will lose 1% HP each post with no benefits to being overcharged.
- Masochist - Seikatsu has been into so many brawls, beat down sessions, and duels that his body has a resistance to physical pain. He takes 30% less Melee damage than the average wizard and gains a +4% increase each rank. For each rank above Seikatsu the opponent is, this ability is reduced by 5% for that enemies hits, and does not increase if the opponent is lower rank.
- Chaotic Field - The chaotic field of energy around Seikatsu makes it so magic attacks are slightly undone upon entering the field. The field of altered energy is only a millimeter from his skin, meaning he's the only benefactor from it, the magic defense granted is +30% and increases by +5% per rank. If an opponent casts a spell that is 1 rank above him, this ability's effectiveness is reduced by 5%. If the spell cast is 2 ranks above him, this ability's effectiveness is reduced by 10% etc...
- Wings - Seikatsu can condense soul energy and the shadows around him to apply a pair of wings. The wings speed is 12 meters per second (25 mph) this does not increase by rank.They can be destroyed by spells/equipment of equal or greater rank, and if hit Seikatsu will be damaged.
- Spiritual Medium - Seikatsu is able to become ethereal and walk through objects and people alike. While in this form, Seikatsu is unable to deal or receive damage. He cannot cast spells in this form. All attacks phase through him, and all attempts to make contact with others are failed. Like a ghost he is able to throw objects, but these objects deal no damage. If this ability is used in combat, it will be disabled for the rest of the thread.
- To be continued...
- To be continued...
- Charge - Seikatsu can hold a maximum of 50 Chaos Counters, with an additional 50 Light and 50 Darkness charges. This increases by 20 in each section per rank. Each Light spell generates 1 Light charge per rank per post the effect is active. Each Darkness spell generates 1 Darkness Charge per rank per post the effect is active. EX: D rank generates 1, C rank generates 2 etc... If Seikatsu can no longer store any charges, he will enter a state called "Overcharged" where he will lose 1% HP each post with no benefits to being overcharged.
- D Rank Spells:
- Charge:
- Charge
Rank: D
Type: Chaos, Support
Duration: Instant
Cooldown: 2 Posts
Description:
Seikatsu combines a beam of light and his own shadow to produce 5 Chaos Counters (5 light + 5 darkness counters) that will be stored in his body. If Seikatsu has more than his maximum in chaos counters the charges will be stored as their base element. If Seikatsu has no room for more charges, he will become overcharged and lose 5% HP as a result. Additionally, Seikatsu cannot cast any Chaos Spells during the post this spell is used.
Strengths:
1 Builds 5 Chaos Counters
2 Chaos Counters can be stored as base elements
3 Resulting counters can be used to cast chaos spells
Weaknesses:
1 Seikatsu loses HP if he becomes over charged as a result of this spell
2 Cannot control how many charges gained from this spell, it will always be 5
3 Seikatsu cannot cast any chaos spells until the next post
4 Casting this spell requires the use of Seikatsu's hands, if his hands were disabled (paralysis) then he couldn't cast it
- Chaotic Scenery:
- Chaotic Resolve
Rank: D
Type: Chaos, Support
Duration: 3 Post
Cooldown: 4 Post
Description:
Consumes 30 Chaos Counters to create a series of portals with smokey outlines around their edges. At the base there are 12 portals arranges in a circular formation, each placed 10 meters from the center, and each equidistant from the portal next to it. Each portal is linked to another portal and this link switches randomly. The 12 portals constantly spin in a circle, but do not move forwards or backwards. Anyone can enter these portals at anytime and be randomly re-located to another area withing the 10 meter radius effective range.
Strengths:
1 If focused on too much, can be quite confusing
2 Provides an excellent method to mess with enemies
3 Maximizes mobility of Seikatsu (as he is most familiar with the spell and doesn't mind the randomness of it)
Weaknesses:
1 Does not increase or decrease any stat
2 Runs the chance of sending you directly through the portal you entered, placing right back where you started
3 Enemies can use the portals as well
4 No way to predict what portal you'll pop out of
- Absorb Chaos:
- Absorb Chaos
Rank: D
Type: Chaos, Heal
Duration: Instant
Cooldown: 3 Posts
Description:
Seikatsu consumes 5 Chaos Charges to heal either himself or an ally for 5% HP this post, and 5% HP the next post. During both posts, Seikatsu is unable to cast any Chaos or Light spells. Seikatsu cannot cast this spell unless he has 5 Chaos Counters (or more) to put into it.
Strengths:
1 Heals a total of 10% HP over 2 turns
2 Can be cast on Either him or an Ally (only 1 not both)
3 Can save either from a very painful death
Weaknesses:
1 Cannot be cast without the initial 5 Chaos Charges
2 If casting without the required charges is done, Seikatsu loses 5% HP
3 Other Chaos Spells cannot be casted this turn
4 Casting this spell requires the use of Seikatsu's hands, if his hands were disabled (paralysis) then he couldn't cast it
- Shadow Step:
- Shadow Step
Rank: D
Type: Darkness, Mobility
Duration: Instant
Cooldown: 3 posts
Description:
Seikatsu Explodes into a shadow form and reappears anywhere within a 10 meter radius of where he disappeared. Seikatsu is perfectly able to control where he moves to, however, it must be within a straight line of where he started and cannot have obstacles other than people. If Seikatsu uses this ability and moves through an enemy, the enemy receives no damage.
Strengths:
1 Allows for a quick getaway
2 If timed right can be used to avoid an attack
3 Can be used to close a gap very quickly
Weaknesses:
1 Can not move through objects (like chairs, tables, boulders etc...)
2 While difficult to hit while this spell is in use, it can happen, and Seikatsu will be damaged
3 Does no deal damage to any enemies if Seikatsu moves through them
4 Seikatsu cannot use this to move through a wall, if attempted... splat.
- Shadow Cage:
- Shadow Cage
Rank: D
Type: Shadow Support
Duration: 3 Posts
Cooldown: 4 posts
Description:
A shadowy fog is placed over a 15 meter radius that makes seeing considerably more difficult. This does not reduce accuracy by personally effecting the player, it reduces accuracy of all by blocking their field of vision. This does not effect the ability to see by effecting nerve, and if withing a 3ft radius of another they are very much visible. Those with X-ray vision, or other types of sight enhancers are able to see through this.
Strengths:
1 Makes it harder for enemies to see
2 Provides excellent cover for Seikatsu
3 Can be used as a way to escape as situation
Weaknesses:
1 Only lasts 3 posts
2 Makes it harder for allies to see
3 Does not disable sight, merely hinders it
4 If the enemy is close enough they will see Seikatsu
- Dark Resonation Chamber:
- Dark Resonation Chamber
Rank: D
Type: Dark, Heal
Duration: 3 Posts
Cooldown: 5 Posts
Description:
Seikatsu encases a target in a black bubble that prevents them from seeing. That target is also healed for 5% HP every post, for 3 posts. During those three posts, their vision will return in increments. Post 1(casted post) the healed target cannot see at all. Post 2, it's as if they're in a very thick fog where they can only see for a couple feet. Post 3, the fog is lifted somewhat, allowing greater range of vision. Their eyesight is returned on the 4th post when the spell is over with. If casted on an enemy, the enemy will heal.
Strengths:
1 Heals either Seikatsu or an Ally
2 Very generous 15% over the course of 3 posts
3 Can be used to prevent death
Weaknesses:
1 Blinds the person being healed, returning their vision over time
2 If used on an enemy, the enemy will receive the healing
3 Does not heal all at once
4 If cast on undead, does not deal damage. It will heal them...
- Holy Aura:
- Holy Aura
Rank: D
Type: Light, AoE Heal
Duration: 2 Posts
Cooldown: 3 posts
Description:
Seikatsu brings down the holy power of the gods themselves to heal him and his allies for 5% on post 1, and another 5% on post two. During the first post, Seikatsu cannot cast Chaos Spells. During the second post, Seikatsu deals -10% DMG.
Strengths:
1 Heals 10% over the course of 2 posts
2 Heals both Seikatsu and Allies
3 Can be the difference between life and death
Weaknesses:
1 Does not remove Debuffs
2 First post Seikatsu cannot use Chaos Magic
3 Second post Seikatsu deals 10% LESS DMG
4 Does not resurrect fallen allies.
- Devouring Light:
- Devouring Light
Rank: D
Type: Light, Support
Duration: 3 post
Cooldown: 4 post
Description:
Upon use, all enemies in a 15 meter radius of Seikatsu are hit with a massive blast of light. Enemies that die withing the 3 post duration are unable to respawn. Enemies above D rank that are within the effected area are prevented from respawning withing the duration of the spell.
Strengths:
1 Permanently banishes all D rank enemies
2 Temporarily banishes all enemies above D rank
3 Very useful against enemies that respawn
Weaknesses:
1 Not that useful against normal enemies
2 Does not permanently banish higher ranking enemies
3 Does not deal damage
4 Very small range of effect
- Revelation:
- Revelation
Rank: D
Type: Light, Support
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Seikatsu causes light to illuminate an entire area. The light decreases in intensity over the course of 3 posts, and will only effect enemies. Post one, extremely bright light causes opponents to be completely blinded. Post two, the light isn't nearly as intense but opponents still squint a lot. Post three, the light is slightly less painful but is still annoying but you can see better. The effect will end on the fourth post, and the area's lighting (or lack of) will return to its former glory. Enemies two ranks or more above this will be blinded for 1 post, and on the second post will regain 100% of their eyesight. This is rather useless if the opponent is a light type.
Strengths:
1 Blinds Enemies
2 Doesn't effect allies
3 Gives a chance to get some very much needed attacks in
Weaknesses:
1 Has a much less potent effect on higher ranked opponents
2 Doesn't blind opponents for long
3 After the second phase, opponents can pretty much see, it's just an annoying light at that point
4 Does not work against Light element opponents
- Reaper's Spirit:
- Reaper's Spirit
Rank: D
Type: Soul, Support
Duration: 3
Cooldown: 4
Description:
Seikatsu taps into his natural affinity for the undead to alter his sixth sense. By redirecting the sixth sense from a detection to perception, Seikatsu can see the souls of anyone withing 15 meters of him.
Strengths:
1 Permits Seikatsu to see in low light situations
2 Permits Seikatsu to see through fog/mist/rain etc...
3 Permits Seikatsu to see while blind
Note: Blindness is the inability to perceive Light Spectrums, since souls don't emit/reflect light normal eyes could never see one. However, if the eyes were removed entirely then that might be a problem for this spell...
Weaknesses:
1 If eyes are gouged out Seikatsu can't use this ability
2 Replaces normal color perception with Soul Vision
3 If there's a lot of people around him it could hurt his eyes
4 If the entire area is flooded with spirits (like inside Spirit Barrier) then Seikatsu would be pretty much blind since his entire field of vision is the same.
- C Rank Spells:
- Spirit Barrier:
- Spirit Barrier
Rank: C
Type: Soul, Defense
Duration: 2 Posts, or until destroyed
Cooldown: 3 posts
Description:
Seikatsu enlarges a 9ft bubble around him and any allies within 9ft of him. This bubble can absorb either 4 D ranks worth of damage, 2 C ranks worth of damage, or 1 B rank of damage. This barrier cannot take any attacks 2 ranks above the rank of this spell, should an attacker of A rank or higher attack the barrier, it will go directly through without any loss of momentum. Upon being destroyed, the barrier will become a very thick fog for 1 post.
Strengths:
1 Can take 4 D ranks, or the equivilant
2 Good for stalling an opponent/
3 Creates a smokescreen upon being destroyed
Weaknesses:
1 Can take 0 A rank or higher attacks
2 Not super durable as is
3 Enemies on the outside will still be there when the bubble goes down
4 Inside the bubble only Heals and Buffs can be used, offensive spells cannot be casted from within the barrier.
- Dark Confusion:
- Dark Confusion
Rank: C
Type: Darkness, Support
Duration: Instant
Cooldown: 3 Posts
Description:
Seikatsu will switch places with him, and another target. If in a team, he can switch the places of himself, and ally, and an enemy. However, the speed of this spell does not allow Seikatsu enough time to alter the positions of any switched with. If Seikatsu was falling when he switched with an enemy, he will still be falling.
Strengths:
1 Can switch places with any opponent
2 Can switch places with any ally
3 If timed properly, can be used to avoid an attack, or make an enemy attack another enemy
Weaknesses:
1 Cannot be used on Holy Grounds
2 Does not allow alteration of posture/position
3 Can be avoided by using a spell that allows evasion
4 Cannot swith more than 3 people, under the circumstance that Seikatsu has an ally, where 1 of the people switched is himself, and the 2nd is that ally.
- Holy Arena:
- Holy Arena
Rank: C
Type: Light, Support
Duration: 5 posts
Cooldown: 6 posts
Description:
Seikatsu begins to glow as he places his hand over his heart, and taps into his inner strength. While this spell is active, Seikatsu will increase the health of his allies by a certain amount each post, and heal himself for 3% each post. However, during this time he can attack nor block.
Post 1: +10% HP to Allies
Post 2: +5% HP to Allies
Post 3: +5% HP to Allies
Post 4: +3% HP to Allies
Post 5: +2% HP to Allies
Strengths:
1 Total +25%HP if maintained for all 5 posts.
2 Heals Seikatsu for a total of 15% HP over the course of 5 posts
3 Can act as a very much needed heal for allies
Weaknesses:
1 Requires Seikatsu to remain still, so he cannot move positions
2 Seikatsu cannot attack with this spell active
3 Seikatsu cannot defend with this spell active
4 If Seikatsu is hit 5 times while using this spell, it will end prematurely.
- B Rank Spells:
- Challenge!:
- Challenge!
Rank: B
Type: Soul, Support
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Seikatsu lifts his sword and looks at his blade while focusing on an intended target. He then appears all around that target, in the form of dozens of soul copies, and each strikes that target. The attack in total deals C ranked Damage, but forces the target to fight Seikatsu and only him. If the target attempts to attack anyone other than Seikatsu, it will deal 50% less damage. If Seikatsu attempts to attack any target other than the one he casted this on, Seikatsu deals 75% less damage. If used against opponents 2 ranks above Seikatsu, this attack deals no damage to them, but still forces the target to fight him.
Strengths:
1 Seikatsu can protect his allies by putting himself in danger
2 The effected target will deal less damage to all but Seikatsu
3 Allies damage are not effected
Weaknesses:
1 Seikatsu is also forced to fight that one target
2 Seikatsu receives a massive debuff if he attacks anything other than that one target
3 The spell can miss or be dodged
4 Deals no damage to opponents 2 ranks above Seikatsu
- Return!:
- Return!
Rank: B
Type: Soul, Support
Duration: 4 posts
Cooldown: 5 posts
Description:
As a prerequisite to use this spell, Seikatsu must have at least 1 broken weapon. This spell takes that weapon, and reattaches it to Seikatsu's body in the form of a type of suit. This suit provides no defensive bonuses, but increases Seikatsu's speed and DMG output by 20% and 20% respectively this halves with each rank above the spell the player is. Unfortunately, any spells the broken sword was capable of casting are no longer able to be cast. The suit appears to have a head piece that looks like a human skull with sharp fangs, it has a segmented plate lining the spine that leads to a very sharp fully functioning tail. This segmented back brace has a series of spikes on it that can be used as miniature weapons if timed properly (porcupine mode). Seikatsu's hands will be encased in a type of gantlet that has claws at the top and small thorns all around, allowing him to slash at his enemies. This spell cannot be consumed by Metal Slayers because the spell is made of soul energy that only looks like metal.
Strengths:
1 Allows Seikatsu to use his weapon even after it's destroyed
2 Cannot be eaten by Metal Slayers, because it isn't metal
3 Increased speed by 20%, and DMG by 20%
Weaknesses:
1 Cannot use this spell until one of his swords are broken
2 The sword's spells cannot be used
3 The DMG increase only applies to attacks from the suit
4 All attacks, as normal, can be blocked or dodged by spells/equipment/wizards of equal or greater rank
5Stat buffs are halved with each rank above the spell Seikatsu is, becoming +2.5% DMG and +2.5% Speed at H rank
- Soul Sword:
- Soul Sword
Rank: B
Type: Soul, Offensive
Duration: 4 Posts
Cooldown: 5 posts
Description:
Seikatsu calls forth from the spirit world either one or two swords made of super condensed spirit energy. These blades give off a slight blue glow, and have black blotches moving throughout them. The blades can be enchanted by allied enchantment spells (if they have any) and deal standard damage equal to the spell's rank. If the spell was dual wielded when cast, the duration remains the same, but the cooldown is extended by 1 post.
Strengths:
1 Provides a fantastic alternative should Seikatsu's weapons be broken/stolen
2 Spell can be used, and the sword given to an ally to use
3 Spell can be enchanted if an ally has a weapon enchantment of sorts
Weaknesses:
1 Blades are treated as a Strong weapon and can break
2 Blades can be stolen and used against Seikatsu
3 If dual wielded the cooldown is extended by +1 posts
4 Seikatsu can't wield the swords if he is holding his real swords, you know... not enough hands.
- Signature Spell:
- Chaos Cannon
Rank: Signature
Type: Chaos, Offensive
Duration: 2 Posts
Cooldown: 3 posts
Description:
Seikatsu charges light and dark energy in his left hand for a single post, combining the elements to create the Chaos element. On the second post, Seikatsu fires a 30 meter long, 3 meter wide cylindrical blast of Chaos Energy that deals 1.5x ranked DMG. However, during the charge phase, and only during the charge phase, Seikatsu may pour 50 Chaos Charges, 50 Light Charges, and 50 Darkness Charges into this attack to increase the power to 2x ranked DMG. Of course, this means he would have to already have all 50 of those Chaos Charges.
Strengths:
1 Very Powerful attack
2 Can obliterate an opponent IF they are 1 or 2 hits from being defeated (those figures are assuming Seikatsu pays 50 Chaos Charges and the opponent is of equal rank)
3 Very short cooldown
Weaknesses:
1 The left hand cannot be used during the charge phase, or until the spell is released
2 If the left hand is opened during the charge phase, the spell with explode and cause Seikatsu to lose 10% HP
3 The Chaos Cannon can be dodged rather easily as its attack is a straight line
4 The Chaos Cannon can be blocked by spells/equipment of equal or greater rank
Last edited by Seikatsu on 28th July 2015, 7:26 pm; edited 3 times in total