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    Nemesis Gate Magic

    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : []D [] []V[] []D
    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Nemesis Gate Magic Empty Nemesis Gate Magic

    Post by Serapheal 13th July 2015, 9:26 pm


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    ⓝ͈̘͈͖̹͚͉̝̣̱͉͗̀͑̓̎̉͒̉ͧ̚̕͢͠ ⓔ̓ͥ͐̓ͭͮ̕͡͝҉̢̳̗̜̗ ⓜ̢͍̬̹̤͍͙̞̱̞̣̲͒̅̋ͫ̓̊̀̎͢ ⓔ̡̛͉̟̘̩̭͒͌͂̆̿̃̽̇̏̄͑̿͆̄̚ ⓢ̷̛̥͈͓̗̣̦̜̩͍̼̗̺͈̹̤̩̙͙ͨ̎̇ͣ͂̏̓͑ͥ̈͒ͮ̑͛ͯͤͤ̎̓͟͠ͅ ⓘ̴̰͔͇͇͓̼̱̱̗͙͔̲̖̌͆̒̎ͣ̈̚͢ ⓢ̴̶̸̙̩͎͉̟͙͉̪͈̤͈̘͙̗̮̿̾ͭͨ̈́͗́̽̆̔ͮ̚͡͞  _  ̨̡̲̞̲̫͕͉̹͙̱̟̬͙͈̱̳̯͙͔̃̂͌́ͮ̽ͮͪͮ̔̍̉ͥ̂ͭ̒ͬͅⓖ̯̯͙̗̜̪̲͎͈̗̰̮͚̰̠͕̜̜͉͒̓̃͌ͪͮ̇͌͑̇́̄̄͠ ⓐ̸̡̺̝̥͔͒̑̊ͮ̏ͫͦͯͤ̍̈̎̆̏͛͒̅͢͠ ⓣ̴̵̪̞͎̖̯͈͖̺͔͉͎͎̗͕̳͓ͭͧ͗̍̽ͩͬ͛̐ͩ̅̇̿ͦͩͤ̅͛́̚͠ͅ ⓔ̷͓̺̪̟̙̹̜̜͋̏̉̀͂͗͆̐̿̔́́̀͢

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    Primary Magic: Nemesis Gate
    Secondary Magic: Wish Binding
    Caster or Holder: Lost - Caster 
    Description: Nemesis Gate magic is a summoner class magic created and used by the Red Queen nearly a millennium ago on her path of conquest,  spreading out from Sin as a conqueror going along the coasts bringing at her heels a legion of unearthly creatures at her beck and call.  This magic creates gates that bring to the field insidious creatures that pick at the weaknesses of it's foes and adapts to the target... The target's own Nemesis.  The Nemesis is a being that is in direct opposition to whoever they are called to fight against with certain advantages and elemental properties using certain basic outlines.  A Knight-esque Nemesis will always be a knight-esque being and have fundamental aspects in how it behaves.  But certain advantages and disadvantages get moved around.  But while with one casting targeting one individual the called nemesis will appear shift and take on characteristics of a boney skeletal warrior,  it might mold itself after the manner of an angelic warrior the next against a different foe with a different casting.   In essence,  the Theme itself is variable between enemies, though each nemesis can only change once per summon.

    Nymia uses this magic subconsciously to in effect summon and possess a body in Fiore allowing her to exist outside her confines, wherever that may be. This requires a focus point,  some loophole between herself and Fiore.  This focus point is a specific skeleton that gets reanimated whenever SixSix does this and as a proper body form over it.  This requires a focus point,  some loophole between herself and Fiore. 
    She doesn't know where she is and she doesn't know where Fiore is in relation to herself neither does she know how she does this.  It occurs whenever she falls asleep, and continues to exist with a split consciousness thereafter and both can act independently as said split consciousness that she can process only thanks to her inhuman mind and ability to process information. 
    If this body gets destroyed, she cannot connect to Fiore again until she next sleeps and her power reaches out to connect with the skeleton once more and redo the process of reanimating it.  If she is still asleep,  she needs to wake up and go back to sleep to try again, not an easy thing to do under distress.  She refers to herself as Nymia when possessing a body, which is just an alias more or less, and references to Nymia refer to the possessed extension of her consciousness in Fiore while SixSix refers to her real body trapped in an unknown location, but they are one in the same individual.
    From the possessed summon she can then use this magic.  She can't use it on her own, making her real body useless as far as magic is concerned.  

    The usage of Nemesis Gate by Nymia is as you might expect.  She uses it to summon other beings to achieve whatever purpose she has in store for them.  Nemesis Gate is very variable and adaptive to the environment but it has it's weaknesses.  It can be very strong against mobs and hordes where most enemies are of the same typing,  such as on most jobs to take out a certain theme,  in which case sending angel-Nemesai (Plural of Nemesis, Nemesis being the race and not the word "nemesis") to fight demons or demon-Nemesai to fight angels is an appealing proposition.  But against diverse groups she can find herself having trouble, especially if they're well balanced and play on each other well.  Creating flaming nemesai to take on an ice or plant mage makes them highly susceptible to the water or earth teammate for example.  


    Strengths: 
    Nemesis Matching:
    Nemesis Gate's summons stand out for their variability, for their adaptability.  The Nemesai it summons start with a base appearance and changes regardless of the summoner herself's intent to adapt to the individual target at hand, but only once.  By adapting,  they take on a different appearance, such growths of bone erupting from their skin and radiating necrotic energy,  or growing feathery wings and glistening scales that radiate light and vitality.  This change always puts them in opposition to a foe.  This gives whatever appropriate advantages it should gain from this.

    One Woman Army:
    Summoning is effective by it's nature in that it's in essence a mobile unit, even an army.  A summoner is very effective at overwhelming or matching an opposing force of grunt power,  matching cannon fodder for cannon fodder or attempting to overwhelm individuals and it helps keep eyes on battlefield,  securing positions and forming ranks.   Some summoners focus on summoning singular creatures.  That is only one type of summoner.  Nemesis Gate's focus, but not one-trick, is opening gates through which hordes appear.  One "summon" might be a cluster,  a squad,  a troop,  or a horde, treated as parts of a whole. 

    Otherworldly Visage:  
    Seeing the Nemesai is itself an attack on one's own sanity.  This is, perhaps counter-intuitively at first, especially effective against anyone who uses a form of Space, Darkness, Shadow, or Necromantic magic or any derivatives.  This damaged sanity causes; Fading vision (^Blindness), sense of hearing (^auditory hallucinations),  agitated nerves (^Paranoia),  Rapid breathing and sweating (^Hyperventilation),  Irrational Behavior (^Gibbering Lunacy), Trembling-Fear (^Cowering-Panic).  What symptoms appear is up to the controlling player's choice in what they feel is most accurate for the character in question.   
    How this works is dependent on rank of the the witness and the rank of the spell used to summon the nemesis in question.  
    Same-Rank: 15% loss of sanity, 5% thereafter per post seen.   1 Rank greater: 10% loss initially. 2.5% thereafter.    2 Ranks greater: 5% loss initially.  1% thereafter.   1 rank less: 20% loss initially,  7.5 thereafter.   2 ranks less: 25% loss initially.  10% thereafter.   3 ranks less: 50% initial loss.  10% thereafter.  4 ranks less: 60% / 15%.  5 Ranks less: 70% / 20%  6 Ranks less: 80% / 30%

    After every consecutive post this sanity reduction is dealt,  it gets reduced by half (Round down to the nearest .5) until a post goes by with no sanity reduction.
    Once 50% is reached,  the symptom in parentheses with ^ replaces the lesser version (The one given right before it).  Once 100% is reached,  the symptoms become permanent until hefty restoration magic is used to restore sanity. 

    Sanity returns at a rate equal to MP regeneration.   MP rate returns sanity at twice as fast when under 33%,  normal at 34-50%,  and half as slow at 51-99%.  Sanity does not return on it's own at 100%.


    Weaknesses: 
    Bone Focus:  
    Nymia will always reappear where the skeleton is and requires it to show up in Fiore.  Without it,  SixSix cannot return.  By keeping the skeleton under lockdown in a manner preventing her from reforming around the skeleton, you can keep her from returning,  or make her in for a world of pain when she does.   The skeleton reforms during the process,  but cannot get rid of heavy metals.   Dirt and stone gets pushed aside to make room for the body, but metal bindings or spikes do not.

    Specialization
    Nemesai are specialized against their given target and this can be a big disadvantage when that target is paired with a mage of a type that compliments it.  Two mages of lower rank that can cover each other's weaknesses can wreck what the Nemesis Summoner throws at them, potentially with great ease.  Likewise a summoner who's own secondary and equipment-pets cover their own weaknesses can be difficult for the Nemesis Summoner to combat, and the Analysis Lock can take longer to home in on a solution.

    Summoner's Folly
    Nemesis Gate lacks lacks direct abilities and requires a summon to do something with.  Nemesis Gate itself cannot buff, debuff, heal, attack, or defend without a summon on the field,  requiring every non-summon spell to be used on herself or on an active summon.

    Abominations:
    Nemesis Gate's summons are less than pleasing to citizens and bystanders.  (Or any observer really).  Nemesis Gate Magic requires some care and tact in how it is used otherwise rumors spread and citizens who see the Nemesai are left shaken or worse, which does not reflect well on the Rune Knight reputation.    Nemesis Gate magic cannot heal sanity loss, only inflict it.



    Lineage: Genesis Key
    Unique Abilities:
    Reanimated Avatar: Whenever SixSix sleeps,  she creates an Avatar of herself similar to a Thought Projection.  This avatar-projection appears over a specific skeleton within Fiore, wherever it is, including if it resides within a zone of Anti-Magic.  Once created the avatar is self-sustaining and shares a split consciousness.  Both SixSix and Nymia are entirely aware of the other, sharing all experiences with one overarching mind.  This Avatar is what holds all of SixSix's ranks and magic.  The avatar shares some of SixSix's characteristics.  Her hair is white, and long.  The yellow in her eyes fades leaving behind an emerald green.  Her body is unhindered, no longer stunted,  as such that she stands 5'11" and has a toned athletic body well fit with healthy looking skin.  The body is not perfect however.  It cannot feel,  it cannot taste, and it cannot smell.
    Cartographers Mind: SixSix and Nymia alike (As they share the same mind) have an expanded consciousness that passively keeps a mental awareness of everything that passes into her field of view and perfectly remembers it,  allowing her to constantly keep aware of her surroundings with a glance and know where, say, a screwdriver is.  Where waldo is.  Where a vent access is,  and so on.  This also breaks camouflage, but not invisibility.   This helps her track movement as well,  by guessing where someone would be presently by having seen their trajectory and speed previously and make judgement calls subconsciously to -guess- where they presently are.   By extension this also allows her to detect minor muscle movements and motions to allow lie detection and predict predictable actions.
    Nemesis Hive:  Nymia shares an expanded mind with her summons through which she can deliver orders and sense anything her summons can sense,  with the summons gaining a sense direction pertaining to whatever foe they adapted to, which Nymia is aware of as well.  Nymia can't taste, smell or feel through the Nemesai just like she cannot through he Reanimated Avatar.
    Nemesis Rising:  For every active summon, all summons (Including the Reanimated Avatar) receive a 15% increase in physical statistics and a boost to the senses. Note: This refers to whole summons.  If 4 creatures are part of the same summon, only one 15% boost is applied.  If no summon is active,  no boost is applied. 
    Reanimated Mastery: The Reanimated Avatar has reinforced body with limbs that are controlled with great ease.  If she can think of how she wants to move her body,  her body can follow through.  Greater jumping distance, height,  greater balance and dexterity,  and greater strength and endurance.   One would mistake her for a martial master rather than a summoner. 

    Reanimated Outsider: This ability can't be activated,  it can only be triggered.  This triggers whenever the Reanimated Avatar would be destroyed,  or when in the presence of gratuitous amounts of magic power (Slayer Force or similar,  or the usage of an H-rank / Guild Spell,  or so on.)
    When triggered,  the Reanimated Avatar splits apart and grows exponentially to reach titan-esque size (And in doing so doubles HP and reduces incoming damage by 1/4th to make up for the target size).  The appearance varies,  but it becomes a horror to look upon,  radiating an Otherworldly Visage at double normal rates.     While in the form of the Reanimated Outsider all summons (Up to S-rank only) can be used freely without cooldown and no summon limit (They still cost MP to use).  However,  none are considered to be Nymia's summons (Including no benefits from this magic) and they do not adapt to anybody.   They still obey her, however.  She can only have a total number of summons active amounting to 3x.
     

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    Signature Spells:
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    Name: Gate Unbound
    Rank: Free User-Ranked / D-S
    Type: Defensive - Supportive - Summon
    Duration: Instant
    Cooldown: N/A
    Description: This spell summons a Nemesis Gate that is unbound,  not linked to a summon,   allowing her to use it freely as a portal.  This portal can appear anywhere she can see,  and link to anywhere she can either see as well or somewhere she knows well (Such as a home, or a location she commonly visits).   It's dimensions vary in casting from between 1ft in diameter,  to 5 meters in diameter.    They remain in place until the caster herself uses it, or disappear after 3 posts if she does not.
    Strengths
    • This portal can appear on top of/ In the place of something to immediately effect it.   
    • No distance limitation.
    • Can be used defensively.

    Weaknesses
    • Living things can't be unwillingly transported through a portal.  If a portal appears on them/in front of them in their path,  they will hit it as though it were a simple barrier effect and not go through unless they do so of their own will.
    • She has to actually travel and spend some time in a location before she can teleport to it,  and have an understanding of where it is relative to her entrance she knows of (Such as "This is north-east of [Where she wants to go]" This is why she cannot use Gate Unbound to appear wherever her real self is.
    • The portal is not meant to be used as a barrier,  and is only considered to be an A-rank barrier effect.
    • While open,  any one or any thing can use the portal from either end.
    _______________________

    Name: ( Name of the Spell )
    Rank: Artifact - S
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown: N/A
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths




    Weaknesses





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    Spell Fusions:
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    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?)

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    Last edited by Serapheal on 15th July 2015, 1:15 pm; edited 4 times in total


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    Nemesis Gate Magic XeQjtg0
    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : []D [] []V[] []D
    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Nemesis Gate Magic Empty Re: Nemesis Gate Magic

    Post by Serapheal 13th July 2015, 10:47 pm

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    ⓓ̰͉̗͈̬͕̹̦ͤ̓̐ͬͯ̃̆ͬͬͥ͒͛͢
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    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.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)



    Name:  Ocular Orbiters
    Rank: D
    Type: Support Summon
    Duration:  5x - Spell can be recast immediately for repeat cost. Grows by 1% MP cost per recast.
    Cooldown: +1 
    Description: This spell summons a pair of floating eyes the size of baseballs.  They float through the air and propel themselves at a rate of 30m/s using detached retinas that spin around each other behind it like a tail (Not like a helicopter, more like a tadpole),  which it also uses to manipulate things like little tentacles.  Miniature eyes the size of a small marbles are embedded in a triangle formation on it's top, and two undersides.   Giving it full 360 vision.  The tiny eyes are only enough to allow it to detect movement and general shapes,  while it's primary eye has full vision.
    Active Ability: Self Destruct.  The Ocular Orbiters can self-destruct, sacrificing themselves to deal full D-rank damage each.  This explosion will take place in a 4 meter burst,  but the energy will continue on for 15 meters.  Everything within this 15 meter burst will have all text,  pictures or symbols erased from it,  including engravings.   Objects within the 4 meter burst are incinerated.   Objects within the grasp of an Ocular Orbiter's tentacle-retina are immune.  This explosion leaves a haze in the air that distorts vision like looking through a funhouse mirror.  This substance in the air reacts with the remaining ocular orbiter to launch it like a cannon ball in a direction,  flying at 320meters per second.
    Passive Ability: Scouter.  The Ocular Orbiters are undetectable to those without magic, and appear translucent and sort of dance on the edge of perception to those with magic.  Those with enhanced senses can pick them out,  which breaks this concealment effect allowing anyone to see them.
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    Nemesis Gate Magic XeQjtg0

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