Take Over Magic
Primary Magic: Take Over: Garm
Secondary Magic: (Must be filled in later.)
Caster or Holder: Caster
Description: Take Over magic is using magic to take on abilities and identities of powerful creatures. Similar to summoning, but instead of summoning the beast itself you become it, either partially or fully. This is also where we will draw a distinction: Partial Take Over, Full Take Over or Form and Spell.
Ziska’s particular type of Takeover magic invokes the power of a Garm, giving her the power to use Mist and Hellfire. There are two difference types of mist between the partial and full froms she has; natural mist which is used by partial and black mist which is only used by a full body from of a Garm. Both mists has its own powers, abilities, and buffs but they both have the same elemental resistances and weakness. Ziska is able to create 'partial' forms where she transforms only certain parts of her body, thus giving those parts the benefits while the rest of her remains normal. Ziska's stronger spells on the other hand allow her to transform her entire body into a garm like human form, a garm like beast form, and the true Garm form.
Strengths:
-Adaptability: Able to adapt to any scenario using different Take Overs. Has appropriate Take Overs when needing to use stealth, Assault or a hybrid of the 2.
-Large area effect: Regardless of Form, her spells have a habit of affecting the entire environment at once, affecting many people at once.
-Status effects: Mostly in the form of blindness, disorientation, slow, burning and other variable status effects
-Mixed elements: The 2 elements are Hellfire and the Black Mist, both elements that are mixed with Unholy.
-Dragon/Demon Slayers: both elements that are mixed with Unholy making it impossible to be consumed by Dragon or Demon Slayers of the appropriate element for MP.
-Her items: They meld into her body as appropriate parts of her body that represents them. Like weapons will meld and become her claws and fangs, armor her dense skin, etc.
Weaknesses:
-Blood Craze: Blood spilled on the battle field (about a blood bag full) will cause her to prematurely transform into a Take Over and attempt to rip it open to pieces and maybe even attempt to eat it. This includes allies as well as enemies. Some exceptions may apply.
-Friendly Fire: Ziskas spells do not discriminate for its targets. Friends and foes alike will be affected. Sometimes even herself can be affected by her spells.
-God Slayers: They can eat the hellfire (Flame God Slayer) and Black Mist (Wind God Slayer) to regenerate MP
-Holy spell(s): Because the Garm is an unholy creature, Holy spells deal additional damage to the Take Over forms when activated.
-Durability Threshold: Each take over has a set Damage Threshold before transforming back to normal.
-Long Cool Downs: Not for the abilities, but for the Partial Take Over and Full Take Over.
-Mental Issue: While in Full Take Over form her primal state of mind is enlarged, so this tends to make the primal side do all it can to take over and wants nothing more then to kill everything.
Lineage:
- The bloodline of the Garm give her the power to regen health at a rate of 5% every 5 posts.
- Due to Garms physiology, Ziskas stats start of with 5% increase in strengths, speed and durability per rank (max 25%)
- User can take natural mist and solidify it: the user dense the mist making it heavy and more hard as stone. Example: where as in with normal mist you can walk though it once its dense you cant walk though any more.
Spells:
Primary Magic: Take Over: Garm
Secondary Magic: (Must be filled in later.)
Caster or Holder: Caster
Description: Take Over magic is using magic to take on abilities and identities of powerful creatures. Similar to summoning, but instead of summoning the beast itself you become it, either partially or fully. This is also where we will draw a distinction: Partial Take Over, Full Take Over or Form and Spell.
Ziska’s particular type of Takeover magic invokes the power of a Garm, giving her the power to use Mist and Hellfire. There are two difference types of mist between the partial and full froms she has; natural mist which is used by partial and black mist which is only used by a full body from of a Garm. Both mists has its own powers, abilities, and buffs but they both have the same elemental resistances and weakness. Ziska is able to create 'partial' forms where she transforms only certain parts of her body, thus giving those parts the benefits while the rest of her remains normal. Ziska's stronger spells on the other hand allow her to transform her entire body into a garm like human form, a garm like beast form, and the true Garm form.
Strengths:
-Adaptability: Able to adapt to any scenario using different Take Overs. Has appropriate Take Overs when needing to use stealth, Assault or a hybrid of the 2.
-Large area effect: Regardless of Form, her spells have a habit of affecting the entire environment at once, affecting many people at once.
-Status effects: Mostly in the form of blindness, disorientation, slow, burning and other variable status effects
-Mixed elements: The 2 elements are Hellfire and the Black Mist, both elements that are mixed with Unholy.
-Dragon/Demon Slayers: both elements that are mixed with Unholy making it impossible to be consumed by Dragon or Demon Slayers of the appropriate element for MP.
-Her items: They meld into her body as appropriate parts of her body that represents them. Like weapons will meld and become her claws and fangs, armor her dense skin, etc.
Weaknesses:
-Blood Craze: Blood spilled on the battle field (about a blood bag full) will cause her to prematurely transform into a Take Over and attempt to rip it open to pieces and maybe even attempt to eat it. This includes allies as well as enemies. Some exceptions may apply.
-Friendly Fire: Ziskas spells do not discriminate for its targets. Friends and foes alike will be affected. Sometimes even herself can be affected by her spells.
-God Slayers: They can eat the hellfire (Flame God Slayer) and Black Mist (Wind God Slayer) to regenerate MP
-Holy spell(s): Because the Garm is an unholy creature, Holy spells deal additional damage to the Take Over forms when activated.
-Durability Threshold: Each take over has a set Damage Threshold before transforming back to normal.
-Long Cool Downs: Not for the abilities, but for the Partial Take Over and Full Take Over.
-Mental Issue: While in Full Take Over form her primal state of mind is enlarged, so this tends to make the primal side do all it can to take over and wants nothing more then to kill everything.
Lineage:
- Chimera Blood:
- Description: A long time an ago, a hero slew a Chimera invading a small town. The great hero drank some of the Chimera’s blood to show dominance over the mythical creature. But it changed him greatly, giving the hero the ability the strength of a lion, flight of an eagle, and scales of a snake. The hero’s descendants were given the exact same traits as he did.
Ability: A transformation that allows the user to use one of the chimera’s ability, flight of an eagle(flying ability), strength of a lion(double strength), or scales of a snake(double endurance). Causing great carnage if used correctly.
Usage: Upon transformation, the user can use the ability for 5 posts; the lineage can only be used 2 times per a thread, with a cooldown of 5 posts in between.
- The bloodline of the Garm give her the power to regen health at a rate of 5% every 5 posts.
- Due to Garms physiology, Ziskas stats start of with 5% increase in strengths, speed and durability per rank (max 25%)
- User can take natural mist and solidify it: the user dense the mist making it heavy and more hard as stone. Example: where as in with normal mist you can walk though it once its dense you cant walk though any more.
Spells:
- D Rank:
- Mist Body:
- Name: Mist Body
Rank: D
Type: Mist, Supportive
Duration: 1 posts
Cooldown: 2 posts
Description: Allows the the user to gain better eye site and lets the user be more stealth like while moving over/though long or short distances.- Passive:
- Eyes of the beast, the user’s eyes transforms into solid black eyes (kinda like staring into a black hole) then a small yellow pupil at the lower middle of the eyes. Eyes become that of a Garm giving user longer site range by 15 meters.
Strengths:
-Looks like normal mist so most people wont notice the user
-Increases site range
-Can see though any mist that is in the area
Weaknesses:
-Can’t see till the pupils form in the users eyes
-Afterwards the user’s normal site range lowered by 10 meters till the cooldown is over
-Can't see thought solid objects
-When the active is disrupt or negated the transformation auto revers back to normal
- Active:
- The user opens both hands and mist starts flowing out. The mist forms around their body. Slowly transforms their body into mist allowing them to roam around freely at 10 meters per second. Once the user reaches where they want to be they just close their hands and the mist slowly forms back together and all the mist lowers an despises. While in this state, the users ability to use any physical and magical attack are negated.
Strengths:
-Faster then normal means of travel
-Lets the user get a good look at who or whats around when you feel uneasy and/or feel like your being watched
-Unaffected by non-magic melee attacks of same rank
Weaknesses:
-Well aimed magical attack can knock the user out of mist
-User has to call out the spell before use
-Without any other mist around the user sticks out
-Cant cast any other spells while in mist fourm
- Hellfire Orb:
- Name: Hellfire Orb
Rank: D
Type: Fire, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: Allows the user to handle hellfire and form the hellfire into orb to be launched from user's hand.- Passive:
- Paw of the beast, user's left hand turns the paw with black fur all over it and fingers turn into claws. This lets the user touch the hellfire without being hurt but only with their left hand. Also the user gains 25% strength.
Strengths:
-Able to handle hellfire without being burned
-Causes melee attacks with the hand to deal fire damage and can be applied to a weapon in the hand to deal fire damage using it too
-Strength Boost
Weaknesses:
-Same or higher rank earth spell could smother the fire an put it out
-The flame on the user's palm can be put out by a water spell of the same or higher rank
-If the hellfire flame ever goes out then the spell ends
-When the active is disrupt or negated the transformation auto revers back to normal
- Active:
- Where the user palm would be a bright blue flame appears then slowly turns into a fiery blue orb. User can create one pretty big hellfire orb from the users palm, all the user has to do is put their hand open out straight and show her palm. The orb can go as far as 11m with a speed of 7.5 m/s or if it hit something before the max range it blows up and does splash dame of half of D rank to anyone within 4m range of it
Strengths:
-This spell is capable of dealing splash damage: to refer to damage taken by people or objects in the area surrounding a point of impact
-Does a good amount of fire damage
-User can only shoot one hellfire orb
Weaknesses:
-A big water based spell of same or higher rank at the hellfire orb will disrupt it and wont blow up
-Anyone quick enough can dodge the orb
-If the hellfire orb is set off close to user it will cause the user damage
-User need to call out the spell before use
- Dense Zone:
- Name: Dense Zone
Rank: D
Type: Mist, Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: Allows the the user to be more acrobatic then normal while still being able to be defensive of their self or weapon.- Passive:
- Legs of the beast, users legs both become covered in black fur and arc like a wolf's leg. Also the user gains 25% speed.
Strengths:
-Speed Boost
-Helps with closing the gap quicker to ranged mages
-Higher jumping height
Weaknesses:
-User can’t change direction in mid jump
-User can only jump up 15 meters at most
-The newly formed arc legs are bigger making them more of a easy target
-When the active is disrupt or negated the transformation auto revers back to normal
- Active:
- This spell can be used on the user or a weapon with a blade. Weapon - user puts their hand over the blade of the weapon the mist starts to form around its blade. Once the user closes their hand the mist becomes very dense and stays formed around the blade. User - holds their hand straight out in front of their body and the mist comes out from their hand and forms around their whole body like a suit of armor. Once the user closes there hand the mist becomes very dense around them but likes the mist over their eyes be a little less dense so that the user can see out of it. It can only withstand at max of 1.5 D rank spell before it breaks when around body and weapon.
Strengths:
-Can move while its around their body
-Can attack while its around the blade of the user or teammates weapon
-Ability to use spell on weapon or user
Weaknesses:
- Can be broken by a higher ranked melee/close combat spells
- Only helps against long ranged spells
- Can't used for body and weapon at the same time
- User has to call out the spell before use
- Smog:
- Name: Smog
Rank: D
Type: Mist, Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Allows the user to generate a heavy mist, once the mist is made the user can control the mist just long enough to form it into a field.- Passive:
- Mouth and Lungs of the beast, users mouth stretches out in front of their self. While inside the users body their lungs are reshaped so that she can generate more of the think mist and be able to still breath in the think mist. This gives their mouth enough room for the large fangs and rows of sharp teeth form for the users teeth. Also the user gains 25% strength.
Strengths:
-Strength Boost
-The user’s newly form lung stop them from being slowed: the lugs have a mini air pocket where the mist can't go that allows them to breath normal without getting coked up
-Heighten sense of smell
Weaknesses:
-Even though the user has can smell the enemy there's no way for them to tell if they are trying to attack or defend
-The strength boost does nothing if you can't hit your target
-The user still takes damage from the mist that is taken in while inside of the mist field
-When the active is disrupt or negated the transformation auto revers back to normal
- Actice:
- Thick mist comes flowing out of the users newly formed mouth, the think mist goes 5m away from the user. The thick mist forms a field 10m wide and 10m high, does Half D-Rank damage per post, capping out at 1.5 D-Rank damage. Cause the mist is so thick no normal eyes can see thought it.
Strengths:
-This spell is capable of covering a decent size area, allowing for much easier fighting against groups of enemies
-Field has the power to slow her enemy(s) of the same rank by 20% cause the mist is so thick
-User can inflict a good amount of physical damage and pain
Weaknesses:
-Slow debuff effects allies
-User has to move quickly after use so not to get catch in it
-A wind based spell of higher rank will disrupt the field
-User need to call out the spell before use
Last edited by Ziska on 18th August 2015, 5:01 pm; edited 4 times in total