Magic
Primary Magic: Shackles of the Damned
Secondary Magic: N/A
Caster or Holder: Holder
Description: The Shackles of the Damned are a horrible thing, they are a set of chains that wrap around the user, inflicting burns on them and twisting their personality to a point beyond recognition. Shackles of the Damned are only bestowed upon those who are evil, and their main goal is to make the evil person act good. However, Arata recieved that Shackles because his father -- the man who was supposed to have the Shackles -- tricked him, and caused the Shackles of the Damned to bind to Arata. Because Arata is a good person, the Shackles became confused, and decided that him being a good person was just some sort of illusion, so they cause him to act evil, believing that they are revealing their true personality.
Combat-wise, the Shackles of the Damned are very strange, only usable while Arata is experiencing a Shackle-induced fit of rage. However, once the Shackles are in fact usable, they are devastating, inflicting huge amounts of damage with each and every hit. The Shackles can be used as whips, and can also be controlled by Arata telekinetically, allowing them to wrap around people. Generally, the Shackles of the Damned have no element, however, Arata can make them have the flame element, causing them to give off heat and burn things. Also, chains from the Shackles can split apart, allowing them to barrage people separately, making them hard to dodge.
Strengths:
- The Shackles of the Damned can have the fire element, but can also be used without any elements.
- The Shackles of the Damned can be used as whips, or they can be controlled telekinetically, making them good at close range and far range.
- The Shackles of the Damned can be used as separate chain links, allowing Arata to swarm his enemies with many chain links at a time.
Weaknesses:
- When the Shackles of the Damned are burning, the burning can be deactivated by water spells.
- Before the Shackles of the Damned can be activated, Arata must take damage from them.
- The Shackles of the Damned are very effective against one person, but they have little use when it comes to AoE.
- While the Shackles of the Damned are in use, they make the normally sweet Arata extremely evil.
Lineage:
- Aspect of Neptune:
- Aspect of Neptune
Description: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
Ability: The Aspect of Neptune grants its host favour with the seas. Their can only be eaten by god slayers. Water magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a water spell to nullify it(max S-rank).
Gains a user-ranked Water-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
- Burning Shackles:
The Shackles of the Damned are, by default, wrapped around Arata's body, and whenever he acts too good by the definition of the Shackles, they wrap around him tighter, and stop inflicting burns upon his skin, however, the more twisted his personality becomes, the stronger the Shackles are in combat. The wrapping of the chains is referred to as a 'warning' because the Shackles are warning Arata to change the way that he is acting. Refer to the table below for damage caused to Arata and buffs received. The Shackles of the Damned can only be used when one of these three warnings (or all of them) are active. After a warning is deactivated, 4 more posts must be waited before another can be activated.Requirement for activation of Shackles. Damage caused to Arata. Buff received by Arata. First warning. 250 words in which Arata demonstrates kindness. 10% damage. Spells are 25% more effective for 2 posts. Second warning. 500 words in which Arata demonstrated kindness. 15% damage. Spells are 50% more effective 4 posts.
- Alleviating Shackles:
The Shackles of the Damned cause damage to Arata, however, the more evil he acts, the more the Shackles compensate him, healing him, making up for the damage they caused trying to get him to act evil. The more evil Arata acts, the more the Shackles compensate for the physical damage they have already caused to Arata.Requirement for activation of compensation. Damage healed from Arata. First compensation. 250 words in which Arata demonstrates evil. 5% damage healed. Second compensation. 500 words in which Arata demonstrates evil. 10% damage healed. Third compensation. 750 words in which Arata demonstrates evil. 2% regenerative factor for the rest of the thread.
- Shackle Swap:
- The Shackles of the Damned have three distinct modes, each of which adds a unique effect of each spell that can only be used while that mode is active. Each mode also provides a different type of passive buff to Arata, making him stronger in a different way. All modes (with the exception of Whip Config.) are active for 5 posts upon activation, and 6 posts must be waited before that particular Config. can be activated again.
Requirement for activation. Passive buff. Whip Config. Whip Config. is the first to activate once the Shackles of the Damned activate. N/A Snake Config. Snake Config. can be activated for 10% mana, and stays active as long as one of the warnings is active. 25% buff to spell damage, along with telekinesis, which can be used on Arata's items, his allies, and himself. Swarm Config. Swarm Config. can be activated for 15% mana, and stays active as long as one of the warnings is active. 25% buff to all damage, along with telekinesis, which can be used on Arata's item, his allies, and himself.
Spells:
- ~Signature Spell~:
Name: Neptune's Rage
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 0 posts
Description: Upon the activation of this spell, a coating of water surrounds the user and soon after this coating of water appears, it explodes, covering an area with a radius of 10 meters with water, causing 100% D-Rank damage to all enemies within the radius of this spell. However, wind and earth spells of the same rank as this spell can easily counter this spell.
Strengths:- This is an AoE spell, and can be used against more than just one enemy.
- This spell only harms the user's enemies, it cannot harm any of their allies.
Weaknesses:- Once the coating of water surrounds the user, the spell takes some time before it activates.
- Wind spells of the same rank as this spell can easily counter the Neptune's Rage spell.
- Earth spells of the same rank as this spell can easily counter the Neptune's Rage spell.
- This is an AoE spell, and can be used against more than just one enemy.
- ~D-Rank Spells~:
Name: Burning Chain Skewer
Rank: D
Type: Offensive/Burning
Duration: Instant
Cooldown: 2 posts
Description: Upon activation, Arata sends a burning Shackle towards one enemy within a 15 meter radius, and it will skewer the enemy's chest (or other body part). The wound will be immediately cauterized due to the heat of the shackle. This Shackle deals 100% D-Rank fire element damage.
Config. Perks:
Whip Config.: Deals 10% extra damage due to the whip hitting more of the enemy's body.
Snake Config.: Radius increased to 25 meters, and the Shackle can attack from any direction.
Swarm Config.: Duration increased to 5 posts, cooldown increased to 6 posts. Instead of one chain, there are 5 different chain links, one attacks each post. Each deals 25% D-Ranked damage.
Strengths:- Has a large radius, which means the user is able to do this at far range or close range.
- Deals burning damage, which means it is more effective against ice and nature magic.
- Each Config. perk makes this spell drastically different.
Weaknesses:- Due to dealing burning damage, it is weak to water magic.
- The wound is immediately cauterized, meaning that the enemy will not bleed at all.
- Can only be used on one enemy.
- Any type of defensive spell can completely negate the Shackle, so long as the spell hits this shield.
Name: Shackles of Bondage
Rank: D
Type: Offensive [Burning]
Duration: 3 posts
Cooldown: 4 posts
Description: Upon casting, two Shackles of the Damned will unravel and shoot towards one enemy within a 15 meter radius. The Shackles will wrap around the enemy and each post, they will tighten, so they will deal 35% D-Rank damage each post. If the user pays 5% extra mana to cast the spell, the Shackles will burn, causing them to deal 50% D-Rank damage each post. Also, the chains incapacitate the opponent's arms, causing any spells that need arms to be cast to be useless.
Config. Perks:
Whip Config.: 10% extra damage each post because the Whip Config. is able to wrap around tighter than other Configs.
Snake Config.: Radius increased to 25 meters, and the Shackle can attack from any direction.
Swarm Config.: Spell cannot be cast in Swarm Config.
Strengths:- Has a large radius, which means the user is able to do this at far range or close range.
- Can deal burning damage, which means it is more effective against ice and nature magic.
- Incapacitates the opponent's arms.
Weaknesses:- When dealing burning damage, it is weak to water magic.
- Can only be used on one enemy.
- The user must pay 5% extra mana to activate the burning effect of this spell.
- This spell cannot be cast if the Shackles of the Damned are in Swarm Config.
Name: Chain Armor
Rank: D
Type: Defensive [Burning]
Duration: 3 Posts
Cooldown: 4 Posts
Description: The Shackles of the Damned slither around the user's body in a manner in which they create a form of armor, protecting the user from physical attacks and spells. The Chain Armor can take 2 D-Rank spells or 1 C-Rank spell before being overwhelmed and retreating. Also, by paying 5% extra mana, the user can give the spell the fire element, allowing it to take 3 ice and nature D-Rank spells before retreating. But since it is fire element, it can only take 1 D-Rank water spell. However, since the chains wrap around Arata to activate this spell, he must take 5% HP damage in order to activate this spell.
Config. Perks:
Whip Config.: One chain is left loose, allowing Arata to use it as a 5 meter long whip. Each hit with the whip deals D-Ranked armed melee damage.
Snake Config.: The armor can be used on allies.
Swarm Config.: Each separate chain defends the user separately, allowing the armor to take 1 extra D-Rank spell before retreating, however, Arata must pay 10% health to activate it in Swarm Config.
Strengths:- Can have the fire element, allowing it to protect the user against additional ice and nature spells.
- Can protect against both physical attacks as well as spells.
- Each Config. perk makes this spell drastically different.
Weaknesses:- MP must be paid in order for the burning perk of the spell to be used.
- The spell requires health in order to be cast.
- In Swarm Config. additional health must be used to cast the spell.
- While the burning perk is active, the armor can only take 1 D-Rank water spell before retreating.
Name: Spider Chains
Rank: D
Type: Burning/Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Upon activation, eight chains will touch to the ground, and cause Arata's body to rise up above the ground. This spell causes Arata to move 25% faster, and he can use the 'legs' as whip, each hit with one causing D-Rank armed melee damage of the fire element. These chains can be easily destroyed by a D-Ranked water spell each, but 4 of them must be destroyed before the spell deactivates. If the user pays 5% extra mana, they can double the amount of chains that are turned into 'legs'. If the user does pay the extra mana, they move 35% faster instead of 25%, and each hit with a 'leg' deals C-Rank armed melee damage. Also, 8 chains must be destroyed to deactivate the spell. Arata can also manipulate the 'legs' at will.
Strengths:- The user moves faster due to this spell.
- The user can use the 'legs' from this spell to deal damage.
- The user can pay extra mana to make this spell more powerful.
Weaknesses:- This spell is weak against water spells because the chains are burning while these spells are active.
- In order for this spell to be more powerful, MP must be used.
- If enough chains are destroyed, the spell is deactivated.
- Arata is unable to use physical attacks himself while this spell is active since the chains lift him in the air.
- Has a large radius, which means the user is able to do this at far range or close range.
© marzia at shine & gs.
- Le non-fancy version.:
Magic
Primary Magic: Shackles of the Damned
Secondary Magic: N/A
Caster or Holder: Holder
Description: The Shackles of the Damned are a horrible thing, they are a set of chains that wrap around the user, inflicting burns on them and twisting their personality to a point beyond recognition. Shackles of the Damned are only bestowed upon those who are evil, and their main goal is to make the evil person act good. However, Arata recieved that Shackles because his father -- the man who was supposed to have the Shackles -- tricked him, and caused the Shackles of the Damned to bind to Arata. Because Arata is a good person, the Shackles became confused, and decided that him being a good person was just some sort of illusion, so they cause him to act evil, believing that they are revealing their true personality.
Combat-wise, the Shackles of the Damned are very strange, only usable while Arata is experiencing a Shackle-induced fit of rage. However, once the Shackles are in fact usable, they are devastating, inflicting huge amounts of damage with each and every hit. The Shackles can be used as whips, and can also be controlled by Arata telekinetically, allowing them to wrap around people. Generally, the Shackles of the Damned have no element, however, Arata can make them have the flame element, causing them to give off heat and burn things. Also, chains from the Shackles can split apart, allowing them to barrage people separately, making them hard to dodge.
Strengths:- The Shackles of the Damned can have the fire element, but can also be used without any elements.
- The Shackles of the Damned can be used as whips, or they can be controlled telekinetically, making them good at close range and far range.
- The Shackles of the Damned can be used as separate chain links, allowing Arata to swarm his enemies with many chain links at a time.
Weaknesses:- When the Shackles of the Damned are burning, the burning can be deactivated by water spells.
- Before the Shackles of the Damned can be activated, Arata must take damage from them.
- The Shackles of the Damned are very effective against one person, but they have little use when it comes to AoE.
- While the Shackles of the Damned are in use, they make the normally sweet Arata extremely evil.
Lineage:- Aspect of Neptune:
- Aspect of Neptune
Description: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
Ability: The Aspect of Neptune grants its host favour with the seas. Their can only be eaten by god slayers. Water magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a water spell to nullify it(max S-rank).
Gains a user-ranked Water-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
- Burning Shackles:
The Shackles of the Damned are, by default, wrapped around Arata's body, and whenever he acts too good by the definition of the Shackles, they wrap around him tighter, and stop inflicting burns upon his skin, however, the more twisted his personality becomes, the stronger the Shackles are in combat. The wrapping of the chains is referred to as a 'warning' because the Shackles are warning Arata to change the way that he is acting. Refer to the table below for damage caused to Arata and buffs received. The Shackles of the Damned can only be used when one of these three warnings (or all of them) are active. After a warning is deactivated, 4 more posts must be waited before another can be activated.Requirement for activation of Shackles. Damage caused to Arata. Buff received by Arata. First warning. 250 words in which Arata demonstrates kindness. 10% damage. Spells are 25% more effective for 2 posts. Second warning. 500 words in which Arata demonstrated kindness. 15% damage. Spells are 50% more effective 4 posts.
- Alleviating Shackles:
The Shackles of the Damned cause damage to Arata, however, the more evil he acts, the more the Shackles compensate him, healing him, making up for the damage they caused trying to get him to act evil. The more evil Arata acts, the more the Shackles compensate for the physical damage they have already caused to Arata.Requirement for activation of compensation. Damage healed from Arata. First compensation. 250 words in which Arata demonstrates evil. 5% damage healed. Second compensation. 500 words in which Arata demonstrates evil. 10% damage healed. Third compensation. 750 words in which Arata demonstrates evil. 2% regenerative factor for the rest of the thread.
- Shackle Swap:
- The Shackles of the Damned have three distinct modes, each of which adds a unique effect of each spell that can only be used while that mode is active. Each mode also provides a different type of passive buff to Arata, making him stronger in a different way. All modes (with the exception of Whip Config.) are active for 5 posts upon activation, and 6 posts must be waited before that particular Config. can be activated again.
Requirement for activation. Passive buff. Whip Config. Whip Config. is the first to activate once the Shackles of the Damned activate. N/A Snake Config. Snake Config. can be activated for 10% mana, and stays active as long as one of the warnings is active. 25% buff to spell damage, along with telekinesis, which can be used on Arata's items, his allies, and himself. Swarm Config. Swarm Config. can be activated for 15% mana, and stays active as long as one of the warnings is active. 25% buff to all damage, along with telekinesis, which can be used on Arata's item, his allies, and himself.
Spells:- ~Signature Spell~:
Name: Neptune's Rage
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 0 posts
Description: Upon the activation of this spell, a coating of water surrounds the user and soon after this coating of water appears, it explodes, covering an area with a radius of 10 meters with water, causing 100% D-Rank damage to all enemies within the radius of this spell. However, wind and earth spells of the same rank as this spell can easily counter this spell.
Strengths:- This is an AoE spell, and can be used against more than just one enemy.
- This spell only harms the user's enemies, it cannot harm any of their allies.
Weaknesses:- Once the coating of water surrounds the user, the spell takes some time before it activates.
- Wind spells of the same rank as this spell can easily counter the Neptune's Rage spell.
- Earth spells of the same rank as this spell can easily counter the Neptune's Rage spell.
- This is an AoE spell, and can be used against more than just one enemy.
- ~D-Rank Spells~:
Name: Burning Chain Skewer
Rank: D
Type: Offensive/Burning
Duration: Instant
Cooldown: 2 posts
Description: Upon activation, Arata sends a burning Shackle towards one enemy within a 15 meter radius, and it will skewer the enemy's chest (or other body part). The wound will be immediately cauterized due to the heat of the shackle. This Shackle deals 100% D-Rank fire element damage.
Config. Perks:
Whip Config.: Deals 10% extra damage due to the whip hitting more of the enemy's body.
Snake Config.: Radius increased to 25 meters, and the Shackle can attack from any direction.
Swarm Config.: Duration increased to 5 posts, cooldown increased to 6 posts. Instead of one chain, there are 5 different chain links, one attacks each post. Each deals 25% D-Ranked damage.
Strengths:- Has a large radius, which means the user is able to do this at far range or close range.
- Deals burning damage, which means it is more effective against ice and nature magic.
- Each Config. perk makes this spell drastically different.
Weaknesses:- Due to dealing burning damage, it is weak to water magic.
- The wound is immediately cauterized, meaning that the enemy will not bleed at all.
- Can only be used on one enemy.
- Any type of defensive spell can completely negate the Shackle, so long as the spell hits this shield.
Name: Shackles of Bondage
Rank: D
Type: Offensive [Burning]
Duration: 3 posts
Cooldown: 4 posts
Description: Upon casting, two Shackles of the Damned will unravel and shoot towards one enemy within a 15 meter radius. The Shackles will wrap around the enemy and each post, they will tighten, so they will deal 35% D-Rank damage each post. If the user pays 5% extra mana to cast the spell, the Shackles will burn, causing them to deal 50% D-Rank damage each post. Also, the chains incapacitate the opponent's arms, causing any spells that need arms to be cast to be useless.
Config. Perks:
Whip Config.: 10% extra damage each post because the Whip Config. is able to wrap around tighter than other Configs.
Snake Config.: Radius increased to 25 meters, and the Shackle can attack from any direction.
Swarm Config.: Spell cannot be cast in Swarm Config.
Strengths:- Has a large radius, which means the user is able to do this at far range or close range.
- Can deal burning damage, which means it is more effective against ice and nature magic.
- Incapacitates the opponent's arms.
Weaknesses:- When dealing burning damage, it is weak to water magic.
- Can only be used on one enemy.
- The user must pay 5% extra mana to activate the burning effect of this spell.
- This spell cannot be cast if the Shackles of the Damned are in Swarm Config.
Name: Chain Armor
Rank: D
Type: Defensive [Burning]
Duration: 3 Posts
Cooldown: 4 Posts
Description: The Shackles of the Damned slither around the user's body in a manner in which they create a form of armor, protecting the user from physical attacks and spells. The Chain Armor can take 2 D-Rank spells or 1 C-Rank spell before being overwhelmed and retreating. Also, by paying 5% extra mana, the user can give the spell the fire element, allowing it to take 3 ice and nature D-Rank spells before retreating. But since it is fire element, it can only take 1 D-Rank water spell. However, since the chains wrap around Arata to activate this spell, he must take 5% HP damage in order to activate this spell.
Config. Perks:
Whip Config.: One chain is left loose, allowing Arata to use it as a 5 meter long whip. Each hit with the whip deals D-Ranked armed melee damage.
Snake Config.: The armor can be used on allies.
Swarm Config.: Each separate chain defends the user separately, allowing the armor to take 1 extra D-Rank spell before retreating, however, Arata must pay 10% health to activate it in Swarm Config.
Strengths:- Can have the fire element, allowing it to protect the user against additional ice and nature spells.
- Can protect against both physical attacks as well as spells.
- Each Config. perk makes this spell drastically different.
Weaknesses:- MP must be paid in order for the burning perk of the spell to be used.
- The spell requires health in order to be cast.
- In Swarm Config. additional health must be used to cast the spell.
- While the burning perk is active, the armor can only take 1 D-Rank water spell before retreating.
Name: Spider Chains
Rank: D
Type: Burning/Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Upon activation, eight chains will touch to the ground, and cause Arata's body to rise up above the ground. This spell causes Arata to move 25% faster, and he can use the 'legs' as whip, each hit with one causing D-Rank armed melee damage of the fire element. These chains can be easily destroyed by a D-Ranked water spell each, but 4 of them must be destroyed before the spell deactivates. If the user pays 5% extra mana, they can double the amount of chains that are turned into 'legs'. If the user does pay the extra mana, they move 35% faster instead of 25%, and each hit with a 'leg' deals C-Rank armed melee damage. Also, 8 chains must be destroyed to deactivate the spell. Arata can also manipulate the 'legs' at will.
Strengths:- The user moves faster due to this spell.
- The user can use the 'legs' from this spell to deal damage.
- The user can pay extra mana to make this spell more powerful.
Weaknesses:- This spell is weak against water spells because the chains are burning while these spells are active.
- In order for this spell to be more powerful, MP must be used.
- If enough chains are destroyed, the spell is deactivated.
- Arata is unable to use physical attacks himself while this spell is active since the chains lift him in the air.
- Has a large radius, which means the user is able to do this at far range or close range.
- The Shackles of the Damned can have the fire element, but can also be used without any elements.
Last edited by Arata on 1st January 2016, 10:15 am; edited 53 times in total