Primary Magic: The Reckoning
Secondary Magic: Death's Game
Caster or Holder: Caster + Holder
Description: The Reckoning, a magic that is not just a source of power, or energy, but a source of undying life. A way of living, and a way of existing. A magic that was forged from the death and undying form of Raiza. A magic that was only born from both a vampire's bite, and a hellish infusion of overwhelming undying energy to forge this. A source of existence that uses death and vampire like powers. How it is used is a dangerous variety of death & vampire magic ranging from enhanced abilities, essence draining effects, and an undying will of power. Even in death one will never be rid of Raiza, as his body will reform days later within his own domain.
The lore & Creation of this magic: The power of this undying magic did not come from one source, but three sources. Raiza's old magic as a catalyst to reforge upon, using his lineage to set the base structure lead to the reaper touch the magic possesses. The next source was that of another undying A Succubus-Vampire. A source normally was fought off by Raiza's magic, held at bay, and preventing the change until the third source. While this 3rd source was removed, the effects on Raiza's magic were not. It had been altered, and remastered once that source had helped. The result? Raiza was more than some vampire or Incubus, though he possesses many traits of one, the end result was a reaper undying entity of death. An unnamed species, an unnamed race, a being of death, carnage, and evil.
Strengths:
-high Versatile: This magic ranges from close to long range, and everything in between and many types of magical use.
-Caster + Holder: Uses both caster magic, and holder magic. Holder magic spells will state such in each spell if it requires the reckoning sword to be in use.
-Undying power: Very hard to shut down The Reckoning magic users, as they are typically high defensive, or high sustain to allow extremely long lasting fights.
Weaknesses:
-Spells that otherwise control undead, wont control Raiza, but instead make him suffer damage equal to a max of 1/4 the rank of the spell used per post. If an ability is used, it doesn't damage. In a special non-mentioned case(for plot/ooc power) This weakness is even greater.
-Curse of the undying: Undying cannot ever truly die. Once 'dead' Raiza simply returns to his own domain to return later and continues on his marry way. A curse that means one cannot ever pass from this world if they ever would want to. Though this doesn't mean he may return to the topic, it takes a couple days for this return to occur
-Eternal magic: This magic, cannot ever be 'changed' to another magic(Cannot pay for a magic change normally) without strong plot, due to the magic being and coming from the new species that he is.
-Sunlight: Its very irritating to him. Not to the grade of harmful, but the very existence of the sunlight causes irritation to him, similar to that of just an annoyance.
Lineage:
- Spoiler:
Wielder: Raiza
Description: Some call him an angel, others call him a god. The stories that hold the truth are far and few in between. Some have called him Thanatos or Azreal, others called him Charon, or even Mictlantecuhtli. The list can go on for many cultures, many others call him by names that relate to the 'God of death'. However these stories are false whispers compared to the truth, simply because 'Death' or also known as a 'Grim Reaper' in some instances is not a god at all, oh no simply because a god seeks worshipers, their power is based on worship, even the gods that rule the planes of the dead require such in their own way be it the cast away souls of the damned and the corrupt, or the souls they entangled themselves. While the reapers does not. A reaper's power never needed to grow, it was always set in stone as 1st reaper would be the last to ever die, to claim the souls of even the immortal gods, and demons.
"I wonder if I could even kill a god" The words spoken in ancient times when asked if he'd claim the soul of the immortal beings, death had no reason until it was their time, and by then the god was already too weak to even fight back. Never has death reaped the soul of a god that wasn't past their time, oh yes "Even the immortals dont live forever, they have a clock above their heads that only I can see", words could strike fear into the gods, or demons alike that a presence among them was able to shut them down and travel off to the final realms. Though you always will wonder, if a mortal's final realm is under the presence of the gods, what exactly is the realm a god goes to when their time has passed?
Some say you can bargin with death. Others say no soul has ever left Death's grasp. One is true, its your job to figure out which. Though a story that wasn't passed was the story of his descendants. Death was like any demon, angel or god. He could reproduce, and reproduce he did. Death's child has no stories because the mortal world never found out, however under careful patient guidance, death's power only showed up on a very select few and normally was always confused with some demonic lineage. In truth, even those that had it in them, not always were able to use it. The hand of death was enough to kill the gods, and the lineage costed many lives to be lost in the children. Perhaps this is the reason some kids just 'dont make it' Though for those that survived, those that not only had the lineage but finally unlocked it, had a small taste of death's true power. After so long, the descendants began to never have any portion of death's power, as the bloodline began to delute too far down.
However, those of this lineage are a direct child or grandchild of the 1st reaper. The reaper in which holds the book to all deaths that has happened and will happen in time. The being in which is the reaper of gods/demons/mortals and yes, even other reapers in which that may have sprouted up from his first child before he kept a leash on their power. The child/grand child will always show relations to a 'demonic' figure at first, and even at times take the appearance as one from lineages such as a demonic or unholy one, but it is always just a ruse as once this lineage presents itself, the physical appearance stays the same, yet their aura changes towards a true neutral one, as a reaper is neither unholy nor holy.
Ability:
-Reaper's Scythe: The reaper's Scythe. It is the bread and butter of many grims both past present and the eventual future. The scythe is the reaper's chosen weapon, and that weapon could be anything. For Raiza? That would be his holder item the "Sword of Reckoning". Now, what can said weapon do when infused with the power of the reaper's scythe? Well first off it has the ability to attack the 'HP' directly This doesn't ignore defenses, but it rather targets the victims health directly, be it called their soul or some other mystical/mythical thing. This allows to deliver zero(unless the user chooses) physical wounds, and assault the HP. This must still break past ALL defenses completely, and as such is blocked by magic/shields/armors ect... but when contacting the flesh or bodily replacements(such as turning your body into for example water/ash/light/ect...) it will hit said body part, but instead of doing physical, it does direct damage to the HP.In essence this can be used to leave no physical or magical wound. This ability may be toggled on or off at will of the user. The second portion of this is if at any time the reaper's item is stolen, or out of contact, the user may simple 'warp' the item back into their own possession, allowing them to never lose the reaper's main weapon. The last and final part of this is it infuses the reaper's power within the user's magic, which makes it deal 25% more damage to non-person things (i.e armors/barriers/ ect...).
--Example on 1st part of the ability: use against someone turning themselves into water. I slice through their water body and they avoided it cause of no physical body, yet the Scythe touched it. But this still hurts their HP regardless.
-The Reaper's form(passive): The reaper was a demon, and thus demons and angels alike have massive health regeneration and pools. This grants the user a permanent 10% HP regen. However during activation they may bring this up to 15% until the user has been healed three times by it.. Activation of this form consumes 5% mana(if transforming). During the 'active' version they 'may' transform into a 'reaper form' but it must be dark or undead or even demonic looking. Doing such makes them count as undead for any and all purposes except any form of 'control/manipulate' undead. May not exceed sizes more than 50% your height or weight (i.e no turning into Leviathan). Active version may never exceed 10posts no matter the circumstance.
--Cloak of the Reaper: The reaper has one last thing. Their cloak, a special veil that protected them against the gods that hated the idea they could be 'slain', it was their right to be immortal forever, never to be punished for being too strong. The reaper had to solve this some how, for he held balance, but not power, The Cloak gave the reaper the power against the gods. Reducing their damage output against him. This cloak was a metaphorical object(as in not needed), as it was the reapers form of a protection. Though the 'cloak' was only as strong as the reaper, and thus the descendants of the reaper only have a taste of it's power. Though unlike the original reaper's cloak that hid them from view and bestowed an immortal defense, this 'cloak' will defend against anything that originates within the user(such as manipulating their bones). Secondly, will defend against the indirect(the typical auto hits - Meaning things such as sudden/uncounterable time freezes, vast transportation *Teleport/space/time magic*, or magic nullification. Said things are only weakened If the user is a higher rank than Raiza it is only half effective. While for those equal rank or lower than Raiza would have no chance to freely & indirectly harm him). Lastly this adds a damage reduction from any source that hurts them(note them, not a barrier/other stuff). This only works for the reaper's body and what they carry/wear and does not transfer to their attacks. Said damage reduction is 25% of the damage. However only 10% for if the damage originates from someone two ranks higher than Raiza
--Example on 1st/2nd parts: a time freeze can stop the Reaper's fire ball from moving forward, but the reaper himself may yet still move. While another example being as such of the neutral grounds where magic does not work. This allows the user to still use magic so as long as the user is equal or stronger than the one using said source(note the neutral grounds would still null my magic they were just used as an example).Another example being, if the enemy had to directly for example punch Raiza to apply the effect, then it is 'not indirect' and is not blocked/countered, and as such things like venom/poison from strikes are simply not negated .The last example being such as space magic. The space magic can yes teleport the reaper's techniques, however could not forcefully teleport the reaper unless for example, he/she walked into a portal.Things like say a portal that the reaper is pushed into can still work on them, just so as long as it wasn't an auto-teleport (i.e magic being able to warp others on your whim).
Unique Abilities:
- Will of the Undying Reaper:
- The ability known as the will of the undying reaper is the core essence of Raiza's new 'form', through alterations. Plot wise, it has turned him into an undying undead, no longer requiring food, sleep, drink, or even air to breath, or even organs to function. He no longer 'lives' as a mortal, but exists as an immortal entity that is much harder to kill, so much harder than regeneration abilities, while regenerate a set % of his hp, will also regenerate entire limbs, or his entire body from nearly nothing as so long as the HP stat has not hit 0. What does this mean for non-plot It means his base hp is considered one rank higher, and if Raiza reaches H-rank, then this ability takes him to X-rank in HP. This new hp is his default base for all hp related things, endurance/regeneration/ect... However no other thing may alter his base hp, only grant him temporary hp through endurance buffs or the alike
- The Blade of Reckoning:
- The blade of Reckoning gives Raiza a holder item called "Sword of Reckoning" which possesses both an active and passive. This holder item is listed below. Note some spells may require the sword of reckoning, but the sword of reckoning does not require any spell or magic to be used, allowing it to be used within non-magical areas. However it's passive and active are nullified in non-magical areas greater than his own rank(such as neutral grounds)
Holder Item:
Name: Sword of Reckoning
Rank: Scales with user's rank
Appearance/use [Appearance image] The sword of Reckoning, is an ability given 'holder' item that possesses both an active and a passive due to the 'ability' given trait. The sword's damage is 1/2 the magical damage of the user's rank per swing, and like all holder items cannot break. The sword itself seems to radiate undying energy and because of his lineage it cannot be ever rendered unusable by Raiza.
Passive sword swings/projectiles/and holder based spells possess an armor piercing effect, causing 15% of the damage to phase through any armor. 10% if they are behind both an armor and barrier . 5% if its a barrier spell/armor equal or greater than Raiza's rank.
Active Activated up to five times a post, the user may swing the sword or simply point the sword in a direction to cast a dark red and black wave of energy, or in the cast of pointing the sword, a beam of black and red energy. The wave of energy is 5 feet long, and 1 foot wide, while the beam is one foot wide with a sharp tip, the beam only stretches out three feet before fully traveling off as a projectile. These casted projectiles are 75% the damage of a sword swing, and may be done five times per post.
- Death's Body:
- Regardless of if a spell is up or not, all enemy spells must originate outside of the user by at least a foot, and such cannot start inside of Raiza(i.e cannot start a spell inside of him, but can start a spell one foot away from his skin. I.e no starting black holes inside of him or causing statuses such as sleep without said sleep hitting from the outside ect... ). This adds a defined protection from the outside attacking directly inside the user. Note things such as for example, a blade activating a spell within one foot of the user will still work ect. Attempts to directly assault the inside of the user will have a 50% recoil effect to the enemy instead. A perfect example is Rupture magic, which starts within the user's body. This protection is a defined defense against that which are auto-hits/strikes anyways, and tends to cause them to easily rebound to punish such attempts.
Additionally, trying to harm the user through various debuffs or such will work differently. First off, magic nullification will only work if the user is greater rank than Raiza, or is a site/plot made magic nullification(such as neutral grounds). Debuffs in general are 50% less effective unless they are demon slayer magic debuffs, which it goes down to 25%.
- Reaper Mode:
- Reaper mode has both an active and a passive
The Active version shuts all spells of the user's down, and puts them on a whole thread cool down or 50 posts. Which ever happens first, in case of extremely long threads. This mode upon activation gives the user +200% endurance. +100% to all other physical stats. This shuts down any and all spells in use, forcing the use to fight without magical spells being there to aid them. The only things that may aid them from this point forward is the user's own ability to fight, and stay alive, utilizing their abilities, and equipment if any.
The passive, causes all spells to receive a -3% reduction to spell costs. However, a spell may not be reduced below 1%, and in the case of it normally reducing below 1%, it simply becomes a 1% cost. If an effect from another character would normally cause Raiza to have his signature spells cost MP, then they can be reduced be low 1% and back down to 0%
- The undying's sustain:
- as all undying seem to have near limitless energy, to push on relentlessly without tire, without care for any humanly or bodily needs, this ability does the same. For the plot part of the ability, and the part that may never be shut down, and ignores things that try to say it will be ignored, this allows the user to not just fight, but to exist without tire or exhaustion. For pvp this translates into a 4% mp per post regeneration.
Spells:
- Signature:
Name: Death Touched
Rank: D
Type: Offensive - Support
Duration: instant
Cooldown: 1
Description: Death Touched is a spell that attaches itself to another spell entirely, granting it a rather nasty effect. This effect is dependent of the spell it attaches itself on. However this spell does not add damage, but rather it damages the enemy's max hp for the thread. Lowering the maximum hp by 10% of the spell's damage that hit the enemy. (E.G: A B-rank mage has 300max, they are hit for a spell that does 50. They now have 250hp of 295 max, and cannot heal beyond that point as thats their max hp.) Max hp will also alter any regeneration based on max/base hp, and this change will revert upon end of thread.
Strengths:
-Severely hurts massive regeneration users
Weaknesses:
-undead are not effected by this whatsoever
-Considered a semi-permanent debuff that can be gotten rid of if the enemy specifically heals their max hp.(kind of like a cut off arm can be specifically healed)
-Does not stack and cannot be used with any spell that also drains the max hp.
Name: Undying Force
Rank: Ranks with the user
Type: offensive - Support
Duration: instant
Cooldown: 1
Description: Undying force offensively supports the user by increasing their own spell's potency by 50%(range/aoe/damage) or debuffing an enemy's spell by that much. This spell is 25% more effective per rank it is above a spell, and 25% less effective per rank it is below a spell's rank. Can only be used once a post, and can only debuff an enemy's spell once every other post.
Strengths:
-Highly versatile.
Weaknesses:
-does not effect buffs(i.e no strengthening a takeover buff)
-Enemy spells must be 'known' that they are occuring to have this happen, and cannot impact something the user cannot see or is not offensive or defensive.
- Rank D:
Name: Shadow Walk
Rank: D
Type: Support
Duration: 1
Cooldown: 2
Description: Shadow walk is ironic because the effect is nothing of a 'walk' at all, but a teleportation that allows one to transport 20meters away in one post. Outside of pvp, and inside of pve/jobs/plot this can extend indefinitely to anywhere the user has physically seen before.
Strengths:
-Quick, and easy to use
Weaknesses:
-Weaker in pvp
-Low area teleportation.
Name: Death's Hidden Arsenal
Rank: D
Type: Supplementary
Duration: 1
Cooldown: 5
Description:First and foremost, anything made by the user that references the use of a spell called "Admin Command : Upload & Download", will work with this spell instead, as this is the exact replacement of that spell. This is a spell that has only one use, and that one use only works for one specific purpose. This spell works on 'ships/vehicles' the user owns. It allows the user to warp a ship/vehcile near instantaneously, putting it out of the thread completely, only another use of this spell to bring it onto the world, causing it to be part of the thread again
Strengths:
-Only way to effect a ship when it is put in this secret dimension is to kill the user, no matter what form of anti-magic is used to bring it out, as it is stored in another dimension.
-Near instant, can be used in dire situations
-Can be used despite if the user has their spells 'blocked' unless its in a non-magic zone, such as neutral grounds.
Weaknesses:
-Obvious as to what is happening when the ship starts fading from existance.
-Cannot be easily spammed, and has a huge CD for a D-rank spell
-While only works on 1 ship, or one vehcile(unless said is being stored in another) this can still store unlimited, as long as the user owns/has said #.
-Cannot store people in the ship, and people would be left in the empty space where the ship once was
Name: Equilibrium
Rank: D
Type: Support - Requires blade of reckoning
Duration:1
Cooldown: 15
Description: Once used, the user may transfer life to mana or mana to life at a 2:1 Ratio. 2% hp for 1% mana, or the reverse. This bypasses normal rulings on healing or regeneration as this is not a regeneration, but a 'trade'. May only transfer up to 25% mana or regain 25% mana this way in one use. May never alter/buff/strengthen/weaken/effect/ect.... this spell in any way aside from turning it into an approved fusion.
Strengths:
-Either quick life gain, or quick mana regeneration
Weaknesses:
-Limited
-huge cooldown per use.
Name: Blood Magic
Rank: D
Type: Support - Requires blade of reckoning
Duration:x(3)
Cooldown:4
Description: Blood Magic works for the next 3 spells, or until 3 posts have passed. Regardless, the cooldown will be 4 posts. This spell trades the user's hp for spell power at a 1:2 ratio. Every 1% hp, will give the user 2% aoe + damage buff for the next three spells. May not go past 75% hp being sacrificed this way. Must do at least 10% per trade. Spells effected in this way will remain that way for their duration, not this spell's duration.
Strengths:
-Easy way to overdrive to do extreme damage
Weaknesses:
-Hurts the user badly as the must do at least 10% hp in trade.
-Limited time to execute the spells.
Name: Shroud of Death
Rank: D
Type: Support
Duration: 2
Cooldown: 3
Description: A rather quick escape or stealthy approach spell. Shroud of death completely shroud's the user's physical appearance, leaving only behind a hard to notice distortion in the air. As so long as the user does not use any spells, they will remain shrouded. This only protects themselves from the sense of sight, and nothing more.
Strengths:
-Good against those that rely on sight only, or in the dark
Weaknesses:
-Alternate forms of seeing can easily see through this no problem
-using spells break this spell.
Name: Unholy Might
Rank: D
Type: Support
Duration:3
Cooldown: 4
Description: Unholy might adds 10dmg to any strike/spell caused by any ally/summon/ within the duration. Those inflicted by unholy might seem to radiate a dark red aura, and summons have a runic symbol appear on their forehead during this spell's use. This support spell is a 50meter wide from the user buff to allies he chooses
Strengths:
-More allies, the more effective this is.
Weaknesses:
-Doesn't aid the user's spells, only the user's melee strikes
-Easily noticeable
Name: Phantom Death
Rank: D
Type: Offensive
Duration:3
Cooldown:4
Description: Phantom death inflicts those that see the user, or their summons. Phantom death creates mirages and mirror images of the user & their summons, replicating them five times over, creating what seems like a larger horde, or a bigger threat. Make no mistake, these phantoms however can still do damage. Only a small percentage, 5% of the damage that is. Limited to melee only, and are not effected by spells boosting damage. The phantoms leave no true wound, but only a shock to the nervous system as it confuses the enemy with false, yet real? damage.
Strengths:
-Larger # of allies, the better this works
Weaknesses:
-Knocking out the reals, destroys the mirrors instantly
-Mirrors have less than 1hp, and can be destroyed with just a flick of the wrist, just as so long as physical contact was made.
Name: Vampire Reap
Rank: D
Type: Offensive - Requires blade of reckoning
Duration:1(x)
Cooldown: 3(X)
Description: Reap is a technique that the user may send out a black cone that stretches out 15 meters from the user, and at the widest part of the cone, be 10meters wide. Anything within this cone will suffer a 5% mana drain rather than health. Summons lose a post of duration instead. Alternately, if the user grabs hold of the victim it will be 4% per post they hold, and upon releasing the spell, the cooldown will be the duration of the hold +2.
Strengths:
-Easy way to harm if the victim is too full of 'life'
Weaknesses:
-Easy to notice as the user's hand glows before hand
-Deals no damage, and thus cannot block anything.
Name: Vampiric sense
Rank: D
Type: Support
Duration: 10
Cooldown: 20
Description: For a temporary burst of time, the user may push magical energy into their senses, enhancing the vampirirc senses of smell, sight, taste, hearing, and touch. Each enhanced to extraordinary levels. In non-pvp this can be near limitless within reason, such as being able to smell up to a mile. However in pvp, this is just a simple +50% to senses.
Strengths:
-amps up sensory
Weaknesses:
-Increased senses can lead to increased side effects from illusions or sounds or ect... based on the sense.
-larger cooldown for the duration
Name: Flight
Rank: D
Type: support
Duration:3(x)
Cooldown: 6(x)
Description: Flight is an aero/vampire magic that allows the user to fly or control their air movement at the speed of them sprinting +10%. This flight is very easy to control, and is not bound to flight laws with those flying with wings, but instead they could move freely as if it was normal to run in air, without even moving one's legs. The duration may be extended up to 10 posts for free before one would require a way to increase the duration, but the cooldown is increased by that number as well.
Strengths:
-Easy mobility
Weaknesses:
-wind magic deals 10% increased damage to the user while in this state.
-Not effective for extreme sustain as the cooldown is fairly lengthy
- Rank C:
Name: Death Ward
Rank: C
Type: Summon - support
Duration: 10
Cooldown: 20
Description: Death Ward, is a creation of an immobile object that is brought from another realm like a summon. It has both an active and passive, like most summons, and can be destroyed like one as well. This Ward appears from the ground on a pillar that looks like it is made of black masonry. The Ward itself is a giant red and black gem that reflects light in strange ways. Both the active and passive have super long ranges due to the ward being unable to be moved, and only having 50hp.
Active Undying Pulse; The Undying pulse effects all allies within a mile of the user, granting them 2% health every other post. This pulse occurs once every other post.
Passive: Iron will: The iron will is a radiant aura that helps allies by raising moral, and blocks 10% of all incoming damage from any source before any other defenses come into play. This blocking of damage only helps allies, and not enemies, or innocents.
Strengths:
-super far range
Weaknesses:
-immobile
-very low hp
-can't do damage
Name: Ritual Circle of the Reaper
Rank: C
Type: Support
Duration: 1
Cooldown: 3
Description: The ritual circle once made, will remain until destroyed by the enemy or random events. This spell creates a ritual circle for other spells be it if they require it, or can use it for additional purposes. As so long as the circle exists, the user's ranges and aoe of spells while he stands within the circle, will be increased by 25%.
Strengths:
-Stays until destroyed
Weaknesses:
-Weak, easily destroyed
-Obvious
Name: Life is for the Undying
Rank: C
Type: Offensive - support
Duration: X - Same as target spell
Cooldown: Y -Same as Target Spell
Description: This spell attaches itself to any other spell for said spell's duration, and has the same cooldown as that spell as well. Enemies inflicted by this have health regeneration reversed for that duration except if it is by a holy means. Healing spells that do not passively regenerate, but instead actively heal, are simply 50% less effective instead.
Strengths:
-Hurts those trying to use passive regeneration
Weaknesses:
-Worthless to those using holy means
-weak to those that are using active healing methods.
Name: Undying Mana
Rank: C
Type: Offensive - support
Duration: 1
Cooldown: 5
Description: This spell secretly latches itself onto another spell that if that spell hits the enemy(s), all mana regeneration will be reversed for 3 posts. Holy mana regeneration is not effected as much, and simply lowers it by 1/4th.
Strengths:
-Hurts those trying to use passive regeneration
Weaknesses:
-near worthless to those using holy means
-Doesn't reverse, but rather only cuts the normal 10%/5 post regen everyone receives by half.
Name Incubus Miasma
Rank: C
Type: Offensive - Illusion
Description: e Incubus Miasma, a spell which creates a false attraction or 'lust' for the user to anyone equal rank of the user or less. Though the level is entirely up to the victim if at all. However what is not up to the victim is the consequences of this spell. This spell doesn't debuff, as it doesn't directly impact the victim, but rather the victim will have lost concentration unless they have a spell that buffs their concentration,. This loss of concentration translates into making all spells cost 2% more mana, and signature spells costing 1% This is half effective for higher ranks than the user, but twice as effective for those two ranks or less. This Miasma works like an aura that is 40meters out from the user, inflicting those within it.
Duration:4
Cooldown: 5
Strengths:
-Has both plot power, and easily used field control.
Weaknesses:
-Avoidable by spells that amp up the concentration
-Avoidable by staying out of the miasma field.
Name Blood Fountain
Rank: C
Type: Support
Description: Blood Fountain is a stationary Summoning spell, pulled from the dimension of death's hidden Arsenal that amplifies the user's and the user's allies. This amplification is based on the active and passive effect of the summon. This summon cannot strike on it's own, and appears as a normal stone or masonry fountain that cycles blood instead of water.
ActiveScy of Blood: Those that are not undead have their damage reduced by 25% or 5dmg(which ever is more) upon being cast. This works up to 3 times a post, and will be based on the user's will. cannot be used more than once on the same source(i.e cannot use this more than once on the same spell)
Passive Amplifies all damage the user or their allies do by 25% damage or 5dmg(which ever is more). This passive buff is based on the user's, and not the summon's rank. This does not buff the active ability's damage. Due to being stationary, this summon's aoe is 200meters from itself. Allies that are not undead will not receive the buff.
Duration:3
Cooldown:4
Strengths:
-Easy to use
Weaknesses:
-Stationary
-Allies must be undead for the buff to work
-Undead bypass the damage reduction.
Name Ward of Illusions
Rank: C
Type: Summon
Description: A Black crystal with purple and red energy will sprout from the ground until it fully emerges and levitates at the spot it was created. The thing itself appears to be constantly bleeding, dripping a red and black liquid to the ground at a steady rate, this 'blood' is part of the passive and active. This summon may not move on it's own, and it is human sized. It has three times the normal HP for a summon of C-rank, but cannot deal any damage by itself without the active or passive, which does not deal damage anyways.
Passive: The potent odor of decaying flesh, and blood fills the entire area, this scent is so overwhelming that it blocks any chances to smell anything different regardless of how good you are at smelling. Though this scent is not harmless. Those within it will start to notice more and more corpses around the area with the sense of feeling that those corpses were always there, and didn't just 'appear' from nowhere. This will not effect anyone the user does not wish to effect.
Active: Living creation, by pooling from magical sources, and the dirt below, this active ability activates only upon death, or when the summon is removed from the area. It will solidify the illusions of the corpses creating true corpses still decaying. These corpses do nothing alone, but they remain until they themselves are destroyed or removed. The smell of these corpses is 'there' but no stronger than a normal corpse decaying.
Duration:3
Cooldown:4
Strengths:
-Destroys the sense of smell entirely while it is active
Weaknesses:
-Low duration
-weak in terms of damaging offense.
Name Shadow Sight
Rank: C
Type: Support
Description: Shadow sight is not a sensory ability or spell but rather a 'I see from the shadows' sort of spell. This is not effected by spells the affect sensory or 'sight' be it for the bad or the good and will see those in a normal sense. Allowing the user to see perfectly from any shadow within 60 meters of his "seeker" ability range. This acts like a hive-mind sort of 'sight', so if one sight is blinded, they can still see through any other shadow or area without light
Duration: 5
Cooldown:6
Strengths:
-Wide range sight technique
Weaknesses:
-areas of an abundance of light make this harder to use
-can't use the shadows of another living thing.
- Rank B:
Name: Ritual Terrain
Rank: B
Type: Offensive - Requires blade of reckoning
Duration: 7
Cooldown: 8
Description: Ritual Terrain is a terrain morphing ability that causes the ground to erupt with blood and brimstone, bones rise to the surface as the ground begins to give way like a deep swamp marsh, many feet of blood soaked mud as the ground begins to warm to an almost boiling point. Pockets of smoke erupt randomly throughout this field that stretches up to 300meters from the user, and will stay like this for the duration. Once the duration is over, the terrain does not simply go back to normal, but it begins to settle, and is no longer fueled. It would return to normal as fast as 'normal' would be for an entire 30meter wide, with at least 10 feet deep of blood soaked mud to dry, and return to normal. The purpose of this spell however? It does little aside from a massive terrain change that if the user charges it, can sit in a ritual circle charging the range by 50% per post, up to 10 posts. What this does do for allies however is restore 1% mp per post, and for thing without mp(summons) that translates into 1% hp instead. Allies and the user alike can stand on top of the terrain no problem, while enemies may find it harder to navigate the mud that causes them to sink fairly quickly. Its said that the blood caused by this, is the dried up blood of the countless thousands of years people have fought within the lands, making the blood entirely untraceable as to who it belonged to. For enemies within this area, even without touching it, as it is more of a dome. Spells will cost 2% more, but this effect can be toggled.
Strengths:
-Super massive aoe
-small area buff
Weaknesses:
-Doesn't aid the user
-Doesn't aid the user's summons except HP
-Does zero damage, and cannot be used as a defense.
Name: Vampire Swarm
Rank: B
Type: Offensive
Duration: 6
Cooldown: 7
Description: Vampire swarm, is a creation of hundreds and thousands of bats/locus, and other annoying small flying creatures that can tear, shred, and eat at flesh like ravaging hungry zombies. In plot, this can easily cover a city within an hour's time. For pvp, they can only be controlled up to 150 meters away(NOTE, just because they can travel up to 150meters away, does not mean they will take that much space up. at most they can take up roughly 40meters diameter of an area), but swarm around like a pitch black cover that can deal no more than 1/2 B-rank per post for the duration, but no less than 1/4 if the enemy was affected by it. Affecting NPCs for job/social allows this to go beyond that within reason.
Strengths:
-Controllable chaotic swarm that is hard to hit
Weaknesses:
-The swarm can easily be taken out by a massive aoe as they move at C-rank speed
-Only Pact mates are safe, nothing else. Meaning the user cannot use this if they intend to keep the targets alive.
Name: Endless horde
Rank: B
Type: Summoning
Duration:6
Cooldown:7
Description: Considered a Grand summon. The endless horde is a large swarm of undying that raise from the ground. Where they originate from is unknown. This creates a group of 25 humaniod figures all wielding an iron weapon or even a throwing spear/bow and some potentially a shield(shields are cosmetic). Each humanoid figure has 15hp, and can deal 10hp with a swing of the sword leaving a bleeding wound. Note, no more than two times B-rank spell worth of damage may be dealt per post by this summon alone. If however a spell is used to amplify the damage of this summon, then add one more B-rank per buff that is B-rank or above. Buffs that are C-rank, only allow 1/2 C-rank to be added. D-rank buffs only allow 1/4th D-rank to be added
Active Relentless: Each post, the #'s will return to 25 if below, or generate 10, which ever is greater, actively restoring the summon's power in numbers.
Passive Despite such a huge number in summoning, not only does this count as one summon, but they all are still strong, dealing considerably stronger damage for such a multiple entity based summon
Strengths:
-Numbers, numbers, numbers
Weaknesses:
-Aoe can annihilate all of them quickly.
-Low HP per undying.
Name: Death's Despair
Rank: B
Type: Offensive
Duration: 6
Cooldown: 7
Description: Death's despair is a painful fear. An invisible aura that extends from the user's body up to 40 meters away to deals rank worth of damage each post the victim(s) stay within it, or enter the aura. This aura ignores the physical aspects of the body, and strikes at the magical core, hurting the life directly as so long as the victim is within the aura. However this aura's biggest weakness is it makes those within it want to get out even before they know the damage it causes by causing a fear of the user. This fear is up to the victim unless Raiza is two ranks higher, in which it becomes a terrifying fear, a 'need' to escape. Due to this, Raiza cannot be 'feared' while using this, as it is designed to cause fear to others and the user would not feel fear of those whom are inflicted by it.
Strengths:
-Wide range, DOT
Weaknesses:
-easy to escape, as it gives those in it, a reason to stay away.
-While invisible, it is not un-sensable, and those actively searching for magic, could feel the aura.
Name: Eternity of Hell
Rank: B
Type: Offensive
Duration: 1(6)
Cooldown: 50
Description: Eternity of hell costs the user both hp, as well as a large sum of mana as a trump card spell would. Eternity of hell starts as a simple black ball in the user's hand before being dropped or thrown, erupting into a massive relentless destruction. This destruction levels all buildings within range effortlessly, killing any npc as well. This consumes 75% of the user's mana, as well as it also deals 350dmg to the user(not including endurance buffs) the user has. Once this large cost is paid, it erupts out into a city wide(or for pvp, roughly 700meters from the user as the center) and deals triple rank worth of damage. Those that are damaged by this lose the max hp equivalent to the damage for the thread as well as the damage, leaving this to be an extremely deadly spell to be caught in, yet the cost is justified. For six posts after this, any healing effects are unable to be used by anyone not considered an ally of Raiza, and those that do have healing effects(non-lineage) will be increased by a flat +5%(not to exceed 15% as par rules)
Strengths:
-Large area
Weaknesses:
-Hurts allies unintentionally unless Raiza specifically ensures it doesn't
-Leaves Raiza very weakened.
Name: Beautiful Lie
Rank: B
Type: Offensive
Duration: 5
Cooldown: 6
Description: Beautiful Lie is an offensive spell that resembles an illusion but is all too real. This gives allies, or even victims a false sense of hope. Well thats not completely correct. What this truly does is gives everyone within 50 meters of the user, an increased Health pool, in fact this health pool is 500extra HP. Those that have ways to guage their health, can see this instantly, others, can instead sense their life energy greatly boosted, even so much as to have a large white aura from their body. Think this is over powered? Read on. While they gain this 500extra HP they will soon realize that this is a costly mistake to rely on it. After the duration ends, or the user ends the spell early, then the everyone effected by this instantly looses that 500 extra HP. This HP would be considered added to your normal hp and can push you over the edge. In example an A-rank mage has 400hp. This would make their hp be 900 out of 400. Note this may even work on the user or allies if they choose. LOOP HOLE NOTE: In no way, can the user, or enemies, reverse the loss of hp to instead gain a stupid amount of hp.
Strengths:
-Can trick enemies into believing they are stronger, or the user is stronger than normal.
Weaknesses:
-The HP boost is taken away later.
-Not very practical in all situations
Name: Painful Truth
Rank: B
Type: Offensive.
Duration: 5
Cooldown: 6
Description: Painful truth is the denial of death. It takes up to 500hp from the user(their choice) and after 5 posts, will return that hp to themselves. This can make them appear weaker than normal. This can work on allies too, but it is best advised to educate them on the spell before hand. Note, when this returns the HP back to the user, they CAN go over their maximum HP if they had recovered any HP in the time frame. Enemies within 50 meters will instead suffer B-rank damage instantly, but then have that same amount recovered in 5 posts. Note the latter about effecting enemies, is entirely up to the user. This cannt be used to kill enemies unless they are npcs.
Strengths:
-Easily able to fool enemies.
Weaknesses:
-Deals no true damage
-Returns the hp of enemies if it is used on them
- Rank A:
Name: Death Mist
Rank: A
Type: Defensive - Barrier
Duration: 7
Cooldown: 8
Description: Death mist is a barrier spell that makes the user appear as if they have a faint black hue to their body, this'll absorb 3x A-rank worth of damage before breaking. If the user is at max health, when they regenerate HP, the shield may instead regain some durability, but this is ONLY once every other post, like normal HP regeneration. If the barrier is hit by a holy light spell, then regeneration will be half as effective.
Strengths:
-Strong barrier that lasts a decent # of posts
Weaknesses:
-obvious when active
-Holy spells deal 50% more to this barrier
-Spells of light deal 50% more to this barrier
-Any spell if used in direct sunlight do 10% more to the barrier
Name: Blood Rain
Rank: A
Type: Offensive
Duration: 10
Cooldown: 11
Description: Blood rain not just doubles as a vampire attraction galore, but each rain drop is piercing, and cuts deep into the flesh like falling razor blades. It phases through clothing, and even buildings. Its as if it is designed to strike through right to the core of humanity, and spill blood where they stand. NPCs are easily killed within a post or two, unless they are job npcs. Event NPCS are killed only when event boss/mod/admin says such, and for pvp, this deasl a maximum of 10% rank worth damage in a single post. Blood rain is an especially long range, effecting a small city wide area. For pvp this only reaches 75meters This spell may be charged and add an additional 10% but the user must sit within a ritual circle of blood to do such for two entire posts.
Strengths:
-Massive range
Weaknesses:
-low damage for wide range
-Just because it phases through all solid objects, does not mean it will phase through magical, and thus is still blocked by magical sources.
Name: Abyssal Ritual
Rank: A
Type: Offensive -support
Duration: 10
Cooldown: 20
Description: The Abyssal Ritual conjures up a black and red ritual circle surrounding the user, and if the Ritual circle of the reaper is currently being used, then this places it around that while adding runic symbols to it as well. The abyssal ritual circle is 10 meters wide and completely confines the user from moving more than a foot from the center. While in this ritual circle all spells cast have an increased +100% range, and a +25% damage. This spell itself cannot be buffed aside from being put in a fusion spell. Note, summoning spells simply have hp buffed by 50% and damage buffed by 25% instead. Note: Every rank this spell is above the buffed spell, add 10% to the range, and 5% to the damage buff.
Strengths:
-Amps up other spells
Weaknesses:
-Can be destroyed by dealing B-rank damage to the ritual circle
-Forces the user to be very still, unless they break the ritual circle.
Name: Reckoning Explosion
Rank: A
Type: Offensive - Requires blade of reckoning
Duration: 1
Cooldown: 5
Description: Reckoning Explosion works off of the blade of reckoning's power. This compiles all the shots allowed in a single post into one small dark red sphere that may be shot off like a normal projectile from the blade of reckoning, except this will create a 50meter wide explosion of hellish dark energy that adds A-rank damage to damage of the projectiles of the blade of reckoning. The area that is effected by the explosion of dark energy has a lingering odor as well as a soul rending effect that for the next 20 posts, will deal 3dmg to anything that enters the area, and 3dmg per post they stay within it. This 3 dmg may never be altered beyond 3dmg. In plot/non-pvp, it may be increased to near instantly kill npcs.
Strengths:
-Medium area, and quick to use
Weaknesses:
-After effect is very limited in strength
-Consumes all the allotted projectiles for the user's blade of reckoning for that post & as a penalty, they may not use any projectiles of blade of reckoning the next post either.
Name: The Undying Servant Fledgling: Blood Fiend
Rank: A
Type: Summon
Duration: 9
Cooldown: 10
Description: The blood fiend is a grand summon that takes the form of a feral looking humaniod creature with immense speed and strength that rivals that of any A-rank mage. They possess quick reflexes and mastery of close quarters. As all grand summons are, this summon has increased damage and hp than that of a normal summon. Hp is 240(360 after passive), and damage per strike is 31(43 after passive). Blood fiends typically appear as black and red creatures leaking blood from their body with emerald green eyes that have no pupil or iris. It looks as if horns are starting to sprout from their head.
Passive Passively increases the HP of the Blood fiend by 50% As well as increasing the damage by 12 points, bringing it to 43dmg per strike.
ActiveBlood strike, or otherwise known as a blood for strength. The blood fiend upon hitting the victim will leave a lacerating wound that will begin to burn with the tainted blood of the bloodfiend, causing an added 8dmg for three posts. This cannot occur more than once per post on the same person, or more than four stacks total.
Strengths:
-Durable beyond normal summons through use of the passive
Weaknesses:
-has no ranged ability
-x2 damage from holy or light spells
Name: Reaper's Curse
Rank: A
Type: Offensive - Requires blade of reckoning
Duration: 5
Cooldown: 6
Description: Reaper's curse is a major area debuff that gives those within the area haunting phantom images. The images that just appear right outside their line of sight, as if they barely see something move and no matter where they turn, there is a set of eyes off in the distance, haunting them. This gives those effected by it a strange sense of being overwhelmed, and for the duration their magical damage output(regardless if immune to illusions or not) is weakened by 35%. This works on anyone that can see the user, or are within 100meters of the user. Those Raiza considers an ally are exempt from this spell.
Strengths:
-Harms one's ability to cast powerful spells
Weaknesses:
-doesn't work on long ranges if one is not directly looking at the user.
-Low duration for a A-rank spell
Name: For whom the death bell tolls
Rank: A
Type: Lost - Arcane
Duration: 6
Cooldown: 7
Description: For whom the death bell tolls, a ring like no other, sending the weak minded into an eternal slumber, for others just pure chaos. The way this works is all non-job/event based npcs, this easily kills off with no trouble. Job npcs take A-rank damage per post, and event npcs take up to A-rank damage per post but can be lowered depending on the event moderator's decision. For non-pvp the range is about a city wide, but for pvp this is roughly 75 meters. Those that cannot 'hear' sounds, are still effected as this is still a wave of magic. No damage is dealt to any structure, or barriers, but rather it causes wide range damage starting with the initial impact of 60dmg to the epicenter(near the user up to 25meters) then 40dmg from 26 to 50meters, then finally 20dmg to those 51-75 meters. After this initial impact, the ring can still be heard, dealing 35% of rank worth of damage, regardless of range for the remainder of the duration. Note, you do not need to be within the range to recieve the DoT, but rather just either have been hit with the initial impact, or have entered the range once. Allies are exempt from this spell. Note, if you are immune to sounds/unable to hear them, then the initial impact will do 10% less, and the ring will do 25% damage instead of 35%.
Strengths:
-Sturdy Aoe
Weaknesses:
-No damage to buildings/obstructions
-Those immune to sound receive a reduction in damage.
- Rank S:
- -LOCKED TILL S-RANK
- Rank H:
- -LOCKED TILL H-RANK
List of Spell Fusions: (ARE ON NEXT POST)
Last edited by Raiza on 1st December 2016, 10:12 am; edited 24 times in total