Primary Magic: Soul Magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Soul magic is an ancient art passed down from ancient adventures in terrifying lands. Therefore, the magic must be scary as well, to keep up with it. This magic, although not for the faint of heart, or soul, is extremely powerful as it draws on the power of the soul of the user. People who use this type of magic are normally incredibly strong willed and very loving, as their soul grows with every person they help, although they don’t know that. Combat against a soul mage will normally result in a loss for th opponent, as only the strong can wield the awesome power of soul magic. The uses of this magic are many and varied but it specialises in creating constructs with the basic essense of what makes up a living being,the soul. The constructs created in this fashion are merely temporary in nature but can cover any number of situations from simple noncombative work to mid line battle support and everything inbetween. In addition to the more standard attacks that this magic posseses it also happens to be of great use when trying to secure or subdue a target that has made themselves known as most of the offensive spells that are within it's purview also have a stunning or movement limiting ability to accompany their outright damage.
Strengths: -As it is based on the soul of the user, it grows in power as they get stronger, but it can also hurt them if they try to use too much of it.
- Very versatile spells.
-They all have a small for of cc, be it slowing, silencing, stunning, impaling, or so forth.
Weaknesses: -Can deal damage to the user.
-all spells have a chance to miss, about 1 in 30, but if the user is concentrating, the effect is reduce until it is essentially nullified.
-It can be used on friendly targets.
-as it mainly focuses on damaging the soul of the user, opponents without a soul will be mostly unnaffected, reducing the damage they take from the spells by 75%
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Soul magic is an ancient art passed down from ancient adventures in terrifying lands. Therefore, the magic must be scary as well, to keep up with it. This magic, although not for the faint of heart, or soul, is extremely powerful as it draws on the power of the soul of the user. People who use this type of magic are normally incredibly strong willed and very loving, as their soul grows with every person they help, although they don’t know that. Combat against a soul mage will normally result in a loss for th opponent, as only the strong can wield the awesome power of soul magic. The uses of this magic are many and varied but it specialises in creating constructs with the basic essense of what makes up a living being,the soul. The constructs created in this fashion are merely temporary in nature but can cover any number of situations from simple noncombative work to mid line battle support and everything inbetween. In addition to the more standard attacks that this magic posseses it also happens to be of great use when trying to secure or subdue a target that has made themselves known as most of the offensive spells that are within it's purview also have a stunning or movement limiting ability to accompany their outright damage.
Strengths: -As it is based on the soul of the user, it grows in power as they get stronger, but it can also hurt them if they try to use too much of it.
- Very versatile spells.
-They all have a small for of cc, be it slowing, silencing, stunning, impaling, or so forth.
Weaknesses: -Can deal damage to the user.
-all spells have a chance to miss, about 1 in 30, but if the user is concentrating, the effect is reduce until it is essentially nullified.
-It can be used on friendly targets.
-as it mainly focuses on damaging the soul of the user, opponents without a soul will be mostly unnaffected, reducing the damage they take from the spells by 75%
- Lineage:
- Lineage: Ability: Depending on the rank of the user, they are able to summon a skeleton (D), a zombie(C), a poltergeist(B), a ghoul(A), or a wraith(S) in battle to assist them.
Usage: The summoner temporarily lose a spell slot of the same rank as the creature they have summoned for every creature summoned. Once a summon has disappeared, the spell slot becomes reoccupied with the spell that was there before the activation of this Lineage. Only three creatures can be spawned per thread. Each summon lasts for four posts. The act of summoning has a 2 post cooldown.
- Abilites:
- -Rage: It activates as a sort of berserk mode, meaning that it cannot be activated on purpose, and it can only activate on Johnny. It increases the damage he deals by 1.5x, but increases the damage he takes by 1.5x. This ability activates for 2 posts, and can only be activated once per thread.
-Friendship: Passive ability that makes it so the more people I have working with me in an encounter, that i consider to be friends, the less mana I use. For every 5 other people I am working with, it reduces the mana cost of my abilities by 1%, meaning that the more people I am working with, the easier it is for me to keep casting spells. It also has a maximum amount that is able to be reduced, 5%.
-Recharge: As it is his soul that he is using to cast his spells, the users "mana" will recharge much faster then mages of the same rank, as they have to to be able to compete with other mages. Their "mana" recharges at 3 posts for the regular amount regen'd, instead of 5 posts..
- D-Rank Spells:
- Heavy Soulmass:
- Name:Heavy SoulMass
Type: Offensive
Duration: Instant
Cooldown: 2 post cool down
Description: It is a set of 5 floating balls that hover around me, in a semicircle around the top of my head, each about 1 foot in diameter. They are summoned when i cast the spell, and I can target an enemy and fire a chosen amount at the enemy. Each does 25% d rank damage. The cool down starts after I fire the last orb, and each orb travels at around 25 mph. They have a max range of 20 m and have no targeting capabilities. It has aoe damage as when it hits an enemy or terrain it explodes.
Strengths: -When the spell hits it dissolves, causing a stun effect on anything d-rank 50% of the time, and every above rank 25% less of the time.(C-rank=25%, B-rank=0%, and so on.) It stuns for 1 post. The stun is not transferred to targets that take the aoe damage.
-Deals damage for each orb that hits, and if all 5 orbs hit it does 125% d-rank damage.
-They are similar to bubbles in that they explode upon contact, dealing damage in a 5 ft circle, but every target other then the intended only takes half damage.
Weaknesses: -The stun effect only triggers once per set of orbs on one enemy. So if someone get hit and didn't stun then they would be fine for all the rest. If 1 gets hit and stunned, then I turn and hit another, that is a separate chance to stun.
-If 3 or less orbs hit the opponent then the spell would do 75% d-rank damage and less, according to the number that hit.
-The orbs cannot home around shields or barriers so if they can block in time, it will not hit.
-Can target allies/be deflected into allies.
- Soul Shield:
Name:Soul Shield
Type: Defensive
Duration:2 posts
Cooldown: 3 posts after it dissipates.
Description: The spell is a shield/Barrier that is attached to the left hand. It sits on the palm of the hand and can grow and shrink at will, with a maximum size of 5 ft diameter, and a minimum size of 1 ft diameter. Other spells can be cast around the barrier, from the other hand, but not through the barrier. The barrier is stronger the smaller it is, so if it is at max size, it won't block much, but if it's at min size, it would block an extremely powerful attack. At max size, it blocks 2 d-rank spells, and at min size it blocks 1.5 c-rank spells.
Strengths: -Can Grow and shrink at will and is very mobile.
-Can block an extremely powerful spell when at its minimum size.
-Can cast other spells while using it.
Weaknesses: -Exceedingly weak if at max size, though it can block weaker spells. At max size the weight is high an it is very cumbersome.
-No spell can pass through it, not even allies.
-If it breaks from sustaining a strong attack before 2 posts, then I get stunned for a post.
-It is rather blurry, and reduces my vision distance and clarity when looking through
- Soul Spear:
Name:Soul Spear
Type: Offensive
Duration: Instant
Cooldown: 1-2 post
Description: I summon a 5 foot long spear, weighing about 2 lbs, which I throw. It can only be thrown as far as I can throw a spear,about 50ft, but I can increase the cooldown to be able to throw it 100ft. It can pierce weak armors and if it goes through someone it can either hit someone behind them as well, or it can impale the person on a wall or the ground, if it hits it. It does 100% d-rank Damage on the first enemy it hits, and if it passes through it does 1/2 as much damage to every enemy it hits after.
Strengths: -Can pierce people and armor if the armor is weak enough.
-Can impale people to objects if they are close enough to a wall or other structure, and will immobilize them and deal 10% D-rank damage if they try to move while impaled.
-Does a lot of damage in a line, if it can pierce the enemy.
Weaknesses: -Will do slightly reduced damage(90% D-rank) if the armor is to strong for it.
-Difficult to aim, and has no homing ability. Only hits 90% of the time on stationary targets with no other variables involved.
-Can only throw the distance I could throw a spear, about 50 ft, unless I increase the cooldown, then it can be thrown 100 ft.
-Can hit allies if they are right in front of the enemy.
- Beads Of Darkness:
- Name: Beads of Darkness
Type:Offensive
Duration:Instant
Cooldown:2 posts
Description: Similar to Heavy Soulmass, it instead summons 30 spell orbs, each about the size of a marble. The rotate sporadically around the body, and can be fired off machine gun style in a wave, or they can be fired shotgun style, with all the orbs being shot off the body at once in either a specified direction, in a cone move, or fired in a dome around the body . They cannot be fired 1 at a time. Each deals 5% of D-rank damage. They move at a speed of 35 mph, and have a max range of 15 m.
Strengths: -Incredibly versatile, as it can be fired multiple ways.
-Can deal a lot of damage if someone where to get hit by all of them.
-Chance to stun the target if they are hit in the back by one of the projectiles, with the stun lasting 1 post.
Weaknesses: -Every orb is fired at once. There is no stopping and starting once Johnny has begun firing them.
-If it is used incorrectly, for example, on a combat mission with allies, the explosion version could damage them as well.
-Deals significantly reduced damage if only a few of the orbs hit.
-0% chance to stun if the target is expecting them.
Last edited by Johnny Be-Good on 8th August 2015, 11:01 pm; edited 5 times in total