Username:Dubhlainn
Secondary Magic Name: Battle Born: The Esper
Evidence of Accomplishment: (insert link to training thread)
History
There was a reason why Dubhlainn easily became one of the war icons of Mirai History; it was on a fateful day that he met a mage who truly understood the nature and power of his magic. According to that mage, Dubhlainn’s true nature has been deprived due to the fact that he was experimented on. Before Dubhlainn became a super soldier working for the empire, he’s known to have a magical property that grants him resistance to magic that’s meant to harm him which indeed is a terrible loss for someone like him, now limited to being immune to only specific kinds of magic.
It was known that Dubhlainn was supposedly born as an entity, not a God, nor a Demon but something far more that gives a whole meaning to his existence, a demi-human that possesses the powers to commune and adapt to those of the Espers, the guardians and symbols of natural calamity and the aspects of humanity itself. Having been taught of this, Dubhlainn achieved far more than what he already has and saved countless lives for the price of taking away twice as more which became the burden and curse of this magic, according to him that is. After having been fused with numerous essences of demi-humans hunted and killed by the people who created his powers, a limit was broken or rather a forbidden gate has been opened. Its because of this, his deeds were works of a miracle but at the same time a great calamity.
There was a reason why Dubhlainn easily became one of the war icons of Mirai History; it was on a fateful day that he met a mage who truly understood the nature and power of his magic. According to that mage, Dubhlainn’s true nature has been deprived due to the fact that he was experimented on. Before Dubhlainn became a super soldier working for the empire, he’s known to have a magical property that grants him resistance to magic that’s meant to harm him which indeed is a terrible loss for someone like him, now limited to being immune to only specific kinds of magic.
It was known that Dubhlainn was supposedly born as an entity, not a God, nor a Demon but something far more that gives a whole meaning to his existence, a demi-human that possesses the powers to commune and adapt to those of the Espers, the guardians and symbols of natural calamity and the aspects of humanity itself. Having been taught of this, Dubhlainn achieved far more than what he already has and saved countless lives for the price of taking away twice as more which became the burden and curse of this magic, according to him that is. After having been fused with numerous essences of demi-humans hunted and killed by the people who created his powers, a limit was broken or rather a forbidden gate has been opened. Its because of this, his deeds were works of a miracle but at the same time a great calamity.
Strengths
Basically it allows the caster to transform and ascend into the said entity and turns all natural attributes into that of an esper. Espers are not entirely God like beings but are considered to be guardians or symbols of the aspects. Some Espers actually represent the twelve Zodiac signs, some were given titles to rule certain domains, commanding magical ley lines to their will, creating territories that empower them to their full potential.
Espers can deal additional magic damage and burst depending on what form the caster has taken. Espers have a variety of special abilities and effects. Not all forms may deal magical burst damage; some forms may conjure spells with powerful crowd control effects. It’s because of having to possess such variety of powers is that makes the caster a force to be reckoned with.
This magic cannot be assimilated by any other magic, it’s a rare kind of magic that’s similar to both Requip magic and Take over magic altogether. However given that the magic may (Segments missing)
Basically it allows the caster to transform and ascend into the said entity and turns all natural attributes into that of an esper. Espers are not entirely God like beings but are considered to be guardians or symbols of the aspects. Some Espers actually represent the twelve Zodiac signs, some were given titles to rule certain domains, commanding magical ley lines to their will, creating territories that empower them to their full potential.
Espers can deal additional magic damage and burst depending on what form the caster has taken. Espers have a variety of special abilities and effects. Not all forms may deal magical burst damage; some forms may conjure spells with powerful crowd control effects. It’s because of having to possess such variety of powers is that makes the caster a force to be reckoned with.
This magic cannot be assimilated by any other magic, it’s a rare kind of magic that’s similar to both Requip magic and Take over magic altogether. However given that the magic may (Segments missing)
Weakness
Knowledge and familiarity over the different kinds of espers that exists in the realm will easily decipher out the form he takes. Once a form is recognized, its only a matter of analysis and skill in order to defeat him.
The caster can only transform to one entity at a time, as transforming to multiple entities consecutively will put heavy strain on the body after using his magic. In addition he cannot merge any of his forms into a new entity, so the Caster must take the appropriate form and decide carefully.
This magic is considered to be a kind of Lost magic for those who have knowledge over Battle Born magic which is extremely rare. Even though this magic was purely to compensate for Dubhlainn's lack of magical bursts, this doesn't mean he can be defeated. Immunity to crowd control would hinder effectiveness, if one can easily adapt to situations, given the ability to adjust to the various styles of combat he exhibits can prove to be advantageous.
Battle BornThe Esper is limited to have only a reasonable set of forms, mastery over each form is heavily advised and conditions must be met accordingly as the requirements for each for follow a strict kind of rule. If the Caster goes beyond the capacity such as storing more contracts from Espers, if he uses it while under those conditions, its possible that the Caster himself may turn into an Esper himself.
This magic is said to bring forth miracles such as saving lives but comes at the price of taking twice as many people saved. A miracle and a calamity which is the ultimate burden.
Knowledge and familiarity over the different kinds of espers that exists in the realm will easily decipher out the form he takes. Once a form is recognized, its only a matter of analysis and skill in order to defeat him.
The caster can only transform to one entity at a time, as transforming to multiple entities consecutively will put heavy strain on the body after using his magic. In addition he cannot merge any of his forms into a new entity, so the Caster must take the appropriate form and decide carefully.
This magic is considered to be a kind of Lost magic for those who have knowledge over Battle Born magic which is extremely rare. Even though this magic was purely to compensate for Dubhlainn's lack of magical bursts, this doesn't mean he can be defeated. Immunity to crowd control would hinder effectiveness, if one can easily adapt to situations, given the ability to adjust to the various styles of combat he exhibits can prove to be advantageous.
Battle BornThe Esper is limited to have only a reasonable set of forms, mastery over each form is heavily advised and conditions must be met accordingly as the requirements for each for follow a strict kind of rule. If the Caster goes beyond the capacity such as storing more contracts from Espers, if he uses it while under those conditions, its possible that the Caster himself may turn into an Esper himself.
This magic is said to bring forth miracles such as saving lives but comes at the price of taking twice as many people saved. A miracle and a calamity which is the ultimate burden.
Unique Abilities
Mist
What one calls the “Presence of a Magical Entity” namely the Espers themselves. Mist is usually created when of course a said magical entity claims territory or simply because they are present in an area. They are usually scattered in different parts of the world and its quite rare to encounter mist. Mist is usually a place where one can cast magic freely, despite the terrain however not all mist may be because of an entity’s presence rather it’s a magical phenomenon that is said to fill an area with concentrated levels of magic where not even a single soul or living thing is present. The cause for it is still unknown or at least in Earthland, common reasons for its appearance could be caused by a large number of magical stones in one area. Kyoka is a planet that's naturally filled with the said mist.
This ability becomes passive if the user wills it, they can gather a high concentrated level of magic in one place no matter what terrain they are in, providing an area where magic is possible and that spells can be cast. All mages in the Mist will regain a percentage mana once every three post. Five posts after the Mist is materialized, the caster can choose to shut it off, completely depriving the area of magic and putting all spells on cooldown immediately. Once the Mist is shut off, any methods of Mana Regeneration is no longer possible within the affected area. Prerequisites before setting up a mist require a three character post. The total radius of the mist extends to 30 meters from D to B rank, starting from A rank the mist's range will reach around 45 meters.
Oath of the Ascended
Espers were once entities created and favored by the Gods themselves, they guardians and symbols of natural calamity and the aspects of humanity itself, beings of strange form and appearance made by the gods in ancient times. Favored with great strength and intellect, the Espers knew power far beyond that of men, but their power made them proud, and at length they sought to challenge the gods. Seeing this, the gods were angered and struck down their blessed children, their doom it was to walk the Mist until time's end.
Only a few Casters are privileged to contract with an Esper’s power. Usually anything that’s affiliated with Espers involves summoning them to their side, aiding them in battle, however in Battle Born: The Esper, it allows the caster to make use of the Esper’s magic and power into their own by means of contract, a bond with them combining both the Caster and the entity as one mind, one body and one power that may even rival that of the Gods themselves.
While having taken form of an Esper, the caster is granted a unique ability belonging to the said esper. The Unique ability will take effect only when the caster is in the said form, changing to another form causes the previous ability to disappear in order to gain the other. These forms may last indefinitely usually require both mana and health. If a Caster manages to conjure and change multiple transformations, after the last transformation, all of the user’s magic will become null and void effectively.
Mist
What one calls the “Presence of a Magical Entity” namely the Espers themselves. Mist is usually created when of course a said magical entity claims territory or simply because they are present in an area. They are usually scattered in different parts of the world and its quite rare to encounter mist. Mist is usually a place where one can cast magic freely, despite the terrain however not all mist may be because of an entity’s presence rather it’s a magical phenomenon that is said to fill an area with concentrated levels of magic where not even a single soul or living thing is present. The cause for it is still unknown or at least in Earthland, common reasons for its appearance could be caused by a large number of magical stones in one area. Kyoka is a planet that's naturally filled with the said mist.
This ability becomes passive if the user wills it, they can gather a high concentrated level of magic in one place no matter what terrain they are in, providing an area where magic is possible and that spells can be cast. All mages in the Mist will regain a percentage mana once every three post. Five posts after the Mist is materialized, the caster can choose to shut it off, completely depriving the area of magic and putting all spells on cooldown immediately. Once the Mist is shut off, any methods of Mana Regeneration is no longer possible within the affected area. Prerequisites before setting up a mist require a three character post. The total radius of the mist extends to 30 meters from D to B rank, starting from A rank the mist's range will reach around 45 meters.
Caster Rank | Mana Regeneration Rate |
D | 5% |
C | 7% |
B | 10% |
A | 12% |
S | 15% |
Oath of the Ascended
Espers were once entities created and favored by the Gods themselves, they guardians and symbols of natural calamity and the aspects of humanity itself, beings of strange form and appearance made by the gods in ancient times. Favored with great strength and intellect, the Espers knew power far beyond that of men, but their power made them proud, and at length they sought to challenge the gods. Seeing this, the gods were angered and struck down their blessed children, their doom it was to walk the Mist until time's end.
Only a few Casters are privileged to contract with an Esper’s power. Usually anything that’s affiliated with Espers involves summoning them to their side, aiding them in battle, however in Battle Born: The Esper, it allows the caster to make use of the Esper’s magic and power into their own by means of contract, a bond with them combining both the Caster and the entity as one mind, one body and one power that may even rival that of the Gods themselves.
While having taken form of an Esper, the caster is granted a unique ability belonging to the said esper. The Unique ability will take effect only when the caster is in the said form, changing to another form causes the previous ability to disappear in order to gain the other. These forms may last indefinitely usually require both mana and health. If a Caster manages to conjure and change multiple transformations, after the last transformation, all of the user’s magic will become null and void effectively.
Oaths
Crom Cruach: The Messenger
D rank, Transcendence Spell
Can only be used twice without having to pay an additional 20hp
Durable till having been hit by a serious blow (Involves a hit die)
Background
Crom Cruach is the name of a powerful Dullahan who slain a legion of soldiers in a war between two powerful nations. His dominion was a pass that connects the two kingdoms together making everything around the area into a warzone. His power grew the more souls Cruach gains, his strength and battle prowess was unrivaled by any to the point that it surpassed human conditions. Having feared of Cruach’s growing power, the Ao si, the faeries of the unseelie court, stripped him of his freedom and deprived him of his right to return to the pass, his rightful birthplace.
Appearance
The caster transforms into a 7 feet tall and faceless phantom that embodies the power of Cruach himself. They also inherit all traits of a Dullahan which includes wielding a whip made out of souls which can then be erected into a lance, sharpened into a sword or bent to be a Scythe. Which classifies as a Strong class weapon. In addition to this transformation, if the caster owns mounts an animal or a vehicle they will transform as well into the aspect of a Dullahan.
The Hour's March
Cruach can mark a target by staining them with his own blood. While a target is marked they can be tracked down by Cruach, chasing marked targets grants a percent of agility, gaining 1% for every 10% of the target's missing health and deals additional damage equivalent to 1% of an opponent's maximum hitpoints.
Strengths
The caster inherits the powers of a dullahan, granting him a sixth sense which foretells the death of one and another, as well as marking targets with his own blood. Basically everything according to the legend is manifested in the transformed caster
The Hour's March grants the caster a percent of agility while chasing a marked target, gaining 1% for every 10% of the target's missing health. This can also be used to get away from targets using the same method.
Cruach can materialize and manipulate his whip into different forms of weapons which allows him to deliver different types of attacks.
Weakness
Dullahans are more or else Aurophobic, if hit by pure gold they will be considered "bashed" as they fear the curse of Gold itself. This in turn may hinder any action Cruach makes. If gold is used in a spell, the transformation disappears completely and the Caster gains twice the damage afterwards.
Cruach's weapon may take several forms and is limited to only forms the whip can make. The whip may take form of a lance but not an axe. They may form a blade but not a Hammer. Cruach's weapon is classified as a Strong Tier weapon. Any bonus damage the weapon inflicts is magical in nature and not physical.
If Cruach is mounted, attacking and disabling the mount may reduce his versatility in combat. In fact agility/versatility is Cruach's primary asset to a battle.
Direct contact with Cruach's blood marks you as a target, dodging the spill of blood or wearing armor is advised but this blood may only be spilled if Cruach receives damage from an opponent.
Transformation requires to wait for the Mist to come into effect, giving the caster's an opponent an early advantage giving enough time to dish out and bully the caster before the mist appears.
Crom Cruach: The Messenger
D rank, Transcendence Spell
Can only be used twice without having to pay an additional 20hp
Durable till having been hit by a serious blow (Involves a hit die)
Background
Crom Cruach is the name of a powerful Dullahan who slain a legion of soldiers in a war between two powerful nations. His dominion was a pass that connects the two kingdoms together making everything around the area into a warzone. His power grew the more souls Cruach gains, his strength and battle prowess was unrivaled by any to the point that it surpassed human conditions. Having feared of Cruach’s growing power, the Ao si, the faeries of the unseelie court, stripped him of his freedom and deprived him of his right to return to the pass, his rightful birthplace.
Appearance
The caster transforms into a 7 feet tall and faceless phantom that embodies the power of Cruach himself. They also inherit all traits of a Dullahan which includes wielding a whip made out of souls which can then be erected into a lance, sharpened into a sword or bent to be a Scythe. Which classifies as a Strong class weapon. In addition to this transformation, if the caster owns mounts an animal or a vehicle they will transform as well into the aspect of a Dullahan.
The Hour's March
Cruach can mark a target by staining them with his own blood. While a target is marked they can be tracked down by Cruach, chasing marked targets grants a percent of agility, gaining 1% for every 10% of the target's missing health and deals additional damage equivalent to 1% of an opponent's maximum hitpoints.
Strengths
The caster inherits the powers of a dullahan, granting him a sixth sense which foretells the death of one and another, as well as marking targets with his own blood. Basically everything according to the legend is manifested in the transformed caster
The Hour's March grants the caster a percent of agility while chasing a marked target, gaining 1% for every 10% of the target's missing health. This can also be used to get away from targets using the same method.
Cruach can materialize and manipulate his whip into different forms of weapons which allows him to deliver different types of attacks.
Weakness
Dullahans are more or else Aurophobic, if hit by pure gold they will be considered "bashed" as they fear the curse of Gold itself. This in turn may hinder any action Cruach makes. If gold is used in a spell, the transformation disappears completely and the Caster gains twice the damage afterwards.
Cruach's weapon may take several forms and is limited to only forms the whip can make. The whip may take form of a lance but not an axe. They may form a blade but not a Hammer. Cruach's weapon is classified as a Strong Tier weapon. Any bonus damage the weapon inflicts is magical in nature and not physical.
If Cruach is mounted, attacking and disabling the mount may reduce his versatility in combat. In fact agility/versatility is Cruach's primary asset to a battle.
Direct contact with Cruach's blood marks you as a target, dodging the spill of blood or wearing armor is advised but this blood may only be spilled if Cruach receives damage from an opponent.
Transformation requires to wait for the Mist to come into effect, giving the caster's an opponent an early advantage giving enough time to dish out and bully the caster before the mist appears.
Ifrit: Cardinal of the Inferno
C rank, Transcendence Spell
Can only be used once without having to pay twice the manacost
Durable till having been hit by a serious blow or a water elemental attack (Involves a hit die)
Background
The embodiment who hails the crimson throne that ruled over Hellfire. An entity that has seen and disapproved of humanity, not because they are just a primitive race that managed to commune with the Gods but those that has used their power for the sake of dominion, deceit and trickery invoked his wrath as the Cardinal itself burnt them down along with their sins.
Appearance
The caster transforms into a 7 feet tall embodiment of ifrit, hailed with two horns and equipped with a pair of hell forged gauntlets that classify as a Strong + type weapon, blessed fireproof pants and hell forged boots. Small sparks can be seen all around his exposed torso as his skin turns light orange, indicating that fire courses through him like blood.
Immolation
Ifrit’s presence altercates with the mist, all targets within the mist that are classified as enemies will not receive mana regeneration, instead will suffer damage equivalent to 10% of Ifrit's current hitpoints every three posts.
Strengths
Ifrit’s presence transmutes some parts of the mist into sparks of flames. Only those who are recognized as enemies receive damage. Those who fall in line in neutral terms with Ifrit will not receive either damage or mana regeneration. The effect only applies while there are mages in the mist.
Ifrits primary weapons are hellforged weapons that count as Strong Tier +. Melee attacks will have fire attributes. In addition Ifrit only receives 50% damage to all sources of fire damage, regardless of what kind of fire it may be.
As such Ifrit can fire of Flame balls that deal C spell damage area of effect with a cooldown of 2 posts. Ifrit can also fire a different set of projectiles from a ranged distance equivalent to unarmed melee single target damage.
Weakness
Since Ifrit is a fire attribute type esper, he gains additional 30% damage from water attacks and 20% from Ice attacks. Heavy damage from these elements may completely undo the transformation.
Dealing damage to Ifrit reduces damage enemy mages take from his Immolation effect. Firing spell shots outside the mist is advised to avoid indirect damage.
Ifrit is easily angered, use that to your advantage, when enraged tire him out as quickly as you can.
Ifrit works best against opponents if he takes them head on in a melee fight. Do not be a fly who intends to face the spider in its web. Spell shields and any means to reduce fire based damage may help in the situation.
Alexander: Fort of the Holy Light
B rank, Transcendence Spell
Once used, will persist till hp reaches 0 or if they decide to deactivate the mist.
Can only be used once.
Background
An ancient weapon brought to life, imbued with a sacred power whose light ray burns all evil. As evil arrives, the ancient awakens and stands as a banner of hope, the ultimate expression of human perseverance. All who believed and followed behind were blessed with its holy light, bringing tomorrow.
Appearance
There are two ways for Alexander to appear, one is the mechanical fortress, reinforced with a metal of unknown origins and was designed in the same fashion as the King’s Chest piece. Stands at 10 feet tall and is the largest transformation that Dubhlainn has. The other transformation involves a human version of the weapon Alexander itself as the caster is dressed with an attire that resembles the theme.
Command and Conquer
Command: Alexander’s ability while in fortress grants him 20% bonus damage reduction and 15% damage reduction to all unholy, dark and demon attributed magic. In exchange for mobility, four chest pieces are therefore materialized to fight for it, each dealing a quart of Alexander’s total Melee damage with a Legendary Tier weapon. These four chess pieces are the Rook, the Brawler, the Knight, the Lancer, The Bishop, the Archer, The Queen, the assassin. Alexander cannot attack and only the chest pieces may do so. Each of these pieces can be destroyed and respawns 2 posts after its destruction.
Conquer: Alexander’s ability while in human form only grants 10% damage reduction, reserved to all unholy, dark and demon attributed magic. Alexander’s attacks consists of firing light rays from materialized portals within the mist to fire down on the enemy, dealing damage equivalent to total melee damage.
Holy Beam
The Holy Beam is the basic attack of the humanized Alexander that deals damage equivalent to his total melee damage with a Legendary Weapon, which is his only form of attack. Because of its Holy Attribute, Dark, Unholy and Demon magic users receive 20% more damage.
Strength
Alexander’s Fortress form is the ultimate defensive spell, consisting of four guardians to defend it. This also allows him to take on four opponents at once, only with divided strength.
Alexander’s human form relies on materializing beams of holy light upon foes; they can harass multiple targets with spellshots at will. They must be unarmed in order for this to happen.
Alexander more or less is a form designed in such a way that the opponent is fighting against an army that represents the light. Being a Holy Iron Attribute, they deal 20% more damage to all Dark, Unholy and Demon attributed magic users.
Weakness
Its requires the mist to be active for four posts in order to invoke the transformation and requires the longest amount of time to do so. If possible, do not give them any chances to invoke Alexander.
Alexander’s Fortress form does not allow him to move and requires staying in one place. A projectile that deals Area of effect is strongly advised.
Alexander’s Human form cannot fire a holy beam if they are armed. Overall making them nothing compared to a foot soldier.
Alexander once invoked persists until conditions are met, this means the caster cannot invoke on any other transformations until those conditions are fulfilled.
The holy beams can be deflected or blocked by a simple spell shield that blocks the said damage. In addition Holy beams can only be materialized within the area of the mist.
Bahamut: The Heaven's Fury
A rank, Transcendence Spell
Requires twice the mana cost and 10 HP
Requires to be activated in the Mist and can persist without the mist.
Durable till been dealt by a serious blow. (Involves a hit die)
Background
Conqueror of the skies, it is crowned of numerous titles. Only the heaven was considered its dominion, a power that grows through the ages, able to deliver a cataclysm capable of leveling an entire nation to the ground. Its scales are that of shields, its teeth are swords; its claws are spears, the shock of its tail a thunderbolt, wings like that of a hurricane and a breath that brings death. It was said whenever men see Bahamut, they were met with the ultimate judgement whether to live or die.
Appearance
Like Alexander, Bahamut can also appear in two ways. One of them is known as the wingless Dragoon, equipping the caster with a given set of Legendary + Armor and a Legendary + Tier Lance. The second appearance of Bahamut has a similar appearance with the same armor, only this time the armor is fleshed out to resemble Bahamut more than the Dragoon version. Instead of a lance its equipped with Talons that only deal Legendary weapon Tier damage.
(Concept version of the Semi-dragon form, actual form is dark in color)
The Herald's Might
All of Bahamut’s attacks and spells ignore armor and spell defenses of a rank according to the caster’s rank. If a spell defense has a rank the same as the caster’s it will be penetrated and ignored. A spell defense higher than the casters cannot be penetrated by all means. If the target has no defenses, it deals an additional 10% damage. In addition to melee attacks, Bahamut can also manifest his melee attacks into ranged ones but will not have the 10% damage bonus.
While in the Wingless Dragoon form, once every three posts, Bahamut gains health equivalent to how much damage it deals to its opponents within the mist.
While in the Semi-dragon version, Bahamut is passively airborne.
Strength
Bahamut is a powerful transformation that grants the caster Legendary Tier weapons to aid in the said battle as well as an airborne ability granted by the Semi-dragon version. All of these play a huge role in his damage output, his defenses and his maneuverability.
All of Bahamut’s attacks ignore spell defenses and armor of a rank lower or equal to the caster. If the target has no defenses it deals an additional 10% damage.
In addition to melee attacks, Bahamut can also manifest his melee attacks into ranged ones.
Weakness
Bahamut must like the other transformations require the presence of the mist. Since the mist takes time to materialize, gives opponents an early game advantage.
Bahamut receives 10% additional damage from Dragon Slayers of all kinds, implying that the caster may have fully transformed into the concept of Bahamut himself.
Avoiding and dodging attacks is key to winning a battle against Bahamut himself as most of his attacks may ignore defenses. (In order to ignore defenses, Bahamut must roll a hit die)
Having a high agility or a counter attack value may be the only thing that can give opponents an edge on Bahamut. Closely analyzing Bahamut’s attack patterns is key to winning the battle.
While in the Wingless Dragoon form, force Bahamut to fight outside the mist to render his passive ability to heal useless.
Last edited by Dubhlainn on 3rd December 2015, 11:07 am; edited 6 times in total