Name: Staff of the shadow isles
Rank:
Type: Staff
Description:
The staff itself originates from the blessed isles, a land performing miracles of all kind. However corruption found its way into it, and transformed it into a place where no living should ever go, the twisted and powerful specters that roam there are not the only reason for that.
Strengths:
-The user's necromancy can be cast through this staff, and when so the spells deal additional damage based on melee rank of the user
-Summons from the staff come from a place where they are immortal, they can be summoned even if defeated before
-Summons are treated as player controlled NPC's, even without the user's own necromancy they still carry their own wills
-The user has access to two kinds of summons, one for melee and one for range
-The staff if broken can be fixed in a post's time due to the user's magic, this will however leave the user very vulnerable to attack during the post and can be interrupted easily
-The staff itself can only be used by necromancers, if picked up by another mage it will reduce any resistances the mage might have toward spirit, death type damage, and mind effects by half per post as long the mage is holding it
Weaknesses:
-Evil looking staff, user can be mistaken for a dark or illegal mage when they have it
-Staff while solid, is not meant for melee combat
-If the staff is broken, spells cannot be used
-If a summon is out from the staff and the staff breaks, the summon will remain but act on it's own will
-The summons were originally extremely powerful, equivalent to a S-rank mage in power and can grow beyond that, however when they are summoned their power is reduced to the user's rank
-Unless in a social, Summons can only be summoned through the mist in the weapon or in areas where their are large concentrations of death
-If it is picked up by another mage who has magic(primary or secondary) spirit based, that user can freely call upon hecarim to fight for them so as long they know how the staff works.
-Unless in a social, the user can only bring one summon out at a time from the staff
Abilities:
Rank:
Type: Staff
Description:
- How it looks:
The staff itself originates from the blessed isles, a land performing miracles of all kind. However corruption found its way into it, and transformed it into a place where no living should ever go, the twisted and powerful specters that roam there are not the only reason for that.
Strengths:
-The user's necromancy can be cast through this staff, and when so the spells deal additional damage based on melee rank of the user
-Summons from the staff come from a place where they are immortal, they can be summoned even if defeated before
-Summons are treated as player controlled NPC's, even without the user's own necromancy they still carry their own wills
-The user has access to two kinds of summons, one for melee and one for range
-The staff if broken can be fixed in a post's time due to the user's magic, this will however leave the user very vulnerable to attack during the post and can be interrupted easily
-The staff itself can only be used by necromancers, if picked up by another mage it will reduce any resistances the mage might have toward spirit, death type damage, and mind effects by half per post as long the mage is holding it
Weaknesses:
-Evil looking staff, user can be mistaken for a dark or illegal mage when they have it
-Staff while solid, is not meant for melee combat
-If the staff is broken, spells cannot be used
-If a summon is out from the staff and the staff breaks, the summon will remain but act on it's own will
-The summons were originally extremely powerful, equivalent to a S-rank mage in power and can grow beyond that, however when they are summoned their power is reduced to the user's rank
-Unless in a social, Summons can only be summoned through the mist in the weapon or in areas where their are large concentrations of death
-If it is picked up by another mage who has magic(primary or secondary) spirit based, that user can freely call upon hecarim to fight for them so as long they know how the staff works.
-Unless in a social, the user can only bring one summon out at a time from the staff
Abilities:
- Ability 1:
Name: Champion summon
Rank: (Max S) C
Duration: 3
Cooldown: 6
Description:
The user calls for a champion of the shadow isles to aid them, these champion's that are summoned are powerful, and will lend their aid and follow orders from zecarayus, even if they do not like what zecarayus orders them to do. Their are two summons as stated below that zecarayus can summon.- Hecarim:
- picture:
(health:120
attack:10)- Passive:
Hecarim himself is a ghost centaur. Meaning that not only does he have the speed, strength, and endurance of a horse mixed with superhuman, he also has the ability to move through beings, all though he cannot go through very solid objects like walls or very thick pillars usually.
- Active:
Name:Onslaught of shadows
Duration:instant
Cooldown: 3 posts
Hecarim instantaneously charges forward 20 meters in any direction accompanied by four ghost riders, two on each side. He himself can land at any distance in the direction he chose to go while the ghost riders will go the full distance regardless, dealing 100% C-rank damage. During this charge hecarim is untargetable by any CC effects (regardless of rank). And where he lands himself he will inflict fear to all beings, and they will have up to one post in fear.
- Kalista:
- Picture:
(health:70
attack:13)- passive:
Kalista is a spirit meaning she has an infinite number of spears at her disposal and has incredible speed and dexterity. This is so much so, that with each spear throw she can move herself in any direction (except up and down) of a 1 meter distance.
- Active:
Name: Fates call
Duration:1
Cooldown: 3
Description: Kalista calls to the user, in which the user suddenly disappears and as their soul is put into kalista's body. During this the user cannot be hurt or affected by anything at all. After the post when this spell is cast it is used again to send the user to a new destination up to 15(+5 per rank) meters in any direction, knocking down enemies in the area(5 meter radius) the user is returned to.
Strengths:
-Hecarim is a master fighter with his lance, making him an excellent ally in melee fights
-Kalista is a master thrower of her spears, often she hits her mark and can keep moving to avoid blows
-kalista spears fly silently and fast, perfect for sneak attacks
-Hecarim with his lance can hit multiple enemies in one swing immediately around him
-Both of their actives can change the course of the battle or be lifesavers
-Both actives can go through any object or barrier, whether it is magical or non magical
Weaknesses:
-Hecarim is limited to only melee, meaning he has no ranged attacks
-Kalista is focused on range, while she can hold her own in a melee fight she is far better off throwing spears
-Kalista's active does no damage, and can be prematurely ended if kalista is defeated
-Spell barriers still block the damage on from his ghost riders on hecarim's active
-The fear hecarim inflicts is only temporary, depending on those who are hit it can last from up to a post to merely a mess up in casting a spell or using an ability
PvP note: The player at the receiving end of this if they get hit has to mention the fear, though how badly it affects them depends on the character's own ability to deal with fear.
-Hecarims active only hits those on the ground
-If hecarim is left uncontrolled, then he will act on his own accord, fighting and killing every living thing in sight, whether it be ally or foe
-If kalista is left uncontrolled, she will still fight for the user or their allies. But if their is someone there who has committed a major betrayal(such as betraying someone and kill or attempted to kill them as an example), then she will focus on them first and try to kill them, regardless if friend or foe.
- Ability 2:
Name: Call of the mist
Rank: (max A) C
Duration: 2
Cooldown: 3
Description:- image:
same color, just cannot see anything past your face in the mist.
Strengths:
-Creates a mist that benefits the user's magic
-It is next to impossible to find anyone in the mist unless you bump into them
-Mist also negates any terrain alter magics and replenishes the user's mana based on rank of the terrain alter(2% mana max for C-rank) this also negates UA terrain alters
-The spell is not affected by elemental spells such as wind spells blowing the mists away
-Necromancer spells cast in the mist are invisible while in the mist
Weaknesses:
-Only the user and the summons from the staff can see in the mist, friend and foe would be lost in it
-Mist does no damage
-A terrain alter cast after this spells cast can clear it if it is same rank and holy based
-The mist is a very fearful place to be, this means people that can be scared easily or have no resistance to spirits or mental strengths can be scared, regardless friend or foe
-To keep in mind, the mist does not prevent spells being cast in the mist or cast into the mist from outside(besides terrain alters)
-Necromancer spells lose their invisibility when they leave the mist
-User cannot summon from the staff on the post they bring this out
Last edited by weretiger5411 on 13th January 2016, 12:43 pm; edited 1 time in total