CALL OF THEWILD
Primary Magic: Call of the Wild
Secondary Magic: Serenata of the Siren
Caster or Holder: Holder
Description: Call of the Wild is a shamanistic magic, dating back to when Shamanism was first introduced into the realm of the living. A shaman's point of view is that the living realm is pervaded by invisible forces and/or spirits that affect a living being's life, the elements, and nature in general. For shamans, two levels of existence exist for them, beside the living realm: the Underworld, where spirits go, and the Upperworld, where great spirits/gods live. Shamans are people who have the ability and training/knowledge on how to perceive the spirits, their effects on the living world, and how to contact and manipulate them. They are able to control spirits through the acts of bargaining, tricking, or forcing the spirit to abide the shaman's will. While having the ability to manipulate the spirit world, shamans are then under control of the spirit's abilities and powers. Shamanism allows for the user to have a wide range of ability, and with a little practice, not much can't be done with patience and the right contacts.
Through the use of a staff, Kanix is able to connect to and speak with spirits residing in the spiritual realm. With the feathers and gem located on the knot of the staff, it's said that those very items will give a stronger connection to the other world. The staff's gem will glow a brilliant light when she has contacted a spirit and accessed one of the spirit's abilities. This, in turn, will allow for her to use that ability of the spirit's as a physical attack or support spell in the real world. However, she almost always has to return the favor to the spirit, in which much of her stamina, or magic power, may be drained. Though she will often be fatigued after connecting with the spirit world, her magic is, overall, very powerful.
Strengths:
Weaknesses:
Lineage:
Soul Trapping:
Once in a while, the mage is able to trap the soul of the opponent within themselves, so they are paralyzed for one post (50% speed reduction for 1 rank above, ineffective against 2 or more ranks above). The unique ability would have an immense drawback of fatigue, as the mage is using a majority of their magic power to trap the soul. It can drain an upwards of 15% of the mage's MP; this ability can only be used two times per thread.
Precognition:
With this ability, Kanix is able to see multiple outcomes and probabilities of events, this includes extremely ridiculous and unlikely outcomes. Though this unique ability does take some time to activate, and in that time, a person could easily alter the future, so she is unable to see the outcome. This ability operates at Kanix's will, and will only specific details that she happens to be looking for, she cannot see anything else. For instance, in battle, this unique ability would be completely useless, as the opponent's actions could change.
The Calling
With this ability, Kanix is able to bring a person back from the brink of death, restoring a small amount of their health. In doing so, she uses a part of her life essence to bring the person back; however, once the person dies, dead is dead. She is not able to bring them back from the dead, so this ability becomes ineffective should the ally cease to exist. When bringing the person back from the brink of death, she restores 20% of their total health gain for anyone the same rank as, or 1 or 2 ranks below her. For a mage any rank higher than her, it reduces the healing ability by 5% (i.e. one rank above is 15%, 2 ranks 10%, 3 ranks 5%, etc). This means that, when using her life essence, it removes 10% of her own health, alongside removing 10% of her MP.
Secondary Magic: Serenata of the Siren
Caster or Holder: Holder
Description: Call of the Wild is a shamanistic magic, dating back to when Shamanism was first introduced into the realm of the living. A shaman's point of view is that the living realm is pervaded by invisible forces and/or spirits that affect a living being's life, the elements, and nature in general. For shamans, two levels of existence exist for them, beside the living realm: the Underworld, where spirits go, and the Upperworld, where great spirits/gods live. Shamans are people who have the ability and training/knowledge on how to perceive the spirits, their effects on the living world, and how to contact and manipulate them. They are able to control spirits through the acts of bargaining, tricking, or forcing the spirit to abide the shaman's will. While having the ability to manipulate the spirit world, shamans are then under control of the spirit's abilities and powers. Shamanism allows for the user to have a wide range of ability, and with a little practice, not much can't be done with patience and the right contacts.
Through the use of a staff, Kanix is able to connect to and speak with spirits residing in the spiritual realm. With the feathers and gem located on the knot of the staff, it's said that those very items will give a stronger connection to the other world. The staff's gem will glow a brilliant light when she has contacted a spirit and accessed one of the spirit's abilities. This, in turn, will allow for her to use that ability of the spirit's as a physical attack or support spell in the real world. However, she almost always has to return the favor to the spirit, in which much of her stamina, or magic power, may be drained. Though she will often be fatigued after connecting with the spirit world, her magic is, overall, very powerful.
Strengths:
- Often successful where other techniques have not been
- Strong against natural elements
- Works with spirits and the user's ancestors
Weaknesses:
- Requires immense training to master
- Spirits may vary in power, area of control, and abilities; finding the right one may be difficult
- Must be careful with spirits, as they can range from benevolent to extremely malevolent
- Has to somehow get the spirit to do their bidding (i.e bargaining, tricking, forcing, etc)
Lineage:
- Blessed by the Fourth Wall:
- Blessed by the Fourth Wall
Description: The ancestor in here could have turned into a god, but nooooo, he had to preserve the fabric of reality or something. For this lineage, this ancestor, known as the One Who Got Close, is the only one to have found the Fourth Wall of the world, giving himself the chance to break it and ascend to the heights that are unknown, basically, us. However, when told by the wall that breaking it would sacrifice everyone else in the world, the noble goody-two-shoes chose to stop himself instead and as a result, he was blessed by the Fourth Wall. This blessing would go down to his bloodline and now you, oh lucky guy, are one of his kin.
Ability: The Fourth Wall respects the user's bloodline and has given those of it the Glimpse, the ability to see what the user should not be able to see. Of course, to respect the purpose of the Fourth Wall, the user can only see one "Thing" at a time. Such as a snippet from a magic or character app (See 2 strengths or 2 weaknesses, see 2 likes or 2 dislikes, and so on.), or from another post to know someone is for example pursuing them or that someone is going to make a certain attack on them within the current post.
Usage: 5 post cooldown between uses.
- Death Sense:
- The user is able to sense the coming of death, be it that someone is currently dying or someone has already died. Tacked on to this, the mage can see who died in a location, but is not able to see what had caused their death. They are also capable of being able to sense the oncoming death of a living person, though, again, are not able to see what the cause of it would be. This extends the ability to being just a sixth sense, in that there is no real advantage to the ability other than death sensing. This ability is constantly active, thus it hinders most activity that Kanix does on a daily basis, without having to fear a death.
- D Rank:
- Guardian of Nature:
- Name: Guardian of Nature
Rank: D
Type: Nature
Duration: 3 posts
Cooldown: 4 posts
Description: This spell summons a nature guardian to protect the mage, be it an animal or an elemental creature of nature. The beast, itself, deals a full rank of damage depending on the mage's current rank, and has a tendency to lunge, parry, stab, and slash. Parts of its body, if summoned as an elemental creature, can shape-shift into necessary weapons it can use against the opponent (i.e its arm shifts into a sword). However, if the creature that is summoned is an elemental creature, its weakness will always be the element opposite to it (i.e fire is weak against water). Another thing is that the guardian only has a range of fifteen meters; any opponent not within that fifteen meter range is safe from the spell. Kanix can summon this nature guardian through the connection of a nature spirit from the Upperworld. All she has to do is activate her magic and the staff will light up with a brilliant light that connects her spirit to the other side.
Strengths:- Summons a fighter for Kanix, so she doesn't have to battle
- Used as a defensive mechanism
- Strong against elements that are weak to the currently summoned elemental being
Weaknesses:- Weak to the opposite element
- Mage is not fighting and therefore is open to attacks
- Any being strong against nature spells are not affected
- Can be easily dodged by stepping out of range
- Summons a fighter for Kanix, so she doesn't have to battle
- Nightmare Inducement:
- Name: Nightmare Inducement
Rank: D
Type: Area of Effect
Duration: 2 posts
Cooldown: 3 posts
Description: Through the usage of an evil spirit and its ability to create nightmares, the mage can induce and amplify fear within their opponent. What this spell does is trap the opponent within a nightmare for a duration of two posts, often time entrapping them in torturous dreams. Nightmare Inducement can cause a half rank of damage every time the mage is injured within their nightmare. Once the nightmare fades away, this can leave the opponent paralyzed by fear for one post (50% speed reduction for 1 rank above, ineffective for 2 or more ranks above; lower ranks can dodge effect by dodging the spell) or, if wanted by the opponent's player, kill the mage by fright. Kanix simply has to activate her magic, get in contact with an evil spirit, and cast a curse on her opponent to cause the nightmare. When the spell is cast, it envelops the opponent in a dark purple and black circle, with a wall of "fire" engulfing the circle to trap them. This spell can entrap three opponents at once, locking them either in the same nightmare together or in separate ones; it has a range of eight meters. A mage is able to escape the nightmare if they realize that it is just an illusion, or they are out of range of the attack.
Strengths:- Can cause multiple damage points
- Can paralyze the opponent(s)
- Has potential of killing the opponent by fright
Weaknesses:- Mages with telepathic abilities are unaffected
- Those with the Commander's Courage lineage are unaffected
- Mental barriers make the spell ineffective
- Mages with strong control over their emotions can break the spell quicker
- Can cause multiple damage points
- A Door To Hell:
- Name: A Door To Hell
Rank: D
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: With a strong link to an evil spirit, Kanix is capable of opening a gate to hell that releases a fiery demon. The demon will attack the opponent by slashing, clawing, and ripping at various parts of their body, as well as spitting fire at them. A limited range is given to the demon, a range of 10 meters. This spell deals a full rank of damage, and may leave a burn effect of 5 damage per post for for three posts. Because the demon is not physically controlled by Kanix, it has a chance of turning against the caster or one of the caster's allies. With that being said, it can deal 25% damage to either the caster or the ally as a result of the demon turning on them. The spell may be dodged by stepping out of the demon's range of attack or if the mage is a wielder of fire or necromancy.
Strengths:- Leaves a burn effect
- Demon does the dirty work
- Deals full rank of damage
Weaknesses:- Deals damage to ally or caster
- Limited range
- Ineffective against necromancy and fire mages
- Easy to dodge by stepping out of range
- Leaves a burn effect
- Judgement Day:
- Name: Judgement Day
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description: The caster is in contact with the god of judgement, and casts the Judgement Day spell on their opponent. As the spell is cast, a giant gavel will appear from thin air and slam down on the opponent, dealing half the rank damage the caster's rank is currently at. This spell has a potentiality of stunning the opponent for one post thereafter, but is an overall weak spell. More so, the spell may backfire on the caster, as it does not know the difference between ally and foe, and cause damage to an ally or the user, themselves. If this is to happen, it will naturally cause a 50% damage to either the ally or the caster as the backfire result. A mage is able to escape this attack by simply stepping out from under where the gavel appears above them. It is also weak to any mage that has control over spirits or any mage that wields the opposite element to it.
Strengths:- Can stun the opponent
- Short cool down, so it can be used multiple times
- Can potentially be a strong spell
Weaknesses:- Can cause damage to the surroundings
- Deals damage to allies or caster
- Easy to dodge
- Deals only 1/2 a rank of damage
- Can stun the opponent
- C Rank:
- Infectious Cloud:
- Name: Infectious Cloud
Rank: C
Type: Damage Over Time, Area of Effect
Duration: 4 posts
Cooldown: 5 posts
Description: Infectious Cloud is summoned when Kanix comes in contact with a spirit that died from poison or disease, and makes a contract with them. What she does to come in contact with the spirit is tap her staff against the ground and enter the spirit realm through astral projection. Her eyes will light up with a light and the gem on the staff will light up as well, signaling the connection to the other realm. When the contract is made, Kanix is then able to create an infectious cloud of greenish gas to surround the opponent. The opponent will begin to feel nauseous and may even throw up when they come in contact with the cloud. This spell deals 50% of rank in damage at epicenter and 75% rank damage thereafter, causing 20 damage in total on the first hit for those in the epicenter and 15 damage to those not in the epicenter, as well as deals 16 damage over the next three posts in a range of 15 meters. The spell can only be cast if the person is within 1-3 meters of the caster, or the impact of the spell doesn't work.
Strengths:- Does damage over time
- Deals 50% damage on first hit
- Affects a 15 meter range
Weaknesses:- Doesn't affect mages who wield poison
- Has a small range of attack, so it can be easily avoided by stepping out of range
- Poison slayers can eat it
- Can be ended with one hit of a spell
- Does damage over time
- Anathema:
- Name: Anathema
Rank: C
Type: Damage Over Time
Duration: 5 posts
Cooldown: 7 posts
Description: Anathema is a curse spell, an ability derived from a demonic spirit that is able to curse a living being from the Otherside. When making a contract with this spirit, Kanix is given the ability to set a curse upon a single opponent. All she has to do is tap her staff on the ground and the gem will light up with a sickening green glow, and she waves it in front of her. This spell deals 20 in damage on the first hit, and deals 10 damage thereafter for the remaining four posts. However, this curse has a chance of backfiring on the caster, and may be cast on them instead, dealing 25% in damage to the caster. Although it deals great damage, it only has a range of 24 meters before the spell becomes redundant in nature and cancels out.
Strengths:- Deals damage over time
- Curses the opponent for four posts after first post
- Imbues an infectious disease to the opponent
Weaknesses:- Can backfire on caster and deal damage to them
- Ineffective against holy magic
- Healing magic can reverse effects
- Cancelled by one hit of a spell
- Deals damage over time
- Spirit of Lightning:
- Name: Spirit of Lightning
Rank: C
Type: Lightning
Duration: Instant
Cooldown: 3 posts
Description: Spirit of Lightning is a spell summoned by Kanix through the contract of a Lightning god from the Upperworld. In order to get the contract, she must tap her staff on the ground, and the gem and her eyes will light up to signal her connection to the Upperworld. When the contract is made, Kanix is able to shoot a bolt of lightning at the intended target, dealing one full rank of damage. This attack can only range out to 18 meters, so anyone out of that range of attack don't have the risk of being hit. An opponent can easily dodge the attack by stepping out of the way of the bolt of lightning or deflecting it with an object. This spell is also weak against anyone who can wield storms or lightning themselves, and aides lightning slayers. As a note, this spell is also capable of paralyzing the opponent for a duration of one post, but in return, is easily escapable.
Strengths:- Deals one full rank of damage
- Aides lightning slayers
- May paralyze the opponent
Weaknesses:- Weak against storm/lightning mages
- Lightning slayers can eat it
- Can only go in a straight line
- Can be avoided by stepping out of its way
- Deals one full rank of damage
***Start Slots Won In Raffle***- Winter's Roar:
- Name: Winter's Roar
Rank: C
Type: Ice, Chill
Duration: Instant
Cooldown: 2 posts
Description: Through the contract of a spirit who died in a winter storm, Kanix can summon a large blast of ice and snow at a single target. The blast is expelled through the mouth of her staff, and deals a full rank of damage on the initial hit of the blast in a range of 20 meters. It leaves a frostbite effect of 5 HP for a duration of three posts thereafter, and may potentially freeze the opponent. Due to the sudden blast of cold, the opponent can be frozen for the next post if they are equal to or lower in rank than the user, rather than being given the frostbite effect. If they are of one higher rank than the user, their speed is cut in half for the next two posts after the blast has ended and are not dealt the frostbite effect. Those two or more ranks higher than the caster are unaffected by the effects. Mages who control ice or have a higher immunity to the cold are not affected by this spell if at all. Slayers whose elements are that of ice and snow, are able to eat the mixed elements to power up.
Strengths:- Can freeze the opponent for a duration of one post
- Has a frostbite effect of 5 HP for three posts
- Reduces the speed of those that are higher in rank
Weaknesses:- Can be stopped/nullified/cancelled out by fire- or heat-related magic
- Hybrid ice and snow slayers can eat this spell to power up
- Ice mages or those with an immunity to the cold are unaffected
- Has a comparatively short range for a spell of its rank
- Can freeze the opponent for a duration of one post
- Shock of the Tainted:
- Name: Shock of the Tainted
Rank: C
Type: Poison, Acidic
Duration: Instant
Cooldown: 2 posts
Description: By making a contract with demon from the Underworld that resides over the element of poison and acid, Kanix can create a blast of poisonous acid. This blast has a range of 30 meters and deals a full rank of damage to the opponent in the line of fire. However, because it is a blast of power, it only goes in a straight line, so it is an easily avoidable spell by simply stepping out of the way. If the spell hits though, it has a poison effect of 6 HP for a duration of two posts afterward and since it's on the inside, it surpasses all immunity. As a little show of cosmetic effect, the spell can corrode the clothing of a mage off, but cannot injure the skin after the initial blast. Slayers whose primary element is that of poison, can eat the spell in order to power up and be unaffected by it. Regular poison mages are also unaffected by this spell and are able to manipulate the blast to reflect it back on the user, in which they receive half of the spell's full damage.
Strengths:- Poison's the opponent
- Deals a full rank of damage
- Has a long range
Weaknesses:- Deals half the damage to the caster if reflected back
- Ineffective against poison slayers and mages
- Can be avoided by stepping out of the line of target
- Healing mages can cancel out the effects
- Poison's the opponent
***End Slots Won In Raffle***
- Signatures:
- Savage Rage:
- Name: Savage Rage
Rank: D
Type: Buff
Duration: 4 posts
Cooldown: 5 posts
Description: Savage Rage is designed to enhance the strength of the caster or ally for a duration of four posts and a cooldown of five posts. By increasing the strength of the caster or ally, this means that it initially increases melee damage that the mage can do. At the current rank the mage is, this spell can increase the melee damage done by 20%, adding an additional +4 in damage before weapon damage is applied. This can only be applied on one person at a time, once the spell wears off and cools down, it can be cast on someone else.
Strengths:- Increases strength
- Duration of four posts
- Can be applied to an ally
Weaknesses:- Doesn't boost weapon damage
- Applies to one person only at a time
- Doesn't add much damage
- Does little help to higher ranked mages
- Increases strength
- Spirit of Wolf:
- Name: Spirit of Wolf
Rank: C (Increases with rank)
Type: Buff
Duration: 2 posts
Cooldown: 3 posts
Description: Spirit of Wolf is a spell designed to increase the speed of the caster by 30%, giving them the advantage of dodging spells more. Higher ranked mages are unmatched by the caster, leaving them to be unable to dodge well against higher ranked spells. Those who are able to stack their speed buffs are also quicker than the caster, leaving them defenseless against them. It has a limited time, so it is not able to be stacked to increase speed percentage; once it wears off, the caster returns to normal speed.
Strengths:- Increased speed
- Enhanced evasiveness
- Levels with mage
Weaknesses:- Doesn't help against higher ranked mages
- Can only be used on caster
- Doesn't stack to increase speed
- Short duration
- Increased speed
- B Rank:
- Rage of Dragons:
- Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Falling Star:
- Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Chill:
- Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
wordstagged
Last edited by Kanix Laspor on 9th April 2016, 8:34 am; edited 18 times in total