Name: Shrieking Skull
Rank: S
Type: User-Ranked Signature. Offense/Support.
Duration:Instant
Cooldown:N/A
Description: With a throwing gesture, Lady Red can conjure a lone skull alight with flame, two pinpoints of light in its eye sockets similar to Red's own eyes. The skull can be projected at a speed of 100m/s to strike a target or thrown by hand. While it doesn't have a fancy damage effect, the skull gets its name because when projected/thrown it's jaw unhinges and releases a blood curdling scream.
This banshee-like scream will induce terror and panic in all who hear it, even more so if they see the skull themselves, more still if they see the skull flying at them. Much of this is natural fear and instinct, but a supernatural fear accentuates it. Do with this information what you will if you're a player character, but in typical NPCs (Who would happen to be 6 ranks under Red) it will induce a paralyzing fear that steals the strength from their limbs and provokes a trembling spasmodic fear, they may not even know they are screaming or that they may have soiled themselves.
Strengths:
• Easily used, it's as simple as tossing an apple if an apple were at hand.
• The terror the shrieking skull brings to the table is fantastic at dinner parties (and by that I mean it's main use is to scramble NPCs and make a thread.... a bit more lively, causing immediate chaos among bystanders and probably scaring the pants off low ranked mages).
Weaknesses:
• Variable effect on mages and player characters. It may simply be a bit unnerving to allied PCs of the same rank, or just disturbing to enemies of the same rank.
• Multiple uses don't stack, just share the love with others who might not have had the pleasure the first time.
• Deals damage equal to a spell of 1 lower rank, it's main use isn't as an attack but as a utility.
Free Signature Spell.
Name: Sacrificial Substitution
Rank: D
Type:Supportive.
Duration: Instant
Cooldown: 2
Description: This spell allows Lady Red to immediately switch places with an active minion within 15 meters. The minion is destroyed in the process.
Strengths:
• Allows Lady Red to move somewhere quickly.
Weaknesses:
• Requires an existing minion to achieve a similar effect to other existing spells.
• Sacrifices the minion used to substitute with.
Artifact Armor Signature (Trading Singularity Mantle).
Name: Clawing Wall
Rank: S
Type: Defensive.
Duration:Instant
Cooldown:N/A
Description: Lady Red makes a gesture away from a surface in question and causes a wall of bones primarily composed of claws with some random skulls and rib cages to emerge in a brief gout of flame. While they rise (in about 1-2 seconds) the hands (and dismembered arms) seem to claw and grab at the air like a writhing mass. The wall is up to 5 meters tall and 25 meters wide and 3 meters thick.
Getting caught in the bone wall as it forms will deal 1 rank less damage than a normal spell for this rank (so 75 damage). Afterwards, the wall just sits there inert and inanimate, no longer an active spell but the remnant aftermath of one similar to a wall getting broken by a cannonball spell.
Strengths:
• Briefly deals some damage leaving behind a tangled wall of bones from any surface.
• While Divine Corpse is active this spell can grab onto anyone within 1 meter of the wall or less as it appears, keeping them held as though someone was physically grabbing them.
Weaknesses:
• Deals notably less damage than a spell of this rank would.
• The leftover wall of bones has about 100hp when calculated as a whole to break through a hole large enough for a human to walk through from one side to the other or otherwise about a 5 meter deep path (In case someone wants to try to break through the wall from one end to the other longways. Individual limbs have about 35hp.
• Takes twice as much damage from blunt physical attacks such as with a cannonball, boulder, or warhammer.
"Weak Weapon" (Single use freebie) Signature.
Name: Blood Rites
Rank: C
Type: Support
Duration: Instant
Cooldown: Once/post at most.
Description: If Lady Red takes damage, she can trigger a Blood Rite that mirrors 50% of the damage taken onto the attacker if they are within 30meters.
Strengths:
• A quick revenge against nearby enemies seeking to harm her.
Weaknesses:
• It doesn't prevent any damage, it is only a spiteful reflection of harm already done to her.
• Has to be used within the same moment of being damaged, meaning it can't "Store" past damage to add to a future Blood Rite.
• Blood Rite damage limited to a maximum return of C-rank+25% damage. Damage in excess of that is lost / not applied.
• Unlikely to effect ranged damage, unless they're shooting from close range, while a 2 second delay gives someone who knows about this effect a window to get out of range.
Name: Tartarus Rising: The Divine Corpse
Rank: H
Type: Supportive.
Duration:20
Cooldown:25
Description: Slowly over the course of 1 post the ground for miles rumbles and cracks, causing widespread bone growths to extend up from the ground similar to an overgrowth of plantlife, but with chaotic formations composed of bone and skeletons. The sky blackens and floods with blood-red light that replaces the day or lights the night, two great burning red disks rise on the horizon like angry eyes with a faint shadow of some planet sized skull.
From the origin point of it all a gargantuan skeleton rises as though from the depths of tartarus itself, damaging buildings and the sort but too slow to damage things independent of the ground (Such as any people). It's skull alone is dozens of meters across, and hangs low. It has no legs and as it continues to rise it will suspend in the air, almost as large as an entire mountain with its upper body fading due to the atmosphere, it's head hanging low, chin against it's rib cage.
This is the Divine Corpse, the remains of a fallen primordial deity, a true Titan, that has been desecrated.
Crushing waves of fear and an incredible sense of wrongness leave all typical NPCs as gibbering mind-broken messes while the intense terror will paralyze other onlookers for 1 post per rank less than Lady Red they are and all take normal H-rank damage as purely mental/psychic fear damage each time they look upon the Divine Corpse, to which they must resist the nagging sensation that it is watching and resist the impulse to stare.
This damage can only occur once every 5 posts at most and is pretty much up to the player if they look or not.
All undead, whether it is one of Lady Red's summons or not, will receive a 100% boost to max HP and damage output, while high levels of negative energy will heal them for 10% HP per post while reducing all healing sources that effect the living by 50%.
The Divine Corpse itself has 10x the HP of Lady Red herself but can't defend itself beyond the above effects. Destroying the Divine Corpse ends the spell early.
Strengths:
• Mass fear.
• Boosts all undead.
• Causes psychic/mental damage.
Weaknesses:
• Variable effect on PCs, can be very effective or ineffective. More or less up to the players themselves.
• Boosts ALL undead, including any undead enemies.
• Can be destroyed to end early. Leftover duration is added to cooldown.
• The Divine Corpse has no traditional defenses and doesn't count as a summon itself, it's inanimate. It just hovers there like an obelisk or totem of some sort.
Name: Skull Knights
Rank: S
Type: Hoard Summon
Duration: 10
Cooldown: 11
Description:
http://88grzes.deviantart.com/art/Calvary-s-Knight-advanced-382876109
Summons a group of five "Skull Knights" that step out of rifts in the air or claw their way out of the ground. These knights stand seven and a half feet tall with flames blazing out of their chests. They wear heavy armor and carry large two handed swords. They have a reach of about 3 meters with their blades, dealing 11.5 damage with their sword.
Active Ability: Death Warden. Skull Knights can generate a shield protecting for up to 75hp against one attack per post, each Skull Knight can only cover their own self and one nearby Skull Knight or other same sized being (Unless of course they are behind the Skull Knight in which case common sense means anyone behind them is protected from the attack, hitting the Knight instead). It takes the appearance of a large tower shield. (I would say they can't attack and defend with Death Warden at the same time, but their attacks deal so little damage anyway that it is unnecessarily crippling)
Passive Ability: Field Medic. Skull Knights passively heal nearby undead (Within 30meters) for 2.5% their HP per skull knight. With all five Skull Knights near by, they are quite formidable. This only works if there are living enemies nearby, who are likewise drained of HP at 1% per skull knight.
Strengths:
• Skull Knights are extra durable, gaining +50% HP (270, including 20% from magic.) ( for -50% damage dealt.
Weaknesses:
• They deal less damage than they would otherwise, sacrificed for added HP.
• They are significantly weaker on their own, as their abilities directly compliment working with other summons or allies.
Name: Marksman's Legion
Rank: S
Type: Hoard Summon
Duration: 10
Cooldown: 11
Description:
Twenty six (D-rank summons) skeleton archers appear in a rift in the air or claw their way out of the ground. They have fires burning in their chest cavities and up around their skulls. They carry old iron and plain wood bows, each possessing roughly 20 arrows in quivers at their backs. By the end of the 10 posts, they run out of arrows and disappear.
They generally don't move from the spot they were summoned and fire roughly 2 shots per skeleton per post, 9 damage per arrow (Standard damage + 20% (Magic passive) + 50% (Summon specialty)), at up to 50 meters accurately, or up to 300 meters with very little accuracy (Relying on the swarm/volley to try to hit something at that range, just like a traditional line or archers).
Active Ability: Skyward Pillar. All the skeletons fire an arrow that appears in their bows composed of bone and cloaked in fire. They fire the arrows high into the sky, vanishing. A moment later, a storm of bone-arrows hails down on a 30 meter in diameter area dealing 100 damage (Base S-rank spell damage) + 70% (Magic bonus 20% + 50% specialty damage to HP tradeoff) to those remaining in the area by the time the storm of bonearrows fall. Deals double damage to targets the size of a house or greater.
The area is so thick with flaming arrows that it appears like a pillar of fire falling from the sky, hence the name. They may only do this once, unless resummoned after the cooldown ends. There is approximately 10 full seconds to react / leave the area. They cannot penetrate objects thicker than half they are long (about 3 feet, so 1.5 feet thick), leaving them stick out of whatever it is like a pincushion.
The area is covered with bone shards there after packed as dense as though it were grass, making it a hazard to walk on.
Passive Ability: Flaming Arrows. The arrows shot by the Marksman's Legion cause 1ft bursts of flame on impact adding 50% additional damage (does not apply to Skyward Pillar) (Making an arrow hit for 13.5 damage), and causing burns that deal 2 additional points of damage on the following post. They can ignite the environment, setting things on fire.
Strengths:
• Lays down covering fire and can bring on some hurt to crowds or large monsters.
• Ranged support.
Weaknesses:
• Increasing inaccuracy past 50 meters.
• Sacrificed durability/HP for increased damage output. -50% HP for +50% Damage. They are very fragile.
• Only so many arrows can physically hit 1 target, and the closer someone gets the less archers will be able to hit them, like wise with the farther they are past 50yards.
Name: Dark Ritual
Rank: S
Type: Ritual Summon
Duration: 20
Cooldown: 21
Cast Time: 3 posts
Prerequisite: Requires there to be a combined rank of H in equivalent bone matter in the general area. Nonsummoned spells only count as half their rank. Meaning 3 S-rank summons, or 2 S-rank summons + 2 S-rank signature spell uses.
Divine Corpse must be active.
Description:
This spell gathers all the bone matter in the area (Disregarding living creatures of course), and collects them all together into a swirling vortex centered on Lady Red, the bones disappearing into her body as she sits and chants in a circle of fire. In the mean time, legs start to grow from the Divine Corpse, along with some flesh getting added to its bones.
When the legs are complete and Lady Red fire encircles Lady Red looking similar to a skeletal frame, the Divine Corpse stirs, it's head lifts and fire ignites from it's ribcage and from within it's skull, large spheres of flames hovering in its eyesockets, its movements eerily identical to Lady Red's own.
From this point on, the Divine Corpse becomes the Primordial Titan, counting as a "Grand" summon now (Until "Immaculate" can be trained) and adding S-rank summon HP to whatever HP it has left from it's time as the Divine Corpse. Lady Red's own unarmed damage values are added to it's summon damage values including any buffs she had active or casts later. The two are one in the same now while remaining two separate entities, Lady Red seeing all that it sees and controlling it directly from a distance and sharing buffs/debuffs, and overall HP between the two. The movements aren't exact and can seem a bit independent otherwise it'll just be a clumsy mess. But you get the idea.
Passive Effect: The Primordial Titan has a passive effect, just like any "summon" would have, in which the sky gets cloudy if it wasn't already with dark smokey clouds that flicker with internal sparks of fire that rain down on the location. This supersedes all natural weather phenomenon and all magical weather alterations that would change the weather, but not small scale weather spells with their own individual clouds present for a post or two (Meaning weather mages aren't completely screwed). This causes flammable structures to ignite, and cause passive burning damage at a rate of 1%HP damage per post to those in the location, +.5% per rank less than Lady Red they are. The damage this causes to PCs only (To prevent abuse of effecting NPCs with it) directly heals itself.
Active Effect: The Primordial Titan's active ability is Mass Execution, in which it releases a pulse of red-hued flames that wash the area in red light and heat. It deals full H-rank damage without any damage enhancements but will reduce the physical and magical stats of all non-undead by half. For every living human this kills, the Primordial Titan gains 5% of its total health back. This can be done only once and has an AoE of 350 meters, the burst traveling at 90m/s.
It should be noted that because of its size, the Primordial Titan cannot be self-destructed as per the Unique Ability.
Strengths:
• Significantly more capable than a normal summon, requiring this ritual spell + the H-rank spell Divine Corpse and several other spells to function.
• Sheer size and terror it causes were potent enough while it was inanimate, but it's much more impressive when actually "alive".
Weaknesses:
• Being a Ritual spell, this can be risky and hard to pull off. It can't just be done while nobody expects anything because of the requirements.
• The Divine Corpse could be destroyed before this spell even gets complete or significantly weakened to the point it is quickly destroyed later.
• Because of its size, it's very hard to miss with an attack.
• Damage to the Primordial Titan is damage directly to Lady Red, as they are one in the same. If the Primordial Titan is slain, Lady Red is rendered vulnerable at 1% HP and 1% MP regardless of previous values.
Name: Sacrificial Rites
Rank: S
Type: Ritual.
Duration: Topic/Permanent. Or if used at the end of a topic, applies to the next topic.
Cooldown: 2 topics.
Cast Time: 5 posts
Prerequisite: A living magical being.
Description: This is some truly dark magic, lost and forbidden by sane lawmakers. Sacrificial Rites is a sacrifice based ritual magic. It extinguishes one life to empower another.
Using Sacrificial Rites, Lady Red prepares the still living body of a victim with oils on top of an altar while chanting in a language forgotten or simply beyond the knowledge of even demons from a time before.
At the end of the fifth post of channeling and preparing the body, Lady Red uses one hand to drag a finger tip down from the victim's chin straight down their body to the legs, leaving a searing trail of fire. She reaches into their chest cavity, the flames cutting through flesh and bone, and she removes their still beating heart while the victim still lives despite the loss.
In flaming hands she holds the heart above the victim as it burns from the inside out in a blue flame, turning to ash that falls back down over the body, the flames themselves crawling up her arms and disappearing into her own chest.
In the mean time, blue fire burns within the victim as well, kept alive by some force as their insides turn to ash and can be seen pouring out from their eyes and mouth.
In a fate worse than death, the victim is forever kept alive and burning internally with this flame, losing all senses except the sensation of their burning.
Lady Red on the other hand assimilates their soul and magical essence. For the remainder of the topic Lady Red adds their MP pool and magical ability to her own and is invigorated, gaining +50% additional HP. She permanently gains 1% max MP/HP whenever this is used (Which I assure you is very unlikely to be very often, particularly since it can only be used every 3 topics at most if I tried to use it as often as I could, meaning it would take a year just to get a 100% boost.
When used on a Player Character on the other hand, she gains 5% rather than 1% and can use up one of her own spell slots to gain a spell the victim knew. The player character is considered dead until the player wants to resurrect them again with some fancy plot excuses, unless they wish to RP the tormented character as a minion of Lady Red, a being of absolute loyalty towards her but otherwise could be played normally. This of course means that this spell can never be used against an unwilling player character.
The body/victim themselves becomes a minion of hers and can be summoned/puppetted through use of her Lineage or left to walk the earth normally since they were already a being of Earthland, the dark magics at work may or may not warp the body into a more monstrous form.
Effectively that means that sacrificed victims become permanent minions and NPCs (Or a normal PC that happens to be extremely loyal), but when defeated become normal summons (Due to them dying and going to Lady Red's hell, no longer an Earthland creature).
This benefit can be transferred to a summon at any time, but the temporary bonus is lost when the summon dies.
Sacrificial Rites can be used as a means to give a plot excuse to create terrible curses inflicted on others. This can't be done on my own but with discussion with effected players, perhaps even on their own suggestion.
Strengths:
• Very strong magical boost for the topic or next topic.
• Some permanent growth making it worth using.
• This can be used on dead bodies, but doing so does not provide the benefit to Lady Red herself, but is only a means to animate the corpse into a minion. Has no cooldown in this case and only a 1 post cast time.
Weaknesses:
• Very easy to disrupt by stealing the would-be victim, getting the would-be victim to resist/fight back with your help, destroying the altar, or so on.
• Long "Cast time" gives ample time for intervention.
• The short term in-topic benefits are barely worth the cast time and sacrifice given. It's main value is in some day, presuming the character lasts, it might amount to something at least noticeable and the plot value this has, giving an actual reason for her to be sacrificing people on an altar.
• A "Minion" created this way becomes a normal summon after they are killed/destroyed, no longer walking Earthland free.
Name: Savaging Skull
https://i.imgur.com/v5w5RbF.jpg
Rank: S
Type: Grand Summon
Duration: 10
Cooldown: 11
Description: Powering up through the earth or barreling through a rift in the air, Lady Red summons the Savaging Skull. This single colossal skull wreathed in flames hovers about on it's own, suspended by waves of terrible necrotic energy and heat. When unhinged it's cavernous open mouth is around 40 meters wide in all, perhaps 60 meters tall just guessing the full skull might be around 80 meters from jaw to cap.
It's capable of moving at 100m/s in flight and is in part treated as a projectile itself.
Active Ability: Cannon Bite. The Skull surges forward doubling its speed as an inferno envelopes itself, dealing S-rank damage to anything in its path (In addition to normal physical damage if hit by the skull itself). It can do this once every 3 posts, for 3 uses maximum.
Passive Ability: Void Maw. The Skull deals full physical damage + magic (Curse) damage equal to 1 rank less than its own rank as fire damage to things within its mouth, anything destroyed or killed within are incinerated so finely that there is no remains, giving it the illusion that the skull can eat without end.
Strengths:
• A very large, very intimidating summon that is almost more of a living(lol) wrecking ball.
Weaknesses:
• Being as large as it is, it is prone to getting hit. Though because it is a bit speedy perhaps not as easy as you'd think.
• Due to its size, it maybe very difficult or impossible to use in underground locations. Don't underestimate its ability to dig with it's Void Maw however, but that's only in surface to ground scenarios really.
Freebie spell from Artifact Weapon.
Name: Skeleton Champion
Rank: A
Type: Grand Summon
Duration: 7
Cooldown: 8
Description:
http://mabuart.deviantart.com/art/Warbringer-267613429
Lady Red summons a single undead demon from the fiery depths. Well armored in full plate, you almost cannot see the skeleton inside through all the fire and steel, yet it's open helm is black with only two burning eyes glaring through.
Active Ability: Cleave. The Skeleton Champion lashes out with it's burning sword to deal typical damage for an A-rank spell + it's standard physical damage as a Grand A-rank summon (Being a melee strike). 25% of this damage is fire, the rest physical. A Cleave is pretty much a normal attack but takes up the active ability slot so it can actually do some damage.
Passive Ability: Champion. The Skeleton Champion gains +5% damage reduction for each other active minion of B+ rank (So a hoard of C or less ranked minions wont count towards this.).
Strengths:
• Being a single being, it isn't weaker as a result of being part of a hoard. It is "average" and balanced between offense and defense, having an offensive active and a defensive passive with no modifier sacrificing HP or attack for one or the other.
Weaknesses:
• It is a bit sluggish, it can't really run let alone sprint but can walk at a brisk pace you could say.
• Its armor is just for show, since I don't know if you even CAN equip summons with items or if you could it'd take from normal equipment slots, so no thanks. The Skeleton Champion is no more defensible than any other equivalent summon without its Passive up.
Name: Bone Rush
Rank: A
Type: Offensive
Duration: Instant
Cooldown: 5
Description: Lady Red makes a wide hand gesture out to her side, and a long crack appears in the air at her back stretching side to side up to 30 meters long. From the crack rushes a flurry of burning skeletons lacking legs, but seem to fly about leaving wisps of flame in the air. A blend of Kung Fu Hustle's harpist scene and Raiders of the Lost Ark "Don't look". These skeletons aren't carrying weapons or armor, but their hands are claw-like and four pronounced canines seem stained with the blood of past victims.
This flood of burning undead carves a wild frenzied path in a cone-like area of effect from the crack itself, branching out to 70 meters wide at the farthest after 150 meters of traveling, tearing into anything in their paths but moving on just as fast to some next target, tearing even at the walls, floors and ceilings.
The result is 96hp damage to all in the area. The 'flood' moves at about 50m/s and is treated as a normal AoE spell, those within earshot are terrified by the howling cries of the undead, taking mental/psyche damage and there is a chance that someone who witnesses the burning flood of undead are paralyzed by fear.
Strengths:
• AoE damage effect.
• Fear effect.
Weaknesses:
• The burning dead don't have much penetrating power. They'll claw at walls, doors and ground but unless they know to break through a door or wall, it is quite possible to hide for your lives under a table or cellar area, behind a wall or bracing a door that isn't directly in their way.
• Fear effect is quite variable and isn't expected to seriously effect any mage that would be a threat to Lady Red (in the short term. Anyone can grow and become a threat in the future of course).
• Very susceptible to "Wall" and "Barrier" spells that are at least 1ft in thickness, which are treated as having 50% damage resistance against the Bone Rush. Related to the first weakness but independent and worth its own detail.
Name: Dungeon of Bone
Rank: A
Type: Defense
Duration: 7
Cooldown: 8
Description: Causes a hand-like cage to rise from the ground with fingerlike "Bars" that pen someone in, the ground giving way to the "Palm" of the "Hand". Each cage is 5 meters in diameter and rises in about 3 seconds, from the ground up and the fingers closing to meet over head. There are up to six cages over all in a 75 meter AoE.
This would be a fairly mundane effect on its own, but the cages are enshrouded in curse power that prevents anyone from teleporting out of their cage, or who are traveling faster than 50m/s. Those who attempt to do so are denied and receive backfire damage equal to the spell rank they attempted. If no spell was used then it damages them for 1 rank less than their own rank (D Min).
Strengths:
• Resists 160hp in damage (2 same-rank spells).
• Has a damage resistance of 15%
• Prevents teleportation, or anything traveling faster than 50m/s, from leaving their cage.
Weaknesses:
• Captives can still attack with some effects through the fingers/bars, such as with a bow or a gun they can aim through the breaks/gaps.
• Being immobile it's not like it can try to dodge attacks. Against a mage in combat in may not last long at all.
• Individuals capable of shrinking or assuming an incorporeal form (Water, gas, energy) may well simply walk out of their cage.
• The anti-speed/teleportation effect is lost if the cage is broken. This might not seem like much, but it means you can bust a hole in one side of the cage and then teleport away without actually having to exit the cage.
Name: Skeleton Tormentors
Rank: A
Type: Summon
Duration: 7
Cooldown: 8
Description: Emerging from a rift in the air or clawing their way out of the ground, the two Skeleton Tormentors are 6ft skeletons with a thin flicker of flame that dances off their bones, flickering off the horns that stick out from their skulls. They wear only a single breastplate and have a long boney tail that ends in a spear tip. The tail can be seen to coil inside their body cavity similar to guts. The tail is well animated and can extend up to 30 meters.
Active Ability: Nine Tailed Lash: The Tormentor's tail seems to duplicate into nine, and it lashes out at nine separate targets or a single target for 50% additional damage. Deals B-rank spell damage over B-rank summon normal damage (Since it's a physical/"Melee" hit). They can only do this every 3 posts, meaning they can only do it twice at best individually.
Passive Ability: Cage Guard: While Skeleton Tormentors are active, the Dungeon of Bone gains 25% additional damage resistance and mends itself by 5%/post.
Strengths:
• Skeleton Tormentors do 50% additional damage to victims trapped in a Dungeon of Bone, their long slender tails easily passing through between the finger-bars.
• Skeleton Tormentors generate an additional fear effect that passively prevents nonplayer characters from getting near the bars, and implants a hefty impression that PCs should do the same.
Weaknesses:
• Skeleton Tormentors have 25% less HP than normal summons.
• Skeleton Tormentors aren't particularly useful if no Dungeon of Bone is active. A distraction or use against lesser enemies would be the best bet, though others could probably do the job better than Tormentors could.
• Their tail has 50% of the HP they do and can be destroyed separately from the Tormentors themselves. It fixes itself if Nine Tailed Lash is used however.
Name: Ruin
Rank: A
Type: Summon
Duration: Passive
Cooldown: Passive
http://pre03.deviantart.net/cda7/th/pre/i/2014/308/f/7/ruin__the_fiery_horse_of_war_by_thedurrrrian-d838oqq.jpg
Description: This spell allows Lady Red to call forth Ruin, a large fiery warhorse approximately 3.5 meters tall. It emerges out from the earth or tears through a rift in the air. This large horse is thick and imposing, not entirely skeletal and where there would be hair or mane flows a richly colored flame.
This spell is passive and something she can do at any time because Ruin does not fight in combat, though it still counts against her summon count.
It's powerful hooves leave a blaze of flame in its wake and a blackened corruption from which bones seem to grow.
Active Ability: Mad Dash. Ruin ignites into a blazing inferno and for 1 post moves at double the speed OR matches the speed of anything traveling faster than it had prior to use. 5 post cooldown.
Passive Ability: Speed Thief. Ruin passively steals 5% speed from all enemies and adds it to its own speed. Their speed returns if Ruin, or they, gets more than 100meters away.
Strengths:
• Very fast, Ruin is capable of sprinting at 134m/s (Sports car) and is effected by any speed enhancement effecting Lady Red herself (Otherwise it's less useful to ride a mount to begin with).
Weaknesses:
• Ruin takes up a summon slot but is incapable of attacking.
• Ruin can still be killed even though it's "Passive". If killed, it sinks into the ground and disappears. It regenerates 15% HP per post and can only be summoned again once the HP regenerates.
Name: Lightless Frenzy
Rank: A
Type: Support
Duration: 6
Cooldown: 7
Description: Using the blood spilled a PC or any slain NPC, Lady Red steals the life essence to empower all undead on the field. The undead in question will deal and take 50% more or less damage, and will be seen to behave erratically, twitchily. Their movements a lot more jerky and sudden, having an alien quality to them, but visibly faster.
Strengths:
• A buff to undead in the area.
Weaknesses:
• No direct impact on enemies.
• Effects any enemy/hostile undead as well.
Name: Devour Essence
Rank: A
Type: Support
Duration: Instant
Cooldown: 7
Description: Against a touched victim, Lady Red can use an empowered form of Essence Rip. It deals A-damage, 80, outright and cause an additional 50% damage directly to their soul. 50% of the damage dealt returns as HP to Lady Red, and 25% of the damage dealt is drained from their MP pool and added to Lady Red's own.
Her Skin Thief can work off of Devour Essence, in which case she can wear their skin even if their own skin remains.
If this spell kills a target, Lady Red is healed by 45% of her HP/MP and she can steal their body, her own body incinerating to become a pile of ash and bone. Ongoing effects on that body remain, such as buffs and debuffs alike (Unless the debuff was her own effect).
A stolen body's appearance lasts for 10 posts longer than a simple skin theft, before eventually her normal appearance reforms. She can use Skin Thief to re-take the original body's appearance by killing someone else with Essence Rip/Devour Essence as normal, allowing her to quite effectively infiltrate someones life if she can hide the murders.
Strengths:
• A damaging drain effect helping sustain her in a fight, with a bonus if used as a killing blow.
• Allows her to more effectively replace someone / disguise herself.
Weaknesses:
• Requires touch contact which puts her at risk.
• Doesn't heal as much as a normal spell would unless she can kill someone with this effect.
• Resisting the damage would simultaneously mean she recovers less from using this on them.
Name: Serpent Fang
Rank: B
Type: Offense
Duration: Instant
Cooldown: 4
Description: With a quick throwing / slicing gesture with an arm, Lady Red sends out a volley of unnaturally large fangs as though from some great serpent such as a Basilisk. They are about 3ft long and are heated with traces of fire flickering across their surfaces, leaving a trail of flame along the air as they travel up to 60 meters away at a speed of 30m/s.
Seven fangs in all they strike at seven targets with supernatural accuracy, bending and arcing in the air or piercing straight to.
At least two could strike a single target for +25% damage and no additional damage after a 3rd projectile.
For each fang that hits a target, their speed gets reduced by 5% as some of the damage isn't physical but magical necrotic damage that directly damages their muscular fibers. This isn't an active magical effect, but damage, and as such can be healed by 1% per 3% of HP regeneration or by 1% per 15 HP a healing spell heals for.
Strengths:
• Multi targeting (Similar to an AoE) or single focus.
• Minor slow effect that requires repeated uses or a focus on a single victim to see any results.
Weaknesses:
• Little penetrating power against obstructions 6 inches thick or more, dealing half damage to such things.
• Homing effect isn't very strong. Sharp sudden movements could lead to the projectile striking the ground or some other obstruction, or being unable to curve high enough to adjust.
• Healing spells or even passive regeneration can remove the slow before it builds up enough to be a real hazard.
Name: Brutal Spire
Rank: B
Type: Offense
Duration: Instant
Cooldown: 6
Description: A skull rises halfway out of the earth or a rift in the air with it's face out/upward, giving 3 seconds of forewarning before it's jaw suddenly opens in a silent scream as a jagged spire emerges out through its mouth. The spire is capped in a sharp point, rough edges and hook like growths cover the spire which is 3 meters wide at the base, 9 meters tall/long.
The spear shoots out at 333m/s (The dodge and avoidance potential is in the pre-fire time in which the skull first appears, and it isn't that fast compared to bullets.)
It deals 50% the damage of most offensive spells, and landing a perfect direct blow straight through their middle/chest will cause an additional 50% damage due to it impaling them (Which, I might need to clarify, is not instant death. Just a lot of pain. Lots people get impaled and live.)
Strengths:
• High risk - high damage spell.
• Individuals could find themselves hooked/impaled on the spire.
Weaknesses:
• 3 seconds of delay before the actual damaging effect makes it difficult to hit with unless they aren't expecting it or are unable to move.
• Above average cooldown.
• After the first instant the bone tends to be quite mundane and easy to break, with no magical reinforcement or enchantment keeping impaled individuals in place.
Name: Paralyzing Fear
Rank: B
Type: Offense / Aura
Duration: 1
Cooldown: 6
Description: In a sudden momentary flash of pure undiluted horror, Lady Red envelops herself in an aura that overwhelms a the senses of those who near her with a visage of sheer terror. In short area of up to 10 meters out from her, individuals are not damaged but subject to an immediate fear exposure of twice normal amounts and stunned for 5 seconds + 2 seconds per rank less than this spell and - 2 for each rank higher than this spell. Some individuals may experience natural fear after that fact which could keep them stunned, cause them to flee, cower, or merely get shaken. Depends on the individuals and rank balances really, but the point is that how they handle the fear is not dictated by the spell, only the initial stun.
Lady Red can expend an extra 10% MP to increase the stun by 2 seconds per 10%, to am maximum stun duration of 10 seconds -1 second per rank greater than D the victim is.
Strengths:
• Stun with a heavy MP cost in return for increasing its stun time.
Weaknesses:
• Significantly less useful against anyone she'd actually need to use this against (Hence the necessity of the option to channel extra MP into it)
• No effect on beings that aren't in control of themselves or capable of semi-intelligent thought, or those who literally lack the ability to feel emotion (and not in the anime oh-so-cool guy way).
Name: Implant
Rank: C
Type: Support
Duration: Instant
Cooldown: 3
Description: A spike of bone is embedded into a touched surface. It's about 3 inches long and buries itself deep, growing little hooks on both ends that keep it firmly in place without heavy surgical intervention or supernatural aid.
Strengths:
• The bone spike can be the target of some other effect.
Weaknesses:
• Thick armor plating can prevent the use of this on a person.
• Can be destroyed with a B-rank spell. Though that might hurt a bit if it is inside someone.
Name: Implant v2
Rank: C
Type: Support
Duration: Instant
Cooldown: 3
Description: A spike of bone is embedded into a touched surface. It's about 3 inches long and buries itself deep, growing little hooks on both ends that keep it firmly in place without heavy surgical intervention or supernatural aid.
Strengths:
• The bone spike can be the target of some other effect.
Weaknesses:
• Thick armor plating can prevent the use of this on a person.
• Can be destroyed with a B-rank spell. Though that might hurt a bit if it is inside someone.
Name: Bone Warp v2
Rank: C
Type: Support
Duration: Instant
Cooldown: 3
Description: In a burst of blood and flame the user or touched individual disappears to reappear within 3 meters of an Implanted bone spike.
Strengths:
• Teleportation effect necromancy style.
Weaknesses:
• Requires Implants.
• Requires touch to teleport another.
• Can be predicted, since it can only appear where an implant is.
Name: Bone Warp v1
Rank: D
Type: Support
Duration: Instant
Cooldown: 2
Description: In a burst of blood and flame the user disappears to reappear within 3 meters of an Implanted bone spike.
Strengths:
• Teleportation effect necromancy style.
Weaknesses:
• Requires Implants.
• Can be predicted, since it can only appear where an implant is.