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    Netherworld Poison Make

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    Edward Von Aurence

    Quality Badge Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Aspect of Neptune
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    Age : 32
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    Character Sheet
    First Skill: TakeOver: Angel Soul
    Second Skill: N/A
    Third Skill:

    Netherworld Poison Make  Empty Netherworld Poison Make

    Post by Edward Von Aurence 1st February 2016, 10:27 pm

    Magic

    Primary Magic: Netherworld Poison Make 
    Secondary Magic: 
    Caster or Holder: Caster/Lost Magic
    Description:
    The Netherworld is another plane of reality similar to the Celestial World which houses a surplus of demons and beings or creatures with the properties typically associated with demon-kind. Like Celestial Spirits with being summoned forth from their respective gate, these demons can be summoned forth with specific rituals, incantations, and even certain items associated with them.  Through the method of summoning demons forth from the Netherworld, generations of the Mibu Family have been able to learn their particular form a magic from the variety of demons and even modify or refine it to a unique magical art for their use. The demon brought forth when Tenchi was a mere child was a demon whom specialized in a version of poison magic and taught this magic to him. Applying the basis of poison magic taught by the demon and combining it with the almost limitless potential of molding magic, Tenchi became the user of unique hybrid magic known as Netherworld Poison Make.  The basics of this magic are for the user to create a particular type of demonic poison and then mold the toxic brew into a variety of different forms to accomplish various goals in combat. The effects of each spell can apply different effects to the target ranging from a simple DoT to debuffs such as slows and blinds. The toxins created can take a number of forms or rather exist in three different states: a gaseous state, a liquid state, and a solid crystallized state. 
      
    As one who practices this unique hybrid of magic, Tenchi uses the vast variety of poisons he is capable of  creating to overwhelm and disable his opponent’s by slowing their ability to react, negating their sight, and etc. While using molding part of his magic, Tenchi focus more on the dynamic form of the magic rather than static. This means his creations are capable of existing for amounts of time and maneuver on the field making his style of combat more mid-distance and long range while using this magic. His eye for detail allows him to mimic a technique he saw used earlier by molding his magic to match its form as well. His skill and affinity for this magic are quite high to the point where he doesn’t suffer any loss of power when only using one hand for the techniques in his arsenal.

    Strengths:



    DoTs/Debuffs 

    • The greatest strength of this particular branch of molding magic is the arsenal of DoTs and debuffs which are at the wielder’s disposal at any given time. These debuffs can vary from slows to blinds to hallucinations and even paralysis which make it great for disarming and weakening foes. These DoTs and debuffs can stack on top of each other making them extremely strong.

     
    Three Different Forms

    • The second greatest strength of this particular branch of molding magic is the three forms the material can take when used in collaboration with it. The fact that toxins can take a gaseous, liquid, or solid form makes this magic extremely versatile and dangerous. 



    Limitless Potential

    • Compared to a number of other branches of magic, molding magic is only limited by the intelligence and imagination of the wielder. In this branch of molding magic, the potential is even greater since the wielder can create different a variety of different poisons with different effects. (The different effects will be listed in the spell’s description.)


    Weaknesses:



    Healing Magic

    • As an arcane art which is highly dependent on debuffs and DoTs, magic which rejuvenates the body and removes negative effects afflicted to the body can almost completely counter this particular type of magic.

     
    Water Magic

    • This particular branch of magic is a counter to the toxins when they are in a liquid form since water magic can dilute the poisons so badly they aren’t effective any longer. If the particular molding magic technique is an instant or one post duration static or dynamic make, it will simply clash with any water spell and fall to the ground in a dilute puddle. If the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell. This effect works with water magic of the same rank. Water magic of higher rank will destroy and dilute any liquid poison make spells and continue through the spell and deal its  normal damage.

     
    Wind Magic

    • This particular branch of magic is a counter to the toxins when they are in a gaseous form since wind magic can blow away the toxic atmosphere so it isn’t effective. If the particular molding magic technique is an instant or one post duration static or dynamic make, it will simply be blown away by any wind spell. If the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell by one. This effect works with wind magic of the same rank. Wind magic of higher rank will blow away and gaseous poisons spell and continue through the spell dealing its normal amount of damage.

     
    Crash Magic

    • This particular branch of magic is a counter to the toxins when they are in a solid form since crash magic is particularly useful for destructive purposes against solid objects. If the particular molding magic technique is an instant or one post durations static or dynamic make,  it will be destroyed by the impact. If the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell by one. This effect works with a crash magic spell of the same rank. Crash magic of higher rank will break through the solid crystallized form of the spells and continue through the spell dealing damage its normal damage.

     
    God Venom Slayer

    • This particular branch of magic is a complete counter to the Netherworld Poison Make style since it allows the wielder can consume the poisons creations created by the practitioner of Netherworld Poison Make.


    Lineage:

    Monkey King's Descent:
    Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with superhuman strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
    Ability: The user is able to transform into animals or objects. The user's strength and speed are increased by 25%.  When in an animal form they gain a 50% boost instead.
    The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies.  (Created in the magic app as a normal spell would)
    Usage: The strength and speed bonus are a passive.  While in animal form the user may still use magic but it only lasts 5 posts and has a 6 post cooldown.




    Lineage Spells:

    Unique Abilities: 


    Domain of the Venom Demon:
     
    This particular ability allows the user, Tenchi, to create his own domain or territory by coating the area surrounding him with a liquid version of his unique demonic poison in a circular shape. The area which is covered in this poison is the maximum range in which his spells can travel and deals no damage to targets that get covered by it or are in the domain. Individuals in the domain receive a negative, however, receive a debuff of ten percent to their overall stats with the exception of health. On the contrary, Tenchi receives a buff of ten percent to his own stats. The domain exists for three posts and has a cooldown of four posts.  he domain lasts three posts and has a cool-down of four posts before it can be used again. The duration of the domain and the strength of the self-buff to Tenchi increases with his rank along with the debuff to enemy stats. The duration increases by one turn/post while his stat buff is increased by five percent and the debuff increases by two percent. He is capable of dispelling the area at any time to reduce the cooldown to one post more than it was active for.


    Aura of Poison Architect:
     
    This particular ability allows the user, Tenchi, to receive less damage from poison-based spells passively. Tenchi takes thirty-five percent less damage from poison-based spells of the same rank and twenty-five percent less damage from poisons of a higher rank. It also reduces the effectiveness of debuffs and status ailments in the form of slows, blinds, and effects of paralysis by fifteen percent of the same rank and ten percent of a rank higher. The user is still full effected by binds, burns, and curses.  Tenchi is also immune to the effects of his own brand of poison magic.


    The active portion of this particular ability allows Tenchi to coat himself in a unique brand of aura that has demonic properties. This aura reduces incoming damage by ten percent and increases the strength of the spells which he casts by ten percent as well. This ability costs Tenchi two percent of his current mana per post that is activated in combination with the cost of his normal spells.


    Playful Master of Poisons:
     
    This particular ability comes into three different parts but the most notable part of this unique ability is the fact it a allows the user, Tenchi, to ensure his poison magic is unable to affect individuals whom he deems to be allies of his.  It also allows Tenchi to become a potion or brew architect  which allows him to create drugs to effect his foes  which range from causing hallucinations, causing individuals  to fall asleep, and even giving an individual a sense of euphoria. The number of potions which Tenchi can carry with him in any given thread is five and their effects can only last a maximum of five posts for PVP  the effects of the potions he has with him will be described in detail at the beginning of the thread. This ability furthermore allows him to use outside sources of poisons to fuel his spells such as being surround in a by a giant poison cloud and the like. This portion of the ability can be used on enemy' poison spells as well as long as Tenchi's own molding spell matches the rank of the spell used. When using an enemy poison spells, the cost of Tenchi's spell is reduced by 50 percent while other sources are free to him.


    Spells:
    D-Rank Spells:


    Last edited by Tenchi Mibu on 11th March 2016, 3:30 pm; edited 5 times in total
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    Netherworld Poison Make  Empty Re: Netherworld Poison Make

    Post by Guest 6th March 2016, 7:56 pm

    Approved.
    Kakuma Blackflower
    Kakuma Blackflower

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    Netherworld Poison Make  Empty Re: Netherworld Poison Make

    Post by Kakuma Blackflower 11th March 2016, 2:51 am

    Tenchi Mibu wrote:Magic

    Primary Magic: Netherworld Poison Make 
    Secondary Magic: 
    Caster or Holder: Caster/Lost Magic
    Description:
    The Netherworld is another plane of reality similar to the Celestial World which houses a surplus of demons and beings or creatures with the properties typically associated with demon-kind. Like Celestial Spirits with being summoned forth from their respective gate, these demons can be summoned forth with specific rituals, incantations, and even certain items associated with them.  Through the method of summoning demons forth from the Netherworld, generations of the Mibu Family have been able to learn their particular form a magic from variety of demons and even modify or refine it to a unique magical art for their use. The demon brought forth when Tenchi was a mere child was a demon whom specialized in a version of poison magic and taught this magic to him. Applying the basis of poison magic taught by the demon and combining it with the almost limitless potential of molding magic, Tenchi became the user of unique hybrid magic known as Netherworld Poison Make.  The basics of this magic is for the user to create a particular type of demonic poison and then mold the toxic brew into a variety of different forms to accomplish various goals in combat. The effects of each spell can apply different effects onto the target ranging from a simple DoT to debuffs such as slows and blinds. The toxins created can take a number of forms or rather exist in three different states: a gaseous state, a liquid state, and a solid crystallized state. 
      
    As one who practices this unique hybrid of magic, Tenchi uses the vast variety of poisons he is capable of  creating to overwhelm and disable his opponent’s by slowing their ability to react, negating their sight, and etc. While using molding part of his magic, Tenchi focus more on the dynamic form of the magic rather than static. This means his creations are capable of existing for amounts of time and maneuver on the field making his style of combat more mid-distance and long range while using this magic. His eye for detail allows him to mimic a technique he saw used earlier by molding his magic to match its form as well. His skill and affinity for this magic is quite high to the point where he doesn’t suffer any loss of power when only using one hand for the techniques in his arsenal.

    Strengths:



    DoTs/Debuffs 

    • The greatest strength of this particular branch of molding magic is the arsenal of DoTs and debuffs which are at the wielder’s disposal at any given time. These debuffs can vary from slows to blinds to hallucinations and even paralysis which make it great for disarming and weakening foes. These DoTs and debuffs can stack on top of each other making them extremely strong.

     
    Three Different Forms

    • The second greatest strength of this particular branch of molding magic is the three forms the material can take when used in collaboration with it. The fact that toxins can take a gaseous, liquid, or solid form makes this magic extremely versatile and dangerous. 



    Limitless Potential

    • Compared to a number of other branches of magic, molding magic is only limited by the intelligence and imagination of the wielder. In this branch of molding magic, the potential is even greater since the wielder can create different a variety of different poisons with different effects. (The different effects will be listed in the spell’s description.)


    Weaknesses:



    Healing Magic

    • As an arcane art which is highly dependent on debuffs and DoTs, magic which rejuvenates the body and removes negative effects afflicted to the body can almost completely counter this particular type of magic.

     
    Water Magic

    • This particular branch of magic is a counter to the toxins when they are in a liquid form since water magic can dilute the poisons so badly they aren’t effective any longer. If the particular molding magic technique is an instant or one post duration static or dynamic make, it will simply clash with any water spell and fall to the ground in a dilute puddle. If the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell. This effect works with water magic of the same rank. Water magic of higher rank will destroy and dilute any liquid poison make spells and continue through the spell and deal its  normal damage.

     
    Wind Magic

    • This particular branch of magic is a counter to the toxins when they are in a gaseous form since wind magic can blew away the toxin atmosphere so it isn’t effective. If the particular molding magic technique is an instant or one post duration static or dynamic make, it will simply be blown away by any wind spell. If the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell by one. This effect works with wind magic of the same rank. Wind magic of higher rank will blow away and gaseous poisons spells and continue through the spell dealing its normal amount of damage.

     
    Crash Magic

    • This particular branch of magic is a counter to the toxins when they are in a solid form since crash magic is particular useful for destructive purposes against solid objects. If the particular molding magic technique is an instant or one post durations static or dynamic make,  it will be destroyed by the impact. If the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell by one. This effect works with crash magic of the same rank. Crash magic of higher rank will break through the solid crystallized form of the spells and continue through the spell dealing damage its normal damage.

     
    God Venom Slayer

    • This particular branch of magic is a complete counter to the Netherworld Poison Make style since it allows the wielder can consume the poisons creations created by the practitioner of Netherworld Poison Make.


    Lineage:

    Monkey King's Descent:
    Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with superhuman strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
    Ability: The user is able to transform into animals or objects. The user's strength and speed are increased by 25%.  When in an animal form they gain a 50% boost instead.
    The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies.  (Created in the magic app as a normal spell would)
    Usage: The strength and speed bonus are a passive.  While in animal form the user may still use magic but it only lasts 5 posts and has a 6 post cooldown.




    Lineage Spells:

    Unique Abilities: 


    Domain of the Venom Demon:
     
    This particular ability allows the user, Tenchi, to create his own domain or territory by coating the area surrounding him with a liquid version of his unique demonic poison in a circular shape. The area which is covered in this poison is the maximum range in which his spells can travel and deals no damage to targets that get covered by it or are in the domain. Individuals in the domain receive a negative, however, receive a debuff of ten percent to their overall stats with the exception of health. On the contrary, Tenchi receives a buff of ten percent to his own stats. The domain exists for three posts and has a cooldown of four posts. The buff that Tenchi receives from his domain increases as he ranks up along with the duration and size of the domain. The domain lasts three posts and has a cooldown of four posts before it can be used.


    Aura of Poison Architect:
     
    This particular ability allows the user, Tenchi, to receive less damage from poison based spells passively. Tenchi takes thirty-five percent less damage from poison based spells of the same rank and twenty-five percent less damage from poisons of a higher rank. It also reduces the effectiveness of debuffs and status aliments in form of slows, blinds, and effects of paralysis by fifteen percent of the same rank and ten percent of a rank higher. The user is still full effected by binds, burns, and curses.  Tenchi is also immune to the effects of his own brand of poison magic.
    The active portion of this particular ability allows Tenchi to coat himself in a unique brand of aura that has demonic properties. This aura reduces incoming damage by ten percent and increases the strength of the spells which he casts by ten percent as well. This ability costs Tenchi two percent of his current mana per post that is activated in combination with the cost of his normal spells.


    Toxic Master:
     
    This particular ability allows the user, Tenchi, to ensure his poison magic is unable to affect individuals whom he deems to be allies of his. It also allows to be a potion or brew crafter which allows him to create drugs to effect his foes but these particular brews do not deal any true damage to the person’s health but simply are used for their effects which range from causing hallucinations, causing individuals  to fall asleep, and even giving an individual a sense of euphoria. (The number of potions which Tenchi can carry with him in any given thread is five and their effects can only last a maximum of five posts for PVP the effects of the p. The effects of the potions he has with him will be described in detail at the beginning of the thread.)


    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS. As a starter character at D rank, you start off with 4 spells.

    Name: Netherworld Poison Make: Corrosive Viper Bomb
    Rank: D
    Type: Offensive
    Duration: Instant/1 post
    Cooldown: 2 posts
    Description: 
    Tenchi outstretches his right hand before him as he presses the digits of his right appendage together, his index and middle finger, in order to focus and concentrate his magical power for a moment before snapping his fingers. After snapping his fingers, his index finger is pointed in front of him. This pointing gesture shows his intended target for the spell. After a second, a pool of purple gelatinous like liquid poison appears in the air taking the form of cannonball in the shape of a viper’s or snake’s head. Inside of the construct made from a corrosive patch of toxin, a person is able to witness the bubbles being formed similar to looking inside a bottle of carbonated water or soda. Around the construct, a dark aura of demonic origin can be witnessed as well giving further proof of true origin of the magic. The viper’s mouth is left agape to give it the image that it is getting ready to bit or strike. The exact dimensions of the spell are approximately 1.5 meters in height and width or four feet and nine inches. The attack is then launched at the opponent traveling at twelve meters per second and covers a linear distance of fifteen meters. Since this spell is made of a condensed liquid poison, it can splash upon enemies once hitting the target or a solid object. The splash effect deals no damage to those hit unless it hits their skin and then the passive effect of this spell takes effect on them. The splash effect range is .5 meters of the target or the solid object the spell has come into contact with. The spell can be dodged to the right or left to avoid damage the normal damage of the spell along with the spell passive. The spell passive can be contracted by simply wearing clothing or armor. The passive can be healed with healing magic of any kind. Since this spell is instant or only last one turn, water magic of the same rank is capable of diluting this spell rendering it useless and water magic of a higher rank will destroy it completely and continue to go through only at reduced damage. Magic two ranks or higher will suffer no effect and completely destroy the spell. The spell deals normal rank damage upon impact with the foe.
     
    Unique Spell Passive: Corrosive Burn
    This particular spell passive cause a burn which deals twenty-five percent of the spells rank in damage per post for the duration of three posts due to the vast variety of assortment of different poisons located within the liquid blob of poison. This effect can only take place if the spell touches the bare flesh of a target. Sadly the toxins cannot burn through clothing thus the ability won’t work on armored foes whose body’s aren’t completely exposed to the technique.


     
    Strengths: 


    Travel Speed and Distance

    • The primary strength of this particular spell is the speed that it travels and the distance it is capable of covering making it a great spell for its rank.

     
    Splash Effect

    • This spell is able capable of hitting for a group of multiple enemies if the intended target is in within a small group making the damage output of this spell quite high depending on if the passive effect of it is able to take hold. 



    Weaknesses: 
     
    Linear Travel Path 

    • The primary weakness of this spell is the direction in which it travels toward it target and that is in a straight or linear path. By traveling in such a predictable manner, the target is capable dodging to the side in order to avoid the damage.

     
    Water Magic

    • This particular branch of magic is a counter to the toxins when they are in a liquid form since water magic can dilute the poisons so badly they aren’t effective any longer. Since this particular molding magic technique is an instant or one post duration static make spell, it will be destroyed if hit with any water spell. If the spell is higher rank, the damage will be reduced a bit but it will go through still. Two ranks or above aren’t affect by the damage reduction and simply go through.

     
    Ice Magic

    • This particular branch of master is capable freezing the mixture of toxic liquids which make up this particular spell. If hit with ice magic of the same rank, the spell will freeze over in mid-air. The speed of the spell is reduced to seven meters per second and only travels a distance eight meters as well. Making the spell not able to hit is target along with reducing its distance. The passive is also lost since the liquid is frozen.

     
    Name: Netherworld Poison Make: Corrosive Viper
    Rank:  D
    Type: Offensive
    Duration: Three Posts
    Cooldown: Four Posts
    Description: Tenchi outstretches his right hand before him as he presses the digits of his right appendage together, his index and middle finger, in order to focus and concentrate his magical power for a moment before snapping his fingers. In the area before his feet approximately three meters away becomes surrounded in a purple gelatinous like liquid poison which takes the form of a viper. Inside of the construct made from a corrosive patch of toxin, a person is able to witness the bubbles being formed similar to looking inside a bottle of carbonated water or soda. Around the construct, a dark aura of demonic origin can be witnessed as well giving further proof of true origin of the magic. The construct is approximately two meters in length and one meter in width. For the next three posts, Tenchi is capable of controlling this constructing within a range of ten meters by pointing and moving his right hand. The corrosive poison make follows his attack crashing into the enemy and dealing 50 percent of D-rank in damage with each hit is capable of connecting and knocks the opponent back by .25 meters. The snake moves at a speed of ten meters per second as well.  With his hand as a tell, the target can avoid the attack by watching the movement of his hand since he is unable to alter the attack or the position of the snake once the attack has begun. Since the movement can’t be altered, the foe is able to dodge left or right to avoid the act and this attack has no splash effect.

     
    Unique Spell Passive: Corrosive Burn
    This particular spell passive cause a burn which deals twenty-five percent of the spells rank in damage per post for the duration of three posts due to the vast variety of assortment of different poisons located within the liquid blob of poison. This effect can only take place if the spell touches the bare flesh of a target. Sadly the toxins cannot burn through clothing thus the ability won’t work on armored foes whose body’s aren’t completely exposed to the technique. This passive only takes effect once during the duration of the attack meaning multiple hits of the spell won’t refresh the passive.


    Strengths:


    Speed

    • The main draw to this particular dynamic poison make is  the speed in which the snake is capable of traveling within the radius of ten meters of the caster enabling it to crash and assault the target and knocking them.

     
    Control

    • The caster of this particular dynamic poison make is capable of controlling the position and how the creature reacts within this particular area with their magic which allows them to keep the target on their toes at all times during the duration of the post.


    Weaknesses: 



    Tattle-Tale

    • The movements of this particular spell can be seen ahead of time if the target pays attention to the motions and movements of Tenchi’s right hand thus a number of the hits for the duration of the post can be avoid in such a manner. This ability to avoid the attack is further added since he is unable to alter the path of the attack once the viper begins to crash into an opponent.

     
    Water Magic

    • This particular branch of magic is a counter to the toxins when they are in a liquid form since water magic can dilute the poisons so badly they aren’t effective any longer. Since this molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell. This effect works with water magic of the same rank. Water magic of higher rank will destroy and dilute any liquid poison make spells and continue through the spell and deal its  normal damage.

     
    Ice Magic

    • This particular branch of master is capable freezing the mixture of toxic liquids which make up this particular spell. If hit with ice magic of the same rank, the spell will freeze over in mid-air causing it to crash down to the ground and the spell to dissipate. The passive is also lost since the liquid is frozen.



    Name: Netherworld Poison Make: Corrosive Tentacle Bondage
    Rank:  D
    Type: Offensive, Defensive, Supportive, Binding
    Duration: Three Posts
    Cooldown: Four Posts
    Description: : Tenchi outstretches his right hand before him as he presses the digits of his right appendage together, his index and middle finger, in order to focus and concentrate his magical power for a moment before snapping his fingers. The areas around his target’s feet are surrounded by a purple gelatinous like liquid poison which takes the form of an octopus appendage or tentacle. Inside of the construct made from a corrosive patch of toxin, a person is able to witness the bubbles being formed similar to looking inside a bottle of carbonated water or soda. Around the construct, a dark aura of demonic origin can be witnessed as well giving further proof of true origin of the magic. The attack is capable of bounding a target within a three meter radius in which it appears.  This tentacle surrounds and bounds the target within its grip and by applying pressure it deals 50 percent of D-rank in damage for the first post and then 25 percent for the next two turns. The attack is capable of bounding a target within a three meter radius in which it appears.  The tentacle move at ten meters per second making them quite fast and are approximately 4 meters in length and three meters in width.  There is a brief delay before the tentacle completely emerges and surrounds the target so it can be evaded by maneuvering any direction outside of the reach of the tentacle. Escape is also possible by the opponent struggling with all their might at a sacrifice of five percent of their magical power for an escape during the second post and before the second amount of damage is dealt. Making the spell only deal 50 percent of D-rank in damage but making the spell go on cooldown instantly. The cooldown is reduced to three posts instead of four. The tentacle can only reach out in a linear direction. Since
    the molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell. The tentacle is a form of dynamic poison make magic which has durability of 2 D-rank spells or 1 C-rank spell. The spell can linger and grab one single target if they come within reach during its duration however the output of damage will be quite lower. If it grabs an opponent on the second turn, it deals 50 percent of D-rank in damage for the first turn and then 25 percent the second turn before dissipating. This lowers the output to 75 percent of the D-rank in damage. If a person is caught during the third post, then it is only deals 50 percent of D-rank in damage.


    Unique Spell Passive: Magical Corrosive Burn
    This particular spell passive cause a unique burning effect which saps three percent of the target’s magical power per post for the duration of three posts due to the vast variety of assortment of different poisons located within the liquid blob of poison. This effect can only take place if the spell touches the bare flesh of a target. Sadly the toxins cannot burn through clothing thus the ability won’t work on armored foes whose body’s aren’t completely exposed to him.

    Strengths: 



    Area of Effect

    • Despite the fact that this spell is only single targeting, it can still grab and bound a single enemy within the radius of three meters if it fails to snare the opponent on the initial turn. This enables the user to be able to herd or direct the areas of combat in which the opponent can maneuver.



    Ice Magic

    • This particular branch of magic is capable freezing the mixture of toxic liquids which make up this particular spell and if the spell is frozen while the tentacle is wrapped around the body of a target. It can ensure that the target is unable to move until the freezing effects wears off changing the move from a DoT bind to a bind that lasts for a longer period of time and is a way to make the spell last longer than its duration despite it not being able to deal anymore damage.


    Weaknesses: 



    Range

    • This particular spell can only affect an area of three meters which means that opponents are capable of getting outside of its range rather easily and not deal with the annoying and clingy tentacle friend.

     
    Water Magic

    • This particular branch of magic is a counter to the toxins when they are in a liquid form since water magic can dilute the poisons so badly they aren’t effective any longer. Since this molding magic is a static or dynamic make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from the attack and reduces the duration of the spell. This effect works with water magic of the same rank. Water magic of higher rank will destroy and dilute any liquid poison make spells and continue through the spell and deal its normal damage.

     
    Ice Magic

    • This particular branch of master is capable freezing the mixture of toxic liquids which make up this particular spell. It also causes this particular dynamic to freeze and not be of any use for the rest of its duration. The passive is also lost since the liquid is frozen.

     
     

    Name: Netherworld Poison Make: Crystalline Thorn Wall
    Rank: D
    Type: Defensive, Supportive
    Duration: Instant/One Post – Three Posts
    Cooldown: Two Posts – Four Posts
    Description: Tenchi outstretches his right hand before him as he presses the digits of his right appendage together, his index and middle finger, in order to focus and concentrate his magical power for a moment before snapping his fingers. Before him, a wall of crystalized poison appears which is completely jagged and pointed which is capable of cutting through flesh. In appearance the wall looks to be made of crystals or diamonds to the naked eye but the difference is the purple hue and black aura surrounding them. These jagged edges are similar to thorns in appearance and if contact is made against bare flesh, they deal only 10 percent of the spells rank in damage making it a counter against physical attacks. The wall is approximately five meters in width and five meters in height. The wall is capable of enduring two D-rank hits before being destroyed and 1-C rank spell. The wall can only deal damage if contact with the bare skin of a target is made so simply avoiding contact can ensure no damage is taken. The wall is only a horizontal defensive barrier which means attacks that can hit from multiple angles are a great counter this spell.  This particular molding magic is a static make that lasts more than one turn and has some form of durability, it takes .5 percent more damage from crash magic which reduces the duration of the spell by one. This effect works with crash magic of the same rank. Crash magic of higher rank will break through the solid crystalized form of the spells and continue through the spell dealing damage its normal damage.


    Unique Spell Passive: Neurological Toxin

    This particular spell passive has a unique effect which affects the movement or reflexes of those who are inflicted with this poison that interrupts the signals that the brain sends to the other part of the body. This interruption cause the target’s reflexes to be slowed by ten percent and this debuff is only five percent for a rank higher. This effect can only take place if the target comes into contact with the wall and receive the ten percent damage that the thorns inflict.

    Strengths: 

    Defensive Barrier/Obstacle

    • The primary strength of this particular spell is the fact that it can defend the user from a number of attacks that are incoming from a singular direction while acting as an obstacle for those attempting to head directly toward the user forcing them to go over it or around it. 


    Weaknesses: 


    Immobile/Horizontal Defensive Barrier

    • The main drawback or weakness to this spell is the simple fact it is immobile. It can only be used to defend from point or block incoming damage from one direction.


    Crash Magic

    • The primary weakness to this particular poison make technique is crash magic since it is capable of destroying the barrier in two hits and the magical aura protects them from taking damage from the thorns which protrude out of the wall.

     Moved, Unlocked and a copy made for your grader Have fun. :D


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    Netherworld Poison Make  Empty Re: Netherworld Poison Make

    Post by Guest 11th March 2016, 7:20 pm

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