I noticed a distinct lack of spells (Well, curses) that manipulate actual dead bodies rather than summoning my own skeletons.
- Spoiler:
Artifact Weapon, replacing Constantine.
Name: Poltergeist
Rank: S (Art. Weapon)
Type: Offense
Duration: Instant
Cooldown: N/A
Description: This curse projects bound spirits to possess things in the environment, causing them to float and fly about according to her will. They are capable of slamming into things to cause S-ranked damage (100) damage to any targets within 200 meters of her at 125m/s and manipulated as though they were a living thing when the curse is first cast. After the effect ends, they float harmlessly free from gravity past that or eerily locked in place in the air until someone sets them down. The objects that were possessed remain haunted from then on.
Strengths:
• Possesses objects to strike at an enemy in range, leaving those objects haunted as a fluffy/IC/noncombat effect.
• Could be used to tie someone up with rope, the rope coiling like a snake. But only if the rope is within 3 meters of them, in which case it would take two uses. One to get it there, one to animate the rope.
• This can "Graze" against multiple objects at once, in which case they float as though possessed without having been the intended target to be thrown with this curse.
• Does an extra 20% damage if the object is large (Large boulder). 20% extra damage if the object is sharp/pointed (Using a spear or sword). +5% damage per weapon item grade. (Weak-Strong-Legendary-Artifact. Can't effect some Multis, or Mythics.)
Weaknesses:
• Requires suitable objects at hand and is limited to what is available.
• Being an S-rank effect, it can possess fairly large things but has it's limitation. Objects larger in size than a wyvern can't be manipulated.
• Can't possess living things, or otherwise intelligent/aware things things that are not her minions.
• Can only effect as many things as she could hold in one hand. Single large objects could fill this on their own, or she could use a bunch of smaller things that fit in her hand. - This means she can manipulate more things while in a titan size.
• Only lasts long enough for one action, just as if she were throwing a fireball.
• Deals the same damage whether she throws one boulder, or twenty rocks, within the same use.
• Can only effect weapons or armor of Artifact grade or lower.
• If used on armor someone is wearing, Eris can only move them by 5 meters per rank less than S they are. Once effected by this, they resist it by 15 meters which can reduce it to zero, for the next two posts. This does not damage them unless this forces them into an object more than 3 meters away (So it can't shove them into the ground to cause damage, but it could make them kneel. Though they could just stand back up immediately after).
• If used on clothes, the player can just choose to have the clothes rip instead of them being pushed, but still gain the resistance (Plus, they might not be wearing anything that could be manipulated anymore).
• Deals -50% damage if whatever is used does not have much weight, or sharpness to it. Unless it has some other property: such as if it is on fire.
• This cannot be used on objects created by spells that have an ongoing duration (Even if that duration is Instant and it's mid-effect (A boulder spell throwing a boulder at Eris. She'd only be able to use that boulder against them after it hits something.).)
A-rank bonus spell from Artifact trade.
Name: Finger of Death
Rank: A
Type: Offense
Duration: Instant
Cooldown: 8
Description: Finger of Death sends a wicked bone shard that almost looks like a literal fingerbone with the exception of little skulls replacing the joints and a little skull topping it off, jaw unhinged with a spike sticking out. This spell will hit for only 20 physical damage, but this spell will deal 80 damage directly to the target's soul, bypassing all resistances (Which aren't particularly common or significant anyway)
NPCs hit with this effect that are A-rank or less are instantly slain and rise as an undead creature under Eris's control until they are killed. After the topic ends, they can be called through her lineage as a rank appropriate creature.
It saps the life force of those it does not kill, making all spells cost double and reducing their physical traits by 50%. These return at a rate of 5% per post, and the spell cost debuff is halved after 2 posts, then gone after the third.
It flies at 20m/s, with a short range of 60 meters. Can instead be used as a touch spell with her own literal finger.
Strengths:
• Outright slay NPCs with this spell. PCs can choose to let this kill their character if they wish.
• Because it raises the slain as undead when killed, resurrection magic cannot effect the corpse.
• "Immortal" characters effected by this (either the slaying effect or if killed while weakened) are still slain as though they were mortal. (Though can be revived normally like anyone else).
Weaknesses:
• No effect on non-living targets (Except the 20 physical damage).
• Slow and short ranged.
• It's a small projectile making it further easier to dodge.
• Special uniquely important NPCs are treated as PCs for this effect. (Such as "The Crown Prince" but not "Bob the super evil dark mage #33" who's just chump in a job description.)
- Spoiler:
Name: Whole Again
Rank: D
Type: Utility | Noncombat
Duration: Instant
Cooldown: 2
Description: This curse causes a corpse to mend itself. It will appear (and smell) whole and fresh, as though it were only sleeping. Used on an undead creature it will have the same effect, but it is only skin-deep. Unless actually healed, a "Whole Again" arm that was severed would be limp, and strain on the corpse manifests as a reminder of damage that lies unseen.
Strengths:
• Repair a dead body.
• Can be used automatically with no cooldown on any corpse that she herself killed.
Weaknesses:
• It's entirely a cosmetic effect, it has no impact on combat and no ability to heal.
• Dead is dead, eventually the body will start to decay again. But an application of Whole Again is like a very thorough preservation process from then on, like a very well cared for mummy (and well within natural capability.)
• It's a single instance. Any damage the body takes after the fact can't exactly heal on its own anymore like a living body would.
Name: Body Sculpting
Rank: D
Type: Utility | Noncombat
Duration: Instant
Cooldown: 2
Description: This curse reshapes a body, giving it a new appearance. The body has to be of similar stature to what you intend to copy, but it isn't too strict and even vaguely similar bodies will work. This curse will make one body look like any other individual.
Strengths:
• Useful for faking deaths.
Weaknesses:
• Requires a dead body to work, as you might expect.
• Dead body can't be random, needs to be at least vaguely similar to who you intend to copy.
Name: Awakening
Rank: D
Type: Support
Duration: 4
Cooldown: 5
Description: This spell momentarily grants a Mindless undead creature (Including souls), including those who's minds are so broken and fragmented that they are effectively mindless, an intelligence. With this intelligence they are treated as one of Eris's own minions and as such cannot withhold information from her.
Strengths:
• Information gathering ability.
Weaknesses:
• Only applies to -mindless- undead.
• Use limited only to getting information out of them, as such a creature would rarely if ever be of any use to her in any other way compared to any of her own existing minions.
Name: Soul Override
Rank: D
Type: Passive
Duration: -
Cooldown: -
Description: This isn't a new ability but an extension of an existing one. This ability allows Eris to possess anyone she could use Essence Rip on (Most NPCs that aren't overly important or those below 10% HP). Instead of killing them and instead of Essence Rip's normal effect, the individual is instead Possessed.
Her own body absorbs into the new body. If that body is killed or knocked out, Eris remains possessing the corpse or sleeping body. If dead, she can keep puppetting it as an undead creature. If knocked out, she cannot control the body as it is still living but not conscious.
Damage is dealt to the body and not to her unless it is expressly meant to target a possessing entity, or is mental/psychic in nature. A note: Possessed bodies would be very weak, being NPCs or individuals at 10% HP or less.
Strengths:
• Possessing a body is very subtle and gives no indication of her presence unless she is making herself known, or others know the individual well enough to know it.
Weaknesses:
• Allies of the possessed may realize something is amiss if she isn't careful, especially if they were present to see the change in behavior if any, and certainly if they actually see Eris disappear into them.
• Knocking a body out is a good way to get her to leave unless it is more advisable to kill the body and keep using it as an undead.
• Individuals who would have to be reduced to 10% HP to be possessed can be healed past 10% to force her out, but not through regeneration effects or Eris's own Essence Rip. Meaning any healing at all could kick her out.
• Her max MP is permanently reduced by 2%.
Name: Killer's Mark
Rank: D
Type: Utility | Noncombat
Duration: Instant
Cooldown: 2
Description: When used, Eris is flooded with the memories of how any corpse within 10 meters died.
Strengths:
• Sometimes it can be important to know these things.
Weaknesses:
• Doesn't reveal natural causes.
• Doesn't work on undead bodies under someone else's influence.
Name: Piece by Piece
Rank: D
Type: Support
Duration: Instant
Cooldown: 2
Description: This curse will fuse one organic mass to another organic mass. Visible seams optional.
Strengths:
• Attach a new arm to something, or a new eye. Maybe throw on some extra horns.
Weaknesses:
• Doesn't heal damage, damage will remain as general stress even if a severed arm were reattached with this, though the arm would be functional.
• Random parts attached to an animated body wont be animated themselves (A severed arm off an undead creature would still be animated, but a new arm off a dead body would not.) Requires the part to be animated by another effect to be of use.
• If used to attach something onto a still-living creature, healing spells will remove the extra appendages as though it were a disease or something.
Name: Bone Craft
Rank: D
Type: Utility | Noncombat
Duration: Instant
Cooldown: 2
Description: Conjures and shapes bone matter into an object of some sort. No combat value, creates normal mundane objects that happen to be made of bone. White or Black in color.
Can make several items at once, such as a row of coffins made out of bone.
Strengths:
• Creates items.
Weaknesses:
• Normal mundane items.
• Limited utility in a fight.
Name: Flesh Craft
Rank: D
Type: Utility | Noncombat
Duration: Instant
Cooldown: 2
Description: Conjures and shapes undead flesh matter into an object of some sort. No combat value, creates normal mundane objects that happen to be made of flesh. Red flesh, pink flesh, grey flesh, any other natural fleshy colors both regarding tissues and meats.
Can make several items at once, such as a row of mummies.
Strengths:
• Creates items. Could include meat based foods - Since the magic has fire aspects, this could be cooked or not.
Weaknesses:
• Normal mundane items.
• Limited utility in a fight.
• Bodies and flesh objects in general made with Flesh Craft cannot be animated / brought to life unless a brain from an existing creature is used, in which case that brain dictates effectiveness and is a separate effect (Just clarifying in case it's ever needed some day).
- Spoiler:
Name: Hate Sprites
Rank: C
Type: Summon
Duration: 1
Cooldown: 3
Description: This curse summons a flurry of Hate Sprites, small little flaming spirit-type undead creatures that fly about or hover. They move at 33 m/s. There are several hundred of them in all, each the size of a ping pong ball. They effectively have 1hp each.
Active Ability: Soulfire Blitz. The Hate Sprites scatter out with a 50% speed boost to deal normal C-rank summon base damage (12) to anything they run into, dealing a maximum amount of damage to any one creature equal to C-rank spell damage (40). This still applies burning damage, which causes +50% damage on the next turn and 25% after that.
Passive Ability: Fire Spirit. The Hate Sprites cause their base summon damage to anything that touches them, rather than having any notable physical exertion, and ignite things on fire on contact, which deals half the damage on the next post, and half that on the one after that before ending.
Strengths:
• Summons a storm of Hate Sprites, more or less being treated as moving area of effect than a bunch of individual summons.
• Because they are spirits, they can move through physical obstruction and are immune to nonmagical attacks.
Weaknesses:
• Being a summon, Eris might not always have the opportunity to use this with other summons in play.
• The Hate Sprites are incredibly weak, having only 1hp each. As such they aren't really intended to be a serious threat but mostly a distraction and a means of igniting an area ablaze.
• Though spirits they can be impeded by magical barriers and walls.
Name: Skull Sets.
Rank: C
Type: Delayed / Support
Duration: Instant-ish
Cooldown: 3
Description: This curse doesn't have a duration, but at the same time it does. Nt. It's the only way it works out. Skull Sets, sets a skull. This skull is inert and isn't even flaming. Skull Sets remain inert until Skull Blaze is used. The skull can be physically planted, or seem to grow from a surface within 40 meters, including something an enemy is wearing but to do so makes the skull far more likely to be broken let alone noticed.
Strengths:
• Sets a skull primed for an attack.
Weaknesses:
• Skulls can be destroyed before able to be used.
• Skulls don't do anything on their own.
Name: Skull Blaze
Rank: C
Type: Offense
Duration: Instant
Cooldown: 3
Description: Skull Blaze activates all Skull Sets that have been planted. The skulls ignite and hover before they all strike out at a target at once.
Skulls fly at 25m/s and detonate into 8 meter bursts on impact dealing 20 points of fire damage and 10 points of blunt damage. Deals 10 fire damage on the following post, 5 the one after that, as the flames ignite flesh and cling to steel.
Strengths:
• Range is not a factor due to potential difficulty and needless hassle of keeping track on them all. So we'll say if they're within 40 meters of 1, any others can hit as well regardless of distance.
Weaknesses:
• Dependent on Skull Sets. Does nothing on its own.
• Deals less damage than a normal C-rank spell unless enough Skull Sets can be planted.
Name: Analyze Essence
Rank: C
Type: Support
Duration: Instant
Cooldown: 3
Description: This spell will quickly condense and filter through the essence gained from an Essence Rip or Devour Essence move. Doing so, Eris gains much deeper insight into someone such as access to their fears, desires, and motivations.
Strengths:
• Analyze someone's inner workings.
Weaknesses:
• Requires an Essence Rip, in which case the person is now dead so usage is limited. Or or it requires a Devour Essence, in which case combat is likely midway or was just instigated by the Devour.
• It isn't wholly invasive and all-informing. Just gives important details based on what is most effective / usable at hand, then all the rest is filtered away.
• This effect is already technically built into essence ripping, but this elaborates it a little and gives more of a reason / makes it less shady, to use on PCs.
Name: Cruel World
Rank: C
Type: Passive
Duration: -
Cooldown: -
Description: This slot is sacrificed to tweak an existing passive effect / unique ability, doing something that could likely already be assumed without issue. AS such it doesn't effect maximum mp and is likely a waste of C-rank spell slot.
This makes Essence Rip work with no visible bodily harm. They just fall over / drop on the spot.
To be a little more useful and less wasteful, it also enhances Essence Rip's range, extending it by 30 meters.
Name: Eye Demons
Rank: C
Type: Utility | Noncombat
Duration: Instant
Cooldown: 3
Description: Creates a small eyeball sized undead creature. It has small wings and fin-like protrusions from the retina stalk. It flies or swims at about 8m/s. It is capable of burrowing into things given a bit of time.
Strengths:
• Creates a small creature, undead in nature.
Weaknesses:
• 5hp, anything can kill it.
• No offensive value. Deals only 1 damage, intended just as a reason how it burrows into stuff.
- Spoiler:
Name: Soulfire Blaze
Rank: B
Type: Support
Duration: 1
Cooldown: 4
Description: Can only be used when Eris uses Essence Rip or Devour Essence.
This curse denies the return of MP gained when using an Essence move, and instead transfers it directly into power. All fire effects from any source of Eris's becomes blue in color. It now cannot be eaten by slayers at all, not just at a reduced effect, due to it no longer being fire at all, but a manifestation of pure essence.
All fire/heat abilities deal an added 50 points of damage for this post.
Strengths:
• Fire/heat effects become more damaging.
• Soulfire cannot be blocked by physical obstruction.
• Any Soulfire spell that hits an enemy ignites them in blue flames, which do not cause extra damage itself but will drain MP equal to what it would cost them to cast a B-rank spell. Eris gains 1/4th the MP lost by them.
Weaknesses:
• Doesn't do anything on its own.
• Requires the use of other abilities to even cast.
• Soulfire can still be blocked by magical obstruction.
• Stone/metal/ice wall spells would still block soulfire due to channeled magic (Duration). If the spell ended though and the wall is just a remnant or an after effect then no, it won't block it.
• Enemies using Technology and not Magic/Chi/Curses/Soul or whatever would not be subject to "MP" drain.
Name: Haunting Grounds
Rank: B
Type: Utility | Noncombat
Duration: Instant
Cooldown: 4
Description: This curse radiates power and influence over an area (Any area that is defined as it's own space. A whole school. A cabin. A hospital. A cemetery. But nothing too large, such as a forest (But a large chunk of forest is acceptable) or a city (A about perhaps four or six city blocks), calling forth all spirits and corpses of the long deceased and subjugating them, chaining them to the grounds keeping them anchored to the land.
From that point forth, the area becomes heavily haunted and plagued with supernatural activity.
Strengths:
• Curses a land.
Weaknesses:
• Non-combat.
• Hauntings vary in scale and can be just about anything up to the imagination but typically slow to build into anything life threatening.
Name: Poltergeist
Rank: B
Type: Offense
Duration: Instant
Cooldown: 3
Description: This curse projects bound souls to possess things in the environment, causing them to float and fly about according to her will. They are capable of slamming into things to cause 60 damage to any targets within 60 meters at 45m/s and manipulated as though they were a living thing when the curse is first cast. Beyond that, they float harmlessly free from gravity past that or eerily locked in place in the air until someone sets them down.
The objects that were possessed remain haunted from then on.
Strengths:
• Possesses objects to strike at any enemies in the area, leaving those objects haunted.
Weaknesses:
• Requires suitable objects in the area and is limited by what is available.
• Can't make anything float that is the size of an average truck or greater, but if it has wheels it can be pushed along/driven and loses 75% of its weight.
Name: Mind Puppets
Rank: B
Type: Support
Duration: 4
Cooldown: 5
Description: This curse causes a rush of small ghosts that almost look like small tissues over a baseball with random assortments of eyes and mouths strewn in unsettling patterns. Like the spirits they are, they aren't seen unless someone has the ability to see spirits as part of some form of necromancy or soul magic.
They are not treated as a summon, but are the basis for the curse itself. These Mind Puppets enter the minds of any would be victims within a 60 meter area, traveling at 40m/s themselves out from Eris.
All NPCs in this area of D-rank or less are completely possessed, while C-ranks are mostly possessed (Capable of thinking and witnessing but trapped within their own bodies), and B-ranks are strongly influenced (Feeling a strong compulsion and desire to do as the Mind Puppets - Eris - wishes). A-ranks feel general compulsion. S-ranks feel a suggestion. H-ranks shrug it off entirely, the Mind Puppets that try being utterly overwhelmed.
PCs are treated as being 3 ranks higher than an NPC.
Strengths:
• Mass possession and control over individuals.
Weaknesses:
• Can't possess even D-rank PCs, only compel.
• She could just kill them all and raise zombies. But sometimes a situation might call for the living, such as to use them as hostages or a distraction.
- Spoiler:
Name: The Living Thrall | Mind Puppets x Dark Ritual
Rank: S+
Type: Support
Duration: 20
Cooldown: 25
Cast Time: 1 post.
Description: This curse uses the ritual of Dark Ritual to channel the power into a storm of Mind Puppets instead. Throughout a 400 meter area a flurry of Mind Puppets fill the location with such negative energy that it causes fear and panic in the area as a whole, and the storm of Mind Puppets is so thick it causes visible distortions in the air that even the normal human can see.
All within the area of the "Storm" become possessed with the Mind Puppets, as per the Mind Puppet spell but starting from 2 ranks higher. (So B-rank NPCs are "Completely possessed" and so on).
The "Storm" itself only lasts for one post, before all the Mind Puppets find a body to enter.
Cast time reduced.
There is 2-3 seconds in which the negative energy builds and quick individuals can evacuate if they suspect an incoming curse.
Strengths:
• Mass possession and control over individuals.
Weaknesses:
• Significantly less effect on PCs.
• She could just kill them all and raise zombies. But sometimes a situation might call for the living, such as to use them as hostages or a distraction.
• PC characters can gain an opportunity to resist if they would be made to do something horrible and strongly out of character, in which case they are considered 2 ranks greater.
• If she uses this in a topic she sacrifices her greatest weapon, the Primordial Titan, which requires the Dark Ritual to finish.
Name: Cinder Wall | Clawing Wall x Mantle of Flame
Rank: S++
Type: Aggressive Defense
Duration: Instant
Cooldown: N/A
Description:
http://fyreant.deviantart.com/art/Cinder-Wall-79363729
This curse causes a wall of black skulls to seem to bubble up from the earth or out from a hell-rift. The skulls seem warped and almost tar-like, their insides glowing with heat as they seem to scream and gurgle, causing a horror exposure.
It causes 100 damage on contact, less than a normal damage spell would, from the heat and the biting skulls, but the main point being the wall itself forms into a more solid mass than Clawing Wall would on its own.
The Cinder Wall is up to 40 meters tall, 8 meters thick, and up to 100 meters long. It rises to its full height at a speed of 20m/s, with a brief forewarning if it comes from the ground as a tremor gives 1.5 seconds of a heads up. If coming out from a Hell-Rift, it travels at 45m/s typically from Eris's direction or some point within 60 meters.
Victims can be trapped in the formation of the Cinder Wall. They can force themselves free more easily within the post that the Cinder Wall forms, they have to deal 50 damage to it to escape if they did not evade it.
After the wall finishes forming, the skulls no longer moan or flail, but harden into place becoming a "Natural" wall. Residual heat makes them keep glowing however.
The heat can deal "Natural" heat damage of around 30 damage. (being natural, it is easier to resist. Heat/Fire resistance counts as double if not able to be outright resisted).
The heat would eventually cool off completely of course at a natural rate, eventually leaving behind a black wall of tormented looking faces.
The wall has 300hp per general area of the damage itself to break through it (3 S-rank spells. A normal S-rank defense spell would be able to accomplish that let alone a spell fusion of 2 S-ranks).
If you try to break through it lengthwise it would be significantly more difficult by common sense. Consider it as 150hp per 20 meters.
Strengths:
• Creates a large wall of significant stopping power, potentially damaging and ensnaring individuals caught within its formation.
Weaknesses:
• Using this means that the Cinder Wall can't benefit from Mantle of Flame's normal effect as it is integrated into generating this fusion.
• While lacking a cooldown as normal signature spells, they cost full MP as normal making it tempting to waste MP.
• Breaking out from within the Cinder Wall is easier than breaking through it. Dealing 75 damage is enough to shatter the immediate area 3 meter area and allow you to crawl/pull yourself out if that 3 meters would put you at the edge of the 8 meter width/thickness of the wall.
This means that even a D-rank character would be able to free themselves in a few posts let alone anyone more threatening.
• That's not to mention you could just evade it entirely. It's far from as fast as a projectile attack spell, it's main function is just to raise a wall after all.
Name: Tartarus Rising: The Savage Warden | Tartarus Rising; The Divine Corpse, X, Savaging Skull
Rank: H+
Type: Summon | Anti-support
Duration: 20
Cooldown: 25
Description:
https://i.imgur.com/idigfwJ.jpg
This curse opens up a large hellrift, either in the air or dramatically appearing out from the ground, doesn't really matter, and out steps the Savage Warden. A large being, it stands 40 meters in height and appears like a cross between a large ifrit demon and looks similar to the Savaging Skull in appearance and design. It has what appears to be flesh but is solid black bone matter, charred like most others. Fires blaze on its body almost like a mane as chains dangle from its body.
It doesn't appear to have legs, instead it hovers about with a jet of flame pushing off from the ground, tearing into the earth as it moves looking almost as though it were embedded into it. It can, however, fly with this jet of flame.
On the ground it moves at 60m/s, in the air it moves at 100m/s but it must land every other post and it's flight is a bit on the clumsy side.
It has a base HP equal to Eris's own HP (Less than the base Divine Corpse spell).
The effects of the Divine Corpse are altered here, in that unlike the Divine Corpse the Savage Warden deals unarmed "Physical" damage to anyone who looks at it, causing mental trauma and horror exposure, which can occur once per their post. The Savage Warden does not cause paralysis when it is summoned.
The buff the Divine Corpse is inverted. Rather than boosting all undead, the Divine Corpse gains +10% to its HP and damage output for each rank of the undead creatures present in the topic. Unranked undead have no rank, and as such do not give a boost. Hoard type summoning spells use the rank of the summoning spell itself and not the individual hoard summons.
This has to come from somewhere though. Each undead is drained by 15% max HP and deal 25% less damage.
Instead of the HP regeneration Divine Corpse provides, the Savage Warden instead passively drains 10% HP from one active summon or split between multiples to heal itself by 10%.
It retains similar abilities of Savaging Skull.
Active Ability: Rending Claws. The Warden surges forward doubling its speed as an inferno envelopes itself, dealing H-rank damage (168, including the +20%) to anything in its path as it tears along in a frenzy with it's four massive claw-like arms, dealing physical damage (60 (Including the +20%)). It can do this once every fifth post.
Passive Ability: Savage Blaze. The Warden deals half physical damage (30) + magic (Curse) damage equal to 1 rank less than its own rank (S. For 120 damage, including the +20%) as fire damage to things that touch it.
Strengths:
• Uses the body of the Divine Corpse to fuse with the demonic Savaging Skull to summon a savage undead demon instead of the epic body of the fallen titan.
Weaknesses:
• Dark Ritual has no effect on the Savage Warden.
• The Savage Warden is in a permanent frenzy state.
• While no where near as large of a target as the Divine Corpse was, the Savage Warden is still a big target itself.
• Can be weakened by killing other undead creatures.
• Weakens other summons.
Name: Titan Infusion | Dark Ritual x Body Sculpting
Rank: S+
Type: Support
Duration: 20
Cooldown: 25
Cast Time: 1 post
Description: Eris performs a dark ritual tapping into her necrotic arts of Body Sculpting. She deals 50 damage to herself, fire and smoke emerging in the place of blood. This fire and smoke twist into a sphere and then bursts at the end of the ritual.
This ritual grants any one summon the power of Eris's Titan form, increasing their size by x10 which increases their physical damage by 150% and gives them a 50% resistance to damage, which is only 25% against AoE spells.
This spell can be used on herself, in which case the next summon will be effected by this effect.
Strengths:
• Huge increase in size, which translates into a boost to physical power and resistance to damage.
Weaknesses:
• Eris herself cannot alter her size while this spell is in effect, she is stuck at whatever size she left off as. If she were small, then she would not be able to enlarge herself. If she were big, then she would not be able to shrink herself to hide or disengage combat.
• Increase in size makes them a bigger target. It's harder for the effected summon to dodge / harder for enemies to miss.
Name: Citadel of Horror | The Divine Corpse x Clawing Wall
Rank: H+
Type: Support
Duration: 20
Cooldown: 25 (For TDC)
Cast Time: 1 post
Description:
Takes one post to cast this spell in a ritualistic manner, after which the Citadel slowly looms out from a Hell Rift. Light dies as it draws near. Neither day nor night, there is only blackness past individual's perception, which is limited to 50 meters of range per rank they are. An H-rank could see for 300 meters for example. Any sensory ability effecting vision adds 20 to the base 50. A powerful visual ability or affinity for darkness increases this by 50, so a visually astute darkness-aligned H-rank could see for either 900 meter or 720 meters depending on the strength of their vision strength.
This effect takes apart the Divine Corpse and instead arranges it in conjunction with the clawing hands of Clawing Wall, assembling a "Citadel of Horror"
http://www.mpc-g.com/wp-content/uploads/Devil-Daggers.jpg
The Citadel of Horror is massive, being around 200 meters in width and around 350 in height. It appears to have a large demonic skull crowning it with a series of long jagged horns that stick up over a base of many large horned skulls arranged as a base for the demonic skull, almost forming a crown-like appearance, with many finger-like clawish bones extending under it from the skulls that... undulate, moving beneath it in motion as it hovers relatively slowly, flying in place at 15m/s.
It has the effects of The Divine Corpse, stemming from the Citadel instead. It only deals 50 damage to individuals who look directly at it, which is horror exposure. But it does so on each of their posts (If they keep looking at it) rather than every few.
The Citadel of Horror does not buff undead in the area, instead it debuffs all non-undead.
All Non-undead in the area have 33% suppressed HP and deal 33% less overall damage. No individual or attack (Even from Eris and her minions) can exceed a speed of 50m/s within 500 meters of the Citadel.
The main effect, however, are the Horrors.
On every post, Horrors emerge from the skulls on the Citadel of Horror. Getting near a Horror, within 5 meters, counts as horror exposure.
Seven skulls in all, each skull will spawn a Tormented Keeper.
https://platformernews.files.wordpress.com/2015/12/devil-daggers-steam-greenlight-trailer.png?w=1200
Tormented Keepers look like three hooded skulls linked together with a single finger-like spine below it, and a mass of fleshy undead tentacles above it. The Tormented are about 6 meters in height and are destroyed with 100hp damage. They move at 15m/s.
Tormented Keepers attack by releasing a swarm of floating skulls that travel at 30m/s in a 4 meter wide 8 meter wide "Cloud" of the skulls. Around 20 skulls in all they can be destroyed individually (Or in a cluster) with 20hp each. Getting hit by the swarm will cause 80hp damage, whether it was one skull or three (Or however many) that hit you.
https://i0.wp.com/killscreen.com/wp-content/uploads/2016/02/devildaggers3.png?fit=880%2C495
The swarm flies about in large loops, swooping to charge past the general location of an enemy with little accuracy.
One skull out of the hoard is larger, more demonic, and has horns. This skull has 80hp instead and will always seek an enemy out directly. It deals the same damage as the swarm however.
From the base of the Citadel, the hand-fingers, the fingers seem to part allowing three Spider Horrors to drop from within.
https://humblebundle-a.akamaihd.net/misc/files/hashed/dad0bef0ac2300af49dfe6cfddafdf142e605927.jpg
The Spider Horrors have long boney legs set out from a large twisted skull. They are about 5 meters in diameter. Spider Horrors have 140hp and will seek enemies out at 30m/s to grab them within its 'legs' though it hovers about rather than walking. Those they grab will take 40 damage every few seconds (Which is really only similar to taking repeated punches) that they are held, which is considered physical damage. If held for 1 post they'll bite dealing 100 damage. Escape its grasp however makes sense with what you have.
When destroyed, they burst into 4 small Legged Skulls. Legged Skulls crawl around at 30m/s and try to scatter. If a Legged Skull survives for 1 post, they become a Spider Horror. They have 20hp each and only attack weak unranked NPCs, in which case they leap at their face and will chew off their head, replacing their head with the Legged Skull and puppeteer their body.
From the demonic main skull, a Worm Horror is released once every two posts.
https://www.rockpapershotgun.com/images/15/dec/14devildaggers.jpg
Worm Horrors are 400 meters long but only around 4 meters in thickness counting the legs. They are long boney spinelike centipedes that fly-float-snake through the air weightless. They have roughly 8 Major Segments. Each Major Segment has 80hp. When destroyed it isn't severed, but remains anchored as the whole but there's a sluggishness to that section of the Worm's body. When all eight are destroyed, it is destroyed.
The Worms swoop at foes, clawing with its legs as it passes like a fan of knives for 20 damage per claw-leg that hits, having 1 claw-leg per foot / 3 per meter.
The Citadel itself: Each base skull has 250 hp. The Main skull has 550hp. Each of the 25ish finger-leg-claw-things have 50hp each (though several might be able to get hit at once), but gain temporary HP equal to 20 for each other finger-claw-thing destroyed within the same post, for the duration of that post. They're in groups of 8 forming 3 segments or "Hands".
Destroying a segment prevents one Spider horror from spawning and reduces the Citadel's speed by 5m/s and increases the speed limit effect by 10m/s. Then 30 m/s. Then with the third's destruction the speed limit is ended.
Destroying a base skull prevents a Tormented from spawning. For each base skull destroyed, the psychic damage dealt when someone looks at the Citadel is reduced by 15% until there is no damage on the 7th skull.
Destroying the main skull prevents the Worm from spawning. If the main skull is destroyed, the debuff effect is gone.
Strengths:
• Dominates an area, converting the environment to Eris's favor, an area of aberrant horrors and unspeakable terror.
• Serves as a spawning ground for monstrous horrors that while not in control of Eris, are at least allied in as far as they wont attack undead.
Weaknesses:
• Compartmentalized assets. You can destroy parts of the Citadel to reduce or negate effects of the spell itself, and limit the spawning of enemies.
• The Citadel is slow and has no direct attacks, making it something of a vulnerable target.
• Because of its size it is very difficult to miss and pretty much anyone for miles could likely see it floating above a town or wherever.
• Eris is not in control over the Horrors the citadel spawns. They do their own thing, generically closing in and seeking out non-undead beings. They don't count as her minions either, and she cannot for example make them self destruct.
• It really isn't as strong as it might sound reading this and heavily depends on people's own RPing. It's largely just a field alteration effect.
• The horrors wont target undead beings. Any undead enemies will be significantly less effected, if not unaffected, by this spell, depending.
Name: Welcome! To HELL! | Field of Fire x Hell Gate
Rank: S+
Type: Support
Duration: 7
Cooldown: 15
Requirement: Need to kill a PC Character, or kill at least 50 NPCs within the same post
Description: This dangerous curse combines the spread of Fields of Fire with the pure ability to open a hell gate, as seen in almost every spell and casually as part of Eris's talents.
This gate however. This gate is unique.
This curse opens up a massive Hell Gate out from the ground itself. A 200 meter hellgate opens beneath everyone's feet and unlike a normal hell gate, nobody has to want to enter to enter or be dragged. Anyone can fall into the gate. The gate opens from the point it was cast at 75 meters per second.
- This can be opened in the air or even vertically as well.
On the other side on the other hand, there is no exit gate unlike a normal hellgate.
Instead they find themselves trapped in hell along with all the rubble and random objects that also fell into the gate.
While within Hell, for these seven posts, they cannot escape unless able to portal between worlds or something to the effect.
While in hell, Eris is able to summon an unlimited number of summons without limitation other than time and available spell slots. This is only natural as everyone is now in the very place they would be summoned from.
Cooldowns and MP costs remain for spell summons, but no MP cost is present for lineage minions.
Eris regenerates 15% MP per post within Hell (Rather than not having MP costs like a slayer's fancy force would).
When the spell ends, the gate's energy flickers from within the kidnapped individuals and in a blink they are back in Fiore where they left off, though any lost buildings or shopping carts- whatever was around the area, is still gone. Leaving a clean circle of nothing but flat ground.
Strengths:
• Forcibly kidnap people who fall into the gate and enter a realm where Eris has comparable power to a slayer entering Force, just in the form of summoning and not overall and without buffs or personal effectiveness increase.
Weaknesses:
• They have to actually fall or otherwise enter the gate, it does not drag them or suck them in.
• For the seven posts, the gate remains in Fiore for anyone else to fall into, or enter the fight within. They can see anything that happens and even shoot through the gate to anything in view. Hell is large however and any fighting could be carried on out of view.
• The gate itself can be destroyed by S-rank portal or wormhole magic opened in a way that it intersects with this hell gate causing a paradox implosion, OR an S-rank black hole-esque effect. This would deal S-rank damage to anyone who used the gate to enter Hell, including Eris, but end the spell early leaving them all dazed for one post. But in this scenario, they would probably have allies who destroyed the gate and thus Eris being dazed is the problem here, and matters less for them.
Name: Touch of Death | Finger of Death x Devour Essence
Rank: S
Type: Offense
Duration: Instant
Cooldown: 9
Description: This spell simply provides both the effects of Finger of Death and the effects of Devour Essence. But the damage is instead as follows:
Deals 30 physical damage, and 100 spirit damage.
Touch of Death can instantly slay NPCs up to S-rank instead of A-rank.
Summons hit by Touch of Death living, undead, or other, take double the damage of this spell and get paralyzed/stunned for 2 posts. However, these two posts wont count against its duration. If they are S-rank or less, they are instantly slain but if they have a cooldown exceeding that of Touch of Death, the cooldown becomes 9 instead.
Strengths:
• A fairly unique effect displaying a mastery over souls.
Weaknesses:
• Non-living creatures are unaffected, unless summons.
• Touch-range spell.