HEARTBREAKER MY KISS IS A LIFE TAKER |
TAG @tag | OUTFIT Polyvore/Google |
WORDS 000 | NOTES Blah |
P
Secondary Magic: N/a
Caster or Holder: Caster, Lost
Description: Thousands of years ago, a priest of a forgotten kingdom devoted his life to serving his gods and his people. He prayed to the gods, sacrificed to them when things became bad in the little kingdom, and wished only for the best to his people. The gods, however, did not like this priest; they did not trust that he could take the path of light and serve them well. So, those gods turned on the priest, and ignored his reaching out to them when the kingdom was struck by a plague. Each day the priest would go to his alter and pray that the gods remove the illness that was slowly killing them off. As each day passed by in silence, more and more of the kingdom became ill, until it was only the king and himself who were healthy. Angered that his gods did not listen to his prayers, the priest went against what the gods had set for him.
You see, this plague was made by the gods as a test for the priest, to see if the priest would take the path of light or dark. The priest failed their test they had set forth, and turned to the wrath of the demons the gods so despised. When the king became ill, himself, the priest feared the worst for his little kingdom and its future in the world. He called to them for help, and being the sprites of mischief, these demons listened to what the priest wanted. They gave him what he needed to save his people, but at the price of his own life once the deed was done. These demons made it so that the priest could control death... could get rid of the disease plaguing his homeland. This priest, as his people were dying, studied his new magic, until he was able to rid the kingdom of the illness that it had been given.
The gods, they were angered by the choice the priest had made, and reversed the magic that he had been given. They cursed him to be immortal, and to take life from what was around him, in compensation for what he had done. From there, he was cast out of his priest position and from his kingdom, doomed to roam the earth and take life from the things around him. He could not touch things without them decaying, he could not love what needed to be loved without killing it. This was the curse that the gods placed on the priest, so that he may forever remember the evil deed he had done. With it, the descendants of this cursed priest would gain his magic, and deal with the same issues he had. However, this priest never loved anyone, locked himself away for eternity, and the magic he had been given died with him.
Marceline learned of this magic, known as "The Ravenous Hand," from a book that her deceased mother used to own. The magic was a curious nature to her, and being the impressionable child that she was, she read and studied it. Soon, she developed the ability to kill off small plants and creatures with just a single touch to them. From there, she learned more and more about it, until the magic began to consume her mind and herself, wholly. She became corrupt with it, and lost control of this magic over time, until bits and pieces started to control her. With this magic, she can wield the energy of life and death, to decay and kill things... to steal the life of others... to be immortal. This magic pays a price though, and for her immortality, she is faced with taking life of those around her.
Strengths:
- Controls the aspects of life and death, so that the user may wield their energy to their advantage
- Is a magic based solely on DoTs and AoEs to create massive damage to any target the user so wishes
- Takes life from those around the user to give it back to the user in compensation for some spells' usage
Weaknesses:
- Grants the user immortality, at the price of taking life from the earth for their inability to die
- Has a major weakness to mages who are able to heal and reverse the effects of the decaying ability of the magic
- Some of the spells cost the user's health in order to cast rather than mana being used to cast the spell
- This type of magic is ineffective against other death magic, or any mage who can control the aspect of death at will
Lineage:
- Spirit Link:
- Spirit Link:
Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk were one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumored that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat.
The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This ax ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the ax to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the ax will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.
The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.
The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage. Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.
Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.
- Midas's Touch
- Contrary to its name, this unique ability does not turn everything the user touches into gold, but rather, it erodes, corrodes, decomposes, et cetera. The user has to physically touch something in order for it to start decomposing or corroding away, depending on what it is. Because of this "curse," as it's more known to be, it limits what the user is able to touch without damaging it. Unfortunately, this unique ability is also constantly active and never ceasing, which makes daily life very hard for the user. On the upside, it has to be touched by the user's hands; therefore, they're able to touch anything, so long as it's not with their hands. Anything touched by the user will peel away into particles of death energy, until nothing, but the empty space, remains. As for people, it will decompose their skin rather painfully, dealing a spell's rank worth of damage to them over the course of three posts.
- D Rank:
- Life Surge:
- Name: Life Surge
Rank: D
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: Summoning up a large, crescent-shaped blade of death energy, the user flicks their wrist from left to right in order to cast it out. The spell can deal a full rank of damage to the opponent on the initial hit; however, it can do more damage. By also taking 5% of their own health, the mage can imbue it into the blade to add an additional 75% in damage. Once the spell is cast and it hits the target, it causes a decay effect of 2% to take place on the enemy for the next three posts. Unfortunately, this spell only has a total range of 15 meters, which means it can be easily dispelled outside of that range. This spell can be dodged by means of stepping out of the range of the blade, or negating it with life magic. Likewise, a wind mage can redirect the blade in order to entirely avoid the attack, or at least tone down its effects.
Strengths:- This spell can deal 25% more in damage to a target, should they be someone who controls the aspect of Life
- Once cast, this spell can deal quite a bit of damage, what with its additional 75% in damage
- While it doesn't return life back to the user, it can continue to decay the opponent's life for the next three posts by 5%
Weaknesses:- In order to cast this spell, it requires a decent amount of the user's own health to be able to be used
- Death mages, or those with the ability to control aspects of death, are immune to this spell, since they can absorb the life energy used to make it
- The blade can only go in a single direction, making it quite easy for an opponent to sidestep the attack
- Wind mages can easily blow the blade out of the way and negate the effects of the spell once cast
- This spell can deal 25% more in damage to a target, should they be someone who controls the aspect of Life
- Purge:
- Name: Purge
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Expelling a large blast of death energy from their body, a user can mimic a small-scale atomic bomb effect that "purges" the opponent of their life force. On the initial hit of the spell, an enemy can take up to 50% in damage from the forceful blast of the spell.
For the next four posts after the initial hit, the spell can deal an upwards of 25% in damage to the opponent. The cosmetic effect of the spell is damaging the surrounding, affected, fifteen meters of the area the spell hit, by killing off anything living (flora and fauna). The life taken from the flora and fauna is then returned to the user by 5%, but only on the initial impact of the spell. Any mage, who is not within the fifteen meter range of the spell, goes unaffected by the effects of "Purge." Death mages are also unaffected by this spell, as they can reverse the effects of it or negate the spell entirely.
Strengths:- Deals damage over time to the affected mages, creating a greater effect in damage than most other spells
- Affects a fifteen meter radius, and any mage caught within it, is dealt some type of damage to them
- While not one of the user's strongest spells, it is definitely a go-to spell when the user needs great damage to be dealt
Weaknesses:- Mages, who are not within the limited range of the spell, go unaffected by the disaster of the spell
- Death mages, or any mage who can manipulate and control the aspect of death, are unaffected by this spell
- As a cosmetic effect, anything NPC-wise, or not control by the player, is killed off/drained of life
- A collateral damage spell that causes more damage to the surrounding area than is entirely necessary
- Deals damage over time to the affected mages, creating a greater effect in damage than most other spells
- Annihilation of Time:
- Name: Annihilation of Time
Rank: D
Type: Death, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Given that the opponent has already cast their spell, the user can, in return, cast "Annihilation of Time" in order to reduce the damage of the spell. What this spell does is drain the used magic power from the spell and gives it back to the user, ultimately reducing the damage the spell does. Only 5% of the stolen magic power is given back to the user, or it can be passed off to an ally. The user casts this spell by stretching out a hand toward the coming spell, and the magic power from the spell is then pulled out and into the hand of the user. Damage done by D rank spells are reduced by 50%, C rank spells are reduced by 25%, and any rank above C rank is reduced by 10%. With this, a user doesn't have to worry getting too much damage, for it allows them to reduce damage of a single spell every two posts. Unfortunately, this spell doesn't deal damage to the opponent, and thus, leaves the user open for attack.
Strengths:- Reduces a single spell's damage every two posts by draining the used MP from the spell in order to nullify it
- Returns 5% of the stolen MP to the user or ally; thus, making for a great way to restore a person's MP
- One of the many spells the user has that drains MP and gives it back to the user, but is the only spell that returns MP to an ally as well
Weaknesses:- If the spell doesn't use MP in order to cast it, like it uses health or some other source of power, the spell is useless
- Because of this spell being Death, any Life magic automatically cancels out its ability to reduce the spell
- This spell doesn't recognize ally from foe's magic, so the magic could accidentally reduce an ally's spell if it gets in the way
- It can only reduce a single spell at a time, so if the user is being attack by two spells at once, they have the choice of negating only one
- Reduces a single spell's damage every two posts by draining the used MP from the spell in order to nullify it
- Sacrifice:
- Name: Sacrifice
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Solely based on draining the health of the targeted opponent, the user can cast "Sacrifice" by placing both hands together in front of them and curling their fingers into claws. This will then activate the spell into draining the life force from the opponent through a beam of death energy (traveling at 5m/s with a range of 10 meters). The health taken from the opponent is then given back to the user, but only 5% of it is returned to them. If their health is already capped, then the life taken from the opponent can be transferred to an ally in order to heal them. If all allies and the user are capped for health, then it just becomes damage toward the enemy, resulting in no healing. Damage dealt to the user is full D rank damage.
Strengths:- The stolen health cannot be regained by the opponent, unless it's by means of a healing spell from another mage
- Drains the life of the opponent and gives 5% of it back to the user or to an ally if user's health is capped
- Deals a full rank of damage if all allies and the user are capped in their health
Weaknesses:- Health can be restored to the opponent by the means of another mage, should that mage have a healing spell
- This spell can be negated by Life mages, who can simply take the life back that had been stolen from them
- Death mages have an immunity to this spell, since this spell is related to the taking of life/Death, itself
- It can be avoided by means of dodging the beam of energy, as it can only go in a straight line toward the opponent
- The stolen health cannot be regained by the opponent, unless it's by means of a healing spell from another mage
***Start Purchased Spell Slots*- Exterminate:
- Name: Exterminate
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Raising their right hand and making a fake gun with their pointer finger and thumb, the user casts a compact, bullet-shaped orb of death energy. This orb moves at nine m/s in a range of fifteen meters, and starts out as only one cubic inch before expanding to five cubic meters. Upon impact, the bullet deals a full rank of damage to the opponent, and the energy will envelop the mage. Once enveloped, the energy will disappear inside of the target, and begin dealing damage over the next three posts. Over the course of the three posts, the opponent will be dealt 25% of D rank in damage to their health, with no other side effects. Fortunately for the opponent, this type of spell can be easily dodged, so long as they have control over holy or life magic. Alongside this, the opponent can simply step out of the line of sight or out of the fifteen meter range.
Strengths:- Upon impact, the spell can deal a full rank's worth of damage to the opponent, as long as they haven't dodged
- For the remaining three posts, the spell then deals 25% in damage to the opponent in order to decay their health
Weaknesses:- An opponent can easily dodge the spell by stepping out of the line of sight or by stepping out of the bullet's range
- Due to the bullet being made out of death energy, Life or Holy magic can cancel out the effects of the spell
- Because the bullet is made out of death energy, this spell takes 25% more in damage from Life or Holy magic
- Upon impact, the spell can deal a full rank's worth of damage to the opponent, as long as they haven't dodged
- Panic:
- Name: Panic
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 4 posts
Description: This spell leeches the magical power of an opponent by the means of the user casting an aura of death energy around the target. In doing so, a fifteen meter radius aura will surround the targeted person and white, flame-like tendrils will arise. These tendrils will latch onto the opponent and begin sucking out the magical power of the opponent for the entirety of the post. Likewise, this spell can affect an upwards of four people at a time, dealing 3% of D rank damage to all four. Since the spell deals such a low damage percentile on the initial hit, it can later deal 5% in damage over the next four posts. The resulting effect deals much damage to the opponent and may render them to a weakened state of mind.
Strengths:- Can deal an upwards of half a rank in damage to an opponent over a set duration of posts
- Can attack an upwards of four people at a time, splitting the damage equally between the targets
- Wastes the mana of the target, making it harder for the opponent(s) to battle when their energy is low
Weaknesses:- This spell is weak to Life and Holy mages, who can cancel out the effects of the spell once cast
- Death mages go unaffected by this spell, as they are able to absorb the death energy used to cast the spell
- The drained mana of the opponent cannot be given back to the user in order to restore their own
- Is an easily dodged attack, by stepping out of the range of attack if the user doesn't have magic that opposes Death
- Can deal an upwards of half a rank in damage to an opponent over a set duration of posts
- Silence:
- Name: Silence
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 2 posts
Description: When the user casts this spell, all sound is cancelled out by the mass of death energy that surrounds the user and the opponent. Those who are locked within the fifteen meter range are dealt 50% D rank in damage to their health, as well as 5% spell damage to their mana. For the remaining two posts, the opponent is then dealt 25% in damage of the spell rank to their health and 2% in damage to their mana. This spell can also be dodged by removing one's self from the surrounding aura, which leaves the caster open for attack.
Strengths:- Attacks both the target's health and mana, in order to incapacitate the opponent for the duration of the spell
- Continues to deal damage to the opponent over the next two posts, but is halved of the initial damage
Weaknesses:- Deals only half the damage of a D rank spell on the initial hit, and half of the half for the remaining posts
- Death mages remain unaffected by this type of spell, as they can absorb the energy used to cast it
- Only affects a single opponent at a time, so anyone else caught in the aura go unaffected by it
- Attacks both the target's health and mana, in order to incapacitate the opponent for the duration of the spell
- Agony:
- Name: Agony
Rank: D
Type: Death, Linkage
Duration: 3 post
Cooldown: 4 posts
Description: If there is more than one mage within a fifteen meter radius of the user, the caster can create a link between all of the mages. However, the mage must first target a single opponent in which to create the link on, then that link is bound to the rest of the opponents. Any damage the originally linked mage receives is dealt out to the rest of the mages. This includes any cosmetic effects that is given out, along with any side effect that one of the user's spells deals. However, the side effects of any spell dealt to the original mage, fully affects the other mages; meaning damage is not halved in this case. So, if a 5% burn effect is dealt to the originally linked mage, all other mages linked to the sole mage will be given that 5% side effect. As for avoiding this spell? Well, a mage can simply step out of the range in order to break the link from them.
Strengths:- The spell can affect an upwards of three mages at a single time and is more efficient to use on multiple
- Has a large range of effect, which makes it more difficult for a mage to escape from the link's radius
Weaknesses:- It isn't necessarily easy to get out of, but a mage can step out of the spell's range in order to break the link
- This spell can only affect three people at a time, where it is ideal for it to be able to affect more than that
- Healing mages can cancel out the effects of this spell if they are able to break the death link created
- The spell can affect an upwards of three mages at a single time and is more efficient to use on multiple
- Hallucination:
- Name: Hallucination
Rank: D
Type: Death, Instant
Duration: 3 posts
Cooldown: 4 posts
Description: Through the manipulation of the energy of death and decay, the user is able to create a double of themselves to fool their enemy. This doppleganger looks and feels real to the opponent; this includes the illusion having the magical presence of the user as well. The actual mage is able to lower the presence of their magic so impeccably low, that it's near impossible to detect them while the illusion is active. The illusion can even control the user's magic for themselves; however, they can take up to 2 D rank or 1 C rank spell's worth of damage. Once the max amount of damage is dealt to them, the illusion dissipates into ash again and the real user is brought to life. While the illusion is able to attack the opponent, their attempts always phase through the target and deal no damage. Unfortunately, mages who control illusions have the ability to see past the hallucination of the user's doppleganger.
Strengths:- The user is able to hide behind the presence of this illusion to avoid being attacked by the opponent
- The illusion can take an upwards of 2 D rank or 1 C rank spell's worth of damage before dissipating into ash
- A great way to escape a battle that the mage knows they cannot win, as the opponent will be left in confusion
Weaknesses:- Illusion mages are able to see past the hallucation that was created, rendering the spell useless against them
- Despite being able to conceal their aura, mages who are of higher rank than the user can still sense them
- Once the illusion is killed off, the real mage is automaticaly brought into light and open for attacks from the target
- The spell does zero damage to the target; in fact, the attacks happen to fade right through the opponent
- The user is able to hide behind the presence of this illusion to avoid being attacked by the opponent
- Torment:
- Name: Torment
Rank: D
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: The user drains the life force from the flora and fauna in a fifteen meter radius, concentrating it into a ball at the tip of their right pointer finger. Once the ball has been concentrated into a compact, bullet-sized orb of death energy, the user blasts it at the selected opponent. A full rank's worth of damage is dealt to the opponent, and an additional 50% is added in damage from the tormented emotions of the beings. This means that every emotion of each flora and fauna is trapped within that small orb and is given to the opponent. They can feel every single one of the feelings from nature's early death, that it is possible to render mages equal to or of lower rank immobilized. Those who are of one rank higher than the user are slowed by 25%, whereas two ranks or higher are unaffected. However, this does not mean that the higher ranked mages do not feel the emotion, as they can still feel them all and receive the pain felt.
Strengths:- The emotions built up from the plants are able to immobilize ranks equal to or lower than the opponent for a single post
- Emotions from the killed animals and flora deal 50% extra of damage to the opponent the caster selected
- Reduces the speed of mages who are one or more ranks higher than the user for a duration of three posts
Weaknesses:- Mages who are two or more ranks higher than the user, go unaffected by the side effect that the spell has
- The bullet-sized orb only goes in a straight line, resulting in the spell being able to be easily dodged by another
- This orb does not recognize enemy from ally, meaning an ally could receive the damage from this spell if hit
- Death mages go unaffected by this spell, as they are used to feeling the immensity of the emotion of death
- The emotions built up from the plants are able to immobilize ranks equal to or lower than the opponent for a single post
***End Purchased Spell Slots*
- C Rank:
- Lullaby:
- Name: Lullaby
Rank: C
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: This spell works similarly to Lullaby's Magic Beam spell when in its demon form, but the caster casts it the same way a slayer casts a roar. Sucking in a deep breath, the user cups their left hand around their mouth and opens it to blow outward, resulting in a cone-shaped beam of death energy to burst out. The size of the cone is thirty meters in diameter, and starts out as an inch in diameter when exiting the user's mouth. Likewise, the range of the cone is the same as its diameter, reaching out to exactly thirty meters from where the user is standing. Once cast and strikes the opponent, the spell deals 100% C rank damage, and has an additional decay effect. With the additional side effect, the "decay" that's caused results in a 7% health eroding, lasting for an additional three posts after the duration. Unfortunately, this spell only goes in a straight line, allowing for opponents to easily side step the blast of energy.
Strengths:- Deals a full rank's worth of damage, while also having an additional side effect that causes decay in a person
- Has a long range and a large size, which results in a better "net" to catch opponents in and deal damage to
- The side effect erodes 7% of health off the opponent for the next three posts after the duration ended
Weaknesses:- This spell only goes in a direct line, allowing for the targeted mage to be able to step outside of the range of attack
- The side effect can be cancelled/nullified by a mage who can heal, resulting in less damage done to the opponent
- Death mages are immune to the effects of this spell, and if they are able to, can eat the energy this magic is made out of
- Can be blocked with relative ease by B ranked or mages who are simply higher in rank than the user
- Deals a full rank's worth of damage, while also having an additional side effect that causes decay in a person
- Reanimate:
- Name: Reanimate
Rank: C
Type: Death, Summon
Duration: 3 posts
Cooldown: 4 posts
Description: The user is able to concentrate death energy into the corpses of NPCs (or a played character if permission was given after their death) to reanimate the bodies. These bodies are given a C ranked mage's health divided in half; this does not affect the user at all. They are imbued with a lost soul into their bodies, which allows for them to willingly move about; however, they remain under the command of the user. It is allowed for three corpses to be reanimated at a single time, and they work similarly to how they would if they were truly alive. No magical presence emits off these corpses, making it easy for these corpses to be used as a means of stealthy attack. Each "minion" deals damage equal to C rank in melee damage, but cannot wield any sort of weapon. Likewise, each corpse can only take two C rank or 1 B rank spell's worth of damage before the soul is removed from the body.
Passive: Increases damage done to an opponent by 25%
Strengths:- The user can have a total of three "bodyguards" at a single time, resulting in them not having to do as much battling
- Minions deal the same amount of damage that a spell of the user's rank does, making them difficult to battle
- These minions can be used as a means of stealth, as the user is connected in all ways to the minions (sight, hearing, speech, etc)
Weaknesses:- For each corpse that is reanimated it costs the normal amount of MP to bring them to life, plus +2%
- The user cannot cast magic through these minions, as they have lost their magical power after they had originally died
- It's very easy to shoot them down, as long as the mage as a spell strong enough to one-hit KO the corpses
- Life mages can remove the lost souls from the bodies, rendering the spell useless and a waste of MP
- The user can have a total of three "bodyguards" at a single time, resulting in them not having to do as much battling
- Evil Eye:
- Name: Evil Eye
Rank: C
Type: Death, Damage Over Time
Duration: 4 posts
Cooldown: 5 posts
Description: Any opponent that looks into the eyes of the user are instantly trapped within the confines of their "alluring" eyes. Once trapped, the opponent is instilled with a single image of their death; this image can be of anything, but will always be of the opponent's most miserable, painful way to die. They are forced to relive it over and over again for the duration of the spell, but will not paralyze them in anyway. The target is able to move around of free will, but the moment they look into the eyes of the user, they're forced to relive their death. Upon the initial contact of eyes, the target is dealt a full rank's worth of damage, and any time after, are dealt 15% of C rank damage. As long as they do not look into the eyes of the caster, they will never see that image and will not receive damage. Plus, this spell only has the close range sight of the user, which is about thirty meters away from the caster's point.
Strengths:- Once cast, the spell deals 100%+ in damage through its entirety, with the 100% in damage being dealt on the initial hit
- The spell is unpredictable, meaning any sort of eye contact with the user will instantly trigger the image
Weaknesses:- As long as the target never makes eye contact with the user, no damage after the initial hit will be dealt
- Anyone who is blind or has some sort of sight disability will automatically be unaffected by the magic
- Due to the fact that this spell deals so much damage, it costs nearly triple the amount of MP to cast it
- Once cast, the spell deals 100%+ in damage through its entirety, with the 100% in damage being dealt on the initial hit
***Start Purchased Spell Slots***- Purgatory:
- Name: Purgatory
Rank: C
Type: Death, Instant
Duration: Instant
Cooldown: 3 posts
Description: The user reaches their hand out in front of them and swings their forearm from the outstretched point, rightward. This motion sends out a sharp, crescent-shaped blade toward the opponent, the blade being made of hardened death energy. Once the blade cuts into the opponent, it deals a full rank's worth damage; however, by using extra MP, it can deal an additional 75% in damage. As the blade strikes its target, a ringing sound echoes into the air, causing deafness in those equal to or lower in rank than the user for the next post. For mages who are one rank higher than the user, their hearing is reduced by 50%, and those two or more ranks higher than the user are unaffected. While it deals great damage, the blade only has a range of 25 meters and goes about 12m/s over that range.
Strengths:- The user can deal an additional 75% in damage to the opponent if they choose to user an extra 10% of MP
- This spell causes deafness in those who are equal to or lower in rank than the user and reduces the hearing of those higher ranked
Weaknesses:- As great in damage as it is, this spell has a short range for the blade, resulting in it not being able to go very far
- Life mages, as well as sound mages, are able to reverse the effects of this spell, respectively to their magic
- It's an easily dodge-able spell; because it goes in a straight line toward the opponent, the opponent can simply sidestep
- The user can deal an additional 75% in damage to the opponent if they choose to user an extra 10% of MP
- Immolate:
- Name: Immolate
Rank: C
Type: Death, Damage Over Time
Duration: 4 posts
Cooldown: 6 posts
Description: A sacrifice to Death is what this spell is, a sacrificial dagger created from the energy of which death is made of. While made out of pure energy, this dagger is constructed and formed into the looks and shape of a true sacrificial dagger. It can withhold two D rank or one C rank spell attack(s) before it breaks back down into particles of death energy. Each stab that the user makes causes C rank melee damage to the opponent and leaves a decay effect of 5% on their health for the next two posts. However, if the decay effect is already in effect, then the effect cannot be stacked onto itself with the next attack. Likewise, the melee damage of the user is boosted by 15%, due to the dagger being that of a spell as well as a conformity of Death.
Strengths:- This dagger boosts the damage done by the user, melee damage that is, by 15% for the duration of the spell
- It leaves a decay effect of 5% on the opponent with the initial hit that the user inflicts upon them
Weaknesses:
The dagger is only as strong as the wielder, given that it boosts the damage the user does as well- I can only withhold two D rank or one C rank spell attack before it's forced back into a state of death energy
- It still affects Life mages; however, the damage that this type of mage receives is reduced by 25%
- This dagger boosts the damage done by the user, melee damage that is, by 15% for the duration of the spell
- Vengeance:
- Name: Vengeance
Rank: C
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: Summoned by means of creating a "spacial tear" in the fabric of the world, the user can summon a deathly hand from the bowels of Hell. The tear appears behind the opponent, meaning that can only reach out to about 17 meters tops at a rate of 9m/s. This hand (10 cubic meters in size), once appeared from the tear, will grab hold of a single opponent, its crushing grip dealing a full rank's worth of damage. Any mage who is equal to, or under the rank of, the user will be bound by the hand for a single post. A mage who is one rank higher will have their speed reduced by 50%, and those 2 or more ranks above will be able to break free. However, this results in time mages being able to negate the effects or reduce the damage of the spell by means of time reversal.
Strengths:- Can render an opponent motionless for a single post if they are caught in the confines of the hellish hand
- Reduces the speed of those who are higher in rank than the user, while also manage to deal a rank's worth of damage
Weaknesses:- Time mages are able to reverse the effects of the spell
- Higher ranked mages will go unaffected by the spell's "rooting" effect
- Life mages take 25% less damage from this spell, since the hand is made out of death energy
- Can render an opponent motionless for a single post if they are caught in the confines of the hellish hand
- Disturbance of Time:
- Name: Disturbance of Time
Rank: C
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 2 posts
Description: The user casts a debuff on the opponent, targeting the muscles of the mage with their decay magic and causing necrosis in them. Sparks of death energy will begin to appear around the opponent before latching onto their bodice and eating away at the skin and muscle. Should the mage see these sparks, they can easily swat them away, step out of the "glitter-like body spray" substance or somehow negate its effects with healing. Initial hit causes full damage, so instead of being reduce in damage and causing more over time, it puts a debuff on the mage. This debuff is a 5% speed reduction once the spell ends, followed by four more posts with their muscle being rotted and slowing them down. With this in mind, it results in a total of 30% speed reduction, allowing for the user to get the upper hand in battle. Unfortunately, this spell can only be cast in a 30 meter range, so anyone outside of this range can't be cast upon.
Strengths:- Deals full damage on the initial hit, rather than dealing only half of said damage
- Places a speed debuff on the opponent, resulting a 30% speed reduction by the end of the spell's DoT
Weaknesses:- Speed buffs would automatically cancel out the effect of this spell, given that they are cast after the spell has ended
- There's a range, so if the opponent can stay out of the range, they can entirely avid the attack
- Only deals damage on the initial hit
- Deals full damage on the initial hit, rather than dealing only half of said damage
- Midnight:
- Name: Midnight
Rank: C
Type: Death, Instant
Duration: 2 posts
Cooldown: 3 posts
Description: Here, the user is able to cast forth their shadow as a means of attack, giving life to the inanimate object for a short duration. This shadow can only handle up to two C rank or one B rank attack before it disperses and returns to the user. However, once it's summoned, the shadow can deal C rank melee damage to the opponent, and if the user uses an extra amount of their mana, can increase the damage by 50%. If the shadow ever manages to get a hit in on the opponent within the 30 meter range, it can leave a decay effect of 7% on the opponent for a duration of two posts. Unfortunately, since this shadow is just as it is, light mages are able to send this spell into cool down with a burst of light. Likewise, because it involves using death energy to animate the shadow, if the energy is removed, it can be placed on cool down. Shadow Slayers as well, are able to eat this shadow, since the two elements aren't exactly mixed.
Strengths:- This does not involve the creator of the magic, leaving them to be able to cast other spells for attacks
- The shadow can withstand 2 C rank or 1 B rank attack before it's forced to return to the user's side
- Damage of the shadow can be increased by 50% if the user decides to use an extra 10% of their mana
Weaknesses:- Shadow Slayers, whether dragon, demon, god, or hybrid, are able to eat the essence of the shadow
- Because this spell is created from shadows, light mages are able to send out a burst of light to negate the spell
- Death mages can, as well, remove the death energy it took to animate the spell, ultimately sending into cool down
- Keeping out of the range of the shadow's attacks allows for the opponent to avoid being damaged
- This does not involve the creator of the magic, leaving them to be able to cast other spells for attacks
***End Purchased Spell Slots***
- Signatures:
- Misery:
- Name: Misery
Rank: D
Type: Death, Instant, Unholy
Duration: Instant
Cooldown: N/a
Description: The user gathers up the life energy of the flora and fauna around them in a thirty meter radius, compacting it into an orb between their hands. Once the energy is compacted into an orb, they release a beam of death energy from the center of the ball. It can reach out to exactly thirty meters in front of the user, causing a full user's rank worth of damage to the enemy. However, because the beam only goes in a straight line, an opponent can easily move out of the way to dodge the spell. Note that any mage who has the capability of negating Death magic is easily able to cancel out of the spells. Likewise, this spell has a cosmetic effect of killing off the flora and fauna within the thirty meter radius in order to create the spell, itself. This will leave the area drained of life; the grass brown, the birds dead on the ground, trees leafless, etc.
Strengths:- This spell has a long range for the beam, which makes it easy for the user to blast from farther distances
- Because the spell takes the life of those around it, in order to create the spell, itself, an opponent can feel the agony of all the deaths
- It deals a full rank of damage on the initial hit, though it does not leave any sort of effect thereafter
Weaknesses:- Due to this being a signature spell, it cannot leave any sort of side effect on an opponent, making it slightly more weak
- Since the spell takes all flora and fauna life in a thirty meter radius, it makes it extremely hard not to notice someone is around
- Those who can negate the effects of Death magic are able to cancel out the spell in order to avoid being hit
- Mages who are able to heal can automatically negate the damage the spell has done, as they can heal the target
- This spell has a long range for the beam, which makes it easy for the user to blast from farther distances
- Rapture:
- Name: Rapture
Rank: C
Type: Death, Buff, Supportive
Duration: Passive
Cooldown: 3 posts
Description: When in desperate need of the buff, the user can cast this spell to boost the spell damage of their own or an ally's spell. This only works on a single spell at a time and doesn't work as a sort of consecutive buff like other spells may. Rapture only boosts the spell damage of a person by 50% and it only lasts for that person's post. Since it lasts for just a single post, it doesn't really have a cool down; thus, it can be used repeatedly if need be. Unfortunately, the person has to be within a thirty meter radius of the user for the spell to be cast on them.
Strengths:- It boosts spell damage by 50%, and doesn't matter the spell type for it to be boost, as long as it deals damage
- This can be cast on an ally, so if the user doesn't want to use it on themselves, they can buff an ally instead
Weaknesses:- Lasts only for the post of the next person on the thread, so it doesn't remain as buff with a set duration
- It only works on a single person at a time, so if it's cast on an ally for the post, it can't be cast on someone else
- It has a range of thirty meters, so if someone is outside of the thirty meter range, they can't be buffed with it
- It boosts spell damage by 50%, and doesn't matter the spell type for it to be boost, as long as it deals damage
- Raffle-Won Celestial Keys:
- The Invincible Key:
- Name: The Invincible Key
Rank: Magic Key
Type: Celestial Key
Description: A key where the back is shaped like a man's fist; this key summons Saitama. He is so powerful that he can't be defeated, but unfortunately, he can only attack once before he has to return to the Celestial realm.
Strengths:- Saitama can't be defeated or unsummoned
- Hits for S rank damage
Weaknesses:- Can only attack once, after which, he will leave and can't be summoned for the rest of the thread
- Saitama can't be defeated or unsummoned
Last edited by Marceline Anicetus on 30th May 2016, 2:31 pm; edited 40 times in total