Magic
Primary Magic: Abyss Ruler Magic
Secondary Magic: Locked
Caster or Holder: Caster | Lost
Description:
The abyss is the antithesis to everything that we have come to know within and without the world, it does not conform to the rule and order of our world and so when it comes into contact with our reality, it rends it to pieces and leaves naught but painful reminder. Those who use magic to control the abyss are called Abyss Rulers, descended from the family Reinhart these wizards have existed for centuries passing down their secrets and techniques through the family line almost as if true royalty.
Abyss rulers gain complete control over the realm of the abyss and are able to call upon it to aid them in battle, this takes the form of a black coloured magic with vivid green highlights running through it. The mere sight of this magic is often enough to convince others that is inherently evil by nature, if that is ever doubted all one has to do is look at how the body reacts when exposed to it. But in fact this could not be further from the truth, the abyss has no allignment or element or indeed any sort of affinities whatsoever, it is a truly neutral magic. This has the benefit that the magic is not weak to any other form of magic but also the disadvantage that it isn't strong against any other magics either. An Abyss Ruler causes calamity on the battlefield by charging groups of enemies and taking their attention away from others who are able to cause more damage, the Abyss Ruler works to infect as many people as possible with abyssal sickness and makes use of largescale AoE spells to heal any damage done.
The Abyss Ruler is also able to call on the abyss to protect them in battle, this takes the form of powerful defensive spells as well as a passive form of defense that absorbs a certain amount damage before it even comes into contact with the wizard. This all adds up to a beefy frontline tank with a good amount of sustain that can occupy the attention of several enemies at a time, on the other hand when an Abyss Ruler is challenged to single combat they may find themselves at a considerable disadvantage. Abyss magic is not intended for duelling and in a one on one situation the user lacks any real form of burst and up front damage, instead having to try draw a confrontation out as long as possible so that their DoT effects can cause decent damage.
Strengths
Weaknesses
Lineage
Unique Abilities
Spells
D-Rank
Primary Magic: Abyss Ruler Magic
Secondary Magic: Locked
Caster or Holder: Caster | Lost
Description:
The abyss is the antithesis to everything that we have come to know within and without the world, it does not conform to the rule and order of our world and so when it comes into contact with our reality, it rends it to pieces and leaves naught but painful reminder. Those who use magic to control the abyss are called Abyss Rulers, descended from the family Reinhart these wizards have existed for centuries passing down their secrets and techniques through the family line almost as if true royalty.
Abyss rulers gain complete control over the realm of the abyss and are able to call upon it to aid them in battle, this takes the form of a black coloured magic with vivid green highlights running through it. The mere sight of this magic is often enough to convince others that is inherently evil by nature, if that is ever doubted all one has to do is look at how the body reacts when exposed to it. But in fact this could not be further from the truth, the abyss has no allignment or element or indeed any sort of affinities whatsoever, it is a truly neutral magic. This has the benefit that the magic is not weak to any other form of magic but also the disadvantage that it isn't strong against any other magics either. An Abyss Ruler causes calamity on the battlefield by charging groups of enemies and taking their attention away from others who are able to cause more damage, the Abyss Ruler works to infect as many people as possible with abyssal sickness and makes use of largescale AoE spells to heal any damage done.
The Abyss Ruler is also able to call on the abyss to protect them in battle, this takes the form of powerful defensive spells as well as a passive form of defense that absorbs a certain amount damage before it even comes into contact with the wizard. This all adds up to a beefy frontline tank with a good amount of sustain that can occupy the attention of several enemies at a time, on the other hand when an Abyss Ruler is challenged to single combat they may find themselves at a considerable disadvantage. Abyss magic is not intended for duelling and in a one on one situation the user lacks any real form of burst and up front damage, instead having to try draw a confrontation out as long as possible so that their DoT effects can cause decent damage.
Strengths
- Group Combat - This magic style excells at taking on multiple opponents at once, the user is a tanky frontliner that maximizes their damage when facing off against more enemies.
- Inedible - With the unique make up of the abyss it is not a magic that can be eaten by slayers or absorbed in any way.
- Contact Rejection - The DoT effects from this magic style act like poison for damage purposes but they do not infect the body in any way, the damage comes from exposure to this unnatural magic and the body reeling from it, meaning that it cannot be cleansed from the body until the effect wears off naturally.
Weaknesses
- Lack of Burst - Abyss Ruler Magic lacks any true form of burst damage, the vast majority of its offensive potential is found in its DoT effects meaning that it is very difficult to finish a fight quickly with this magic. It forces one to drag out fights and control the situation which often leads to danger.
- Duelling - Abyss Ruler Magic is typically a style that is most effective when battling multiple opponents as it makes use of AoE and DoT effects, it usually struggles in a one on one conflict as the damage it deals is drawn out and effects are maximized when using against groups.
- Non-Elemental - Abyss Ruler Magic is just that, abyssal. It has no elemental affinities and so is not strong or weak against any other magic meaning that it cannot deal any increased damage based on affinities.
- Unsightly Aura - Due to the nature of the abyss, this magic style has side effect of draining life from its surroundings when in use. For example, grass the user walks upon will die, flowers will wither and small creatures such as birds will die in the vicinity.
Lineage
- Spoiler:
- Power Of Apocalypse:
Description
Acnologia fought a brave mage that caused Acnologia to bleed. Although Acnologia survived and had killed the mage, his blood got poured over an unfortunate witness who survived, but immediately started to mutate uncontrollably. The mutation remained invisible on the outside, but the blood of the man had changed. The man gained the ability to enter magical adrenaline rushes that would allow him to perform superhuman actions.
Ability
Upon activation of this lineage the user becomes physically adept at any obstacles ahead. The adrenaline rush adapts to the situation. Whatever the user needs most, whether it is speed, strength or agility, is boosted at that moment by the rush. That one attribute is boosted by 100%.
Usage
Upon activation the ability lasts 1 post with a cooldown of 6 posts.
Unique Abilities
- Abyssal Sickness - Abyss Ruler Magic is not of this world and as such it is not something which agrees well with our concept of reality and matter. Whenever an enemy comes within 5 metres(Increasing by 2 metres per rank) of an Abyss Ruler spell or an attack enhanced by Abyss Ruler Magic/etc. they are infected with abyssal sickness, this acts as a damage over time poison effect of 40% User ranked spell damage which lasts for 5 posts commencing on the first turn they are affected, making contact with an affected enemy via Abyssal magic/related effects will deal a bonus 50% user ranked spell damage to the target per contact while refreshing the abyssal sickness debuff. Abyssal sickness can stack up to 5 times on an opponent at maximum.
- Abyssal Brutality - In battle, Abyss Ruler Magic flows over and throughout the user's body and weapons, it enhances their strikes and boosts their movement speed so as to increase their control of the field. Speed is passively increased by 30% and melee attack damage is increased by 50% user ranked spell damage.
- Abyssal Veil - The abyss is the personal realm of Abyss Rulers and it passively attempts to protect them, when the user is attacked it will siphon and absorb up to 50% user ranked spell damage away from the blow. It will not soak CC effects associated with the damage such as knock backs or stuns and these will go through as usual.
Spells
D-Rank
- Spoiler:
- Name: Mist of the Abyss
Rank: D
Type: Abyssal | Aura
Duration: 3 posts
Cooldown: 4 Posts
Description: Using this spell creates a tangible aura about the user which follows them and spreads up to 7 metres around them, enemies that are caught in the vicinity have their life drained and become sluggish. This spell stuns affected opponents who are below the user's rank, slows equal ranked opponents by 75%, slows 1 rank higher opponents by 50% and any opponents above that are slowed by 25%. Also the mist saps 10% of the target's max health per post that they make contact with the mist and returns half that to the caster, however it does not cause any other damage.
Strengths:- Can heal the caster
Weaknesses:- Does very little damage at low ranks
- Can be escaped from by simply exiting the aura field
Name: Abyssal Grasp
Rank: D
Type: Abyssal | Channel
Duration: 2 Posts
Cooldown: 3 Posts
Description: Outstretching an arm, the user creates a magic circle behind the target up to 15 metres away, when the magic circle appears it is 3 metres wide and will seize those caught in front of it. If successful the target will find themselves floating in the air with their limbs stretched out away from them, dark coloured shocks of abyssal lightning will arc over their body causing them pain as they are paralyzed in the air. The user can maintain the spell up to 2 full posts by paying the spell cost each new post, they cannot cast spells whilst this is channelled and they cannot move from the spot they are currently in, they can use their free hand to do other things, for example throw something at the target. A simple way to escape the spell is to force the user to move, as this will break their hold, an example would be casting a fireball at the user.
Strengths:- Strong CC
Weaknesses:- Affects only those caught by the magic circle
- Prevents the user from using spells
Name: Abyssal Storm
Rank: D
Type: Abyssal | AOE
Duration: Instant
Cooldown: 2 Posts
Description: A very large magic circle appears on the ground around the user measuring 12 metres in diameter, this spreads out from the user and once it reaches its maximum size a barrage of black abyssal lightning erupts from the ground, those within 4 metres of the user receive 100% damage and a stunning/slowing effect depending on rank(Those of lower or equal rank than the user would be stunned for a post, whereas, one rank above is reduced by 50%, 2 or more ranks above by 25%). Those beyond 4 metres are hit for 75% damage and receive a reduced slowing effect based upon rank(Those at an equal or lower rank are slowed by 75% and those of one rank higher are slowed by 25%, those of 2 or more ranks higher are not slowed at this range). The lightning rises up to 7 metres in the air maximum so one that can put themselves that high up can avoid the effect.
Strengths:- Can hit a multitude of enemies and stun them
Weaknesses:- Damage falls off the further from the centre a target is
- Can be dodged vertically
Name: Abyss Rising
Rank: D
Type: Abyssal | AoE
Duration: Instant
Cooldown: 2 Post
Description: This spell can be very effective when timed correctly, it does not cause very much damage at all and so is usually used to begin a combo as opposed to being used for its damage alone. The range of this spell is 15 metres maximum and it creates a magic circle beneath the opponents feet which is 3 metres wide and sends a surge of black abyssal energy upwards. The damage caused is 50% for one directly in the middle of the circle and 25% for one outside the initial meter radius, anyone caught in the blast is knocked up 5 metres into the air and momentarily stunned. Though the spell does little damage it appears almost instantly under the target which makes it a very difficult skill to avoid.
Strengths:- Very Fast and difficult to avoid
Weaknesses:- Very low damage
- Damage reduces the further from the center the target is
- Can heal the caster
List of Spell Fusions
Locked
Last edited by Korz on 2nd March 2016, 7:13 pm; edited 5 times in total