Primary Magic:The Reckoning
Evidence of Accomplishment: Training here
Caster or Holder: Caster
Description: Death's embrace this is a full takeover style magic that has utilized a single soul known as 'Death'. It's spells, and abilities all correspond to death, decay, darkness and just generalized insanity, and to some, a lost magic. Though it is more of an extension to the lineage magic, as well as the primary, and all spells in this magic require said lineage if one were to attempt to 'copy' through a spell or the alike. This is not used any differently than most takeover magic, however is not primarily used, having very straight forward, and limited changes, only able to change aspects for one certain final spell, in which is the full body form. In fact, the partial takeovers, do not alter the user physically, but rather alter them magically, awakening more and more of the user's true power.
Lastly obtaining this magic grants the user a new form of energy called 'Energy'. This new energy will take place of all references to any sort of energy that the user uses. As the ancient times energy was not separated into petty things, and all energy came from one kind of source. This 'Energy' could be called many things 'magic/chi/life force...you name it' the energy exists within everything, and just obtaining this secondary magic will cause everything of the user that refers to 'magical energy' to just be refereed to as 'energy or Mana/MP' in short, as so long as it is an energy, it can be effected by an energy 'so no saying you have an alternate form of magic, and it is better because of XYZ. Simply because this turns the user's magical energy into pure 'energy' and is equivalent to any form of 'energy' be it magical, chi, life,spiritual , no matter what you call it ect.... This is because, all energy is.... is energy. No matter what it is called, no energy is 'better' and it will treat it all the same. (i.e it prevents things such as, well my spells/ability uses an energy called *insert name* so yours no longer works cause it references *insert name*, or my magic is only effected by *insert name* of energy. ) This essentially makes it so those that use 'forms of energy' are on equal grounds, leaving it up to the rp skill, spells, and abilities.
Strengths:
-Death is neither holy nor unholy, and thus holy and unholy hold no advantage over this magic.
-Not spell reliant. The magic's true potential shines through it's abilities and magic spells, so both are never needed at once.
-Death will only claim those he means to, and thus, no spell or ability will ever harm someone the user does not wish to, as so long as said spell/ability is part of this magic
Weaknesses:
-Cannot use full takeover without first entering demon force, or being over 100% mp.
-Strictly Takeover magic(minus the signature), every spell is a take over in some way or form. which leaves this magic not as versatile as his primary.
-must activate partials in order (e.g must activate 4, then 3, then 2, then 1.)
-Obvious. As all take over magic is, this magic is fairly obvious as something about the user must physically change.
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Unique Abilities:
- Death's Sight:
- Death's sight: Be it god, demon, immortal or mortal. The reaper has always found their target. This grants the user an extremely heightened sensory ability. This translates into both energy based and physical. The user becomes hyper observant to even the smallest of details using more than just sight. However on the energy side of this ability it means the user can pick up on the slightest of changes to an energy force within 75 meters of the user. This alone means the user may pick up subtle differences in energy signatures. It should be noted, every living(and non-living) thing has an energy signature, no matter how big or small. Together this allows the user to hunt, peruse, or even evade his target of choice, or have a nifty on guard mode.
Lastly, and only use for cosmetic purposes, the user can see a 'clock' or 'timer' above heads of mortals & immortals signaling when they are supposed to 'go' when it becomes clear. The clock counts down at a rate of 'if nothing were to intervene in their lifespan any further', and because of this, there are times the clock may revert, gaining time. Those who would not die by age or time, have an infinity symbol over their heads. All Npcs unless specified have a normal clock.
- Energy Body:
- Energy body This UA works in two select ways. The first way, is giving the user a pseudo-incorporeal form(Non-spirit). What this means is, that the body does not take damage, but the user's HP does. An example would be a sword may slice through Raiza's entire body, without leaving a trace of blood or a physical wound. However, the HP will still be damaged in this way, and if there was a 'bleed' status effect, that would work too - despite not really bleeding. The second, and last example being a fireball, which could go completely through Raiza, burning him via hp damage, and the DoT would still effect him as normal, however he would not be on fire or show any burn marks. This offers no immunity. The only resistance this does provide is a 10%(+10% per rank, capping at 50% at S-rank) resistance to energy(any form). This however does not allow the user to 'phase' or anything of the like as it is just completely turning the body to energy, which can be 'disrupted' by striking it, hence still receiving
Spells:
- Signature "S" Rank:
Name: Death Soul's Sacred Darkness Veil
Rank: S
Type: supportive - Holy/Darkness/Death.
Duration: Instant
Cooldown: 1
Description: Allows the user to manipulate the shadow of an ally or multiple allies to provide a veil to protect them from rank worth of damage, or heal them for A-rank worth, not to exceed 10% of the maximum hp. This is an active heal, and not regeneration. If used on multiple targets, the effect is split evenly, and equally. When something strikes what ever the veil is protecting, it ripples with black & white, revealing that a barrier exists.
Strengths
-Great support possibilities
Weaknesses:
-cannot be used on self.
-No offensive potential
- Spells:
Name: Death Soul - Release level 4
Rank: D
Type: Takeover - Partial
Duration: 3
Cooldown: 4
Description: Release level 4, the first stage in releasing the user's true power, allowing the reaper & demonic gift to temporarily come out. This alone does not alter the user's appearance, but rather unlocks more power for the user to tap into via active & passive. This release level focuses on alteration of the self, and spell. As well as expansion of one's techniques.
Takeover Stat boost: +25% magical size(be it range/general aoe distance ect...this covers it)
Active ability: Spell Physiology alteration: Allows the user to manipulate shapes of one of their own spells once per post. The spell being changed, will only change shape (i.e a fire ball could turn into a cone of fire instead). Distance/range/aoe size may not exceed what it already was. nor may any size be reduced by more than 50% (E.g: a 10 foot wide beam, that went 10feet long, can change into a 5 feet wide and 15feet long.)
Passive ability: Dark physiology:Activated upon activation of this spell Cosmetically may create anything around the user of darkness within reason(Wings/horns/tails/fake-false armor))however, they provide no defense, no offense, and nothing but cosmetic appeal in pvp/pve. (i.e creating wings does not grant flight, creating armor doesn't grant defense). When used in the full takeover, this may drastically alter the user's appearance within reason (i.e making the user appear as if they're slightly bigger, and this time it is not limited in color of darkness). Aside from paying 1/4th the spell's cost again, this active can only be used once per use of this takeover. Note 1: no weaponry may be created this way. Note 2: Any manipulation of darkness or the alike, cannot make use of this passive - including if the user tries to, this is because said darkness is a cosmetic change to the user.
Strengths:
-Can trick or feint out opponents with cosmetic changes or surprise them with alterations to prior used spells.
Weaknesses:
-passive has no combat applications other than to change appearance.
-Active requires another spell to be used, causing the user to use mana.
Name: Death Soul - Release level 3
Rank: C
Type: Takeover - Partial
Duration: 5
Cooldown: 6
Description: release level 3, is the second level of awakening the user's power. No appearance changes, however their aura is now a visible black & white color. This exact level focuses on further expansion of the user's techniques & power.
Takeover Stat boost: +35% Magical Size(be it range/general aoe distance ect...this covers it)
Active ability: Infused Thorns: May activate for one post with a 4 post cooldown. This starts by casting an invisible aura that stretches out 30meters in all directions from the user. This changes the way Thorn aura works, so that when longer ranged attacks, be it melee or not strike Raiza, he may cause a 15% recoil to anyone(including the original caster) within the aura.
Passive ability: Thorn Aura: Passively triggers when a melee strike contacts Raiza. Each melee strike be it augmented/buffed with magic or other means will have 15% of the damage before mitigation/damage reductions be recoiled to the one who sent it. This does not reduce the damage of the strike to Raiza
Strengths:
-Uses the enemy's strength against them.
Weaknesses:
-Reliant on being hit, thus puts the user in danger.
-Cannot be buffed (i.e a +100% magic power will not increase the 15% recoil to be 30%, it will still be 15%)
Name: Death Soul - Release level 2
Rank: B
Type: Takeover - Partial
Duration: 6
Cooldown: 7
Description: The third level of power awakening, and this time it focuses on the magic power, rather than expansion or alteration effects. Again this provides no physical appearance changes, it does however provides appearance changs to the magical side by making the user's magical presence appear & feel very heavy, and full of dread.
Takeover Stat boost: +50% magical damage
Active ability: Infused Dread Aura: A destruction effect that may activate once with a 5 post cool down. This alters the dread aura for a single post, causing those that get hit by it to be treated as if they were effected by the dread aura for the next 2 posts.
Passive ability: Dread Aura: Extends out 50 meters in all directions from the user. This will drain(Without giving it to the user) mp from any the user chooses who enters, or remains in the aura. 5% upon entering the aura, and 5% each post they remain, or were in the aura even briefly.
Strengths:
-Makes getting in close with the user difficult.
-MP draining effect translates to anything the victim may use as their energy or spell casting source.
Weaknesses:
-No defensive capabilities.
-Active has a high cooldown for a low duration.
-Active's duration will end automatically upon the end of this spell.
Name: Death Soul - Release level 1
Rank: A
Type: Takeover - Partial
Duration: 7
Cooldown: 8
Description: The fourth level of releasing the power restrictions on the user, as well as giving them more control over their magic. When the user taps into this release level, they appear stronger by those who are sensing them, however this does not provide anything other than cosmetics. As for physical alterations, quite simple, it doesn't provide any physical alterations aside from rune lettering appearing up and around the entire right hand, and arm up to the shoulder. These rune lettering are pitch black with a faint & thin white outline.
Takeover Stat boost: +60% magical damage
Active ability: Psychic Confusion: Activated once per post, for one single spell. This augments a spell with the 'confusion' status effect that makes it harder to focus in general. How the confusion effects the victim is up to the victim for all plot related bits. The plot side of this confusion will last until the victim wishes it to end, but no sooner than at least two posts. As for the combat side, this causes the victim to be unable to focus enough to allow full use of their magical control, causing spells to cost 2% extra mp. 1% if a higher rank, and 0% if two ranks or higher. +1% more for every rank this is higher than the victim. This effect lasts for two posts.
Passive ability: Spark of Control: With great power, also requires control or rather effectiveness. Spark of control does just that by increasing the effectiveness of spells. Effectiveness does not alter damage, but rather how effective the user's magic can be. This copies half of all magical damage buffs from the user, and applies a 'magical effectiveness' trait to it. Magical effectiveness translates to the rank it is treated as well as status effects. The user himself is also based on magical effectiveness(Example 2: a D-rank spell with +100% effectiveness, will be considered a C-rank spell in terms of what it may effect however it'd still only have D-rank base damage.)
Strengths:
-High control over magical power
Weaknesses:
-Alone, this takeover offers nothing without other parts of the user's magic to work with.
-Gives the user away slightly, by making them harder to hide from sensory.
Name: Death Soul - Release level 0 - Reaper Force
Rank: S
Type: Takeover - Full
Duration: 10
Cooldown: 12
Description: Release level 0, the final restriction on Raiza's power finally being unlocked, and awakening a large sum of effects. The full sum of all the partials in one, causing a mandatory use release level 4's passive to at least change two or more things, giving him an alteration on appearance to however he so wishes, though any extra limbs, or growth does not hold any power other than cosmetics. For magical presence, this changes the user's magical energy to feel radiant with holy - yet dark energy regardless of what other magic they may use. This doesn't change the elements(if any) it only changes how the magic may feel via sensory.
Active ability: Dark Coating: Activated only once per post, for one spell. This provides an aura or 'coating' over a spell. What it does is similar to an armor piercing effect. It doesn't counter anything, and the spell it is attached to isn't treated any differently. What happens is, this S-rank 'coating' is used up first in terms of defenses. Note the coating will never do any damage to a person.
Passive ability: Blind Darkness: A passive that will attach to damaging spells or active abilities, causing blindness to enemies whom are damaged by said source. Now this blindness does not only effect physical sight(in case someone has magical sight), it can cause a blindness to all forms of 'sight' as so long as it uses eye(s) of some kind.(E.G sight using sound doesn't count, but using sight via a mental 3rd eye, or sensory techniques would count as sight). This blindness lasts for the post that the victim is hit by the magic, and then the following post(1 post duration essentially). However, those of lower rank suffer 1 additional post per rank under. Those of one rank above suffer partial blindness, making it extremely harder to see, but not impossible. This would make it impossible to see any small details, as it would be extremely blurry with patches of dark spots in their vision, however magical sight is unaffected. Those two ranks or higher are not effected at all. The effectiveness of blindness will not stack, but the duration of it will. Note all blindness is cured immediately on the end of this spell.
Strengths:
-Highly destructive, release of power.
Weaknesses:
-abilities rely on other spells
-Cannot be used without being at or above 100% mp, or being in demon force.
Last edited by Raiza on Mon 27 Mar 2017 - 19:47; edited 33 times in total