Magic
Primary Magic: Wolfssegner’s Resolve
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Amaris’s magic is strictly unique to her and isn’t passed down from either side of her family so most of the spells were she uses are self-taught magic. It’s a magic that’s a combination of her mother’s demonic premonition witch style, her father’s Wolf Take Over bloodline, a pact she made with a spectral wolf as a kid, and a bit of new age style jazz. Ok…maybe not the music but the unique combination allows Amaris the ability to be able to take old style magic and mix it with the current up trending power spikes for current day magic. Wolfssengner’s Resolve consists of both being able to summon spectral beings to help assist her and give her the ability to transform into a whole new being of wolf that neither belongs in the demon world or in the wolf world.
This magic covers a whole variety of attacks ranging from melee based transformations to ranged spectral summonings and support attacks allowing Amaris to be a sort of Jack-Of-All-Trades person where she’s neither good nor bad at one specific style. A majority of the damaging spells relies on the partial and full transformations while the range spells are used more for supporting the transformations and also help in slowing down the enemy.
Strengths:
• Give me a Hug!: The magic’s forte is up close and personal. A majority of the spells rely on Amaris to be really close to the target so the closer she is to the target the more damage she can inflict.
• Demonic Mixture: Demonic magic is mixed in with Amaris’s bloodline allowing her to be stronger against most demons then the normal person however since its only really half her being she’s not that much stronger. 15% Stronger against demons, undead, and unholy beings.
Weaknesses:
• Get Back Here!: Being melee based doesn’t really help with ranged attacks. Due to the lack of them they tend to deal less damage than the normal spell.
• The Light…IT BURNS: A being of demonic power of course has its weakness against holy and light magic. The magic can deal significant damage to Amaris and even cancel out some of her own spells making it harder to deal with people of this magic.
• Pacifism: The spectral beasts that are summon do have a mind of their own so at times they may not always follow directions.
Lineage:
Unique Abilities:
• Animalistic Understanding: Being of the beast the user gains the ability to understand and talk to animals.
• Magical Mixing: With different types of magic flowing through the user's bloodlines the magical ability allows them to combine Take Over Magic with that of Summoning Magic while still maintaining the strengths and weaknesses of each type.
• Beast’s Dire Strength: The lower the health the user has the stronger their will becomes increasing their damage based on their current health. Strength increased by 10% at 75% health, 25% at 50% health, and 50% at 25% health and lower.
Spells:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Primary Magic: Wolfssegner’s Resolve
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Amaris’s magic is strictly unique to her and isn’t passed down from either side of her family so most of the spells were she uses are self-taught magic. It’s a magic that’s a combination of her mother’s demonic premonition witch style, her father’s Wolf Take Over bloodline, a pact she made with a spectral wolf as a kid, and a bit of new age style jazz. Ok…maybe not the music but the unique combination allows Amaris the ability to be able to take old style magic and mix it with the current up trending power spikes for current day magic. Wolfssengner’s Resolve consists of both being able to summon spectral beings to help assist her and give her the ability to transform into a whole new being of wolf that neither belongs in the demon world or in the wolf world.
This magic covers a whole variety of attacks ranging from melee based transformations to ranged spectral summonings and support attacks allowing Amaris to be a sort of Jack-Of-All-Trades person where she’s neither good nor bad at one specific style. A majority of the damaging spells relies on the partial and full transformations while the range spells are used more for supporting the transformations and also help in slowing down the enemy.
Strengths:
• Give me a Hug!: The magic’s forte is up close and personal. A majority of the spells rely on Amaris to be really close to the target so the closer she is to the target the more damage she can inflict.
• Demonic Mixture: Demonic magic is mixed in with Amaris’s bloodline allowing her to be stronger against most demons then the normal person however since its only really half her being she’s not that much stronger. 15% Stronger against demons, undead, and unholy beings.
Weaknesses:
• Get Back Here!: Being melee based doesn’t really help with ranged attacks. Due to the lack of them they tend to deal less damage than the normal spell.
• The Light…IT BURNS: A being of demonic power of course has its weakness against holy and light magic. The magic can deal significant damage to Amaris and even cancel out some of her own spells making it harder to deal with people of this magic.
• Pacifism: The spectral beasts that are summon do have a mind of their own so at times they may not always follow directions.
Lineage:
- Chaos Eye:
- Description: A demon made a deal with a man that had lost vision in his left eye. The man was to become the demon’s vessel in return the eye would be restored to its full capabilities. As the demon’s usage of the vessel was no longer needed, the man settled down and had children. His children however unlike the man had one red eye that could predict a chaotic event.
Ability: The user can see a glimpse of the future for a brief minute, but causes great strain on the user’s body. Upon activation, the user of this lineage gains the foresight needed to predict enemy attacks and thus gains an increased chance to avoid them. It takes the appearance of ghostly echoes in their vision. Can be thwarted by the very skilled who react to your own reactions, or by others with similar ability.
Passively they can get visions of the future for plot reasons. They are occasionally plagued by nightmares of their own death.
Usage: Passive for plot purposes / Active for battle purposes. Active lasts for 1 post with a 10 post cooldown and even though the user knows the next move this does not mean they can dodge everything that post and the attacker can simply outmaneuver them if able.
Unique Abilities:
• Animalistic Understanding: Being of the beast the user gains the ability to understand and talk to animals.
• Magical Mixing: With different types of magic flowing through the user's bloodlines the magical ability allows them to combine Take Over Magic with that of Summoning Magic while still maintaining the strengths and weaknesses of each type.
• Beast’s Dire Strength: The lower the health the user has the stronger their will becomes increasing their damage based on their current health. Strength increased by 10% at 75% health, 25% at 50% health, and 50% at 25% health and lower.
Spells:
- D-Rank:
- Arms of the Beast:
- Name: Arms of the Beast
Rank: D
Type: Partial Take Over, Demonic Wolf Form
Duration: 3
Cooldown: 4
Durability Threshold: 75 Health
Description: A magic circle forms around both arms of the user before traveling down each one transforming the flesh into the Demon Wolf’s arms. The arms and hands nearly double in size and the hands gain claws that are double the size of the user’s fingers. In this mode the user’s strength on melee attacks is increased until the spell is released and adds an endurance buff to the user.
Passive: Strength increased by 20%, 25% Endurance Buff added to the user
Active: The User swipes forward/upwards one of their arms releasing a wave of demonic energy in a targeted direction that travels up to 10 yards and deals D-Rank damage to the first person hit. The energy can slice through trees and rocks but can be easily blocked my magic barriers/shields. 2 Post Cooldown
Strengths:
• A quick to use spell that can be used even if the user is under duress
Weaknesses:
• The Active is an untargetable ability meaning that if allies are in the way it can hit them.
• The size increase means the arms and hands are an easier target for the enemy
- Legs of the Beast:
- Name: Legs of the Beast
Rank: D
Type: Partial Take Over, Demonic Wolf Form
Duration: 3
Cooldown: 4
Durability Threshold: 80 Health
Description: A magic circle encompasses the user at their waist before traveling downwards transforming the lower body into the legs of the Demonic Wolf. The legs double in size and help in increasing the speed of the user and the user’s endurance while active
Passive: Speed increased by 15% and grants a 25% endurance buff to the user while the spell is active.
Active: Demonic energy channels into the users legs increasing their muscle strength. The user can then use this energy to propel them 20 yards in a certain direction at a speed of over 80 mph or use it to jump well over 4 stories into the air. If used on the ground the user leaves behind a trail of bluish black fire that last for 1 post. Beings that cross the blazing trail of fire while on the ground take 50% of D-Rank damage each time they cross it. 2 Post Cooldown.
Strengths:
• A simple spell that can be used for both attack and defense and provides a quick escape if needed.
Weaknesses:
• If the user is constricted or stuck in place then they can’t use the active.
• The trail of fire also burns any allies that cross the line.
- Magnoz, Kaliya's Pup:
- Name: Magnoz, Kaliya’s Pup
Rank: D
Type: Spectral Wolf Summoning
Duration: 4
Cooldown: 5
Summon Health: 50 Health
Description:- Magnoz:
The user claps together their hands before creating a magical circle in front of the user that summons for Magnoz, the only child of the Spectral Wolf Goddes Kaliya. Magnoz is 1 meter tall and can run at speeds of 20 mph. The wolf has a spectral phantom effect and is constantly releasing an aura that drains enemies of their magical power the longer he stays summoned.
Passive: Magnoz’s spectral aura debuffs the enemies draining them of their magical power reducing their mana points by a certain percent based on the enemy's rank who are within 15 meters of the wolf each post: D-Rank: 10%, C-Rank: 7%, B-Rank: 4%, A-Rank and higher: 0%
Active: Once per activation the wolf releases an echoing howl that deals damage equal to 75% of D-rank damage in a cone like fashion 15 yards in front and 10 yards wide of the wolf and stuns opponents that are hit by the howl for 1 post.
Strengths:
• Provides an additional ally to help fight in a battle that could potentially turn the tide of the battle into the user’s favor.
Weaknesses:
• The animal is its own being meaning that the user doesn’t always have full control of the beast.
• The howl from the wolf could potentially hit the user and any of their allies meaning the wolf would be more of a hindrance then a help.
- Aura from Within:
- Name: Aura from Within
Rank: D
Type: Offensive/Defensive Aura
Duration: 3
[/b]Cooldown:[/b] 5
Description: The demonic power and the wolf bloodline mixes with the user’s magic to form a bright spectral blue Aura around the user that takes the shape of the Demonic Wolf encompassing itself around the entirety of the user’s body . In this form damage dealt to the user is reduced by 25% and the user’s strength is increased by 30%. Also while in this form melee attacks against the user that hit the aura damage the attacker for 1/4th D-Rank damage. Take Over spells can’t be used while the Aura is active as well as the Aura can’t be active while a Take Over spell is active.
Strengths:
• A spell strictly to help deal with times when the Take Over magic isn’t available. Goes well with melee based attacks.
Weaknesses:
• The spell can’t be used when a Take Over spell is active, Counts for both Partial Take Over and Complete Take Over.
• The Aura glows a bright blue meaning that the user’s position is given away when in dark and mildly lit places.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Last edited by Amaris on 29th March 2016, 4:08 pm; edited 1 time in total