Suuuup, I'll be grading your magic. My comments are in this color.
Before we get down to it, I'd like to let you know that on site, what you do during jobs isn't really looked harshly on. If you want to turn a D Rank fire ball into an S Rank nuke during a job, I highly doubt anyone would care (unless you're doing a thread with a partner, in which case get their permission first.)
All edits I ask for are more for PvP balance, than they are for anything else. If you don't plan on doing PvP, then the fixes shouldn't be too big an issue since again, you can stretch your player's power during jobs/socials.
Before we get down to it, I'd like to let you know that on site, what you do during jobs isn't really looked harshly on. If you want to turn a D Rank fire ball into an S Rank nuke during a job, I highly doubt anyone would care (unless you're doing a thread with a partner, in which case get their permission first.)
All edits I ask for are more for PvP balance, than they are for anything else. If you don't plan on doing PvP, then the fixes shouldn't be too big an issue since again, you can stretch your player's power during jobs/socials.
Ragnarik wrote:Magic
Primary Magic: Necromancy: 4th Book of the Dead - Attrition
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Holder
Description:
Necromancy is, contrary to popular belief, not just one of the dark schools of magic. It is more of a conurbation of different forms of life and death magic. These forms were so drastically different that at one point the greatest minds of the necromantic world came together in an attempt to create a unified version of necromancy. Sadly that did not turn out quite as hoped. These great minds all had different ideas as to what exactly Necromancy is as a school of magic and so they split into 13 factions, each of which founded its own Necropolis. As ages passed each faction grew in power and size to the point that the rest of the world felt threatened. The outside world saw the Necromancers not as a loose alliance but as a whole society. And their amassed power instilled such fear into them that all the wizards of all the lands gathered to form a plan to eradicate them. By this point in history Necromancers have become so estranged with the outside world that they were seen as a completely different species - the undead. Although that was only partly true: only a few more powerful necromancers had the ability to reside in an undead body.
This is where the history books stop stating fact and become works of fiction. They tell tales of bravery and unity to overcome the Necromancer horde. But the truth is that the humans never even came to finishing a plausible plan. The truth is that the necromancers wiped themselves out. As mentioned before the 13 factions only had a loose alliance, one that was extremely fragile. But theses alliances came under tremendous strain as tensions between the faction grew. Soon war broke loose and as human nature dictates each of the leader cast their most powerful spells. The accumulated power of each laid waste to all and for centuries the very ground these Necropoli were built upon remained dead and unusable.
Skip forward about a millennium and we will have arrived at what is left of that ancient society. Ragnarik derived his magic from several lost tomes of one faction known as The Restless. These tomes lead the way to the factions greatest treasure: The 4th Book of Death - one of few surviving and complete necronomici. This school studies the very foundation of necromancy: the Manipulation of Life force and Death force (also known as Aura and Miasma). Its spells and teaching focus around summoning and controlling grotesque undead beings, modifying one's own body and spells with devastating lasting effects. Whilst the original purpose of the magic was focused on true resurrection and creating undead helpers to aid in daily matters, it by far did not leave the user defenseless. Attrition is the subtitle of the necronomicon and as the name suggests it has something to do with wearing down the opponent. To be precise it's focus is simply to outlast the foe. With crippling DoT attacks, summoned creatures as well as a massive amounts of sustainability. Attrition seeks to weaken the foe whilst strengthening oneself. The more opponents this magic faces, the more effective it becomes. Ragnarik uses a retractable scythe as his conduit (means to channel his magic). although be warned all who take Hel without permission succumb to Ragnarik's command and will act only in his interest.
- Scythe - Hel:
Not tellin ya to remove this, but rather I'm letting you know to register the weapon in the "Weapons/Pets/Items" registration section of the site.
Strengths:
- Large amount of sustainability
- Weakens foe while strengthening himself
- permanent profit from passives
- Well equipped to fight multiple foes
- Low Cooldown on Summoning spells
- Very strong against magic/creatures that rely on living things, undead or spectral creatures(e.g plant magic, celestial/summoning magic, insect based magic)
Weaknesses:
- Limited options when it comes to frequent spell usage
- Exausted areas cannot be used again resulting limited areas he an fight in for extended periods
- Staying "alive" costs Aura and risks sustainability in Aura poor zones
- Bound Soul's crystal grants enemy absolute authority
- Minimal increase in physical strength or resistance compared to most other mages
- Destruction Soul Bond's crystal results in death
- Aura/Miasma Absorption also applies to allies
- High Cooldown on direct offensive spells
- Cannot cast spells wihtout his Scythe being at least within 100m
Lineage: Aspect of Neptune Please copy and paste the full lineage from the sacred library "The Light"
Unique Abilities:
- Undead Body: One of the core principals of Necromancy is the belief that Miasma causes death and that Aura creates life. A person is only considered dead when the amount of Miasma in ones body and soul completely replaces the Aura. A living human will at birth only possess Aura and over the course of its life it will gather Miasma whilst simultaneously losing Aura. Undead Body however makes it so that the amount of Aura is twice as high as the amount of Miasma. Does this mean he actually has 70 Aura and 35 Miasma? Which increases to 100 aura and 50 miasma at C Rank?
Thus keeping Ragnariks body from dying any further (decomposing) whilst enabling him to move. However the presence of Miasma means that the body is technically dead and as such none of its usually necessarily functions work (e.g. breathing, heartbeat, metabolism). As such Ragnarik will not die by simply landing a "killing blow". Instead the body regenerates by consuming the excess life force which is also used as a necromancers Manapool/Magicpower. Does this mean when his HP hits 0, instead of dying all his Aura is consumed to return the HP?
The cost of regenerating minor damages such as cuts, stab wounds, severed tendons/muscles or broken bones cost 5/4/3/2/1 (Ranks d-S) Points; greater damages such as severed limbs, multiple shattered bones or a damaged brain cost 10/8/6/4/2 (Ranks D-S) points to regenerate. Does this heal any HP at all? If so, please specify how much.
This however only works until a minimum of 5 points of life force is reached. If/when this happens Ragnarik is rendered completely immobile. His physical attributes are at their maximum human potential (not superhuman, so at no point will he be leaping over buildings or punching through walls). Does this mean when his Aura reaches 5, he becomes paralyzed?
- Aura/Miasma Absorbtion: Ragnariks MP is divided into two types: Aura and Miasma. Depending on which of the two he uses each spell has a different effect (Aura a sustain effect and Miasma a DoT effect). The two forms of Energy exist in a 65(Aura)/35(Miasma) ratio on D-rank and change to a 50/50 ratio on C-rank. Energy regeneration for the two is also different. In areas full of life he has an increase Aura regeneration rate (from 10 to 20 per post) however Miasma regenerates at a lower rate (from 10 to 5 per post). The absolute best I can allow is one of those regenerating at 2 per post, and the other regenerating at 1. Total is 3 per post.
Now the key point is that these energies are absorbed from the surrounding and unlike normal magic power is not consistent. After 3 posts an certain area of (10/15/20/25/30/45/50 meters depending on rank) is counted as depleted of its main resource. After that the are is rich in Miasma for 1 post (thus a 20 point regen rate of miasma for 1 post). I can't allow this, 20 is far too high. The best I can allow, if you're ONLY regenerating miasma is 5. This doesn't increase with rank.
After that he has to move out of the area to be able to regenerate Aura. Same principle applies to Miasma. However the living entities and proximity to said entities within the zone also affect the regeneration rate. If an enemy is within the affected area Aura is transferred from him/her/it to Ragnarik (assuming it is a living creature or one that is animated through the infusion of Aura/Life Force). At 10m the absorbtion rate is 2 points per post (Points deducted from enemy health) and increease by 1 point every 2m. Direct physical contact causes a drain rate of 4/6/8/10 points per post depending on own rank (first tick applies on first contact). This effect is halved when having contact with his scythe. If plant magic, insect based magic, an undead based magic or a spectral/spirit based magic enters the are the opposing spell his "killed" and half its cost refunded as Aura and Miasma. All of this I underlined, I'll need you to either get rid of it, or get rid of the regeneration parts above it. Draining MP and regenerating MP are two different, but VERY powerful abilities, so I need you to choose one. If you choose the MP drain then I'll work on balancing it out.
- Bound Souls: Each enemy Ragnarik kills increases his maximum Aura and Miasma pool by a certain amount. 3 weak enemies increase the pool by 1, 2 normal by 2, 1 strong by 4 and a boss by 10. Killing players increases the pool by 30 (just in case). Why not just have your Miasma pool naturally maxed out at 75, but it starts at 35 (50 at C Rank), and your Aura pool maxes out at 75, but starts at 65 (50 at C Rank). You start the thread with 65/35 and using the regeneration ability (if you choose to keep it) you slowly gain it over time.
Bound souls also allow Ragnarik to have up to 2(D-rank)/3(B-rank)/4(S-rank) permanent undead companions of max 1 rank above himself. These companions are monsters/enemies from quest (will be logged after every thread;current companions visible in signature section). However they can be permanently killed and their effectiveness depends on Ragnarik's rank. There's a few things that stop you here.
1 - It's a written rule on site you may only have 1 companion (pet) for combat, and 1 pet for non-combat. Some jobs let you get around the 1 non-combat pet limit, but only a lineage effect (Beast Tamer) will let you have more than 1 combat-companion.
2 - It's a written rule on site how many summons you're able to have out at any given point at each rank. A UA or lineage ability can be made that increases this number by +1, but that's about it.
D-rank: the undead move sluggishly but have a great amount of physical strength.
C-rank: they can walk at normal speed but cant run.
B-Rank: they are able to run and use one ability/spell (if present).
A-Rank: capable of sprint.
S-Rank: can dodge.
SS-Rank: Near human behavior.
However this passive has a drawback. It requires the user to seal a large part of his soul into a crystal. The one who possess that crystal has absolute authority over Ragnarik.Spells:
Name: Dead Waters
Rank: Player Rank D Rank
Type: Water/Offensive/Signature
Duration:Maximum allowed duration for player rank
Cooldown:maximum allowed Cooldown for Player Rank +1
Description:
Ragnarik accumulates black water in target area (30m radius Bubble). The water is infused with Miasma and will deal 50% of player-rank damage to all caught inside for each post spent inside. DoT lingers for 2 posts after escape or duration ends. From C-Rank onward 4 undead Piranhas are also summoned within that deal each 2 points of damage with each bite (amount of Piranhas increases by 2 with each rank). Several things:
1 - Maximum duration will be 3 posts
2 - Minimum cooldown will be 4 posts, maximum I would recommend is 5 but you can go as high in CD as you want...
3 - I can't allow the DoT to linger for 2 posts beyond the max duration of the spell, or if the person escapes the spell's radius either.
4 - The most piranhas you can summon inside that I would allow is 3; HOWEVER, the damage they deal would each remain at 2 HP, during PvP they can only bite 6 times per post, they each have 17HP which is a little bit (insignificant amount) more than a normal summon of their rank when combined, but it's still 1 shot kill with an AoE.
5 - The maximum range I can allow this is 15 meters.
Strengths:
- AoE Prison
- Threat of drowning as well Miasmic Poisoning (enemy is in weakened state)
- Potentially high amounts of damage
- Will completely flood enclosed spaces
Weaknesses:
- Piranhas easily killed with AoE attacks
- It is possible to swim out of area
- Also affects allies
- Very long Cooldown
- Uses Both Miasma and Aura please specify how much of each
Name: Skeleton Soldiers
Rank: D
Type: Summoning
Duration:3
Cooldown: 2 Increase to 4
Description: Ragnarik raises 3 Skeletons from the ground. If he uses Aura to summon them, they will deal can survive 1 D-Rank Spell and each attack drains 2 points of enemy health to refill Aura. If Miasma is used they leave behind a miasmic cloud (explosion radius 1.5 meters) but are relatively sluggish and can will crumble with 1 normal attack. Kills all plants and insects near instantly. If opponent(s) come in contact with it they suffer continuous damage to their health and MP (2 points per post for 3 pots). If this summons 3 skeletons, each of them has 1/3 D Rank Normal Summon HP, and they each deal 1/3 D Rank Normal Summon Melee damage (rounded up). The only plants/insects effected by this would be non-magical plants/insects, and magic plants/insects equal to this spell's rank.
Strengths:
- Numbers advantage
- Adaptability to situation
- Sustainability
Weaknesses:
- Miasmic cloud has very limited range
- Damage resistance does not accumulate (no 3-skeleton shield to block a higher ranked spell)
- Short window of vulnerability after cast as the skeletons need a while to rise out of the ground (Cast Delay)
- individual Skeleton Soldier attacks are easy to dodge
Name: Skeleton Archer
Rank: D
Type: Summon
Duration:3
Cooldown:2 Increase to 4
Description:
Ragnarik summons 2 Skeleton Archers. If Aura is used arrows deal 2 times D-rank damage and absorbs 2 points of Aura from enemy HP. If Miasma is used, the arrows cause miasmic infection (2 points of damage to health and MP per post for 2 Posts) and disable hit body part for for 2 pots. Max range of bows 350m; effective range 150m. Several things:
1 - Each skeleton has 1/3 D Rank normal summon HP
2 - each skeleton deals 1/3 D Rank normal summon melee damage, or 1/2 normal summon damage if Aura was used
3 - Maximum effective range of bows will have to be 20 meters (best I can give you)
4 - For every meter after the 20th meter, the accuracy of the arrow is reduced by 1%
5 - Body part disabling will not occur in those 2 ranks above this spell
Strengths:
- High damage
- Cripples foes for short time
- ranged attack
Weaknesses:
- Skeleton Archers are easily killed
- Predictable projectiles/easy to dodge
- Inaccuracy at higher range
- Cast Delay
Name: Miasmic Body
Rank: D
Type: Defensive/Offensive
Duration:3
Cooldown:3 Increase to 4
Description:
Infuses target with Miasma and causes Miasmic Shroud. Miasmic shroud creates a 1.5m area around target that inflicts miasmic infection to anything within range (duration refreshed if oponent stays in shroud or reenters it). Causes plants and insects to die immediately. Miasmic body can be cast on an enemy to have the DoT effect deal double damage. In this case Ragnarik forms a small shroud of miasma in his hand and shoots it towards the opponent.
The duration wouldn't refresh if someone leaves/enters it, it would AT BEST increase by 1 post. The only plants effected by this would be non-magical plants, and magic plants equal to this spell's rank.
Strengths:
- potential to inflict massive damage over short period of time
- discourages melee combat
- Seals opponents off from their allies when cast on them
Weaknesses:
- Limited range of 50m 15 meters
- Limited AoE
- Can only be cast with Miasma
- Affect allies as well
Name: Aura Transfusion
Rank: D
Type: Offensive/Support
Duration:Instant
Cooldown:4
Description:
Instantly Absorbs Aura from within a 20m zone. D-Rank damage is applied to all within the area and for each individual hit Ragnarik gains 15+5x(Number of individuals) points in Aura. It can also refund half the Aura that was used on Summoned creatures if they are within the area. You'll have to reduce the amount of aura you gain all the way down to 2 aura per person, which is the maximum I'll allow.
You'll also have to choose between restoring some of the aura used to summon stuff, OR dealing damage and restoring aura. I can't allow both.
Strengths:
- Massive Aura recovery potential
- Large Aoe
- Difficult to predict usage of spell
Weaknesses:
- Affect allies and foes alike
- limited range
- If no targets are hit on spell cost is refunded
- Does not apply to non living summons/creatures (e.g. Golems)
Lastly, for ALL SPELLS please input how much of each energy source each spell requires.