Magic
Primary Magic: The Hunters Contract
Secondary Magic: None
Caster or Holder: Caster
Description:
Hunters Revelations is a lost Requip magic that is used and can only be used by Faith Caliburn. Faith uses this magic by summoning The Vile Weapons of previous Hunters. Though this magic is a caster type, the user primarily uses a weapon of some sort as a medium in order to channel and summon the other Vile Weapons. In this case Faith's medium is a long sword by the name of Wolful Moon. When summoning a Vile Weapon the medium takes shape of the select Vile Weapon. There are other abilities and cantrips that the user can perform without using the medium. Such as physical buffs and other unarmed combat skills.
The user uses the wide array of weapons at their disposal, the medium can be molded to any weapon as a result giving this magic an immense amount of variation and utility. This magic is primarily focused on combat and the shifting of one weapon to another in order to chain attacks into combos or counters. Upon entering combat the user's clothes change into the traditional Hunter's garb. A thick leather coat, pant's, leather combat boots. (The changing into traditional Hunters garb is purely aesthetic)
Strengths:
- The user posses a medium, a long sword. Like a holder type magic the user uses an unbreakable weapon that helps the user cast her spells.
- The stats of the sword ranks up along with the user (Meaning that as a D rank mage the medium deals damage equal to a weak weapon, as a C rank mage the two blades deal damage equal to a strong weapon, and so forth to the highest rank until the weapon can deal artifact damage).
- The user is able to change her medium into various other weapons by taking inspiration from the Vile Weapons of previous Hunters.
-The user is granted the innate ability to be a master of any weapon, whether it be a bladed weapon, blunt weapon, or a fire arm of some sort.
Weaknesses:
- The user cannot perform raid spells or unison spells with another person.
- The user cannot use any guild spells
- Since this magic is unique only to the user wielder user cannot share the sword, or any other weapons summoned with anyone else even if it is an ally.
- The user of this magic is drawn to combat due to the vary nature of this magic. As a result the user cannot run away from combat.
- The user recalls the memories and the lingering feelings of the deceased hunters, as a result the user must meditate every so often within a day to prevent themselves from going mad.
- The very magic still has evil origins, as a result if the user is pushed into extremely stressful situations, they may end up being consumed by blood lust and the desire to hunt down the targeted prey regardless or not if the target needs to be kept alive.
- Without the medium all spells that summon Vile Weapons have an additional 1 post casting time. (Note: Any spells that do not summon Vile Weapons do not gain the additional 1 post casting time)
Lineage:
Other Half
Description: A very long time has passed since the initial curse that caused this "condition". One of your ancestors was in the middle of a war and was desperate enough to trade off his sanity for immense power. They were able to win the war and spare their village, but were quickly executed after it was all over. The village elder had hoped that they were the last of his "kind" while burning the body, but what they didn't know was that they had given birth to a child already. This condition wasn't initially spotted, so it was kept under wraps from everyone else. When the child was old enough, the remaining parent sent them off to avoid persecution from the village's residents.
Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
They temporarily gain 100% HP more when used, but their true HP is damaged first. If damage would kill them normally, they continue to use the temporary HP for the duration. They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
The all-out attacking frenzy increases damage they do by 50%.
Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
This effect automatically triggers if reduced to 0% HP, or can be activated intentionally. They can be healed while in this effect and if healed above 0% HP they won't die.
Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
Unique Abilities:
- Hunters Mark: The user can choose a target, the target is then is magically branded with the Hunter Mark. This allows the user to track his or her opponent regardless or not they have vision on the target. Once per post a spell that does make contact against the target deals 10% true damage, meaning regardless of the targets rank or armor they still take 10% damage. The user may only have Hunters Mark on one target at a time. The user may continue to track the target just as long as the target is within 1 mile of the user. Upon reaching A rank the user can track the target regardless the distance.
- Hunters
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
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!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: The Hunters Contract
Secondary Magic: None
Caster or Holder: Caster
Description:
- Magic History:
- Long ago before humans learned how to use magic... Monsters, beasts, and demonic creatures ruled the land. Humans could only cower, hide, and survive. Some humans gathered to create cities surrounded by large stone walls, though the humans created armies and learned how to make weapons, they were never safe. To defeat a single monster, to maim the beasts and demons many lives were often lost. Fear is what grew in the heart of humans, but it was fear that drove them to fight back...
In a city called Niore Luna, an organization called The Church of Blood began dabbling in dark rituals, forming pacts with dark entities known as the Ancients. Many of the Churches followers offered their souls to get a glimpse of the immense knowledge the Ancients... with that knowledge, the first sparks of magic came to be. Scientists of the Church learned how to enchant weapons embedding them with the souls of the very demons they so feared. However... these demonic weapons proved to be too powerful in the hands of mere mortals, those who bravely offered themselves to these weapons often found themselves driven into madness and blood lust, as a result these weapons where named the Vile Weapons. The Church did not stop there.... in order to wield the dark weapons, they decided that humanity must become more demonic than the vile weapons they forged. Thus The Bloodborne Contract was made, humans who formed contracts by mixing the blood of the an Ancient with their own. These humans were given immense strength, speed, and most of all the power to wield the Vile Weapons of the church. These humans who formed the contracts were called The Hunters...
As more people accepted the contract, the power of the hunters grew. Soon enough the Hunters were able to harness the power of the Ancients themselves to perform "miracles". With the brave hunters, cities were able to flourish, and the monsters, beasts, and demonic creatures began to cower.... Little did the people know that the contract was only a means to delay the corruption of humans mind from the weapons...... in reality the Bloodborne contract proved to be much worse..... Hunters who bore the contract for many years eventually went mad, even worse their bodies deformed and became like the very beasts and demons they so desperately wanted to slay.... For many years it was a cruel cycle, old hunters turned into beasts and demons, only to be slain by new hunters to take their place... It was common for parents become a beast, while their children became hunters that unknowingly slayed them...
Eventually people learned how to control magic and mages were born. Soon enough mages began to replace the hunters, the contracts the humans so desperately wanted for power were now seen as inhumane and disgusting. In attempts to regain power the Church used larger doses of the Ancient blood in order to form stronger contracts... Stronger hunters were made.... yet soon after stronger beasts emerged.... the large dose of Ancient blood created new beasts from the hunters, and from these beasts a Plague known as the "Scurge".... People of the City of Niore Luna began to turn into beasts and demonic creatures weather or not they made the contracts. The city quickly plummeted into darkness as it inhabitants became the vile monsters they so desperately wished to slay....
Realizing the impending threat the neighboring cities sent mages, and armies to burn the city of Niore Luna to ashes.... However.... the monsters there were to powerful... In a last effort to rid of the Scurge the arch mages of that time banded together with seven Hunters of Niore Luna. With the help of the arch mages the seven hunters were able to make a new contract called The Hunters Revelations, however it was not a contract born of the Ancients blood, but instead the blood of the Hunters....the blood of humans who were not humans, but neither monster.... These seven Hunters gained the power and weapons of all the fallen Hunters..... Thus one of the first Requip magics was born....
With the new found power, and the weapons of their fallen comrades.... The Seven Hunters attacked Niore Luna underneath cover of night during a Blood Moon. The Seven killed all the beasts and all the inhabitants of the city, the seven burned the church and as the fire spread the whole city soon went up in flames as well... The Seven Hunters exhausted and at deaths door died and burned in the city as well.... As a result the Scurge was extinguished... The City of Niore Luna and it's Hunters were lost in time...
Hunters Revelations is a lost Requip magic that is used and can only be used by Faith Caliburn. Faith uses this magic by summoning The Vile Weapons of previous Hunters. Though this magic is a caster type, the user primarily uses a weapon of some sort as a medium in order to channel and summon the other Vile Weapons. In this case Faith's medium is a long sword by the name of Wolful Moon. When summoning a Vile Weapon the medium takes shape of the select Vile Weapon. There are other abilities and cantrips that the user can perform without using the medium. Such as physical buffs and other unarmed combat skills.
The user uses the wide array of weapons at their disposal, the medium can be molded to any weapon as a result giving this magic an immense amount of variation and utility. This magic is primarily focused on combat and the shifting of one weapon to another in order to chain attacks into combos or counters. Upon entering combat the user's clothes change into the traditional Hunter's garb. A thick leather coat, pant's, leather combat boots. (The changing into traditional Hunters garb is purely aesthetic)
Strengths:
- The user posses a medium, a long sword. Like a holder type magic the user uses an unbreakable weapon that helps the user cast her spells.
- The stats of the sword ranks up along with the user (Meaning that as a D rank mage the medium deals damage equal to a weak weapon, as a C rank mage the two blades deal damage equal to a strong weapon, and so forth to the highest rank until the weapon can deal artifact damage).
- The user is able to change her medium into various other weapons by taking inspiration from the Vile Weapons of previous Hunters.
-The user is granted the innate ability to be a master of any weapon, whether it be a bladed weapon, blunt weapon, or a fire arm of some sort.
Weaknesses:
- The user cannot perform raid spells or unison spells with another person.
- The user cannot use any guild spells
- Since this magic is unique only to the user wielder user cannot share the sword, or any other weapons summoned with anyone else even if it is an ally.
- The user of this magic is drawn to combat due to the vary nature of this magic. As a result the user cannot run away from combat.
- The user recalls the memories and the lingering feelings of the deceased hunters, as a result the user must meditate every so often within a day to prevent themselves from going mad.
- The very magic still has evil origins, as a result if the user is pushed into extremely stressful situations, they may end up being consumed by blood lust and the desire to hunt down the targeted prey regardless or not if the target needs to be kept alive.
- Without the medium all spells that summon Vile Weapons have an additional 1 post casting time. (Note: Any spells that do not summon Vile Weapons do not gain the additional 1 post casting time)
Lineage:
Other Half
Description: A very long time has passed since the initial curse that caused this "condition". One of your ancestors was in the middle of a war and was desperate enough to trade off his sanity for immense power. They were able to win the war and spare their village, but were quickly executed after it was all over. The village elder had hoped that they were the last of his "kind" while burning the body, but what they didn't know was that they had given birth to a child already. This condition wasn't initially spotted, so it was kept under wraps from everyone else. When the child was old enough, the remaining parent sent them off to avoid persecution from the village's residents.
Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
They temporarily gain 100% HP more when used, but their true HP is damaged first. If damage would kill them normally, they continue to use the temporary HP for the duration. They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
The all-out attacking frenzy increases damage they do by 50%.
Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
This effect automatically triggers if reduced to 0% HP, or can be activated intentionally. They can be healed while in this effect and if healed above 0% HP they won't die.
Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
Unique Abilities:
- Hunters Mark: The user can choose a target, the target is then is magically branded with the Hunter Mark. This allows the user to track his or her opponent regardless or not they have vision on the target. Once per post a spell that does make contact against the target deals 10% true damage, meaning regardless of the targets rank or armor they still take 10% damage. The user may only have Hunters Mark on one target at a time. The user may continue to track the target just as long as the target is within 1 mile of the user. Upon reaching A rank the user can track the target regardless the distance.
- Hunters
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
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!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses: