Y o u r T i m e I s R u n n i n g O u t
Primary Magic
Caster
Caster
Immortal Ice is the true magic of Eris, possessed long before her descent into the Burning Endless. It is what drew the attention of the Fell Masters to claim her in death and mold her into the champion they desired, making use of the Immortal Ice's inherit traits to benefit themselves and as a foundation to allow the ability to breach realms to claim new lands, resources, and souls for the whole of the Endless.
Immortal Ice is a chilling magic revolving around the manipulation not of frost, but of Time. The usage of Immortal Ice is to freeze not water but to freeze time itself to create a tangible temporal solid as you would see with ice. It halts the river of time, turning the constant flow into a slow chilled slush or all together frozen in place, manipulating time as a mage would manipulate water for ice magic. The process of slowing and stopping the molecules effected does have a chilling effect on the world around it as energy sinks into it just as energy is sapped from ice creating a coldness further emulating the nature of Ice, provoking its name: Immortal Ice.
It revolves around the manipulation of time through the creation of Immortal Ice. The Immortal Ice itself being a tool that can be used to attack and defend while supporting through altering time in different ways. Through mastering time, you master death. Time and Death go hand in hand, but one lords over the other: Time. In a true immortal society, time is at a standstill, a timeless existence. The Garden of Eden, paradise, immutable existences not subject to change.
A somewhat unique power, it causes a similarly unique damage effect. While electricity fries the nerves and causes heat burns, while fire chars and sears flesh, while metal slices and stone crushes, time Withers. Temporal damage caused by this magic is unique from other damage types and functions by rapidly aging cells causing them to wither and turn frail. Instead of having an arm severed, bloated, or charred, one's arm would be withered and aged into that of an old man and or worse.
Enemies killed with Temporal damage or under the effects of an immortal ice spell have their timelines scarred and fractured in the moment of their death in body and soul. NPCs can't be resurrected except by a time mage who can rewind their timeline to mend the pieces. PC's just require more effort and may have lasting effects to be overcome, plot stuffs and all that, they did just die after all, but more than just dying their existence was violated- some recognition of that would be excellent.
Coupled with that is more traditional cold damage from the sheer temperatures that accompany this magic. Some spells focus more on one or the other, but it's generally a blend of both in all cases.
Immortal Ice is a substance, time itself made solid, frozen in time, free of the standard timelines meaning changes to timelines don't effect it, it remains as a constant. It cannot be aged or subject to decay in general, nor can it be frozen or slowed by time or ice-based effects. It resistance to time, ice, or death magic. Immortal Ice has no scent or taste, a texture of smooth glass, and colorless. It often sounds like rumbling glaciers or shattering glass, sometimes cracks like thunder.
Strengths: Properties of the Magic
• Immortal Ice is a timeless substance not subject to the laws of time or entropy. They are not effected by effects that would wither, age, or reverse something (Because it has no entropy state, like how stone would wear down with time).
• Immortal Ice as an element/source is a very effective defensive magic, and specializes in the creation of barriers and obstructions. It is highly resistant / very good at dispersing to energetic effects similar to metal's effect on lightning, making Immortal Ice strong against electricity, fire, wind, or so on.
• Immortal Ice is not Magic, but is Curse. Things targeting magic as a result, don't target this.
Weaknesses: Vulnerabilities of the Magic
• Immortal Ice is relatively fragile. It is more vulnerable to offensive magic relying on weight and crushing power: Stone, Ice, Metal, or so on. Immortal Ice barriers will resist 25% less damage from such crushing blows. Offensive Immortal Ice spells will deal 25% less damage to such hardened defenses.
• Effects can still specifically target Curse Power, it is not invulnerable, it is just specific, a different source than traditionally targeted.
• Immortal Ice effects often require some substance to work with. Things such as projectiles and explosions. Magic that doesn't revolve around obvious effects are more well suited to dealing with Immortal Ice or otherwise not being as hampered. Example being buff mages who's buff spells don't normally have obvious effects that could be manipulated. Likewise mental mages directly targeting minds aren't normally going to be touched either.
• Some aspects of this magic may involve divination and perception through time. Such abilities are not set in stone and not clear cut, but a complicated observation of an infinite suit of fracturing possibilities. They can be perfectly subject to change and viewing of the past can be outright mistaken, having viewed a different past to one extent or another.
Lineage: Devil's Conquest
Unique Abilities:
• Frozen in Time:
Effect- Eris's body is itself made of hardened immortal ice like a crystal statue.
Result- She is not a living being but defined as a "Construct", being made of immortal ice herself she exists independent of the reality she is in, making her and her effects function on a higher level of existence wherein she and her effects cannot be fully suppressed. This means things will not be able to suppress her abilities directly, or that beings cannot be immune to them. All resistances are reduced by half, including Immunity which is treated as being a 100% resistance, and thus becoming a 50% resistance in its place. Only numerical effects can be resisted for this reason (Damage, or statistical debuffs).
• Heartless Chill:
Effect- Exposure to the Immortal Ice causes a deep chill.
Result- Exposure to individual Immortal Ice effects, defined as being 5m away from the immortal ice spell, applies a Chill Counter. "Chill" is both a temporal slowing and literal chilling cold. For each Chill Counter, the exposed enemy takes a 10% reduction to Speed, including speed of reaction. Enemies cannot gain more than one chill counter due to exposure to ranged spells, and one due to exposure to Eris personally, for a maximum of two counters per post. They lose one counter every other post.
When chill counters reach 5, the sixth will not apply a debuff, but instead consume two Chill Counters to freeze them in place, becoming Frozen in time, for one post. After the one post Frozen they lose one chill counter per post for the following two posts, during which time they cannot gain new chill counters and leaving them with only 1 at the end.
Chill Counters are not subject to resistances, or effects that would raise the debuff value. Including rank discrepancy. (It will remain 10% regardless of their rank, D or H alike).
• Winter Attrition:
Effect- Immortal Ice has a deep freezing effect targeting the target's resources reserves, freezing their assets, representing the harshness of winter that slowly weakens a nation in times of strife.
Result- Those effected by Heartless Chill will have their assets themselves slow down, their reserves of energy slowly freezes, becoming slower and harder to maintain like a water supply becoming slush and freezing over. So long as they have a Chill Counter, their spells cost 1% more to cast than usual (Per Chill Counter, meaning up to 5 but will vary throughout a fight from 0 to 5), with one half of the extra MP spent going to Eris.
• Time Table:
Effect- Eris can manipulate the current time, though without lasting effect.
Result- Eris can shift the timeline in ways that alter the environment to slow, speed, freeze, or skip the background time (The time the topic takes place in, night vs day). PCs and important NPCs are aware and see this happen in real time while lesser minds don't even notice as though it was always that time. Basically: This just lets her alter the time of the setting without actually effecting continuity. It just means she can make it day or night or make the background seem to freeze or slow/speed up. Once Eris is out of the location/topic, things will snap back to as they were before it was altered as though she didn't change anything. This can result in manipulations to the environment that may be beneficial in some way such as changing the time to one in which there is a storm. No changes can be made while time is shifted, things they do have no consequence or "Butterfly effect".
This is akin to a weather mage passively altering the weather with their aura.
• Reflections of Time:
Effect- Eris's stance as a being made of time itself allows her to perceive the timeline.
Result- Eris perceives time like a branching kaleidoscope of fractals of possibilities. By focusing on interpreting the vast amount of data incoming she may divine the future to perceive likely threats before they occur and a vague idea of how it occurs. She may target this on individuals to foresee some aspects of their future, by viewing the past she can see important emotional moments in an individual's past. Anything said about the future is uncertain and even just learning about it can change the outcome and practically just suggestions. Seeing the past can accidentally view alternate timelines that did not occur or occurred differently in this one making it similar guesswork. OOC this can't say anything happened that did not on a topic somewhere or is not talked about/agreed upon occurring. But it isn't the sort of effect to use without talking to other players and intending to simply have a fun time, but such doesn't have combat value and wont even be used very often. In-combat this allows her to perceive the most likely turn of events vaguely, but more importantly allows her to see in her minds' eye an "Echo" or "Shadow" that leads action a fraction of a second before it occurs, allowing her to respond to things as they happen rather than waiting until after it has occurred to start reacting, giving her an effective boost to evasion/reflexes (It's only a fraction of a second, but it helps). Her sense of perception (Visual / Audio) are extremely adapt to allow her to view these many branching paths of time otherwise they'd be overwhelming.
• Winter's Wake:
Effect- Eris's aura has a chilling effect on the world around it.
Results- Saps heat as it slows things down, causing frost to form, mists, water to freeze. This is strong enough to cause a deep biting chill that once per post when they enter or start their post within 5 meters of an immortal ice spell or 20 meters of herself lose 5% HP/post 1/2 the damage this aura deals returns to Eris as HP, up to a maximum value equal to half a spell of her rank. This can only deal up to 30% HP damage to a target unless Eris can freeze the target through Heartless Chill, at which point Winter's Wake resets when the Chill Counters do. Generic unimportant NPC's exposed to this feel a deep biting chill that snuffs their life out unless Eris holds back, within an increased range of 20 meters per rank. Applies to job enemies of Normal or less. Strong or less in jobs a rank less than her. Can't effect Bosses except bosses from A-rank or less jobs. NPCs unless otherwise specified are assumed to have 40 hp.
• Making Time:
Effect- Eris can create Immortal Ice at her leisure, creating effects and objects from the "Ice" as a tangible substance behaving similarly to creating actual ice.
Results- When not used for combat she can do so at will to perform effects that don't directly benefit a fight such as freezing a door shut or creating stairs/slides, but for combat itself she can perform basic attacks with the physical damage rules at a range of 10 meters per rank speed of 5m/s per rank, that benefits from magic power boosts instead of strength. These attacks are considered to be of a rank equivalent weapon, though without any other benefits of such a weapon (spells, ect). Objects created would have HP equal to the damage Eris can do with this (If it's 20 it's 20, if it's 50 it's 50. ect.).
"Plot Ability" (No use at all in combat and only functions as story driving)
• Divination: By touching a crystal ball of some sort Eris is capable of using Divination. By asking questions and focusing on her ability to see the timelines, Eris will see the answer. It may be cryptic to one extent or another. Sometimes it wont answer a question directly but show where to find the answer. Cannot divine what occurs within Guild Halls. Some individuals may be shielded against divination, in which case they appear as emptiness like they aren't there at all, and she is unable to specifically target them at all, the crystal ball just shows nothing. Specifics may be up to what the person's defense against divination says.
Signature Spells-
- Spoiler:
Name: Shatter Time
Rank: S
Type: Time/Ice | Offensive-Support
Duration: Instant
Cooldown: Once/post.
Description: Shatters time causing a fracturing plane of immortal ice to appear at the point that causes a recoiling effect that forces time to rebound in a small area within 60 meters range, though things that were in that area continue to flow backwards on an inverted timeline. This causes spells that were within a 5 meter sphere of influence to fly backwards along their previous trajectory before depositing them back at their origins where their normal effect resumes. Moves twice as fast as it originally did (To compensate for the fact that they probably wont be standing where they were anyway and the time to react since they just cast it themselves). Only effects S or less spells. Can effect multiple spells at once but only in the happenstance that they struck the same 5 meter area as each other, so that this effect can encompass both.
Strengths:
• Allows her to keep enemies on their feet by sending their spells back at them, after their effects have occurred.
Weaknesses:
• Small 5 meter area in which to shatter limiting what she can effect at once.
• Can only be used once in a post despite the intent of signature spells to be freely usable / "spammable".
• This can only effect spells AFTER they have been dispersed ie; defended against. Requiring her to defend against the spell anyway before she can shatter it.
Name: Atlas Barrier
Rank: S | Artifact Armor
Type: Time/Ice | Defensive
Duration: Half a post.
Cooldown: 1/post
Description: This spell creates a defensive barrier of Immortal Ice appearing as a hemisphere of protection in a direction she desires. The barrier is capable of stopping three S-rank spells equivalent damage. It is approximately 5 meters in diameter, though bending inward towards the individual being shielded.
The Atlas Barrier looks like a great glistening diamond with countless facets reflecting its surroundings almost like mirrors, frosted over and flowing with chilling mists.
Strengths:
• Creates a hemisphere of protection around herself or someone/something else within 80 meters.
Weaknesses:
• The hemisphere of protection is strong, but it's still leaving the opposite hemisphere exposed. Attacks that would fill an area in general rather than a directional force would still flood past the barrier (But an explosion or lightning bolt would not) Example: A gas attack. Likewise, she is still vulnerable from the other angles.
• Repeated usage within a post halves the effectiveness. Preventing this defensive signature spell from being able to block everything.
Free A-rankspell that comes with the above signature.
Name: Lotus Ward
Rank: A
Type: Time/Ice | Defensive - Chained Spell
Duration: 1
Cooldown: 5
Description: Lotus Ward is a defensive spell that creates a barrier formed of Immortal Ice, taking the appearance of a five petaled lotus. It only shields for 60 damage - Not only less than the possible 3 same-ranked effects, but less than a single a-rank damage spell. In return however, this spell is Chained. Each chain causes an additional set of five petals to appear on the flower or on a new flower. The shield appears in the air before her or at a point within 60 meters. Each petal weighs about 100lbs and is 3 meters long and 1 meter wide at the thickest forming a total 6 meter diameter, though with notable gaps between the pedals without chaining.
Designed with the intention to be chained, each additional chain adds not just 60 but +10 per chain. For 60, 70, 80, and so on.
Whenever one Lotus is destroyed, it also saps an additional 20% of the spell's damage before it continues to the following lotus. (This compensates for the low base resistance the barrier has and complements the layered nature of the spell).
Though not designed as a damage spell it will deal B-ranked equivalent damage if someone decides they want to touch it due to the frigged nature and time-bending properties of immortal ice.
Strengths:
• Not a lot really. Only real strength is that it's a chained spell, which is in fact a weakness if you don't actually chain it. Otherwise it's just a rather weak defense spell.
Weaknesses:
• Takes a few moments for each lotus to appear, causing a warm up period that prevents this from being used immediately in response to a threat, but can be "charged up" to respond to a slower incoming threat from farther away or an attacker who is charging up an attack.
• Can be an amazing defense, but it is not a particularly large barrier. Threats can come in from the sides or behind forcing Eris to split the Lotus between the multiple threats or focus on a more dangerous effect.
• As normal for Chained spells, Lotus Ward has a smaller effect requiring multiple uses to be effective.
Name: Frozen Time Skip
Rank: D
Type: Time/Ice | Support
Duration: Instant
Cooldown: N/A
Description: Fractures Eris's own timeline independently of the time around her to cause her to skip forward to a point within 20 meters causing Immortal Ice crystals to appear in the air around her where she broke time. Thin cracks appearing in the air faintly noticeable between where she was and where she appeared.
Strengths:
• Quick transportation.
Weaknesses:
• Leaves a faint trail that can be used to follow her or direct one's gaze to where she appeared, keeping them from being as disoriented.
• Cannot use Frozen Time Skip again through an area where she already passed, the fractures cannot overlap.
• The fractures / trails left behind remain for 2 posts.
• Cannot take her somewhere she cannot actually go, it doesn't skip space it just skips time.
Last edited by Eris on 27th December 2016, 2:10 pm; edited 39 times in total