Primary Magic: Ice/Death
Secondary Magic:
Caster or Holder: Caster
Description: Unorthodox is the snow/ice mage who uses the dark art of reanimation alongside the magic of ice and snow, however that is the exact power of this form of magic which, rather than calling in blizzards and spears of ice, creates it with the very creative whim of it's caster. This style, while perhaps not as popular as other forms of this type of magic, supplements the caster while also providing some destruction and the effects of freezing ice. The nature of this magic is both offensive and defensive, forming a highly balanced and versatile form of magic.
Yuki's highly creative instincts lends to her handle on casting the magic, rather than call upon ice from gateways to other domains or from on high in a snow-like manner, her ever touch of the hand and tap of the foot gives birth to the ice in a very intrinsic way that acts as an extension of her own self. Other spells, such as summoning and takeover, however, are the exact opposite of her ice creation method - requiring ceremony and ritual to her dark parentage to be performed before any summoning or manifestation can take place.
Strengths:
Weaknesses:
Lineage:
Secondary Magic:
Caster or Holder: Caster
Description: Unorthodox is the snow/ice mage who uses the dark art of reanimation alongside the magic of ice and snow, however that is the exact power of this form of magic which, rather than calling in blizzards and spears of ice, creates it with the very creative whim of it's caster. This style, while perhaps not as popular as other forms of this type of magic, supplements the caster while also providing some destruction and the effects of freezing ice. The nature of this magic is both offensive and defensive, forming a highly balanced and versatile form of magic.
Yuki's highly creative instincts lends to her handle on casting the magic, rather than call upon ice from gateways to other domains or from on high in a snow-like manner, her ever touch of the hand and tap of the foot gives birth to the ice in a very intrinsic way that acts as an extension of her own self. Other spells, such as summoning and takeover, however, are the exact opposite of her ice creation method - requiring ceremony and ritual to her dark parentage to be performed before any summoning or manifestation can take place.
Strengths:
- Highly versatile in allowing for multiple forms of magic
- Very effective with large area-of-effect spells
- Spells are often freezing at the point of spell impact
- Spells are lest costly in areas of lower climate (-25%)
Weaknesses:
- Ineffective against spells of flames or higher sources of heat
- Demon Slayers and God Slayers can render the magic ineffective
- Weaker in desert-like climates due to the high heat
- Spells are more costly in areas of higher climate (+25%)
- Spells can effect allies as easily as it can effect enemies
Lineage:
- Spoiler:
- Necromancer's Passion:
Description: Long ago in days where magic was still considered as tools of Lord of the underworld, mages practised in secret with their black arts in order to gain further knowledge and power. However, there was one thing that mages could not yet do; bring the dead back to life. However, a powerful mage decided to give a go at this forbidden art of tampering with the dead. Consumed by power, his determination rotted his soul to become black as the sin he committed. Finally, after many failed attempts, the mage brought the dead back to life. However, now lost within his magic, he kept the corpses soulless, and bound them under his power; becoming the first Necromancer. This art of highly corrupt black magic has been passed down throughout history to those who desired the power to defy the Gods and conjure up a legion under his command. Now those of this era who enjoy gaining power to defy the Gods, inherit the First's corruption, and love for the black arts of resurrection.
Ability: The caster gains 1 spell of each rank up to S as they rank up that creates undead creatures. Each spell rank has only 1 creature.
The lineage bearer is capable of communicating with the undead telepathically at any range. They are always mindless without the lineage bearer's will imposed on them, akin to machines.
Usage: The spells need to be made and reviewed like any other spells. They have durations and cooldowns the same as any other spells and can only have 1 summoned undead in each spell. The capabilities of these undead summons are up to the user. The spells are made in addition to the spells in their magic already.
- #1:
Name: Siphoning Recovery
Description: Within the world as prevalent in magic as this one, there are many more ways in order to expend one's mana while there are fewer ways to recover one's mana, a dilemna which many magic-users face. To resolve this issue, they find all srts of ways to recover one's magic quickly. This particular method is unorthodox as it pulls excess magic from the very filament of the sky itself to recover one's spend magical energy. This allows one to recover 4% Mana per round.
- #2:
Name: Freezing Cold
Description: Ice is a freezing element by nature, being borne in areas of low temperature and being nothing more than magic-imbued frozen water, however there is something more to these spells. Certain spells within this form of magic contain a certain chilling factor to them. Her ice spells are more frigid than others. Victims of equal rank or lower rank to the caster affected by this, and are considered Frozen for the round.
- #3:
Name: Corrupting Frost
Description: There is something strange about this blackened ice of this magic, a vile and dark facet that seeks to churn itself against those who have the misfortune to be hit by any of her ice spells. The ice holds an infectious corruption, and all who are damage by the spells will feel generally worn down, their vision is blurred and their bodies feel fatigued.
- #4:
Name: Ice Overflow
Description: Yuki is known to be quite chilled about everything which passes, but when literally chilled - when in a cold environment - she thrive and become stronger as their ice magic surges with more powerful than before. Used for no mana costs in areas of exceptional cold and for six (6) mana per post in other environment so long as they are not exceptionally hot, Yuki is triggered to an overflow which increases the 'Spell Strength' their cold spells by +25% base, with +5% per rank beyond D-rank.
- Ice Queen's Raiment:
Name: Ice Queen's Raiment
Rank: C
Type: Requip
Duration: 3
Cooldown: 4
Description: Raising her hand with a flourish, the caster calls forth the spirit of ice from within. Forming at the bearer's navel then expanding outwards, this thin layer of ice is almost translucent to behold with the only hint of it's presence being the slight blue tint to the bearer's skin. The ice, of a diamond-like hardness, will protect the user from absolutely all possible angles of attack. This skin-tight armor has a durability of one-hundred twenty (120) health and dissipates all damage by six 6.
Strengths:- The armor is nearly invisible to the un-aided eye until it starts to take damage
Weaknesses:- When damaged by spells of the fire/flame type, the armor takes +25% damage
- Ice tends to be brittle so when damaged, the armor forms cracks at the impact
Abilities:- Active: One per post, the user gains a 25% resistance to damage from the first attack
- The armor is nearly invisible to the un-aided eye until it starts to take damage
- Frost Bolt:
Name: Frost Bolt
Rank: D
Type: Offensive
Duration: Instant
Cooldown: Once per Post
Description: The caster creates a small orb of ice within their grasp, channeling ice from the direct area - including from the moisture in the air to form this bolt, then releases it towards one target within 10m. The bolt hits for d-rank damage.
Strengths:- This attack is a targeted spell that is not easily avoided by those within 10m
Weaknesses:- This spell can be destroyed/stopped by equal or higher fire/flame spells
- The spell has a shorter range, making it only effective at mid-range.
- This attack is a targeted spell that is not easily avoided by those within 10m
- Reanimate Draugr Lord:
Name: Reanimate Draugr Lord
Rank: C
Type: Summon/Necromancy
Duration: 4 Rounds
Cooldown: 5 Rounds
Description: Calling forth the great abyss, the ancient cairn is awakened and broken from the ground. Within this cairn is the ancient warrior of bone and sinew - the Draugr Lord. Whereas the Draugr is the mindless foot soldier the Draugr Lord is the sergeant, provided some sentience. A Draugr Lord is reanimated with a health of one-hundred (100) and an attack of twelve (12), and is a further-restored skeleton with full hair, more sinew on the bone, and soulless blue orb which glow forth from the eye-holes. A Draugr Lord is kitted with medium plate armor and an ancient sword.
Strengths:- They are now quasi-sentient dead, though still easily manipulated
- Despite looks, their anatomy is rather strong and rigid
- They are resistant to cutting and thrusting weapons
Weaknesses:- Once you've taken their head, they are easy to deal with
- They are shambling dead, and are slower in movement
- These Draugr are not fully sentient, so when left alone can be easily out-thought
- They are weak to bludgeoning and blunt weapons
Abilities:- Active: Once per turn the Draugr can release a blast of force at a targeted foe, dealing C-rank melee damage (10) damage with a turn of cooldown, knocking back the enemy by fifteen feet.
- Passive: The Draugr Lord is quite hardy, especially since he's armored up, and reduces damage by 25%
- They are now quasi-sentient dead, though still easily manipulated
- Ice Queen's Majesty:
Name: Ice Queen's Majesty
Rank: C
Type: Requip
Duration: 4
Cooldown: 5
Description: Raising her hand with a flourish, the caster calls forth the spirit of ice from within. At the palm of either hand, ripples begin to form and the icy blade is drawn - almost as if from another dimension - to reality. The blue blade is complemented by wavy lines across it's surface with an ornate hand-guard bearing a blue crystal and hilt. The pommel is set with another blue crystal and a series of beautiful feathers poking outwards. The chilly blade is made of carved ice, at-least in appearance, with two wings of ice forming from her back and stretching outwards. This sword has a durability of eighty (80) health and does fourteen (14) damage.
Strengths:- Strengthened by powerful ice, the weapon is highly durable
- The sword is very well-balanced, acting like an extension of the wielder
Weaknesses:- The weapon is weakened by proximity to high heat (-25% to Damage)
- When damaged by spells of the fire/flame type, the weapon takes +25% damage
- The sword is inappropriately lengthened, resulting in less reach (equivalent to a bastard sword vs longsword)
Abilities:- Active: Once per turn, the caster can fully manipulate any ice spell up to their rank so long as the spell is within 10m.
- Passive: Exudes a freezing aura that surrounds the caster in a 5m radius, those caught within the aura take 30 (75% of D-Rank) each round they remain.
- Strengthened by powerful ice, the weapon is highly durable
- Vampiric Manifestation:
Name: Vampiric Manifestation
Rank: C
Type: Full Takeover
Duration: 4
Cooldown: 5
Description: Rather than calling forth the necrotic presence of the Vampiric Soul, the body is overcome with the presence as their bodies change every which way from their original form with the feral majesty of the vampire. The body loses it's colouration in becoming of alabaster hue with two horns growing out the sides of the head, muscles rippling with vampiric might. Two crimson wings of bat-like rip out of the creature's back ad it's fingers form into claws. This takeover has a durability threshold of 25%
Strengths:- You are now vampire made manifest
Weaknesses:- The takeover can become weakened when subjected to life magic
- The entire body will take minor burns when in direct exposure to the Sun
Abilities:- Active: The vampire has access to all actives for all included partial takeovers.
- Passive: The vampire is counted as having all passives for all included partial takeovers with a bonus of +50%
- Passive: The vampire gains a 3% health regeneration when in this form.
- You are now vampire made manifest
- Polar Ray:
Name: Polar Ray
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 1
Description: Rather than the unorthodox norm, this spell utilizes a certain pattern of casting and is the only ice spell in particular to do so. The caster raises her hand, with her prominent fore-finger point forwards, while a blue hue glows at the point of the finger and exudes an unnatural chill. Finally, the blue hue is released into a coalescing blue and white ray which freezes over anything it touches. This deals standard C-rank damage to any it touches, and can extend as far as 15m.
Strengths:- The attack has a long and continuous range to it, allowing it to deal damage to more than one
Weaknesses:- The ray can be stopped short by fire/flame magic of the caster's rank or higher
- The spell is a linear attack, making it easier to avoid
- The attack has a long and continuous range to it, allowing it to deal damage to more than one
- Reanimate Draugr:
Name: Reanimate Draugr
Rank: D
Type: Summon/Necromancy
Duration: 3 Rounds
Cooldown: 4 Rounds
Description: Calling forth the great abyss, the ancient cairn is awakened and broken from the ground. Within this cairn is the ancient warrior of bone and sinew - the Draugr. A Draugr is reanimated with a health of fifty (50) and an attack of five (5), and is no more than a skeleton in appearance with bits of sinew here and there along with some old fragments of hair and soulless blue orb which glow forth from the eye-holes, and wields and old iron axe.
Strengths:- They are mindless dead, easily manipulated
- Despite looks, their anatomy is rather strong and rigid
- They are resistant to cutting and thrusting weapons
Weaknesses:- Once you've taken their head, they are easy to deal with
- They are shambling dead, and are slower in movement (-10% Speed)
- They resort to baser instincts when not directly controlled
- They are weak to bludgeoning and blunt weapons
- They are mindless dead, easily manipulated
- Ice Queen's Shell:
Name: Ice Queen's Shell
Rank: D
Type: Barrier
Duration: 2
Cooldown: 3
Description: Welling from underneath foot of the caster, the ice gather until it arches up from below and spreads around the caster. The ice raises up above and about as is's cold embrace shelters the skin of the caster in a skin-tight level of ice that covers equally from all angles, shaping into a perfect orb of ice seven feet in diameter and absorbing up to two D-rank damage spells before it is destroyed.
Strengths:- The icy orb is flawlessly shaped, able to protect the caster from any angle of attack
Weaknesses:- Damaging spells of fire/flame can only be absorbed once before crumbling
- Once the spell has been cast and formed, the ice of the orb cannot be manipulated
- The icy orb is flawlessly shaped, able to protect the caster from any angle of attack
- Black Ice Creation:
Name: Black Ice Creation
Rank: D
Type: Offensive (Variable)
Duration: 1
Cooldown: 2
Description: Called upon by the will and motion of the caster, this spell is one which is resultant of direct manipulation of environs and can take one of three forms - instant, area of effect, or damage over time. Regardless, the caster channels the black ice to do their bidding whether in the the form of a quick attack, a burial of ice, or a series of razor thin ice needles. Either way, this adheres to the rules created for such spells - the instant form simply deals D-rank (20) damage to one target within fifteen meters - the area of effect buries all within a fifteen meter radius, doing D-rank (20) at the center and 75% of that (15) throughout - the Damage over Time spell targets one foe within a 15m range, dealing 50% of a D-rank (10) damage initially with a bleed of five damage per post for the next three rounds.
Strengths:- The spell is highly versatile as the spell can be cast in one of three variations
Weaknesses:- The spell falters in areas of high heat or higher-level fire/flame spells
- The spell is limited to the form selected - if used as an instant it's an instant for that thread
- The spell is highly versatile as the spell can be cast in one of three variations
- Ice Claymore:
Name: Ice Claymore
Rank: D
Type: Triggered Offensive
Duration: 3
Cooldown: 4
Description: That even the greatest offensive assaults fall short to planning is a testament to the genius of strategy, and the forward-thinking of a battle tactician, so it goes without saying that Yuki would have created such a spell as this to put a tactical-forward mindset to use. Ice Claymore is a spell which creates a small six-inch plate of ice, that when triggered within two feet, will explode outwards violently with ice shrapnel within 5m and deals D-rank damage to the victim.
Strengths:- The 'Ice Mine' is difficult to detect visually and acts as a sort of 'trap'
Weaknesses:- Fire/Flame spells of equal or higher rank can easily destroy the mine without setting it off.
- The spell is not a true area, only effecting the first target in range.
- The 'Ice Mine' is difficult to detect visually and acts as a sort of 'trap'
- Ice Burial:
Name: Ice Burial
Rank: D
Type: Offensive (Area of Effect)
Duration: 1
Cooldown: 2
Description: Releasing a pool of water welling beneath, the caster channels forth her icy gift into churning water to ice and flash-freezing the nearby surroundings within fifteen (15) meters into a winter wonderland at a point of impact where the spell has been channeled, spikes of ice jutting every which way. Those within the epicenter take the full brunt of the damage, while those caught within the area outwards will take delimited damage (75%). Formed within the 'winter wonderland' are six tendrils of ice in a circular pattern - two at the very epicenter and four on the edges of the field.
Strengths:- The 'ice tendrils' within the area of effect can be manipulated by the caster
Weaknesses:- The effectiveness of the spell is reduced in hot climates, cutting the range of effect in half.
- The 'Ice Tendrils' can be destroyed with fire/flame magic
- The 'ice tendrils' within the area of effect can be manipulated by the caster
- Vampire Soul:
Name: Vampire Soul (Arm)
Rank: D
Type: Partial Takeover
Duration: 3
Cooldown: 4
Description: Calling forth the necrotic presence of the vampire soul, the caster is overwhelmed and transformed in some way different from their original form with the feral majesty of the vampire. In this particular form, the arm is what is taken over, becoming alabaster in hue and feral in design. The finger-nails stretch outwards ever-so-slightly to form claws over the digits, and physical muscle power is intensified while density is compacted further. This takeover has a durability threshold of 25%.
Strengths:- The arm which is effected by the takeover becomes filled with necrotic strength
- The hand develops claws which may be used as a weapon of it's own right
Weaknesses:- The takeover can become weakened and discharged by stronger life magic
- The arm will take minor burns when in direct exposure to the Sun
- The arm's mass is slightly reduced, making it easier to break
Abilities:- Active: The claw attacks with a defiling poison, dealing five (5) damage over time for two rounds
- Passive: The arm is granted a strength buff of +50%
Name: Vampire Soul (Wings)
Rank: D
Type: Partial Takeover
Duration: 3
Cooldown: 4
Description: Calling forth the necrotic presence of the vampire soul, the caster is overwhelmed and transformed in some way different from their original form with the feral majesty of the vampire. In this particular form, a pair of magnificent crimson wings of bat-like appearance are created from the back. These pair of wings span six feet in either direction, and can wrap about the body to form a crimson cloak upon the caster's command. This takeover has a durability threshold of 25%.
Strengths:- The wings allow for flight with average maneuverability
Weaknesses:- The takeover can become weakened when subjected to life magic
- The wings will take minor burns when in direct exposure to the Sun
Abilities:- Active: For one round, increases evasion by +25%
- Passive: When in air, the wings provide a speed of of +25% to flight alone
Name: Vampire Soul (Body)
Rank: D
Type: Partial Takeover
Duration: 3
Cooldown: 4
Description: Calling forth the necrotic presence of the vampire soul, the caster is overwhelmed and transformed in some way different from their original form with the feral majesty of the vampire. In this particular form, the caster's head is transformed into something of regal beauty and feral desire. The skin becomes alabaster pale while heir physical features take on an unnatural beauty and a single gnarled, thin horn forms from behind their right ear. The eyes glow with a cold blue, and the iris becomes crimson in hue. This takeover has a durability threshold of 25%.
Strengths:- The vampiric body is filled with undead vigour, strengthening and enduring
Weaknesses:- The takeover can become weakened when subjected to life magic
- The - will take minor burns when in direct exposure to the Sun
Abilities:- Active: For one turn the body can harden for 25% resistance with a three-turn cooldown
- Passive: The body is granted an endurance buff of +50%
Name: Vampiric Soul (Legs)
Rank: D
Type: Partial Takeover
Duration: 3
Cooldown: 4
Description: Calling forth the necrotic presence of the vampire soul, the caster is overwhelmed and transformed in some way different from their original form with the feral majesty of the vampire. In this particular form, the legs become alabaster in palor and muscle density is increased to give them a more dainty look though the strength is intensified. This takeover has a durability threshold of 25%.
Strengths:- Legs kicking power and range of movement become greater
Weaknesses:- The takeover can become weakened when subjected to life magic
- The - will take minor burns when in direct exposure to the Sun
Abilities:- Active: For one round, the caster can leap as far as 25m in one jump
- Passive: The caster moves at increased speed, gaining a +25% speed buff
Name: Vampiric Regeneration
Rank: D
Type: Supportive
Duration: 3
Cooldown: 4
Description: In lore and history, vampires are known for being able to take a hit and this is the same case, empowering the power of the Vampire Soul takeover with the suffused life-force of the vampire. With vampiric vigour, minor cuts and bruises are regenerated equally, while damage suffered is healed at a slower rate, however any damage suffered will be slowly healed. This spell, when active, recovers a small percentage of health each round.
Strengths:- Wounds are recovered by 3% of health per round of regeneration
Weaknesses:- The regeneration doesn't functioned when the takeover form (whether full or partial) is exposed directly to the sun
- The regeneration can be delayed by the use of powerful fire magic
- The arm which is effected by the takeover becomes filled with necrotic strength
SPELL SLOTS - 3+1 C-rank - 9+1 D-rank
Last edited by Yuki Chimei on 24th May 2016, 12:30 pm; edited 16 times in total