Primary Magic: Spirit Ruler Magic
Secondary Magic: N/A
Caster or Holder: Caster/Lost
- History:
- Once, long ago, there was a king by the name of Vendrick whose strength and wisdom was so great that he could command even the spirit world to do his bidding. His rule was long and prosperous, but even a ruler such as he must eventually relinquish his throne when death claims him, and as he grew old Vendrick began to fear that his great kingdom would falter and fade with his death. Thus he called upon all his authority and power to strike a deal with the gods: He would offer his life, his families life, and those of his most trusted retainers as a sacrifice to the gods, and in return his Kingdom would endure and spread to the ends of the earth. With his command over the spirit world he would be able to ensure that he, his family, and his retainers would be able to rule eternally from beyond the grave and allow his kingdom to bring prosperity to all.
One god answered his call, but all was not as it seemed. Unbeknownst to Vendrick, the god had in fact forged a pact with the king of a neighboring kingdom who was jealous of King Vendrick's success, and in return for his daughter's hand in marriage the deity would bring ruin to Vendrick's realm. Vendrick, unknowing, sacrificed himself and those close to him, and in short order the kingdom fell to chaos. With no ruler and no apparent heirs to the throne, the deity was free to sow dissent throughout the realm to ensure its fall. It was not long after that the neighboring king marched his troops across the border and declared that all that had once been Vendrick's was now his. King Vendrick's family was devastated, and in their grief they allowed their souls to fade away into nothingness.
Vendrick however, was full of fury. He gathered the spirits of the remaining few who had followed him into undeath and roamed the spirit realm, searching among the newly born for those capable of serving as vessels for his power in hope that through them he may exact his vengeance upon the god who betrayed him. Countless years have passed since then, but Vendrick's anger has not waned. He waits patiently for every newborn mage capable of serving as a conduit for his power, watching them as they grow and telling them of his story when they are old enough. Those he can convince to help him achieve his vengeance he teaches Spirit Ruler magic, a Lost Magic he himself created when he still numbered among the living.
Description: Spirit Ruler magic is capable of summoning and commanding the spirits of the dead. What sets a Spirit Ruler apart from other mages that interact with the dead (Necromancers for instance) is that a Spirit Ruler commands spirits with respect and authority, not force or coercion. This is why Spirit Ruler is a Lost Magic; the spirits will not recognize the authority of anyone who is not handed down the mantle by King Vendrick himself, the first Spirit Ruler.
A wielder of this magic typically focuses it in one of two ways: calling groups of spirits for area effects and channeling iconic spirits to invigorate allies or debilitate enemies. Groups of spirits are usually directed towards simple and straightforward effects as the majority of individual spirits dull with age and lack much power. Iconic spirits on the other hand are souls who have accomplished great deeds in life and carry a strong sense of identity into the spirit world, allowing the Spirit Ruler to channel them into allies to bestow a portion of the spirit's abilties, or into enemies to allow the spirit to directly interfere with the enemy.
This works by creating a resonance between the iconic spirit and the target soul in the spirit realm, temporarily allowing them to inhabit the same spiritual 'space'. In the case of a beneficial spirit a harmonic resonance is formed, creating a link with the host and positive effects. With a harmful spirit a dissonant resonance is formed, causing negative effects while the host and spirit clash.
Strengths:
- Has no elemental weaknesses, as spirits themselves are not inherently good, evil, or aligned to any element. There are a few exceptions, but the majority of Ashelia's magic is non-elemental.
- Interacts directly with the spirit realm and ignores the physical world, making most barriers like walls, shields, weapons, and armor ineffectual against this magic. Again, there are a few exceptions, but almost all of Ashe's magic follows this rule.
- Can accomplish a variety of support effects through channeling spirits directly into allies or enemies in order to buff or debilitate.
Weaknesses:
- Has no innate advantage over any element, except for a few spells.
- Each person, ally or enemy, can only have one iconic spirit possessing them at a time.
- Has trouble dealing with a physical assault, as most spells cannot interact with the physical world. Ashe has to rely on allies and careful strategy to deal with these foes.
- Without allies, Ashe cannot channel beneficial iconic spirits. There is no room in her soul for another spirit as Vendrick is already possessing her, meaning without allies there is no one for those spirits to be channeled into save the enemy.
Lineage:
- Corruption of the Ancients:
Wielder: Ashelia (Kamsa)
Description:- Spoiler:
- Once, long ago, there was a king by the name of Vendrick whose strength and wisdom was so great that he could command even the spirit world to do his bidding. His rule was long and prosperous, but even a ruler such as he must eventually relinquish his throne when death claims him, and as he grew old Vendrick began to fear that his great kingdom would falter and fade with his death. Thus he called upon all his authority and power to strike a deal with the gods: He would offer his life, his families life, and those of his most trusted retainers as a sacrifice to the gods, and in return his Kingdom would endure and spread to the ends of the earth. With his command over the spirit world he would be able to ensure that he, his family, and his retainers would be able to rule eternally from beyond the grave and allow his kingdom to bring prosperity to all.
One god answered his call, but all was not as it seemed. Unbeknownst to Vendrick, the god had in fact forged a pact with the king of a neighboring kingdom who was jealous of King Vendrick's success, and in return for his daughter's hand in marriage the deity would bring ruin to Vendrick's realm. Vendrick, unknowing, sacrificed himself and those close to him, and in short order the kingdom fell to chaos. With no ruler and no apparent heirs to the throne, the deity was free to sow dissent throughout the realm to ensure its fall. It was not long after that the neighboring king marched his troops across the border and declared that all that had once been Vendrick's was now his. King Vendrick's family was devastated, and in their grief they allowed their souls to fade away into nothingness.
However, the god's cruelty was not yet complete.
Even beyond his deal with the foreign king, the god possessed a malicious desire to punish Vendrick, a human, for daring to think he could forge an eternal kingdom beyond death. To ensure that none of his blood would ever reach so high, the god cursed all Vendrick's remaining descendants with a corruption that sank to their very soul. He then laid down a decree that so long as they walked the earth they would know no peace: no people shall welcome them, no home shall shelter them, and their hands shall bring only ruin. At that moment their bodies changed, taking on the likeness of demonic oni. Their skin turned red, horns grew from their foreheads, tails sprouted below their spines, and great claws formed where once they had hands. Satisfied, the god returned to the heavens with his new bride, and left those cursed souls to their fate.
And yet, where hope might have faltered, anger prevailed. Vendrick refused to accept such a fate for simply wanting the best for his people. Fueled by his fury, he sought out the strongest of his blood and fed on their curse, allowing them to lead normal lives while he bode his time and gathered strength. Every few generations he would lend one his power in return for their aid, growing further to his goal each time, a cycle which has reached it's culmination with Ashelia. As with the others Vendrick absorbs the curse within her, allowing her some semblance of normalcy while allowing her the use of his magic so that together, they may kill a god.
Just as those before her, Ashe's true form is a result of the curse laid down ages past. While her horns, tail, enormous claws, and cherry red skin are all the hallmarks of a demon, they are the result of the corruption ingrained deep within in her and are thus not truly demonic. In addition, so long as Vendrick is with her he is able to siphon off the curse, allowing her to change between her true form and a human form at will. When in her true form Ashe is affected by the following abilities:- No People Shall Welcome Them: NPCs who witness Ashelia's demon form automatically start off with an intense dislike and fear of her born of both the curse's effects and a simple fear of her appearance. Ashe is capable of ratcheting up this effect to intimidate NPCs, or cause them to run in fear if they are especially weak willed. NPC mages and Players as a whole can resist these effects.
- No Home Shall Shelter Them: The curse prevents anyone of the bloodline from having a home in the traditional sense, inevitably causing it's destruction if they break this decree. This has led to those of the bloodline becoming incredibly resilient to all mother nature has to offer, as oftentimes they find themselves braving her worst simply for a place to sleep. As a result, Ashe has developed an immunity to weather based effects, both magical and otherwise, ranging from simple rain to a mighty sandstorm.
- And Their Hands Shall Bring Only Ruin: Perhaps the cruelest decree, and painful in it's simplicity; where others have hands, those of the bloodline instead have enormous demonic claws. This greatly impairs fine motor control to the point that, as the decree suggests, most are incapable of creating anything save destruction. As they are part of Ashe's body they cannot be removed or destroyed, however they are not entirely without benefit. They serve as mighty weapons in their own right (represented by the weapon here) and grant Ashe incredible strength, allowing her to lift weights of up to 10 metric tons (10,000 kg, or about the weight of an empty train car) with ease.
- Champion of Corruption: The curse is an irrevocable part of Ashe's being, and thus does not play well with magics that would alter her body. Transformation magic performed on or by Ashe costs 50% more mana while in her true form. This does grant her an affinity to Dark magic however, allowing her to add the Dark element to any spell or attack and providing a 50% mana cost reduction for spells and attacks that are already Dark/Unholy.
- Trials of the Tainted: Another side effect of the corruption rejecting other magics extends to healing spells. Any outside source of healing is only half as effective for Ashe. The flipside of this is that her true form is far more durable, resisting 20% physical and spell damage.
- Mark of the Accursed: While the corruption is not infectious, it is possible to temporarily afflict others with a lesser version of the curse. If Ashe makes melee contact with an enemy she can transfer a portion of the corruption into their body, negating all forms of healing for three rounds. Alternatively this can be used against a single object or piece of equipment to break it instantly three times per thread. Both effects share a four post cooldown and cannot be used on higher ranked targets.
Burst of Corruption: Unlike the other abilities granted by the corruption, the use of this power was taught to Ashe by Vendrick and is usable by him when Ashe is not in her true form. Ashe (or Vendrick) concentrates the energy of the corruption and releases it outwards in a wave, knocking back and dazing nearby enemies. This has a range of 10m per rank and knocks enemies back to the full range, then stuns them if they come in contact with terrain. Enemies one rank higher are not stunned, and enemies two ranks higher are immune to the knockback. This ability does no damage and has a two post cooldown.
|
|
|
|
Ghost Half | Cast Light |
Rank: B Type: Offensive/Utility Duration: Until Cancelled/Instant (if used to attack) Cooldown: 0 posts/1 post (if used to attack)
| Rank: D Type: Utility, Area Duration: Until Cancelled Cooldown: 0 posts
|
Navlaan, Royal Sorcerer | Pursuer |
Type: Dark, Iconic, Offensive, Buff Duration: 5 posts Cooldown: 6 posts
| Type: Iconic, Utility, Debuff Duration: 4 posts Cooldown: 5 posts
|
Soul Greatsword | Soul Shower |
SPELL 3 | SPELL 4 |
Repel | Materializations |
SPELL 5 | MATERIALIZATIONS |
Velstadt, Royal Aegis | Raime, Rebel Knight |
Type: Iconic, Offensive/Defensive, Buffing Duration: 5 posts Cooldown: 6 posts
| Type: Iconic, Defensive/Utility, Buffing Duration: 5 posts Cooldown: 6 posts
|
Whisper of Despair | Materializations |
Type: Soul, Debuff, Area Duration: 4 posts Cooldown: 5 posts
|
- D-Rank Spells:
- Name: Still
Rank: D
Type: Support, Area
Duration: 3 posts
Cooldown: 4 posts
Description: Many spirits of the dead prefer the silence of the grave and take offense at the raucous noise of the living. This spell calls upon them to send out a wave of silencing fog that mutes all sound in the area. Those who can see them will notice ghostly figures standing still throughout the fog with eyes closed and two fingers held to their lips.
Casting: Ashe holds two fingers to her mouth and exhales, causing a spectral blue-grey mist to spread outward from several spirits in the area, creating a zone of silence 10 meters in diameter centered on Ashe herself. The zone will move with Ashe as she does, new spirits rising from the ground when others get out of range. If Ashe is for some reason unable to call upon any spirits in the area, she can cast a much weaker version of this spell on her own, in this case the zone will only be 1 meter in diameter.
Strengths:- Excellent for sneaking both solo and as a group as it mutes all sound in the zone.
- Can nullify magics that rely on sound to work if they are equal or lower rank to the user and performed within the zone or target people within the zone.
- Is almost unnoticeable, as casting the spell makes no sound and both the spirits and the fog they create exist in the spirit realm and are invisible to most people.
Weaknesses:- Can be broken completely by sound-based magic of a higher rank than the user that is used inside the zone or targets someone inside the zone.
- Non-magic sounds of sufficient volume (such as a bomb exploding) will still make it through the zone, though they will be reduced in volume by 50% and won't break the zone.
- Affects everyone in it's range, including Ashe and her allies. This makes coordination by voice impossible once cast, allies cannot use sound magic within the zone, and allies are capable of shattering the zone with higher ranked sound-based magic as well.
- Very risky to use in open areas as the spell simply mutes the sound things make, not their effects. If someone were to shoot a gun for instance, the sound would travel up to the zone and stop, but the bullet would continue through and could easily catch Ashe unaware since she would not know a gun had been fired unless she had seen it happen.
Name: Gavlan, Drunken Merchant
Rank: D
Type: Support, Area
Duration: 3 posts
Cooldown: 4 posts
Description: A minor vassal of King Vendrick, Gavlan was notorious in life for his love of both drink and trade. Such was his prowess with both that not only was he able trade just about anything for anything else, but he was said to possess two throats (one for his lungs and another for his stomach) so that he could do so while downing a cask of ale the whole time! Whatever the reality may have been, in death his spirit bestows a portion of his haggling acumen along with the ability to go for long periods without breath.
Casting: Ashe silently intones Gavlan's name, creating an echo audible only in the spirit realm that resonates with the target ally and links them together. Once linked the ally and anyone in their immediate vicinity (within 5 meters) no longer requires air to breathe as well as being able to speak while their mouth is full. In addition, the target of this spell is able to make a one-time Wheel and Deal: a guaranteed trade of any non-magic item for any other non-magic item, though this has several restrictions.
Strengths:- Perfect for exploring underwater areas with a small group.
- Wheel and Deal can be used to trick opponents into taking something they shouldn't, or allow the ally to get a hold of an essential item.
- You can talk with your mouth of booze! How cool is that?
Weaknesses:- Gavlan's breath ability doesn't last forever. If it runs out while those affected are still in a place where they can't breathe they could easily suffocate.
- Wheel and Deal can't be used in the middle of a fight. It's hard to haggle when you're worrying about getting your head chopped off.
- Wheel and Deal only fully as intended on NPCs. Against players it just makes the ally seem very persuasive (they can choose to accept the deal if they want, but they don't have to).
- Wheel and Deal can't be used to trade something lethal or obviously dangerous. No trading a ticking time bomb. However trading someone raw meat that would attract hungry predators for instance, or tricking them into taking stolen goods is fine.
Name: Affinity
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: Not all souls go to the grave willingly. Some fight it with their entire being, and even when the grim sleep of death grips them they still hunger to live again. Drawn to the emotions and life-force of the living, it is a simple matter to coax out these mindless spirits and point them in the direction of one's enemy.
Casting: Ashelia waves two fingers in an arc from left to right creating gray spectral orbs that each sport two vague glowing eyes. One orb spawns for each enemy within 10 meters, locks on, and follows them at 5 m/s. Once an orb makes contact it siphons life-force from the opponent and dissipates, doing D-rank damage.
Strengths:- Can target many enemies.
- Locks on and follows enemies. Cannot miss unless interfered with.
- Can target even invisible or otherwise unseen enemies by locking on to their soul.
Weaknesses:- Will be easily dispersed by any offensive magic or magic barrier they run into.
- Orbs are not smart and will only take the most direct route, making it easy to block or hit them with magic.
- Orbs are rather slow (5 m/s is a bit slower than marathon running speeds) and can be easily outrun or dodged.
- If the enemy puts more than 10 meters between them and the orb it will become confused and disappear.
- Excellent for sneaking both solo and as a group as it mutes all sound in the zone.
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?)
NAME 1 | NAME 2 | NAME |
SPELL 1 | SPELL 2 | SPELL 3 |
Last edited by Kamsa on 22nd July 2016, 10:14 pm; edited 22 times in total