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.
Aspect of Neptune
Description: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
Ability: The Aspect of Neptune grants its host favour with the seas. Their can only be eaten by god slayers. Water magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a water spell to nullify it(max S-rank).
Gains a user-ranked Water-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
D-Rank
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.
- 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)
- Large amount of sustainability
- 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
- Limited options when it comes to frequent spell usage
Aspect of Neptune
Description: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
Ability: The Aspect of Neptune grants its host favour with the seas. Their can only be eaten by god slayers. Water magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a water spell to nullify it(max S-rank).
Gains a user-ranked Water-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
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.
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). Effectively he becomes immune to most environmental hazards and (natural/non-magical) poison and possesses no real gauge for stamina (so as long he still has Aura he could technically continue to fight over long periods of time without dropping in performance).
His health is based off the concept of durability of his current body. While losing health does not affect his ability to move (unless an obvious major injury is inflicted e.g. severed limb, damaged brain, crushed/broken bone), if enough damage is dealt the body becomes unusable leading to him possibly abandoning it. However even if his health reaches 0 he will not be dead, simply his body will fall apart and he will recreate a new body at a different location (also occurs if he abandons his body). This however is a long and costly process in which he assumes a spectral form in which he cannot interact with anything but only observe. It will take 2 posts to recreate a body and permanently "reserves" 15 points of Aura for 5 posts (this Aura will not regenerate until debuff timer ends). Ragnarik can also choose to repair his body by sacrificing Aura instead. As lesser injury does not technically impede his performance, the difference in cost between healing lesser wounds and more severe ones is relatively large. To recover lesser injuries (5% HP) he spends 4/3/2/1 points of Aura (cost reduces every 2 ranks after C-rank). For more severe cases (10% HP) it costs 10/8/6/4 points of Aura (cost reduction same as above). Note that reattaching severed limbs or repairing severely damaged body parts will be counted as separate heals and thus each cost 10 Aura (can occur once per post).
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).
However this passive has a severe 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. If he chooses to abandon his body or if it is destroyed he must retrieve the crystal from its last location. If it is picked up by someone, its power will only apply if the holder is aware of its effects and issues a direct command. The less specific a command is the more freedom Ragnarik will have in his actions.
- 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. The maximum total mount of points Ragnarik has increases with rank. As he starts at 100 total Aura and Miasma points at D-rank, each will increase by 25 with every rank he gains. However he will always start a thread with an equal amount of Aura and Miasma (50 points each after D-rank)but will (re-)generate it as the Thread moves along.
Energy regeneration for the two is also different. In life force rich areas (e.g forests, busy city areas) Aura regeneration rate (from 10 to 12/13/14/15 per 5 posts increasing with rank) however Miasma regenerates at a lower rate (from 10 to 6/7/8/10 per 5 posts increasing with rank). The opposite applies in life force poor areas (e.g. Deserts, cemeteries). The default regeneration rate in neutral areas lies at 10 points per 5 posts For each.
Now the key point is that these energies are absorbed from the surrounding and unlike normal magic power is not consistent. After 3 posts a certain area of 10/15/20/25/30/45/50 meters (depending on rank) is counted as depleted of its resources. In these areas he will not recover any Aura or Miasma.
Missing points can be filled interchangeably. Aura can fill the space of miasma and miasma can fill the space of Aura (until of course the 5 Aura minimum limit). So if Ragnarik is in a Miasma Rrich area and currently has only 10 points of miasma and 50 points of Aura, the "void" created by the 20 missing Miasma will be filled with Aura.
- Syphon:
Direct physical contact or via scythe causes a drain rate of 3 points per post to the enemies health and recovering the same amount in Aura (first tick applies on first contact). This effect can last up to 2 posts before going on a 2 post cooldown.
Spells
D-Rank
- Spring Of The Dead:
Rank: D
Type: Water/Supporting/Signature
Duration:Instant
Cooldown:2
Description:
Ragnarik calls forth a surge of black water from the ground and will absorb the water to recover 8 Aura and 8 Miasma.
Strengths:- Recovers Aura and Miasma
- Very short cooldown
Weaknesses:- Non Damaging
- Requires Aura and Miasma to cast (5 points each)
- Cannot be cast in areas completely devoid of water
- Recovers Aura and Miasma
- Skeleton Soldier:
- Rank: DType: SummoningDuration:3Cooldown: 4Description: Ragnarik raises 3 Skeletons from the ground. If he uses Aura to summon them, they 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 will crumble with 1 normal attack. The will each only deal 1/3 D- rank damage and have 1/3 D-rank health. Kills all non-magical 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).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
- Numbers advantage
- Skeleton Archer:
- Rank: DType: SummonDuration:3Cooldown:4Description: Ragnarik summons 2 Skeleton Archers. If Aura is used arrows deal 1/2 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 posts (reduced to 1 post for enemies 1 rank higher; will not apply to enemies 2+ ranks above). Miasma Skeleton deal 1/3 D-rank damage on hit and all skeletons have 1/2 D-rank health.Max effective range 20m.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
- High damage
- Miasmic Body:
- Rank: DType: Defensive/OffensiveDuration:3Cooldown:4Description: Infuses target with Miasma and causes Miasmic Shroud. Miasmic shroud creates a 1.5m area around target that inflicts miasmic infection (2 Points of damage to Health and MP) to anything within range (duration increased by 1 if opponent reenters it after leaving) and will cause slightly reduced mobility (-20%)from temporary illness (effect lessens for higher ranked enemies). Causes plants and insects to die immediately if they are non magical and/or of equal rank to spell. 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.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 15m
- Limited AoE
- Can only be cast with Miasma
- Affect allies as well
- potential to inflict massive damage over short period of time
- Consume:
- Rank: DType: Offensive/SupportDuration:InstantCooldown:4Description: Ragnarik sends out a pulse of pure Aura Energy that damages all entities within a 20m area around Ragnarik. It deals 75% D-Rank damage at all ranges wihle returning 1 point of Aura for each target hit.Strengths:
- Massive Aura recovery potential
- Large Aoe
- Difficult to predict usage of spell
Weaknesses:- Affect allies and foes alike
- limited range
- Does not apply to non living summons/creatures (e.g. Golems - undead not included)
- Less effective for single combat
- Massive Aura recovery potential
Last edited by Ragnarik on 13th May 2016, 4:27 pm; edited 12 times in total