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    Ragnarik's Necromancy

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    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- 1 Year Anniversary- Player 
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    First Skill: Soul
    Second Skill: Ice
    Third Skill:

    Ragnarik's Necromancy Empty Re: Ragnarik's Necromancy

    Post by Ninetails Derpfox 5th May 2016, 7:14 pm

    Suuuup, I'll be grading your magic. My comments are in this color.
    Before we get down to it, I'd like to let you know that on site, what you do during jobs isn't really looked harshly on. If you want to turn a D Rank fire ball into an S Rank nuke during a job, I highly doubt anyone would care (unless you're doing a thread with a partner, in which case get their permission first.)

    All edits I ask for are more for PvP balance, than they are for anything else. If you don't plan on doing PvP, then the fixes shouldn't be too big an issue since again, you can stretch your player's power during jobs/socials.

    Ragnarik wrote: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.

    Scythe - Hel:

    Not tellin ya to remove this, but rather I'm letting you know to register the weapon in the "Weapons/Pets/Items" registration section of the site.

    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)

    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 

    Lineage: Aspect of Neptune Please copy and paste the full lineage from the sacred library "The Light"
    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. Does this mean he actually has 70 Aura and 35 Miasma? Which increases to 100 aura and 50 miasma at C Rank?

      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). As such Ragnarik will not die by simply landing a "killing blow". Instead the body regenerates by consuming the excess life force which is also used as a necromancers Manapool/Magicpower. Does this mean when his HP hits 0, instead of dying all his Aura is consumed to return the HP?

      The cost of regenerating minor damages such as cuts, stab wounds, severed tendons/muscles or broken bones cost 5/4/3/2/1 (Ranks d-S) Points; greater damages such as severed limbs, multiple shattered bones or a damaged brain cost 10/8/6/4/2 (Ranks D-S) points to regenerate. Does this heal any HP at all? If so, please specify how much.

      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). Does this mean when his Aura reaches 5, he becomes paralyzed?




    • 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 and change to a 50/50 ratio on C-rank. Energy regeneration for the two is also different. In areas full of life he has an increase Aura regeneration rate (from 10 to 20 per post) however Miasma regenerates at a lower rate (from 10 to 5 per post). The absolute best I can allow is one of those regenerating at 2 per post, and the other regenerating at 1. Total is 3 per post.


      Now the key point is that these energies are absorbed from the surrounding and unlike normal magic power is not consistent. After 3 posts an certain area of (10/15/20/25/30/45/50 meters depending on rank) is counted as depleted of its main resource. After that the are is rich in Miasma for 1 post (thus a 20 point regen rate of miasma for 1 post). I can't allow this, 20 is far too high. The best I can allow, if you're ONLY regenerating miasma is 5. This doesn't increase with rank.

      After that he has to move out of the area to be able to regenerate Aura. Same principle applies to Miasma. However the living entities and proximity to said entities within the zone also affect the regeneration rate. If an enemy is within the affected area Aura is transferred from him/her/it to Ragnarik (assuming it is a living creature or one that is animated through the infusion of Aura/Life Force). At 10m the absorbtion rate is 2 points per post (Points deducted from enemy health) and increease by 1 point every 2m. Direct physical contact causes a drain rate of 4/6/8/10 points per post depending on own rank (first tick applies on first contact). This effect is halved when having contact with his scythe. If plant magic, insect based magic, an undead based magic or a spectral/spirit based magic enters the are the opposing spell his "killed" and half its cost refunded as Aura and Miasma.  All of this I underlined, I'll need you to either get rid of it, or get rid of the regeneration parts above it. Draining MP and regenerating MP are two different, but VERY powerful abilities, so I need you to choose one. If you choose the MP drain then I'll work on balancing it out.
       



    • Bound Souls: Each enemy Ragnarik kills increases his maximum Aura and Miasma pool by a certain amount. 3 weak enemies increase the pool by 1, 2 normal by 2, 1 strong by 4 and a boss by 10. Killing players increases the pool by 30 (just in case). Why not just have your Miasma pool naturally maxed out at 75, but it starts at 35 (50 at C Rank), and your Aura pool maxes out at 75, but starts at 65 (50 at C Rank). You start the thread with 65/35 and using the regeneration ability (if you choose to keep it) you slowly gain it over time. 


      Bound souls also allow Ragnarik to have up to 2(D-rank)/3(B-rank)/4(S-rank) permanent undead companions of max 1 rank above himself. These companions are monsters/enemies from quest (will be logged after every thread;current companions visible in signature section). However they can be permanently killed and their effectiveness depends on Ragnarik's rank. There's a few things that stop you here.
      1 - It's a written rule on site you may only have 1 companion (pet) for combat, and 1 pet for non-combat. Some jobs let you get around the 1 non-combat pet limit, but only a lineage effect (Beast Tamer) will let you have more than 1 combat-companion.

      2 - It's a written rule on site how many summons you're able to have out at any given point at each rank. A UA or lineage ability can be made that increases this number by +1, but that's about it. 


      D-rank: the undead move sluggishly but have a great amount of physical strength.
      C-rank: they can walk at normal speed but cant run.
      B-Rank: they are able to run and use one ability/spell (if present).
      A-Rank: capable of sprint.
      S-Rank: can dodge.
      SS-Rank: Near human behavior.
      However this passive has a 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.


    Spells:



    Name: Dead Waters
    Rank: Player Rank D Rank
    Type: Water/Offensive/Signature
    Duration:Maximum allowed duration for player rank
    Cooldown:maximum allowed Cooldown for Player Rank +1
    Description:
    Ragnarik accumulates black water in target area (30m radius Bubble). The water is infused with Miasma and will deal 50% of player-rank damage to all caught inside for each post spent inside. DoT lingers for 2 posts after escape or duration ends. From C-Rank onward 4 undead Piranhas are also summoned within that deal each 2 points of damage with each bite (amount of Piranhas increases by 2 with each rank). Several things:
    1 - Maximum duration will be 3 posts
    2 - Minimum cooldown will be 4 posts, maximum I would recommend is 5 but you can go as high in CD as you want... 
    3 - I can't allow the DoT to linger for 2 posts beyond the max duration of the spell, or if the person escapes the spell's radius either.
    4 - The most piranhas you can summon inside that I would allow is 3; HOWEVER, the damage they deal would each remain at 2 HP, during PvP they can only bite 6 times per post, they each have 17HP which is a little bit (insignificant amount) more than a normal summon of their rank when combined, but it's still 1 shot kill with an AoE.
    5 - The maximum range I can allow this is 15 meters. 

    Strengths:

    • AoE Prison


    • Threat of drowning as well Miasmic Poisoning (enemy is in weakened state)


    • Potentially high amounts of damage


    • Will completely flood enclosed spaces

    Weaknesses:

    • Piranhas easily killed with AoE attacks


    • It is possible to swim out of area


    • Also affects allies


    • Very long Cooldown


    • Uses Both Miasma and Aura please specify how much of each


    Name: Skeleton Soldiers
    Rank: D
    Type: Summoning
    Duration:3
    Cooldown: 2 Increase to 4
    Description: Ragnarik raises 3 Skeletons from the ground. If he uses Aura to summon them, they will deal 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 can will crumble with 1 normal attack. Kills all 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). If this summons 3 skeletons, each of them has 1/3 D Rank Normal Summon HP, and they each deal 1/3 D Rank Normal Summon Melee damage (rounded up). The only plants/insects effected by this would be non-magical plants/insects, and magic plants/insects equal to this spell's rank.
    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


    Name: Skeleton Archer
    Rank: D
    Type: Summon
    Duration:3
    Cooldown:2 Increase to 4
    Description:
    Ragnarik summons 2 Skeleton Archers. If Aura is used arrows deal 2 times 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 pots. Max range of bows 350m; effective range 150m. Several things:
    1 - Each skeleton has 1/3 D Rank normal summon HP
    2 - each skeleton deals 1/3 D Rank normal summon melee damage, or 1/2 normal summon damage if Aura was used
    3 - Maximum effective range of bows will have to be 20 meters (best I can give you)
    4 - For every meter after the 20th meter, the accuracy of the arrow is reduced by 1%
    5 - Body part disabling will not occur in those 2 ranks above this spell  

    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


    Name: Miasmic Body
    Rank: D
    Type: Defensive/Offensive
    Duration:3
    Cooldown:3 Increase to 4
    Description:
    Infuses target with Miasma and causes Miasmic Shroud. Miasmic shroud creates a 1.5m area around target that inflicts miasmic infection to anything within range (duration refreshed if oponent stays in shroud or reenters it). Causes plants and insects to die immediately. 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. 
    The duration wouldn't refresh if someone leaves/enters it, it would AT BEST increase by 1 post. The only plants effected by this would be non-magical plants, and magic plants equal to this spell's rank.
    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 50m 15 meters


    • Limited AoE


    • Can only be cast with Miasma


    • Affect allies as well


    Name: Aura Transfusion
    Rank: D
    Type: Offensive/Support
    Duration:Instant
    Cooldown:4
    Description:
    Instantly Absorbs Aura from within a 20m zone. D-Rank damage is applied to all within the area and for each individual hit Ragnarik gains 15+5x(Number of individuals) points in Aura. It can also refund half the Aura that was used on Summoned creatures if they are within the area. You'll have to reduce the amount of aura you gain all the way down to 2 aura per person, which is the maximum I'll allow.

    You'll also have to choose between restoring some of the aura used to summon stuff, OR dealing damage and restoring aura. I can't allow both.

    Strengths:

    • Massive Aura recovery potential


    • Large Aoe


    • Difficult to predict usage of spell

    Weaknesses:

    • Affect allies and foes alike


    • limited range


    • If no targets are hit on spell cost is refunded


    • Does not apply to non living summons/creatures (e.g. Golems)



      Lastly, for ALL SPELLS please input how much of each energy source each spell requires.

    Ragnarik
    Ragnarik

    1 Year Anniversary- Player 
    Lineage : None
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    Posts : 32
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    Experience : 25

    Character Sheet
    First Skill: Necromancy - 4th Book Of Death - Attrition
    Second Skill: /
    Third Skill:

    Ragnarik's Necromancy Empty Re: Ragnarik's Necromancy

    Post by Ragnarik 6th May 2016, 3:57 am

    I did edit it a little but mostly its just my commentary in green. Before I change anything major I'd just like to know that we're on the same level here. If your opinion still persists after my explanations then I will change it as you request it.

    The only real issue I had is the Cooldown timer you suggested. Considering that one of the points of my magics strength are low cooldowns on summoning spells 4 posts is a bit much for a D-rank mage. I know I'm new here so I don't really have the ability to argue around things much, but I'm a stubborn guy and won't rest until my case has been hear :P

    Sorry for the trouble


    _____________________________________________________________________________________

    avatar
    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- 1 Year Anniversary- Player 
    Position : None
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    Character Sheet
    First Skill: Soul
    Second Skill: Ice
    Third Skill:

    Ragnarik's Necromancy Empty Re: Ragnarik's Necromancy

    Post by Ninetails Derpfox 6th May 2016, 10:40 pm

    Regarding your cooldowns. According to the rules stated in the HP, Magic, and Spell Damage section of the site's rules, sub-section A.3 under the "Duration and Cooldown" spoiler, it specifically states "the cooldown must always be greater than the duration by at least one post, sometimes more depending on the spell." Additionally, the minimum cooldown for a D Rank spell is 2 posts, if it has a duration of Instant or 1 post. This is also located in the same section.


    Ragnarik wrote: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.

    Scythe - Hel:

    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)

    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

    Lineage:
    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.  (--> This is a purely cosmetic part of the description. It just explains why Ragnarik can move at all)

      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). As such Ragnarik will not die by simply landing a "killing blow". Instead the body regenerates by consuming the excess life force which is also used as a necromancers Manapool/Magicpower. The cost of regenerating minor damages such as cuts, stab wounds, severed tendons/muscles or broken bones cost 5/4/3/2/1 (Ranks d-S) Points; greater damages such as severed limbs, multiple shattered bones or a damaged brain cost 10/8/6/4/2 (Ranks D-S) points to regenerate.
      (--> the point of this is to remove the 'Health' aspect completely. This passive is designed to make it so that he technically doesn't get physically harmed but instead pays Aura for it. I tinkered around with this one for a while and reasoned that its ok as my character doesn't exatcly have any superhuman physical aspects) HP is something required as it gauges how close to losing a fight you actually are. During jobs you don't have to keep track of it, in fact very few people actually do, but during PvP it's pretty much mandatory to track it. I understand you may not care for PvP, but it is a part of the site so we have to keep it in consideration when grading magic.

      In other words, having a character that doesn't use HP at all is something I can't allow unless there is a similar way to gauge how close you are to losing a fight. 


      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). (--> He doesn't get that immobilization debuff like normal mages when their MP hits 0. Its just that at 5 points he won't regenerate anymore and won't be able to use his spells, effectively making him a sitting duck if he gets hit too much) I see, this I'm actually fine with.


    • 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 and change to a 50/50 ratio on C-rank. Energy regeneration for the two is also different. In areas full of life he has an increase Aura regeneration rate (from 10 to 15 per post) however Miasma regenerates at a lower rate (from 10 to 5 per post). (--> I designed this as a sort of handicap for the passive above as well as to offset its cost. The regeneration rate of 3 points per post is ridiculously low considering that a normal mage regenerate MP at 10 point per post. Considering that Aura is both my MP and HP at the same time The hightened regeneration rate should be reasonable. I did change the enhanced regen rate though. Also I should've mentioned this but the regen rate for either is 10 per post in normal zones. this sustainability is after all the greatest strength my magic has. Basically it makes my character into a DPS pseudo tank designed around exausting an opponent)
      Using the link to the HP, Magic, and Spell Damage rules above the quote, scroll down to sub-section A.6 "Magic Points" and if you skim around there you'll see it saying "A mage recovers 10% mp every 5 posts naturally.
      This can be increased through items, but it can never exceed a total of 25% every five posts. It can also be altered to return MP every post, but in this case it can only max out at 4% per post." 


      Now, if you do some math here: 25 - 10 = 15
      the 10 I deducted is the 10 you gain naturally every fifth post.
      15/5 = 3 per post.

      Additionally, just because Aura is both your HP and MP, I can't allow it to exceed existing MP regeneration rules, because in the end it is your MP still.
      As for players who's MP regens 10 per post this is normally:
      - Never available in PvP
      - Under VERY specific circumstances
      - Never ALWAYS at 10% per post 
      - Negates them gaining 10 every 5th post as well.


      Now the key point is that these energies are absorbed from the surrounding and unlike normal magic power is not consistent. After 3 posts an certain area of (10/15/20/25/30/45/50 meters depending on rank) is counted as depleted of its main resource. After that the area is rich in Miasma for 1 post (thus a 15point regen rate of miasma for 1 post while Aura will not regenerate).

      After that he has to move out of the area to be able to regenerate Aura. Same principle applies to Miasma. However the living entities and proximity to said entities within the zone also affect the regeneration rate. If an enemy is within the affected area Aura is transferred from him/her/it to Ragnarik (assuming it is a living creature or one that is animated through the infusion of Aura/Life Force). At 10m the absorbtion rate is 2 points per post (Points deducted from enemy health) and increease by 1 point every 2m. Direct physical contact causes a drain rate of 4/6/8/10 points per post depending on own rank (first tick applies on first contact). This effect is halved when having contact with his scythe. If plant magic, insect based magic, an undead based magic or a spectral/spirit based magic enters the are the opposing spell his "killed" and half its cost refunded as Aura and Miasma. (--> I'd like to leave this part crossed out ust so I can reuse it later on. this was a long shot to get approved anyways) That's fine to leave it crossed out. The general community knows that crossed out stuff on apps are reserved for later, and not usable now.



    • Bound Souls: Each enemy Ragnarik kills increases his maximum Aura and Miasma pool by a certain amount.

      3 weak enemies increase the pool by 1
      2 normal by 2
      1 strong by 4
      1 boss by 10.

      (--> again here its about Sustain but for the long run. The defautl total usable energy is 100 just like in MP only that part of it is also his pseudo health. The reason I don't take a standard max cap is because it simply doesn't make sense for the whole concept. with a 75/75 mix my maximum total pool would be at 150 which, considering the point of this passive, is a bit meager for even an A-Rank mage.) You don't have to have it cap at only 150. If you start at 100(base), you can have it cap at 200 during PvP, and 300 during PvE.

      Killing players increases the pool by 30 (just in case). Bound souls also allow Ragnarik to have up to 1(D-rank)/2(B-rank)/3(S-rank) permanent undead companions of max 1 rank above himself. If the companion is of higher rank it will effectively fill 2 companion slots.  These companions are monsters/enemies from quest (will be logged after every thread;current companions visible in signature section). However they can be permanently killed and their effectiveness depends on Ragnarik's rank. The cost to resurrect an NPC is 10 Aura or 15 for NPCs of higher rank. This effect does not apply to players unless permission is given. (--> Its less of a Pet but more a spell that partially resurrects. Its basically a spell that has an effect that can cross over Threads. Although I think I should incorporate a cooldown between resurrections on death of the old pet - I was thinking 4 posts. As to the number its just like with my Skeleton Soldiers/Archers only without the division of power. I did add a resurrection cost thought. But if this absolutely doesn't work I can either strike this passive, rework it or limit myself to just 1 "pet" that can be max 1 rank higher.) The pet would have to be a registered pet to start off with, but I can't approve of a spell/ability that starts in one thread and crosses over to the next. I also can't allow you to resurrect NPC's of higher rank, since that's technically stronger magic than your character. It'd be similar (but not exactly the same) as using a spell above your rank. 
      D-rank: the undead move sluggishly but have a great amount of physical strength.
      C-rank: they can walk at normal speed but cant run.
      B-Rank: they are able to run and use one ability/spell (if present).
      A-Rank: capable of sprint.
      S-Rank: can dodge.
      SS-Rank: Near human behavior.
      However this passive has a 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.


    Spells:


    Name: Dead Waters
    Rank: D
    Type: Water/Offensive/Signature
    Duration:3
    Cooldown:4
    Description:
    Ragnarik accumulates black water in target area (15m radius Bubble). The water is infused with Miasma and will deal 50% of player-rank damage to all caught inside for each post spent inside.  From C-Rank onward 3 undead Piranhas are also summoned within that deal each 2 points of damage with each bite (can only bite players 6 times and have an individual HP of 17). Please remove the underlined portion. Spells power aren't effected by player ranks, at S Rank this spell (if it's still D Rank) would act exactly the same as any other D Rank spell. I know it's a silly thing, but it's one that I'm powerless to oppose. However, that also means even at D Rank you can have your piranhas.
    Strengths:

    • AoE Prison


    • Threat of drowning as well Miasmic Poisoning (enemy is in weakened state)


    • Potentially high amounts of damage


    • Will completely flood enclosed spaces

    Weaknesses:

    • Piranhas easily killed with AoE attacks


    • It is possible to swim out of area


    • Also affects allies


    • Very long Cooldown


    • Uses Both Miasma and Aura (5 each)


    Name: Skeleton Soldiers
    Rank: D
    Type: Summoning
    Duration:3
    Cooldown: 3
    Description: 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 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). I'd like you to specify that the plants/insects killed are non-magical ones only. With these you can kill 1 magical plant OR insect equal to the rank of this spell per post.
    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


    Name: Skeleton Archer
    Rank: D
    Type: Summon
    Duration:3
    Cooldown:3
    Description:
    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 (Will not apply to enemy 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. Sorry for not mentioning this last time, disabling body parts works for 1 post if the opponent is 1 rank above the rank of this spell.
    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


    Name: Miasmic Body
    Rank: D
    Type: Defensive/Offensive
    Duration:3
    Cooldown:3
    Description:
    Infuses target with Miasma and causes Miasmic Shroud. Miasmic shroud creates a 1.5m area around target that inflicts miasmic infection (for damage see above spells) Please specify the damage, regardless of if it's the same as previous spells or not.

    to anything within range (duration increased by 1 if opponent reenters it after leaving and completely refreshes if opponents stay in shroud for more than 1 post). The duration does not refresh, ever. Remove this underlined portion. 

    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 but duration refresh does not apply to host. Duration refresh would never apply, and I can't allow this to deal double damage until you specify the exact damage it does. Then I can re-look at it and decide if double damage is fine or needs to be a bit less. 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


    Name: Aura Transfusion
    Rank: D
    Type: Offensive/Support
    Duration:Instant
    Cooldown:4
    Description:
    Instantly Absorbs Aura from within a 20m zone. D-Rank damage is applied to all within the area and for each individual hit Ragnarik gains 15+2x(Number of individuals) points in Aura. Yeaaahhh... you still have to reduce the amount restored to 2 aura per target hit.
    Strengths:

    • Massive Aura recovery potential


    • Large Aoe


    • Difficult to predict usage of spell

    Weaknesses:

    • Affect allies and foes alike


    • limited range


    • If no targets are hit on spell cost is refunded


    • Does not apply to non living summons/creatures (e.g. Golems)

    Ragnarik
    Ragnarik

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    Third Skill:

    Ragnarik's Necromancy Empty Re: Ragnarik's Necromancy

    Post by Ragnarik 7th May 2016, 3:00 am

    Applied several changes. Reworked the passives to fit criteria although I am very unsure about the Healing/Regeneration rates. Removed the last passive and replaced it with the crossed out section. Final spell also reworked.
    And about the cooldowns: Sorry my bad ^^ I thought the cooldowns apply after the duration of a spell has ended :P Also sorry about the whole initial regen thing. I misread the Regeneration rules when I skimmed over them the first time. Now everything is calculated in 5 post intervals.


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    Ninetails Derpfox

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    Ragnarik's Necromancy Empty Re: Ragnarik's Necromancy

    Post by Ninetails Derpfox 8th May 2016, 5:21 pm

    Cooldown only starts when the duration of a spell ends.



    Ragnarik wrote: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.

    Strengths:

    Weaknesses:
    Lineage:
    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 poison and posesses no real gague for stamina (so as long he still has Aura he could technically continue to fight over long periods of time without dropping in performance). I will only allow an immunity to natural, non-magic related poisons.

      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 (up to 5 HP) he spends 4/3/2/1 points of Aura (cost reduces every 2 ranks after C-rank). For more severe cases (up to 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. My advise is instead of just 5 HP for small, and 10HP for major; change it to 5% and 10% respectively. You probably already know that HP increases as you rank up, so 10HP now is quite a bit, but it's only half as good when you're C Rank, and worse as you get higher rank. So yeah... 5% and 10% would be better since it automatically scales how much HP you gain. Also I'm gonna have to ask you to add in "During PvP, this can only be done 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 amount equal to: (Aura-15)+(Miasma-15). If you mean he starts with 15/25 of each, on top his normal amount; I can't approve that. He would have to start with a base of 100 total (before equipment bonuses) and use regen to build up to his maximum.

      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 15/16/17/18/20 per 5 posts increasing with rank) however Miasma regenerates at a lower rate (from 10 to 5/6/7/8/10 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. You're gonna have to rework your numbers. At A Rank you gain 18 Aura and 8 Miasma (in aura rich places; vice versa for miasma rich) which equal out to 26 which is above the maximum MP Regen. Then at S Rank you have 20 and 10 which is 30. I know it seems a bit stingy for me to nit-pick the 26, but 25 being maximum is a rule, and it doesn't allow any leeway like some of the others do.

      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).  What does this mean?



    • Syphon:
      Living entities and proximity to said entities within the zone also affect his Aura regeneration rate. If an enemy is within the affected area Aura is transferred from him/her/it to Ragnarik (assuming it is a living creature or one that is animated through the infusion of Aura/Life Force). At 10m the absorbtion rate is 2 points per post (Points deducted from enemy health) and increases by 1 point every 2m (capping at 6 points). Direct physical contact causes a drain rate of 4/6/8/10 points per post depending on own rank (first tick applies on first contact). This effect is halved when having contact with his scythe. If plant magic, insect based magic, an undead based magic or a spectral/spirit based magic enters the are the opposing spell his "killed" and half its cost refunded as Aura and Miasma. The absolute most I can allow you to drain is 3 per post if in contact. The proximity thing will have to go since you have aura/miasma regen already, so please remove it.


    Spells

    D-Rank

    Dead Waters:

    Skeleton Soldier:

    Skeleton Archer:

    Miasmic Body:

    Consume:
    Ragnarik
    Ragnarik

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    Ragnarik's Necromancy Empty Re: Ragnarik's Necromancy

    Post by Ragnarik 9th May 2016, 8:17 am

    Ok...i think I applied all the suggested changes.
    I wasn't sure If you meant that the crossed out bit is to be removed or if it can stay.


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    Ragnarik's Necromancy Empty Ragnarik's Necromancy

    Post by Ninetails Derpfox 11th May 2016, 3:47 pm

    A few comments in here, "Dead Waters" was the only spell I commented on.


    Ragnarik wrote: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.

    Strengths:

    Weaknesses:
    Lineage:
    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. This can only be done 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 but will (re-)generate it as the Thread moves along. I cannot allow you to start a thread with more than 100 A/M total... not as the base amount.... at least not if it's increasing by so much.  I'll give you a series of option...
      1 - Ragnarik starts each thread with 100 total A/M, and can build up to 200 total using regen
      2 - Ragnarik starts each thread with a total of 110 A/M, this DOES NOT increase EVER as he ranks up.
      3 - This Unique Ability is replaced.
      Regardless of which option is chosen, you cannot start a thread with 125 A/M (C Rank) as your base A/M 


      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. Good work on the number re-working, this is good. -thumbs ups-

      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). If plant magic, insect based magic, undead based magic or a spectral/spirit based magic enters within 3m the opposing spell his "killed" and half its cost refunded as Aura and Miasma. Yeaaahhhh just remove that crossed out section entirely....
      -The drain that this ability causes, is it drained from the opponent's HP or MP?
      -Next, this can happen for a maximum of 2 posts and then goes on a 2 post cooldown. 




    Spells

    D-Rank

    Dead Waters:

    Skeleton Soldier:

    Skeleton Archer:

    Miasmic Body:

    Consume:

      Current date/time is 21st November 2024, 5:51 pm