M a g i c
Primary Magic: Heralds of Ultimateness
Secondary Magic:
Caster or Holder: Castor
Description: This magic is a unique one, resulting from severe emotional distress and longing. There is no legendary story depicting it's uses yet, but from what can be gathered, the creation was purely esoteric and understood by only those with similar pasts. First, we will go into the basics, this magic generates swirling pools of creamy liquid that seeps out of the pores on Fade's flesh and partly-solidifies to take physical shape. For all intents and purposes, they are categorized as Blacks and Whites. Blacks represent hunger and bloodthirst, while Whites represent social-longing and inner-turmoil. They have minds of their owns, but can be bent to their master's will. The Heralds come specialized with wings which resemble ears on the sides of their ball-like bodies, and large mouths which slobber and show off smiling teeth constantly. They have powerful tongues which can stretch to varying lengths if mana is seeped from Fade's body. His spiritual connection to them seems to branch outside of the body, and further evidence even leads one to believe the familiars are one with him. If they manage to bite an opponent or target and lick up the blood, it'll heal Fade severely and trigger his transformation into his demonic mode. However, they have other talents worth notable mention as well. All in all, it's important to not forget that these Heralds are simply physical manifestations of Fade's emotions and are in the same way, a part of him. If not destroyed, after combat they return to his body.
- Blacks:
- Whites:
Strengths:
Ascension: Heralds will grow alongside their Master and eventually he'll be able to manipulate their mass, physical body weight, body size, and etc. The user has the ability to channel magical spells through his creations such as offensive, defensive, or ranged techniques-- in addition to himself. Every Herald retains connection to his mana-pool, and if left unchecked will chip at it's numbers rapidly.
Cannibalistic: The Heralds have extremely powerful tongues which are strong enough in base-form to lift grown men and chunk them distances of fifteen feet. They also have large pearly whites with a jaw-force capable to snapping metal swords in half upon sheer bite.
Weaknesses:
Linked Life: Each Herald comes attached with a small amount of HP, half their user's ranked HP. Whenever a Herald is successfully destroyed by the opposition, Fade loses half of the Herald's HP as if t were his own. This is due to their spiritual connection to him, in a sense, they are just pieces of his body detached and so he does feel it when they are destroyed. If taken into account this is a significant drawback, because it means defeating all of the heralds can result in his defeat, especially upon higher levels.
Wall of Patience: Once destroyed, Fade has to await cool-downs per Herald, so if all were destroyed at different intervals of time, it would still be difficult for him to bring the originals back and so then he'd be forced to scarf up MP for support, making his energy pool limited in resources. Since he already has an ever depleting one already.
Leeched Soul: Because of his mana-pool being connected to his Heralds', he naturally runs through it faster than most people will their own pools.
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Unique Abilities: Versatility: Fade is capable of controlling two Heralds at once in his starting stages, +2 per rank-up. At S-rank he should be toppling '14' free Heralds in at once. However more can be spawned via spells to exceed this limits, however these are simply the ones he can keep onto the field free of MP costs. It's free of cost to respawn them after destruction so long as he abides by his rule of maintaining the free amounts. Should he have paid MP to special summon 3 extra exceeding his free limits, and those three died, he cannot get a free respawn because he is still at his limit of his starters. A Starter Herald can only be respawned after a 3 post cooldown has passed. Cool-downs go off as soon as a Herald is spawned instead of when they are destroyed allowing the user more time to plot tactics in a short amount of time.
Unleash The Ultimateness: Heralds can fly up to fifty feet away from Fade and move 25% faster than his base speed. Per rank-up they gain an additional 5% speed and twenty five feet length of manipulation. The Heralds are all spiritually attached to their master so if they manage to drink blood, he too, will have been counted as doing so. Triggering his lineage.
Triggers: Fade can trigger these balls to explode doing significant damage to the opposition, 15 damage to HP +10 per rank up, he is immune to taking damage from these explosions, in addition, he does not lose his HP if the explosions were activated himself, nulling the main drawback behind his Heralds.
Lineage:
- Caine's Descendant :
- Caine's Descent:
Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
During this state, the user becomes insane, and will attack anything they see.
Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
Spells:
Name: Strike The Heavens!
Rank: D
Type: Darkness; Offensive
Duration: 1
Cooldown: 2
Description: Either Fade holds out his hand and unleashes it himself, or a Herald opens it's mouth and shoots one off in a similar way. The beam is purple, pink, and navy blue as well as black with a white-energy outline. Black smoke seems to exude from the starting point too, causing the destination the user shot from to become clouded for the post's remainder. The beam travels 30 MPH, and deals D-rank damage. The user can stop charging this spell abruptly and release it from another destination. example-- Fade charges it, but the flickering energy disappears and the beam is sent off from a Herald instantly after charging
Strengths:
- The user can charge the spell and trick the opponent by canceling it's launch at mid-charge, while another lets it off from the enemy's blindspot.
- Triggers a cloud of black smoke, 'darkness' basically, and allows for the launcher to make a hasty escape at a moments notice.
Weaknesses:
- The beams can be dodged.
- It takes a few seconds in a post to charge them up, which means the opposition can activate barriers early or etc.
- The user must be standing still to release the STH (This doesn't mean they have to be standing still to charge and hold it.)
Name: More Ultimateness!
Rank: D
Type: Darkness; Supplementary
Duration: 4
Cooldown: 5
Description: Fade spawns in another three Heralds of varying colors, however unlike his passive ones, this one costs him and cannot be regenerated unless he keeps paying spawn costs, as well as awaiting the cool-downs.
Strengths:
- +3 active Herald of Ultimateness
Weaknesses:
- Cannot be spawned for free.
- Cannot be respawned for free after destruction.
x2 Spells reserved for later
Last edited by Smoke Fade on 25th November 2016, 9:30 am; edited 2 times in total