Primary Magic: Black Water Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: The user holds within them, the key to an extra-planar type of magic that acidifies water around them, and allows for control of water's state counterparts (Gas, Solid, plasma, etc...), and the use of this magic allows control over water, making versatility in control only limited by innovativeness, or imagination.
STRENGTHS:
-Toxic - The water is able to deal toxic damage
-Environmental Hazard - This magic will cut through most natural metals, silts (like dirt), or plant life.
-State-Change: The user can change the state of the acidic water they control, from plasmatic gases, to super-frozen solids (Sub-zero and above, no Absolute zero.)
WEAKNESSES:
-Difficulty: Since this controls and acidifies water in the region, the difficulty of control grows as the amount grows. After 2 Spell casts, the spells cost 1.25x of the normal amount of mana used, until 2+ spells lose cooldown state.
-Acid Drip: The acid, though under control of the user, will drip from control, and will warp the environ underneath the user.
-Difficulty 2: This magic also may hit allies, in addition to foes.
--Slayers: Poison slayers can eat this type of magic.
-Soluble: This can be defended against by normal water (Acid into Water soluble) and magic water attacks.
Lineage:
Demonic Carnage:
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.
Usage:4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the sta
Unique Abilities:
-Toxic Flesh- The user is enveloped in a semi-permanent toxic solution running over their body, allowing for .25x damage from physical attack (Giving).~Passive~
- Toxic Vision- The user can use toxic fumes to extend their vision out by 10ft extra in all directions. ~Active~
Duration: 3 Posts
Cooldown:4 Posts
- Hallucinogenic- any state of the water (Gas, liquid, solid) causes hallucinations in foes the same rank and below, or people without magical protection.
Secondary Magic: N/A
Caster or Holder: Caster
Description: The user holds within them, the key to an extra-planar type of magic that acidifies water around them, and allows for control of water's state counterparts (Gas, Solid, plasma, etc...), and the use of this magic allows control over water, making versatility in control only limited by innovativeness, or imagination.
STRENGTHS:
-Toxic - The water is able to deal toxic damage
-Environmental Hazard - This magic will cut through most natural metals, silts (like dirt), or plant life.
-State-Change: The user can change the state of the acidic water they control, from plasmatic gases, to super-frozen solids (Sub-zero and above, no Absolute zero.)
WEAKNESSES:
-Difficulty: Since this controls and acidifies water in the region, the difficulty of control grows as the amount grows. After 2 Spell casts, the spells cost 1.25x of the normal amount of mana used, until 2+ spells lose cooldown state.
-Acid Drip: The acid, though under control of the user, will drip from control, and will warp the environ underneath the user.
-Difficulty 2: This magic also may hit allies, in addition to foes.
--Slayers: Poison slayers can eat this type of magic.
-Soluble: This can be defended against by normal water (Acid into Water soluble) and magic water attacks.
Lineage:
Demonic Carnage:
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.
Usage:4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the sta
Unique Abilities:
-Toxic Flesh- The user is enveloped in a semi-permanent toxic solution running over their body, allowing for .25x damage from physical attack (Giving).~Passive~
- Toxic Vision- The user can use toxic fumes to extend their vision out by 10ft extra in all directions. ~Active~
Duration: 3 Posts
Cooldown:4 Posts
- Hallucinogenic- any state of the water (Gas, liquid, solid) causes hallucinations in foes the same rank and below, or people without magical protection.
- D-Rank Spells:
Name: ( Toxic Water-Control )
Rank: (D)
Type: ( Water, Offensive/Defensive, Acid/Poison)
Duration: ( 3 Posts)
Cooldown: ( 4 Posts)
Description:
The user raises both hands in the air, like a marionette puppeteer, and summons out all the water in the area, within 25ft, and acidifies and controls it. It can be lashed out with, create toxic puddles, etc...
Strengths:
- Versatile: This spell allows for multiple uses of the spell, only limited by imagination.
-Drawing strength: This spell draws its' strength from draining any water sources within 25 feet.
- Acid Evisceration: The acid properties of the water collected, allow for the destruction of environs around them, albeit metal, wood, stone , or dirt.
Weaknesses:
-Range : Though it has the drawing range of 25ft, The water cannot travel out of line of sight, to the max extent of 25ft.
- Non-Friendly: It can hit allies as well as enemies.
- Eldritch: Though it is made of water from the area, it is foreign to this planet, and so other water sources cannot take back to liquid. Once taken, it cannot be given back to the world, completely draining the water in its' entirety.
-Slayers: Slayers can eat this magic.
Name: (Toxic Water- Gas Control )
Rank: (D)
Type: (Water, Offensive, Acid/Poison.)
Duration: (2 Posts)
Cooldown: (3 Posts)
Description: Gaseous fumes evaporate from the toxic water, until it's all gone, leaving a grey haze in the air around
Strengths:
-Controllable: The gas can be changed into another physical state of water.
-Directable: The user can easily maneuver the spell into whichever direction they so choose.
Weaknesses:
-Gust: A strong wind can blow any of the gas away, which goes back to the user.
-Flammable: This toxic gas is flammable, igniting it deals 1.25x D-Rank Damage to the user.
-Slayer: Poison slayers can each this magic and gain the effects/bonuses of their slayer type.
Name: (Acid Spears- Solid Water Control)
Rank: (D)
Type: (Water, Poison/Acid, Offensive.)
Duration: (1 Post)
Cooldown: (2 Posts)
Description: ( Standing in an area, the user drops a drop of sweat into the ground, and from that sweat, controls all of the water in the ground, causing acidification, and super-freezing. From that, Massive spears of ice erupt from the ground, and anyone who is not the user gets caught in this attack, takes .5x D-Rank Ice damage, and .5 D-Rank Acid damage to their opponents' skin.
Strengths:
- Frozen Acid: The acid water deals both Ice and Acid damage
-Plethora: Any and all water in the ground is under the control of the user.
Weaknesses:
-Underground: because of the nature of the spell, the water must be underground to super-freeze.
-Heat: Any heat will cause this spell will in inflict .5x damage to the user.
-Slayers: Ice and Poison Slayers can eat this without adverse effects.
Name: (True Water Control)
Rank: ( D)
Type: ( Water, Offensive, Supportive.)
Duration: (3 Posts)
Cooldown: ( 4 Posts)
Description: (The user now can control any water without causing acidification, and that includes gases, liquids, and solids. Doing so requires the user to act as if their hands are controlling the water's actual movement.)
Strengths:
-Versatile: Allows control over all states of water. (Same Rank or below if encountering a water mage.)
- Motion: Motion of the water makes dodging attacks easier.
Weaknesses:
-Motions: The user must control the water with their bodies, causing them to be unable to move.
-Slayers: Air, and Ice Slayers are able to eat the waters without adverse effects.
-Difficult: Controlling water must be done with finesse, so you are not able to move form the spot you (the user) were in.
Last edited by Celest Auxivista on 26th November 2016, 9:39 am; edited 1 time in total