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    Stingy Jack

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    Stingy Jack Empty Stingy Jack

    Post by Guest 9th December 2016, 2:29 pm

    STINGYJACK
    Secondary Magic: The Fire
    Caster or Holder: Caster
    Description: A long time ago, a young man, by the name of Jack Smith, lived in a small village located in the country of Minstrel. This was many, many years ago, several centuries to be exact, that this young man lived as the happiest man alive. However, in a myriad of towns and villages, this man was known as a drunkard, wasting away his jewels and life on alcohol. In these towns, the man was known to be a manipulator and deceiver, conning people out of their money for the alcohol he paid for. He was the dreg of society, a person who was shunned by everyone that lived in the village he visited because of his bad deeds. No one wanted to associate themselves with Jack and those who did were quick to deny ever meeting the man. Businesses would close in order to keep him away, assuring themselves that they wouldn't be conned out of money anymore.

    One day, the Devil came to learn of this man, known as Jack, hearing of his evil deeds and snake-like tongue. However, the Devil was a hard man to impress and unconvinced by the feats of this boy, he went out in search of him for himself. Now, Jack, he was as drunk as he ever was, wandering around the countryside at night and stumbled upon a body. This body that he discovered, that had an eerie grimace on its face, turned out to be none other than the Devil, himself. It was at this point that Jack realized this would be the end of him, no one ever got away from the hands of the Devil. The Devil had come to collect his soul because Hell was the only place that he deserved to be with all the bad things he had done. Yet, before the Devil could take his soul, Jack requested one last thing from the man, that the Devil let him drink ale before he departed for Hell.

    Seeing no reason to deny the man his last wish, the Devil took Jack to a local pub and bought him all the drinks that he wanted. When Jack was completely satisfied of the alcohol he had drank, he had asked the Devil to pay the tab, much to the Devil's surprise. He had easily convinced the Devil into transmogrifying into a silver coin in order to pay the bartender for the drinks. However, Jack had shrewdly stuck the coin into his pocket rather than paying the bartender for the drinks he had. In this pocket of his was a crucifix, which kept the Devil at bay and unable to transform back into his normal self. Due to being unable to leave his coin form, the result led to the Devil agreeing to spare Jack's soul for ten years. Ten years would quickly pass by after the deal was made, Jack coming face to face with the Devil's presence once more.

    Before the Devil was able to take Jack to Hell, Jack, once again, asked for a favor from the devil: to feed his starving belly an apple. The Devil foolishly agreed to Jack's request, and climbed the branches of a nearby tree to fetch an apple for him. Meanwhile, Jack surrounded the base of the tree with crucifixes, trapping the Devil where he was in the tree. Frustrated by being entrapped again by Jack, the Devil demanded his release and just as before, Jack made his own demand. It was requested that the Devil never take Jack's soul and thus, the Devil agreed and was released from his prison. What misconstrued information there is about this story is unknown, but here is where it would be believed that the Devil denied him entrance to Hell. In a way, this is true; however, out of fear of what was going to happen to him in Hell, Jack had requested his soul to never be taken.

    However, Jack's own toxic lifestyle would cost him his own life; the alcohol taking its toll on his body over time. Eventually, he passed away, and as his soul prepared to pass into Heaven through the gates of Peter, Jack was stopped. Because of his sinful lifestyle, that was full of deceit and drinking, he was not able to enter through the gates of Heaven. So, Jack turned around and went to the gates of Hell, where he pleaded with the Devil for commission into the Underworld. Yet, the Devil would fulfill his obligation to Jack, denying his entry into Hell for he had asked his soul never to be taken by him. In order to warn others, the Devil had given Jack an ember, marking him a denizen of the Netherworld, and sent him on his way. From that day on, Jack was doomed to roam the planes between good and evil, only an ember inside a hollowed rutabaga to light his way.
    Strengths:

    • The user is someone whose body is completely made of inorganic material, and thus, is not required to sustain their body in the normal human way.
    • Being apart of the paranormal, themselves, the user is not affected by the likes of spectres, spirits, ghosts, monsters, etc.
    • The user of this magic can freely remove their head and reattach it whenever they so feel like it, making them ultimately immune to permanent death by decapitation.

    Weaknesses:

    • If the user was to lose their head, it is likely that the body would not be able to find it back due to lack of motor skills.
    • Due to their body being of inorganic material, the user is not capable of feeling when they are hurt or otherwise injured.
    • Fire spells that are conjured via the user's magic are 50% more vulnerable to magic that is able to conjure water spells.
    • However, due to their lack of solidity in their bones, the user is more susceptible to breaking their bones than anyone else.

    Lineage:
    Caine's Descent:
    Unique Abilities:

    • Dread Master: As a spirit who was denied entry to both Heaven and Hell, the user of this magic has become a wandering spirit. Because of their inability to have a restful death, stories have been woven about their persona and what had caused them to be denied by both God and the Devil. At first, the user was just that, a wandering spirit who wasn't able to do much in the world of the living, aside from, well, wandering. However, from these stories, the user has gained immense power, able to affect those that are either of the material or immaterial realms. This has given them the ability to induce fear into those who believe the wicked stories woven around them by merely being near them. Anyone that is located within eighty (80) meters (+15 meters per rank up to SS-rank) of the user is overwhelmed by a sense of fear. The sense of fear that is caused by the presence of the user reduces the damage output of the surrounding opponents by 40% (+5% up to SS-rank).
    • Soul Perception: Supernatural beings, whether living or dead, have the ability to see other souls around them, whether they, too, are living or dead. As a result, the user is capable of sensing and perceiving the souls of those that they encounter or those that are around them. This includes the souls of both the living and the deceased, even if they are not dead or alive, themselves. What this ability allows the user to do is track the person they are able to see the soul of until they are out of range of the user. Ultimately, this ability gives the user an advantage over spells that involve invisibility or cloaking, as the soul of the person can still be perceived even through invisibility and cloaking. However, the ability can only affect spells of invisibility and cloaking that are equal to or lower in rank to the user, and is only effective in a range of eighty (80) meters (+15 meters per rank up to SS-rank). Entities that do not have a soul are unaffected by the likes of this ability, and entities that have more than one soul may overwhelm and confuse the user.
    • Rejuvenation: The user's bones are considerably brittle due to their swift and reactive nature, which is achieved through hollowed bones. Due to this, the user's body has adapted to healing quickly in order to repair any broken bones or injuries they've received. Small cuts and injuries are often healed considerably fast, repairing the flesh that was sliced open or otherwise. Bruises are completely nonexistent, as the veins are healed almost immediately after being broken, and so on and so forth. Because the user's body has adapted to healing injuries as quickly as it does, the user has gained a passive 5% health regen added onto their natural health regen. Likewise, healing spells that are cast on the user receive an additional 40% (+5% per rank up to SS-rank) effectiveness in their healing. This only affects the user and the damage repair can easily be reversed by the user taking more damage than what is able to heal them.
    • Numbness: Due to the user's body being made of inorganic material, the user is not capable of feeling any sort of touch. Since they cannot feel anything that touches them, the user is not aware of when a spell or weapon strikes them unless in plain view. This can result in the user taking more damage than is necessary because they cannot feel when damage is being done to them. Because of this, the user has a higher resistance to damage than a normal person would typically be able to resist. As such, the user has a 40% (+5% per rank up to SS-rank) natural resistance to any physical or magical attack that manages to land on them. Spells that are of the fire element and are equal to or lower in rank to the user are considered ineffective against the user due to their affinity with fire. Damage is still received by the user; however, in cases like water being used, they receive 50% extra damage instead.
    • Supercharge: Jack O'Lanterns are most well known for the candles that flicker endlessly at the center of their hollow forms. The bright light that emits through the darkness is a flame that burns eternally on the night of All Hallow's Eve. This flame is what defines the Jack O'Lantern and because of this, the user, who is of the Jack O'Lanterns, themselves, is able to manipulate and control this flame. It means that the user is capable of amplifying and condensing the strength of the flame that is the basis of their magic. Spells that are produced from the user's own magic are amplified in strength in order to deal more damage to an opponent. Any spell that the user now casts deals an extra 40% (+5% per rank up to SS-rank) in damage naturally to any opponent that it lands on. Likewise, any magic spell that is cast toward the user will deal an extra 50% in damage to the spell or the user, depending on which is hit.

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    Last edited by Blad Dragoon on 22nd December 2016, 9:46 am; edited 3 times in total
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    Stingy Jack Empty D-rank Spells

    Post by Guest 10th December 2016, 9:47 am

    THE OMEN
    Name: Grim Aura
    Rank: D
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Jack O'lantern is an object meant to light one's way, but when that light goes out, complete darkness follows after. Within a twenty (20) meter diameter, all the light that is around the user and their opponents simply disappears without a trace. Everyone is left in utter darkness, darkness that is not able to be seen through as long as they are equal to or lower in rank to the user. Now, the user is able to see just fine through this darkness due to their magic, not at all being hindered by the inability to see. However, in the user's hand is the brilliance of light in a small orb, floating just a few inches above the palm of their hand. It does not light their way; in fact, the light in their hand seems to not emit light at all, it's just a color similar to it. With this orb of light, though, the user can cast out remnants to all of their allies and use this light to boost their allies' spell damage by 25%.
    Strengths:

    • The utter darkness that is caused by this magic is so thick and impenetrable that seeing through it is impossible unless of higher rank than the user
    • Light that is gathered within the twenty (20) meter diameter is compacted into a small orb that can be split apart and given to allies as a buff
    • Allies that are located within the twenty (20) meter diameter will all be given a 25% boost to their spell damage

    Weaknesses:

    • The darkness may not hinder the user's ability to see, but for those that are allied with the user, they will find it impossible to see unless of higher rank than the user
    • A rather low buffing percentage, but still manages give a decent damage boost to the allies' base damage
    • Any light mage that is higher in rank than the user can cast a light spell that removes the darkness entirely
    • This spell deals no damage to the opponents; the only thing it does is hinder their ability to see for four (4) posts



    Name: Shadowstep
    Rank: D
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 2 posts
    Description: The darkness of the world around the user is nigh impenetrable by their light and instead of breaking the shadows, the user utilizes them. By gathering shadows within a twenty (20) meter diameter, the user can bend them to their will in order to shadowstep. Shadowstepping is the ability to step into the realm of shadows momentarily and travel to a different place within a given set of meters. With this ability, the user is able to enter the shadow realm and reappear anywhere within a twenty (20) meter distance. A simple and delicate spell that, essentially, allows the user to teleport without exactly bending or warping reality. However, the user is not the only one capable of shadowstepping, but if they were to cast the shadow over an ally, they can shadowstep as well. An upwards of three (3) different allies can be teleported to a different location as long as it is within twenty (20) meters of the user.
    Strengths:

    • Instead of penetrating the darkness with their light, the user can gather the shadows in order to shadowstep
    • Shadowstepping allows the user to "teleport" anywhere within twenty (20) meters of where they last stood
    • Three (3) different allies can all be transported at once, allowing for quick travel away from any potential dangers

    Weaknesses:

    • The shadows that are gathered by the user are shadows that are from the natural world and thus, can be manipulated by any shadow magus
    • It is only a teleportation device, meaning it does not deal any damage the user, allies, or opponents around the user
    • Distances could always be short; the more the user has to teleport, the more likely it is the distance will be shorter
    • The user can only teleport up to three (3) allies and themselves all at once, anymore will be too difficult for the user



    Name: Gather Shadows
    Rank: D
    Type: Area of Effect, Invisibility, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: When a Jack O'Lantern's light goes out, they are met with darkness, but this darkness isn't solid, it's intangible just as any other darkness. The user, the flame goes out from within the confinements of their skull, can manipulate these shadows and bend them to their will. Bending the shadows around themselves, the user is able to cloak themselves in darkness, instantly becoming invisible. They are able to move anywhere within this darkness as long as it is within twenty (20) meters of where they last stood. Likewise, instead of cloaking themselves in darkness, the user is able to cast the shadows around an ally. This ally will become invisible instead and cannot be seen by those that are not the user, as the user has a spell way to see everyone. However, this does not stop them from being hurt in any way, as even these shadows are able to be consumed by shadow magi.
    Strengths:

    • Gathering shadows around themselves, the user is capable of disappearing from sight for a long duration of time
    • The user or allies become intangible, something that cannot be physically hurt by likes of a weapon or fist
    • Instead of gathering the shadows around themselves, the user is able to cast the shadows over an ally

    Weaknesses:

    • The shadows the user utilizes are made from the natural world, meaning any shadow slayer is capable of consuming them
    • Anyone that is higher in rank to the user can see through the invisibility spell as long as they have a spell or unique ability that allows them to
    • A spell that does not hurt the ally, opponent, or user in any way; it is simply a cloaking device to help them
    • Darkness can be broken with light and as such, any higher ranking magus than the user can cast a light spell that breaks the cloak



    Name: Impart Strength
    Rank: D
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: At any point in time, if the user so deems it, the user can remove 25% of their physical strength and bestow it upon their allies. In doing so, the user removes a small portion of the flame that is within their skull and casts out flecks of it to their allies. This reduces their own physical strength for the time being, but boosts their allies physical strength by a decent amount. Any allies that receive this buff must be within a twenty (20) meter diameter or closer to the user in order for it to work. Since the user removes a small portion of their own physical strength in order to boost their allies physical strength, they receive a small portion of 25% to their spell damage. The buff will only last for a duration of four (4) posts and once the duration is over, strength is returned to normal. It only affects the user and allies, no one else, but is a decent trade off for the physical strength taken from the user.
    Strengths:

    • By removing a small portion of 25% from their own physical, unarmed strength, the user can buff their allies with it
    • In exchanges for the 25% extra physical strength given to allies, the user receives 25% of their spell damage in bulk
    • Everyone must be within twenty (20) meters of where the user stands, giving a large range of effect

    Weaknesses:

    • Removing 25% of the user's own physical strength lowers their unarmed damage output by a rather large amount
    • Removing 25% of the allies' spell damage removes a small portion of the damage they're able to deal
    • Only lasts for four (4) posts, so the buff isn't very long, but is long enough its able to deal decent damage to opponents
    • Buffs allies and user with only 25%, meaning it isn't a very large buff, but a decently big buff from the start



    Name: Sight Graft
    Rank: D
    Type: Area of Effect, Spectral, Unholy, Vision
    Duration: 4 posts
    Cooldown: 5 posts
    Description: As long as another person is within twenty (20) meters of where the user stands, the user can cast this spell. It allows for the user, or allies, to be able to see what another ally is seeing through their eyes for a small amount of time. Upon casting this spell, all allies and user will gain a soft, flame-like light around their eyes that signifies what's happening. This can hinder the allies and user to a degree, as they are no longer able to see what's in front of them, but what's in front of their ally. So, the user or allies will be forced to fight blindly with their opponents while they help their ally see what's around them. The spell only lasts for a duration of four (4) posts, and within that four posts, the allies or user can pick and choose which ally to see through. At any given point in time, the user can disspell the spell, removing the ability to see what another ally is seeing.
    Strengths:

    • As long as an ally of the user is within twenty (20) meters of where they stand, the user can see through their eyes
    • Instead of just allowing themselves to be able to see through their ally's eyes, they can expand it so all allies can see what that ally sees
    • The user can pick and choose which ally they are able to see through their eyes with, as well as change it throughout the spell's duration

    Weaknesses:

    • When seeing through another person's eyes, it removes their ability to see through their eyes if they have sight
    • It only affects the user, unless the user decides to expand the ability to any allies that are within twenty (20) meters
    • Does not deal any sort of damage the user, ally, or opponent; it simply lets the user or allies see through another
    • Cannot affect opponents, meaning the user can only see through another ally's eyes instead of an opponent's



    Name: Spook the Dead
    Rank: D
    Type: Fear, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 2 posts
    Description: Stingy Jack was never a scary man, simply a drunk that wandered the streets in search of another bar to rip off. However, after the denial of his soul into Heaven and Hell, he has become a monstrous being created by folktales. The user, being the incarnation of Stingy Jack, can cast away their appearance for a brief moment to reveal their true form. Upon revealing their true form, the opponents, that are within twenty (20) meters of the user, will feel a sense of fear overwhelming their very being. For those that are equal to or lower in rank to the user, the sense of fear will be so overwhelming that they cannot help, but run away. If the magi so choose to fight the user when in this form, they will have a reduced spell and physical damage output by 25%. This will last until the spell ends, forcing enemies to either flee in fear or fight back with a reduced damage output.
    Strengths:

    • Momentarily reveals the user's real appearance, inducing an overwhelming sense of fear into those who see them
    • Reduces the damage output of both spell and physical damage by 25% for the duration of the spell
    • Only affects those that are within twenty (20) meters of the user, as well as equal to or lower in rank to the user

    Weaknesses:

    • Causes the opponents to have a fight or flight sense and is determined by what the magus's player wants
    • Spell only lasts for a duration of one (1) post, so the debuff doesn't last for very long when fighting against the user
    • Can affect allies as well if they see the user's true form, but is up the ally if they want to flee or not
    • Magi can simply ignore the flight or fight sense, completely negating the effects of the spell entirely



    Name: Focus Death
    Rank: D
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Summoning a glob of fire into the palm of their hand, the user can cast out flecks of flames onto their allies. The moment that a small portion of the fire touches on of their allies, the ally will feel an invigorating feeling overwhelm them. They'll feel as if they could fight a thousand men at once and never run out of the energy used to fight against them. This invigorating feeling gives the allies a boost to both their strength, speed, and armor class (also known as damage reduction). Their strength is easily increased by 25% for the duration of the spell, while their speed is only increased by 10%. As for their boost to their armor class, magi receive a 15% damage reduction to any oncoming spells or melee attacks. It only affects the user's allies, meaning the user does not get a boost from any of this at all for the duration of the spell.
    Strengths:

    • This spell can be used to buff the physical damage output of an ally by 25%for a duration of four (4) posts
    • It can also boost the ally's speed by 10% for the duration of the spell, but is removed upon the spell ending
    • Damage reduction is also boosted by an additional 15% for the duration of the spell up until it ends

    Weaknesses:

    • This spell only affects the user's allies, meaning the user does not get any sort of buff from this spell
    • The damage reduction is only a 15% increase, this means that at most a D-rank spell is reduced by 6 HP
    • Buffs will only last for the duration of the spell and will be removed upon the spell coming to an end
    • It only lasts for a duration of four (4) posts, not very long for a spell that is as useful as this spell is



    Name: Bind Affinity
    Rank: D
    Type: Instant, Spectral, Teleport, Unholy
    Duration: Instant
    Cooldown: 2 posts
    Description: Souls are simply spectral flames and as such, the user is capable of manipulating the souls of those around them. Anyone that is within twenty (20) meters of where the user stands can have their sound manipulated and bound in place. This means that the user can either root them to the area so that they are not able to be moved or teleport their soul to a different location in the vicinity. Opponents' souls will automatically be rooted in place if the spell is used on them, but for allies, allies can be transported. So, if the user binds the ally's soul to a different location within twenty (20) meters of them, they can teleport them to that location. The user is also able to do this with their own soul, given that the user actually has a soul and isn't soulless. It can also work on anyone, but the higher the rank that the ally is, the short the distance they can be teleported.
    Strengths:

    • This spell allows the user to bind the soul of the target to either a different place in the vicinity or in the place they're at
    • Allies of the user can have their souls bound to a different location of the battlefield in order to avoid being hit by spells
    • Opponents that are equal to or lower in rank to the user will automatically have their souls bound in place so they cannot move

    Weaknesses:

    • Opponents that are of higher rank than the user will not automatically have their souls bound in place
    • It affects only the souls of the targets, meaning if the target doesn't have a soul, then they cannot be affect
    • Affects the user as well, so the user can bind their own soul to a location in order to teleport or root themselves
    • Does not deal any damage to allies, user, or opponents, rather it just roots or teleports the chosen target



    Name: Shieldskin
    Rank: D
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Manipulating the flame within their skull, the user is able to pull free a small portion to extend out and over a diameter of twenty (20) meters. When this occurs, all allies that are within range of the spell will receive a soft, flame-like glow around their body. This glow can be seen by anyone, but is immaterial, so it cannot be penetrated by physical or magical attacks. The barrier blocks oncoming attacks by reducing a set amount of damage that is dealt by the spells or physical hits. What this means is that the spell or physical hit can still deal damage to the ally, but the damage is reduced by 25%. It lasts for an upwards of four (4) posts and once the spell ends, the 25% damage reduction is removed from the allies. However, this spell does not apply to the user, meaning the user does not get the 25% damage reduction like the allies do.
    Strengths:

    • All allies within a twenty (20) meter diameter around the user receive a 25% damage reduction buff
    • Everyone gets a very soft, flame-like glow around their body as a pretty decoration for the damage reduction buff
    • Lasts for four (4) posts and since it is a buff and not a shield, it cannot be broken during the duration

    Weaknesses:

    • Only affects the allies of the user, meaning if someone isn't the ally of the user, they don't receive the buff
    • Again, only affects the allies of the user, which means the user, themselves, do not receive the buff at all
    • A soft, flame-like glow appears around the allies' bodies, allowing for anyone to be able to see when the spell takes effect
    • Doesn't deal damage, again, it's just a buff, so it doesn't deal any sort of damage to the user, ally, or opponent



    Name: Voice Graft
    Rank: D
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: As a spectral being, the user is capable of casting forth their voice in order to speak through various objects and people. For instance, if a person was within twenty (20) meters of where the user stood, then they would be able to voice through them. What happens when this occurs is the person retains a flame-like, soft glow in their eyes like they're being possessed. When they speak, it will no longer be their voice, but rather it will be the voice of the user instead of theirs. It can happen so that the user is able to transfer another person's voice into an object or different person as well. However, this is more difficult for the user to do and thus, the user keeps to only voice grafting their own voice. The spells can affect anyone that is equal to or lower in rank to the user and can only affect higher ranks with OOC permission.
    Strengths:

    • Allows the user to voice graft a person, meaning they can use said person as a sort of intercom for themselves
    • Can allow for an ally to voice graft with another person, in case that user is not able to voice graft, themselves
    • A great utility spell for in times of need when important information as to get to allies from farther distances

    Weaknesses:

    • Only affects those that are equal to or lower in rank to the user and cannot affect higher ranking magi
    • Higher ranking magi can be affected under the circumstance that it's allowed via OOC permission to the player
    • The spell only grafts the voice of the user or an ally, making it a utility spell only compared to the other spells in their arsenal
    • Does not deal damage to the user, ally, or opponent, simply lets the user voice over another person



    Name: Shielding
    Rank: D
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Increase max HP
    Strengths:
    Weaknesses:
    wordstagged


    Last edited by Blad Dragoon on 21st December 2016, 6:11 pm; edited 6 times in total
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    Stingy Jack Empty C-rank Spells

    Post by Guest 10th December 2016, 9:48 am

    THE OMEN
    Name: Lifetap
    Rank: C
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: A soft rumble begins in the ground, rolling beneath the feet of those within a thirty-five (35) meter diameter around the user. Second after second, cracks in the ground start to appear, splitting apart the earth on which the user's opponents stand. From the cracks within the ground, a torrent of flames will burst upward, engulfing the vicinity with ash and dust. All those within eight [8] meters or closer to where the user stands will receive 50% of C-rank damage on the initial hit and 50% of C-rank damage for every post after. Those that are trapped within the nine (9) to seventeen (17) meter range will receive 37.5% of C-rank damage on the first blow and 37.5% of C-rank damage every post thereafter. Anyone trapped from the eighteen [18] to twenty-six (26) meter range will receive 25% of C-rank damage on the first hit and 25% of C-rank damage afterward. For those remaining in the twenty-seven (27) to thirty-five (35) meter range will receive 12.5% of C-rank damage on the initial strike and 12.5% C-rank damage until the duration ends.
    Strengths:

    • Has a large range of attack, allowing for a multitude of people to be struck and dealt various damage where they are in the range of attack
    • Deals damage over a set amount of posts, ranging from 250% C-rank damage down to only 62% C-rank damage
    • Whether in the range of attack or not, allies and the user will not be hurt by the affects of this spell

    Weaknesses:

    • Damage varies depending on where a person stands; they can receive either 250% C-rank damage to as little as 62% C-rank damage
    • Anyone is able to simply step out of the range of the spell in order to receive less damage than what was intended for them
    • Barriers and damage resistance do affect this spell, lowering how much damage can be received by the opponent
    • Can set fire to the environment due to the burst of flames that comes forth from the ground, damaging the surroundings



    Name: Siphon Strength
    Rank: C
    Type: Area of Effect, Debuff, Spectral, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Casting forth the flames from their skull, the user can engulf someone in the fell flames of the underworld as long as they are withing thirty-five (35) meters of where the user stands. In this duration, an opponent will begin to feel a lightheadedness, a sinking feeling that they're growing ever weaker. They may find it a struggle to even lift their arms up above them in order to wield a weapon or cast a spell. Their legs will feel weak, pushing to even move themselves forward while trying to defend themselves or attack. On the initial start of the spell, a target will receive 5% of strength reduction, which increases by 5% per post. By the end of the spell, an opponent will have a 25% debuff on their physical strength for the remaining duration. After which, the spell will wear off and the opponent will feel a rush of strength flood their body, overwhelming them.
    Strengths:

    • Targets that are locked within thirty-five (35) meters of where the user stands will receive a 5% debuff to physical strength
    • Over time, the debuff to their strength will increase by 5% per post, up until the debuff reaches 25%
    • Opponents will find themselves struggling to find the strength needed to fight back against the user

    Weaknesses:

    • The debuff starts out rather small, reducing an opponent's strength only by 5% for the first post of the duration
    • May only affect up to a total of seven (7) people before the spell becomes overloaded and can no longer affect others
    • Only affects the physical strength of an opponent, damage from spells is not affected by the debuff at all
    • May affect allies who are caught within the thirty-five (35) meter range if they do not get out of the range



    Name: Lifespike
    Rank: C
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: In a thirty-five (35) meter diameter around the user, a blaze of fire will ignite, encircling and encompassing anyone that is located within said range. These flames, however, have a rippling effect, rolling inward, toward the opponent in rapid succession, but never moving from their place. Within these circular flames, the opponents in a eight [8] meter diameter or closer will receive 50% of C-rank damage on the initial strike of the spell. After which, the ripples of flames will deal an extra 50% to those in said location until the end of the spell. Anyone that is within nine (9) to seventeen (17) meters to the epicenter will receive 37.5% of C-rank damage on the initial hit and 37.5% of C-rank damage afterward. For those caught in the eighteen [18] to twenty-six (26) meter range will find themselves being dealt 25% C-rank damage and 25% C-rank damage thereafter. The rest of the opponents, who are caught within the twenty-seven (27) to thirty-five (35) meter range will be dealt 12.5% of C-rank damage and 12.5% of C-rank damage for the remainder of the spell.
    Strengths:

    • All those that are caught within a thirty-five (35) meter diameter around the user will be engulfed in flames
    • The flames have an added rippling effect that deal damage to opponent individually after the spell's initial strike
    • Opponents are not able to escape from the flames without being severely burnt or injured when escaping

    Weaknesses:

    • Allies can be caught within the flames if they do not stay outside of the ranged attack; creating a cool battlefield if they are trapped with the opponent
    • Damage is equally divided among the opponents that are trapped within the spell, so not all of them will receive the same amount of damage
    • Despite being ethereal flames, these flames are able to be doused by holy water or water of the ethereal matter
    • Darkness/shadow matter can snuff out the flames' life if they envelop the whole of the spell, not just a singular area



    Name: Mend Bones
    Rank: C
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 3 posts
    Description: For anyone that is gathered in a thirty-five (35) meter diameter around the user, the user can ignite and engulf them in flames. These flames, however, are completely harmless, and a person will find that touching them will give off no heat. The fire is a gentle and ethereal flame that isn't the natural color of flames, but rather a softer and prettier blue. It pulsates upon igniting a person, flaring up and down, growing in size from just a few feet tall to nearly two (2) meters in length. When a person is enveloped by these flames, they won't feel a burning sensation, but rather a calming sensation. Any wounds that they find will suddenly disappear, the only cosmetic effect of the spell, though any damage above C-rank will still remain. Damage that has been dealt to them that is of C-rank or lower will be automatically healed by these flames until no damage of that rank or lower remains.
    Strengths:

    • C-rank damage that is dealt to an ally or the user, whether magical or physically-based, will automatically be healed
    • Any wounds that appear on their skin from blades or magical attacks will be reversed and healed instantaneously
    • A soft, blue flame appears around the user or ally that is healed by this spell, a pulsating, almost heartbeat-like effect

    Weaknesses:

    • Damage that is healed by this spell can be reversed by a spell of a higher rank than this one, negating its effects
    • Any water of higher rank and of the holy effect can douse the healing flames that appear upon casting the spell
    • Receiving damage while being healed by this spell will reduce its effects or completely negate what it healed
    • As no other effects other than reverse the appearance of any wounds and negating C-rak or lower damage done to a person



    Name: Wave of Enfeeblement
    Rank: C
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: One would think that this is another engulfing flame that is cast out from the user, but this time around, it is not. Instead, the user withdraws any light within the vicinity, completely negating the ability for a person to see, unless of higher rank than the user. Upon this occurring, an opponent will find that no matter where they stand or where they move to, they will feel a burning. This burning isn't caused by a flame, however; no, this burning is caused by the shadows that envelop them. In a thirty-five (35) meter diameter, walking through the shadows will initially cause 50% damage to be dealt to anyone. Moving around after the start of the spell will cause an additional 50% of damage to be dealt to the opponents. The epicenter of this attack is from eight [8] meters or closer, 75% of damage is dealt at nine (9) to seventeen (17) meters, 50% at eighteen [18] to twenty-six (26) meters, and 25% at twenty-seven (27) to thirty (35) meters.
    Strengths:

    • Moving through this spell will cause a set amount of damage to those that are trapped within the darkness
    • Completely removes the light within a given range, disallowing for them to be able to see during the spell's duration
    • Affects anyone that is located/trapped within the confines of the lightless world, dealing damage to them

    Weaknesses:

    • Damage varies depending on where a person is, either dealing 250% C-rank damage or as low as 62% C-rank damage
    • Allies may become trapped within the lightless world, being dealt damage just as any opponent would be dealt damage
    • Higher ranking magi to the user can see through the complete darkness in order to know where they are going
    • Any damage reduction or shields/barriers that are placed up during the spell's duration can lower its damage significantly



    Name: Heat Blood
    Rank: C
    Type: Fire, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 3 posts
    Description: Controlling fire almost means that the user can easily manipulate the heat that is located in the air or in one's body to ignite flames. By heating up a person's body, the user can cause significant damage to them through the heated particles of their blood. When a person's blood is ignited, the internal flames will deal damage to the skin, as well as to the organs inside. They may find it hard to move, let alone deal with the intense burning sensation that starts within their body. Damage that is dealt to the target is a 150% C-rank damage instantaneously, with a cosmetic burning sensation along with it. This can only affect one person at a time and in some cases, boils and other blister-like cessations will occur on the skin. All cosmetic effects of the spell will fade upon the post coming to an end and will only occur once used again.
    Strengths:

    • Burns the opponent from within their body by heating/boiling the blood that is running through their veins
    • Cosmetically causes boils/blisters/cessations to appear on the opponent's body for the duration of the spell
    • Causes C-rank + 50% damage to the opponent instantaneously upon the blood being boiled/heated

    Weaknesses:

    • Those who manipulate water or heat can easily reduce the effects of this spell by reducing or cooling the heat
    • Damage can be entirely negated if a person that is affected by this spell goes unaffected due to a part of their magic or an item negating autonomous effects
    • Opponents must be within melee range in order for the affects to take place or the spell cannot be cast
    • Higher ranking magi can ignore the cosmetic effects or reverse any damage that is done to them by the spell



    Name: Engulfing Darkness
    Rank: C
    Type: Area of Effect, Darkness, Spectral, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Consuming the light that is within the vicinity of the user, complete and utter darkness will envelop those in a thirty-five (35) meter diameter. Anyone who is caught within this darkness will not be able to see during the spell's duration and will be slowed down by 31%. For those that are trapped within this darkness, they will feel as if their body is slowly being burned alive. Anyone that is eight [8] meters or closer to the user will be dealt 50% of C-rank damage on the initial post and 50% of C-rank damage for the remaining posts. Those that are nine (9) to seventeen (17) meters away from the user will only receive 37.5% of C-rank damage on the first post and 37.5% of C-rank damage thereafter. Opponents trapped in the eighteen [18] to twenty-six (26) meter range will receive 25% of C-rank damage on the initial strike and 25% every post after. The rest that are located in the twenty-seven (27) to thirty-five (35) meter range will receive 12.5% of C-rank damage on the first blow and 12.5% afterward.
    Strengths:

    • Targets that are equal to or lower in rank the user will be blinded for the duration of the spell's effects
    • All affected targets by this spell will have their speed reduced by 31% for the duration of the spell's effects
    • Damage received by opponents varies, but anyone that is trapped in the spell's range will be dealt damage

    Weaknesses:

    • The damage that can be done by this spell varies depending on where an opponent stands; from 250% C-rank damage to 62% C-rank damage
    • Higher ranking magi will not be affected by the blindness effect of the spell and can easily see through the shadows
    • Allies may be damaged by this spell if they are trapped within the thirty-five (35) meter range of the spell
    • Damage of this spell can be reversed or reduced by barriers or damage reduction that an opponent has



    Name: Lifedraw
    Rank: C
    Type: Fire, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 3 posts
    Description: The user can cast for a small flicker of flame that will consume a single target upon touching their body. This target must be within a range of thirty-five (35) meters or closer to where the user stands or the flame will miss. Upon being hit by the tiny flame, they will slowly be engulfed by the eerie fire until it is like they are burning alive. Due to the intensity of the flames and the fact that the person is entirely consumed by the fire, this spell deals an extra 50% in damage. So, in total, this spell deals 150% C-rank damage to any opponent the user casts the tiny flame upon. Cosmetically speaking, the target will feel their skin crawling and slowly being charred by the fire that's engulfed them. They will also feel as if the intense heat is suffocating them, but these two affects deal no damage unlike the fire.
    Strengths:

    • Damage is upped by 50% due to the fact that the fires cast upon the opponent are so intense and petrifying
    • In total, this spell is capable of dealing an opponent 150% C-rank damage the moment it touches them
    • Cosmetically, damage done to the opponent is simply feeling their skin burning and charring from the flames

    Weaknesses:

    • If an opponent has a barrier around them or some sort of damage reduction, not all damage will be dealt by the spell
    • The flames can be doused by magi who have holy water spells that are of higher rank than this spell
    • Healing the effects of this spell will reverse an opponent's sensation of having their skin charred and burned alive
    • If the target is too far away, the flame will completely miss them and catch fire to something in the environment or the closest being



    Name: Word of Shadow
    Rank: C
    Type: Fire, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 3 posts
    Description: Decreases HP per tick
    Strengths:
    Weaknesses:
    wordstagged


    Last edited by Blad Dragoon on 21st December 2016, 6:10 pm; edited 8 times in total
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    Stingy Jack Empty B-rank Spells

    Post by Guest 10th December 2016, 9:48 am

    THE OMEN
    Name: Heart Flutter
    Rank: B
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Targeting a certain area that is, at most, fifty-five (55) meters away from where the user stands, and, at most, fifty-five (55) meters in diameter, the user can inflict arterial damage upon opponents. What this does is substantially cause a victim's heart to begin to flutter and beat at a faster pace than what is normal. While this is only the cosmetic effect, the spell itself is capable of dealing immense damage to targets over a set duration of six (6) posts. For those that are thirteen (13) meters or closer to the user, they will be dealt 50% of B-rank damage on the initial hit and 40% B-rank damage for every post after. Anyone that is caught in the fourteen (14) to twenty-seven (27) meter range will be dealt 37.5% B-rank damage on the initial blow and 30% every post thereafter. Those trapped in the twenty-eight [28] to forty-one (41) meter range will be dealt 25% of B-rank damage on the first strike and 20% of B-rank damage on every post after. Opponents that are caught in the forty-two (42) to fifty-five (55) meter range will be dealt 12.5% of B-rank damage on the first attack and 10% afterward.
    Strengths:

    • Targets that are locked within a fifty-five (55) meter range in any direction of the user will be dealt damage
    • Only pure damage is dealt from this attack, but damage can equate up to 250% of B-rank damage at the epicenter
    • The damage to an opponent is internal, so nothing can be down to stop it from an outside source unless through healing

    Weaknesses:

    • Targets' damage can be reversed if there is a healing spell of a high enough rank that can reduce or completely negate the damage
    • May affect allies if they are caught within the range of the spell, but only if they are there at the start of the spell
    • Higher ranking magi may not even feel the effects of this spell, removing the cosmetic effects of the spell
    • Damage varies depending on where a person stands, so one person can receive 250% B-rank damage versus someone else only receiving 62% B-rank damage



    Name: Banshee Aura
    Rank: B
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: In a fifty-five (55) meter area around the user, allies of the user will gain a flaming shield around their body. This shield is not just any shield, however; no, this shield is made from the flaming souls of those the user has killed. These souls send off a shrieking sound that is damage to the ears of the opponents that the allies attack, but not to the allies or user, themselves. Thus, the barrier around the allies is dubbed as the "Banshee Aura" because of how piercing the sound is to opponents. When an opponent gets near the barrier enveloping the ally, the shrieking will cause damage equal to 25% of B-rank damage per post. Any spells or attacks that are directly thrown at the ally will have their damage reduced by 50% for the duration of the spell. Damage that is done by the barrier will do no more than 1.5x B-rank damage to the opponent for its duration.
    Strengths:

    • Allies have a barrier that surrounds them in the flaming souls of spirits that send out a shrieking sound
    • The shrieking sound caused by the spirits deals 25% of B-rank damage to an opponent when they are close to the barrier
    • The barrier receives 50% of damage from an opponent's blow, causing the ally to receive less damage than normal

    Weaknesses:

    • Only reduces the damage of spells and physical attacks by 50%, so allies still receive some sort of damage
    • Only deals 25% of B-rank damage to an opponent per post, so if the opponent stays out of melee range, they won't be dealt the damage
    • Only affects the allies of the user, so the user does not receive the barrier upon casting the spell
    • Not much else other than dealing damage to opponents and reducing damage for allies, no other effects, even cosmetically



    Name: Hungry Earth
    Rank: B
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 4 posts
    Description: Summoning forth roots from the ground, the user can grab and otherwise root targets into place as long as they are fifty-five (55) meters or closer to them. These roots are not just any roots though; these roots are the roots of pumpkin vines that wrap around them. Only those that are equal to or lower in rank to the user will be rooted to the ground and unable to move. Those that are one rank or higher than the user will have their speed simply reduced by 50% of their natural speed. Higher ranked magi can simply ignore the rooting altogether, as well as the slow, and only receive the damage deal to them. Upon being rooted to the ground, those that are within twenty-eight [28] meters of the user will be dealt 100% B-rank damage. For anyone that is outside of the epicenter, a.k.a those that are within twenty-nine (29) to fifty-five (55) meters will receive 75% of B-rank damage.
    Strengths:

    • This spell is capable of rooting an opponent to the ground as long as they are equal to or lower in rank to the user
    • Any magi that is one rank or higher than the user will have their speed reduced by 50% for the spell's duration
    • Deals 100% B-rank damage to those at the epicenter of the attack and 75% of B-rank damage for those outside of the attack

    Weaknesses:

    • Higher ranking magi are capable of completely ignoring the root and slow of the spell and only taking the damage
    • Damage is lowered by 25% the farther away from the epicenter that the opponent is to a max of 75% B-rank damage
    • Only lasts for a single post so the speed reduction and the rooting isn't as effective as it would be with a longer duration
    • Only deals damage and rooting, no other cosmetic effects or damaging effects than what was stated



    Name: Shadow Compact
    Rank: B
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: The user can cast out a small flame from within their skull, shaped like a pumpkin, toward any ally within fifty-five (55) meters of where they stand. Upon the ally being hit with the flame, they will feel a soft, pinch-like burning sensation where the flame singed them. After which, the ally will feel slightly more invigorated than they previously were, slightly more like they could last longer. They won't know why or how, just that they feel rejuvenated compared to how they had felt at the earlier point of the spell. Any ally that receives this pumpkin burn mark on their body will have an extended amount of HP for a short duration. An additional 15% of HP will be added to their health bar until it is either used up or until the spell wears off. This will only affect the allies of the user and no one else, not even the user, themselves, for the spell's duration.
    Strengths:

    • The user's allies will feel an invigoration, making them feel as if their health has just been restored a little
    • Leaves a unique, little burn mark where the spell hit them, in the shape of a pumpkin, or rather, a "jack o'lantern"
    • Allies that are hit with this spell receive 15% extra HP to their health bar until the spell ends or until it is used up

    Weaknesses:

    • A significantly large boost to HP, but is also a rather small boost to HP that only lasts for a short amount of time
    • Only affects the user's allies, so the user is not someone who is able to receive the 15% extra HP
    • The extra health can easily wear off of the ally from them simply taking a lot of unnecessary damage from spells
    • Only has the effect of adding an additional 15% HP to a person, no other effects of the spell occur in the time period



    Name: Locate Corpse
    Rank: B
    Type: Area of Effect, Spectral, Tracking, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: The user is someone who is adept in being able to sense the paranormal, including those who have recently died or are dying. If the user has known this person beforehand, even the simplest of encounter, such as a glance at them through a crowd, they can track them. They are able to recognize their scent, magical power, presence, anything that would allow them to know where they are. This does not allow them to sense what kind of element their magic is, the spells they can do, et cetera; only their presence. From this interaction, the user can track said person or people for a distance of fifty-five (55) meters and no farther. Once this person or people have left the premises of the user's ability to track, they can no longer track them. Likewise, tracking more than two (2) people at a time may cause confusion for the user and harder for them to find who they're looking for.
    Strengths:

    • Allows the user to track a target if they have previously met, seen, heard, smelled, et cetera the person they are tracking
    • The user is capable of tracking a person they target for a distance of fifty-five (55) meters starting where they first stand
    • Temporarily bypasses a person's ability to reduce their magical presence, et cetera, in order for the user to locate them in times of emergency

    Weaknesses:

    • Higher ranking magi will always be more difficult for the user to track since they are capable of suppressing their magic better
    • Only tracks a target for a distance of fifty-five (55) meters, once it's reached, they are no longer able to track them
    • Can temporarily taunt the user in being able to sense where the person is, but being unable to reach them in a max range of fifty-five meters before losing the presence
    • Some people may not be able to be tracked at all because they do not emit a presence at all, even when suppressing their presence



    Name: Tiny Companion
    Rank: B
    Type: Instant, Size Manipulation, Spectral, Unholy
    Duration: Instant
    Cooldown: 4 posts
    Description: Targeting a single magus, the user can change the size of the person to either larger than their natural size or smaller. However, in the case of this spell, the user is only capable of shrinking the size of a single target to something smaller than their natural size. This can be used to avoid being hit by spells, by shrinking the person below the height of the spell, itself. It can only be done once every four (4) posts and only to a single target that the user decides to help. The player of the chosen magus is allowed to rp whatever size they were shrunken to or denying the shrinking at all. When shrinking a person down to an unnatural size, this can also be used as a means of utility, such as fitting through small spaces. While not much more useful than that, this spell is fun to simply shrink people down momentarily to an unnatural size.
    Strengths:

    • The user is able to shrink the size of a single to target for utility reasons, such as fitting through tiny spaces
    • This spell allows the user to also shrink the target's size in order to help them avoid being hit by a spell
    • Can be used to avoid physical strikes as well, but is much better for avoiding spells from a longer distance

    Weaknesses:

    • In some cases, shrinking the person in order to avoid a spell may not be effective if the spell moves faster than the this spell
    • Extremely large objects may not be able to be shrunk at all due to how large and taxing the object is for the user
    • Higher ranking magic can completely deny being shrunk at all and simply take the hit, but who would do that?
    • In plot cases, the person who was shrunk may be permanently shrank down to the size they were shrunk to



    Name: Harmshield
    Rank: B
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Casting out the flames of fire from their skull, the user can envelop a fifty-five (55) meter diameter around themselves. This envelopment has a encasing of fire all around those that are within the specified range and will eject any enemies. The flames act as a barrier for the allies and user, first blocking 50% damage for the first blow a spell makes. For ever spell or physical hit that strikes the barrier, it then reduces 40% of damage until the end of the spell. In the end, this spell is capable of blocking 2.5x B-rank damage from anyone that is located inside of the barrier. Everyone will receive some sort of damage, however, as damage is only reduced by a set amount for the duration. Enemies cannot get inside of the barrier no matter how hard they try and by the time they do, the barrier will be down.
    Strengths:

    • This barrier reduces damage of a spell by 50% for the first post that the spell actually starts on
    • The barrier reduces 40% of damage dealt to an opponent for the remainder of the spell or until it takes 2.5x B-rank damage
    • Awesome barrier around allies and user, a flaming shield that sort of has a crystallized effect on it

    Weaknesses:

    • Can only handle blocking 2.5x B-rank damage versus the normal 3x B-rank damage that barriers can defend against
    • Does not cause any sort of damage to an opponent, ally, or the user, as it is purely a defensive spell
    • Contains a large amount of people inside of it due to its large range of effect, reducing its ability to defend well
    • Higher ranking spells can cause the spell to reduce damage less often, reaching its maximum 2.5x B-rank damage



    Name: Siphon Life
    Rank: B
    Type: Fire, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 4 posts
    Description: Decreases HP per tick
    Strengths:
    Weaknesses:
    wordstagged


    Last edited by Blad Dragoon on 21st December 2016, 6:10 pm; edited 6 times in total
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    Stingy Jack Empty A-rank Spells

    Post by Guest 10th December 2016, 9:48 am

    THE OMEN
    Name: Screaming Terror
    Rank: A
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: As a nightmarish being, the user is able to send out an unholy-sounding, rather horrifying howl into the air. This howl is capable of sounding like anything and will sound different to every person that hears the howl. The sound is a manifestation of the fears that one feels, whether knowingly feeling the fears or not aware of them at all. In an eighty [80] meter diameter around the user, the sound acts like piercing swords as it whips around the area. Anyone who is locked within twenty (20) meters or closer to the user will experience 50% A-rank damage on the initial blow and 25% for every post up to the seventh (7th) post. From the twenty-one (21) to forty-one (41) meter range, opponents will be dealt 37.5% of A-rank damage on the first strike and 18.75% thereafter. Those in the forty-two (42) to sixty-two (62) meter range will have 25% of A-rank damage dealt to them on the first post and 12.5% every post after. Lastly, for those from the sixty-three (63) to eighty [80] meter range, they will experience 12.5% of A-rank damage on the initial hit and 6.25% afterward.
    Strengths:

    • A horrifying scream will echo in the air, sounding extremely different from one person to the next for those who hear it
    • Anyone within an eighty [80] meter diameter around the user will experience some type of damage from 2x A-rank damage to as little as 50% A-rank damage
    • Has a large range of attack, making it so that a surmount of people are able to be affected by the spell

    Weaknesses:

    • Damage varies depending on where a person stands, so one person may receive more damage than another person
    • Allies are capable of being caught inside of the sound and experience the damage that the opponents are experiencing
    • Higher ranking magi can completely ignore the high-pitched screaming, but will still receive the intended damage
    • The loud screaming can cause temporary, or permanent deafness, for allies or the user until the spell has come to an end



    Name: Shadow Sight
    Rank: A
    Type: Area of Effect, Buff, Spectral, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: As a spectral being, the user is able to see past any form of invisibility that a person may be able to take on. Well known for this ability, the user can pass on such potential to their allies, allowing them to be able to temporarily see through cloaking. This spell can affect anything, so long as they are equal to or lower in rank to either the user or the ally affected by the spell. Since it's such an easy spell to be able to pass on to someone else, the spell retains an extremely long duration of seven (7) posts. During this time, anyone that is within an eighty [80] meter diameter around either the user or the ally will be visible to them. It does not affect thought that are higher ranked than the user or higher ranked than the ally affected by the spell. Upon the spell coming to an end, the user or the ally will notice that those cloaked in invisibility begin to fade away.
    Strengths:

    • As a being who's capable of easily seeing through a person's invisibility or cloak, they can pass this ability on to someone else
    • This spell allows either the user or an ally to be able to see through invisibility as if it was never there to begin with
    • A large range of effect, so anyone inside of that range and who use invisibility will be able to be seen

    Weaknesses:

    • Only affects those that are within the eighty [80] meter diameter around the user or the ally affected by the spell
    • Anyone who does not have this ability to see through invisibility cannot see through the invisibility unless they have their own spell
    • Passing of the ability disallows for the user to be able to see through the invisibility while their allies do
    • The ability only lasts for a total of seven (7) posts, while long, they won't be able to see through invisibility afterward



    Name: Intensify Death
    Rank: A
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 5 posts
    Description: Sending out a surge of fear into a person's very being, the user can intensify the feeling of death the one feels. In doing so, this can cause damage both physically, mentally, and emotionally to the person that was targeted. Due to the immense amount of feeling that the person will be overwhelmed with, this deals an additional +50% in damage. So, on top of the 100% A-rank damage that is being dealt to them, the opponent will also receive +50% extra damage from the emotions and scarring they receive. Whether the damage from the spell mentally and/or emotionally is permanent or not is decided upon the other player. This spell is only effective against those in an eighty [80] meter diameter around the user and no farther than that. For those that are in the twenty (20) meter range or closer to the user will experience the 150% A-rank damage. Anyone from the twenty-one (21) to forty-one (41) meter range will experience 112% A-rank damage; those from the forty-two (42) to sixty-two (62) meter range will be dealt 75% A-rank damage. The remaining people who are from the sixty-three (63) to eighty [80] meter range will be dealt 37.5% A-rank damage.
    Strengths:

    • A person will quickly be overwhelmed by the sensation that death is coming upon them, by where and when, they don't know
    • The intense feeling of impending doom will cause an extra 50% of damage to those in the epicenter of the attack
    • Damage is spread out over the range of the spell, so anyone caught inside of the range will be dealt damage

    Weaknesses:

    • Damage varies depending on the range in the spell that they stand in, so a person can receive as much as 150% A-rank damage to as little as 37.5% A-rank damage
    • Instantaneous spell, so the spell only lasts for a brief second before it's forced to go on a long cooldown of five (5) posts
    • Potential damage caused to allies can occur if the allies are within the range of the spell by the time it's cast out
    • No other affects aside from pure damage occur, unless cosmetically speaking, which is just the intense feeling of impending doom



    Name: Spirit Tap
    Rank: A
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 5 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:


    Name: Dooming Darkness
    Rank: A
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 5 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:


    Name: Word of Spirit
    Rank: A
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Decreases HP and speed by 35%
    Strengths:
    Weaknesses:


    Name: Surge of Enfeeblement
    Rank: A
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:
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    Last edited by Blad Dragoon on 22nd December 2016, 8:58 am; edited 3 times in total
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    Stingy Jack Empty S- and SS-rank Spells

    Post by Guest 10th December 2016, 9:49 am

    THE OMEN
    Name: Night Fire
    Rank: S
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:


    Name: Convergence
    Rank: S
    Type: Healm, Resurrection, Spectral, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: Resurrection
    Strengths:
    Weaknesses:


    Name: Succussion of Shadows
    Rank: S
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Decreases damage reduction
    Strengths:
    Weaknesses:


    Name: Pyrocuor
    Rank: S
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:


    Name: Touch of Night
    Rank: S
    Type: Area of Effect, Instant, Spectral, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:


    Name: Funeral Pyre of Kelador
    Rank: S
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Decreases HP
    Strengths:
    Weaknesses:
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    Last edited by Blad Dragoon on 21st December 2016, 6:09 pm; edited 2 times in total
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    Stingy Jack Empty H-rank Spell

    Post by Guest 10th December 2016, 9:49 am

    THE OMEN
    Name: Pyre of Jorobb
    Rank: H
    Type: Area of Effect, Damage Over Time, Spectral, Unholy
    Duration: 20 posts
    Cooldown: 21 posts
    Description: Decreases HP and reduces max HP
    Strengths:
    Weaknesses:
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    Last edited by Blad Dragoon on 21st December 2016, 6:09 pm; edited 3 times in total
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    Stingy Jack Empty Signature and Fusion Spells

    Post by Guest 10th December 2016, 9:49 am

    THE OMEN
    Name: Exhumer's Call
    Rank: D
    Type: Corpse Calling, Spectral, Summon, Unholy
    Duration: N/a
    Cooldown: N/a
    Description: While this spell is more well known for summoning the corpse of a person to the location of the user, it can be used as a teleportation device. The user is able to select either themselves or a single given target within a twenty (20) meter range to teleport. Upon selecting them, the target will be teleported to their side as long as they are within the specified range. If the user decides to teleport themselves, they can only be teleported within the specified range of twenty (20) meters. It is a very simplistic spell that allows either the user or a selected target to move out of the way of a spell. Or it can be used as a means of quicker travel, though can be considerably tiresome on the user having to constantly cast it. In some cases, the user can take up to five (5) different people when teleporting them to a new location.
    Strengths:

    • Allows the user to be able to teleport themselves to a different location within twenty (20) meters of where they last were
    • Allows the user to be able to select up to five (5) targets that they are able to teleport to their side instantaneously
    • Can be used as a utility means of moving from one place to the next quicker than it would be to walk

    Weaknesses:

    • This spell can only be used to teleport either the user or up to five (5) allies to a different location in twenty (20) meters
    • Causes no damage to opponents or the surroundings unless the person teleported it just really fat and heavy
    • Useful for one moving one person to a different location or traveling quickly to different places they need to go
    • Teleportation, happens in an instant, can be used over and over again, but is exerting for the user to cast



    Name: Dread Pyre
    Rank: A
    Type: Fire, Instant, Spectral, Unholy
    Duration: N/a
    Cooldown: N/a
    Description: The user is able to warp fire around their fists that gives them a permanent damage buff increase of 25% whenever activated. Upon deactivating the fire, however, the permanent buff will be temporarily removed until they are reactivated again. This buff only affects the physical strength of the user and cannot be used on anyone other than themselves. Their inflamed fists will be able to deal an extra 25% of unarmed damage for every blow they throw at an opponent. It can last for only a few posts if the user decides or it can be a permanent buff for the entirety of the thread. However, if they choose to make it permanent, they have to be wary of touching things with their blazing hands. Because of their blazing hands, things are able to cosmetically catch fire and burn to the touch, but no damage will be dealt.
    Strengths:

    • Gives a permanent buff to the user that helps increase their physical strength while fighting in hand-to-hand combat
    • Can be toggle on and off to disperse the flames, so as not to damage the environment around them
    • Makes their fists look really cool and make people wonder why they aren't having their skin burned alive

    Weaknesses:

    • Only effective on the user, so the user is not able to cast it onto someone else for them to be able to use it
    • Only boosts the user's melee strength by 25%, which is comparatively low to other magi they may go up against
    • It is just a buff, so the spell, itself, is not able to cause any damage to opponents, rather it's the user who does
    • Mostly a cosmetic effect on them with the flames, but is capable of damaging the environment if left toggled on



    Link to Spell Fusions:
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    Last edited by Blad Dragoon on 22nd December 2016, 9:25 am; edited 2 times in total
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    Stingy Jack Empty Raffle-Earned Celestial Keys

    Post by Guest 10th December 2016, 9:54 am

    THE OMEN
    Content cannot be found.
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    Stingy Jack Empty Re: Stingy Jack

    Post by Guest 22nd December 2016, 7:23 pm

    Stingy Jack VkztGmZ

      Current date/time is 21st November 2024, 5:38 pm