Magic
Primary Magic:The Leviathan
Secondary Magic:
Caster or Holder: Caster
Description: The Leviathan is a massive wingless serpent that dwells out at sea, few can tell if it is called a dragon or if it is just a large snake, but two things are known: It's breath can move the ocean and summon storms at it's will, and it's hunger knows little to no end, in lore having devoured entire islands. The Takeover mage using the Leviathen adapts an art of Storm themed magic with the powers of the leviathan, all while fighting the influences of the beast to cause destruction and mayhem.
The takeover has two parts the mage has to factor in, first being the physical and the second being the storms. The physical involves taking on, of course, the scales and claws and tail etc. of the leviathen, and gaining it's unique gifts. The eyes, to see beyond mortal eyes. The gills, to breathe underwater. The tail, for added attacks. Even the claws, which have cleaved boats in two. Then, the storms... The Leviathen is naturally gifted at calling storms, and even his breath is a hurricane of destruction. The mage channels through the leviathan, using magic that influences the very weather itself.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Leviathan's Strength: His physical form is much stronger than it looks. Attacks delivered by his fists are 25% stronger than normal.
Leviathan's Hide: Immune to Water spells equal in rank to himself.
Leviathan's Rest: While in Natural bodies of water (Lakes, river, ocean) he gains back 3% MP per post he remains in the body of water.
Spells:
Primary Magic:The Leviathan
Secondary Magic:
Caster or Holder: Caster
Description: The Leviathan is a massive wingless serpent that dwells out at sea, few can tell if it is called a dragon or if it is just a large snake, but two things are known: It's breath can move the ocean and summon storms at it's will, and it's hunger knows little to no end, in lore having devoured entire islands. The Takeover mage using the Leviathen adapts an art of Storm themed magic with the powers of the leviathan, all while fighting the influences of the beast to cause destruction and mayhem.
The takeover has two parts the mage has to factor in, first being the physical and the second being the storms. The physical involves taking on, of course, the scales and claws and tail etc. of the leviathen, and gaining it's unique gifts. The eyes, to see beyond mortal eyes. The gills, to breathe underwater. The tail, for added attacks. Even the claws, which have cleaved boats in two. Then, the storms... The Leviathen is naturally gifted at calling storms, and even his breath is a hurricane of destruction. The mage channels through the leviathan, using magic that influences the very weather itself.
Strengths:
- Useful Utility Takeovers
- Extremely Strong Physical Attacks
- AOE Storm magic attacks.
Weaknesses:
- Leviathan's Influence takes over the more Takeovers are used. At full takeover where 4 b-rank or higher partials are used, the user has 2 posts before he begins losing his mind to the leviathan, happening over 3 more posts, until he become the Leviathan until knocked out or subdued in some form. In this state he attacks anyone in sight and has no care for destruction or causing property damage.
- Storm Magic is uncontrolled and highly destructive
- Half Take overs from B-ranks and up leave the user extremely tired, and unable to use more than one partial for posts equal to how long he held the Half Takeover or until he seeks rest.
- Full Takeover from B-rank and up, once ended, reduce the user to exhaustion and blackout, as if he had hit 0 hp.
- Weaker to Dragon slayer magic, taking 5% more damage per active Partial (up to 20% at 4 partials)
Lineage:
- Aspect of Jupiter:
- Aspect of Jupiter
Description: The aspect of Jupiter, once a king among gods he has now become as fallen as any other. Having freed his siblings from the belly of his father, Jupiter is tenacious and clings to his immortal essence. Jupiter was hailed as the ruler of the sky, and these certain traits bring themselves to bear in his host.
Ability: The Aspect of Jupiter lends to it's host a certain favour with the winds. Their magic can only be eaten by god slayers. Wind magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a wind spell to nullify it(max S-rank).
Gains a user-ranked Wind-based signature spell. (S- rank Max) It must be made in the magic app as normal in addition to the spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
Leviathan's Strength: His physical form is much stronger than it looks. Attacks delivered by his fists are 25% stronger than normal.
Leviathan's Hide: Immune to Water spells equal in rank to himself.
Leviathan's Rest: While in Natural bodies of water (Lakes, river, ocean) he gains back 3% MP per post he remains in the body of water.
Spells:
- D-Rank:
- Tree Cutters:
Name: Tree Cutter
Rank: D
Type: Offensive/Wind/Takeover
Duration: 3 Posts or until Active is used / Active is Instant
Cooldown:4 Posts / Or 2+Number of Posts passive was used
Description: The user slams his fists together, and when he pulls them apart his fingertips down to his wrists are coated in cerulean scales, and his nails converted into sharp claws. Strengthening his fists, while adding a more lethal component to his future attacks.
Passive: Additional 25% increase to damage delivered from his punches or claw attacks for the duration the Takeover is effective.
Active: The claws fade, as the user unleashes a small torrent of Wind based blades through the air, which slash and cut whatever they hit in cone that extends 10m from the user.
Strengths:- Adds claws to the user which can be used to cut and tear through what fingers may not.
- The Active spans a decent area of effect, making it harder to dodge
Weaknesses:- Passive offers no range benefits, and ensures that melee combat is still necessary.
- The Active can not be aimed properly, and will tear and sear through buildings and people in the way, even allies.
- Counts for calculating bonus damage taken from Dragon Slayer spells while activated.
- Adds claws to the user which can be used to cut and tear through what fingers may not.
- Storm Chaser:
- Name: Storm Chaser
Rank: D
Type: Water/Enhancement
Duration:3 Posts, or until Active is used / Active is Instant
Cooldown:4 Posts / Or 2+Number of posts passive was active
Description: The user pounds his fists together, as what would look to be like wind circles around his legs, like small wirlwinds around their shins and ankles up to the knee. While it does no damage, the winds increase the user's speed and lower their weight to move much faster than before.
Passive: Increases speed by 20%, unless in water where it grants the user 40% speed instead.
Active: Expend the spell to leap forward or upward 15m at speed, often used in conjunction with other attacks or to clear large distances.
Strengths:- Increased movement that is even more powerful in water.
- Powerful takeoff which can make for some explosive melee attacks.
Weaknesses:- The leap distance is hazardous without a means to slow the fall, meaning the drop could hurt more than necessary.
- Leaping forward has no ability to aim, and is a direct straight shot right into whoever or whatever is in the way.
- Despite being usable in water, the increased speed without control can lead to dangerous results.
- Increased movement that is even more powerful in water.
- Serpent Sight:
- Name: Serpent Sight
Rank: D
Type: Utility/Support
Duration:3 Posts.
Cooldown:4 Posts
Description: Able to be done a bit quietly compared to the other spells. The user holds his fingers over his eyes, closing them before they will open again with yellow color and the slit pupils of a serpent.
Passive: Allows the user to see via heat/infared rather than his normal sight, but as this is the impure version of the Leviathan's eyes it only reaches out 15m, the rest is black or faded. It can not see through thick walls, or see things that do not give off heat.
Strengths:- Useful in detecting stealthed or hiding sources that give off heat.
Weaknesses:- Limited vision despite what it grants, cutting the user's sight down to the edge of the spell and only what can give off heat.
- When the spell ends, it takes 1 post to adjust to seeing normally again. This means a lack in accuracy or reflex.
- Useful in detecting stealthed or hiding sources that give off heat.
- Tide Breather:
- Name: Tide Breather
Rank: D
Type: Water/Takeover/Offensive/Utility
Duration: 3 posts, Active does not cancel it / Active is instant
Cooldown: 5 posts
Description: The user slams his fists together, and tilts his head back as cerulean scales coat their neck down to the collar, and up to the jawline. Gills appear on either side of the user's throat, which passively take in water as the user swims and allows for the user to drink at a much higher speed than normal.
Passive: Allows water breathing for the duration, ensuring that the user can not suffocate while swimming and submerged. Passively takes in water as well to power the active, increasing it's damage 5% per post being underwater until the active is used, up to 20% if for all three posts he was not moved from the water. Drinking water will only confer a 15% boost. NOTE: Water spells will not be absorbed with this spell, and instead effect him as normal.
Active: Breathes out a torrent of water which hits in a straight line 15m out. For every round the passive was allowed to charge the damage is increased by 5% up to a maximum 20% damage boost if he was not moved from the water for all three posts. 15% if any of the water was merely drank instead of being properly submerged. The active MUST be used on the final turn the passive is active, and the user can not control this.
Strengths:- Allows for underwater travel safely.
- Powerful attack for water use, and does not have to be natural water.
- Can reduce falling speed from Storm Chaser's active.
Weaknesses:- Counts for calculating bonus damage taken from Dragon Slayer spells while activated.
- Forced to use active by last post, no control of this, and it will shoot forward from wherever the user is facing no matter who or what is in the way.
- Heavilly dependent on water areas for effectiveness.
- The water charging must be done based on gallons. A glass, or small source of water will not work. A half-gallon per post must be taken in for the full damage increase. Ideally 5% bonus per half-gallon of water that is stored. Easiest done in a body of water where the gills do all the work.
- Allows for underwater travel safely.
- S-Rank:
- Typhoon Breaker:
- Name: Typhoon Breaker
Rank: S
Type: Wind/Offensive/Signature
Duration: One post charge, then instant
Cooldown:10
Description: The user inhales a great deal of wind into his stomach, pounding his fists together as he channels the magic into a powerful blast that is visible as a ball of wind at the user's mouth. Once the charge has taken place, he breathes out a massive torrent of wind that reaches out 10 meters, only expanding to a meter wide circle, but it's impact is felt and can tear through most structures. (All numbers wrote using D-rank limiters)
Strengths:- Highly destructive and good at getting past defenses.
- The nature of spinning wind can cause some people to lose track of where it may be impacting.
- The low charge time means it can be used upclose and personal.
Weaknesses:- Unable to be fully controlled, and will tear allies that get hit as well.
- Extensive property damage, hitting everything in the line and anything that can not withstand the blast will be ripped and torn into just the same
- The indicator of the spell does give any up-close opponents a chance to react.
- As it is a very powerful spell for what it offers, it does exhaust the user, making spells unusable for a post.
- As it requires breathing, any toxins or anything that will effect and/or hinder breath are 50% more effective against the user.
- Highly destructive and good at getting past defenses.