Magic
Primary Magic: Take Over: Djinn Soul
Secondary Magic: N/A
Caster or Holder: Caster
Description: Djinn Soul is a form of Take Over magic allowing the user to take on the physical form or attributes of the mystical Djinn's. Powerful spirit-like entities of physical form, chosen to be a sort of protector to certain elements and aspects of life. Before their chosen fates, they were a hidden tribe of three eyed people. They gained pure control with the elements and their own beings allowing them to obtain a higher being. They were first found by one known as Solomon and commanded them as an elemental army to destroy a once great threat to his people. With being of higher stature, along the category of a deity, they are not easily found or well known besides from ancient tales. For those that have learned the key to understanding the Djinn it is only then that they can be summoned. But still their physical form is not enough to exist in the human world alone, that is why the users mind acts as a signal alerting those Djinn in contact with the user to take on form within the users body.
As for Luard, he has no recollection of coming into contact with these beings but still has the innate feeling within him to wield the Djinn. He is swiftly learning of the true potential of his combat capabilities, such as his partial transformations and reaching the brink of full transformation upon strong reason. His lack of control and understanding however has him often overtaken by his own power leading to rampages, upon situation. The realm of which the Djinn call home is a mirror to our own, and so for one who has gained the wisdom from the Djinn are able to sense their ethernano and gain the chance to become one with them.
Strengths:
Weaknesses:
Lineage:
Primary Magic: Take Over: Djinn Soul
Secondary Magic: N/A
Caster or Holder: Caster
Description: Djinn Soul is a form of Take Over magic allowing the user to take on the physical form or attributes of the mystical Djinn's. Powerful spirit-like entities of physical form, chosen to be a sort of protector to certain elements and aspects of life. Before their chosen fates, they were a hidden tribe of three eyed people. They gained pure control with the elements and their own beings allowing them to obtain a higher being. They were first found by one known as Solomon and commanded them as an elemental army to destroy a once great threat to his people. With being of higher stature, along the category of a deity, they are not easily found or well known besides from ancient tales. For those that have learned the key to understanding the Djinn it is only then that they can be summoned. But still their physical form is not enough to exist in the human world alone, that is why the users mind acts as a signal alerting those Djinn in contact with the user to take on form within the users body.
As for Luard, he has no recollection of coming into contact with these beings but still has the innate feeling within him to wield the Djinn. He is swiftly learning of the true potential of his combat capabilities, such as his partial transformations and reaching the brink of full transformation upon strong reason. His lack of control and understanding however has him often overtaken by his own power leading to rampages, upon situation. The realm of which the Djinn call home is a mirror to our own, and so for one who has gained the wisdom from the Djinn are able to sense their ethernano and gain the chance to become one with them.
Strengths:
- Situational advantages upon different forms
- Gain resistance against the same element while in same form
Weaknesses:
- Djinn souls are very difficult to come across
- Different forms have their own weakness
- The Djinn all have their own personality and slight will over their own being and are able to overpower and act of their own free will if they deem fit.
Lineage:
- Feeling Empty:
Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
Ability: The user in missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage. The user gains MP equal to half the spell used to attack them that they were get hit by.
Usage: 3 posts with a 8 post cooldown. The user can only absorb MP from one spell they are hit by per post and they can only absorb the MP from a spell of their rank or lower(Max S-rank)
- Djinn Sensory: If another Djinn spirit is within 15 meters, the user is able to feel a restless tingle through their body.
- Favoring Winds: Djinn's have a natural affinity to air magic, gaining 3% of their mana back if damaged by a spell of that nature per post. This can include wind, clouds, and smoke abilities.
- Genie Essence: Due to the large fortitude that the Djinn's hold over elements and their own control. They are able to dumb down their power to that of the users own limitations. Allowing the user to withstand a longer access to their powers. The user gains 1 additional duration for each full and partial Take Over.
- Malak, The Djinn of Cloudy Rays:
- Partial Takeover:
- Name: Malik's Nimbus
Rank: D
Type: Partial, Supportive
Duration: 4 posts
Cooldown: 5 posts
Description: Malak's Nimbus transform the lower half of the user to a physical cloud like material, allowing for hover abilities along with granted flight up to 75 feet. The lower half of Luard's body however creates a wisp effect lagging behind by 5 inches, leaving it fairly susceptible to halting him. if 40% of the users max HP is taken, this form will no longer be fully accessible.
Passive: Due to the cloud like presence, the user is able to pressurize it in a propelling manner for increased speed giving the user a 10% speed buff.
Active: Cloud Nine - A large exhaustion of cloud causes a thick mist to spread within a 10 meter radius, blinding all caught within its area. During the effect, the user is granted a 5% extra speed buff till the end of that post.
Strengths:- The user is granted flight as well as speed buffs.
- Creates a cloud distraction to regroup or catch an opponent off guard.
Weaknesses:- Is not of spiritual form, therefore able to be grabbed and damaged from the user's body.
- Can end mid-flight.
- Grants the user the same lack of visibility once Cloud Nine is active.
Name Malak's Touch
Rank: D
Type: Partial, Light
Duration: 4 posts
Cooldown: 5 posts
Description: The user channels their focus to either both or a single arm and granting the control of Malak's strength to alter their form to that of the sun Djinn. Both arms are coated with the green arm wear of Malak, along with the accessories he wears. if 50% of the users max HP is taken, this form will no longer be fully accessible.
Passive: This power granted from the Djinn dramatically swells within him granting additional strength and fortitude to his punch. Allowing for harder, better, faster, and stronger hits and capabilities. A +15% buff to strength and speed is given.
Active: Shining Protection - In time of need, Luard is able to press both of his arms together in front of his body and create a 3 foot shield of light magic. This shield lasts for the remainder of the post and can withstand 3 D rank spells and 1.5 C rank spell. Duration for 2 posts and cooldown for 3. The shield can be dispelled upon the users will.
Strengths:- Increase in physical damage and fortitude in arms.
- Takes less damage from dark magic (needing 3.5 D rank spells or 2 C rank spells)
Weaknesses:- Can only be utilized with close range.
- Takes 1.5 damage from earth or metal magic. (Takes 2 D rank instead of 3)
- Loses strength buff while shield is active and decrease in arm maneuverability.
Name: Malak's Core
Rank: D
Type: Partial, Light
Duration: 4 posts
Cooldown: 5 posts
Description: Malak's core grants forth the core change of Luard's body, giving him Malak's floating sash, headdress, and third eye in the center of it. However the key portion to this form is the two sun-like drones that are granted to Luard. Both are able to be manipulated and physically used as sharp, 9 sided chakram. Since they are connected to Luard they can only go as far as a 15 meter radius before they appear back by his side. Being cutting weapons they are able to cause cuts. While the Chakram reach the further distances, it inhibits the user of movement while more than 5 meters away from them. They are able to be dispelled and broken by 2 D rank spells and 1 C rank spell. if 60% of the users max HP is taken, this form will no longer be fully accessible..
Passive: The core of Malik is one of fortitude and increase capabilities, while this partial transformation is in effect the user gains 10% increase in defense and strength.
Active Summer Shower - Both drones return to the user, being placed firmly in his palms, then starting a frenzy of light bullets expelled from the tip towards whatever the user is aiming toward. They have a 5 meter range before sparking out and lack their general mobility lessening their moving speed. Once 10 bullets are shot from each they disappear and each bullet alone deals 1HP. Duration is instant and cooldown is 3 posts.
Strengths:- While using the light shower the user deals 1.5 extra damage towards dark magic.
- Drones stay as long as the Take Over is active or until destroyed.
Weaknesses:- When used against water magic or anything to give off a reflection, the bullets are rebound back towards the user. Deals .5 damage while sending the other half back.
- User is limited in mobility while using longer range.
- Light bullets can be eaten by Light Slayers.
- The user is granted flight as well as speed buffs.
- Other Partial Spells:
- Name: Eye of Malak
Rank: D
Type: Supportive
Duration: 2 posts
Cooldown: 3 posts
Description: Through the owerflow of magic energy given to the partial open third eye, granted during the core body or full Take Over transformation. The eye completely opens with a yellow glow to it. While giving heightened visual abilities, Malik is also able to use his light magic to gain night vision.
Passive: While active the user is granted perception and heightened visibility. The user is able to see in the dark as well as an increase in visibility by 10 meters.
Active: Height Perception - By channeling light magic to the third eye, the user gains the ability to sense body heat within a 15 meter radius. Being able to see heat through an object for the price of his normal normal vision while active.
Strengths:- Gaining additional visibility length
- Is able to see in the dark as well as through dark magic.
Weaknesses:- Any direct light into the third eye cancels and inhibits the third eye for 1 post.
- Is unable to see those that use ice magic or are cold-blooded.
- Loses normal vision while active leaving only his heat sensors to give the user to depend upon.
- Gaining additional visibility length
Last edited by Luard on 4th December 2016, 10:36 am; edited 8 times in total