Primary Magic: Shadow Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: By calling upon the shadows in the world around the caster and combining them with the powers ebbing from the Shadow Realm, the caster can shape and mold the shadows to suit his needs. He may call upon spectral clones of himself to spawn from any shadow in the material or immaterial plane, cause large tentacle shaped tendrils to protect the caster or attack and ensnare an enemy. It's a dance with darkness in ones own heart when they play around with Shadow magic as it also grows more powerful with a humans negative energies as well as through strong emotions.
The magic all comes through the casters own magical power being projected to the shadows around him that he is attuned with. His range, power, and control of these elements increase with skill and with how closely allied he is to the shadows he calls upon. For more powerful spells one must also call upon the Realm of Shadows to offer more power for devastating results accompanied with the caster's own might. With all being said and done; Shadow magic is not to be trifled with.
Strengths:
>Shadows blanket the world around us so its unlikely there will ever be a place to hide from the shadows.
>Long range abilities
>Ensnaring, Entrapment, and possession
>manifestations
>Higher level spells are able to resist Light magic
Weaknesses:
>All forms of light magic equal in rank to the spell they defend against.
>Spells can be dissipated if the caster is interrupted
>Spells cant be used without shadows unless power drawn from the Realm of Shadows at higher mana cost and spells will last fewer posts.
>Caster may not move while using any Ensnare spells
>Interruptions during Shadow Clones has a chance to cause them to turn on caster or become independent and unable to be commanded for the duration of their summon.
Lineage: Eternal Warlord
Description: In the tales of warriors and warlords, there is one that tells of Gor. A warlord who fought on the front lines with his men, victory after victory. His experience, cunning, intellect and skill made his men respect him and do every single thing he commanded them to do. In one of his last battles, when he was growing older, Gor fought through the front lines of the enemy's forces all the way to their leader, a powerful necromage. When he slew the dark mage, malicious magic exploded from the necromage's corpse and entered Gor's body. Soon after, Gor figured out he could use a strange ability which is presumed to come from the necromage to call upon the souls of his fallen companions and those he had killed to fight alongside him. Three years later, he finally had a son to continue his legendary bloodline.
Ability: Can summon two spirit warriors carrying weapons of your choice of legendary ranking to fight beside you. They follow your commands. These summons equal the rank of the user, and are able to do user ranked melee damage with their weapons. Each has 50% hp of the user.
Usage: Last 5 posts and have a 6 post cooldown. They reappear once killed after combat ends and threats are gone. If killed in a thread though they cannot be used in battle again in that thread and can only be used for talking to. If a battle starts while they are summoned and ‘dead’ they will simply disperse until after the battle and the user summons them back. Can be dismissed at any time during their duration but will go on cooldown then. Their HP does not heal between uses in a thread and will only be healed at the end of it.
Unique Abilities:
*Zar's Shadow magic makes anyone within 3 meters of him have 5% of their hp drained every post and increases by 5% each rank gained as well as the range by 3 meters. Maxes out at 40% for each opponent affected during the thread.
Evocation of the Realm of Shadows: Zar's attunement to the Realm of Shadow's gives him an increase to all melee damage dealt by Zar by 25% as a passive ability.
Affliction: At the cost of half a spells mana Zar can infuse his spells to deal extra damage over time. This equals out to deal half of that spells damage again. For example using this on a D rank spell would drain half of the MP needed for a base D rank spell and deal 5 points of damage for two turns totaling 10 damage.
Numbness: By using half the mana of a spell cast in addition to the spells normal mana cost Zar can slow his opponents by 25% at B rank this increases to 50%
Spells:
Name: Shadow Tendrils
Rank: D
Type: Shadow/Caster Magic/Offensive/Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: Focusing the negative energies surrounding his/herself, the caster manifests tendrils of pure black essence from the Shadow Realm to protect the caster and inflict 10 damage upon foes per hit. It may also be cast through opponents to envelop and ensnare them for the duration of the spell. It can reach up to 15 meters and hit anything within those 15 meters dealing 10 points per post as well as slowing them 10% for the spells duration.
Strengths:
Ensnare: Target cannot move while trapped within unless they are able to break free of the tendrils. 15 damage will break the ensnared free.
Slow:slows the enemy for 10% for the spells duration.
Weakness:
Light: Any light spell can dissipate this simple D rank spell.
Switch: Switching from target to caster causes the spell to last one post less.
No Shadow: lack of a decent sized shadow will reduce damage output of spell unless fortified by caster’s shadow or shadows around the area.
Name: Shadow Step
Rank: D
Type: Shadow/Movement/Signature (stays at D rank)
Duration: Instant
Cooldown: None
Range: 15m
Description: Caster can leap from shadow to shadow within a 15 meter radius.
Strengths:
Mobility is increased exponentially
Weaknesses:
Light spells of the same rank or higher can easily dissipate this spell.
Can be hurt by other AOE attacks from close range.
Limited to close-mid range.
Name: Shadow Clones
Rank: D
Type: Shadow/Defensive/Supportive
Duration: 3 posts
Cool down: 4 posts
Description: Forming the shadows around his/herself into copies of their image, the caster can create shadow-like clones of himself to protect them from 3 D ranks worth of damage
Strengths:
Absorbs damage: Can be used as meat shields with no affect to the original caster when they are destroyed.
Weaknesses:
Light: Any form of light spell will dissipate them.
Defensive: This clone may not deal damage.
Name: Beam of Afflicted Shadows
Rank: D
Type: Shadow/Projectile/Offensive
Duration: 1 post
Cool down: 2 posts
Description: The caster fires a beam of concentrated darkness at his enemies and deals 20 damage. It can attack at 15 meters.
Strengths:
Instantaneous: (Self-explanatory)
Weaknesses:
Can be blocked by shields.
Light spells of equal rank can negate the attack if done properly.
Name:Meld with Darkness
Rank:D
Type:Shadow/Supportive
Duration:4
Cooldown:6
Description: The target becomes one with the shadows for a brief moment of time and may use this to sneak successfully around within the shadows as well as take a 25% reduction in magic damage dealt due to becoming a shadow. Physical weapons have no effect while in this form unless they are magical.
Strengths: Can reach anything within sight of him while in this form.
Weaknesses:
Bright areas will increase visibility and have the potential to break his hidden status
Light spells will be twice as effective against him while in this form.
Name: Dark Greed
Rank:C
Type:AoE/Shadow/Offensive
Duration:5
Cooldown:6
Description: The caster gathers the shadows from around the intended area and forces them to implode creating an area of volatile darkness that deals C rank damage upon initial strike and it deals .75x rank damage over the remaining posts (i.e. .15x rank damage over the remaining posts to equal .75x rank damage). The spell also slows the movement of anyone caught within the area by 30%. It has an effective range of 30m and will damage anyone within it.
Strengths:Great for multiple enemies
Weaknesses:Can be dispelled with 1 C rank of Light damage or 2 C rank of damage from any other source. (Due to it being a stain on the ground where it landed. much like bleach to kool-aid stains.)
Cannot be moved from one area to another.
Name:Shroud of Darkness
Rank:C
Type:Shadow/Supportive ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:5
Cooldown:6
Description: The caster invokes the power of the Shadows to create a 30m area of pitch black darkness that consumes all light within it area. While within the area, the caster's spell damage is increased by 25% as well as making the caster invisible while within the pure darkness.
Strengths:Acts as cover for caster and allies who were within the area when cast
Weaknesses: Allies who do not also possess Shadow magic have a 75% reduction in visibility while within the effect unless they have an item that negates visibility effects.
If broken the caster's next spell damage will be reduced by 50%.
Name:Barrage of Shadows~Signature spell ( Name of the Spell )
Rank:C
Type:Shadow/Offensive ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: Instant (How long does the spell last?)
Cooldown:1 use per post
Description: From the shadows the caster fires 12 large spectral shadows that deal the user-rank of damage divided by the amount of projectiles (e.g. 40HP at C-rank and 12 shadows equates to 40/12= 3.3HP per projectile totaling to 1x user-rank damage) each hit. It has an effective range of 30m and can be used to hit multiple targets. Increases with each rank up due to being a signature spell
Strengths: Can be used instantly
Weaknesses: damage is reduced by 50% for those with Light magic.
If deflected by an item with Light properties the attack is reduced by 75%
Name:Shadow Bomb
Rank:C
Type:Shadow/Offensive
Duration:Instant
Cooldown:2
Description: A Shadow ball of dark matter is formed from any shadow in a 30m radius (including the opponents and caster's shadow for a stated reference) and latches onto the opponent or caster which detonates on impact. It deals 1 C rank of damage and 0.5x C rank damage to anyone within the 30m blast radius. All damage to the caster is nullified as it is a product of his own making.
Strengths: Can be used to effect multiple targets
Weaknesses: Less damage toward those who the bomb wasn't attached to
Magical shields can block all the damage if they are C rank or higher.
Secondary Magic: N/A
Caster or Holder: Caster
Description: By calling upon the shadows in the world around the caster and combining them with the powers ebbing from the Shadow Realm, the caster can shape and mold the shadows to suit his needs. He may call upon spectral clones of himself to spawn from any shadow in the material or immaterial plane, cause large tentacle shaped tendrils to protect the caster or attack and ensnare an enemy. It's a dance with darkness in ones own heart when they play around with Shadow magic as it also grows more powerful with a humans negative energies as well as through strong emotions.
The magic all comes through the casters own magical power being projected to the shadows around him that he is attuned with. His range, power, and control of these elements increase with skill and with how closely allied he is to the shadows he calls upon. For more powerful spells one must also call upon the Realm of Shadows to offer more power for devastating results accompanied with the caster's own might. With all being said and done; Shadow magic is not to be trifled with.
Strengths:
>Shadows blanket the world around us so its unlikely there will ever be a place to hide from the shadows.
>Long range abilities
>Ensnaring, Entrapment, and possession
>manifestations
>Higher level spells are able to resist Light magic
Weaknesses:
>All forms of light magic equal in rank to the spell they defend against.
>Spells can be dissipated if the caster is interrupted
>Spells cant be used without shadows unless power drawn from the Realm of Shadows at higher mana cost and spells will last fewer posts.
>Caster may not move while using any Ensnare spells
>Interruptions during Shadow Clones has a chance to cause them to turn on caster or become independent and unable to be commanded for the duration of their summon.
Lineage: Eternal Warlord
Description: In the tales of warriors and warlords, there is one that tells of Gor. A warlord who fought on the front lines with his men, victory after victory. His experience, cunning, intellect and skill made his men respect him and do every single thing he commanded them to do. In one of his last battles, when he was growing older, Gor fought through the front lines of the enemy's forces all the way to their leader, a powerful necromage. When he slew the dark mage, malicious magic exploded from the necromage's corpse and entered Gor's body. Soon after, Gor figured out he could use a strange ability which is presumed to come from the necromage to call upon the souls of his fallen companions and those he had killed to fight alongside him. Three years later, he finally had a son to continue his legendary bloodline.
Ability: Can summon two spirit warriors carrying weapons of your choice of legendary ranking to fight beside you. They follow your commands. These summons equal the rank of the user, and are able to do user ranked melee damage with their weapons. Each has 50% hp of the user.
Usage: Last 5 posts and have a 6 post cooldown. They reappear once killed after combat ends and threats are gone. If killed in a thread though they cannot be used in battle again in that thread and can only be used for talking to. If a battle starts while they are summoned and ‘dead’ they will simply disperse until after the battle and the user summons them back. Can be dismissed at any time during their duration but will go on cooldown then. Their HP does not heal between uses in a thread and will only be healed at the end of it.
Unique Abilities:
*Zar's Shadow magic makes anyone within 3 meters of him have 5% of their hp drained every post and increases by 5% each rank gained as well as the range by 3 meters. Maxes out at 40% for each opponent affected during the thread.
Evocation of the Realm of Shadows: Zar's attunement to the Realm of Shadow's gives him an increase to all melee damage dealt by Zar by 25% as a passive ability.
Affliction: At the cost of half a spells mana Zar can infuse his spells to deal extra damage over time. This equals out to deal half of that spells damage again. For example using this on a D rank spell would drain half of the MP needed for a base D rank spell and deal 5 points of damage for two turns totaling 10 damage.
Numbness: By using half the mana of a spell cast in addition to the spells normal mana cost Zar can slow his opponents by 25% at B rank this increases to 50%
Spells:
Name: Shadow Tendrils
Rank: D
Type: Shadow/Caster Magic/Offensive/Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: Focusing the negative energies surrounding his/herself, the caster manifests tendrils of pure black essence from the Shadow Realm to protect the caster and inflict 10 damage upon foes per hit. It may also be cast through opponents to envelop and ensnare them for the duration of the spell. It can reach up to 15 meters and hit anything within those 15 meters dealing 10 points per post as well as slowing them 10% for the spells duration.
Strengths:
Ensnare: Target cannot move while trapped within unless they are able to break free of the tendrils. 15 damage will break the ensnared free.
Slow:slows the enemy for 10% for the spells duration.
Weakness:
Light: Any light spell can dissipate this simple D rank spell.
Switch: Switching from target to caster causes the spell to last one post less.
No Shadow: lack of a decent sized shadow will reduce damage output of spell unless fortified by caster’s shadow or shadows around the area.
Name: Shadow Step
Rank: D
Type: Shadow/Movement/Signature (stays at D rank)
Duration: Instant
Cooldown: None
Range: 15m
Description: Caster can leap from shadow to shadow within a 15 meter radius.
Strengths:
Mobility is increased exponentially
Weaknesses:
Light spells of the same rank or higher can easily dissipate this spell.
Can be hurt by other AOE attacks from close range.
Limited to close-mid range.
Name: Shadow Clones
Rank: D
Type: Shadow/Defensive/Supportive
Duration: 3 posts
Cool down: 4 posts
Description: Forming the shadows around his/herself into copies of their image, the caster can create shadow-like clones of himself to protect them from 3 D ranks worth of damage
Strengths:
Absorbs damage: Can be used as meat shields with no affect to the original caster when they are destroyed.
Weaknesses:
Light: Any form of light spell will dissipate them.
Defensive: This clone may not deal damage.
Name: Beam of Afflicted Shadows
Rank: D
Type: Shadow/Projectile/Offensive
Duration: 1 post
Cool down: 2 posts
Description: The caster fires a beam of concentrated darkness at his enemies and deals 20 damage. It can attack at 15 meters.
Strengths:
Instantaneous: (Self-explanatory)
Weaknesses:
Can be blocked by shields.
Light spells of equal rank can negate the attack if done properly.
Name:Meld with Darkness
Rank:D
Type:Shadow/Supportive
Duration:4
Cooldown:6
Description: The target becomes one with the shadows for a brief moment of time and may use this to sneak successfully around within the shadows as well as take a 25% reduction in magic damage dealt due to becoming a shadow. Physical weapons have no effect while in this form unless they are magical.
Strengths: Can reach anything within sight of him while in this form.
Weaknesses:
Bright areas will increase visibility and have the potential to break his hidden status
Light spells will be twice as effective against him while in this form.
Name: Dark Greed
Rank:C
Type:AoE/Shadow/Offensive
Duration:5
Cooldown:6
Description: The caster gathers the shadows from around the intended area and forces them to implode creating an area of volatile darkness that deals C rank damage upon initial strike and it deals .75x rank damage over the remaining posts (i.e. .15x rank damage over the remaining posts to equal .75x rank damage). The spell also slows the movement of anyone caught within the area by 30%. It has an effective range of 30m and will damage anyone within it.
Strengths:Great for multiple enemies
Weaknesses:Can be dispelled with 1 C rank of Light damage or 2 C rank of damage from any other source. (Due to it being a stain on the ground where it landed. much like bleach to kool-aid stains.)
Cannot be moved from one area to another.
Name:Shroud of Darkness
Rank:C
Type:Shadow/Supportive ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:5
Cooldown:6
Description: The caster invokes the power of the Shadows to create a 30m area of pitch black darkness that consumes all light within it area. While within the area, the caster's spell damage is increased by 25% as well as making the caster invisible while within the pure darkness.
Strengths:Acts as cover for caster and allies who were within the area when cast
Weaknesses: Allies who do not also possess Shadow magic have a 75% reduction in visibility while within the effect unless they have an item that negates visibility effects.
If broken the caster's next spell damage will be reduced by 50%.
Name:Barrage of Shadows~Signature spell ( Name of the Spell )
Rank:C
Type:Shadow/Offensive ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: Instant (How long does the spell last?)
Cooldown:1 use per post
Description: From the shadows the caster fires 12 large spectral shadows that deal the user-rank of damage divided by the amount of projectiles (e.g. 40HP at C-rank and 12 shadows equates to 40/12= 3.3HP per projectile totaling to 1x user-rank damage) each hit. It has an effective range of 30m and can be used to hit multiple targets. Increases with each rank up due to being a signature spell
Strengths: Can be used instantly
Weaknesses: damage is reduced by 50% for those with Light magic.
If deflected by an item with Light properties the attack is reduced by 75%
Name:Shadow Bomb
Rank:C
Type:Shadow/Offensive
Duration:Instant
Cooldown:2
Description: A Shadow ball of dark matter is formed from any shadow in a 30m radius (including the opponents and caster's shadow for a stated reference) and latches onto the opponent or caster which detonates on impact. It deals 1 C rank of damage and 0.5x C rank damage to anyone within the 30m blast radius. All damage to the caster is nullified as it is a product of his own making.
Strengths: Can be used to effect multiple targets
Weaknesses: Less damage toward those who the bomb wasn't attached to
Magical shields can block all the damage if they are C rank or higher.
Last edited by Zar Valarblood on 4th September 2016, 2:52 pm; edited 26 times in total