Magic
Primary Magic: Blood of Many
Secondary Magic: -
Caster or Holder: Caster
Description: The Blood of Many is Seven himself. During creation, Seven's father / creator combined the blood of many dark mages from all over Earthland to attempt to create a superior dark being, allowing him to be the most powerful by influence person on earthland. With this blood came a tiny piece of the magic power from each of those mages, and it brought a piece of their magic as well. The bad part about this was that it only brought one spell, unlike the entire magic like his Father intended.
The bad part about this magic is that it derives from Seven's feral instinct, and as such Seven doesn't even know it exists! He can only use it during his "click," in which case he still doesn't know what he is doing, it just comes as a natural feeling to use the magic. Therefore, unless he is in a life-threatening situation or under emotional distress, this magic seems invalid.
That being said, albeit he doesn't have every magic from every mage he has the blood of, he does have the perks of each individual spell. Id est if he has a darkness spell, he won't be able to see in the dark like the original mage, but the spell still would have its full effect. This allows for a unique mix of each form of magic through the spells that 7 has.
Strengths:
*Highly offensive magic
*Using different spells from different magics brings a lot of versatility in Seven's arsenal
Weaknesses:
*Can't use magics that require a lacrima, holder item, summons, or ReQuip-based spells
*No defensive properties
*Gains no advantages of each individual magic, just the spells
Lineage:
*Body of Mana: Being born from actual magic power, Seven has extra mana at his disposal. This gives him +25% of his maximum mana pool. However, this makes his body extremely sensitive to physical attacks, doubling the damage he takes from non-magical attacks. Also, he can not regenerate mana by outside means, id est by magic lacrimas, others' spells, etc.
*Seven's Rage: When Seven is in combat, he feels no pain. This doesn't negate damage output, but he can physically fight longer than most mages due to him tolerating all pain coming his way. Broken bones he won't feel, but still will hinder his combat ability. Same goes for severed limbs.
*Toxic Blood: When creating Seven, Dr. Edwards combined a multitude of blood samples together to create him, however he also fused toxins in with said blood. Whenever his blood is used for regenerative purposes (blood magic, vampires, etc) it instead lowers the opponent's HP by the amount they try to heal themselves with.
Primary Magic: Blood of Many
Secondary Magic: -
Caster or Holder: Caster
Description: The Blood of Many is Seven himself. During creation, Seven's father / creator combined the blood of many dark mages from all over Earthland to attempt to create a superior dark being, allowing him to be the most powerful by influence person on earthland. With this blood came a tiny piece of the magic power from each of those mages, and it brought a piece of their magic as well. The bad part about this was that it only brought one spell, unlike the entire magic like his Father intended.
The bad part about this magic is that it derives from Seven's feral instinct, and as such Seven doesn't even know it exists! He can only use it during his "click," in which case he still doesn't know what he is doing, it just comes as a natural feeling to use the magic. Therefore, unless he is in a life-threatening situation or under emotional distress, this magic seems invalid.
That being said, albeit he doesn't have every magic from every mage he has the blood of, he does have the perks of each individual spell. Id est if he has a darkness spell, he won't be able to see in the dark like the original mage, but the spell still would have its full effect. This allows for a unique mix of each form of magic through the spells that 7 has.
Strengths:
*Highly offensive magic
*Using different spells from different magics brings a lot of versatility in Seven's arsenal
Weaknesses:
*Can't use magics that require a lacrima, holder item, summons, or ReQuip-based spells
*No defensive properties
*Gains no advantages of each individual magic, just the spells
Lineage:
- Avatar of Ilyria:
- Avatar of Ilyria
Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
Usage: Active ability that lasts 3 posts and is once per thread. Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
*Body of Mana: Being born from actual magic power, Seven has extra mana at his disposal. This gives him +25% of his maximum mana pool. However, this makes his body extremely sensitive to physical attacks, doubling the damage he takes from non-magical attacks. Also, he can not regenerate mana by outside means, id est by magic lacrimas, others' spells, etc.
*Seven's Rage: When Seven is in combat, he feels no pain. This doesn't negate damage output, but he can physically fight longer than most mages due to him tolerating all pain coming his way. Broken bones he won't feel, but still will hinder his combat ability. Same goes for severed limbs.
*Toxic Blood: When creating Seven, Dr. Edwards combined a multitude of blood samples together to create him, however he also fused toxins in with said blood. Whenever his blood is used for regenerative purposes (blood magic, vampires, etc) it instead lowers the opponent's HP by the amount they try to heal themselves with.
- D Rank Spells:
- Zellha's Light:
- Name: Zellha's Light
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description: Taken from the Ruin Goddess Zellha, Zellha's Light is a move where Seven points both hands at the opponent, and then fires 10 different 6 inch in diameter balls of ruin energy at them, each causing a 3 foot explosion and creating small craters of that exact size upon contact with anything.
Strengths:
*Despite his primary source of attack is to point his hands at the opponent, he can fire his hands wherever he wants, up, down, etc
*Both hands fire off 5 balls, meaning if he points one hand at the opponent and one at somewhere else, he could still deal damage
*Each explosion sends the opponent back 3 feet, and can chain up with each ball to send them back even farther
Weaknesses:
*Each ball only deals 1/10 of D damage
*Attack itself isnt really used to inflict damage in the first place, its moreso to clear up space or destroy the surroundings
*Can't destroy any structure created by mages unless each ball hits, but even 1 ball can destroy non-magical stone and trees of any standard
*Each are in a non-single file line, a little randomized but in one general "line-type" shape. making them easier to dodge
Source: Zellha (my old alt)
- Naraku's Claws:
- Name: Naraku's Claws
Rank: D
Type: Darkness, Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: With the blood of Naraku the Hell Demon Slayer, Seven is now able to coat both hands in demonic energy to form claws. However, sharpness is not all this provides. In terms of striking power the power is greatly enhanced. This boosts his physicall strikes by one D rank melee damage.
Strengths:
*Improve punching power
*Sharpened claws for cutting damage
*Can pierce through 1 barrier of D Rank
Weaknesses:
*Cannot pierce or damage light elemental barriers
*Despite technically being a Demon Slayer spell, adds no DeS benefits
*Restricted to melee range
*Can only break through 1 barrier total, and not of C rank / higher
Source: Rosetta Crawford / Naraku
- Chaoris' Bloodwave:
- Name: Chaoris' Bloodwave
Rank: D
Type: Blood, Offensive
Duration: Instant
Cooldown: 3 posts
Description: By throwing a hand out in a backhand motion, Seven will release a sudden torrent of blood in all directions. It hits in all directions from him, and can go up to 5 meters before dissipating into mist; or gravity slowing the speed to not cause damage. Travels at 5 meters a second, and uses 50% of the mana cost as HP rather than mana.
Strengths:
- Instant activation spell.
- AoE burst, can hit multiple opponents if all are close enough.
- Moves the entire range in an instant, due to high speed and a short range.
Weaknesses:
- Short range.
- Does not push opponents back, only deals damage.
- Fast opponents can easily avoid the spell.
- The hand being stopped mid movement will stop the spell from happening.
-Sacrifices HP.
Source: Khorne / Chaoris
- Lucius' Blackness:
- Name: Lucius' Blackness
Rank: D
Type: Dark, Offensive
Duration: 3 posts (blast is on the first, blindess effects all posts)
Cooldown: 4 posts
Description: Taken from the blood of a guildless mage known as Lucius, when this spell is casted it acts like a flash grenade, though instead of enveloping the surroundings in a bright light and blinding and ringing the ears of victims. It shoots out a large void like blackness, and everybody hit will be temporarily blinded and deaf within a 25 meter radius.
Strengths:
*Temporarily blinds and deafens opponent.
*Does not affect user.
Weaknesses:
*Can affect allies also.
*People may still be able to escape the blast.
*Blindness is lowered to "blurred vision" for C rank mages, and ignored for mages B rank and above
Source: kittykool75 / Lucius
- Alyia's Punishment:
- Name: Alyia's Punishment
Rank: D
Type: Offensive/Heavenly
Duration: Instant
Cooldown: 2 Posts
Description: Derived from the blood of Omen Angel, Alyia's Punishment is a spell that encases both fists in Heavenly magic. This spell is normally cast by the caster saying, “I call upon the Punishment of the Father,” but in Seven's case it happens automatically. This spell only affects the caster and allows the caster to surround his fist in heavenly magic. To cast this spell the caster must focus their magic in their hands and or feet as they call for the spell. This allows for a higher damage in any kick or punch delivered by the caster. The damaged increases by .5 D-Rank damage.
Strengths:
~Strong against dark magic (Adds .25 more D rank damage to it when clashing with a dark spell)
~Adds damage .5 D-Rank damage behind the attack
~Quick recovery
Weaknesses:
~ Dodgeable/defendable
~ Magic that surrounds the limb can be eaten by a slayer
~ Can affect an ally if they get in the way
~Limited to melee range
Source: Alyia Spero Nyström (Goddess Alyia)
- Kanix's Ice:
- Name: Kanix's Ice
Rank: D
Type: Offensive, Ice
Duration: 3 Posts
Cooldown: 4 posts
Description: Taken from the blood of the Fairy of Redemption, Kanix's Ice is a spell that frees water from the air molecules, so a user can gather a small amount of the liquid onto all four of their fingers and their thumb. The water can then be manipulated into a solid creation of ice, mimicking that of claws on the tips of the user's hand. These claws can remain on the user's fingers to boost their melee damage by 50% of its normal damage or used as throwing stars. If the claws are discharged at an opponent, they will deal normal spell rank damage + 75% due to their sharpness. Once they are flung off the user's fingers, the user can recall them in order to use them again for the duration of the spell. While miniscule in nature, the claws help the user to pierce the skin of their opponent and otherwise, deal greater melee damage. However, they only have a distance of 20 meters when used as throwing stars and require close combat if they remain on the user's hand.
Strengths:
*Lightweight; meaning, that they do not hinder the user's speed when used as an unnatural form of weapon
*When used as throwing stars, the damage between the 5 claws is divided by their amount to total 20 HP (i.e. 4HP per claw)
*An extended range than the normal 15 meters for D-rank spells allows for the user to fight at a more efficient distance
Weaknesses:
*If used as a means to boost melee damage, it requires close combat for the user to be able to efficiently use them
*Ice mages or other Water mages are able to manipulate the state of the claws and either shatter them or reduce them to water
*Due to the ice being weak against Earth-type magics, the claws may shatter when in contact with hard surfaces
*Accuracy is not proficient when dealing with small "missile"-like objects, thus total damage may not be dealt.
*Despite being a Slayer spell, Seven is not granted any of the special abilities of Slayers
Source: Kanix Laspor
- Marceline's Hand:
- Name: Marceline's Hand
Rank: D
Type: Death, Instant, Unholy
Duration: Instant
Cooldown: 2 posts
Description: A spell used from Lady Death, the user gathers up the life energy of the flora and fauna around them in a thirty meter radius, compacting it into an orb between their hands. Once the energy is compacted into an orb, they release a beam of death energy from the center of the ball. It can reach out to exactly thirty meters in front of the user, causing a full user's rank worth of damage to the enemy. However, because the beam only goes in a straight line, an opponent can easily move out of the way to dodge the spell. Note that any mage who has the capability of negating Death magic is easily able to cancel out of the spells. Likewise, this spell has a cosmetic effect of killing off the flora and fauna within the thirty meter radius in order to create the spell, itself. This will leave the area drained of life; the grass brown, the birds dead on the ground, trees leafless, etc.
Strengths:
*This spell has a long range for the beam, which makes it easy for the user to blast from farther distances
*Because the spell takes the life of those around it, in order to create the spell, itself, an opponent can feel the agony of all the deaths
*It deals a full rank of damage on the initial hit, though it does not leave any sort of effect thereafter
Weaknesses:
*Since the spell takes all flora and fauna life in a thirty meter radius, it makes it extremely hard not to notice someone is around
*Those who can negate the effects of Death magic are able to cancel out the spell in order to avoid being hit
*Mages who are able to heal can automatically negate the damage the spell has done, as they can heal the target
*Despite the source spell being a Signature Spell, this spell does consume mana from Seven and does have a cooldown
Source: Marceline Anicetus
- Ivy's Fear:
- Name: Ivy's Fear
Rank: D
Type: Psychic, Offensive
Duration: 2 (damage is instant, fear effect happens during both posts)
Cooldown: 3 posts
Description: From the blood of the child mage Ivy, Seven took a piece of her psychic power. Focusing the psychic energy within him, Seven creates a plasma-like substance that surrounds his hand and bounces around inside of it. He shoots it forward, and once it connects with something it causes a fear aspect, making the opponent hallucinate about some crazy thing that may potentially kill them, be it them being ignited on fire, a horde of black widow spiders climbing and biting them, etc. The plasma ray thing deals 100% d rank damage on contact, and it has a range of 15 meters, and travels at a speed of 8 meters per second.
Strengths:
*Not the same for everyone, it depends on their fears and what they hate most to be able to kill them
*Meant to attract attention away from the battle at hand
*If the fear is something that can not be translated into the spell such as a fear of domesticated birds, then it will be some generic way to die (such as being burnt alive)
Weaknesses:
*The hallucination doesn't deal damage, only causes fear
*All dependent on what the opponent fears, and sometimes their hallucinations can be easier to see through (like "i have a fear of being stabbed through the chest")
*Beam travels in one line
*Fear doesn't affect anyone over C rank
Source: Ivy Kissos (my old main)
- Ahote's Forbidden Art:
- Name: Ahote's Forbidden Art
Rank: D
Type: Offensive - AoE
Duration: 3 posts
Cooldown: 4 posts
Description: Taken from the weilder of the Forbidden Flame Arts, Junpei Laspor, this spell is unlike most AoE spells. When this spell is cast, two areas within 20 meters ignite with orangish-red flames and combust. The combustions area of effect has a ten meter diameter and deal user ranked damage to whomever is struck. However, the flames remain within that diameter for the duration of the spell, inflicting any target with 50% D-rank damage if struck for the remainder of the duration. This spell extinguishes 10% spell's damage worth of MP if inflicted, remaining for the duration of the spell.
Strengths:
*This is effective at long or mid ranged combat, usually excelling at it.
*Targets and objects that are not immune to flames will suffer 50% D-rank damage upon impact.
Weaknesses:
*If the user is invaded with light magic, the damage of the magic decreases by 10%.
*The user, if not mastered the magic, can suffer burns from this spell if not used properly at a close range.
*Physical stress can be induced on the user if the spells attempts to exceed 20 meters, this spell can harm the user if they are too close to the combustion.
Source: Ahote
- Jaeger's Tree:
- Name: Jaeger's Tree
Rank: D
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: Taken from a member of Grim Heresy, Jaeger's Tree is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions.
Strengths:
*Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
Weaknesses:
*While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
*Directional. The leafs only cut in the direction the users hand waves.
Source: Nekros
- Signature Spells:
- Ilyria's Memory (lineage):
- Name: Ilyria's Memory
Rank: Ranks with User (Current: D, Max: S)
Type: Offensive
Duration: Instant
Cooldown: None
Description: Through the blood of the ancient alien goddess Ilyria, Seven puts his hand forward, and anywhere within a 15 meter radius a 5 meter thick, 9 meter long tentacle bursts up through the ground to deal damage equal to the user's rank. This is entirely forceful, and can easily destroy non-enhanced stone and steel.
Strengths:
*Can attack from anywhere within a 15 meter radius
*Can destroy through scenery, obstacles, etc.
Weaknesses:
*Once he chooses a location, the tentacle is set and can't be changed
*Destroying obstacles can be detrimental to Seven, as he might have something collapse on himself
*Can't really hit multiple people despite its size, due to its limited range
- List of Spell Fusions (Locked until B rank):
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
- Spell Code:
- Code:
[b]Name:[/b] ( Name of the Spell )
[b]Rank:[/b] (What rank is your spell? H, S, A, B, C, or D)
[b]Type: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)
[b] Duration:[/b](How long does the spell last?)
[b]Cooldown:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
[b]Description:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
[b]Strengths:[/b] ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
[b]Weaknesses:[/b] ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Last edited by Not Gaara on 9th October 2016, 3:43 pm; edited 10 times in total