IC provocation for change: Merged with Deniel Decayuss.
• - Dead Demon Body: Replaced.
• - Hellfire Eyes: Unchanged. (Too integrated and worked into other effects for me to touch)
• - Essence Rip: Replaced. (Similarly integrated into other effects, but a workaround for this is simply throwing the word Essence Rip into the replacement to direct things that reference it)
• - Skin Thief: Replaced.
• - The Blazing Hand: Replaced.
• - The Heart of a Legion: Remade.
• - Hell-Queen's Authority: Replaced.
• - Dead Demon Body: Replaced.
• - Hellfire Eyes: Unchanged. (Too integrated and worked into other effects for me to touch)
• - Essence Rip: Replaced. (Similarly integrated into other effects, but a workaround for this is simply throwing the word Essence Rip into the replacement to direct things that reference it)
• - Skin Thief: Replaced.
• - The Blazing Hand: Replaced.
• - The Heart of a Legion: Remade.
• - Hell-Queen's Authority: Replaced.
- Spoiler:
• - The Divine Shadow: Since being merged with Deniel, Eris's default Dead Demon Body has been overshadowed by a new true core being that is as equally celestial as it is infernal. She is both angel and demon. As a result she takes x2 damage from both God Slaying as well as Demon Slaying. In return she can Invert any of her magics to the opposite affiliation. Her Unholy spells can become Holy. Bone spells can become Blood spells (Golden Ichor). Fire can become Ice. This is naturally causes visual/cosmetic changes in how the spells look, but remaining very similar to their normal appearance.
This does not change how the spells work in any way unless directly related to the element (Like an unholy spell having a benefit to unholy creatures). Meanwhile her body is divine in nature, being "Perfect" in function, not requiring vital essence such as blood, organs, or breath. A stab through the heart is just as damaging as a stab through the arm, and all damage is treated equally regardless of where it hits (Something that most people already do). This can have visual effect based on Eris's appearance, such as having smokey ash-like insides if she's being demonic or bleeding golden ichor if she's being more angelic.
It's largely cosmetic.
Since this is still more of a Weakness than a Unique Ability, the divine fusion generates its own internal power. The MP system is representative of Curse Power is just an OOC scale to balance usage, but the user's power cannot be suppressed or negated by any means regardless of abilities that claim to ignore resistance. Meaning no effect can prevent Eris from having or using any passive effect, UA, and no effect can seize control of one of Eris's spells, because they are all an innate aspect of her and manifestation of divine will. Such abilities are incredibly godmoddy in the first place. If someone would themselves personally be immune to such an ability, rather than trying to suppress Eris's ability directly, they are just resistant to it instead taking half the effect with half the duration when applicable. If a slayer would eat something that falls under that description, they take damage equal to the spell rank or Eris's rank if none applies.
• - Anathema: Eris radiates a blasphemous aura that grates against the fabric of reality. Enemies within 15 meters per rank ( 15 at D, 30 at C, ect) have all resistances reduced by 10% per enemy within the aura, with 50% (Half) of the total applying to their damage dealt. So if Eris was surrounded by 6 hostiles, they would have a 60% debuff to their resistances (Which can produce Vulnerability), 30% to damage. The range of the aura is extended by the presence of Eris's summons, and summons alone (Not her generic minions, and not by pact-bound allies). The minimum radius is equal to Eris's height, but only when radiating from herself and not a summon in which case the summon's own height is considered.
Enemies 3-ranks less than Eris only increase this aura by 5% rather than 10%, and the maximum debuff aura is 50% debuff due to NPCs of 3-ranks less than Eris. While NPCs 1-2 ranks less can increase this to a maximum of 60%. PC characters (Due to limited numbers) would not have a cap but count towards their own separate pool independent of NPCs. Only the pool with the highest value counts and is in effect. The total reduction to damage debuff cannot exceed 50%, and the debuff to resistance cannot be so extreme as to go more than a 50% Vulnerability. In the rare circumstances where there would be significant player characters opposing her, then that's the special circumstance in which this is intended to give an advantage in the first place, meanwhile she'd be weaker against lone noble heroes.
• - Malevolence: Like a ferocious beast faced with superior numbers or worn down by a prolonged battle, Eris has an innate ferocity and tenacity within her that gradually escalates when surrounded or worn down ever closer to the brink of defeat. Eris deals .7% additional damage and gains .8% damage resistance per 1% missing health rounding down to the nearest 5, and gains a flat +10% (to both) per enemy within 3 ranks of herself within the same aura as Anathema. Bonus from enemies present can't go above 50% (5 enemies by default). Every 5% HP lost reduces the per-threat effect by 1% out of the +10% For example if reduced to only 10% HP remaining she would have +72% resistance and +63 to damage, a significant buff but a buff only available at very low health. -5% Hp = 9 -10%Hp = 8. -15%hp = 7. -20% = 6. -25% = 5. -30% = 4. -35% = 3. -40% = 2. -45% = 1. -50% = 0. ie; at -50% the per-threat effect would be gone.
• - The Heart of a Legion: Eris and all her creations (summons/minions/Pact-bound) are part of a Hive-Mind. Eris can sense what they sense and can switch mentally divert a bit of more active thought into manual control of one. Because they are all connected to her, Eris can cast her own spells and magic through them but expending a little more energy to do so. +1% cost per spell rank. Being connected to her directly, her creations cannot be subjugated against her or their own will, Eris herself acting as a buffer, sharing a 3% buff for every 20% that Eris has to each stat (If Eris had 100% to something, her creations would have 15%). Her consciousness is expanded to encompass the Hive-Mind giving her heightened intelligence and thought management.
As a consequence, Eris herself takes 3% of all the damage taken by any of her creations. If from a single source, Eris takes no more than 25% of the total damage of the source effect. (Example: An AoE attack that crashes into a horde. If it dealt 100 damage, applying to each of them, it'd deal 3% damage to Eris per individual, but since it's one source it caps at 25% the base damage of the attack for 25 damage. If Eris herself was in the AoE as well and took full damage, it'd deal 125 damage.)
Eris can actively choose to take more damage if she chooses, that damage being diverted to her instead of the intended target. (If a creation would take 50 damage and be destroyed, Eris can instead take 50 damage sparing the creation.)
• - Necronomination: Eris is one of the oldest practitioners of Necromancy in existence, having developed her own craft in the deepest depths of hell itself under the chains of the Fell Masters. She is capable of freely creating, manipulating, and destroying nonliving organic matter and unbound souls. As an expression of her necromantic will Eris can drag into existence material from her realm in hell for thematic effect. Once per post this can be used for deliberate effectiveness equal to her rank as spell damage. The living aren't totally spared, if she makes touch contact with a living soul their flesh and spirit are marked with a burning hand print that forces a Pact on them that is pre-written to forced claim to their existence allowing Eris to manipulate them through Necronomination. Does not work against PCs without OOC consent unless they have less than 10% HP (At which point they could be killed by almost any attack).
- Spoiler:
• - Insidious Whispers: Eris passively generates a field of distorted reality on a spiritual, mental, and metaphysical layer of reality that claws at the fabric of existence and defies natural order. Living or Sentient beings within 30 meters passively take 4% of their HP as damage. This damage is Insidious, it is unfelt and unseen showing no signs of effect but counts as Horror Exposure as the subconscious knows something is not quite right. Any effect of Eris's can be made Insidious, causing its damage to be unseen and unfelt, but they will still see the attack and whatever caused it. Summons can only be insidious when not attacking or having combat benefit. NPCs are effected by the drain within an additional 60 meters (+30/rank range) and can be "Essence Ripped" in which instead of 4% of their essence, it is torn from their bodies as they spontaneously combust in blue flames to remain as generic undead NPC minions (Cannonfodder with 4hp). Generic NPCs are treated as though they had 40hp pre-rip. PCs can be essence ripped when they would take damage that would kill them. 1/2 of damage dealt this ability (2% of the target's HP for example) is drained, healing Eris. Within a post, the stolen life can only return HP equal to the damage Eris would do with a spell of her rank.
Killing a victim by essence ripping allows Eris to reduce the cost of a spell used by 1/2 by using that essence to power the spell. If a spell costs no MP to cast, Eris instead gains 1% MP (Max 5% per post)
Non-generic NPCs can only be essence ripped if their overall HP is less than 25% of Eris's own, and are still only considered to have 40hp for the purpose of lifesteal.
• - Witch's Eye: Eris is capable of reading the fears and desires of those she sees, sensing the things they are worried about, wish, and their deepest fears. Generally allows her to intuit their general mood and thought process by sensing what they're currently concerned about or what they currently want. Takes up a D-rank spell slot. When the job Dragonfall is completed, this is the ability that Eris gains, while since a D-rank spell slot is still spent she gains the ability to create misleading illusions seen only by those she projects them to, she loses 2% of her max MP when this is being used. The illusions can cause horror exposure, but not damage, but generally are used to make people see their fears or to hide an aspect of the environment (Like hiding a pit). Illusions are only sustained while Eris can see the victim. Overall this is a vague ability of Eris as-is, but this would reinforce it and provide redundancy.
Remade D-C Rank Spells (Spells that have never even been used IC):- Spoiler:
Replacing Awakening: Witch's Eye.
Replacing Cruel World
Name: Curse
Rank: C
Type: Support
Duration: 2 ( For In-combat effects)
Cooldown: 3
Description: Places a Curse on a target. The curse can have varied effects that are not well represented by numbers or statistics. For example a Curse could be that whenever they go to eat ice cream they'll find a hair and/or bug. Whenever they taste sugar they taste salt instead. Whatever they touch will turn to rot unless beneficial for them. Things of this nature.
In-Combat this can apply a 33% debuff applied to some stat, which is of course reduced when applied to individuals of higher rank than this spell as normal.
Strengths:
• Place a curse on a target.
Weaknesses:
• Requires Eris to voice the curse, which can be cryptic but give an idea to the character(s) IC what the curse is.
• Little combat value.
• Curse can be broken IC whenever the players wish provided the cause of the break makes some amount of sense (No, "I overcome it through DETERMINATION!" does not count, but visiting a temple cleric/priest or an alchemy shop would, similarly the use of anti-curse/enchantment spells by other players would work.)
Replacing Implant.
Name: Skull Rain
Rank: C
Type: Offense: Chained Spell
Duration: Instant
Cooldown: 3+3/link
Description: Creates small skulls ranging from the size of small pellets to large marbles. They deal 2 damage each, having 20 skulls in all. They remain in the air flickering with flames, with white hot eyes that gaze at the intended target. No flames are present around the skulls immediately, but flickers into existence over 2 seconds. After 2 seconds they propel themselves at the speed of a bullet, having a prediction/charge time instead of an awkwardly slow travel time. They travel 20 meters naturally and will continue to fly as gravity carries them.
By chaining this spell, Eris continues to grow a hovering "Cloud" of skulls in the air that all fire together or fire in succession like a machine gun.
Strengths:
• Sensible speed for once, large number of them making it hard to dodge entirely.
Weaknesses:
• 2 second charge period in which the skulls look at the target gives an indication of an attack.
• Very low damage without getting hit by a lot of them.
Replacing Implant v2.
Name: Hex Ring
Rank: C
Type: Defense | Chain Spell
Duration: Instant
Cooldown: 3+3/link
Description: Creates an spiraling ring of red glowing runes forming a star, a pentagram, between them. Each link in the chain creates a new ring of runes that spirals in the opposite direction of the last, each a slightly different hue than the last and with the star in an inverted starting position to the last. Each ring is also slightly wider than the last, appearing not around but slightly behind the one in front of it.
Each ring, or disk rather counting the space within the ring of runes that is equally warded, possesses 40hp.
Strengths:
• Capable of blocking roughly a 5 meter wide attack and deflecting the general area of an AoE burst to protect herself behind the barriers
Weaknesses:
• Some effects might "flow" around the barriers easier than others and some effects can't be blocked if they are not directional / forceful in nature akin to an explosion or projectile vs something like a gas that fills an area.
• Weaker than normal pure-defense spells due to being a chain spell, each link having a flat basic value of 40 rather than a raised 80 or even 120 like a basic spell might be capable of doing.
Replacing Bone Warp v2.
Name: Exsanguinate
Rank: C
Type: Offense | Chain Spell
Duration: Instant
Cooldown: 3+3/link
Description: Upon making touch contact, either by gripping someone or biting them, Eris can cause extreme blood loss. The victim begins to bleed from every pore, causing 40 damage. Every "Chain" linked causes an audible "heartbeat" to be heard that echos in the air, an odd echoing sound akin to a distant tormented cry fills the air and light dims in the surrounding area, the light fading in and out in time with the sound of the heartbeat at each link in the chain.
If Eris bit the target, Eris heals for 10 damage per 40 dealt as she draws the blood into herself, and if killed by a bite-based Exanguinate the target may return as an undead creature.
Strengths:
• A dramatic scene. Only real "Strength" is that it has a slight heal attached to it, at the cost of requiring touch contact.
Weaknesses:
• Requires touch contact.
• Can of course be interrupted.
• Requires the target to have Blood, something not everyone has.
Replacing Bone Warp v1.
Name: Curse Warp
Rank: D
Type: Support | Chain Spell
Duration: Instant
Cooldown: 2+2/link
Description: An instantaneous spell that causes a color-flip in the air around her as her body seems to invert to fold back out somewhere within 5 meters.
Chaining this spell causes bubbles of inverted colors and distorted space every 5 meters along where she travels.
Strengths:
• Quick very short range teleportation effect.
Weaknesses:
• Bubbles every 5 meters along the path for each chain used provides a line of prediction showing the direction traveled.
• Very short range requiring multiple uses to use reach any real distance.
Fusions:- Spoiler:
Name: Everlasting Curse | Sacrificial Rites x Curse
Rank: S
Type: Support | Fusion
Duration: 10 (For In-Combat effects)
Cooldown: 12
Description: Combining the malevolence of Curse with the dark sacraficial power of Eris's Sacrificial Rites, Eris is capable of sacrificing a human (or humanlike) life in order to place an Everlasting Curse on a victim, or any number of victims present.
The curse can have varied effects that are not well represented by numbers or statistics. For example a Curse could be that they get filled with panic and pain at the sight of the sun, that they cannot see, hear, smell, touch, or taste the object(s) of their desire, that they'll fall into a deathless, undead, or sleeping state until they experience true loves kiss or someone places a ring upon their finger. Or perhaps that whenever they touch food or water, they turn it into something foul or useless. That they turn into a beast when touched by the light of the moon, or remain a beast until they find love.
In-Combat this can apply a 75% debuff or buff applied to some stat, which is of course reduced when applied to individuals of higher rank than this spell as normal.
Strengths:
• Place a curse on a target.
Weaknesses:
• Requires Eris to voice the curse, which can be cryptic but give an idea to the character(s) IC what the curse is.
• Curse can be broken IC whenever the players wish provided the cause of the break makes some amount of sense (No, "I overcome it through DETERMINATION!" does not count, but visiting a temple cleric/priest or an alchemy shop would, similarly the use of anti-curse/enchantment spells of S-rank by other players would work.)
• Cannot be used at-will, as it requires a living sacrifice.
• Requires an obvious "Cast time" within which Eris sacrifices the sacrifice.
• Effects that benefit combat last only 10 posts, while effects that do not will continue until cured. Effects benefiting combat may continue, but in a way that does not benefit combat (For example turning into a beast could no longer provide strength boosts)
Name: Skullstorm | Skull Rain X Screaming Skull
Rank: S
Type: Offense | Chain | Fusion
Duration: Instant
Cooldown: 4+4/link
Description: As Skull Rain, but the skulls are now Screaming Skulls. They scream with the sound of tormented souls as they travel 120 meters (Continuing along a normal path of gravity and velocity fed trajectory, physics doesn't just stop all of a sudden) at twice the speed of a bullet with a 3 second "Prediction window" as the skulls ignite and stare at their intended target(s). 20 skulls in all doing 6 damage each and causing wailing shrieks to be heard as they scream through the air causing horror exposure.
Strengths:
• More damage, more range, horror exposure. Ect. It's same as before just scaled up.
Weaknesses:
• Costs 10% MP per chain, on top of being a simple effect with low damage for its rank unless all hit. Requires multiple uses to be effective, hence listing 10% per chain as a weakness.
• Requires ALL skulls to hit in order to do normal damage of the rank.
Name: Apotheosis | Exanguinate X Devour Essence
Rank: A
Type: Offense | Chain | Fusion
Duration: Instant
Cooldown: 8+8/link
Description: Combines the power of Exanguinates blood letting and Devour Essence's more direct reaping of life essence. In addition to blood spilling from every pore, blue flames spill from every orifice as their essence is drawn out. Every "Chain" of this causes a pulsing heartbeat to be heard and light to fade in the surrounding area rhythmically to the beating of the heart sound signifying each new link in the chain.
Each link does a basic 100 damage, and heals Eris by 50. If she is biting the target she instead heals by 60.
Only if Apotheosis kills its target: Eris restores 25% of the damage dealt as MP up to a maximum of 25% of the target's HP before Apotheosis was used (In the case of low HP targets that get overkilled for example). And Eris is "Cleansed" - Debuffs removed, through use of the life taken as sacrifice.
Strengths:
• A dangerous spell to get caught by if one lacks a means of escaping her grasp/bite that restores her own health, and at least some of the MP used if she can kill the victim.
Weaknesses:
• Will likely put both Exanguinate and Devour Essence on cooldown for the rest of the topic, since only 2 links in the chain means 16 posts, 24... 32.... ect. Making it effective a 1/topic ability itself + the two component spells.
• If the target does not have blood Apotheosis only does 80 damage with no added benefit other than adding physical damage if Eris bites (once not per chain link unless she literally just keeps chomping on a fool). Which also means reduced healing (40) and less likelyhood of killing a victim.
Name: Hex Walls | Hex Ring + Clawing Wall
Rank: S
Type: Defense | Chain | Fusion
Duration: 1/p
Cooldown: 4+4/link
Description: Taking the function of making rings from Hex Ring with the creation of walls from Clawing Wall, Undying Ward creates ringwalls around Eris or a target within 80 meters. The Ringwalls resist 120 damage (Low for a defense spell of its rank), are 15 meters in radius, 3 meters thick, and 8 meters tall. Each link in the chain adds its height, thickness, and strength to the wall or applies a separate ring somewhere else within range.
The rings grow out from the ground rising at 5m/s, or out a a curving line from a portal in the air at 50m/s that curls like a tentacle to loop around into a ringwall.
Ringwalls can be formed vertically as well forming arches.
Strengths:
• A fairly unique wall creation spell and with repeated links in the chain, very formidable.
Weaknesses:
• Just being walls, they can be rendered useless by movement abilities to change positioning or escaping being penned in.
• Does nothing to suppress teleportation or teleportation-like effects (Unless the teleportaion-like effect requires directional movement), meaning even if someone was fully enclosed in a dome created from repeated uses, they can still escape casually.
• After 1 post (About midway through Eris's next post) the walls are considered "natural" formations and are not supernaturally reinforced, having only 60hp per link instead of 120.
Last edited by Eris on 2nd November 2016, 4:54 pm; edited 11 times in total