Magic
Primary Magic: Fenrir Beast Magic
Secondary Magic: - - -
Caster or Holder: Caster
Description: An ancient magic cast by only the large and rare species, the Fenrir, this magic is one exclusive to this species, only found on Tetsukazu. Fenrir Beast Magic is simple in it’s early ranks, focusing more on physical buffs than magic itself. Such as speed enhancement, or perhaps strength enhancing. As you get higher in the tiers of this magic, more of the spells are more magic oriented.
As a Fenrir (Large, Monstrous wolf), Nidhogg can stand at a maximum 75 meters tall, able to cast deadly spells in the form of summoning, environmental changes, and much more.
Primary Magic: Fenrir Beast Magic
Secondary Magic: - - -
Caster or Holder: Caster
Description: An ancient magic cast by only the large and rare species, the Fenrir, this magic is one exclusive to this species, only found on Tetsukazu. Fenrir Beast Magic is simple in it’s early ranks, focusing more on physical buffs than magic itself. Such as speed enhancement, or perhaps strength enhancing. As you get higher in the tiers of this magic, more of the spells are more magic oriented.
As a Fenrir (Large, Monstrous wolf), Nidhogg can stand at a maximum 75 meters tall, able to cast deadly spells in the form of summoning, environmental changes, and much more.
- Strengths & Weaknesses:
- Strengths:
- Physically more fit than others.
- Flame oriented, taking 10% less damage from fire-oriented spells.
- Large size.
Weaknesses:- Large size can make him an easy target.
- Can only use this magic in his Fenrir State.
- Takes 5% more damage from water oriented spells.
- Costs lots of MP.
- Physically more fit than others.
- ”Lineage”:
- ]Lineage: Caine’s Descent
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal. During this state, the user becomes insane, and will attack anything they see. Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
- ”Unique Abilities”:
- Unique Abilities:
- Blood of The Beast: Exposure to the blood of others awakens Nidhogg’s predator instincts, granting him the ability to run twice as fast in all speeds as long as the blood is within 50 meters. He suffers no exhaustion in this state.
Walking Speed: 17.5 MPH
Running Speed: 35 MPH
Sprinting Speed: 70 MPH
- Bite of The Beast: All unarmed damage dealt does 65% more damage, in this case, as an A-rank Fenrir Wolf, it is 33 HP. This damage can be applied to any spell that involves physical or magical attacks coming from Nidhogg.
- Lick of The Beast: Any wounds can be treated by Nidhogg’s healing capabilities in his saliva. By licking a wound, it will seal and replenish 10% HP to the target. This UA is worth three wounds of any size before his mouth goes dry, takes five posts to replenish saliva naturally if not done by a spell.
- Howl of The Beast: Lasting only but three posts per user, Nidhogg howls, and any comrades within 35 meters of him gains a 15% damage and speed boost. Cooldown is 5 posts.
- Adrenaline of The Beast: Lasting only but three posts (With a five post cooldown), a spike of adrenaline rushes through Nidhogg, causing him to take less magical and physical damage by 25%, and deal more damage by 15%.
- Blood of The Beast: Exposure to the blood of others awakens Nidhogg’s predator instincts, granting him the ability to run twice as fast in all speeds as long as the blood is within 50 meters. He suffers no exhaustion in this state.
- D-Ranks:
- Name: Lunge
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 2 Posts
Description: Nidhogg lunges himself at a target to close distance between them. This spell can be used at any distance between point blank and 20 meters. This can also be used backwards, giving Nidhogg the ability to escape from an opponent within 20 meters, anywhere in the area of effect.
Strengths:- Closes distance between any friend or foe. This gives Nidhogg the chance to approach a person in an instant.
Weaknesses:- Needs a platform to lunge off of.
- A spell can intervene his lunge if it hits him midway. Directly.
Name: Replenish
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 2 Posts
Description: Nidhogg can increase saliva production if his mouth goes dry, and creates enough saliva worthy of healing three wounds. (Return the the Unique Ability “Lick of The Beast” for more healing details)
Strengths:- Increases saliva supply.
Weaknesses:- Cannot be stacked.
- After using this spell, his mouth will go dry again.
Name: Beast Sense
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 2 Posts
Description: Used for detection, Nidhogg can use his five senses (Which are considerably stronger than a normal person’s) to detect the magical energy of an target one rank above or any rank below.
Strengths:- Enhanced tracking sensitivity.
Weaknesses:- Completely non-offensive.
- Sometimes inaccurate when surrounded by different magical forces.
Name: Fear Inducement
Rank: D
Type: Supportive
Duration: 3 Posts
Cooldown: 2 Posts
Description: Nidhogg can analyze a target’s fears and create an illusion of said fears, capturing the target(s) in a harmless illusion that stuns them in place for the duration of it.
Strengths:- Keeps the target(s) in place until illusion is broken.
Weaknesses:- No offensive capability.
- Spell can be avoided if eye contact or general visual contact with Nidhogg’s body.
- Closes distance between any friend or foe. This gives Nidhogg the chance to approach a person in an instant.
- C-Ranks:
Name: Strength of a Beast I
Rank: C
Type: Offensive
Duration: 5 Posts
Cooldown: 3 Posts
Description: A strength enhancer, more red markings are revealed across Nidhogg’s body. With each successful physical attack, for the duration of the spell, Nidhogg does an additional C-rank damage.
Strengths:- Only enhances strength.
Weaknesses:- No healing capability.
- Spell can be avoided if one dodges physical attacks.
Name: Flame of a Beast I
Rank: C
Type: Offensive
Duration: 5 Posts
Cooldown: 3 Posts
Description: A magical-flame enhancer, flames begin to emit off of the grinning face on Nidhogg’s chest. All flame oriented spells now deal an additional C-rank’s worth of damage with each successful blow for five posts.
Strengths:- Empowers the user.
Weaknesses:- No healing capability.
- Spell can be avoided if one dodges flame-oriented attacks.
Name: Shields of a Beast I
Rank: C
Type: Supportive
Duration: 5 Posts
Cooldown: 3 Posts
Description: This spell gives any applied shielding spells an additional set of HP by 75 HP. User takes 20% less damage from physical and magical attacks for the duration of this spell.
Strengths:- Additional HP.
Weaknesses:- No healing capability.
- Only effective if a shield is applied.
Name: Beast’s Blades
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: With the flick of his tail, three sharp blades of fur head towards the aimed-at enemy, each dealing C-rank damage if hit.
Strengths:- Sends out three, swift blades of fur strong enough to cut.
Weaknesses:- No healing capability.
- Spell can be avoided if out of the direction of the fur.
- Only enhances strength.
- B-ranks:
Name: Hellfire Ring
Rank: B
Type: Offensive
Duration: 6 Posts
Cooldown: 4 Posts
Description: A protective ring of black flames circle around Nidhogg as his red markings spread further under his eyes and his face-like marking on his chest morphs into a fanatical grin. For six posts, Nidhogg can fire up to 15 blackfire balls that deal user ranked damage.
Strengths:- Keeps the target(s) in place until illusion is broken.
Weaknesses:- No offensive capability.
- Spell can be avoided if eye contact or general visual contact with Nidhogg’s body.
Name: Hellfire Howl
Rank: B
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: Much like a flamethrower, Nidhogg releases a breath of black flames that deal B-rank damage. Unlike most flames, these flames follow a target until it hits any surface.
Strengths:- Follows a target by the user’s will.
Weaknesses:- No healing capability.
- Spell can be avoided if the flames hit a surface early.
Name: Hellshatter
Rank: B
Type: Offensive
Duration: 6 posts
Cooldown: 4 Posts
Description: Causing detrimental environmental damage, with this spell, Nidhogg causes an environment within 65 meters to cave in or rise up. Much like a large ditch, or any other structure. Falling debris or large collateral damage can inflict physical damage, B-rank damage. The environment remains for the thread, but inflicts no more damage beyond six posts. It takes six posts for the environment to fully shift. It takes four posts for Nidhogg to do this again.
Strengths:- Alters the environment to his advantage.
Weaknesses:- No healing capability.
- Spell can be avoided if out of the AoE.
Name: Bloodbeast’s Morale
Rank: B
Type: Supportive
Duration: 6 posts
Cooldown: 4 Posts
Description: Nidhogg releases a howl, empowering he and his comrades for six posts within 40 meters. Each affected person deals 10% extra damage for fire, shadow, or physical oriented spells or attacks, takes 5% less damage from magical and physical attacks.
Strengths:- Empowers allies.
Weaknesses:- No healing capability.
- Spell can be avoided if out of the AoE.
- Keeps the target(s) in place until illusion is broken.
- A-Ranks:
- Name: Hellcall
Rank: A
Type: Offensive
Duration: 6 posts
Cooldown: 4 Posts
Description: Nidhogg summons a serpent-like magical being to his aid, starting off with 200 HP, however, Nidhogg can sacrifice his own HP for their maximum. The summon deals A-rank damage with each successful or magical attack, and can use any spell available to Nidhogg with their same effect, but only once per summoning.
Strengths:- Aids Nidhogg in combat.
Weaknesses:- Can only use spells once.
- Affected by environmental changes, could be a disadvantage.
Name: Hellshire
Rank: A
Type: Defensive
Duration: 6 posts
Cooldown: 4 Posts
Description: Nidhogg summons a protective coat of shields around his body, the shield can take up to three user ranked blows before it shatters.
Strengths:- Resistant to physical attacks by 20%.
Weaknesses:- Has no healing capability.
- Cannot regenerate by itself.
Name: Hellgaze
Rank: A
Type: Supportive
Duration: 6 posts
Cooldown: 4 Posts
Description: Nidhogg sets a illusion that affects any person within 75 meters, setting them inside that same illusion. The illusion can be described by the user in the same thread, but the difference between this and other illusions is that although the victims’ minds escape to that illusion, and are stunned until the illusion is broken, any summon of Nidhogg can enter the same illusion and inflict damage to a target inside of there. Illusion captures any up to twelve people as long as they are below his rank, any captured victims in his illusion that are above his rank can take 25% less damage from the summons and can break out of the illusion half as early.
Strengths:- Summons can inflict damage in the illusion.
Weaknesses:- Has no healing capability.
- Can be broken if Nidhogg’s HP reaches 0.
- Aids Nidhogg in combat.
Last edited by Nidhogg on 20th October 2016, 3:35 pm; edited 1 time in total