Magic
Primary Magic: Eldrazi Titan Inheritance
Secondary Magic: NA
Caster or Holder: Lost Caster
Description: Eldrazi Titan inheritance magic is only gained through the interactions of the eldrazi titans. The eldrazi titans themselves are some of the most dangerous beings to exist due to their eternal hunger and power which can easily become the strongest if left unchecked. This hunger if left unchecked can desolate the land, creating a world where not even ruins stand. For this part of the magic it allows the user three aspects; summons, destruction, and creation.
Edwin himself gained this by seeking and finding a artifact that managed it's way into this dimension. It gave him the spark that if tended to and trained may be able to eventually grow to the power that the eldrazi titans carry. With this he is able to create eldrazi summons borrowed from the designs of three eldrazi titans; ulamog(consume and destroy), kozilek(illusions and decieve), and emrakul(creation). Edwin himself will use the creations and abilities from this magic to benefit him in a situation and compliments his preferred strategy for battle. This is creating opportunities to take advantage of, and a offensive edge.
Strengths:
-Eldrazi creations are naturally intimidating, one could assume they are the nightmares monsters think of
-Eldrazi summons are usually monstrous, powerful, and vary in purpose and skills
-This magic is very powerful against any being due to it's hostile nature, as such only eldrazi beings may be able to avoid most of the strength of this magic
-The user can overwhelm with numbers, and if given time can make a highly powerful army
-Eldrazi titans are known for bending and altering reality itself, making their effects dangerous if left unchecked
Weaknesses:
-Those brave enough or without fear of the hidious can perservere through the apperences of the eldrazi easily enough
-Eldrazi are not without weak points, if the user is either removed from the thread or killed, then all eldrazi summons will suddenly disappear as if they were never there
-This magic is heavily dangerous to anyone around the user, as most of the abilities are hurting even if they carry a buff. The user has to be very careful for the eldrazi to not turn on their allies
-Due to how hostile the magic is toward non-eldrazi beings, allies will be very hard for the user to find useful in battles. Even the land itself will become the user's enemy eventually
-Very moblike, AoE's are effective in diminishing their numbers
-Time is a enemy to the user, they require it in order to bring out the summons full potential. This means if the user is harassed to early or is up against harassing opponents, the user can fail to reach the apex of their magic in a fight
Lineage:
Unique Abilities:
Spells:
Primary Magic: Eldrazi Titan Inheritance
Secondary Magic: NA
Caster or Holder: Lost Caster
Description: Eldrazi Titan inheritance magic is only gained through the interactions of the eldrazi titans. The eldrazi titans themselves are some of the most dangerous beings to exist due to their eternal hunger and power which can easily become the strongest if left unchecked. This hunger if left unchecked can desolate the land, creating a world where not even ruins stand. For this part of the magic it allows the user three aspects; summons, destruction, and creation.
Edwin himself gained this by seeking and finding a artifact that managed it's way into this dimension. It gave him the spark that if tended to and trained may be able to eventually grow to the power that the eldrazi titans carry. With this he is able to create eldrazi summons borrowed from the designs of three eldrazi titans; ulamog(consume and destroy), kozilek(illusions and decieve), and emrakul(creation). Edwin himself will use the creations and abilities from this magic to benefit him in a situation and compliments his preferred strategy for battle. This is creating opportunities to take advantage of, and a offensive edge.
- note on eldrazi scions:
Eldrazi scions are a specific kind of summon that will be used over and over in this magic. So this note here is a reference point to when a ability says "Summon eldrazi scions." Their duration is dependent on the spell that summoned them still.
-Eldrazi scions count as their own summon, their can be multiple eldrazi scions out and still count to one summon. However because of this, all eldrazi scions have the health of a D-rank spell damage and the attack/speed of a weak pet. Max 2 out at D-rank, increases by 3 per rank.
Passive: When eldrazi scions are summoned, they adapt to the current terrain they are summoned, allowing them to be unaffected by that terrain and change apperence based on the need to adapt. This does not happen again if the terrain changes while the eldrazi scions are out.- Various eldrazi scion appearances:
Land:
http://s3.gatheringmagic.com/uploads/2015/09/30/ML_5.jpg
https://s-media-cache-ak0.pinimg.com/564x/c2/e6/d5/c2e6d5892e057a5ec467ba9b02705d18.jpg
http://orig07.deviantart.net/d6b5/f/2015/307/8/9/eldrazi_scion_by_velinov-d9fdz6h.jpg
http://i0.wp.com/mtgspeculation.com/wp-content/uploads/2015/09/Eldrazi-Scion.png
Water:
http://65.media.tumblr.com/6b3d593f1d32568e88780ca4e8e3edd9/tumblr_o48uo0gcb91vn68joo1_1280.jpg
Air:
https://i.imgur.com/yxpCTks.png
(More may be added for the sakes of variety)
Strengths:
-Eldrazi creations are naturally intimidating, one could assume they are the nightmares monsters think of
-Eldrazi summons are usually monstrous, powerful, and vary in purpose and skills
-This magic is very powerful against any being due to it's hostile nature, as such only eldrazi beings may be able to avoid most of the strength of this magic
-The user can overwhelm with numbers, and if given time can make a highly powerful army
-Eldrazi titans are known for bending and altering reality itself, making their effects dangerous if left unchecked
Weaknesses:
-Those brave enough or without fear of the hidious can perservere through the apperences of the eldrazi easily enough
-Eldrazi are not without weak points, if the user is either removed from the thread or killed, then all eldrazi summons will suddenly disappear as if they were never there
-This magic is heavily dangerous to anyone around the user, as most of the abilities are hurting even if they carry a buff. The user has to be very careful for the eldrazi to not turn on their allies
-Due to how hostile the magic is toward non-eldrazi beings, allies will be very hard for the user to find useful in battles. Even the land itself will become the user's enemy eventually
-Very moblike, AoE's are effective in diminishing their numbers
-Time is a enemy to the user, they require it in order to bring out the summons full potential. This means if the user is harassed to early or is up against harassing opponents, the user can fail to reach the apex of their magic in a fight
Lineage:
- 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 worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts 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.
Unique Abilities:
- Kozilek's deception:
Active: With some influence from each titan, the power from kozilek allows the user to displace theirs and/or their summon's magical aura anywhere in a 25 meter radius. This means sensory and abilities that detects/read magic or energy will not be able to detect it from the user and their summons when this ability is active if they choose too, but instead from another source in the area. This is only as strong as the auras being used, mages higher ranking then the aura in use will see through the farce. This also means other beings aura's can be used, but the user must have their consent in doing this. This is a toggle based ability.
- Ulamog's destruction:
Passive: Ulamog's destruction is a influence of power from the eldrazi titan. Whenever the user or a summon lands a blow on the land(3 meter diameter) or object it turns it to waste, granting 2% mana to the user once per post on non-waste land/objects. Waste is when the land turns to white and covered with white ash, the liquid transforms to a green goop, and even the air, light, and dark on waste become alien and hostile. As such, terrain afflicted with waste cannot be utilized or consumed by others except eldrazis. Wastes have no duration except when the thread ends(usually), however it can be ridden of with active terrain abilities of same rank as the user or simply a mage making contact with the afflicted terrain, and reverting it to a neutral state at the cost of 5% their mana(this cost decreases by 1% per rank higher then the user). A mage will also be able to sense they can do this, as if the land was asking for their help.
- Emrakul's summon:
Active: This active reflects normally how eldrazi titans produce their spawn, however this process is influenced by the eldrazi titan emrakul. This process requires 5% of the user's current health(this is decreased by 1% for how low the summon's rank is compared to the user down to a min. of 1%) and one post of immobility with the other costs. This is because the summon comes directly from the user's body birthed by a bundle of black and purple flesh that comes out of the user's body before the summon forms, this process cannot be stopped by the user and outside sources unless the user dies. When a blood summon happens the summon gains the status of "Edwin's brood", it is treated as the user for other effects of this magic and the summon gains the same passive buffs and passives as edwin does for the duration the summon is out.
Spells:
- Spell Template:
Note: BE SPECIFIC AND ADD DETAILS
Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
Weaknesses:
- D-rank spells:
- 1:
Name: Eldrazi: Culling drone
Rank: D
Type: summon
Duration: 3
Cooldown:4
Description:- image:
The stalking drone is roughly around the same size of a large predator cat like a jaguar or tiger. It has two front and back legs with no head but just a mass of tentacles. It is unclear how it see's and hears.- Passive:
Tank stats: This drone is meant more to be a sweeper, as such it has a 25% increase in speed and 25% health. This also means it has a higher pain tolerance then normal and can't be crippled by pain.
- Active:
Name: Crush
duration:instant
cooldown: 2
Description: If a target is close enough to the drone's tentacle head(one meter max range), then the tentacles are able to launch in a instant and wrap around a area(the max area is two legs of a average person) and squeeze with incredible force, hard enough to bend metal and break bones(deals 125% D-rank spell damage).
Strengths:
-Solid and large eldrazi summon
-Crush is a hard physical attack
-Even defeating it has drawbacks
Weaknesses:
-Large meaning it's going to be easy to see coming
-The move crush requires close quarters in order to pull off
-It itself is physical, meaning non-physical entities are unaffected by it
-If defeated and the user already has the max amount of scions out, then no eldrazi scions are brought out from the active
- 2:
Name:Unnatural Regeneration
Rank: D
Type: Healing
Duration: instant
Cooldown: 3
Description:
"Eldrazi don't die easy, sometimes they don't die at all."
The user focuses mana into one of their summons or themselves in order to heal for 50% D-rank spell damage. If this spell is used on a summon that was killed, then this spell can be used to bring the summon back from death with 25% D-rank spell damage as health. In order for resurrection to work it must be timed right after the summon is killed that is not resulted from the summon's duration running out.
Strengths:
-A instant and quick heal
-Can be used to regenerate missing limbs, even carries potential to bring back a summon from death
Weaknesses:
-This heal can only be used on the user or eldrazis
-The regeneration is limited, as at most it can regenerate one limb on the user
-To bring a summon back from death, the spell needs to be cast right after the summon perishes
-Cannot be used to resurrect a summon if the summon's duration ends
- 3:
Name: Scion pods
Rank: D
Type: summon
Duration: 1, 2-3(for summon)
Cooldown:4
Description: The user focuses mana into something and creates a cylinder shaped pod that is one meter long and wide. If left intact for one post, on the user's next post after its cast it will hatch spawning two eldrazi scions with a 3 post duration with a 20% boost to their attack. If the scion pod is broken early then it will only spawn one eldrazi scion with a 2 post duration and no boosts.
Strengths:
-Spell that can pop out scions, sometimes unexpected
-Can be used to bring out a quick scion if needed
Weaknesses:
-There is a delay period, meaning the user does have to wait before they can benefit from the spell
-If broken early then it is considerably weaker then it's intended effect
-Usually obvious magic power for those that can sense it
- 4:
Name: Slip through space
Rank: D
Type: utility
Duration: instant
Cooldown: 2
Description:
"The eldrazi twisted in a direction that had no name, and a frontal assault became a panicked rout."
The user focuses mana in front of a target before it disappears into it a hole of reality, and then reappears up to ten meters around the cast point. The travel time is a near instant.
Strengths:
-Simple and instant, allows the target to vanish and reappear elsewhere
-Can be used on any one target
-During the near instant they are affected by the spell, the target is untraceable and unaffected
Weaknesses:
-The target will still take the initial damage if struck while this spell is in use
-This does not remove status effects
-Can only work on one target at a time
-The time they disappear is a near instant, and can be easily sensed/affected once out of it
- spell fusions:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
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:
Last edited by Edwin Vancleef on 30th October 2016, 1:16 pm; edited 8 times in total