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    Eris
    Eris

    Lich of hell


    Lich of hell

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    Lineage : Devil's Conquest
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    Posts : 1471
    Guild : Grim Heresy [GM]
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    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Arranged symbols conveying information Empty Arranged symbols conveying information

    Post by Eris 2nd December 2016, 9:47 pm

    Arranged symbols conveying information AAsKUyK

    Secondary Magic
    Caster


    Dark Star Origins is the second half to Eris's true magic.  It, like her Immortal Ice,  remain corrupted however with the influence of the Fell Masters,  placing a malevolent twist on the power.    Dark Star Origins is the power to manipulate and control gravity and space through the creation of singularities,  but since the introduction of the Fell Master's influence it is twisted as such that it does not simply create singularities,  but creates dark stars,  holes through creation that lead to endless void and antilife,  through which these holes spill out endless horrors and strike terror that reverberates through nature itself causing reality bend and tear,  recoiling as though the fabric of reality is stricken by horror. 

    The usage of Dark Star Origins is to cause crushing, damaging effects that pull or push through the bending of space or the generation of gravity, or both,   and to open holes to the darkest recesses of the outer darkness beyond light's creation removed from the cycle of genesis and reality itself.  Through the creation of such holes she is capable of drawing on abyssal nightmares and raw primeval power with which to command dark forces and corrupt life to create such dark forces herself,  a form of necromancy of the utmost evil that ensnares, destroys, and breaks down souls.    Light may not be able to escape the gravity of a singularity,  but neither can souls escape the pull of a Dark Star.


    The Dark Stars radiate the unholy influence from beyond the veil of our reality to induce madness and visions of aberrant secrets not meant for the minds of those who walk this realm,  though some may see very little and as such are not driven to madness.   Peering into the blackness of a dark star is like looking into the deepest of the unknown,  gazing upon knowledge beyond sentient comprehension.


    Dark Stars emanate a corrupting force that twists and mutates reality.  Worlds in systems with a Dark Star anywhere close enough to see even the most subtle red glows from one will have evolution redirected in grotesque ways, modifying even the fundamental physics at work that governs the matter and energy that exists.     The closer to the Dark Star,  the more corruption this influence spreads.    


    Eris,  being the Sinister Star,  similarly generates a slightly modified more acute form of this corruption.  It's held many names among the different civilizations exposed to it,  ranging from religious explanations to being regarded as a form of radiation.    Over time,  this "Influence" causes mutations and death.  Signs of the Influence can be seen over time as the natural world subtly twists,   one might find flowers made of flesh and bone,  fanged lilies,  aggressive wildlife,   a bird with a third eye and two sets of wings,  wolves with multiple heads and scales and spines growing,  insects carrying venom or poisons unheard of,  spreading diseases unknown to the natural order.    Ground might begin to feel more spongy and red tinted,  a rock might bleed,  the air might whisper or scream.  Light may grow dim,  colors dull.  


    These things build up over time,  but you might find these features in places where Eris's influence is thicker,  and may occur spontaneously in response to Eris's direct aura,  though would return mostly to normal once exposure is lost.   No benefit or detriment to the topic,  just flavor text or background details to a setting.


    Strengths: 
    • Effects that pull or push can switch between either state freely during their duration.  Pushing can send things flying twice the area effect or range away from the origin to deal rank appropriate damage when they hit something or pulling can bring things in the area in to deal rank appropriate damage through crushing force at the origin.   Objects and individuals reduced to 0HP are crushed entirely and disappear into the dark star.

    • Gazing upon a dark star or feeling the effects of one induces mental/psychological damage on a deep fundamental level.  Causes 5% "Horror exposure" per post per effect.  Reaching 100% may cause some form of lasting mental trauma and mental or emotional breakdown making them behave irrationally or out of usual character.  It's not all at once but a gradual escalation as the horror exposure accumulates. 
    • The Dark Stars themselves are a bit tricky.  They're part hole in reality and part crushing singularity.  People and objects get crushed against the singularity while magic and souls bleed through (Noting it here:  Spirits and similar entities DO feel the pull).   Spells that make contact with a Dark Star are destroyed if they are of equal or less rank.   Spells just in the area of effect / gravity well of a dark star just lose 25% effectiveness.  Spells a rank higher than the dark star in question ignore the loss. 
    • Dark Star abilities cannot be ignored or be entirely resisted/immune to.  Individuals immune to being moved instead resist any movement shown by half the speed and half the distance.  Resistant individuals similarly have their resistance halved.  This ignores effects that ignore effects that would prevent abilities from ignoring their effects.
    • Curse Power.  As with Eris's primary,  Dark Star Origins is not magic,  it is Curse Power. 
    • Dark Star Origins is strong vs Physical magics (Boulders, Metals, Ice,  Wood, ect. Some types of fire magic (Fireballs).) +50%

    Weaknesses: 
    • Spatial mages may be able to resist being moved against their will. 
    • Teleportation or teleportation-like mages may be able to escape the effects.

    • Individuals may not be subject to much in the way of detriments when exposed to horrors because most players presume their characters are somehow above it. As such it's mostly thematic and not expected to be a serious problem for anyone unless they let it be. 
    • All Dark Star spells can be identified by the red glow and general appearance of spheres.
    • Dark Stars have a loosely anti-magical property to them,  but they aren't effective at functioning like most anti-magic magic.  Dark Stars tend to be smallish and aren't effective shields or barriers,  mostly relying on distorting and shifting trajectories.   The anti-magic (Not actually anti-magic,  the holes just suck the magic away rather than destroying it) is mostly just for appearances sake when things strike/make contact with a dark star. 
    • All Dark Stars can be destroyed by similarly ranked destructive gravity or time magic.  They can also be shut down by spells that create spherical barriers that could encapsulate the Dark Star, but in such encasement would take twice the Dark Star's rank in crushing damage per post until either the barrier or the dark star runs out of time or gets destroyed.
    • Dark Star Origins is weak vs Energetic magics (Lasers, beams,  Cold (Not Ice), Lightning, ect.  Some types of fire magic (Flamethrowers).) -50%
     
    Unique Abilities: 
    Sinister Star: Effect: Eris's existence is merged with that of a unique dark star called the Sinister Star.  Were one to elevate their sight into a higher dimension,  they'd see Eris as a singularity with an intense red aura radiating out from a devil shaped black silhouette.   This alters her physical makeup on the standard dimension. 

    Result:  Within Eris's body are intense crushing pressures that cause heat to be generated,  causing a red glow whenever her crystalline body (Immortal Ice) is cracked.   These pressures harden her form and hide a deep strength within her.    Eris has damage resistance of 75%,  but this damage resistance is reduced by 1% for every 1% of missing health she has, manifest by cracks on her body.    The cracks release internal heat however,  giving her a damaging aura equal to .5% enemy HP damage per for every 5% of the missing damage resistance at a range of 2.5 meters per .5%.    Random fact:  The Sinister Star (Eris) Casts no shadow.
    Side effect:  This replaces her D-rank spell slot as well,  but is still considered part of this,  so no MP loss, as it's not really a full effect on its own worth a UA or MP.  This is partly a cosmetic effect,  but also not.  It doesn't merit it's own ability,  but I really want to include it somewhere.    The Sinister Star can impose it's own Order on reality,  expressing it's own gravitational influence to override that of the local celestial object.   This results in shifting Gravity and Perspective in the area.   Like a weather mage would passively alter the weather of an area,   Eris can alter the Gravity.   This can effect just creatures/beings,  or just objects/things,  or both.  The result,  is simply changing orientation.     Instead of up being up,  it is now down,  or sideways.  Beings capable of flight or similar effects still do them with no change to its behavior.  These switches can only be done once a post,  preventing them from being used in quick succession preventing confusion or a sort of drying machine effect.  This is natural gravity, just in a new direction.   Can effect specific targeted areas,  such as only effecting one room.    Most people are capable of dealing with this in a variety of ways,  especially at Eris's level.  If not,  even a weak pet could counter this effect the next time they meet. 
    Black Embrace: Effect: Eris's aura as the Sinister Star radiates out into the standard dimension,  manifesting as a red outline around her silhouette and a darker shadow across her when she wishes it.  
    Result: It makes it so her touch is considered a user-ranked special effect that holds something in place on contact with her or an object on her person,  requiring effort to free one's self from equal to an S-ranked spell,  or a teleportation effect.  This applies the crushing force of a dark star,  dealing her unarmed damage + 1/4th a user-ranked spell damage each post that contact is kept starting at the beginning of the post / when contact is made.   It gives her a deceptive melee range,  as individuals within 3 meters can be pulled towards her by this effect.
    Notes:
    This same effect can be used on the environment to anchor herself in place (Making her immune to her own magic) or allow her to walk on walls/ceilings, or maintain her own personal gravity to fly at her normal movement speed with excellent maneuverability- or to make herself "Fall" at different angles.   In space this allows her to travel using c/s (SOL) in place of m/s,  doubling speed for every second of travel.   Allowing her to explore the cosmos. 
    Red Horizon: Effect: Eris is capable of reaching out with reality bending gravity magic to manipulate objects in the environment as though using telekinesis.  

    Result: Thrown objects have a falling speed (53m/s) and a range of 15 meters per rank.   Doing so causes normal unarmed damage as though she were performing an unarmed attack,  including the light/normal/heavy rules based on the object(s) she is using.  The weight of an object increases the damage dealt by -50% to +100%,  starting at -50% for something less than 1lb and increasing by 10% per 1lb,  doubling the pounds necessary for the next 10% increase.  
    Notes:
    (2lbs for -40%.   4lbs for -30%.  8lbs for -20%.   16lbs for -10%.   32lbs for standard.  64lbs for +10%.  128lbs for +20%.  256lbs for +30%.  512lbs for +40%.  1,024lbs for +50%. 2,048lbs for +60%.   8,192lbs for +70%.  16,834lbs for +80%.  32,768lbs for +90%.   And finally 65,536lbs for +100%. )
    Naturally this is limited by what is in her environment for her to use.  Using this on/to accompany a spell that has a tangible aspect to it that could be augmented with this,  instead just adds unarmed damage to the spell and increases its projectile speed by 20m/s.
    As a non-combat effect similar this can cause objects in the environment in general to break free of gravity and rise into the air and float on their own in a large area as environmental background themes.
    Note: This can be used on the air itself,  but since air weighs remarkably little it is of course at a -50% value.     Doing so causes an obvious disturbance in the air like a wave of force.
    Note:  This can be used to deal damage to the object being manipulated itself, such as crushing a car in her remote grasp.   
    Note: This can appear to work on a person directly, but is in fact manipulating the air around them.  It can be dodged or avoided like one would dodge the ripple of force from an air attack. They can also break free of a hold by using movement abilities or some sort of attack that disrupts the air around them (such as a battlecry sort of spell that releases an aoe burst that pushes the affected air away from them)  Not always air, but could also be sand, rocks,  debris, or something like robes that are in the area. 


    "Plot Abilities"
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    Deception | Despair | Domination
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    d a m n a t i o n
    Raiza
    Raiza

    The Red Player


    The Red Player

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    First Skill: The Reckoning
    Second Skill: Death's Game
    Third Skill:

    Arranged symbols conveying information Empty Re: Arranged symbols conveying information

    Post by Raiza 18th February 2017, 3:36 am

    Greetings Eris, I'll be modding your magic in sections due to the complexity, so bare note, I'll only be quoting it in segments to break down the payload of working with such a large app at once.  My comments/requests/moderation will be in this color. While my questions(for clarifying anything)/comments that do not require change will be in this color
    I've also removed all color of yours in my quote for ease of the eyes.
    Eris wrote:
    Secondary Magic
    Caster

    Strengths: 
    • Effects that pull or push can switch between either state freely during their duration.  Pushing can send things flying twice the area effect or range away from the origin to deal rank appropriate damage when they hit something or pulling can bring things in the area in to deal rank appropriate damage through crushing force at the origin.   Objects and individuals reduced to 0HP are crushed entirely and disappear into the dark star.
    Reading this as it is, it is a clear indication it is not just a 'strength' but an ability as well. Freely switching between push & pull as well as doubling the range of the AoE when dealing with pushing. This is most definitely an ability, or should be part of a spell.
    -While its not a change request, but more of a comment, I will note @the 0hp thing, that what happens to another's character upon death is up to the owner of the character, and not the effect of a strength. You may keep it listed, but know this, if someone doesn't choose to disappear into your dark star, but instead do (insert something here), then that is entirely up to them.
    • Gazing upon a dark star or feeling the effects of one induces mental/psychological damage on a deep fundamental level.  Causes 5% "Horror exposure" per post per effect.  Reaching 100% may cause some form of lasting mental trauma and mental or emotional breakdown making them behave irrationally or out of usual character.  It's not all at once but a gradual escalation as the horror exposure accumulates.
    Another strength that should be either an ability, or a spell. Though, I'll also note that if you do move this to an ability or spell, that the effects will not last past the thread, and would require a duration as to how long they last.

    • The Dark Stars themselves are a bit tricky.  They're part hole in reality and part crushing singularity.  People and objects get crushed against the singularity while magic and souls bleed through (Noting it here:  Spirits and similar entities DO feel the pull).   Spells that make contact with a Dark Star are destroyed if they are of equal or less rank.   Spells just in the area of effect / gravity well of a dark star just lose 25% effectiveness.  Spells a rank higher than the dark star in question ignore the loss.
    Once again, this would be an ability, and multiple at that, though I suggest trying to work in some of these effects on some spells instead, without making them have too many effects.

    • Dark Star abilities cannot be ignored or be entirely resisted/immune to.  Individuals immune to being moved instead resist any movement shown by half the speed and half the distance.  Resistant individuals similarly have their resistance halved.  This ignores effects that ignore effects that would prevent abilities from ignoring their effects.
    First off, I feel like this is a counter to a counter's counter. It is at the point of getting a bit ridiculous here. At this rate, everyone will be adding 'this ignores effects that would ignore an ignore's ignore's ignore's ignore. While this is already strong enough to be an ability, and not a 'strength', I'm also going to ask you to not loophole around to cause something that may definitely cause an infinite ignore paradox.
    • Curse Power.  As with Eris's primary,  Dark Star Origins is not magic,  it is Curse Power.
    Same thing. Curse power is a form of magic, as magic encompasses anything and everything. Its a good strength, but just adding this here, it wont be able to be used to stop someone from saying you cannot be effected, because its 'not magic' 
    • Dark Star Origins is strong vs Physical magics (Boulders, Metals, Ice,  Wood, ect. Some types of fire magic (Fireballs).) +50%
    While being strong against a singular or a couple elements is okay, I'm not okay with being strong against 'every' physical magic. Because every magic can be physical in some way. I'll also note, that this should be an ability.

    Weaknesses: 
    • Spatial mages may be able to resist being moved against their will. 
    • Teleportation or teleportation-like mages may be able to escape the effects.
    • Individuals may not be subject to much in the way of detriments when exposed to horrors because most players presume their characters are somehow above it. As such it's mostly thematic and not expected to be a serious problem for anyone unless they let it be.
    • All Dark Star spells can be identified by the red glow and general appearance of spheres.
    • Dark Stars have a loosely anti-magical property to them,  but they aren't effective at functioning like most anti-magic magic.  Dark Stars tend to be smallish and aren't effective shields or barriers,  mostly relying on distorting and shifting trajectories.   The anti-magic (Not actually anti-magic,  the holes just suck the magic away rather than destroying it) is mostly just for appearances sake when things strike/make contact with a dark star. 
    • All Dark Stars can be destroyed by similarly ranked destructive gravity or time magic.  They can also be shut down by spells that create spherical barriers that could encapsulate the Dark Star, but in such encasement would take twice the Dark Star's rank in crushing damage per post until either the barrier or the dark star runs out of time or gets destroyed.
    Hiding a strength/ability as a weakness? So you mention your magic can be shut down by spherical bariers, but take 2x the damage when they do such? Doesn't sound like a weakness, sounds like an aditional power to your spells/effects.
    • Dark Star Origins is weak vs Energetic magics (Lasers, beams,  Cold (Not Ice), Lightning, ect.  Some types of fire magic (Flamethrowers).) -50%
    refer back to the strength version of this.
     


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    Arranged symbols conveying information Empty Re: Arranged symbols conveying information

    Post by Guest 22nd April 2017, 12:37 pm

    Heyo Eris!

    This magic was handed to me to do, so I will be taking over for Raiza! (: Please let me know when you are finished editing, and note that there may be more corrections needed, either from the newer rule changes, or if I stumble upon anything.

    Thank you! ^o^

      Current date/time is 21st November 2024, 12:14 pm