Darkness magic
Secondary Magic:
Exalted Darkness Magic
Caster or Holder:
Caster
Description:
This Magic allows users to manipulate and control destructive dark Magic. This Magic has a physical form used for destroying objects, blocking enemies' attacks and picking up things. It's color is black with red in it
Strengths:
- It can be used to create forms for great destruction capabilities or subtle spells to confuse to enemy or close combat. The dark magic mass is not limited to a certain set of forms of shapes.
- Highly effective ranged magic
- Powerful destructive magic
Weaknesses:
- Light magic
Abilities/Powers:
Through the Shroud
A basic ability that allows Frederick to distinguish shapes and forms easily during night time or in the darkness. Far better the most other people, some of his spells even allow him to see clearly in the darkness as if it was daytime. While it takes away sight from others. In a way, Frederick can even sense others who are in the darkness with him.
In the Shroud
Frederick can fully submerge himself in any dark spot. For instance shadows, and spots that are covered by darkness. To the point that only mages of equal and higher rank are able to sense his presence nearby. As he appears it may often look like as if he is emerging from the shadows itself.
Life Drain
Has the ability to actually drain the life force of others, to replenish himself. Though this is mostly a cosmetic aspect, it does come back as an actual benefit in his spells as well.
Dark Arts Mastery & Knowledge
Since most of his magic hasn't been of natural latent ability, but more so achieved through countless years of research and delving himself only further and further into dark magic. Frederick has a broad understanding of magic. Especially when it comes down to the more darker and even frowned upon magics in the world. That being said, he isn't all knowing.
- Signature Spell:
Name:
Dark Void
Rank:
S
Type:
Darkness/Offensive
Description:
Dark Void is a spell that Frederick has been carrying with him from the moment he started to practice his magic. Meaning that overtime Frederick had the opportunity to cultivate this spells in many new and exciting ways. To the point he even could develop several varieties of this spell. For example, the strongest of them is the exalted version. Which is named likewise. The spell takes on the signature appearance of the lesser D rank variant, but only in a singular but significant larger scale. As the lower ranked spell summons several pentacles, the Exalted version creates one single pentacle high up in the sky. From which a large black beam is being shot down to incinerate everything that is standing in its blast radius.
Now the signature version of this spell, is basically the normal Dark Void. One where Frederick can summon up to a large number of pentacles from which beams of concentrated black magic are being shot. This number can be 1, but also can count up to 20. And can be placed where he wants it, meaning it can come from the sky, from besides him. Or even from behind an enemy. This is the biggest difference from the lower ranked spell, where the pentacles all just line up to fire one big salvo all together.
example images:
Strengths:
- Can blast up to 20 beams
- A rank damage per beam
Weaknesses:
- Doesn't deal more then S rank damage total on a single target. Meaning that a target is hit by like 10 beams the stat damage is never more then S rank total.
- Regardless of how many pentacles were summoned, the spell goes into cool down. Even When Frederick has only used one pentacle.
- Purely Offensive, no other aspects of the spell
Duration/Cooldowns
Duration:
instant
Cooldown:
1 post
- Fusion Spell:
Name:
Ultimate Offense: Void Testament
Rank:
S
Type:
Darkness
Spells Used:
Dark Void Exalted + Wither Away
Power Level:
H
Description:
(imagine this, but only with black pentagrams hanging in the sky)
By far Frederick's strongest spell in his arsenal, one that only utters one thing. Which is pure destruction. By using two of his more aggressive spells, the Dark Void Exalted spell which is a blast of pure dark energy. And the Wither Away spell, which sends a deadly shockwave of dark magic all around. Frederick has created a new spell by compressing them both into a singly spell.
By focussing on a single large area, Frederick summons all his power and creates several layers of magical pentacles that will hang high into the sky. And through them as a chain reaction he sends through his power. Only to result in an explosion of pure darkness, which deals H rank damage and has the range of a small town.
Strengths:
- Powerful spell that causes destruction
- Utilizes both spells power and range to increase it to a maximum
- Breaks even through light defenses, however only deals half the damage when it does
Weaknesses:
- Breaks even through light defenses, however only deals half the damage when it does
- Allies and Enemies alike are caught up in the blast radius
- Mainly offensive, with destruction only. There is nothing else on this spell what makes it special
- Probably best not be used in highly populated areas
- Raffle S - Rank Spells:
Name:
Forbidden Dark Arts: Black Coffin
Rank:
S
Type:
Offensive
Description:
Starting with a small black orb floating just a mere inch off his hand. Frederick activates one of his more single target spell. Yet equally powerful as most of his other offensive spells in his arsenal. The orb that just appears for a moment tighter with some surges of black magic around it, is only nothing more then an incarnation for his spell. A momentarily show before the real spell occurs.
What happens next is very similar in appearance to the kido spell Aizen uses in Bleach. Also known as Black Coffin or Kurohitsugi. What it does, is entrap a single target in large black box that takes away any light inside of it, as well as any sight. With several spike formed shapes sticking out of it.
Inside of it, the Darkness Magic that Frederick utilizes so much, surges around, dealing massive damage (1.5 S rank) in a single post to the target. As well leaving a lingering effect for 1 more post after the cast of the spell. It creates a weariness on the target that basically reduces his strength by 50%. meaning that the damage he or she deals that is equal or lower ranked then the cast of this spell is cut by half.
However the offensive aspect of this spell isn't actually what makes the Black Coffin entirely special. No, the most notable aspect of this spell is that it creates an unbreakable entrapment no one can defend against. Not even the mages or beings that use holy/light elements as their main attribute. Making this the only spell in Fredericks arsenal that actually stands stronger against its opposing element
Strengths:
- Only dark spell that stands stronger the its opposing element light
Weaknesses:
- single target only
- Rather restrictive for an S rank spell
Duration/Cooldowns
2 posts duration total
6 posts cool down
Name:
Void Bound
Rank:
S
Type:
Darkness/Offensive
Description:
As the atmosphere around you suddenly start to feel heavy. And all light slowly start to dim away, you hear them. The ghastly sounds of those trapped in the realm of the nothingness. A place where darkness reign supremes, a place between realms, an everlasting where a soul is cursed for eternity.
This spell allows Frederick to open a temporary gateway to the realm beyond realms. A place where you are going to lost for eternity, a place of darkness and darkness alone and nothing more. As he summons this gateway, it will take the form of an arc like doorway, only whats one the other end is nothing but darkness alone. And from it come the claws, hands and straps from the souls trapped in there before. Ready to take anyone in front of it back with them and into nothingness.
Honestly this is more a spell to act all cool, similar to the spell Genesis Zero used in the Oracion Seis arc, where Natsu was being trapped in the realm of nil for eternity. But, in actual PvP against players this spell traps and seals away enemies for a three post period. Unable to escape, interact or anything for that matter. Just float around in the darkness. Void Bound can only affect those equal to or lower in rank, those of higher ranks can break out with little to no effort and those two ore more can simply breathe their way out.
Strengths:
- traps enemies away for a longer period of time
- Non elemental users are trapped for the whole period
Weaknesses:
- holy/light mages can escape with an equal ranked spell based on the opposing element of darkness
- other elemental mages can break free with a stronger spell
- Spell on itself doesn't deal any damage
Duration/Cooldowns
Duration 4 posts total
Cooldown 8 posts
Name:
Savage Blight
Rank:
S
Type:
Darkness/affliction
Description:
Blight, or Savage Blight is an affliction spell or curse even which origin can be tracked all the way back to Savage Skull. During a time when the guild still revered the Lichborne, and under its influence brought Fiore to its knees. During that dark period of time Savage Skull often used the vilest of methods to spread panick and destruction. In whatever form they could imagine.
One of those attacks on society came in the form of an affliction, a magical disease that targeted magical beings or any human with any latent magical power inside of them. And was called The Savage Blight be the members of the dark guild, or among the people just Blackening.
As the name suggest, once contracted this affliction, black spots start to appear on the body and slowly grow larger and larger. Wearing the infected down physically as well as draining their magical power for quite some bit. To the point they die from exhaustion of magical devoid.
As a spell now, Savage Blight does the same, it targets up to 10 opponents total and starts blackening them. Making their infected parts feel heavy and wearing them down. As well as burning away mana for 5% per post. The burning stops after the duration, but the blackening keeps wearing down the opponent physically even if the mana burn is over. And will only end upon Fredericks defeat.
Strengths:
- Shaves off 5% mana per post
Weaknesses:
- no physical damage
- no further offensive attack
- non magical beings aren't affected by this spell
- doesn't affect magical artifacts or weapons
- Wearing down, is plot only
Duration/Cooldowns
4 posts duration
9 posts cool down
Name:
Forbidden Dark Arts: Decree of Pain
Rank:
S
Type:
Offensive/
Description:
An old and forbidden technique, that is what the Decree of Pain is. A spell that depending on the caster can come in any form possible. May it be chains, roots, tendrils or make cages. Every mage who casts this spell has it formed to his or her own liking. For Frederick, the spell takes form in the shapes of magical spears. Or be more accurate, black magic shaped spikes that are able to phase through a targets body and pin them down where the stand.
Yes the Decree of Pain comes in the form of a large hailstorm of black spikes that pierce through the body. Yet while they don't physically show any damage or rip apart the flesh, they do send out shockwaves of pain while the target or targets are pinned down. Meaning targets are paralyzed for 3 posts, affecting only equal and lower rank fully. Those of one rank higher are slowed, and those above that are unaffected by the paralyze.
The spell itself still does damage to the target as the shockwaves of pain are quite severe, however physical damage can be seen as the spikes itself more phase through the targets then actually pierce them. The damage is divided among the number of targets caught by the hail, Starting with 1/2 targets the spikes deal each S rank damage. After that it's divided among the numbers. For instance, when it's 3/4 targets the damage is already down to A. 5/8 B, 9/16 C and so on.
The spell focusses more on the continuous pain that is being send through the body as they are trapped. Then it is about the damage. However for the cost of another S rank mana, Frederick can intensify the pain and deal another wave of damages. It does increase the cool down by a 100%.
Strengths:
- Pins down enemies
- For the cost of the cast mana Frederick can intensify the pain and deal another wave of damage
Weaknesses:
- Starting by A, light based attack spell can escape from the spikes and even break others free
- The damage divides over the numbers
- Dealing another wave of damage increases the cooldown by a 100% as well costs another S rank mana cast.
Duration/Cooldowns
- 3 post duration
- 6 post cool down
Name:
Hell's Vision
Rank:
S
Type:
Offensive/
Description:
With a fist engulfed in darkness Frederick stomps onto the ground, shooting his own magic downwards. Which naturally creates cracks all around, from which black light shoots up.
The spell itself however does something entirely else. The moment Frederick hits the ground, every enemy inside a 250 meter radius will be blasted with A rank magic from underneath them, but as well send a crippling pain into their spinal cord, which naturally will paralyze them for 1 post. This works however only on S rank and lower. H rank mages will be dealt damage and have to endure the pain. But won't be paralyzed.
Strengths:
- Deals every enemy damage
- Paralyzes opponents
Weaknesses:
- H ranks aren't affected by the paralyze
- Because it deals all-round damage to every enemy around, the paralyze is relatively short.
- Because it hits multiple enemies overall damage is lower then the rank of the spell
Duration/Cooldowns
- 1 post duration
- 5 post cool down
- S - rank spell:
Name:
Apex of Darkness
Rank:
S
Type:
Darkness/shade tech
Description:
The user transforms himself into a powerful wraith like being. Consisting only out of pure darkness. Giving him a non material form. Making sure that he doesn't get hurt or hit by those physical/solid or anything from this place kinds of attacks. Like sword slashes, rocks, fire and so on. However energy attacks like light, comic or holy do work. Especially light, because of the fact that it exists out of pure darkness itself pure light is the most effective and fatal against it.
The wraith itself is a fast and nimble opponent. Moving at a fast speed and high deafening pitching screams making the enemy drop his defense by 35% for two posts. It also has a leech ability if an enemy is closer then twenty meters it will drain magic power for 10% per post. If it grabs you it will drain you 15% per post. Once caught by the grip you can release yourself by rolling the defense or attack dice in your next post. If you hit 3 rolls you are freed from the grip.
The wraith form itself has a constant fear effect as well, making it reducing the damage from enemy attacks for 40%.
There are a few downsides to this form as well, the users mind is completely not self aware anymore. It just needs to feed it's desires for life force. So it does't matter if your friend or foe, it will attack anything and anyone.
Also in this form al other attacks the user had are gone. So any tactics and spells he had can't be used. Instead of that the wraith attacks in pure darkness, like waves or beams that deal A rank damage. The waves and raw beams are the only attacks besides screaming that the wraith can do.
Strengths:
- Can only be hit by energy, light, holy, cosmic and more attack like those.
- Drains opponent
- Fast and powerful attacks of A rank damage
- Long duration
- Constant fear effect
- Physical or materialized attacks won't work against it
Weaknesses:
- Heavily weak against light and pure holy attacks
- Has few attack options al former spells user has are not useable.
- Any former spell active will disappear
- User can't recognize friend or foe anymore
- Ridiculous long cool down
- Can't stop the spell till it's defeated or duration stops
- Only once per thread
Duration/Cooldowns
Duration: 15 posts or till defeated
Cooldown: One thread, after the thread it's used in.
Name:
Thorns of Demise: Reprise
Rank:
S
Type:
Darkness
Description:
An increased buff to the original Thorns of Demise spell, however for this to work. The original Thorns of Demise have to be activated first.
What the spell does is basically increase all the stats of the original spell to that of S rank worth. And also adding 5 extra tendril that in diameter size are increased to a total of 1 meter. Meaning that the moment they punch through a wall, they can leave a gaping opening that one easily can crawl through. If the wall hasn't fallen apart already.
The increased stats are simple though, instead of having a small delay to recreate one of the dark extensions. The tendril immediately spawns anew. Dispersing the leftovers of the former one. Upon activation of this spell, all the tendrils that were already destroyed immediately spawn again, along with the 5 new ones. It also increases the range from 20 meters around the target to an area of 65 meters. As well allows the user to actually move in normal speed.
Just like the lower ranked spell, the Reprise version has the ability to drain magic power and add to the user itself. But instead of 5% it drains 10% the moment one of them phaze through a target or wraps around them. However, just like before it only works per target. Not per tendril, meaning that even though two of the extensions are wrapped around a single target. He is getting only drained for 10%. The same goes for the S rank damage, sure by wrapping around a target it deals a continuous damage per post, as well as mana drainage. However, when two are wrapped around a player target or slam into one, it deals only a single S rank worth of damage. But never more.
Strengths:
- Also increases the duration with 5 posts
- Drains life force while feeding the user with magical power for 10% per post
- Can wrap around enemies.
Weaknesses:
- Rank Limiter, it can't be used on mages with an higher rank then the user
- Increases the cooldown with 5 posts
- Weak against light magic, meaning A rank light/holy damage can disperse an S rank tendril
- Multiple tentacles on one target has the same effect as one tentacle on one target
Duration/Cooldowns
Duration:
5 post, added to the remaining posts of Thorns of Demise
Cooldown:
5 post, added to the remaining posts of Thorns of Demise
Name:
Wither Away
Rank:
S
Type:
Darkness
Description:
The user releases a burst of dark magic over an area of 50 meters, dealing them S rank damage in that moment and knocking the enemy back followed up by 2 waves of the burst with the second one dealing A rank damage and the last one B rank. Highly effective against groups and multiple enemies when surrounded as well handy when fighting a single opponent.
The spell itself does damage, but the lasting effects are the one that are the hardest to deal with. Instead of an devastating attack like the exalted dark void this attack leaves an decreases armor rating of 25% for 5 posts on the enemies. As well as an decreased attack rating, for 5 posts. Making sure that any damage dealt by them is reduced by 25% as well.
This attack doesn't take in consideration who is standing around Frederick so friends are in equal danger as foes.
Strengths:
- S rank damage
- decrease enemies damage by 25%
- decreases enemies defense by 25%
- followed up by waves but with lesser damage
- Frederick can give no indication that he is going to use this attacks. If he wants he can just burst it out.
Weaknesses:
- holy and light defenses
- equal and higher ranked solid defenses like rock and stone. Only against the damage, not the effects.
- Doesn't take in consideration ally or foe.
- followed up by waves with lesser damage
Duration/Cooldowns
Duration: use of spell 1 post, lingering effects 5 posts
Cooldown: 12 posts
Name:
Dark Affinity
Rank:
Signature
Type:
Darkness
Description:
Because of his darkness, Frederick has a signature that basically allows him to create offensive methods outside of his spell range. Nothing in-depth difficult though, but just basic attack capabilities. Think about black beams that shoot out of the palm of his hand, or and orb with the same effect.
Either way for clarification: One or three at the same time Tendrils, with no further effects. Black beams or orbs. Or a dark shockwave originating from him as origin point. None of these have any special side effects, they are nothing more then basic utility attacks.
Strengths:
- Passive ability
- Multiple variation of basic attacks
- A rank damage
Weaknesses:
- No defensive forms or capabilities
- Lower rank damage then normal Signature spells
- only basic attacks, no further in-depth side effects
- No support moves
Duration/Cooldowns
Duration:
14 posts
Cooldown:
15 posts
- A-rank spells:
Name:
Vile Bargain
Rank:
A
Type:
Darkness
Description:
At the cost of 30% of the current health, Frederick has the ability to either increase his magic power by 30% in general. Or augment one other character with his darkness, meaning that for a small time an ally of his is infused with darkness and deals elemental damage along with his or her original magic.
However the augmentation is only temporary, while if used on himself the sudden increase of mana is not. As the health offered is permanently shaved away for the entire of the post. Upside is that this spell pays health instead of magic power.
Strengths:
- Can augment an other character with his own magic
- Gives a boost of 30% of mana at the cost of 30% based on his current health
- doesn't cost MP as it takes on a portion of health.
Weaknesses:
- If Frederick has let's say 500 health, 30% of 500 will be shaved off. Meaning that for a trade of 30% magic Frederick has to give 150 health
- The augmentation has a post period
- When used for augmentation the cool down only activates when the duration is over.
- Infusing only works with the elemental type of mages, meaning that requip or any holder mage can't be infused.
Duration/Cooldowns
Duration: 1 posts for when using on himself
Duration: 6 posts for infusing someone else with his element
Cool down: 7 posts
Name:
Ultimate Defense: Darkness
Rank:
A
Type:
Darkness
Description:
Ultimate Defense, a spell that focus mainly on the protection of one itself or even other. It's the ability to create a barrier in the form of a dome, rectangle screen, pentacles or even several layers to withstand a powerful attack. Basically everyone is able to perform such a spell, however based on their own elemental alignment the defensive spell will have it's own set of weaknesses and strengths.
In this case the element imbedded with the user is darkness, a power that reigns supreme over most other natural based elements. For instance, fire, water, earth and wind. Even powers like lightning and iron. Yet even if it's naturally stronger against those, it has a great weakness against purely based light/holy magics.
The spell itself works in a normal fashion. By chanting it's name followed up by the element. The user can create a defensive form in any shape he has in mind. A black transparent barrier in this case, or dome. It can withstand one powerful S rank blow of any element other then light. But it would still break down the barrier afterwards. A rank attacks however, may it be physical or elemental other then light. Are unable to break through the barrier for it's duration. H rank spells however can shatter through the dome in one attack, and deal 50% of it's own damage output towards the user.
Light based attacks however can break through it easily, even though anything lower then C rank won't harm it. B and A ranks can break through. 6 B rank hits is more then enough to shatter the defensive form without damaging those behind it. For A rank hits this is 2. And for an S rank spell it breaks through but still damages the user for 75% of the spells damage output.
H rank light based spells just shatter it completely and deal it's complete damage against the form.
Strengths:
- Strong against physical and natural elemental attacks
- Can create it in an shape he wants.
- Can also cast it from his own position, in order to protect others.
Weaknesses:
- H rank natural element attacks shatter the dome still deal 100% damage
- H rank light based attack shatter the dome and deal full damage
- S rank light based attacks shatter the dome and deal 75% of it's own damage output
- Breaking through the barrier the damage naturally focusses on the user only. Meaning that he/she works as a lightning rod for every attack that comes through.
Duration/Cooldowns
Duration: 3 posts
Cool down: 10 posts
Name:
Vile Movement
Rank:
A
Type:
Darkness/Shade Tech
Description:
Basically an alternative to quickstep, while most mages have supreme agility on their own, Frederick has none. Mostly because aligned with his own magic it rarely provides any. Sure enhanced physical strength and wide variety arsenal of spells. But actual speed like quick step no.
But in his studies Frederick had managed to create a similar, yet very different kind of movement. Rivaling the speed of a quick step, Frederick engulfs him in a dark mass that can shoot forward in any direction it wants. However the mass and Frederick are the same person, meaning that he can materialize himself in and out of the mass any moment he wants.
This spell works as a more passive one then an active one, meaning that in the duration of this spell he can move as fast as he wants and even use other spells in combination. Yet not all of them, some like Pits of Darkness , Wither Away, Dark Void Exalted and Thorns of Demise can't be used.
As an replacement to his most strongest spells he engulfs his own limbs in the same dark mass the moment he strikes. Fists, knees even his feet will be the moment he launches an hit at a person. It also leaves a fading black line from the trajectory he moved. Moves at 100mph.
Strengths:
- Speed that rivals quickstep of A rank, and almost S rank mages
- Unexpected movement
- Fast ways to launch powerful blows
Weaknesses:
- Long cooldown
- H rank mages are significantly faster
- In a long chase S rank mages would still outrun this with their quickstep
- Can't use a multitude of his spells
Duration/Cooldowns
Duration: 12 posts
Cool down: 18 posts
Name:
Call from beyond the shadows
Rank:
A
Type:
Darkness/shade tech
Description:
It create's up to a number of fifteen beast like shaped apparitions consisting out of dark magic, and are there for entirely black. They are nimble and quick and have each A - rank defense. Unless if they are hit by an light or holy based attack. Those attack do 50% more damage to them because of their dark element. The minions don't deal the same damage as their defense, so they will be dealing B - rank damage. Unless the user has some light/holy based defense in which their damage will be nothing but D - rank. But the defense has to be an actual defense spell. The spell is highly effective in a combination with the Dark Moment spell and is thus the only spell besides the submerge spell that works together with the dark moment.
Strengths:
- fast and nimble apparitions
- highly effective in the dark
- Stronger when in a group
- Each minion can attack twice per post
Weaknesses:
- Light/holy attacks do 50% more damage against them
- Light/holy defense limits their damage to D - rank
- Even though they are apparitions they can be hit by melee attacks
- One A rank hit is sufficient to kill one of them.
- If alone or with few, they are weak
Duration/Cooldowns
Duration: 7 posts
Cooldown: 10 posts
Name:
Diminishing Grasp
Rank:
A
Type:
Darkness
Description:
Just like Byakuyafrom bleach the user is going to use one mass that he can move around at will, without even making a single move himself. But instead of it being actual cherry blossom petals this mass will be only consisting out of pure darkness. The mass can be used for as well defensive as well as offensive making it there for an highly efficient spell to use in almost any circumstance. It's fast and it deals A rank damage when it hits, although against light or holy defense of the same rank it would deal 30% less damage. And those of higher rank 60% less. It's defensive capabilities are a bit stronger against light/holy attacks, but still less effective then against any other element or regular attacks. Even though it can block A rank hits from other, it's takes 10% damage more from B rank light attacks, and from A rank 40%. S rank light or holy spells are 60% more effective. And well H rank, well that just obliterates it.
The mass can also split itself up into three different masses that move separately from each other. But the damage that it would deal is then reduced to B rank with the same effect from the light based offensive and defensive capabilities.
Strengths:
- Can be used as offensive as well as a defensive form
- It's fast
- Deals A rank damage
- Can split into three separated masses that move at will.
- Has an 50 meter reach
Weaknesses:
- Light and holy effects it's defensive and offensive moves
- Can only use it up to five times to attack per post, this includes a defensive move as well. So if you defend against an attack it takes up an attack roll.
Duration/Cooldowns
Duration: 6 posts
Cooldown: 12 posts
Name:
Pits of darkness
Rank:
A
Type:
Darkness
Description:
The user creates a black eerie area beneath the feet. For around 50 meters from the users spot. The field will have several purposes, one and the most important one. It has a leech effect, draining the opponents who are in the field for 5% from their magic power and adding it to the user.
Second, is that from out the field the user can attack in a form of black mass that can be shaped in any raw form he wants it to be. May it be spikes from the ground, or tentacles twirling around trying to smash in the enemy. Or just burst of dark magic power were the enemy is standing.
Take notice to the raw forms, the field can't produce difficult shapes and forms like axes, swords or anything like those things. Nor can it be an attack that makes it self loose from the field.
Those attacks only work in the field itself. Also the enemy can't escape from the field, but they can move freely around in it. While the user itself can't move far from the spot.
Strengths:
- Leeching effect
- Can attack in a lot of forms from out the field with B rank damage. The attack itself don't take up magic power
- Enemies can't escape
- Replenishes the user
- The user can submerge and emerge in it freely
Weaknesses:
- Rank limiter, players that are higher and same ranked then the user can escape the field by rolling the attack dice for 4 out of 5.
- long cool down
- enemy can still move around freely within the field
- the user can't move outside the field, if he does it falls apart.
- The low creativity of forms limits the attack potential of this spell.
Duration/Cooldowns
Duration: 7 posts
Cooldown: 15 posts
- B - rank spells:
- Name: Thorns of Demise
Rank: B
Type: Darkness
Description: The user creates up to 10 black transparent tentacle beams, consisting out of black magic around him. That lashes out at the enemy and tries to bind them by wrapping around them,or phasing through them. As these tentacle don't do physical damage they have the same effect as the Soul Absorption spell but stronger. And thus drains the enemy from their life force making them severe weaker and replenishes the users magical power.
Several tentacles could attack one target but that doesn't increases the draining effect of the life force. That would still be the same as if the target is attacked by one tentacle.
The user is able to control them and can use them as well as a form of defense mechanism against physical attacks
Strengths:
- Can attack multiple enemies
- Drains life force while feeding the user with magical power for 5% per post
- Can wrap around enemies.
- Can be used to lash out at enemies while standing at the same spot.
- The tentacles grow back when one of them is cut during the duration.
Weaknesses:
- Rank Limiter, it can't be used on mages with an higher rank then the user
- Tentacles can be cut to break someone free
- Weak against light magic
- Only 20 meter range
- Multiple tentacles on one target has the same effect as one tentacle on one target
Duration: 4
Cooldown: 7
Name:
Phantom Snakes
Rank:
B
Type:
Darkness
Description:
The user summons up 3 phantom like snakes that act as an extension from his body. On which he can lash out at the enemy. Not unlike the thorns of demise where there are 10 tentacles that make the user stand his place all during the spell. The phantom snakes can be used while walking and moving around.
During the spell the snakes can be lashed out enemies and hit them, or slamming them into the ground. Dealing them B rank damage. The snakes as well have a bite ability that leaves that hurts the enemy over time during the spell with C rank damage per post. The user have to roll differently for slamming and biting. The biting can also only used once per spell, and one per snake.
Strengths:
- B rank hitting damage from snakes
- can move freely with the snakes
- littering c-rank damage over duration of the spell
- has a reach of 5 meters per snake
- can wrap around enemies
Weaknesses:
- short duration for lingering damage effect
- relatively a short range
- each snake can only bite once per spell
Duration: 4
Cooldown: 9
Name: Submerge
Rank: B
Type: Darkness/Shadow
Description: The user can disappear and reappear in a range of 12 meters from it's original position. It looks like the user transform into a black magical mist cloud that fades away. And then reemerges like that in the same way. This spell has no combat abilities, but can be used to get behind enemies and attack them from an unexpected side. It also can be used to evade an attack.
Strengths:
- Short cool down
- Can be used to evade an attack
- Can be used to disappear
Weaknesses:
- No combat abilities
- Can't further reappear then 12 meters away from the origin point
- Can't do a magical attack above C rank in the same post after submerging.
Duration: 1 post
Cooldown: 5 posts
- C - rank spells:
- Name: Dark Void
Rank: C
Type: Darkness
Description:The user casts a powerful spell by holding up his right arm into the air where he will assemble dark masses into the palm of his hand, which then will shoot up towards the sky or ceiling of a building that creates 15 multiple black looking pentacles for an area of 15 meters. From which multiple black destructive pillar looking beams will generate and will rain down on the enemy. Destroying it's users entire surroundings. If an enemy is unable to block it does some heavy damage on them. Because of it's destructive force it can break through c-rank and lower barriers. Except holy and light barriers because this attacks is purely consisting out of dark magic
Strengths:
- Incredible destructive force
- can cover an entire area for 15 meters
- deals C rank damage
Weaknesses:
- Uses a lot of the magic power of the user.
- It has a long cool down.
- I can't can't break easily through barriers consisting out of pure light or holy magic.
Duration: 1
Cooldown: 4
Name: Dark Chasm
Rank: C
Type: Darkness
Description: Just like the Dark Void, Dark Chasm creates up to 15 black pentacles. But this time not in the sky above the enemy. No this time the appearer behind Frederick, forming a wall of pentacle. From which yet again dark magic pillars of black light are shot towards in a linear fashion towards the target. In this linear attack there is one safe spot in the middle. And that is in a strict line in front of the user. Because there doesn't appear a pentacle directly behind him.
Strengths:
- Destructive force for a linear area are of 15 meters wide
- Strong against multiple enemies
- Creates magic pillars that explode and obliterate on impact
- deals C rank damage
Weaknesses:
- Uses a lot of the magic power of the user.
- It has a long cool down.
- I can't can't break easily through barriers consisting out of pure light or holy magic.
- There is a safe spot.
Duration: 1
Cooldown: 4- D - Rank spells:
- Name: Corrupted Explosion
Rank: C
Type: Darkness
Description: The user gestures his arm and hand in a swipe. Triggering a large explosion of dark mass in that direction in a linear pattern. It has a range of 15 meters and the the explosion has a span of 10 meters. Because it's a big explosion it deals some high damage against it enemies. It is strong enough to shatter barriers of mages that are C-rank or lower.
Strengths: Strong explosion that his highly effective against multiple enemies. And does a lot of damage and destruction.
Weaknesses:
-It's an unstable attack for it destroys anything in it's linear pattern. So you can not single out an enemy from an ally when there in that pattern.
-And because that this spell is also an dark magic spell, light and holy barriers have a stronger defense against it and are more likely not to break.
Duration: 1
Cooldown: 3
Name: Dark Moment
Rank: D
Type: Darkness
Description: Dark Moment is a spell that enables the user to cut out the lights in the room or a specific area outside for a span of 15 meters he is in, plunging it into utter darkness. Only the uses can see through the darkness. It can't be combined with other magic attacks from the user except the spell 'Minions from the shadows'
Strengths: It allows him to attack unseen.
Weaknesses:
-It can't be combined with other magic attacks except 'Call from beyond the shadows' and 'Submerge'. So if you use Darkness cage, the Dark moment will end.
-Light users can penetrate or negate the darkness because their magic is the exact opposite of this spell.
Other magics that can create light source like fire mages can't penetrate through the darkness but can illuminate a small portion of their surrounding so that they aren't completely in the darkness any more . So if You're up against a Light user, of fire magic, they could create a light source with their magic.
-Also the Dark Moment doesn't work on someone if he has a lineage or slayer power that allows them to see in the darkness
Duration: 3
Cooldown: 4
Name: Shade Entangle
Rank: D
Type: Darkness/shade tech
Description: The user summons ghosts to grab and strangle the enemy and cause them great pain.
Strengths: It's fast and not easy to evade, and once caught in it, it deals a crippling pain.
Weaknesses:
-It's limited to only one person, so if you fight multiple enemies. You are open for an attack.
-Also the enemy caught in the entanglement, could escape by releasing a huge amount of magic that could disrupt dark masses allowing the enemy to escape. But the enemy has to be stronger then you are to do this. That doesn't count for light or holy mages, they can break through the barrier much easier.
Duration: 3
Cooldown: 2
Name: Black Whip
Rank: D
Type: Darkness
Description: Pentacle appears on the side of the arms from which the user can create one whip out of pure dark magic at the side of each arm and use it to lash out at his enemy. The black whip can extend to a range of 4 meters. He can also choose the create only one whip at one arm so that his other hand is free.
Strengths: Because it has no weight the whips are fast and their attack at long distance making it hard for the enemy to get in close range of the target.
Weaknesses:
-Is is useless when an enemy manages to evade an attack and is able to get in close range during the attack. The whips can't recover fast enough for a new attack at close range.
-Also the whip is not strong enough to break through barriers.
Duration: 2
Cooldown: 4
Name: Soul absorbing
Rank: D 'rank limiter'
Type: Darkness
Description: By placing his hand on something living he can steal it's life essence. The soul absorbing weakens the enemy's magic source and replenishes yours for 3% per post.
Strengths: It weakens the enemy, and it replenishes the users magic power. So it drains the user of it's magical power and with that is also weakens the enemy physically.
Weaknesses:
-You're an easy target for melee.
-And it can be only used on others with the same or lower rank then this spell. So it is ineffective on a mage with a higher rank then you.
Duration: 3
Cooldown: 2
Last edited by Lord Frederik on 10th June 2016, 5:45 am; edited 60 times in total