- Original:
- Sasha Martin wrote:Marceline Anicetus wrote:ISHY of THQ & ADOXOGRAPHYHEARTBREAKERMY KISS IS A LIFE TAKERTAG@tagOUTFITPolyvore/GoogleWORDS000NOTESBlahrimary Magic: The Ravenous HandP
Secondary Magic: N/a
Caster or Holder: Caster, Lost
Description: Thousands of years ago, a priest of a forgotten kingdom devoted his life to serving his gods and his people. He prayed to the gods, sacrificed to them when things became bad in the little kingdom, and wished only for the best to his people. The gods, however, did not like this priest; they did not trust that he could take the path of light and serve them well. So, those gods turned on the priest, and ignored his reaching out to them when the kingdom was struck by a plague. Each day the priest would go to his alter and pray that the gods remove the illness that was slowly killing them off. As each day passed by in silence, more and more of the kingdom became ill, until it was only the king and himself who were healthy. Angered that his gods did not listen to his prayers, the priest went against what the gods had set for him.
You see, this plague was made by the gods as a test for the priest, to see if the priest would take the path of light or dark. The priest failed their test they had set forth, and turned to the wrath of the demons the gods so despised. When the king became ill, himself, the priest feared the worst for his little kingdom and its future in the world. He called to them for help, and being the sprites of mischief, these demons listened to what the priest wanted. They gave him what he needed to save his people, but at the price of his own life once the deed was done. These demons made it so that the priest could control death... could get rid of the disease plaguing his homeland. This priest, as his people were dying, studied his new magic, until he was able to rid the kingdom of the illness that it had been given.
The gods, they were angered by the choice the priest had made, and reversed the magic that he had been given. They cursed him to be immortal, and to take life from what was around him, in compensation for what he had done. From there, he was cast out of his priest position and from his kingdom, doomed to roam the earth and take life from the things around him. He could not touch things without them decaying, he could not love what needed to be loved without killing it. This was the curse that the gods placed on the priest, so that he may forever remember the evil deed he had done. With it, the descendants of this cursed priest would gain his magic, and deal with the same issues he had. However, this priest never loved anyone, locked himself away for eternity, and the magic he had been given died with him.
Marceline learned of this magic, known as "The Ravenous Hand," from a book that her deceased mother used to own. The magic was a curious nature to her, and being the impressionable child that she was, she read and studied it. Soon, she developed the ability to kill off small plants and creatures with just a single touch to them. From there, she learned more and more about it, until the magic began to consume her mind and herself, wholly. She became corrupt with it, and lost control of this magic over time, until bits and pieces started to control her. With this magic, she can wield the energy of life and death, to decay and kill things... to steal the life of others... to be immortal. This magic pays a price though, and for her immortality, she is faced with taking life of those around her.
Strengths:- Controls the aspects of life and death, so that the user may wield their energy to their advantage
- Is a magic based solely on DoTs and AoEs to create massive damage to any target the user so wishes
- Takes life from those around the user to give it back to the user in compensation for some spells' usage
Weaknesses:- Grants the user immortality, at the price of taking life from the earth for their inability to die
- Has a major weakness to mages who are able to heal and reverse the effects of the decaying ability of the magic
- Some of the spells cost the user's health in order to cast rather than mana being used to cast the spell
- This type of magic is ineffective against other death magic, or any mage who can control the aspect of death at will
Lineage:- Spirit Link:
- Spirit Link:
Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk were one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumored that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat.
The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This ax ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the ax to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the ax will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.
The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.
The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage. Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.
Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.
- Midas's Touch
- Contrary to its name, this unique ability does not turn everything the user touches into gold, but rather, it erodes, corrodes, decomposes, et cetera. The user has to physically touch something in order for it to start decomposing or corroding away, depending on what it is. Because of this "curse," as it's more known to be, it limits what the user is able to touch without damaging it. Unfortunately, this unique ability is also constantly active and never ceasing, which makes daily life very hard for the user. On the upside, it has to be touched by the user's hands; therefore, they're able to touch anything, so long as it's not with their hands. Anything touched by the user will peel away into particles of death energy, until nothing, but the empty space, remains. As for people, it will decompose their skin rather painfully, dealing a spell's rank worth of damage to them over the course of three posts.
- Punish
- The user has a fifteen meter (plus ten meters for every rank thereafter) aura surrounding them that kills off/injures anything within its radius (flora and fauna respectively), and gives that taken life back to the user. With what life it has taken from the earth, the unique ability gives 10% of that back to the user in return. If the user's health is capped, it becomes something along the lines of being cosmetic, and very similar to Ankhseram's death aura. It will only kill off/injure anything within its radius, so if the person or creature is outside of the range, it's safe; anyone caught inside is dealt full spell rank's worth of damage once inside and after that, it becomes cosmetic. This unique ability, much like Midas's Touch, is active as well and the user isn't able to turn off the aura in any way. It is only like this as a show of suffering for the user; after all, immortality comes at a price and if it can't take the user's life, it takes lives around the user. Hence why this unique ability is called "Punish," as it can be seen as a form of punishment toward the user.
- Turn to Ash
- This unique ability gives the user capability to turn their body into ash and change their position with the wind. The user can only travel as far as their rank's range while in battle, so at D rank, the user can only travel fifteen meters tops. It can be used to evade spells, in which case, it can only be used once every three posts to escape a spell. As for generally speaking, the mage can travel to any distance, as long as it is on Earthland and not porting to another planet. So, this can't be used as a form of teleportation like some magic can be used as, it is bound to working only inside of a planet. Once inside of a planet, the person can travel anywhere they want, so long as they have been there before. If they haven't been to that place, they can't travel by ash, limiting them to only be able to travel to where they've been before.
- Kiss of Death
- Contradictory to its name, this spell does not involve the act of kissing, nor does it involve the act of dying. What this ability does is every time the user is able to make a strike on an opponent and it hits, it takes some of their life from them. Regardless of the spell cast by the user, 5% of the opponent's health is taken from them and restored back to the user. As long as the strike doesn't hit, the opponent doesn't have to worry about their life being sapped from them each time. In the case that a strike does hit, the taken life can be physically seen decaying into death energy particles that the user absorbs into themselves.
- D Rank:
- Life Surge:
- Name: Life Surge
Rank: D
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: Summoning up a large, crescent-shaped blade of death energy, the user flicks their wrist from left to right in order to cast it out. The spell can deal a full rank of damage to the opponent on the initial hit; however, it can do more damage. By also taking 5% of their own health, the mage can imbue it into the blade to add an additional 75% in damage. Once the spell is cast and it hits the target, it causes a decay effect of 2% to take place on the enemy for the next three posts. Unfortunately, this spell only has a total range of 15 meters, which means it can be easily dispelled outside of that range. This spell can be dodged by means of stepping out of the range of the blade, or negating it with life magic. Likewise, a wind mage can redirect the blade in order to entirely avoid the attack, or at least tone down its effects.
Strengths:- This spell can deal 25% more in damage to a target, should they be someone who controls the aspect of Life
- Once cast, this spell can deal quite a bit of damage, what with its additional 75% in damage
- While it doesn't return life back to the user, it can continue to decay the opponent's life for the next three posts by 5%
Weaknesses:- In order to cast this spell, it requires a decent amount of the user's own health to be able to be used
- Death mages, or those with the ability to control aspects of death, are immune to this spell, since they can absorb the life energy used to make it
- The blade can only go in a single direction, making it quite easy for an opponent to sidestep the attack
- Wind mages can easily blow the blade out of the way and negate the effects of the spell once cast
- This spell can deal 25% more in damage to a target, should they be someone who controls the aspect of Life
- Purge:
- Name: Purge
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Expelling a large blast of death energy from their body, a user can mimic a small-scale atomic bomb effect that "purges" the opponent of their life force. On the initial hit of the spell, an enemy can take up to 50% in damage from the forceful blast of the spell.
For the next four posts after the initial hit, the spell can deal an upwards of 25% in damage to the opponent. The cosmetic effect of the spell is damaging the surrounding, affected, fifteen meters of the area the spell hit, by killing off anything living (flora and fauna). The life taken from the flora and fauna is then returned to the user by 5%, but only on the initial impact of the spell. Any mage, who is not within the fifteen meter range of the spell, goes unaffected by the effects of "Purge." Death mages are also unaffected by this spell, as they can reverse the effects of it or negate the spell entirely.
Strengths:- Deals damage over time to the affected mages, creating a greater effect in damage than most other spells
- Affects a fifteen meter radius, and any mage caught within it, is dealt some type of damage to them
- While not one of the user's strongest spells, it is definitely a go-to spell when the user needs great damage to be dealt
Weaknesses:- Mages, who are not within the limited range of the spell, go unaffected by the disaster of the spell
- Death mages, or any mage who can manipulate and control the aspect of death, are unaffected by this spell
- As a cosmetic effect, anything NPC-wise, or not control by the player, is killed off/drained of life
- A collateral damage spell that causes more damage to the surrounding area than is entirely necessary
- Deals damage over time to the affected mages, creating a greater effect in damage than most other spells
- Annihilation of Time:
- Name: Annihilation of Time
Rank: D
Type: Death, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Given that the opponent has already cast their spell, the user can, in return, cast "Annihilation of Time" in order to reduce the damage of the spell. What this spell does is drain the used magic power from the spell and gives it back to the user, ultimately reducing the damage the spell does. Only 5% of the stolen magic power is given back to the user, or it can be passed off to an ally. The user casts this spell by stretching out a hand toward the coming spell, and the magic power from the spell is then pulled out and into the hand of the user. Damage done by D rank spells are reduced by 50%, C rank spells are reduced by 25%, and any rank above C rank is reduced by 10%. With this, a user doesn't have to worry getting too much damage, for it allows them to reduce damage of a single spell every two posts. Unfortunately, this spell doesn't deal damage to the opponent, and thus, leaves the user open for attack.
Strengths:- Reduces a single spell's damage every two posts by draining the used MP from the spell in order to nullify it
- Returns 5% of the stolen MP to the user or ally; thus, making for a great way to restore a person's MP
- One of the many spells the user has that drains MP and gives it back to the user, but is the only spell that returns MP to an ally as well
Weaknesses:- If the spell doesn't use MP in order to cast it, like it uses health or some other source of power, the spell is useless
- Because of this spell being Death, any Life magic automatically cancels out its ability to reduce the spell
- This spell doesn't recognize ally from foe's magic, so the magic could accidentally reduce an ally's spell if it gets in the way
- It can only reduce a single spell at a time, so if the user is being attack by two spells at once, they have the choice of negating only one
- Reduces a single spell's damage every two posts by draining the used MP from the spell in order to nullify it
- Sacrifice:
- Name: Sacrifice
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Solely based on draining the health of the targeted opponent, the user can cast "Sacrifice" by placing both hands together in front of them and curling their fingers into claws. This will then activate the spell into draining the life force from the opponent through a beam of death energy (traveling at 5m/s with a range of 10 meters). The health taken from the opponent is then given back to the user, but only 5% of it is returned to them. If their health is already capped, then the life taken from the opponent can be transferred to an ally in order to heal them. If all allies and the user are capped for health, then it just becomes damage toward the enemy, resulting in no healing. Damage dealt to the user is full D rank damage.
Strengths:- The stolen health cannot be regained by the opponent, unless it's by means of a healing spell from another mage
- Drains the life of the opponent and gives 5% of it back to the user or to an ally if user's health is capped
- Deals a full rank of damage if all allies and the user are capped in their health
Weaknesses:- Health can be restored to the opponent by the means of another mage, should that mage have a healing spell
- This spell can be negated by Life mages, who can simply take the life back that had been stolen from them
- Death mages have an immunity to this spell, since this spell is related to the taking of life/Death, itself
- It can be avoided by means of dodging the beam of energy, as it can only go in a straight line toward the opponent
- The stolen health cannot be regained by the opponent, unless it's by means of a healing spell from another mage
***Start Purchased Spell Slots*- Exterminate:
- Name: Exterminate
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Raising their right hand and making a fake gun with their pointer finger and thumb, the user casts a compact, bullet-shaped orb of death energy. This orb moves at nine m/s in a range of fifteen meters, and starts out as only one cubic inch before expanding to five cubic meters. Upon impact, the bullet deals a full rank of damage to the opponent, and the energy will envelop the mage. Once enveloped, the energy will disappear inside of the target, and begin dealing damage over the next three posts. Over the course of the three posts, the opponent will be dealt 25% of D rank in damage to their health, with no other side effects. Fortunately for the opponent, this type of spell can be easily dodged, so long as they have control over holy or life magic. Alongside this, the opponent can simply step out of the line of sight or out of the fifteen meter range.
Strengths:- Upon impact, the spell can deal a full rank's worth of damage to the opponent, as long as they haven't dodged
- For the remaining three posts, the spell then deals 25% in damage to the opponent in order to decay their health
Weaknesses:- An opponent can easily dodge the spell by stepping out of the line of sight or by stepping out of the bullet's range
- Due to the bullet being made out of death energy, Life or Holy magic can cancel out the effects of the spell
- Because the bullet is made out of death energy, this spell takes 25% more in damage from Life or Holy magic
- Upon impact, the spell can deal a full rank's worth of damage to the opponent, as long as they haven't dodged
- Panic:
- Name: Panic
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 4 posts
Description: This spell leeches the magical power of an opponent by the means of the user casting an aura of death energy around the target. In doing so, a fifteen meter radius aura will surround the targeted person and white, flame-like tendrils will arise. These tendrils will latch onto the opponent and begin sucking out the magical power of the opponent for the entirety of the post. Likewise, this spell can affect an upwards of four people at a time, dealing 3% of D rank damage to all four. Since the spell deals such a low damage percentile on the initial hit, it can later deal 5% in damage over the next four posts. The resulting effect deals much damage to the opponent and may render them to a weakened state of mind.
Strengths:- Can deal an upwards of half a rank in damage to an opponent over a set duration of posts
- Can attack an upwards of four people at a time, splitting the damage equally between the targets
- Wastes the mana of the target, making it harder for the opponent(s) to battle when their energy is low
Weaknesses:- This spell is weak to Life and Holy mages, who can cancel out the effects of the spell once cast
- Death mages go unaffected by this spell, as they are able to absorb the death energy used to cast the spell
- The drained mana of the opponent cannot be given back to the user in order to restore their own
- Is an easily dodged attack, by stepping out of the range of attack if the user doesn't have magic that opposes Death
- Can deal an upwards of half a rank in damage to an opponent over a set duration of posts
- Silence:
- Name: Silence
Rank: D
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 2 posts
Description: When the user casts this spell, all sound is cancelled out by the mass of death energy that surrounds the user and the opponent. Those who are locked within the fifteen meter range are dealt 50% D rank in damage to their health, as well as 5% spell damage to their mana. For the remaining two posts, the opponent is then dealt 25% in damage of the spell rank to their health and 2% in damage to their mana. This spell can also be dodged by removing one's self from the surrounding aura, which leaves the caster open for attack.
Strengths:- Attacks both the target's health and mana, in order to incapacitate the opponent for the duration of the spell
- Continues to deal damage to the opponent over the next two posts, but is halved of the initial damage
Weaknesses:- Deals only half the damage of a D rank spell on the initial hit, and half of the half for the remaining posts
- Death mages remain unaffected by this type of spell, as they can absorb the energy used to cast it
- Only affects a single opponent at a time, so anyone else caught in the aura go unaffected by it
- Attacks both the target's health and mana, in order to incapacitate the opponent for the duration of the spell
- Agony:
- Name: Agony
Rank: D
Type: Death, Linkage
Duration: 3 post
Cooldown: 4 posts
Description: If there is more than one mage within a fifteen meter radius of the user, the caster can create a link between all of the mages. However, the mage must first target a single opponent in which to create the link on, then that link is bound to the rest of the opponents. Any damage the originally linked mage receives is dealt out to the rest of the mages. This includes any cosmetic effects that is given out, along with any side effect that one of the user's spells deals. However, the side effects of any spell dealt to the original mage, fully affects the other mages; meaning damage is not halved in this case. So, if a 5% burn effect is dealt to the originally linked mage, all other mages linked to the sole mage will be given that 5% side effect. As for avoiding this spell? Well, a mage can simply step out of the range in order to break the link from them.
Strengths:- The spell can affect an upwards of three mages at a single time and is more efficient to use on multiple
- Has a large range of effect, which makes it more difficult for a mage to escape from the link's radius
Weaknesses:- It isn't necessarily easy to get out of, but a mage can step out of the spell's range in order to break the link
- This spell can only affect three people at a time, where it is ideal for it to be able to affect more than that
- Healing mages can cancel out the effects of this spell if they are able to break the death link created
- The spell can affect an upwards of three mages at a single time and is more efficient to use on multiple
- Hallucination:
- Name: Hallucination
Rank: D
Type: Death, Instant
Duration: 3 posts
Cooldown: 4 posts
Description: Through the manipulation of the energy of death and decay, the user is able to create a double of themselves to fool their enemy. This doppleganger looks and feels real to the opponent; this includes the illusion having the magical presence of the user as well. The actual mage is able to lower the presence of their magic so impeccably low, that it's near impossible to detect them while the illusion is active. The illusion can even control the user's magic for themselves; however, they can take up to 2 D rank or 1 C rank spell's worth of damage. Once the max amount of damage is dealt to them, the illusion dissipates into ash again and the real user is brought to life. While the illusion is able to attack the opponent, their attempts always phase through the target and deal no damage. Unfortunately, mages who control illusions have the ability to see past the hallucination of the user's doppleganger.
Strengths:- The user is able to hide behind the presence of this illusion to avoid being attacked by the opponent
- The illusion can take an upwards of 2 D rank or 1 C rank spell's worth of damage before dissipating into ash
- A great way to escape a battle that the mage knows they cannot win, as the opponent will be left in confusion
Weaknesses:- Illusion mages are able to see past the hallucation that was created, rendering the spell useless against them
- Despite being able to conceal their aura, mages who are of higher rank than the user can still sense them
- Once the illusion is killed off, the real mage is automaticaly brought into light and open for attacks from the target
- The spell does zero damage to the target; in fact, the attacks happen to fade right through the opponent
- The user is able to hide behind the presence of this illusion to avoid being attacked by the opponent
- Torment:
- Name: Torment
Rank: D
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: The user drains the life force from the flora and fauna in a fifteen meter radius, concentrating it into a ball at the tip of their right pointer finger. Once the ball has been concentrated into a compact, bullet-sized orb of death energy, the user blasts it at the selected opponent. A full rank's worth of damage is dealt to the opponent, and an additional 50% is added in damage from the tormented emotions of the beings. This means that every emotion of each flora and fauna is trapped within that small orb and is given to the opponent. They can feel every single one of the feelings from nature's early death, that it is possible to render mages equal to or of lower rank immobilized. Those who are of one rank higher than the user are slowed by 25%, whereas two ranks or higher are unaffected. However, this does not mean that the higher ranked mages do not feel the emotion, as they can still feel them all and receive the pain felt.
Strengths:- The emotions built up from the plants are able to immobilize ranks equal to or lower than the opponent for a single post
- Emotions from the killed animals and flora deal 50% extra of damage to the opponent the caster selected
- Reduces the speed of mages who are one or more ranks higher than the user for a duration of three posts
Weaknesses:- Mages who are two or more ranks higher than the user, go unaffected by the side effect that the spell has
- The bullet-sized orb only goes in a straight line, resulting in the spell being able to be easily dodged by another
- This orb does not recognize enemy from ally, meaning an ally could receive the damage from this spell if hit
- Death mages go unaffected by this spell, as they are used to feeling the immensity of the emotion of death
- The emotions built up from the plants are able to immobilize ranks equal to or lower than the opponent for a single post
***End Purchased Spell Slots*
- C Rank:
- Lullaby:
- Name: Lullaby
Rank: C
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: This spell works similarly to Lullaby's Magic Beam spell when in its demon form, but the caster casts it the same way a slayer casts a roar. Sucking in a deep breath, the user cups their left hand around their mouth and opens it to blow outward, resulting in a cone-shaped beam of death energy to burst out. The size of the cone is thirty meters in diameter, and starts out as an inch in diameter when exiting the user's mouth. Likewise, the range of the cone is the same as its diameter, reaching out to exactly thirty meters from where the user is standing. Once cast and strikes the opponent, the spell deals 100% C rank damage, and has an additional decay effect. With the additional side effect, the "decay" that's caused results in a 7% health eroding, lasting for an additional three posts after the duration. Unfortunately, this spell only goes in a straight line, allowing for opponents to easily side step the blast of energy.
Strengths:- Deals a full rank's worth of damage, while also having an additional side effect that causes decay in a person
- Has a long range and a large size, which results in a better "net" to catch opponents in and deal damage to
- The side effect erodes 7% of health off the opponent for the next three posts after the duration ended
Weaknesses:- This spell only goes in a direct line, allowing for the targeted mage to be able to step outside of the range of attack
- The side effect can be cancelled/nullified by a mage who can heal, resulting in less damage done to the opponent
- Death mages are immune to the effects of this spell, and if they are able to, can eat the energy this magic is made out of
- Can be blocked with relative ease by B ranked or mages who are simply higher in rank than the user
- Deals a full rank's worth of damage, while also having an additional side effect that causes decay in a person
- Reanimate:
- Name: Reanimate
Rank: C
Type: Death, Summon
Duration: 3 posts
Cooldown: 4 posts
Description: The user is able to concentrate death energy into the corpses of NPCs (or a played character if permission was given after their death) to reanimate the bodies. These bodies are given a C ranked mage's health divided in half; this does not affect the user at all. They are imbued with a lost soul into their bodies, which allows for them to willingly move about; however, they remain under the command of the user. It is allowed for three corpses to be reanimated at a single time, and they work similarly to how they would if they were truly alive. No magical presence emits off these corpses, making it easy for these corpses to be used as a means of stealthy attack. Each "minion" deals damage equal to C rank in melee damage, but cannot wield any sort of weapon. Likewise, each corpse can only take two C rank or 1 B rank spell's worth of damage before the soul is removed from the body.
Passive: Increases damage done to an opponent by 25%
Strengths:- The user can have a total of three "bodyguards" at a single time, resulting in them not having to do as much battling
- Minions deal the same amount of damage that a spell of the user's rank does, making them difficult to battle
- These minions can be used as a means of stealth, as the user is connected in all ways to the minions (sight, hearing, speech, etc)
Weaknesses:- For each corpse that is reanimated it costs the normal amount of MP to bring them to life, plus +2%
- The user cannot cast magic through these minions, as they have lost their magical power after they had originally died
- It's very easy to shoot them down, as long as the mage as a spell strong enough to one-hit KO the corpses
- Life mages can remove the lost souls from the bodies, rendering the spell useless and a waste of MP
- The user can have a total of three "bodyguards" at a single time, resulting in them not having to do as much battling
- Evil Eye:
- Name: Evil Eye
Rank: C
Type: Death, Damage Over Time
Duration: 4 posts
Cooldown: 5 posts
Description: Any opponent that looks into the eyes of the user are instantly trapped within the confines of their "alluring" eyes. Once trapped, the opponent is instilled with a single image of their death; this image can be of anything, but will always be of the opponent's most miserable, painful way to die. They are forced to relive it over and over again for the duration of the spell, but will not paralyze them in anyway. The target is able to move around of free will, but the moment they look into the eyes of the user, they're forced to relive their death. Upon the initial contact of eyes, the target is dealt a full rank's worth of damage, and any time after, are dealt 15% of C rank damage. As long as they do not look into the eyes of the caster, they will never see that image and will not receive damage. Plus, this spell only has the close range sight of the user, which is about thirty meters away from the caster's point.
Strengths:- Once cast, the spell deals 100%+ in damage through its entirety, with the 100% in damage being dealt on the initial hit
- The spell is unpredictable, meaning any sort of eye contact with the user will instantly trigger the image
Weaknesses:- As long as the target never makes eye contact with the user, no damage after the initial hit will be dealt
- Anyone who is blind or has some sort of sight disability will automatically be unaffected by the magic
- Due to the fact that this spell deals so much damage, it costs nearly triple the amount of MP to cast it
- Once cast, the spell deals 100%+ in damage through its entirety, with the 100% in damage being dealt on the initial hit
***Start Purchased Spell Slots***- Purgatory:
- Name: Purgatory
Rank: C
Type: Death, Instant
Duration: Instant
Cooldown: 3 posts
Description: The user reaches their hand out in front of them and swings their forearm from the outstretched point, rightward. This motion sends out a sharp, crescent-shaped blade toward the opponent, the blade being made of hardened death energy. Once the blade cuts into the opponent, it deals a full rank's worth damage; however, by using extra MP, it can deal an additional 75% in damage. As the blade strikes its target, a ringing sound echoes into the air, causing deafness in those equal to or lower in rank than the user for the next post. For mages who are one rank higher than the user, their hearing is reduced by 50%, and those two or more ranks higher than the user are unaffected. While it deals great damage, the blade only has a range of 25 meters and goes about 12m/s over that range.
Strengths:- The user can deal an additional 75% in damage to the opponent if they choose to user an extra 10% of MP
- This spell causes deafness in those who are equal to or lower in rank than the user and reduces the hearing of those higher ranked
Weaknesses:- As great in damage as it is, this spell has a short range for the blade, resulting in it not being able to go very far
- Life mages, as well as sound mages, are able to reverse the effects of this spell, respectively to their magic
- It's an easily dodge-able spell; because it goes in a straight line toward the opponent, the opponent can simply sidestep
- The user can deal an additional 75% in damage to the opponent if they choose to user an extra 10% of MP
- Immolate:
- Name: Immolate
Rank: C
Type: Death, Damage Over Time
Duration: 4 posts
Cooldown: 6 posts
Description: A sacrifice to Death is what this spell is, a sacrificial dagger created from the energy of which death is made of. While made out of pure energy, this dagger is constructed and formed into the looks and shape of a true sacrificial dagger. It can withhold two D rank or one C rank spell attack(s) before it breaks back down into particles of death energy. Each stab that the user makes causes C rank melee damage to the opponent and leaves a decay effect of 5% on their health for the next two posts. However, if the decay effect is already in effect, then the effect cannot be stacked onto itself with the next attack. Likewise, the melee damage of the user is boosted by 15%, due to the dagger being that of a spell as well as a conformity of Death.
Strengths:- This dagger boosts the damage done by the user, melee damage that is, by 15% for the duration of the spell
- It leaves a decay effect of 5% on the opponent with the initial hit that the user inflicts upon them
Weaknesses:
The dagger is only as strong as the wielder, given that it boosts the damage the user does as well- I can only withhold two D rank or one C rank spell attack before it's forced back into a state of death energy
- It still affects Life mages; however, the damage that this type of mage receives is reduced by 25%
- This dagger boosts the damage done by the user, melee damage that is, by 15% for the duration of the spell
- Vengeance:
- Name: Vengeance
Rank: C
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description: Summoned by means of creating a "spacial tear" in the fabric of the world, the user can summon a deathly hand from the bowels of Hell. The tear appears behind the opponent, meaning that can only reach out to about 17 meters tops at a rate of 9m/s. This hand (10 cubic meters in size), once appeared from the tear, will grab hold of a single opponent, its crushing grip dealing a full rank's worth of damage. Any mage who is equal to, or under the rank of, the user will be bound by the hand for a single post. A mage who is one rank higher will have their speed reduced by 50%, and those 2 or more ranks above will be able to break free. However, this results in time mages being able to negate the effects or reduce the damage of the spell by means of time reversal.
Strengths:- Can render an opponent motionless for a single post if they are caught in the confines of the hellish hand
- Reduces the speed of those who are higher in rank than the user, while also manage to deal a rank's worth of damage
Weaknesses:- Time mages are able to reverse the effects of the spell
- Higher ranked mages will go unaffected by the spell's "rooting" effect
- Life mages take 25% less damage from this spell, since the hand is made out of death energy
- Can render an opponent motionless for a single post if they are caught in the confines of the hellish hand
- Disturbance of Time:
- Name: Disturbance of Time
Rank: C
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 2 posts
Description: The user casts a debuff on the opponent, targeting the muscles of the mage with their decay magic and causing necrosis in them. Sparks of death energy will begin to appear around the opponent before latching onto their bodice and eating away at the skin and muscle. Should the mage see these sparks, they can easily swat them away, step out of the "glitter-like body spray" substance or somehow negate its effects with healing. Initial hit causes full damage, so instead of being reduce in damage and causing more over time, it puts a debuff on the mage. This debuff is a 5% speed reduction once the spell ends, followed by four more posts with their muscle being rotted and slowing them down. With this in mind, it results in a total of 30% speed reduction, allowing for the user to get the upper hand in battle. Unfortunately, this spell can only be cast in a 30 meter range, so anyone outside of this range can't be cast upon.
Strengths:- Deals full damage on the initial hit, rather than dealing only half of said damage
- Places a speed debuff on the opponent, resulting a 30% speed reduction by the end of the spell's DoT
Weaknesses:- Speed buffs would automatically cancel out the effect of this spell, given that they are cast after the spell has ended
- There's a range, so if the opponent can stay out of the range, they can entirely avid the attack
- Only deals damage on the initial hit
- Midnight:
- Name: Midnight
Rank: C
Type: Death, Instant
Duration: 2 posts
Cooldown: 3 posts
Description: Here, the user is able to cast forth their shadow as a means of attack, giving life to the inanimate object for a short duration. This shadow can only handle up to two C rank or one B rank attack before it disperses and returns to the user. However, once it's summoned, the shadow can deal C rank melee damage to the opponent, and if the user uses an extra amount of their mana, can increase the damage by 50%. If the shadow ever manages to get a hit in on the opponent within the 30 meter range, it can leave a decay effect of 7% on the opponent for a duration of two posts. Unfortunately, since this shadow is just as it is, light mages are able to send this spell into cool down with a burst of light. Likewise, because it involves using death energy to animate the shadow, if the energy is removed, it can be placed on cool down. Shadow Slayers as well, are able to eat this shadow, since the two elements aren't exactly mixed.
Strengths:- This does not involve the creator of the magic, leaving them to be able to cast other spells for attacks
- The shadow can withstand 2 C rank or 1 B rank attack before it's forced to return to the user's side
- Damage of the shadow can be increased by 50% if the user decides to use an extra 10% of their mana
Weaknesses:- Shadow Slayers, whether dragon, demon, god, or hybrid, are able to eat the essence of the shadow
- Because this spell is created from shadows, light mages are able to send out a burst of light to negate the spell
- Death mages can, as well, remove the death energy it took to animate the spell, ultimately sending into cool down
- Keeping out of the range of the shadow's attacks allows for the opponent to avoid being damaged
- This does not involve the creator of the magic, leaving them to be able to cast other spells for attacks
***End Purchased Spell Slots***
- Signatures:
- Misery:
- Name: Misery
Rank: D
Type: Death, Instant, Unholy
Duration: Instant
Cooldown: N/a
Description: The user gathers up the life energy of the flora and fauna around them in a thirty meter radius, compacting it into an orb between their hands. Once the energy is compacted into an orb, they release a beam of death energy from the center of the ball. It can reach out to exactly thirty meters in front of the user, causing a full user's rank worth of damage to the enemy. However, because the beam only goes in a straight line, an opponent can easily move out of the way to dodge the spell. Note that any mage who has the capability of negating Death magic is easily able to cancel out of the spells. Likewise, this spell has a cosmetic effect of killing off the flora and fauna within the thirty meter radius in order to create the spell, itself. This will leave the area drained of life; the grass brown, the birds dead on the ground, trees leafless, etc.
Strengths:- This spell has a long range for the beam, which makes it easy for the user to blast from farther distances
- Because the spell takes the life of those around it, in order to create the spell, itself, an opponent can feel the agony of all the deaths
- It deals a full rank of damage on the initial hit, though it does not leave any sort of effect thereafter
Weaknesses:- Due to this being a signature spell, it cannot leave any sort of side effect on an opponent, making it slightly more weak
- Since the spell takes all flora and fauna life in a thirty meter radius, it makes it extremely hard not to notice someone is around
- Those who can negate the effects of Death magic are able to cancel out the spell in order to avoid being hit
- Mages who are able to heal can automatically negate the damage the spell has done, as they can heal the target
- This spell has a long range for the beam, which makes it easy for the user to blast from farther distances
- Rapture:
- Name: Rapture
Rank: C
Type: Death, Buff, Supportive
Duration: Passive
Cooldown: 3 posts
Description: When in desperate need of the buff, the user can cast this spell to boost the spell damage of their own or an ally's spell. This only works on a single spell at a time and doesn't work as a sort of consecutive buff like other spells may. Rapture only boosts the spell damage of a person by 50% and it only lasts for that person's post. Since it lasts for just a single post, it doesn't really have a cool down; thus, it can be used repeatedly if need be. Unfortunately, the person has to be within a thirty meter radius of the user for the spell to be cast on them.
Strengths:- It boosts spell damage by 50%, and doesn't matter the spell type for it to be boost, as long as it deals damage
- This can be cast on an ally, so if the user doesn't want to use it on themselves, they can buff an ally instead
Weaknesses:- Lasts only for the post of the next person on the thread, so it doesn't remain as buff with a set duration
- It only works on a single person at a time, so if it's cast on an ally for the post, it can't be cast on someone else
- It has a range of thirty meters, so if someone is outside of the thirty meter range, they can't be buffed with it
- It boosts spell damage by 50%, and doesn't matter the spell type for it to be boost, as long as it deals damage
And this is approved!~ ^-^[Insert approval stamp here] - Controls the aspects of life and death, so that the user may wield their energy to their advantage
Old Magic Grading
Guest- Guest
- Post n°1
Old Magic Grading
Quoting the most recent version of my magic for moderators/admins. Spells were simply split off from the main post, so D, C rank, and Signature spells are all currently approved. Disregard any spoilers you see in other posts, as those are empty and not ready to be approved. Ignore the Additional SS Rank spell slot in the B rank as it will not be filled out until I hit SS. Only the 3 B ranks and UA need to be graded.
Ninetails Derpfox- - - - - - - - - - - - - - - - - - - - - - - -
Position : None
Posts : 2261
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Soul
Second Skill: Ice
Third Skill:
- Post n°2
Re: Old Magic Grading
All edits were discussed on skype.
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Quatro and Stella
Position : In bed with the harem
Posts : 4043
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,538,536.25
Character Sheet
First Skill: ???
Second Skill: ???
Third Skill:
- Post n°3
Re: Old Magic Grading
Unlocked at the Request of the User
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Quatro and Stella
Position : In bed with the harem
Posts : 4043
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,538,536.25
Character Sheet
First Skill: ???
Second Skill: ???
Third Skill:
- Post n°4
Re: Old Magic Grading
Marceline Anicetus wrote:ISHY of THQ & ADOXOGRAPHY
HEARTBREAKERMY KISS IS A LIFE TAKER
TAG@tag OUTFITPolyvore/Google WORDS000 NOTESBlahB Rank Spells
- Ring of Bones:
Name: Ring of Bones
Rank: B
Type: Death, Damage Over Time
Duration: 5 posts
Cooldown: 6 posts
Description: In order for this spell to work, an opponent must be an upwards of 50 meters away or closer to the user. The moment the opponent is targeted, the user summons up a ring of skeletal totem poles around the assailant. These totem poles are 2 meters high and 1 meter wide with skulls layered on top of each other to create the totem effect. When the spell is activated, the skulls open their jaws and begin to laugh, a clear, vibrant sound entering the air. All targets caught within the 50 meter radius are targeted as enemies and a painful, slow decay will begin on them. 50% of B rank spell damage is dealt to any and all in the ring of decay, with 25% damage thereafter for the next four posts. After the entire spell is over, the decay effect still continues for another 3 posts with a 10% damage to the target.
Strengths:
- Targeted opponents are trapped within a 50 meter ring that decays and otherwise, destroys the organic material of their body
- Once the entire spell is over, the decay effect remains on the opponent for an extra three posts at 10% damage
- This is great for mutilating and injuring an opponent when the user feels like being an asshole to them
Weaknesses:
- Due to the affinity with death mages, this spell cannot affect any who are able to control the aspect of Death
- If an opponent can fly, great! They're able to escape the death aura without being too badly injured by it
- The decay effect can easily be negated by an opponent who is able to reverse status effects on themselves or others
- Life mages take less damage when caught in the aura, as they are able to reverse or slow down its effects
- Defile the Grave:
Name: Defile the Grave
Rank: B
Type: Death, Summon
Duration: 6 posts
Cooldown: 7 posts
Description:
Similar to the user's Reanimate spell, they are able to concentrate death energy into the corpses of npcs or dead players (given that permission was beforehand).
Each reanimated body is given 30HP in health, totaling to 150HP, and can deal 21HP in damage to an opponent. They do not have any source of magical power coming off them and are not able to cast any spells if they were former mages. These are mostly used for fodder when in battle and can withstand 2 B rank spells or a single A rank spell before losing the soul imbued in them. Five of these corpses are able to be reanimated at a given time and will last for the duration of the spell or until killed off. Due to souls being embedded in the dead bodies of the reanimated, it takes 5% of the user's health to cast as well. Mindless drones, they may not always obey the command of the user and may just wander aimlessly around.
Passive: Each corpse is able to store up to 12HP on themselves, until it totals to 60HP, and give that back to their master in order to heal them. They are only allowed to do this once a summon.
Strengths:
- The user is capable of summoning an upwards of five corpses at a time to do their bidding if the zombies listen
- The zombies are able to store Hp up to a total of 60HP in order to heal their master once per summoning
- These zombies may be used as a means of a shield around the user, as they are able to withstand 2 B rank or 1 A rank spell
Weaknesses:
- The zombies may not always listen to the user's command and may just aimlessly walk around for the spell duration
- They can be easily taken out by means of higher ranked opponents or mages who can remove souls from bodies
- Each zombie only deals an upwards of B ranked unarmed melee damage to an opponent and that's saying if they listen to the user
- The passive the zombies have only works once per summon, though is quite useful when the user is in danger of dying
- Contagion:
Name: Contagion
Rank: B
Type: Death, Instant
Duration: Instant
Cooldown: 4 posts
Description: The user is able to call upon a swarm of vermin to attack and otherwise decimate an opponent on the battlefield. Each swarm summoned come in hordes of 10+ and will automatically invade the targeted opponent's space, crawling onto them. Damage received by the opponent totals out to a full B rank's worth of spell damage, but the user can imbue 5% of their MP to add an additional 75% in damage. Because the vermin are randomly brought about and may have some sort of disease on them, they leave a 5% disease effect for 3 posts after leaving. Disease effect simply means that an illness takes over the opponent, resulting in enhanced various illness symptoms (up to the opponent) that causes internal damage. This spell can only be cast in a 45 meter range, which makes it awfully difficult for an opponent to easily escape.
Strengths:
- Allows the user to call up a swarm of vermin to attack and kill an opponent whichever they so choose
- Has a range of 45 meters that allows for flexibility and distance between the user and the opponent
- A disease effect of 5% is applied to an opponent when the vermin are finished decimating their body
Weaknesses:
- Mages who are able to manipulate and otherwise, control animals can free themselves from the spell's effect
- Mages can run around or the duration of the spell in order to avoid being tackled and attacked by the vermin
- Due to it costing an extra 5% in MP, the user may not always choose to have the additional 75% in damage
- Healing mages are able to negate the disease effect of the spell by removing the status effect from their ally
***Start Purchased Spell Slots***
- The Void:
Name: The Void
Rank: B
Type: Unholy, Implosion, Death
Duration: Instant
Cooldown: 4 posts
Description: Gathered at the core of the user's body, a dome that is 50 meters in radius and 50 meters tall spreads out around the user in a brilliance of white light. This dome is quickly sucked back in toward the user, creating a vortex-like invisible force that drags anything equal to or lower in rank than the user toward it. If any opponents caught within this dome are unlucky enough to be lower ranked than the user, they may very well be sucked into the vortex. As the vicinity around the user is destroyed, by all things being pulled in toward the implosion, this spell deals spell ranked damage to anyone at the epicenter. Those that are outside of the epicenter are only dealt 75% of the initial damage, and everyone caught in it is dealt an extra 50% in damage by the objects being sucked in. At the end of this spell, a large crater, the size of the original dome, will be left over, with almost nothing in the vicinity remaining. Because of the brilliant, white light at the start of the spell, this gives a greater warning to the opponent, allowing them to make an easy escape.
Strengths:
- Anyone caught within the 50-meter radius that are equal to or lower in rank than the user have potential of being pulled inward
- Those at the epicenter of the implosion are dealt a full rank's worth of damage, plus 50% in damage from their surroundings
- Damages the surrounding area and pulls anything in toward it, resulting in extra damage to anyone caught in the spell
Weaknesses:
- Because the user is at the center of the spell, it is very possible for them to become the vortex instead
- Due to the implosion dragging anything in toward it, including trees, bushes, et cetera, this can cause collateral damage
- With anything being pulled into the vortex-like invisible force, the user and allies have a potentiality of being hurt
- Those that are higher ranked than the user are capable of withstanding the pull of the spell
- Purge Soul:
Name: Purge Soul
Rank: B
Type: Unholy, Mana Drain, Death
Duration: Instant
Cooldown: 3 posts
Description: Floating into the air, the user summons eight summoning circle-like portals around their right and left sides. These portals each release a beam that shoot out in a straight line, then zigzag inward to each other to create one 10-meter-large beam. This beam attacks any spell that the opponent has cast, draining the mana from the spell and returning it to the user. The beams can reach a full range of 50 meters, where at or near the 30 meter mark, they begin to zigzag inward. Since this spell does not deal damage to an opponent and does not attack anything other than a cast spell, it is not able to be dodged. If someone does want to dodge the spell, they merely have to make sure that they do not cast any of their spells. The spell cannot be cast if there is no other spell that is cast within the vicinity, as it cannot zone in on the magic power. Comment time with Elyx! All right, this sounds like it is affecting any rank spell. I have a similar spell myself, and I would recommend adding a cost to it. First, this can only affect equal ranking or less spells than this. Second, this would require a health drain of 5%. Alternatively, you can have this spell only affect spells of lower ranking only and it won't cost a drop of health.
Strengths:
- This spell drains the mana from a cast spell and gives it back to the user in order to restore their own mana
- The full amount of mana used to cast the spell is given back to the user, no half or quarter amounts
- Any spell that is cast within a 50 meter range is not safe from the spell that hunts via sensing magic power
Weaknesses:
- This spell only targets other spells, so a person will not be harmed by the magic that the spell happens to display
- This spell cannot recognize ally from foe, let alone spells that are cast its own caster, resulting in it eating all spells
- If a spell is cast outside of the 50 meter range, this spell is not capable of reaching it to drain it of its mana
- This spell can only negate a single spell once every 2 posts, making it a very weak defensive spell
- Repose of Hell:
Name: Repose of Hell
Rank: B
Type: Unholy, Explosion, Death
Duration: 3 posts
Cooldown: 4 posts
Description: The user is enveloped in a dome-like structure, that as it charges up in power for a duration of 3 posts, it grows larger. At the end of its charging, the dome becomes as large as 50 meters in radius, as well as 50 meters in height. This dome is a mixture of both life and death energy, appearing as a "dance" between the structures of yin and yang. Streams of the life and death energies are pulled inward as they are taken from the creatures and plant life of both living and dead. Once all energy has been gathered, the explosion, that deals full damage at the epicenter, falls in on itself and becomes an implosion. As the implosion draws in, this deals 75% of damage to all who have been caught in the 50 meter radius, totaling to 1.75x rank damage at epicenter and 1.5x damage to those outside of the epicenter. It can be avoided by other mages if they have a spell that is a higher rank than this spell, which can negate it.
Strengths:
- At the epicenter of this spell, it can deal a total of 1.75x rank damage and 1.5x rank damage to those outside of the epicenter
- The implosion draws anything in the vicinity toward it, including those who are equal to or lower in rank than the user
- The dome encompasses a total range of 165ft both in radius as well as in height of the dome
Weaknesses:
- Because the user is at at the center of the dome when it's cast, they may very well become the vortex, themselves
- Anyone within the dome, itself, are caused to be drawn toward the implosion's vortex, including allies
- The surrounding area is damaged by the implosion's drawing force, leaving little to no natural elements left (a.k.a collateral damage)
- Nothing is safe from the implosion's drawing force, and may even drag a mage into its oblivion, never to be seen again
- The Devouring:
Name: The Devouring
Rank: B
Type: Unholy, Internal Decay, Death, Requip
Duration: 6 posts
Cooldown: 7 posts
Description: The user is capable of accessing the armory of Death, Himself, resulting in them being able to summon a single weapon of His. At this current rank, the user is able to summon what is known as the Chain of Hellfire, or "Hellfire Chain." This is a simple chain link, which is controlled by the mental thoughts of the user and when not in use, it will loop itself in a circle to be used as accouterments to the user's clothing. The chain's length can vary from only a few feet long to as long as 165ft (50m); the length can be controlled by the user. It is an extremely versatile weapon, able to be used as a flail (with the spiked head at the tip used to strike close-range opponents), a lasso, and a staff. Hellfire can be summoned by the user, where they can apply it to parts of the weapon in order to decay an opponent. These chains look very similar to the Ghost Rider's chain weapon, perhaps may even be the Ghost Rider's weapon.
Passive: When Hellfire is applied to the weapon, it can easily burn its victim, causing a 3% MP decay on the attacked target. It may also cause burns and the like to appear on the target's skin, which in turn deal a 5% HP decay as well. Each of these "decays" last for a total of 4 posts, in which the HP decay totals to 20% and the MP decay to 12% And for A rank, the numbers are halved. S ranked or higher mages have both these numbers set to 1%.
Active: The chain is capable of separating into its individual links, which then morph into the shape of shuriken blades to be used individually. These chain links form into 6 separate shuriken blades, and each blade deals 10HP in damage before they return to the user. Once these shuriken blades have dealt their damage, they will return to the user's side, morph back into chain links, then into the chain, itself. This can be used once every two posts that the weapon is out; otherwise, it is stuck in the use of its chain form.
Strengths:
- The chain link can form into different types of weapons; an example would be a staff or a flail
- Each chain link from the chain, itself, can separate and form into blades known as shuriken
- It is capable of leaving an ethereal or physical burn on the target, decaying both MP and HP at once
Weaknesses:
- The length of the weapon can be considered uncontrollable and if not focusing, the user may hurt themselves or an ally
- Each individual shuriken blade has a capability of being overthrown or miss the target it's thrown at
- Because the links are separated, the shuriken blades only deal a certain amount of damage that totals to 60HP
- The hellfire used to burn an opponent may accidentally burn an ally or even the user, themselves
***End Purchased Spell Slots******Start Additional SS Rank Spell Slot***
- Barrier of Ashes:
Name: Barrier of Ashes
Rank: B
Type: Death, Supportive
Duration: Instant
Cooldown: 2 posts
Description:
Strengths:
Weaknesses:***End Additional SS Rank Spell Slot***
Elyx here! Comments, this color!. Edits, make them! Questions, concerns, Skype! GO SOLDIER!
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Quatro and Stella
Position : In bed with the harem
Posts : 4043
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,538,536.25
Character Sheet
First Skill: ???
Second Skill: ???
Third Skill:
- Post n°6
Re: Old Magic Grading
Marceline Anicetus wrote:ISHY of THQ & ADOXOGRAPHY
HEARTBREAKERMY KISS IS A LIFE TAKER
TAG@tag OUTFITPolyvore/Google WORDS000 NOTESBlahB Rank Spells
- Ring of Bones:
Name: Ring of Bones
Rank: B
Type: Death, Damage Over Time
Duration: 5 posts
Cooldown: 6 posts
Description: In order for this spell to work, an opponent must be an upwards of 50 meters away or closer to the user. The moment the opponent is targeted, the user summons up a ring of skeletal totem poles around the assailant. These totem poles are 2 meters high and 1 meter wide with skulls layered on top of each other to create the totem effect. When the spell is activated, the skulls open their jaws and begin to laugh, a clear, vibrant sound entering the air. All targets caught within the 50 meter radius are targeted as enemies and a painful, slow decay will begin on them. 50% of B rank spell damage is dealt to any and all in the ring of decay, with 25% damage thereafter for the next four posts. After the entire spell is over, the decay effect still continues for another 3 posts with a 10% damage to the target.
Strengths:
- Targeted opponents are trapped within a 50 meter ring that decays and otherwise, destroys the organic material of their body
- Once the entire spell is over, the decay effect remains on the opponent for an extra three posts at 10% damage
- This is great for mutilating and injuring an opponent when the user feels like being an asshole to them
Weaknesses:
- Due to the affinity with death mages, this spell cannot affect any who are able to control the aspect of Death
- If an opponent can fly, great! They're able to escape the death aura without being too badly injured by it
- The decay effect can easily be negated by an opponent who is able to reverse status effects on themselves or others
- Life mages take less damage when caught in the aura, as they are able to reverse or slow down its effects
- Defile the Grave:
Name: Defile the Grave
Rank: B
Type: Death, Summon
Duration: 6 posts
Cooldown: 7 posts
Description:
Similar to the user's Reanimate spell, they are able to concentrate death energy into the corpses of npcs or dead players (given that permission was beforehand).
Each reanimated body is given 30HP in health, totaling to 150HP, and can deal 21HP in damage to an opponent. They do not have any source of magical power coming off them and are not able to cast any spells if they were former mages. These are mostly used for fodder when in battle and can withstand 2 B rank spells or a single A rank spell before losing the soul imbued in them. Five of these corpses are able to be reanimated at a given time and will last for the duration of the spell or until killed off. Due to souls being embedded in the dead bodies of the reanimated, it takes 5% of the user's health to cast as well. Mindless drones, they may not always obey the command of the user and may just wander aimlessly around.
Passive: Each corpse is able to store up to 12HP on themselves, until it totals to 60HP, and give that back to their master in order to heal them. They are only allowed to do this once a summon.
Strengths:
- The user is capable of summoning an upwards of five corpses at a time to do their bidding if the zombies listen
- The zombies are able to store Hp up to a total of 60HP in order to heal their master once per summoning
- These zombies may be used as a means of a shield around the user, as they are able to withstand 2 B rank or 1 A rank spell
Weaknesses:
- The zombies may not always listen to the user's command and may just aimlessly walk around for the spell duration
- They can be easily taken out by means of higher ranked opponents or mages who can remove souls from bodies
- Each zombie only deals an upwards of B ranked unarmed melee damage to an opponent and that's saying if they listen to the user
- The passive the zombies have only works once per summon, though is quite useful when the user is in danger of dying
- Contagion:
Name: Contagion
Rank: B
Type: Death, Instant
Duration: Instant
Cooldown: 4 posts
Description: The user is able to call upon a swarm of vermin to attack and otherwise decimate an opponent on the battlefield. Each swarm summoned come in hordes of 10+ and will automatically invade the targeted opponent's space, crawling onto them. Damage received by the opponent totals out to a full B rank's worth of spell damage, but the user can imbue 5% of their MP to add an additional 75% in damage. Because the vermin are randomly brought about and may have some sort of disease on them, they leave a 5% disease effect for 3 posts after leaving. Disease effect simply means that an illness takes over the opponent, resulting in enhanced various illness symptoms (up to the opponent) that causes internal damage. This spell can only be cast in a 45 meter range, which makes it awfully difficult for an opponent to easily escape.
Strengths:
- Allows the user to call up a swarm of vermin to attack and kill an opponent whichever they so choose
- Has a range of 45 meters that allows for flexibility and distance between the user and the opponent
- A disease effect of 5% is applied to an opponent when the vermin are finished decimating their body
Weaknesses:
- Mages who are able to manipulate and otherwise, control animals can free themselves from the spell's effect
- Mages can run around or the duration of the spell in order to avoid being tackled and attacked by the vermin
- Due to it costing an extra 5% in MP, the user may not always choose to have the additional 75% in damage
- Healing mages are able to negate the disease effect of the spell by removing the status effect from their ally
***Start Purchased Spell Slots***
- The Void:
Name: The Void
Rank: B
Type: Unholy, Implosion, Death
Duration: Instant
Cooldown: 4 posts
Description: Gathered at the core of the user's body, a dome that is 50 meters in radius and 50 meters tall spreads out around the user in a brilliance of white light. This dome is quickly sucked back in toward the user, creating a vortex-like invisible force that drags anything equal to or lower in rank than the user toward it. If any opponents caught within this dome are unlucky enough to be lower ranked than the user, they may very well be sucked into the vortex. As the vicinity around the user is destroyed, by all things being pulled in toward the implosion, this spell deals spell ranked damage to anyone at the epicenter. Those that are outside of the epicenter are only dealt 75% of the initial damage, and everyone caught in it is dealt an extra 50% in damage by the objects being sucked in. At the end of this spell, a large crater, the size of the original dome, will be left over, with almost nothing in the vicinity remaining. Because of the brilliant, white light at the start of the spell, this gives a greater warning to the opponent, allowing them to make an easy escape.
Strengths:
- Anyone caught within the 50-meter radius that are equal to or lower in rank than the user have potential of being pulled inward
- Those at the epicenter of the implosion are dealt a full rank's worth of damage, plus 50% in damage from their surroundings
- Damages the surrounding area and pulls anything in toward it, resulting in extra damage to anyone caught in the spell
Weaknesses:
- Because the user is at the center of the spell, it is very possible for them to become the vortex instead
- Due to the implosion dragging anything in toward it, including trees, bushes, et cetera, this can cause collateral damage
- With anything being pulled into the vortex-like invisible force, the user and allies have a potentiality of being hurt
- Those that are higher ranked than the user are capable of withstanding the pull of the spell
- Purge Soul:
Name: Purge Soul
Rank: B
Type: Unholy, Mana Drain, Death
Duration: Instant
Cooldown: 3 posts
Description: Floating into the air, the user summons eight summoning circle-like portals around their right and left sides. These portals each release a beam that shoot out in a straight line, then zigzag inward to each other to create one 10-meter-large beam. This beam attacks any spell that the opponent has cast, draining the mana from the spell and returning it to the user. However, this spell can only affect spells that are equal to or lower in rank than the user; any higher ranked spells are unaffected by the spell. The beams can reach a full range of 50 meters, where at or near the 30 meter mark, they begin to zigzag inward. Since this spell does not deal damage to an opponent and does not attack anything other than a cast spell, it is not able to be dodged. If someone does want to dodge the spell, they merely have to make sure that they do not cast any of their spells. The full mana used to cast their spell is drained from the spell and returned back to the user (i.e 10% is returned).
Strengths:
- This spell drains the mana from a cast spell and gives it back to the user in order to restore their own mana
- The full amount of mana used to cast the spell is given back to the user, no half or quarter amounts
- Any spell that is cast within a 50 meter range is not safe from the spell that hunts via sensing magic power
Weaknesses:
- This spell only targets other spells, so a person will not be harmed by the magic that the spell happens to display
- This spell cannot recognize ally from foe, let alone spells that are cast its own caster, resulting in it eating all spells
- If a spell is cast outside of the 50 meter range, this spell is not capable of reaching it to drain it of its mana
- This spell can only negate a single spell once every 2 posts, making it a very weak defensive spell
- Repose of Hell:
Name: Repose of Hell
Rank: B
Type: Unholy, Explosion, Death
Duration: 3 posts
Cooldown: 4 posts
Description: The user is enveloped in a dome-like structure, that as it charges up in power for a duration of 3 posts, it grows larger. At the end of its charging, the dome becomes as large as 50 meters in radius, as well as 50 meters in height. This dome is a mixture of both life and death energy, appearing as a "dance" between the structures of yin and yang. Streams of the life and death energies are pulled inward as they are taken from the creatures and plant life of both living and dead. Once all energy has been gathered, the explosion, that deals full damage at the epicenter, falls in on itself and becomes an implosion. As the implosion draws in, this deals 75% of damage to all who have been caught in the 50 meter radius, totaling to 1.75x rank damage at epicenter and 1.5x damage to those outside of the epicenter. It can be avoided by other mages if they have a spell that is a higher rank than this spell, which can negate it.
Strengths:
- At the epicenter of this spell, it can deal a total of 1.75x rank damage and 1.5x rank damage to those outside of the epicenter
- The implosion draws anything in the vicinity toward it, including those who are equal to or lower in rank than the user
- The dome encompasses a total range of 165ft both in radius as well as in height of the dome
Weaknesses:
- Because the user is at at the center of the dome when it's cast, they may very well become the vortex, themselves
- Anyone within the dome, itself, are caused to be drawn toward the implosion's vortex, including allies
- The surrounding area is damaged by the implosion's drawing force, leaving little to no natural elements left (a.k.a collateral damage)
- Nothing is safe from the implosion's drawing force, and may even drag a mage into its oblivion, never to be seen again
- The Devouring:
Name: The Devouring
Rank: B
Type: Unholy, Internal Decay, Death, Requip
Duration: 6 posts
Cooldown: 7 posts
Description: The user is capable of accessing the armory of Death, Himself, resulting in them being able to summon a single weapon of His. At this current rank, the user is able to summon what is known as the Chain of Hellfire, or "Hellfire Chain." This is a simple chain link, which is controlled by the mental thoughts of the user and when not in use, it will loop itself in a circle to be used as accouterments to the user's clothing. The chain's length can vary from only a few feet long to as long as 165ft (50m); the length can be controlled by the user. It is an extremely versatile weapon, able to be used as a flail (with the spiked head at the tip used to strike close-range opponents), a lasso, and a staff. Hellfire can be summoned by the user, where they can apply it to parts of the weapon in order to decay an opponent. These chains look very similar to the Ghost Rider's chain weapon, perhaps may even be the Ghost Rider's weapon.
Passive: When Hellfire is applied to the weapon, it can easily burn its victim, causing a 3% MP decay on the attacked target. It may also cause burns and the like to appear on the target's skin, which in turn deal a 5% HP decay as well. Each of these "decays" last for a total of 4 posts, in which the HP decay totals to 20% and the MP decay to 12%. Decay for A rank mages is halved, whereas the decay for S ranked mages or high is automatically set to 1%.
Active: The chain is capable of separating into its individual links, which then morph into the shape of shuriken blades to be used individually. These chain links form into 6 separate shuriken blades, and each blade deals 10HP in damage before they return to the user. Once these shuriken blades have dealt their damage, they will return to the user's side, morph back into chain links, then into the chain, itself. This can be used once every two posts that the weapon is out; otherwise, it is stuck in the use of its chain form.
Strengths:
- The chain link can form into different types of weapons; an example would be a staff or a flail
- Each chain link from the chain, itself, can separate and form into blades known as shuriken
- It is capable of leaving an ethereal or physical burn on the target, decaying both MP and HP at once
Weaknesses:
- The length of the weapon can be considered uncontrollable and if not focusing, the user may hurt themselves or an ally
- Each individual shuriken blade has a capability of being overthrown or miss the target it's thrown at
- Because the links are separated, the shuriken blades only deal a certain amount of damage that totals to 60HP
- The hellfire used to burn an opponent may accidentally burn an ally or even the user, themselves
***End Purchased Spell Slots******Start Additional SS Rank Spell Slot***
- Barrier of Ashes:
Name: Barrier of Ashes
Rank: B
Type: Death, Supportive
Duration: Instant
Cooldown: 2 posts
Description:
Strengths:
Weaknesses:***End Additional SS Rank Spell Slot***
Approved x3 Now shoo.
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Quatro and Stella
Position : In bed with the harem
Posts : 4043
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,538,536.25
Character Sheet
First Skill: ???
Second Skill: ???
Third Skill:
- Post n°7
Re: Old Magic Grading
Unlocked at the request of the user. Now shoo. x3
redheadedstepchildSlayer
- - - - - - - - - - - - - - - - - - - - -
Posts : 2084
Cosmic Coins : 0
Character Sheet
First Skill: Earth God Slayer
Second Skill: Light Dragon Slayer
Third Skill:
- Post n°8
Re: Old Magic Grading
Hey Marcy, you know me and how this works. My requests will be In this color because yellow rocks. Just check the spell spoiler for Rain of Ash since that's what you needed reviewed.
Marceline Anicetus wrote:ISHY of THQ & ADOXOGRAPHY
HEARTBREAKERMY KISS IS A LIFE TAKER
TAG@tag OUTFITPolyvore/Google WORDS000 NOTESBlahB Rank Spells
- Ring of Bones:
Name: Ring of Bones
Rank: B
Type: Death, Damage Over Time
Duration: 5 posts
Cooldown: 6 posts
Description: In order for this spell to work, an opponent must be an upwards of 50 meters away or closer to the user. The moment the opponent is targeted, the user summons up a ring of skeletal totem poles around the assailant. These totem poles are 2 meters high and 1 meter wide with skulls layered on top of each other to create the totem effect. When the spell is activated, the skulls open their jaws and begin to laugh, a clear, vibrant sound entering the air. All targets caught within the 50 meter radius are targeted as enemies and a painful, slow decay will begin on them. 50% of B rank spell damage is dealt to any and all in the ring of decay, with 25% damage thereafter for the next four posts. After the entire spell is over, the decay effect still continues for another 3 posts with a 10% damage to the target.
Strengths:
- Targeted opponents are trapped within a 50 meter ring that decays and otherwise, destroys the organic material of their body
- Once the entire spell is over, the decay effect remains on the opponent for an extra three posts at 10% damage
- This is great for mutilating and injuring an opponent when the user feels like being an asshole to them
Weaknesses:
- Due to the affinity with death mages, this spell cannot affect any who are able to control the aspect of Death
- If an opponent can fly, great! They're able to escape the death aura without being too badly injured by it
- The decay effect can easily be negated by an opponent who is able to reverse status effects on themselves or others
- Life mages take less damage when caught in the aura, as they are able to reverse or slow down its effects
- Defile the Grave:
Name: Defile the Grave
Rank: B
Type: Death, Summon
Duration: 6 posts
Cooldown: 7 posts
Description:
Similar to the user's Reanimate spell, they are able to concentrate death energy into the corpses of npcs or dead players (given that permission was beforehand).
Each reanimated body is given 30HP in health, totaling to 150HP, and can deal 21HP in damage to an opponent. They do not have any source of magical power coming off them and are not able to cast any spells if they were former mages. These are mostly used for fodder when in battle and can withstand 2 B rank spells or a single A rank spell before losing the soul imbued in them. Five of these corpses are able to be reanimated at a given time and will last for the duration of the spell or until killed off. Due to souls being embedded in the dead bodies of the reanimated, it takes 5% of the user's health to cast as well. Mindless drones, they may not always obey the command of the user and may just wander aimlessly around.
Passive: Each corpse is able to store up to 12HP on themselves, until it totals to 60HP, and give that back to their master in order to heal them. They are only allowed to do this once a summon.
Strengths:
- The user is capable of summoning an upwards of five corpses at a time to do their bidding if the zombies listen
- The zombies are able to store Hp up to a total of 60HP in order to heal their master once per summoning
- These zombies may be used as a means of a shield around the user, as they are able to withstand 2 B rank or 1 A rank spell
Weaknesses:
- The zombies may not always listen to the user's command and may just aimlessly walk around for the spell duration
- They can be easily taken out by means of higher ranked opponents or mages who can remove souls from bodies
- Each zombie only deals an upwards of B ranked unarmed melee damage to an opponent and that's saying if they listen to the user
- The passive the zombies have only works once per summon, though is quite useful when the user is in danger of dying
- Contagion:
Name: Contagion
Rank: B
Type: Death, Instant
Duration: Instant
Cooldown: 4 posts
Description: The user is able to call upon a swarm of vermin to attack and otherwise decimate an opponent on the battlefield. Each swarm summoned come in hordes of 10+ and will automatically invade the targeted opponent's space, crawling onto them. Damage received by the opponent totals out to a full B rank's worth of spell damage, but the user can imbue 5% of their MP to add an additional 75% in damage. Because the vermin are randomly brought about and may have some sort of disease on them, they leave a 5% disease effect for 3 posts after leaving. Disease effect simply means that an illness takes over the opponent, resulting in enhanced various illness symptoms (up to the opponent) that causes internal damage. This spell can only be cast in a 45 meter range, which makes it awfully difficult for an opponent to easily escape.
Strengths:
- Allows the user to call up a swarm of vermin to attack and kill an opponent whichever they so choose
- Has a range of 45 meters that allows for flexibility and distance between the user and the opponent
- A disease effect of 5% is applied to an opponent when the vermin are finished decimating their body
Weaknesses:
- Mages who are able to manipulate and otherwise, control animals can free themselves from the spell's effect
- Mages can run around or the duration of the spell in order to avoid being tackled and attacked by the vermin
- Due to it costing an extra 5% in MP, the user may not always choose to have the additional 75% in damage
- Healing mages are able to negate the disease effect of the spell by removing the status effect from their ally
***Start Purchased Spell Slots***
- The Void:
Name: The Void
Rank: B
Type: Unholy, Implosion, Death
Duration: Instant
Cooldown: 4 posts
Description: Gathered at the core of the user's body, a dome that is 50 meters in radius and 50 meters tall spreads out around the user in a brilliance of white light. This dome is quickly sucked back in toward the user, creating a vortex-like invisible force that drags anything equal to or lower in rank than the user toward it. If any opponents caught within this dome are unlucky enough to be lower ranked than the user, they may very well be sucked into the vortex. As the vicinity around the user is destroyed, by all things being pulled in toward the implosion, this spell deals spell ranked damage to anyone at the epicenter. Those that are outside of the epicenter are only dealt 75% of the initial damage, and everyone caught in it is dealt an extra 50% in damage by the objects being sucked in. At the end of this spell, a large crater, the size of the original dome, will be left over, with almost nothing in the vicinity remaining. Because of the brilliant, white light at the start of the spell, this gives a greater warning to the opponent, allowing them to make an easy escape.
Strengths:
- Anyone caught within the 50-meter radius that are equal to or lower in rank than the user have potential of being pulled inward
- Those at the epicenter of the implosion are dealt a full rank's worth of damage, plus 50% in damage from their surroundings
- Damages the surrounding area and pulls anything in toward it, resulting in extra damage to anyone caught in the spell
Weaknesses:
- Because the user is at the center of the spell, it is very possible for them to become the vortex instead
- Due to the implosion dragging anything in toward it, including trees, bushes, et cetera, this can cause collateral damage
- With anything being pulled into the vortex-like invisible force, the user and allies have a potentiality of being hurt
- Those that are higher ranked than the user are capable of withstanding the pull of the spell
- Purge Soul:
Name: Purge Soul
Rank: B
Type: Unholy, Mana Drain, Death
Duration: Instant
Cooldown: 3 posts
Description: Floating into the air, the user summons eight summoning circle-like portals around their right and left sides. These portals each release a beam that shoot out in a straight line, then zigzag inward to each other to create one 10-meter-large beam. This beam attacks any spell that the opponent has cast, draining the mana from the spell and returning it to the user. However, this spell can only affect spells that are equal to or lower in rank than the user; any higher ranked spells are unaffected by the spell. The beams can reach a full range of 50 meters, where at or near the 30 meter mark, they begin to zigzag inward. Since this spell does not deal damage to an opponent and does not attack anything other than a cast spell, it is not able to be dodged. If someone does want to dodge the spell, they merely have to make sure that they do not cast any of their spells. The full mana used to cast their spell is drained from the spell and returned back to the user (i.e 10% is returned).
Strengths:
- This spell drains the mana from a cast spell and gives it back to the user in order to restore their own mana
- The full amount of mana used to cast the spell is given back to the user, no half or quarter amounts
- Any spell that is cast within a 50 meter range is not safe from the spell that hunts via sensing magic power
Weaknesses:
- This spell only targets other spells, so a person will not be harmed by the magic that the spell happens to display
- This spell cannot recognize ally from foe, let alone spells that are cast its own caster, resulting in it eating all spells
- If a spell is cast outside of the 50 meter range, this spell is not capable of reaching it to drain it of its mana
- This spell can only negate a single spell once every 2 posts, making it a very weak defensive spell
- Repose of Hell:
Name: Repose of Hell
Rank: B
Type: Unholy, Explosion, Death
Duration: 3 posts
Cooldown: 4 posts
Description: The user is enveloped in a dome-like structure, that as it charges up in power for a duration of 3 posts, it grows larger. At the end of its charging, the dome becomes as large as 50 meters in radius, as well as 50 meters in height. This dome is a mixture of both life and death energy, appearing as a "dance" between the structures of yin and yang. Streams of the life and death energies are pulled inward as they are taken from the creatures and plant life of both living and dead. Once all energy has been gathered, the explosion, that deals full damage at the epicenter, falls in on itself and becomes an implosion. As the implosion draws in, this deals 75% of damage to all who have been caught in the 50 meter radius, totaling to 1.75x rank damage at epicenter and 1.5x damage to those outside of the epicenter. It can be avoided by other mages if they have a spell that is a higher rank than this spell, which can negate it.
Strengths:
- At the epicenter of this spell, it can deal a total of 1.75x rank damage and 1.5x rank damage to those outside of the epicenter
- The implosion draws anything in the vicinity toward it, including those who are equal to or lower in rank than the user
- The dome encompasses a total range of 165ft both in radius as well as in height of the dome
Weaknesses:
- Because the user is at at the center of the dome when it's cast, they may very well become the vortex, themselves
- Anyone within the dome, itself, are caused to be drawn toward the implosion's vortex, including allies
- The surrounding area is damaged by the implosion's drawing force, leaving little to no natural elements left (a.k.a collateral damage)
- Nothing is safe from the implosion's drawing force, and may even drag a mage into its oblivion, never to be seen again
- The Devouring:
Name: The Devouring
Rank: B
Type: Unholy, Internal Decay, Death, Requip
Duration: 6 posts
Cooldown: 7 posts
Description: The user is capable of accessing the armory of Death, Himself, resulting in them being able to summon a single weapon of His. At this current rank, the user is able to summon what is known as the Chain of Hellfire, or "Hellfire Chain." This is a simple chain link, which is controlled by the mental thoughts of the user and when not in use, it will loop itself in a circle to be used as accouterments to the user's clothing. The chain's length can vary from only a few feet long to as long as 165ft (50m); the length can be controlled by the user. It is an extremely versatile weapon, able to be used as a flail (with the spiked head at the tip used to strike close-range opponents), a lasso, and a staff. Hellfire can be summoned by the user, where they can apply it to parts of the weapon in order to decay an opponent. These chains look very similar to the Ghost Rider's chain weapon, perhaps may even be the Ghost Rider's weapon.
Passive: When Hellfire is applied to the weapon, it can easily burn its victim, causing a 3% MP decay on the attacked target. It may also cause burns and the like to appear on the target's skin, which in turn deal a 5% HP decay as well. Each of these "decays" last for a total of 4 posts, in which the HP decay totals to 20% and the MP decay to 12%. Decay for A rank mages is halved, whereas the decay for S ranked mages or high is automatically set to 1%.
Active: The chain is capable of separating into its individual links, which then morph into the shape of shuriken blades to be used individually. These chain links form into 6 separate shuriken blades, and each blade deals 10HP in damage before they return to the user. Once these shuriken blades have dealt their damage, they will return to the user's side, morph back into chain links, then into the chain, itself. This can be used once every two posts that the weapon is out; otherwise, it is stuck in the use of its chain form.
Strengths:
- The chain link can form into different types of weapons; an example would be a staff or a flail
- Each chain link from the chain, itself, can separate and form into blades known as shuriken
- It is capable of leaving an ethereal or physical burn on the target, decaying both MP and HP at once
Weaknesses:
- The length of the weapon can be considered uncontrollable and if not focusing, the user may hurt themselves or an ally
- Each individual shuriken blade has a capability of being overthrown or miss the target it's thrown at
- Because the links are separated, the shuriken blades only deal a certain amount of damage that totals to 60HP
- The hellfire used to burn an opponent may accidentally burn an ally or even the user, themselves
***End Purchased Spell Slots******Start Job-Earned Spell Slot***
- Rain of Ash:
Name: Rain of Ash
Rank: B
Type: Death, Damage Over Time
Duration: 3 posts
Cooldown: 4 posts
Description: Dependent on the user's emotion, the user may be able to summon a large enough maelstrom of ash to send down on their opponent. This attack starts out as a slow trickle of "rain," but once someone looks closer at the rain, they'll notice it's ash. Over the course of the next two posts, Since this spell deals damage over 3 posts can you change this to "over the course of the next three posts"? the storm will pick up in strength and speed until it works like a true maelstrom. As this ash falls, it deals 20HP to all those who are caught in the range (50m) of the spell over the three total posts it's around. Once the initial damage has been dealt to the mages caught in the maelstrom, the spell ends, but leaves a soul burn. The soul burn damages a target's soul for an additional 3 posts afterward for 25% of B rank damage. In the end, the total damage of the spell reaches up to 1.75x rank damage unless ended early by the user.
Strengths:
- Over three posts, the spell deals 20HP to anyone who is caught in the maelstrom of ash for the duration of the post
- The range of the spell is the total range for all B-rank spells, that which is 50 meters in all directions around the user
- In additional to the total damage, a soul burn is placed upon the opponent for an additional 25% in damage I'm aware it states in the description how long it lasts but can you put it here too?
Weaknesses:
- Death mages are immune to the spell as Death mages are immune to the entire magic as a whole, not just a singular spell
- The user is technically the epicenter of the spell, so they may face being dealt damage upon summoning the storm Since you're a death mage you are immune to damage from this spell. Can you give me one more weakness that would be a real draw back for you?
- Allies can be potentially hurt by the spell, as it reaches out to 50 meters in all directions around the user
- Not all damage may be dealt to an opponent, as they may be able to end the spell early with their own attack
***End Job-Earned Spell Slot******Start Additional SS Rank Spell Slot***
- Barrier of Ashes:
Name: Barrier of Ashes
Rank: B
Type: Death, Supportive
Duration: Instant
Cooldown: 2 posts
Description:
Strengths:
Weaknesses:***End Additional SS Rank Spell Slot***
redheadedstepchildSlayer
- - - - - - - - - - - - - - - - - - - - -
Posts : 2084
Cosmic Coins : 0
Character Sheet
First Skill: Earth God Slayer
Second Skill: Light Dragon Slayer
Third Skill:
- Post n°9
Re: Old Magic Grading
Thanks for making the changes.
Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°10
Re: Old Magic Grading
I am not quoting all that >.>
Moved.
Moved.
[Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
Wave your banner!
Join the Black Sails today!
The Guild is Set to OPEN! -- This means, feel free to join!
Join the Black Sails today!
The Guild is Set to OPEN! -- This means, feel free to join!
Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°11
Re: Old Magic Grading
You know who I am, so let's get down to business.
Anything you read in this color are things I request to be fixed.
So let's mosey and get to this novel.
NOTE: Spoke with Marceline in skype and she said the UAs were pre-approved. So I'm not grading those. Just for papertrail purposes in case someone said "But Ana~~~ Why didn't you grade the UAs".
This is part 1 of 200.
Please don't post until I finish everything...
Anything you read in this color are things I request to be fixed.
So let's mosey and get to this novel.
NOTE: Spoke with Marceline in skype and she said the UAs were pre-approved. So I'm not grading those. Just for papertrail purposes in case someone said "But Ana~~~ Why didn't you grade the UAs".
This is part 1 of 200.
Please don't post until I finish everything...
Marceline Anicetus wrote:D Rank Spells
- Hymn of Burning Souls:
Name: Hymn of Burning Souls
Rank: D
Type: Buff, Death, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: Upon choosing to cast this spell, the user will select a single target within twenty (20) meters of where they stand to enchant with the effects. The target must be an ally to the user, whether they are considered a legal/dark mage to others or not, or the spell will not work. Once the target has been chosen, the user calls upon the Netherworld, slicing open a spacial tear in front of the targeted ally. From this spacial rift, the person can hear the wails and cries of tormented souls from the depths of Purgatory within the Netherworld. These sounds emit around the target, growing louder and louder until several tormented souls appear from the tear. They are ghostly apparitions that have gouging holes for eyes and wide open mouths like they had been screaming eternally. Only the screams of the damned souls can be heard by the person and everyone around them, where the souls can be seen by the user. Swarming around the targeted ally, the sounds of the souls will empower the person, giving them a 50% boost to their attack speed.
50% boost for a D Rank spell is quite a lot. However, due to your UAs, I can allow a 30% increase to attack speed instead.
Strengths:
- The user tears open a spacial rift that allows access to the Netherworld; if anyone gets close to the rift, they may be sucked inside
- An ally of the user can be targeted by the user as long as they are within twenty (20) meters of where the user currently stands
- Once the sounds of the tormented souls have been ingrained into the target’s head, they will be given a 50% speed boost As stated above, change to 30%
Weaknesses:
- If this spell is used around a magus that is capable of manipulating aspects of space, they can close the rift and negate the spell
- Should another ally of the user come too close to the rift, that ally will be given the buff rather than the ally the user had targeted
- The tormented souls that come free from the rift may not obey what the user wants, as they are ecstatic to be free and will disperse once they leave the rift
- A debuff of similar percentage can negate the effects of the buff, returning the ally to their regular base speed
- Wrath of the Spirit:
Name: Wrath of the Spirit
Rank: D
Type: Buff, Death, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: In conjunction to “Hymn of Burning Souls,” a single soul from the spacial rift will remain within the living world for another four (4) posts. This soul is typically considered severely tormented, so angered by what has been done to it that all it recognizes is the wrath it feels. The feeling of anger from the spirit has become so profound that even those that come near to the soul will feel its wrath. Upon feeling the wrath of the damned soul, one of the user’s allies will be cursed with the same emotion for as long as the ghost sticks around. However, the intensity of the emotion is so strong that it boosts the spell damage of the targeted ally by 50% Like the previous spell, change to 30% for its duration. Sensing that the targeted ally feels the same as it does, the spirit will, essentially, possess the ally until its rage has been satisfied. What this means is that the ally may feel a burning passion to slaughter whatever is in front of them, no matter who it is. Allies of said ally are in potential danger if they stick around the ally for too long, as they will not recognize ally from foe.
Strengths:
- Instilled with the rage of the tormented spirit, a single given ally will be boosted in spell damage by 50% 30% for the duration of the spell
- The spirit possesses the ally, causing them to become so enraged that they attack anything that is in their way
- This spell can also work on combat pets, so long as the user considers them to be an ally to them or is an ally of the user’s ally
Weaknesses:
- As the ally of the user becomes engrossed in the rage of the spirit and is no longer themselves, they do not recognize ally from foe
- Debuffs that are of the same percentage as the buff are capable of negating the spell or reducing the boost given
- If the ally is not within range of the user, that being twenty (20) meters in conjunction to “Hymn of Burning Souls,” the spell will be negated
- Should the buff be used on a combat pet, the pet may not recognize their owner and could potentially attack them
- Blessing of Bones:
Name: Blessing of Bones
Rank: D
Type: Buff, Death, Supportive Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: The user of the spell must take out the ashes of the bones they had collected from the deceased and blow it out from their palm. It does not have to be a large amount of ash, it could be something as small as a pinch of the ash, to be useful to the magus. Once blown from the palm of the user, the ash will float outward in search of an ally of the user who is within twenty (20) meters of them. As soon as it has located an ally of the user, the ash will cling onto the flesh of the ally like flecks of glitter that refuse to come off even after showering. These flecks will reinforce themselves to the point that it boosts the endurance of the user’s ally by one (1) D-rank’s worth of damage. However, the temporary HP will only last for as long as the duration or until it has been used up by other spell hits. When it has a been used up, the lack of temporary HP will cause a necrosis in the ally’s speed for two posts after, reducing them by 25%. This 25% speed reduction by the ally will be given to the user for the next 3 posts after the original spell had ended.
Due to the weaknesses, I can allow this to give 40 HP instead of 20 due to the damaging effects of the spell. Not necessary to do, but is a suggestion.
Strengths:
- The flecks of ash have basically ingrained themselves into the skin of the ally, so they cannot be removed very easily
- Each fleck of ash hardens and reinforces itself to the point that the ash boosts the ally’s endurance by 20HP
- Their endurance will last as long as four (4) posts or until they have taken one too many spell hits that reduces the HP to 0
Weaknesses:
- Once the temporary HP has been entirely used up, the user’s ally will become fatigued from the lack of HP empowering them
- Their speed will be reduced by 20% The spell's description says 25%. Please make the 2 match up. for two posts after the end of the spell or after the HP has been used up The effect cannot happen longer than the spell itself, otherwise you'll have to increase the duration of the spell.
- If there are no remnants of soul energy from within the ash, the ash will then take 20HP from the user to boost the ally’s health bar
- This cannot be used on combat pets and if used on a combat pet, it will deal 20HP to the pet instead of giving an HP boost
- Protection of Souls:
Name: Protection of Souls
Rank: D
Type: Buff, Death, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: Even tormented souls will feel the need to protect the living, as they do not wish the torment to be placed upon the living like it was for them. By opening a spacial tear within twenty (20) meters of where they stand, the user can call out several tormented souls to protect an ally. They will swarm around the ally, creating a tornado-like barrier around the ally for as long as they’re allowed to be out. However, they cannot be seen or heard by those of outside sources, but can be seen and heard by the user, themselves. This tornado-like barrier gives the ally a 50% boost in durability, meaning that damage they receive is reduced by 50%. Unfortunately, the buff does not come without a consequence and once that 50% damage reduction buff has ended, there’s a price to pay. For each spell that had been reduced of its damage, the user will be given 25% of their ally’s health until 1.75x has been restored to them. All of this is calculated in D-rank damage, so the user cannot receive more than thirty-five (35) HP from any given ally. Lower 50% to 20%. 50% is super-duper high for a D Rank spell. The life-drain, on the other hand, also shouldn't go over the duration of the spell. If it does, you'll have to lengthen the duration of the spell.
Strengths:
- Choosing the ally the user so wishes to protect, a torrent of tormented souls will be sent out to protect the ally
- Each ally that the user has decided to protect will be given a 50% 30% durability to spells for as long as the spirits are allowed out
- When the damage reduction has been used up entirely, the user will receive 25% of the ally’s health until 1.75x has been returned
Weaknesses:
- Damage of spells is only reduced by half, so the ally still receives half of the damage that the spell was supposed to give
- The ally does not come out of the spell completely unharmed, as the user will be given 25% of their health until 1.75x is returned
- For the spell to work, any ally of the user must be within twenty (20) meters of where they stand or it will not cast
- Health taken from the ally can be reversed, however, if another ally chooses to heal the said affected ally
***Start Purchased Spell Slots*
- Repose of Mortality:
Name: Repose of Mortality
Rank: D
Type: Buff, Death, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: The user can call upon the tormented souls of Purgatory and ask for a single wish to be granted to one of their allies. If the souls hear the user out and decide to grant the wish of the user, the user can cast one of the many souls out to their ally. Yet, the ally must be within twenty (20) meters of where the user stands in order for the spirit to be cast out to them. Once it has been cast out and the ally has received the spirit, the ally can use the spirit in order to see one incoming spell of an opponent. This allows for the ally to be able to dodge the spell or use the spirit in order to block the spell from hitting them instead. Should the ally choose to use the spirit as a sort of barrier against spells, the spirit will only be able to defend against three (3) D-ranked spells or one (1) C-rank spell. Any spell that is used and is higher than what this spell can defend against will injure the spirit enough that they’re completely annihilated from the world. If this happens, then the user will receive one (1) D-rank’s worth of health from their ally for failing to use the wish correctly.
Strengths:
- In spite of the user giving something to their ally, they are capable of taking away what has been abused, receiving one (1) D-rank’s worth of health
- The ally is capable of using the spirit as a means of a shield, blocking an upwards of three (3) D-rank spells in total
- Unless the ally chooses otherwise, the spirit will allow for the ally to dodge a single spell, but not defend against three (3) D-rank spells
Weaknesses:
- If the ally abuses or misuses the spirit in some way and the spirit ends up dying in a vain way, the user will take one (1) D-rank’s worth of health for themselves
- The spirit may only be able to allow the ability to see one oncoming spell to dodge rather than allowing a barrier-like defense
- The spirit is not capable of fighting or otherwise hurting an opponent as it is only capable of defending the ally
- Magi capable of wielding spirits as a means of their magic can kill of the spirit and force the spell into cool down
- Burst of Contagion:
Name: Burst of Contagion
Rank: D
Type: Death, Debuff, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: When wishing to aid an ally, the user may send out a plethora of rats as a means of aid for the chosen ally. These rats will help attack the ally’s opponent so long as the rats are allowed to be controlled by the user’s will. Once the rats have been sent out by the user, the user is capable of transferring the control to the ally so that the ally may control the rats. There are a total of fifteen (15) rats that the ally is capable of controlling and each rat deals 1.3 damage to the targeted opponent. The rats are capable of setting a necrosis in the opponent’s body as well, which deals 25% of D-rank damage for three (3) posts after. This necrosis can then switch to a 25% reduction of speed in the opponent as their muscles are weakened from the diseased rats. However, the speed reduction will only last for two (2) posts after the necrosis has set in and the 25% reduction is given as a boost to the ally. Allies are capable of being affected by the rats as well, as the rats do not recognize ally from foe even when under control.
Strengths:
- The rats are capable of not only being controlled by the user who sends them out, but the control can be transferred to the chosen ally
- Each rat is capable of setting in a necrotic disease that causes 25% D-rank damage over a course of 3 posts
- Once the 25% damage has been dealt, it leaves a 25% speed reduction to the opponent, which is then given to the ally as a boost
Weaknesses:
- As the rats do not recognize ally from foe, even when under the control of the user or the ally, they may attack allies instead
- If an ally is attacked by one of the rats, it is possible for them to receive the necrotic disease that deals 25% D-rank damage
- Allies may even receive the 25% speed reduction if they are given the necrotic disease, slowing them down and hindering their ability to fight
- The user does not benefit from the spell at all, not even receiving the 25% buff to their own speed like the ally does
- Curse of Nature:
Name: Curse of Nature
Rank: D
Type: Death, Debuff, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: As the user is capable of manipulating Nether, they may take a small amount of their own death aura and place it on one of their allies. Essentially, they become a part of the aspect of death like the user, where they are cursed to watch around them as people die. Much like the user’s Punish ??? Punish Aura? Where's this? aura, the targeted ally will be forced to have everything around them in a 15 meter radius die. This includes the plant life that surrounds them, as well as their own allies and even the enemies that they face. Living beings that are caught within this given death aura will receive full damage from the epicenter, with 75% to those outside of the epicenter. Anyone that is caught within this aura, minus the person who was cursed with it, will be given a damage debuff of 35%. The debuff is then given to the user and the ally, who was chosen as the bearer of such a horrible aura around them, as a buff. Reduce the debuff to 20% since it's also being given as a buff to everyone else. Or state that the buff given to the target is changed to 20%However, in order for this aura to even take place, the chosen ally of the user must be within twenty (20) meters of where they stand.
Strengths:
- The ally that the user so wishes to be given the curse will be “blessed” with a death aura that takes life all around them, similar to the user’s Punish aura
- Anyone that is caught within the death aura that the ally has will be dealt full damage at epicenter or 75% damage outside of epicenter
- Those that are trapped within the aura will receive a 35% damage reduction that is then given to the user and the specified ally See above
Weaknesses:
- The ally is cursed with the same feeling that the user has when they are forced to watch everything around them die
- Allies of both the user and the specified ally may receive the debuff and damage if they enter the cursed aura
- Buffs will not work within the cursed aura, as the aura will eat away at the ethernano and negate the buffs to the ally
- Even the user can be hurt by the aura as they are not immune to their own magic and can receive either full or 75% damage
- Indignation of Souls:
Name: Indignation of Souls
Rank: D
Type: Buff, Death, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: Souls that are at unrest or souls that have been tormented for all of their lives since they had passed away from the living world hold a sense of indignation. This indignation can be felt by those who have come in contact with one of the many spirits that feel they have been treated unfairly. However, in order for them to come in contact with such a spirit, the user must cut open a spacial rift near the chosen ally. When this rift opens, the indignation of the souls will leak out of the rift until several or so souls appear from the tear. These souls will surround the chosen ally in an invisible aura for as long as they are allowed to be out of the rift. If they are within twenty (20) meters of where the user stands and the rift was opened, the souls will boost their melee damage by 50% Change to 25% because it's a D Rank spell and really shouldn't be that powerful.. The souls cannot be seen by those who do not have the ability to see the souls, not even the ally, but the user can see them. Yet, when this spell is over and the spirits are sent back into the Netherworld, the ally will find themselves fatigued, a damage reduction of 20%, which is then given to the user for the next three (3) posts after. This effect cannot take longer than the duration of the spell. Please either change the duration of the support spell or increase the duration of the spell, itself.
Strengths:
- For as long as the spirits are allowed to be outside of the rift, they will surround a chosen ally and boost their stats
- The swarm of spirits will buff the chosen ally’s melee damage by 50% 25% for the duration of the spell
- Once the ally’s buff is done and over with, the user will be given a 20% buff to their strength for the next two (2) posts See above
Weaknesses:
- When the spell has come to an end, the user’s ally receive a 20% damage reduction that is then given to the user See above in description
- If the ally is not within twenty (20) meters of where the user stands, they will not receive the damage increase
- Any debuff that affects melee damage can negate or halve the effects of the spell depending on the percentage it deals
- The spell cannot work on the user, so the user cannot buff their own melee damage with the spell; it simply doesn’t work
- Rain of Spectral Energy:
Name: Rain of Spectral Energy
Rank: D
Type: Buff, Death, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: Calling upon the ashes of the dead, the user sets forth a rainstorm, where trickles of Nether begin to fall around them; however, it cannot be seen. These trickles of Nether work similar to a torrential downpour of a rainstorm, where they swirl in myriads of flecks. They cling to those who are caught within the storm, giving them the boost that the storm was designed to give. Any allies that are within twenty (20) meters of where the storm had taken place will receive a small boost in their MP. However, because the user has to continuously focus their own magic power into the storm, this grants an extra boost to the buff. For as long as the storm lasts or until the extra MP has been entirely used up, the user’s allies can be given a 20% MP boost. Unfortunately, the buff does not apply to the user, but once the temporary MP has been used up, the allies lose 4% MP of their own. This lost MP is then restored to the user for having given them the buff in the first place and using up their MP to keep the storm going.
Strengths:
- The rainstorm causes a buff to take effect on those who are caught within the twenty (20) meter wide storm
- Those who are inside of the rainstorm are given a buff to their MP for the duration of the spell’s effect; boosted by 20% MP
- When the buff is over, the user is given back 4% MP for each ally that was in the storm (max of 5 allies at the most)
Weaknesses:
- As the spell’s effects don’t only work on allies, enemies that are caught in the storm may be given the boost as well
- The user is not given the buff of extra MP to themselves, as it only works on those who are not the user
- Despite the extra MP that is given to the user’s allies, the allies will be drained of 4% MP once the buff is over
- The MP buff is not a permanent buff, so if the ally does not use all of the MP given to them and the spell ends, they lose that MP
- Decay of Heaven:
Name: Decay of Heaven
Rank: D
Type: Death, Debuff, Supportive, Unholy
Duration: 4 posts
Cooldown: 5 posts
Description: Targeting a single ally that is within twenty (20) meters of where they stand, the user can cast a debuff onto the ally. The debuff does not physically affect the ally, rather the ally becomes the vessel of the debuff and it affects those around said ally. Within fifteen (15) meters of the ally, anyone who is caught in the AoE receives a 25% reduction to their base speed and base spell damage. This can last for a total of four (4) posts, but if a buff of the same percentage for either aspect is placed on the affected person, it’ll nullify half of the spell. Likewise, if an ally of the user or an ally of the ally comes too close to the affected person, then they will receive the debuff as well. It works similar to the user’s Punish auraWhere is this Punish Aura again?, where it is invisible to the eye, but long tendrils reach out to grasp at any living thing. Those who are affected by the likes of the aura will begin to feel fatigue and a bit of nausea from being “worked over” in a sense. After which, the ally of the user will receive the 25% speed and damage reduction to themselves when the aura has ended.
Strengths:
- Anyone that is caught within the AoE around the targeted ally will receive a reduction of 25% to both speed and damage
- It affects anyone that is caught within it; this includes unlimited amounts of NPCs as well as allies and foes
- The range of the spell is twenty (20) meters away from where the user stands and fifteen (15) meters around the affected target
Weaknesses:
- The spell will affect anyone that is within the AoE; this includes allies of the user as well as allies of the ally
- When the spell is completely over and there are no remnants of the aura left, the affected ally will then receive the 25% reduction to speed and damage
- This also affects any and all combat pets that are within range of the spell, including the user’s own combat pet
- Even the user may receive the speed and damage reduction if they happen to get too close to their ally
***End Purchased Spell Slots******Start Additional SS Rank Spell Slot***
- Plague:
Name: Plague
Rank: D
Type: Death, Instant
Duration: Instant
Cooldown: 2 posts
Description:
Strengths:
Weaknesses:***End Additional SS Rank Spell Slot***
Marceline Anicetus wrote:C Rank Spells
- Blessing of Burning Souls:
Name: Blessing of Burning Souls
Rank: C
Type: Buff, Death, Supportive, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Similar to “Hymn of Burning Souls,” the user opens a spacial tear three (3) meters away from where they stand, accessing the Netherworld. Deep within the Netherworld, the tormented screams of souls can be heard radiating from within the spacial tear. Seeing as the fabric of time and space has now been torn apart, the souls in Purgatory can sense the change and will flee toward it. They will escape from the realm of dead and enter the realm of living, where they will flood toward the user and swarm around them. Their screams of torment and misery will echo around the user for the duration of the spell, enhancing the strength of the user by 50% change to 40% please. Despite the screams that can be heard, outsiders are not capable of seeing the spirits unless they have the ability to. It will only be the miserable screams of those who had lost the battle of their lives and were sent to Hell for all of eternity. This spell will only work on the user, any attempts to place the buff on an ally will be thwarted and will turn it into a 50% debuff on the ally.
Strengths:
- Calling upon the tormented souls of Purgatory, the user will be buffed by the screams of the damned for the duration of the spell
- The screams of the damned souls enhance the user’s strength (a.k.a melee damage) by 50% until the spell ends
- If used on someone else, whether it is ally or foe, the buff will become a debuff, reducing strength by 50% instead
Weaknesses:
- No matter how hard the user tries, the buff will not work on one of their allies, and if it placed on an ally, it will be turned into a debuff
- The spell only enhances the melee damage of the user, it does not enhance the armed melee damage or spell damage
- Any debuff that reduces the strength of the user will automatically negate the effects of this buff and force it into cooldown
- At any point in time, the tormented souls can be unforgiving toward the user and leave the user, removing the buff
- Vision of Death:
Name: Vision of Death
Rank: C
Type: Area of Effect, Damage Over Time, Death, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Precisely manipulating Nether, the user can get inside of someone’s head and place a frightful image of death inside. This image is often the thought of a brutal death, typically of the targeted person, but can be of someone close to the targeted person. The particles of Nether will collect along the head of the selected individual and cling onto their hair and skin until the spell ends. From then on, they are forced to relive the merciless death of either themselves or someone that is closest to them. However, in order for the effects of the spell to take place, the targeted person or persons must be within thirty (30) meters of the user. It can affect an upwards of seven (7) people in a given thirty (30) meter vicinity, where the epicenter receives full damage (50% and 25% every post after) and the outside receives 75% (37.5% and 18.75% every post after). If it is to affect more than a single given person, the images displayed in the heads of the people will vary depending on who they are. Each person will experience the image differently, whether receiving all or only 75% of the damage the spell can give.
Strengths:
- The spell can affect an upwards of seven (7) at any given moment in time, even those who temporarily walk through the aura
- Each image that is inside a person’s head is created specifically for them, so each image will be different per person
- Damage varies throughout the specified range of the spell, so one may receive more damage than another person
Weaknesses:
- Allies can be affected by this spell, whether they happen to be caught within the aura or whether they are simply passing through
- The spell can only affect a thirty (30) meter range, so anyone not within that thirty (30) meters cannot be affected by the spell
- Outside sources, such as illusion or mind wizards are capable of negating the effects of this spell, but it is mostly up to the players
- Stepping outside of the spell’s aura can negate the spell’s effects, limiting the damage that is dealt to the target
- Death Spike:
Name: Death Spike
Rank: C
Type: Death, Instant, Multiple Hit, Unholy
Duration: Instant
Cooldown: 2 posts 3 posts for C Rank spells
Description: Summoning the life of the world around them, absorbing the very essence of what makes the world tick, the user will fall to one knee. Placing their hands in front of them, they will close their eyes and breathe in deeply, channeling their power within. Slowly, their hands will begin to glow a gentle lavender color and as the power grows stronger, the glow will begin to pulsate like a heartbeat. After the glow has pulsated a few times, a myriad of bloodied spikes will peel out of the ground in rapid succession of each other. These spikes will course over a thirty (30) meter radius, all pointing in various directions, their ancestors fading away the closer they get to their target. Each pulsate of the glow signals how many spikes there will be, but each spike only deals one (1) HP, so in total there can be forty (40) spikes. They can hit multiple targets at once, but all targeted people must be within thirty (30) meters of where the user stands. Likewise, the spell can only hit a total of five (5) people at once, anymore and it will not be able to hit all of them.
Strengths:
- Throughout a thirty (30) meter radius, up to forty (40) spikes can come crashing out of the ground and attack enemies
- The spell can hit multiple targets, so it is not limited to just a single target once it has been cast and launched out
- The max amount of people that can be affected at once by this spell is five (5) people, this includes allies as well
Weaknesses:
- If an ally is not careful enough or paying attention where the user has cast the spell, they are at potential of being nailed by the spikes
- Made out of pure death and unholy energies that make up the world, only holy spells are capable of negating its effects
- As each spike only deals one (1) HP, it is possible for not all of the damage to be dealt to any given person/target
- Only five people can be affected by the spell at any given time, anymore and the spell will not be able to hit them all
***Start Purchased Spell Slots***
- Allure of Death:
Name: Allure of Death
Rank: C
Type: Damage Over Time, Death, Illusion, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Death is often seen as an unattractive being that lacks any sort of flesh or meat, garbed in tattered robes and wielding a gnarled scythe. What were to happen if Death were to take on a figure that was more alluring than even a succubus’s own nature? Casting this spell, the user becomes an enchanting image toward their target, appearing to them as their most desirable soulmate. The target may feel a slight pull on their being when looking into the eyes of the user, as if being lulled to get nearer. However, upon getting close to the user, agonizing pain will overwhelm their body and force them to their knees. Entering this invisible aura, a target is dealt 50% in C-rank damage to their physical being as well as to their soul. By employing another 5% MP into the spell, the user can amplify the effects of the spell and cause a 50% DoT over the remaining four (4) posts. Any target the user so chooses must be within thirty (30) meters of themselves, with the aura being ten (10) meters in radius.
Strengths:
- Targets that are caught by the alluring looks of the user and enter the aura surrounding them will be dealt 50% damage
- Employing an extra 5% MP into the spell can amplify the 25% DoT to a 50% DoT for the remaining four (4) posts
- Anyone can be affected by the spell’s effects, whether they are already in the aura or are simply passing through it
Weaknesses:
- If an ally were to accidentally be targeted by the user, they would receive the DoT versus one of the opponents they’re after
- Any illusionist can see past the effects of the spells, nullifying the spell, though not necessarily setting it into cooldown
- Should the target not be within thirty (30) meters of where the user stands, the spell cannot take effect at all
- Stepping out of the aura can cause the spell to deal less damage than it was intended to do if they can find the will to step out
A weakness must be made for those of higher rank not being effected by the "allure" portion of the spell.
- Animate Dead:
Name: Animate Dead
Rank: C
Type: Death, Necromancy, Summon, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Below the user and those within a ten (10) meter diameter of the user will begin to feel the low rumble of the earth as it shakes. Beneath these people, the bones of the dead will congregate into one section, combining into a whole skeleton under the soil. Once the skeleton has been formed, a fleshy limb will appear from the ground, bend down, and pull the undead creature into existence. Each time this skeletal being is risen from the ground, its form will take a different shape, ranging from human to animal. In spite of all of this, the animal or human will appear to the naked eye as having hanging flesh and dried bones. Tattered clothing will cover its very being if it is human, whether dress or shirt and jeans, and hair will fall in patches. Fur that is muddied and coarse will cover the undead creature in patches over its entirety, be it animal, small or large. In any case of what its shape will be, the creature will only have 100 HP and will only be capable of dealing 12 HP of melee damage for each hit.
- Serenity of Death:
During the time that the skeletal being has been summoned, the creature and summoner will be blessed with a 50% I'm going to have to ask you to choose what kind of damage buff it is, whether melee or magic damage buff. You already have a TON of damage buffs, so I'm going to have to ask you to pick which type of damage you want with the summoning of this summon. attack damage increase. This will allow for the summon to deal an extra 6 HP when fighting hand-to-hand and an extra 20HP when using their active ability. The summoner will be able to deal an extra 7.5/10/12.5/15/17.5 HP when fighting unarmed and in hand-to-hand combat and an extra 30/40/50/60 HP when using their spells. At anytime the creature is forced back to the realm of dead, the summoner will lose that 50% extra damage until they have been resummoned. Its passive cannot be given to any of the user’s allies, it may only be cast upon the user upon summoning the undead.Strengths:
- Curse of Restoration:
Name: Curse of Restoration
Rank: C
Type: Damage Over Time, Death, Unheal, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Upon being first summoned, the undead creature will cast their active onto the selected target that the user had originally chose. Once the summoned creature has homed in on the selected target, they will reach out a hand (if they are human) and point at the person. If they are a being of animistic nature, the creature will take in a deep breath and release a gust of air in the person’s direction. The person will feel a rush of air wash over them after the summon has pointed at or blown air in their particular direction. Nether particles will collect along the bodice of the target, but the particles will not be visible to the opponent, though visible to the user and summon. On the initial hit, the target will receive 50% of C-rank damage, followed by 25% of C-rank damage for the following posts. It is considered an unheal in the eyes user, where the damage taken from the opponent is restored back to the user for 1.5x C-rank damage. However, the target must be within thirty (30) meters of where the summon stands in order for the active to be cast.
Strengths:
- The damage is split up over the course of the active, where half of the damage is dealt on the first post and the rest over a course of posts
- Any damage that is dealt to an opponent is returned to the summoned creature, which is then passed off to the summoner
- In total, 1.5x rank damage can be dealt to a single target, with 1.5x of that damage being returned to the summoner
Weaknesses:
- Necromancers and any Death type of magi will not be nearly as affected by the active as those who are not Necromancers or Death type magi, having damage reduced by 65%
- Anyone that is not within thirty (30) meters of where the summons stands cannot be pinpointed by the creature and attacked
- Those who are capable of healing their allies will be able to be reverse the effects of the unhealing for all or little of the damage
- Not all damage may be restored to the user, such as a spell hitting them and negating some of the healing they were given
[list]
[*]During jobs, the user is capable of reanimating monsters or npcs that they have killed, such as the weak, normal, and strong
[*]The form of the undead is randomized, but each form has its own uniqueness that allows for it to be useful to the user
[*]For each creature that is summoned from the Netherworld, they receive a 50% increase to their physical and magical attacks
Weaknesses:
- Unless otherwise stated, the user’s undead summon may fall victim to a person who is capable of reversing control on undead beings
- When the summon is killed off, the user loses the 50% buff that the creature comes with upon summoning it from the realm of dead
- The summon only has a lifespan of a D-rank mage, so it can easily be killed in either one or a few higher ranked spells
- Against Necromancers or magi who have an affinity for death, the undead creatures deal 50% less damage to them
- Defoliate:
Name: Defoliate
Rank: C
Type: Damage Over Time, Death, Disease, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: From around the user and any targeted persons, a purple, mist-like substance, easily mistaken for miasma, will roll into the area. A putrid smell of rotting flesh and bursting organs will radiate in the area, causing nausea, maybe even inducing vomiting on those the mist surrounds. Within a thirty-five (35) meter diameter, the captured person or persons will find themselves scratching and picking at their skin. Boils and blisters will appear along their arms and legs, all over their body, causing agonizing pain similar to being boiled alive. The occasional victim may even bloat a little, like their body had ceased working and was now going through the process of decay. One by one, the boils and blisters will pop on the target, oozing pus and other excrements that look like they don’t belong in the body. When the boils and blisters first appear, it will cause 50% of damage to the targeted person or persons, and is unavoidable unless they escape the mist. As the user must consistently excrete 3% of their MP throughout the duration of the spell, this allows for additional range and a 50% damage over the next four (4) posts.
Strengths:
- Damage is almost completely unavoidable to any targeted person or persons within the thirty-five (35) meter diameter
- Damage is reduced on the first post of the spell’s duration; however, extended usage of MP allows for 50% damage over four (4) posts
- In total, the spell can dish out 2.5x C-rank damage to those caught in the mist-like substance, with a total amount of six (6) people
Weaknesses:
- At any point in time, a targeted person or persons may escape the mist-like substance, reducing the damage they receive
- Those with an affinity for poison or disease may not feel the affects of the spell as much as another person, having reduced damage of 50%
- This spell is capable of even affecting the user’s allies, where they will receive the same damage as an opponent
- The user must constantly exert 3% MP throughout the spell in order to keep the range and damage increase, totalling to 22% MP being used
- Renew Bones:
Name: Renew Bones
Rank: C
Type: Death, Heal, Supportive, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Even someone of the living dead must have their wounds mended so that they may continue to haunt the realm of the living. Gathering Nether around themselves, the user is capable of attaching the invisible particles to themselves in order to be healed. The particles will cling onto their skin, but to those around the user, they will not be able to see the particles over their body. Only the user is able to see the particles as they sift around them and cling to their injured body to mend the wounds they have. Instantaneously, the user will be healed for C-rank damage, becoming immune to C-rank or lower status effects for the next four (4) posts. On the other hand, the user can use this spell to efficiently heal one of their summons while the summon is out or even an ally. However, in the case that an ally is healed, the user will receive a small portion (4%) of their MP in compensation for reversal of time. Should the user choose to heal an ally though, the ally must be within thirty (30) meters of where the user stands.
Gonna have to ask that the healing of C-Rank damage be split to 50% C Rank damage healed for duration. Healing for 5 C Rank worth of damage is a LOT of HP to heal.
Strengths:
- The user is healed for a full C-rank’s worth of damage on the initial post of the spell’s duration and is immune to C-rank or lower statuses
- If used upon one of the user’s allies, they will receive a 4% MP compensation for having “reversed” their time to negate the wounds
- Has a long range of effect so that allies that are not close to the user are capable of being healed from further distances
Weaknesses:
- Because the user wasted their MP on healing one of their allies rather than themselves, the ally loses 4% of their MP
- In order for the spell to be cast upon an ally, the ally must be within sight of the user and nothing can block the way
- If the user or an ally is struck by a spell before the spell can take a full effect, the user or ally will lose out on the status immunity
- If the user or ally is hit by a spell while being healed by the spell, they will lose out on the healing alongside the status immunity
- Shackle of Bone:
Name: Shackle of Bone
Rank: C
Type: Death, Heal, Supportive, Unholy
Duration: 5 posts
Cooldown: 6 posts
Description: Selecting a single, given target, the user will cast out a stream of Nether particles toward the target, capturing and holding them down. The Nether particles will shift into a chain link, shackling around the target’s ankles so that they are unable to move. In this state, the target will have a speed reduction of 25% if they are C-rank, but any rank higher than C will be unaffected. Targets that are D-rank will have a reduction speed of 50%; though, will still be able to move around during the spell’s duration. Once the target has been shackled down and cannot move without hindrance, the Nether particles will begin to drain 3% MP from them. Mana will be drained from the selected target until a total amount of 15% has been taken from the person and given back to the user. After which, the shackles will be released from the target’s ankles and they will be free to move around without hindrance. However, in order for this spell to work, any target the user decides to cast the spell on must be within thirty (30) meters of where the user stands.
Strengths:
- Targets that have been selected by the user will have their speed reduced depending on their rank; C-rank will have 25% reduction, D-rank will have 50% reduction
- Once the target has been successfully shackled, the Nether particles will drain 3% from the person until 15% is taken
- Targets must be within thirty (30) meters of where the user stands, giving for a large selection of people to choose from
Weaknesses:
- Necromancers or any Death type magi will have damage to their MP reduced by 25%, receiving only 0.075% instead of 3%
- Enemies are not completely paralyzed, they are still capable of moving around, except that they have a speed reduction
- Targets must be within thirty (30) meters of where the user stands; if they are further than that, the spell cannot be cast
- Allies may get in the way of the user’s spell, causing them to be shackled to the ground and gaining the speed reduction and MP drain
***End Purchased Spell Slots***
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Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°12
Re: Old Magic Grading
Part 2 of 10,000,000
Marceline Anicetus wrote:B Rank Spells
- Eternities Torment:
Name: Eternities Torment
Rank: B
Type: Area of Effect, Damage Over Time, Death, Unholy
Duration: 6 posts
Cooldown: 7 posts
Description: Nether surrounds the vicinity of the user and several targets that are all within a fifty (50) meter diameter, clouding the area. The user will be able to see the Nether that encompasses them; however, to the people it covers, they will only see darkness. Flecks of the Nether will float in the air around the entirety of the people, as if it has been frozen in time like flecks of snowflake floating downward. From the epicenter (25 meters), those that are caught within the spell will begin to experience an image of eternal unrest, dealing 50% of B-rank damage. Thereafter, they will receive 25% of damage for every post until the sixth (6th) post has been reached and the spell comes to an end. Anyone that is not within the epicenter of the spell’s attack will receive 37.5% of B-rank damage from the image. After which, the people will receive 12.5% of B-rank damage for every post until the sixth (6th) has been reached and the spell comes to an end. Allies that are caught within the spell will be affected by the magic depending on the position that they are in, in the spell. Can change the damage dealt every post beyond the first to deal 40% damage so it brings it up to the 2.5x rank damage that DoTs normally do if you'd like. Not mandatory, just a suggestion
Strengths:
- Everyone that is caught within the fifty (50) meter diameter will receive some sort of damage for being inside the “dome”
- Damage will always be dealt over a series of posts; thus, extending the damage to deal more than a normal spell
- Complete and utter darkness envelops the people that are within the dome, disallowing for sight and light to come through
Weaknesses:
- The dome is not a sentient being; therefore, it cannot recognize ally from foe and as a result, allies may be trapped within the dome and receive the damage enemies would
- Due to the pure darkness that encompasses everyone within the dome, they may injure their allies and attacks are harder to know when they are coming
- This spell only affects the mentality of those that are within the dome, it does not affect the outside world at all
- At any given point in time, a victim can escape the shroud that casts over them and full damage may not be dealt
- Chilling Embrace:
Name: Chilling Embrace
Rank: B
Type: Area of Effect, Damage Over Time, Death, Unholy
Duration: 6 posts
Cooldown: 7 posts
Description: Death is not limited to simply eating away at the flesh and bones of those that it so wishes to eliminate from world. By manifesting the chilling air through the user of Nether particles, particles of which cannot be seen by the naked eye, Death can kill this way. The wind will whip and tear through a fifty-five (55) meter diameter all around the user, causing even ice, frost, and snow to occur. At a 27.5-meter diameter to the user, those caught in the mimicked blizzard will begin to chill, shiver, freeze, et cetera, receiving 50% in damage. From there, continuing to stand in the frigid wind will cause them to receive an extra 25% in damage for the next five (5) posts. Those who are 27.5 meters out from where the epicenter ends will only receive 37.5% damage from the frigid winds. Remaining inside of the freezing winds will cause them to receive an extra 18.75% of damage for the next five (5) posts. Enemies may move themselves from one place to the next to receive less damage, and even allies can get caught in the freezing winds. Same as the above for damage
Strengths:
- Damage is spread over not just one post, but a series of posts that cause different types of damage over time
- It encompasses a fifty-five (55) meter diameter all around the user in a frigid wind that most magi cannot withstand
- Being not only a Damage Over Time spell, but also an Area of Effect spell, allows for more enemies to be dealt damage
Weaknesses:
- The key component of this spell is that the “Nether wind” is so frigid cold that slayers of the ice element may not be affected by the cold
- Allies are one of the few who could easily be captured inside of the freezing winds and be dealt the same damage an enemy would
- At any point in time, an enemy could easily escape the confines of the winds and receive less damage than intended for them
- Even though the Nether particles only mimic the actions of the wind, they are still considered a type of air or wind that air or wind magi could redirect or negate
- Dark Soul:
Name: Dark Soul
Rank: B
Type: Damage Over Time, Death, Heal, Unholy
Duration: 6 posts
Cooldown: 7 posts
Description: Nether particles are capable of mimicking anything that could be considered possible in the natural world, even the unnatural. Summoning Nether particles allows for the user to cast them upon a single selected target within a fifty (50) meter radius in front of them. Whosoever receives the Nether particles will be cursed for a set of six (6) posts of their turn, in which they will be healed. In this case, the curse is considered to be a reversed curse; something that helps the person rather than hurts them. On the initial intake of the particles, the selected target will feel themselves revitalized at the cost of losing sections of their skin and muscle. Over the next (5) posts, they will receive 25% in healing B-rank damage that restores their health, but causes them to lose their skin. Can have it heal 40% every post after the initial oneOnce they have been fully healed, they look nothing more than a skeleton, in which they will remain in this form for three (3) posts after. This spell can affect the user, but it is almost never used on the one who cast the spell, as it was made more for allies. The spell can't last longer than the spell's duration. While it might be cosmetic, it still needs to last as long as the spell, itself.
Strengths:
- Heals a target for a large amount of B-rank damage (50% and 25%) over a course of six (6) posts the spell is out
- Turns the affected ally into a skeleton in the end for aesthetic feel, though they are only in this form for three (3) posts
- It can affect the user if they wish to heal themselves, but it is more used for healing allies when in battle
Weaknesses:
- Sets a necrosis in the targeted ally that may cause them to believe they are being hurt by the user rather than healed
- If the ally receives damage before the spell has fully finished its heal, it’’s possible not all intended damage will be healed
- Moving out of range of the user will cause the spell to miss its target and automatically go onto cooldown for seven (7) posts
- Being in a skeleton form can cause the ally to be more weakened in this state to other attacks by 50% of damage from other melee or spell attacks
***Start Purchased Spell Slots***
- Malignant Dead:
Name: Malignant Dead
Rank: B
Type: Death, Instant, Summon, Unholy
Duration: 6 posts
Cooldown: 7 posts
Description: Gathering Nether particles, the user can cast the particles out and over a fifty (50) meter diameter across the ground. This allows for the Nether to gather on the surface of the world and summon a skeletal being from the depths. A beastly creature will raise from the grounds in a heap of bones, then swirl together to take form in front of everyone’s eyes. Standing before them will be a thirteen (13) foot, bear-like creature, waiting for the commands of its master. It has a health of 150 HP and can easily deal nineteen (19) HP per melee strike against an opponent with no added buffs. However, it’s skeletal structure is very weak and its bones could easily fall apart or shatter into millions of pieces. Yet, it’s able to call its bones back to itself on its own, allowing for it to rebuild itself until all of its health has been used up. Due to its lack of flesh and muscle, this being is capable of taking an extra 50% in damage from target’s melee damage and spells.
- Corporeal Empathy:
Whenever this creature is summoned and is able to land a hit on their targeted opponent, 5% of the health taken will automatically be restored to their master. This works as a post-by-post passive, where if a hit can land per post, 5% of health will always be restored to the master. Unfortunately, the remaining health that is removed from the opponent will simply disappear, neither being restored to the pet or the master. Likewise, the moment that this creature is destroyed, the master will lose that 5% health buff until they resummon the creature. At any point in time, the 5% health can always be taken back from the master; thus, negating the 5% health they just received.
Going to need a limit on how much HP can be drained and given to the user per post.Strengths:
- Diamondskin:
Name: Diamondskin
Rank: B
Type: Death, Defensive, Shield, Unholy
Duration: 4 posts
Cooldown: 7 posts
Description: Due to the summon’s inability to sustain attacks all that well, it was given the ability to coat itself in Nether that acts similar to diamond. By coating itself in this “diamond” material, the summon will no longer receive an extra 50% in damage from oncoming attacks. This shield also works as a means of being able to block two (2) oncoming spells of its rank, or one (1) oncoming spell of one (1) rank higher than it. In the case that the shield is broken, the active will not go on cooldown, but rather, continue to block the 50% extra in damage. It will not be able to have diamond-hard skin, but it will not be as weak as it was to attacks without the active. . . active. The active only works on the summon, itself, so the master of the summon can not be given the diamond-hard skin. Likewise, things are still able to pierce through the diamond that coats its body if they have a weapon or spell capable of doing so.
Strengths:
- The diamond that coats the body of the summon is capable of withstand two (2) spells of its rank or one (1) spell of one (1) rank higher
- Once the shield has been broken, the active will not go on cooldown, rather it continues to block the extra 50% in damage
- It can be cast at any point the summon is out, allowing for instant protection against spells of future casting
Weaknesses:
- The shield cannot last for the entire duration of the spell, causing it to go on cooldown two posts into the duration if no spell has hit it
- The 50% damage protection after the shield has gone down can easily be negated by spells that deal 50% more in damage
- It cannot be cast upon the master or one of the master’s ally, as the protection was made only for the summon
- Its protection can only withstand one (1) hit of higher ranking before it goes down on cooldown and cannot be used again during the active’s duration
- Summoning this creature allows for a mild distraction, which can give the summoner time to damage the opponent more while they’re busy with the summon
- It’s burly size alone can be cause of issue, as it is harder to attack the whole body rather than just a section of the body
- It can be used as a means of cannon fodder, allowing for the summoner to ignore damage while the summon takes it
Weaknesses:
- The bones of the summon are a lot weaker than any of the other summons of the summoner, causing it to receive 50% more in damage
- It’s burly size can be cause of problems, as it can be caught in tree limbs or pieces of its bones can be removed
- Being of the dead, this creature has a tendency to be rather aggressive, and may not always listen to its summoner
- In some cases, the summoned creature will turn on its summoner, causing 50% in user-ranked damage to them
- Incinerate Bones:
Name: Incinerate Bones
Rank: B
Type: Death, Fire, Instant, Unholy
Duration: Instant
Cooldown: 2 posts Minimum of 4 posts for B Rank spell cooldown
Description: Nether particles are capable of mimicking any form they so wish, but the combination of another element makes it even deadlier. By combining fire with the Nether particles, this gives the damage a boost of 50% before it can be fired off at a target. Once it’s fired off, the target will receive 150% B-rank damage as long as the shot fired is able to hit the selected person. This person must be within fifty (50) meters of where the user stands and cannot be any further than that amount. Likewise, the target cannot be moving because the shot can only go in a straight line and cannot be manipulated once fired. The Nether particles are compacted into a tiny, bullet-like shape that is set ablaze by fire,allowing them to be seen. As a result, this bullet can be easily dodged by a target since they are now able to see it, but if the target is hit, they’re also dealt 5% burn for five (5) posts. The total damage of the spell then equates to 175% B-rank damage, unless the target managed to avoid the spell.
Strengths:
- In total, this spell is capable of dealing 175% B-rank damage as long as the bullet is able to strike the opponent
- This spell has a long range of fifty (50) meters, allowing for further-away targets to be struck by the bullet
- Leaves a 5% burn on the selected target as long as the bullet was able to strike, causing damage to be increased by 25%
Weaknesses:
- The bullet can only go in a straight line, meaning if a target is moving, they will likely be missed by the bullet
- As the Nether particles, which are typically invisible to the eye, are now seen, a target can easily avoid the spell
- Being combined with fire allows for fire magi to redirect or negate the spell entirely, avoiding damage on themselves
- In any case, allies can be in the way of the spell and may accidentally be hit by the bullet instead, receiving full, intended damage
- Insidious Retrogression:
Name: Insidious Retrogression
Rank: B
Type: Death, Decay, Instant, Unholy
Duration: Instant
Cooldown: 2 posts minimum of 4 posts for B Rank spell cooldown
Description: By gathering a large amount of Nether particles, the user can cast out the particles onto a single, given target. Once this target becomes enveloped by the particles, their body will begin to slowly decay until bones are revealed. Targets must be within fifty (50) meters of where the user stands or else the Nether particles cannot reach them. They receive 100% B-rank damage upon being struck by the spell; in some cases, being unable to avoid it entirely. Spores will begin to grow on the targeted person, popping up all over their body and if torn off, will cause an extra 5% in damage. Damage from torn off spores can only cap at an extra 75% throughout the time that the spores are located on the body. The spores are considered contagious as well, resulting in them being able to spread from one person to the next. Anyone within twenty-five (25) meters of where the affected individual is will receives 75% of the damage from the spell.
Strengths:
- These spores are capable of spreading out from the infected individual, causing others to receive 75% of base damage
- Selected targets must be within fifty (50) meters of where the user stands in order to receive full damage from the spell
- Spores can be torn off, but at the cost of an extra 5% of damage for each spore torn off until 75% extra damage has been received
Weaknesses:
- If any allies get too close to the infected individual, the spores will spread onto them and cause 75% of base damage
- Any individual that is not within fifty (50) meters of where the user stands cannot have the spell cast on them
- Damage of this spell can be reversed by magi who have healing spells and are willing to heal the infected individual
- If no spores are torn off, the targeted individual will not receive the extra 75% damage from the loss of spores
- Ward of Calliav:
Name: Ward of Calliav
Rank: B
Type: Death, Defensive, Unholy
Duration: 6 posts
Cooldown: 7 posts
Description: Pulling Nether particles in toward themselves, the user is able to swarm the particles around them as a flurry or blizzard. These particles, again, cannot be seen by the naked eye, but are capable of protecting the user from harm. For the duration of this spell, the particles can protect against three (3) hits of B-ranked attacks or 2.5 hits of A-ranked damage Did you mean 1.5 A Ranked damage?. This gives the “shield” a durability of 180 HP, making it a rather difficult shield to break down and also one that cannot be seen. To the naked eye, they simply see their spells dispersing against an invisible barrier, the user being left unharmed. In any case that the barrier is broken by a higher ranking spell, this will cause the shield to go into cooldown early. It can last for an upwards of six (6) posts, but due to the specified HP it has it can go into cooldown far earlier than that. If the user so wishes, they can transfer the shield onto one of their allies, rather than having it protect them.
Strengths:
- Being a purely defensive spell, this allows the user or the selected ally of the user to be protected against 3 hits of B-rank damage
- This shield encompases a three (3) meter area, making it large enough to fit more than one person into it
- Can be switched between user and ally, allowing for either or, or both, to be protected by the spell’s magic
Weaknesses:
- Any two spells of higher ranking can easily destroy the barrier, causing it to go onto cooldown earlier than it should
- Being a defensive type of spell only, this spell is not capable of dealing damage to an opponent under any circumstance
- The particles may not be able to be seen, but the wind caused by the swirling particles can alert enemies to the barrier
- Causing the spell to go into cooldown earlier can result in the shield not protecting nearly as much or being useless for a long duration
***End Purchased Spell Slots******Start Additional SS Rank Spell Slot***
- Barrier of Ashes:
Name: Barrier of Ashes
Rank: B
Type: Death, Supportive
Duration: Instant
Cooldown: 2 posts
Description:
Strengths:
Weaknesses:***End Additional SS Rank Spell Slot***
[Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
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Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°13
Re: Old Magic Grading
Easier way to do this:
Protection of Souls --
Insidious Retrogression --
Well, since the spores remain on a target, you'll need to increase the duration for the spell for how long the spores/mushrooms last upon a person. Sucks, I know. But even the most foul diseases have a duration.
D Rank Spells
Blessing of Bones -- The spell still cannot last longer than duration. The spell lasts for 4 posts, the effects can't last for +3 posts making the entire spell last for 7 posts. Please fix this.*Weakness 2* Their speed will be reduced by 25% for three (3) posts after the end of the spell or after the HP has been used up
Protection of Souls --
Much like Blessing of Bones, the HP returned to your character cannot exceed the duration of the spell, itself. Unless you lengthen the duration of the spell.Unfortunately, the buff does not come without a consequence and once that 30% damage reduction buff has ended, there’s a price to pay. For each spell that had been reduced of its damage during the spell’s duration, the user will be given 25% of their ally’s health until 1.75x has been restored to them.
C Rank Spells
Nothing. These are all good!B Rank Spells
Insidious Retrogression --
Well, since the spores remain on a target, you'll need to increase the duration for the spell for how long the spores/mushrooms last upon a person. Sucks, I know. But even the most foul diseases have a duration.
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Join the Black Sails today!
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Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°15
Re: Old Magic Grading
[Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
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- Post n°17
Re: Old Magic Grading
- Spoiler:
- Marceline Anicetus wrote:ISHY of THQ & ADOXOGRAPHYHEARTBREAKERMY KISS IS A LIFE TAKERTAG@tagOUTFITPolyvore/GoogleWORDS000NOTESBlahA Rank Spells
- Soulrend:
- Name: Soulrend
Rank: A
Type: Death, Instant, Soul Reaping, Unholy
Duration: 4 posts
Cooldown: 8 posts
Description: Death is capable of taking the souls of the living, whether willing or unwilling, and removing the soul from the body in order to cause pain. The removal of the soul, or per se the life force, of an individual can cause a surmount of agonizing pain that feels literally as if something is ripping them apart. A pale, white shade of light will slowly pull free of the target, tugging them forward as their soul is stripped from their body and stored into the user. 75% of A-rank damage will always be dealt whenever this spell falls into play and 75% of A-rank damage will be restored to the user through the soul. Targets will find themselves to be in a weakened state, their life force drained from their body and causing them to work at a weaker pace. As such, targets that are attacked by this spell will receive a 25% slow to their speed, lasting for a total of four (4) posts as their life force restores itself. Any target the user chooses must be within one (1) to seventy-five (75) meters of where they stand and cannot be any farther of a distance. Allies can be affected by the spell if they get locked into the range of the target, resulting in their life force being drained instead of the target’s.
Strengths:- Targets receive a mild speed reduction when their life force is drained, reduced by 25% for four (4) posts while they regain their life force
- The user regains 75% of A-rank damage to their health via the life force that was taken from either their ally or their intended target
- The spell’s range can max out at seventy-five (75) meters, allowing for a large range of attack for targets that are not as close to the user
Weaknesses:- Targets are not always the intended person the user wishes to arm, as such this means that allies are potential targets of the spell
- Targets that are not within the max seventy-five (75) meter range will find themselves unaffected by the likes of the spell and its effects
- Effects such as the weakened state of mind and body may not affect or can otherwise be ignored by higher ranking magi that are dealt this spell
- Beings that do not have souls or are considered artificial are unaffected by the spell, both ignoring damage, speed reduction, and any side effects
- Targets receive a mild speed reduction when their life force is drained, reduced by 25% for four (4) posts while they regain their life force
- Empower Ally:
- Name: Empower Ally
Rank: A
Type: Buff, Death, Lifedraw, Unholy
Duration: 7 posts
Cooldown: 8 posts
Description: The user can briefly extend their magic to one of their allies, allowing for the ally to gain the added effect of a lifedraw on all of their spells. For every spell that the ally uses and hits the intended target, they can have an extra 5% of their opponent’s health removed from them. Allies must be within a one (1) to seventy-five (75) meter range in order to be “buffed” with the user’s magic and cannot leave the range unless they want the buff removed. Likewise, if the target’s spell does not hit the intended target or completely misses, 5% of their health will be removed and given to the user. If the user’s health is already capped, then 3% of MP will be taken from the ally in compensation for the user wasting their mana on them. MP restoration caps at 15% and health restoration caps at A-rank damage of the ally’s health and will not take anymore after that. Restorations occur over the course of the spell and do not restore in a bunch; the restorations cannot be given to other allies either. This spell can only affect one ally at a time, attempting to buff more than one ally will result in the spell imploding on itself and not buffing anyone.
Strengths:- Allies are capable of being buffed by the user and given a small portion of the user’s magic to utilize for themselves for the duration of the spell
- Allies are able to draw out an extra 5% of an opponent’s health for the duration of the spell, giving them a bit of advantage in battle
- Allies that are not able to hit a target will love 3-5% of their own health or MP, which is then restored as either 3% MP or 5% HP to the user
Weaknesses:- If the ally’s spell misses or hits the wrong target, the ally will lose 5% or 3% of their MP in compensation for the wasted mana on them
- Allies must remain at a distance of seventy-five (75) meters away from the user, or closer, unless they want the buff removed from themselves
- This buff cannot be given to more than one all at a time and if attempted to give it to more than one ally, the spell will implode on itself
- If none of the ally’s spells hit the wrong target or miss the target entirely, the user will gain nothing from the ally in compensation for the buff
- Allies are capable of being buffed by the user and given a small portion of the user’s magic to utilize for themselves for the duration of the spell
- Dyn'leth's Grasp:
- Name: Dyn'leth's Grasp
Rank: A
Type: Damage Over Time, Death, Lifedraw, Unholy
Duration: 7 posts
Cooldown: 8 posts
Description: Any selected target the user chooses, that is within seventy-five (75) meters, will begin to feel as if a cold hand has wrapped around their throat and is slowly suffocating them. The grip will fluctuate from only lightly gripping to tightening its grip ever-so-slightly as it drains the life force from the selected target. Damage is dealt to the target over a course of seven (7) posts, in which 50% of A-rank damage is dealt on the initial blow of the spell. Over the remaining six (6) posts, the intended target will receive 25% of A-rank damage until the damage of the spell caps at 2x A-rank damage. In return, the user gains the taken damage back to themselves in the same way the target was dealt the damage to them on the first blow. For example, the 50% of damage is removed from the target and given to the user in the same post, followed by the 25% of damage thereafter until the end of the spell. Once the damage to the target has been dealt, the target will find themselves slowly regaining their breath until they feel at ease again. Health restored back to the user cannot be transferred to an ally and will be lost if the user already has their health capped or attempts to transfer it.
Strengths:- Damage intended to a target can max at 2x the natural damage of an A-rank spell, dealt over a series of posts to the intended target
- Damage that is taken from the intended target can be restored back to the user over a course of a set amount of posts until it maxes at 2x A-rank damage
- The range of the spell is massive, allowing for long-range targets to be affected by the spell to as short as only three (3) feet away from the user
Weaknesses:- The intended damage for the target may not always come out as 2x A-rank damage, making the spell less effective than it actually is
- Likewise, if damage to the intended target is reduced, the user will not receive as much health back as the spell was intended for them to
- If the user has capped health, damage given back to the user will not increase their health over 100% and the health cannot be traded to an ally, causing the damage to be lost
- Any target that is out of the range of the spell will not be affected by the spell itself, saving them from losing immense amount of health
- Damage intended to a target can max at 2x the natural damage of an A-rank spell, dealt over a series of posts to the intended target
***Start Additional SS Rank Spell Slot***- Revenge:
- Name: Revenge
Rank: A
Type: Death, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description:
Strengths:
Weaknesses:
***End Additional SS Rank Spell Slot***
Approved~!
Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°18
Re: Old Magic Grading
((Not gonna copy/paste all that))
Opened for user edits.
Opened for user edits.
[Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
Wave your banner!
Join the Black Sails today!
The Guild is Set to OPEN! -- This means, feel free to join!
Join the Black Sails today!
The Guild is Set to OPEN! -- This means, feel free to join!
Anastasia Isayev- - - - - - - - - - - - - - - - - - - - - -
Lineage : Valkyrian
Position : None
Posts : 2446
Guild : Black Sails GM
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
Experience : 321116
Character Sheet
First Skill: Mechanized REquip
Second Skill: Dragons' Champion
Third Skill:
- Post n°19
Re: Old Magic Grading
[Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
Wave your banner!
Join the Black Sails today!
The Guild is Set to OPEN! -- This means, feel free to join!
Join the Black Sails today!
The Guild is Set to OPEN! -- This means, feel free to join!
Jiyu Kazehime-
Posts : 1917
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill: Wind Magic
Second Skill: Demonic Takeover
Third Skill:
- Post n°20
Re: Old Magic Grading
Moved and unlocked