Magic
Primary Magic: Take Over: Mythic Soul
Caster or Holder: Caster
Description: Mythic Soul is a take over that takes on the forms of the Servants of Hades (AKA Monsters from Greek legend). The user takes on the characteristics of ancient beasts driven by the will of a God to take down their enemies.
Charis has yet to learn the complicated forms of the magic and is limited in her knowledge but knows enough for partial take overs of two creatures, the Siren and the Fury.
Strengths:
Weaknesses:
Lineage:
Spells:
Signature Spells:
Primary Magic: Take Over: Mythic Soul
Caster or Holder: Caster
Description: Mythic Soul is a take over that takes on the forms of the Servants of Hades (AKA Monsters from Greek legend). The user takes on the characteristics of ancient beasts driven by the will of a God to take down their enemies.
Charis has yet to learn the complicated forms of the magic and is limited in her knowledge but knows enough for partial take overs of two creatures, the Siren and the Fury.
Strengths:
- It gives a wide variety to choose from when learning future spells but is still linked together as one magic
- It plays to a certain persons strengths and there is an element of creativity to it as, rather than summoning a monster to do the work for you, you fight for yourself
- I have a rather large knowledge on Hellentian myths so I will be able to accurately portray the monsters
Weaknesses:
- A single take over takes up a lot of spell slots between partial and full
- Most monsters are a lot stronger offensively than defensively which doesn't help a mage like Charis who thinks strategy and defence
- Greek monsters are hard to come by and even harder to take over
Lineage:
- Lucifer's Descendant:
- Description: Lucifer took control of a vessel and mated with a princess of a very powerful kingdom, and gave birth to the son of the devil. But the princess knew the baby was born evil, so abandoned the newborn in the forest to die. Little is known about this lineage due to the common disbelief in the actual existence of this demonic child, but legends tell of supposed descendants of it that were capable of imposing their upon the demonic abominations of Hell itself and guide them into our own world...
Ability: The ability allows the user to open the gates of hell summoning 2 demons to the user at will. The demons are agile, strong, and have tough hides to protect theirself from magic. Demons have 25% HP of the user’s rank each and deal melee damage equal to the user’s rank(max S-rank) each. They have no special abilities and are basic in all respects (No strength or speed increases from base level for their rank effect)
Usage: 4 post duration with a 8 post cooldown. If all are slain the ability goes on cooldown.
- Sixth Sense:
- A mage's sixth sense. It is the ability to sense auras of magical energy and how powerful they are, be it items or the auras of living beings. The base sensing ability for sensing a D rank mage is 5ft at D rank. As a mage gets stronger the easier they are to sense as their magic power is bigger. Essentially, it doubles for each rank. So a H rank could be sensed by a D rank at 160ft at 5120ft. Mages of course can hide their strength making them harder to sense. However, whilst they can sense a mage's presence they cannot know what direction they are coming from and this will give them just a rough estimation.
- Spell Mixing:
- Spell Mixing is the ability to combine spells with another mage to create an improvised spell with combined properties, but still the same spell power as the strongest spell involved. Mixed spells still cost the regular amount of mp, but require all mages involved to be casting simultaneously.
- Devil's Daughter:
- Recieves a +1 bonus to damage rolls while raging.
Spells:
- Siren's Voice (Take Over):
- Name: Take Over: Mythic Voice
Rank: D
Type: Partial Take Over
Duration: 3
Cooldown: 4
Description: The spell is cast by transforming the caster's voice into the alluring voice of the Siren which can then be used to produce a high-frequency sound wave or resolve breaking song
Strengths:- One way to use this spell produces a high frequency wave that stuns an opponent (must be directed at a single opponent)
- Or it could be used to break an opponents resolve to fight through song
- Or it could be used for a sound shield, protecting against oncoming spells
Weaknesses:- Each effect will only last for 1 turn
- No more than 2 effects can be used per Take Over
- Effects may only have one target or defendant
- One way to use this spell produces a high frequency wave that stuns an opponent (must be directed at a single opponent)
- Siren's Wings (Take Over):
- Name: Take Over: Mythic Wings
Rank: D
Type: Partial Take Over
Duration: 2
Cooldown: 4
Description: The spell is cast by giving the caster the feathered wings of a Siren, increases castors Speed
Strengths:- It increases range of movement by allowing the castor fly
- Increases movement speed by 10%
- Aids in escaping close combat
Weaknesses:- Gives neither attack nor defence
- After using increased speed, castor moves at 75% speed until Take Over is gone
- It doesn't last as long but has the same cooldown time as other partial take overs
- It increases range of movement by allowing the castor fly
- Siren and Fury's Claws (Take Over):
- Name: Take Over: Mythic Claws
Rank: D
Type: Partial Take Over
Duration: 3
Cooldown: 4
Description: The spell is cast by transforming the caster's hands into sharp talons
Strengths:- It is a very efficient weapon
- Deals +2 bonus damage
- Used in both the Siren and Fury full take overs
Weaknesses:- Low durability
- Low defence
- Cannot use Siren or Fury take overs during cool down
- It is a very efficient weapon
- Fury's Fire (Spell):
- Name: Fury's Fire
Rank: D
Type: Multiple-Hit Spell
Duration: 1
Cooldown: 2
Description: This is a spell firing multiple balls of Hell Fire towards opponents
Strengths:- Can target up to five people
- Deals instant damage
- Stuns enemies because it's more than ordinary fire, it's Hell Fire
Weaknesses:- Can only be used during Take Over: Mythic Claws
- Depending on how many targets there are, the damage can be significantly less
- Can only be used once per takeover
- Can target up to five people
Signature Spells:
- Child of Darkness:
- Name: Child of Darkness
Rank: D
Type: Instant
Duration: 1-3
Cooldown: 0-1
Description: The power of a child of the devil allows the castor to hide in shadow
Strengths:- Good for surprise attacks
- Can be used to escape combat
- Can be used to dodge an attack
Weaknesses:- It eats up HP if you stay in shadow longer than 1 turn
- Cannot be used on anyone who isn't of Lucifer's Descendant Lineage
- It doesn't transport a mage, only hides like camouflage
- Good for surprise attacks
Last edited by redlikesnow on 20th March 2017, 10:30 am; edited 5 times in total