Circle Magic
Character: Xellal von Archinvall Arivuz'Arix
Primary Magic: Circle Magic - Blood of a Sorcerer
Caster or Holder: Caster/Conjure
Description: A long forgotten practice from a different plane. Designed to create and assimilate elemental and arcane forces together through the usage of 'Sigils' 'Runes' & 'Unified Words' a method that is intertwined with a 'Circle' that connects each word of ancient languages wielding powers for a lack of a better term, no longer exist in the day-to-day.
These circles expand from underneath the user, by hand, staff or when the user gains traction in their skill; Anywhere around their body. These spells wield extraordinary potential, versatility and latent force; but all good things have polars. Circle Magic is not only an exhaustive method to control the will of the world around you- But it too wields such unimaginable destructive power, that sometimes the wielder is also affected, for better or worse.
While most traditional spells originate from the source, or the 'Circle' it doesn't take much time or effort to extend the distance or origin point of the spell. Something, Xellal is very very familiar with doing.
From this magnificent tool of forbidden magic. The wielder is capable of harnessing the elements from fire, water, ice, wind, earth, lightning and inevitably more advanced elemental conjurations. From utility, offensive, defensive and 'useless' techniques; if the wielder can imagine it, they can use it... - Within' their limits mind you.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Spells
D-Rank
C-Rank
Signature Spells
Lineage Spells
D-Rank
Character: Xellal von Archinvall Arivuz'Arix
Primary Magic: Circle Magic - Blood of a Sorcerer
Caster or Holder: Caster/Conjure
Description: A long forgotten practice from a different plane. Designed to create and assimilate elemental and arcane forces together through the usage of 'Sigils' 'Runes' & 'Unified Words' a method that is intertwined with a 'Circle' that connects each word of ancient languages wielding powers for a lack of a better term, no longer exist in the day-to-day.
These circles expand from underneath the user, by hand, staff or when the user gains traction in their skill; Anywhere around their body. These spells wield extraordinary potential, versatility and latent force; but all good things have polars. Circle Magic is not only an exhaustive method to control the will of the world around you- But it too wields such unimaginable destructive power, that sometimes the wielder is also affected, for better or worse.
While most traditional spells originate from the source, or the 'Circle' it doesn't take much time or effort to extend the distance or origin point of the spell. Something, Xellal is very very familiar with doing.
From this magnificent tool of forbidden magic. The wielder is capable of harnessing the elements from fire, water, ice, wind, earth, lightning and inevitably more advanced elemental conjurations. From utility, offensive, defensive and 'useless' techniques; if the wielder can imagine it, they can use it... - Within' their limits mind you.
Strengths:
- Entirely Creative-Based - Vast Versatility
- Elemental Jack-of-Trades
Weaknesses:
- Requires Sorcerer Blood - Cannot Teach
- Requires the user's life-force to an extent to wield
- Often times is extremely destructive.
Lineage:
- Rage of the Soul Torn:
- Rage of the Soul Torn
Description: There was once a man, well not really a man, but a half-human, half hedgehog hybrid by the name of Pulse. Unlike his brother Crest, who possessed the ability to manipulate water and was a doctor who strived to help people, he was a destructive being who only wanted to rule. He became known as Master Pulse, whilst his brother became known as Doctor Crest. Pulse was a master of air manipulation for highly destructive purposes and his descendants, most of them full humans, gained this ability. The ability to make the very air into a destructive weapon.
Ability: User gains access to a passive and is able to add 3 wind spells in addition to their magic to the spells.The spells gains are one of the user’s rank, one of a rank lower and one of a rank lower than that(max S-rank, Min D-rank). The passive ability is flight where they the wind wraps around them and allows them to fly around at their max speed or less.
Usage: Passive flight
The 3 spells must be made in addition to the user’s spells in their magic. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
Unique Abilities:
- Arcane Lich - Legion:
- Name: Arcane Lich - Legion
Description: "You don't live forever. You cannot become truly immortal. It is a lie, to cull the weak into following blindly into the grasps of the strong.
But you don't need to be immortal, you can simply keep living lives that are not your own. Create your life, wield it like a tool- a puppet. For you are your own puppet-master. And then, you will exist forever."
From early in Xellal's years. He was capable in his world to manipulate his organic DNA into something beyond imagination, wielding metallic, organics, in-organics and magic to fuse himself into what is otherwise known as magic in itself. Without life, without death. Growing himself from parts of his body and dropping them over the worlds indefinitely. These spots of his body, be it a sliver of himself eventually grew into another 'him'. It was a strange phenomena. One that was wholly under-estimated over the thousands of years. Endlessly increasing himself in numbers. Given time, there could be an indefinite number of versions around the planet. But of course, this is time spent- and he's only just arrived.
Due to this, Xellal can never truly die and while they are in some twisted and dark way hived together, they cannot be simultaneously injured or broken. While sharing powers, knowledge and strength amongst themselves. Vastly increasing his potency in magical prowess, the force of one is multiplied by many.
However, given the body is destroyed in a thread; he cannot immediately return to that thread as another version of himself will require to arrive. Taking up to 10 Posts before he may return.- -20% Magical Cost Reduction (Rounded Up)
- +30% Magical Damage Increase (Rounded Up)
- -20% Magical Cost Reduction (Rounded Up)
- Source of Creation:
- Name: Source of Creation
Description: "Power should not be abused without purpose. Within' a logical path, you can wield it for good, or bad. But never aimlessly."
A Sorcerer in a world of Wizards. Quaint, truly. But with it comes a unique and terrifying potential. The wielding of blood that no longer exists in physical form, he utilizes himself as a source of his power, because of this; whenever he heals or regenerates- So does his magical potential. In addition to this strength, it allows Xellal to wield all of the typical elements and the advanced ones with little but a simply gesture and the conjuration of Circles to manifest it into the realm of possibilities. Elements and arcane become something of "What do I want" rather than a dedication of his life to the art. Attributing this creativity into each spell, allows him to alter generic spells of his arsenal into strange manifestations of their power; from a fireball to spear, tree into treant, lightning bolt into gun. Granting him the ability to mold and wield this power to break through defenses like child's play.- All spells are granted 30% Spell Resistance Piercing
- Can alter his own spells into a state of creative (And relative) freedom. (No conjuring meteors at D-Rank, essentially).
- For every 5 Health recovered, the user gains +4% Mana (Cannot exceed cap)
- All spells are granted 30% Spell Resistance Piercing
- I Am Infinite:
- Name: I Am Infinite
Description: "When you grow to be my age, time becomes irrelevant and learning becomes all the more important. With an endless repository of knowledge you can ultimately accomplish anything you put your mind too..
Look out in-front of you in a wide open field, with nothing there but grass and trees... Typically a person admires the serenity and peace. I see potential, room for growth- A tower, farms, portals. The world is malleable, but only if you want it to be."
Despite the fact that much that he knew in the lives he had prior to entering this realm. He still wields the creative freedom, cunning and potential to learn things at an accelerated and remarkable rate. His mind is vast, and thus his power- Through this potential, Xellal is capable of ripping a tear between himself and his origin plane known as Vaillescance or the 'Glass Realm' a location known for it's unlimited repository of magical source granting Xellal the ability to utilize spells for a period of time with no repercussion or cost; notably when this occurs Xellal's 'true' form reveals itself. Turning into a hundred-foot mirror-dragon, with a wing span of 360 Feet and a tail of 80 feet. (While this is in effect, all of his physical attacks deal his rank in magical damage). While recognizing the utilization of magic in the world around him, creates the aptitude of creationism in its root. Permitting a general means to conjure things into existence within' reason.- When Xellal activates the state of 'I am Infinite' this lasts up to 4 Rounds (For every round the cooldown increases by 2; starting at 2). During this state he can cast spells at no cost, his physical attacks deal his rank in magical damage and he gains temporary armor equal to his rank. Once this is deactivated all spells for the duration of the cool down cost an additional 5% Mana.
- As a passive (Without needing I Am Infinite activated), this permits the user to create temporary objects from elemental and arcana roots. I.E Wooden Row-boats at low rank, to a large ship of wood or metal. While this has limited uses in combat, it does permit an alternative method of moving, walling off areas and other more creative means.
- When Xellal activates the state of 'I am Infinite' this lasts up to 4 Rounds (For every round the cooldown increases by 2; starting at 2). During this state he can cast spells at no cost, his physical attacks deal his rank in magical damage and he gains temporary armor equal to his rank. Once this is deactivated all spells for the duration of the cool down cost an additional 5% Mana.
- Biological/DNA Mastery:
- Name: Biological/DNA Mastery
Description: "To control the DNA of a being, be it yourself or others. And you can create a master-piece, something that grows and evolves into something beyond imagination.”
Himself being the pinnacle of his expertise, creating a being that was on-par to the gods of his realm and in some respects; greater. The ability to modify how the body functioned, moved, grew and reacted to certain aspects was always something he found entertaining- If a bit morally questionable. Having invested years into the understanding of the DNA and biological reactive natures of each race he had expanded his repertoire beyond human and draconic mastery. Knowing full well how something did what it did, and why. Adapting this knowledge to his mastery of magic and it gave him a level of reigning power over a beings DNA to alter them to his choosing- Or theirs if they were on good terms with him. Through this means, it grants Xellal himself a means of shape-shifting and with a full-comprehension of his form allows an almost omni-present mind to help maintain and heal his body as a second-nature.
Allows Xellal to alter and manipulate his and others’ DNA (With permission) to change their race/gender/appearance within’ reason. Including hair, skin, eyes, additional appendages and to some limited extents creating pseudo-races.
For combat, this grants Xellal +10% Health-Regen/Round.
Spells
D-Rank
- Elemental/Arcana Offensive:
- Name: Elemental/Arcana Offensive
Rank: D
Type: Offensive
Duration: Instant to 2 Rounds
Cooldown: (Instant = 1 Round) | (1 Round = 2 Rounds) | (2 Rounds = 3 Rounds)
Description: By manipulating the Circle Magic properties, the user is capable of manifesting variations of Runics, Sigils and Unified Words to create an elemental or non-elemental attack of their deign, while gaining the elemental advantages and disadvantages that come in hand with that element. Permitting of elements of Fire, Water, Wind, Lightning, Earth, Metal, Acid, Ice, Wood, Blood. The maximum distance attainable is 20M at a pace of 10M/Second.
If used for multiple rounds, the caster can choose if its DoT or Multiple Hit. Applying the rules to each variation.
When using certain elements, the come with properties that are applied with. (Fire-Burning)(Ice-Slowing)(Blood-Bleeding)(Lightning-Disorientating/Stun{On equal or lower rank})(Water-Slow)(Earth-Disorientating)(Metal-Bleeding)
*All slow/stun/disorientating effects only apply to equal or lower rank*
*Slows effect at 25% reduced speed*
Strengths:- Creative Freedom
Weaknesses:- Suffers the disadvantages of the element of choice
- Is limited to objects size of 10 Feet by 10 Feet
- Creative Freedom
- Elemental/Arcana Defensive:
- Name: Elemental/Arcana Defensive
Rank: D
Type: Defensive
Duration: Instant to 2 Rounds
Cooldown: (Instant = 1 Round) | (1 Round = 2 Rounds) | (2 Rounds = 3 Rounds)
Description: By manipulating the Circle Magic properties, the user is capable of manifesting variations of Runics, Sigils and Unified Words to create an elemental or non-elemental defense of their deign, while gaining the elemental advantages and disadvantages that come in hand with that element. Permitting of elements of Fire, Water, Wind, Lightning, Earth, Metal, Acid, Ice, Wood, Blood. The maximum distance attainable is 20M at a pace of 10M/Second.
Allowing the defense of x2 D-Rank Spells, or 1 C-Rank Spell. If used for multiple rounds, the caster gains +15% Damage Resistance to Physical and Magical Attacks.
Strengths:- Creative Freedom
Weaknesses:- Suffers the disadvantages of the element of choice
- Is limited to objects size of 10 Feet by 10 Feet
- Creative Freedom
- Legendary Lore:
- Name: Legendary Lore
Rank: D
Type: Utility/Non-Combative
Duration: Instant
Cooldown: 1-Round
Description: Along with all of his other spells. Xellal conjures a circle that wields some unique, foreign tongued words that manifest into a wave of energy that wreathes across a landscape (City/Town/Battlefield) and gives him a clear mapping of where enemies, allies and other unique features of the area. During missions, it allows him to choose which roll of enemies him and his team get (Weak/Normal/Strong/Boss/Etc), and removes the necessity to find/roll for certain outcomes (This does not apply to attacks/defenses). In addition, it grants him to ability to discern the alignment of all present (Allies/Enemies) of one Rank higher and below.
Strengths:- Grants the user immaculate insight
Weaknesses:- Not used for combat
- Enemies/Allies of two ranks or higher can still mask themselves from him
- Grants the user immaculate insight
- Your Soul Is Mine!:
- Name: Your Soul Is Mine!
Rank: D
Type: Offensive/Utility
Duration: Instant
Cooldown: 10 Rounds
Description: By reaching out with their body, or a part of their body (In Xellal's Case). They can latch onto an enemy- Or ally. And begin to drain the living essence of their souls, organic and in-organic parts into himself. Draining them of life, limb and in some instances memory. Granting him the ability to recover 10 Health (Weak Enemies); 15 Health & 2% Mana (Normal Enemies); 20 Health & 4% Mana (Strong Enemies); 30 Health & 6% Mana (Bosses).
Strengths:- Extremely Deadly
- Heals user
- For plot, it can grant Xellal memories of the assaulted
Weaknesses:- Insanely Long Cool-Down
- Cannot be used on players without permission
- Requires physical contact
- Absolutely requires an attack roll to determine if it hits or not.
- Extremely Deadly
- Material Assimilation:
- Name: Material Assimilation
Rank: D
Type: Utility
Duration: Instant
Cooldown: 2
Description: By manifesting a slew of materials from the air, earth and other structures from around him. Xellal is capable of reconstructing parts of his and his golem’s bodies. Mending anything from slight damages to what would ‘normally’ considered fatal to a human. (I.E a hole in his heart, where he notably lacks one). Healing gives the user 10% health back, removes bleeding status and recovers any lost limbs.
Strengths:- He can heal himself and his Golem Summons
- Cancels any bleeding/wounding/missing-limbs
Weaknesses:- This has zero offensive function
- Cannot ‘assimilate’ materials from bodies/other people’s equipment/etc
- Only works on himself and golems, cannot heal other people this way
- He can heal himself and his Golem Summons
- Overload:
Name: Overload
Rank: D
Type: Utility
Duration: 2
Cooldown: 3
Description: Harnessing a store of deep cyan energy from within' Xellal is capable of manipulating the energy to condense into a highly active singularity. Centering this spell within' himself or to an ally within' 20m range, he can massively increase the duration of the caster's spells for the duration of the Overload (Increasing spell duration by 30% Rounded Up).
Strengths:- Grants his allies or himself a huge boon of spell duration increase
Weaknesses:- Can only target one person.
- Cannot stack this spell, or have multiple instances of it.
- Grants his allies or himself a huge boon of spell duration increase
C-Rank
- Mordenkainen’s Prismatic Barrier:
- Name: Mordenkainen’s Prismatic Barrier
Rank: C
Type: Defensive
Duration: 5
Cool-down: 6
Description: Standing in position, Xellal is capable of manifesting a prismatic colored barrier up to 40 foot by 40 feet. During this time he is unable to move, or exit the barrier; any allies presently in the barrier may enter/exit as they desire. Enemies are unable to pass into the barrier. Due to the function of how it is manifested and requires a large concentration of energy from Xellal; the barrier or the caster cannot be displaced or ‘silenced’ during the casting and maintaining of the barrier and it must be destroyed to bypass it; during the spell Xellal can choose to end the spell at anytime. Capable of withstanding x2 C-Rank Damage or x4 D-Rank Damage
Strengths:- Creates a large reliable barrier for allies.
Weaknesses:- Xellal must remain stationary for this spell.
- Xellal is unable to cast any other spells while this barrier is active
- Creates a large reliable barrier for allies.
- Arcana/Elemental Offensive Advanced:
- Name: Arcana/Elemental Offensive Advanced
Rank: C
Type: Offensive
Duration: Instant to 3 Rounds
Cooldown: (Instant = 1 Round) | (1 Round = 2 Rounds) | (2 Rounds = 3 Rounds) | (3 Rounds = 4 Rounds)
Description: By manipulating the Circle Magic properties, the user is capable of manifesting variations of Runics, Sigils and Unified Words to create an elemental or non-elemental attack of their deign, while gaining the elemental advantages and disadvantages that come in hand with that element. Permitting of elements of Fire, Water, Wind, Lightning, Earth, Metal, Acid, Ice, Wood, Blood. Darkness, Light, Ki, Unholy. The maximum distance attainable is 25M at a pace of 12.5M/Second.
If used for multiple rounds, the caster can choose if its DoT or Multiple Hit. Applying the rules to each variation.
When using certain elements, the come with properties that are applied with. (Fire-Burning)(Ice-Slowing)(Blood-Bleeding)(Lightning-Disorientating/Stun{On equal or lower rank})(Water-Slow)(Earth-Disorientating)(Metal-Bleeding)
*All slow/stun/disorientating effects only apply to equal or lower rank*
*Slows effect at 40% reduced speed*
Strengths:- Creative Freedom
Weaknesses:- Suffers the disadvantages of the element of choice
- Is limited to objects size of 40 Feet by 40 Feet
- Creative Freedom
- Unlimited Power:
- Name: Unlimited Power
Rank: C
Type: Charge-Up Spell - Offensive
Duration: Up to 3 Rounds
Cooldown: 4 Rounds
Description: Harnessing a massive store of mana, Xellal is capable of channeling his energy into a singular incantation providing for a significantly larger and more destructive spell. Permitting up to things like ‘Death-Fields’/’Meteor-Storm’/’Energy-Cannon’ and anything in-between that targets a large area for large scale destruction. This spell starts out at 50% C-Rank Damage, for every round charged (Up to 3) it increases by 50% Damage Output (Totaling at 150%). Provided he is not interrupted it will cast as a True AoE (Meaning allies are subject to getting hit as well) if they are in the vicinity of the spell 100Ft x 100Ft. The aftermath of the spell will deal continued DoT damage for its rank for 2 Rounds following within’ an 80Ft x 80Ft area from the ‘impact’ zone.
Strengths:- Extremely Powerful Spell, capable of unleashing huge devastation when needed
Weaknesses:- Indiscriminate of target, the only target it doesn’t hurt is Xellal
- Takes time to charge and if interrupted is capable of dealing much less damage than the average C-Rank
- Extremely Powerful Spell, capable of unleashing huge devastation when needed
Signature Spells
- Psionic Deflection:
- Name: Psionic Deflection
Rank: D
Type: Signature - Defensive
Duration: Instant
Cooldown: Instant
Description: By harnessing psionic forces, Xellal is capable of deflecting blades, projectiles and spells with his hands to some extent (He won’t be deflecting a mega-spell with his hands). Within’ reason. While providing him some medium to be able to keep up in close and long-range combat. Allowing him a free-defense against D-Ranks every 2 Rounds, any time in-between it provides him 50% Damage Resistance to the attack. This may be used to deflecting anything up to his rank; but does not provide a free-defense and only resists up to 30% Damage.
Strengths:- Reliable Source of Defense
Weaknesses:- Unable to deflect anything higher-rank than himself.
- It’s only 3x3ft on either hand. Anything too big will still find a way to get passed to some extent
- Reliable Source of Defense
- Legion - C-Rank - Evolving:
- Name: Legion
Rank: C (Evolving)
Type: Signature - Utility
Duration: 5
Cooldown: (Refreshes when Duration Ends)
Description: Conjuring (or growing) another body that looked identical to himself, with the potential of slight variations be it an element of choice; or made the same material as himself. These ‘golems’ for lack of a better term, are capable of being independent or controlled by Xellal; with the ability to cast and conjure the same spells as Xellal at the cost of his own mana and gain access to his UAs. Depending on the ‘type’ of golem summoned will determine what element all of their spells reflect (I.E a golem made of fire, won’t be able to cast water). And gain resistances according at 25% Damage Resistance to their chosen element; this element cannot be changed for the duration. If the golem is made of the same material as Xellal the damage resistance is 10% resistance to all elements and physical damage. Their physical damage output is the equivalent of whatever the highest rank of weapon Xellal himself possesses (If he only has a weak weapon, they can only deal up to weak weapon damage).
Strengths:- Gains a controlled ally of any element (Or made of himself)
Weaknesses:- Can only have one golem out at a time
- Golems cannot summon more golems
- Gains a controlled ally of any element (Or made of himself)
Lineage Spells
D-Rank
- Suffocation:
- Name: Suffocation
Rank: D
Type: Offensive/Torture
Duration: 3 Rounds
Cooldown: 4 Rounds
Description: By harnessing the latent wind power within' himself. Xellal is capable of extending his influence of force to a person or creatures throat/lungs and otherwise breathing apparatus (I.E Gills, Filters, Suits, Etc). And crush it; swiftly or slowly. Meaning, he can if decided cancel the technique early. While doing this, it roots the target and hovers them off the ground by 5 feet. During this time they are silenced and can only be broken out by another force. (Xellal can only use this on equal or lower ranks).
Strengths:- Valuable torture and damaging technique
Weaknesses:- Outside forces can cancel this technique, if a higher rank deals damage to the afflicted target
- It is merciless and can kill by accident
- Valuable torture and damaging technique
- Air Volley:
- Name: Air Volley
Rank: C
Type: Lineage – Holdback Spell - Offensive
Duration: Instant
Cooldown: Instant
Description: Harnessing the gift of the Soul Torn in his arrival of the setting. Xellal had manifested a means to create a fast, relentless spell that can unleash a torrent of multi-hit air volleys, capable of puncturing through even the hardest of armors. However, due to the intent of speed and volume; it lacks certain aspects of fatal injury. Only doing 50% Damage per shot (Up to 5 available shots, only 3 may target 1 person at a time), each shot punctures through 25% Magic and Armor Resistances.
Strengths:- Fast, and reliable to be there when he needs an offensive spell without incantation.
Weaknesses:- Considerably more weaker than the average C-Rank spell.
- Unlikely to kill due to how weak it is. Unless by fluke chance.
- Fast, and reliable to be there when he needs an offensive spell without incantation.
Last edited by Xellal Arivuz'Arix on 2nd April 2017, 5:45 pm; edited 15 times in total