Secondary Magic:
Caster or Holder: Holder
Description: This magic is cast and housed in a suit of black armor. The wearer of the armor is able to cast the magic it possesses on a whim however the wear loses his/her physical body and becomes a floating mass of Eldritch Magical Energy infusing with his/her lifeforce with armor. The armor is not invulnerable and can eventually be destroyed, killing the wearer as well. If the armor is taken off the holder returns to their physical form however their lifeforce is still bound to the armor. If someone else wears the armor the magical properties will not work, their lifeforce will not bind to the armor, and they will not become a mass of magical energy. As the mass of energy the mass of energy the wearer does not eat, sleep, or breathe.
Strengths:
- Attacks made by the holder are harder to predict and dodge or block.
- This magic is versatile allowing the possibility to do almost anything.
- Living Construct - This passive quite powerful in specific situations.
Weaknesses:
- The magic is easy to learn but very difficult to master and thus will often lead to failure with using it's spells
- Requires a lot of prep time at the beginning of battles
- The holder is made up of a mass of unstable magical energy that is scattered upon the destruction of the armor and cannot return to a conscious form until the armor is fully repaired.
- Living Construct - Very poor at being healed as it is not a living creature like most other beings
Lineage:
Demonic Carnage:
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.
Usage: 4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the state, the temporary HP is where it left off as.
- Demon Form:
- Eldritch Construct - The holder becomes a suit of armor, the Eldritch Mithril Plate, this means he cannot wear armor any other armor. The holder cannot the effects of aging, bleed, blind, charm, disease, fatigue, hunger, paralysis, poison, sleep, stun, suffocation, thirst, nor can he be critically struck. This holder only receives 50% of all healing effects from other magic, this includes regeneration.
- Mana Breaker - All physical damage done by the holder of this magic deals the same amount to the target's MP and whenever any unit loses mana to any effect (except spellcasting) the holder is healed for 50% of the mana lost. When the holder is targeted by an enemies spell the enemy is Purged, removing all buffs from them before the spell lands.
- Eldritch Mastery - The holder can choose to active up to three elemental marks choosing any between Quas, Wex, or Exort. Each element mark active gives a small passive buff to the holder. Any combination of the marks can be active at anytime as long as no more then three total are active at once. The holder can change or active each slot twice per post. Quas gives 8.3% movement speed for each mark of Quas. Wex gives 16.6% melee attack speed increase for each Wex mark. Exort gives 25% bonus damage magic on melee attacks for every Exort mark.
- Spells:
- Signature Spells (Locked):
- Phantasm (Primary):
Name: Phantasm
Type: Supportive
Duration: Permanent
Cooldown: Cannot create more then one illusion of each rank
Description: The holder creates an illusion of himself for each rank lower then himself and are clearly marked with the strength of each illusion. The illusions cannot use spells, but have all buffs, weapons, and passives the holder has. Illusions have a base melee damage equal a mage at it's rank and are destroyed after taking damage equal to two spells of their rank. If an illusion is placed under the effect of a hard control spell it is dispelled and disappears. All illusions are easily distinguishable from the holder. Any damage the holder takes is applified by 110% then 25% of the total is dealt to the illusions instead of the holder.- Visual Description:
- Can create a very strong unfair advantage.
- Allows the holder to seemingly increase his damage output.
- Can force mages to target the illusions with spells they would otherwise want directed at the holder.
Weaknesses:- Very weak to AoE spells.
- Illusions are all clearly different from the holder.
- Illusions cannot use spells.
- Illusions are very squishy and easy to kill.
- D-rank:
- Invoke:
Name: Invoke
Rank: D
Type: Supportive
Duration: None
Cooldown: 1 round
Range: Self
Description:The holder starts with every thread with this spell and 2 empty D-Rank spell slots. Apon casting this spell the three pieces are consumed and fused into creating a spell. The Spell is determined based on what elemental pieces were consumed. When a spell is created it takes up an empty D-Rank slot, if one is not available the holder replaces one of the other spells created by this spell. If a spell is on cooldown it shall it will remain on cooldown as if it were still in a spell slot, even if the spell is brought back to a spell slot while on cooldown it will remain on cooldown.- List of Spells:
- Quas/Quas/Quas - Cold Snap:
Name: Cold Snap
Rank: D
Type: DoT, Offensive/Supportive, Ice
Duration: 3 rounds
Cooldown: 5 rounds
Description: The holder breifly freezes his target stuning them, this disrupts their attacks and spell casting, for a very short duration and dealing 25% D-Rank damage. For the next 3 posts the target is debuffed with Chilling Touch, whenever they take any damage from any source, except this spell, they take an additional 25% D-Rank damage and are breifly stunned again.- Visual Description:
- Gives the holder a decent damage spell
- Comes with minor crowd control
Weaknesses:- The debuff can be dispelled
- Requires the target to take damage to trigger
- Can do very low damage
- Quas/Quas/Wex - Ghost Walk:
Name: Ghost Walk
Rank: D
Type: Self-Buff, AoE, Supportive, Ice, Storm
Duration: Up to 3 rounds
Cooldown: 6 rounds
Description: The holder forms a shell of ice and lightning around himself reflecting light around him. While the shell is active he is invisible to the naked eye however casting a spell or attacking breaks the shell revealing the holder. Also while the shell is active all enemies in a 5 meter radius of the holder are movement slowed by 25%.- Visual Description:
- Gives the holder a minor escape spell
- Gives an AoE movement slow
Weaknesses:- Does not last long if the holder breaks the shell
- Long cooldown
- The slow is not very powerful
- Quas/Quas/Exort - Ice Wall:
Name: Ice Wall
Rank: D
Type: AoE, DoT, Offensive/Supportive, Ice, Fire
Duration: 3 rounds
Cooldown: 5 rounds
Range: 15 meters long by 2 meters wide
Description: The holder creates a wall of ice and steam that damages any enemies that comes in contact with it. The center of the wall is placed anywhere between the holder and 5 meters away. Any enemy that is within the range of the wall during it's creatation will be frozen inside the wall and take 50% D-Rank damage. An enemy can break through the wall by attacking it with a melee attack but they take 50% D-Rank damage to do so.- Visual Description:
- Can seperate teams
- Can breifly crowd control a unit
Weaknesses:- Does not always do damage
- The Wall can be easily broken down
- Does not have a far cast range
- Wex/Wex/Wex - EMP:
Name: EMP
Rank: D
Type: AoE, Offensive/Supportive, Lightning
Duration: None
Cooldown: 5 rounds
Range: 10 meters
Description: The holder creates an electic storm that deals 75% D-Rank damage to all units in the area of effect as well as disrupting channeled spells. Every enemy hit by this spell has 50% of this spell's mana cost dealt as damage to their mana pool and the holder gains 50% of all mana destoryed this way.- Visual Description:
- Drains mana from enemies
Weaknesses:- Doesn't always destory much mana
- Cannot drain anymore below 0 mana
- Wex/Wex/Quas - Tornado:
Name: Tornado
Rank: D
Type: AoE, Offensive/Supportive, Storm, Ice
Duration: 1 rounds
Cooldown: 5 rounds
Range: 20 meters
Description: The holder creates a tornado and flings it in a straight line. Any enemy hit by the tornado is flung into the air for 1 round. An airborne enemy cannot be attacked with any melee attack nor can they make a melee attack. After one round the target is flung to the ground by a massive downward draft dealing 75% of D-Rank damage on impact and are knocked prone.- Visual Description:
- A decent crowd control spell
Weaknesses:- Doesn't do much damage
- Moves enemies out of melee range
- Wex/Wex/Exort - Alacrity:
Name: Alacrity
Rank: D
Type: Buff, Supportive, Fire, Storm
Duration: 3 rounds
Cooldown: 5 rounds
Description: The holder buffs himself or an ally to gain bonus movement speed, attack speed, and bonus magic damage to their melee attacks. They gain a 25% increase to movement speed and 50% to melee attack speed.- Visual Description:
- Solid buff for an ally
Weaknesses:- Can only be appiled to one target
- Long cooldown
- Exort/Exort/Exort - Sunstrike:
Name: Sunstrike
Rank: D
Type: AoE, Offensive, Fire
Duration: 1 round
Cooldown: 4 rounds
Range: 1 meter AoE
Description: The holder selects a point within his line of sight, then after 1 round a burst of blinding energy rains from the sky. Only the holder knows where the spot is initally marked. Any enemy in the spot when the energy strikes takes 175% D-Rank damage, this damage however is evenly split between all enemies in the AoE.- Visual Description:
- Can do massive damage
Weaknesses:- Can do very little damage
- Hard to hit an enemy
- Exort/Exort/Quas - Forge Spirit:
Name: Forge Spirit
Rank: D
Type: Summon, Ice, Fire
Duration: 3 rounds
Cooldown: 6 rounds
Description: The holder summons a single spirit of the forge for every basic empty summon slot. The spirit deals it's rank in normal melee damage that also appiles a debuff on the enemy called Smolder which causes them to take 10% more physical damage stacking up to 5 times, total 50% more damage at max stacks. The Debuff lasts for 3 rounds.- Visual Description:
- Summons can debuff the enemy
Weaknesses:- Summons do not have an active ability
- Summons are fairly weak on their own
- Exort/Exort/Wex - Chaos Meteor:
Name: Chaos Meteor
Rank: D
Type: AoE, DoT, Offensive, Fire, Storm
Duration: 1 round
Cooldown: 4 rounds
Range: 5 meter radius impact, 10 meter roll distance
Description: The holder summons a meteor to crash down from the sky at a target location then it proceeds to roll away from the intial casting location for 1 round. Any enemy in the impact location takes 75% D-Rank physical damage then is appiles the Blazing debuff which burns them for 50% D-Rank fire damage for 3 rounds. All enemies that come in contact with the rolling meter have Blazing applied to them.- Visual Description:
- Solid damaging spell
Weaknesses:- Small AoE
- Blazing debuff can be dispelled
- Quas/Wex/Exort - Deafing Blast:
Name: Deafing Blast
Rank: D
Type: AoE, Offensive/Supportive, Ice, Fire, Storm
Duration: 2 rounds
Cooldown: 4 rounds
Range: 3 meters wide, travels for 15 meters
Description: The holder sends out a blasting sonic boom that deals damage and pushes enemies 5 meters away. The blast deals 75% D-Rank damage and applies Deafen and Disarm the target. Deafen is a debuff that lasts for 2 rounds and causes the effected unit to fail 50% of all spells they cast nor can they hear anything being spoken to them by anyone.- Visual Description:
- Deafen debuff can be powerful
Weaknesses:- Deafen can be dispelled
- Doesn't deal much damage
- Adds a large amount of versatility
- Gives a variety of elements
Weaknesses:- Slayers can eat their elements on spells to remove buffs or debuffs
- Make-mages can munipulte their elements after the spells effects end
- Casts the holder to start with no spells at the beginning of each thread
- Spell Steal:
Name: Spell Steal
Rank: D
Type: Utility
Duration: 2 rounds
Cooldown: 4 rounds
Description: The holder steals the last spell his target used then keeps it for the next 2 posts. The spell stolen cannot be used by its owner once it is given to the the holder. The stolen spell is taken off cooldown for the holder. The spell cannot be of a rank higher then the holder.- Visual Description:
- The original owner of the spell cannot use the spell while it has been stolen.
- When the holder forgets the spell it goes on cooldown for the original owner.
Weaknesses:- The holder cannot steal a spell he has not seen before.
- The stolen spell stolen cannot be used more then once during the duration.
- The holder cannot steal a spell that is higher rank then the rank of this spell.
- C-Rank (Locked):
- Reality Rift:
Name: Reality Rift
Rank: D
Type: Supportive
Duration: 1 round during cast and 1 attack per unit
Cooldown: 2 rounds
Range: Up to 10 meters
Description:- Visual Description:
- Puts the opponent in melee range of the holder.
- Moves the target away from their teammates.
- Allows the holder, his images, and pets to gang up on one target.
Weaknesses:- Can place the holder in a bad position.
- Moves the holder away from his team.
- Cannot move targets that are more then 800lbs or 12ft tall.
Last edited by Nessaj the CK on 4th June 2017, 5:53 pm; edited 100 times in total