Magic
Magic Name: Translation
Magic Type: Caster
Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
Masha is fairly careless with her magic. She tends to unleash it in massive amounts, teetering on the edge of control. Her magic is also slightly different from normal Translation as her ‘alternate selves’ are entities made up of minds, including Masha’s, that were shattered and forced into Masha’s body. As such, the magic can unexpectedly buck within Masha’s grasp. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
Weaknesses:
Lineage:
Unique Abilities:
Durability Experimentation: Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen every other post.
Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles change due to the magic.
Yandere Mode: When this ability is activated, Masha becomes like a wraith. Damage seems to pass through her (though it does still do damage). Masha can step into shadows, reappearing in shadows within 15 meters. Her eyes flash red and a single target, one chosen as the ability activates, receives 40% increased damage from Masha. This ability lasts 2 posts and then goes into a 3 post cooldown.
Succubus Form: Masha draws upon the power that the scientists placed inside her. Her body transforms become taller, curvier, radiating beauty. Her nails become more like claws, able to extend and retract. A pair of wings pop out from her back. Her speed increases by 25%, her strength increases by 25% and she leaks a pheromone that encourages people to do what they want – basically removing all their inhibitions. The pheromone affects those within 15 meters of Masha regardless of if they are friend or foe and counts as an effect. This transformation and its assorted benefits lasts 3 posts before going into a 5 post cooldown.
Spells
Signature Spells
Rank D
Rank C
Rank B
Rank A
Rank S
Magic Name: Translation
Magic Type: Caster
Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
Masha is fairly careless with her magic. She tends to unleash it in massive amounts, teetering on the edge of control. Her magic is also slightly different from normal Translation as her ‘alternate selves’ are entities made up of minds, including Masha’s, that were shattered and forced into Masha’s body. As such, the magic can unexpectedly buck within Masha’s grasp. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
- The Eight:
The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
- Translation is most adept at single targeting over area of effect or multi targeting.
- Thanks to the basis of the magic, Translation can have a wide variety of effects
- The magic is best at strengthen the caster over weakening or aiding others
- While it is capable of other abilities, Translation excels most at dealing damage
Weaknesses:
- Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
- The elemental spells can be eaten by any Slayers (God, Demon, or Dragon)
- Most of the spells are for close range, physical attacks or burst attacks
- Due most spells being close range, the caster is more likely to take more damage
- Limited variation on ranged spells
- If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
- Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities
Lineage:
- Avatar of Ilyria:
Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
Usage: Active ability that lasts 3 posts and is once per thread. Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
Unique Abilities:
Durability Experimentation: Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen every other post.
Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles change due to the magic.
Yandere Mode: When this ability is activated, Masha becomes like a wraith. Damage seems to pass through her (though it does still do damage). Masha can step into shadows, reappearing in shadows within 15 meters. Her eyes flash red and a single target, one chosen as the ability activates, receives 40% increased damage from Masha. This ability lasts 2 posts and then goes into a 3 post cooldown.
Succubus Form: Masha draws upon the power that the scientists placed inside her. Her body transforms become taller, curvier, radiating beauty. Her nails become more like claws, able to extend and retract. A pair of wings pop out from her back. Her speed increases by 25%, her strength increases by 25% and she leaks a pheromone that encourages people to do what they want – basically removing all their inhibitions. The pheromone affects those within 15 meters of Masha regardless of if they are friend or foe and counts as an effect. This transformation and its assorted benefits lasts 3 posts before going into a 5 post cooldown.
Spells
Signature Spells
- Tentrilic Dremra:
Name: Tentrilic Dremra
Rank: Ranking
Type: Burst
Damage: 80 HP, 100 HP at A rank, 120 HP at S rank
Range: 50 meters, 75 meters at A rank, 100 at S rank
Speed: 50 MPS, 75 MPS at A rank, 100 MPS at S rank
Duration: Instant
Cooldown: 2 posts
Downside: N/A
Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information damages the target.
Strengths:- Quick damage spell
Weaknesses:- Missing the target and hitting an innocent or an ally is quite easy
- Quick damage spell
- Tentra Erthsta:
Name: Tentra Erthsta
Rank: Ranking
Type: Single Target
Damage: N/A
Range: 200 meters, 300 meters at A rank, 400 meters at S rank
Speed: 200 MPS, 300 MPS at A rank, 400 MPS at S rank
Duration: 2 posts
Cooldown: 3 posts
Downside:
Description: The wielder creates a trap seal. Red mist curls about their body and they can place the seal upon the ground, a wall or a person. The wielder places the seal through direction of the tip of their finger or through the bottom of thier foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).
- If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.
- If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has health equal to 3x rank damage
- If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.
Strengths:- Versatile
- Slows enemies down
Weaknesses:- Short duration
- Can effect allies
- Versatile
- Elemental Fists:
Name: Elemental Fists
Rank: D
Type: Multihit
Damage: 30 HP
Range: 45 meters
Speed: 30 meters
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The wielder calls upon the fire of Akane, the wind of Makena, the ice of Rin or the water of Nekane. Whichever they choose to call upon, imbues their fists with elemental power. This is symbolized by an ethereal symbols hovering over their fists – Red for fire, blue for water, white for ice, and green for wind. Each strike they deal does damage of whichever element they called upon. If they strike an opposing elemental power, such as water to fire, the spell fails and the wielder does normal melee damage.
Strengths:- Increases damage done in melee
Weaknesses:- Opposing elements cancel out the damage boost
- Increases damage done in melee
Rank D
- Explosive Fist:
Name: Explosive Fist
Rank: D
Type: Burst, Multihit, Fire
Damage: 40 HP
Range: 15 meters
Speed: 15 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster calls upon Akane for her power. The fiery entity places an enchantment upon the caster’s fists. This enchantment takes the form of a red rune floating above the back of the caster’s fists. When the caster strikes, a small explosion expands from the front of the fist. The rune fades once the spell duration is up.
Strengths:- Can open holes in obstacles standing in the way.
- Has the potential to blow an opponent off their feet.
Weaknesses:- Weaker in the water
- Hesitation will place Akane in control
- Can open holes in obstacles standing in the way.
- Shockwave:
Name: Shockwave
Rank: D
Type: Single Target, Sound
Damage: 40 HP
Range: 60 meters
Speed: 60 MPS
Duration: Instant
Cooldown: 2 posts
Downside: N/A
Description: The caster draws upon the power of Mara. A steel circle appears in front of the caster’s fist. Upon being struck, the circle blasts entire range of the spell in a powerful howl. The howl cuts through anything in its way, leaving destruction in its wake. Everything inside that range is damaged and is left damage. The circle disappears immediately afterward.
Strengths:- Has the potential to knock an opponent off their feet.
Weaknesses:- Disperses over long distances
- Does 30% less damage against defensive earth spells
- Has the potential to knock an opponent off their feet.
- Icicle:
Name: Icicle
Rank: D
Type: Burst, Multihit, Ice
Damage: 40 HP
Range: 15 meters
Speed: 15 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster summons up the power of RIn. The entity places her power within the caster’s fist. When the caster strikes, they create an icicle through and behind whatever they strike. This can be used to partially pin an opponent or to merely cause a ton of agony as their insides are frozen. The caster can hit opponents through physical objects provided they know where the opponent is on the other side.
Strengths:- Partially immobilize opponent
Weaknesses:- Fire easily melts ice or prevents it from forming
- Partially immobilize opponent
- Gravity Strike:
Name: Gravity Strike
Rank: D
Type: Single Target, Gravity
Damage: 40 HP
Range: 60 meters
Speed: 60 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster calls upon the power of Galene. A purple rune transmits the power into the caster’s fist. Upon striking out, the caster slams one opponent in range with an incredible amount of gravity. The increase in gravity is signified by a purple mist. Until the spell dissipates, that opponent is under the pressure of increased gravity which decreases their speed by 50%. Each step this opponent makes creates a small crater around their feet. Once the spell dissipates, they return to normal.
Strengths:- Slows enemies down making them easier to hit
Weaknesses:- Liquid lifeforms have a 25% debuff reduction
- Slows enemies down making them easier to hit
- Clones:
Name: Clones
Rank: D
Type: Burst, Illusion
Damage: 0 HP
Range: 15 meters
Speed: 15 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster draws upon the power of Lorelei. A pink mist scatters swiftly across the range of the spell, obscuring everything within that radius. When it clears, there are four identical copies of the caster in addition to the caster themselves. They all mirror the caster in action though only the real caster can do any damage. When the copies are hit, they disappear in a puff of pink smoke. Any damage the caster takes is mirrored by the copies. When the spell duration ends, every remaining copy disappears in pink smoke.
Strengths:- Can cause momentary confusion
Weaknesses:- Does no damage
- Can cause momentary confusion
- Tempest:
Name: Tempest
Rank: D
Type: Area of Effect, Wind
Damage: 20 HP
Range: 30 meters
Speed: 15 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster draws upon the power of Makena. A circular wall of green wind, beginning at the caster pushes outward shoving opponents back to the bounds of the spell range. The wall stands at that range until the end of the spells duration, at which the wall slowly peters out.
Strengths:- Pushes enemies away from caster
Weaknesses:- Anchored opponents are pushed 80% less
- Pushes enemies away from caster
- Water Halo:
Name: Water Halo
Rank: D
Type: Burst, Water
Damage: 40 HP
Range: 15 meters
Speed: 15 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster draws upon the power of Nekane. A sphere of water forms in front of the caster’s fist. Punching out, the caster sends the sphere at an opponent. If it hits, the sphere envelops the opponent’s head. They begin to suffocate and the sphere stays with them until the spell duration ends. To add to the suffocation, the inside of the sphere creates tremendous pressure against the opponent’s head. No amount of scrabbling or moving can dislodge the sphere once it is in place. When the spell duration ends, the sphere pops splashing water all over the opponent.
Strengths:- Suffocates an enemy
Weaknesses:- Those that can breathe underwater aren’t affected
- Suffocates an enemy
- Drop:
Name: Drop
Rank: D
Type: Single Target, Trap
Damage: 40 HP
Range: 60 meters
Speed: 60 MPS
Duration: 1 post
Cooldown: 2 posts
Downside: N/A
Description: The caster draws upon the power of Vara. The caster can then create a pitfall within range that is 2 meters deep and 5 meters across. This pitfall appears to be one with the ground, the only indication of it being a slight shimmer. If an opponent or ally activates the spell by falling into it, a thin layer of dirt forms over the mouth of the pitfall once they fall in. When the spell duration ends, the pitfall fills back in regardless of if there is anyone inside.
Strengths:- Briefly traps an opponent
Weaknesses:- Tall opponents have no trouble escaping
- Briefly traps an opponent
- Iron Chains of Wind (Advanced Spell):
Name: Iron Chains of Wind
Rank: D+
Type: Single Target, Damage over Time
Damage: 30 HP
Range: 90 meters
Speed: 90 MPS
Duration: 3 posts
Cooldown: 4 posts
Downside: N/A
Description: The caster calls upon the powers of Mara and Makena. Upon unleashing the spell, three flickering chains made of wind and metal hurry toward the target. They pierce the target’s body then proceed to weave their way through the entirety of the body. The target is immobilized for 1 post. The chains move through the body for the entirety of the spell duration, doing damage over time. Upon reaching the spell’s duration, the chains disappear.
Strengths:- Immobilizes opponent briefly
Weaknesses:- Earth spells can break the chains
- Metal and Wind slayers can eat the chains
- Immobilizes opponent briefly
Rank C
- Razor Wind Punch:
Name: Razor Wind Punch
Rank: C
Type: Burst, Multihit, Wind
Damage: 45 HP
Range: 90 meters
Speed: 65 MPS
Duration: 2 posts
Cooldown: 3 posts
Downside: N/A
Description: The caster calls upon the power of Makena. Those powers infuse the caster’s fists with green light. For the duration, when the caster punches, they send out a blade-like wind. In addition, this spell boosts the caster’s speed by 55%. The green cast upon the fist will fade when the spell duration ends.
Strengths:- Can deal lots of damage to one opponent or hit several
Weaknesses:- Can be eaten by a Wind/Air Slayer
- Can deal lots of damage to one opponent or hit several
- Ethereal Blast:
Name: Ethereal Blast
Rank: C
Type: Burst
Damage: 0 HP
Range: 30 meters
Speed: 30 meters
Duration: 2 posts
Cooldown: 3 posts
Downside: N/A
Description: The caster calls upon Vara’s power. A yellow sheen envelops their hand. The caster can then decide to make themselves or someone in range invisible. The chosen person will shimmer and disappear, the only evidence of them being a pale yellow hexagon where the bottom of their left foot would be. All of their clothing and anything they are holding also turns invisible. Their scent is not masked so anyone with a keen nose can still find them. The person affected by this spell gets a 30% increase to their magical resistance as well. When the spell duration ends, the affected person materializes once again.
Strengths:- Cannot be seen by enemies
Weaknesses:- Isn’t completely invisible
- Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on the invisible person’s arm for a few seconds, the section of arm they are holding will become visible again.
- Cannot be seen by enemies
- Allure:
Name: Allure
Rank: C
Type: Area of Effect, Damage over Time
Damage: 15 HP
Range: 60 meters
Speed: 30 MPS
Duration: 5 posts
Cooldown: 6 posts
Downside: N/A
Description: The caster reaches for Lorelei’s person. The caster emits a one-time near invisible pink cloud of pheromones within spell range. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone feels a nigh uncontrollable urge to follow the caster. They can choose to fight the urge but in doing so they take damage and paralyze themselves for 1 post. For the duration of the spell, the willing affected person will thereby follow any instruction given by the caster provided that does not cause them to harm themselves or someone they love dearly. When the spell reaches the end of its duration, it deals damage to all those affected, willing or unwilling. The cloud disperses at the end of the spell’s duration
Strengths:- Can create an army of love slaves for a short amount of time
- Can paralyze an opponent if they fight against it
- Has a chance to infect more people over time
Weaknesses:- People can fight against it
- If an opponent holds their breath and exits the cloud, they will not be effected
- Wind can tear apart the cloud, removing its danger
- A bucket of water over an affected person will snap them out of it
- Can create an army of love slaves for a short amount of time
- Flame of Agony (Advanced Spell):
Name: Flame of Agony
Rank: C+
Type: Burst, Multihit, Damage over Time
Damage: 45 HP
Range: 45 meters
Speed: 45 MPS
Duration: 4 posts
Cooldown: 5 posts
Downside: N/A
Description: The caster calls upon the power of Akane and Galene. The power manifests as a red-violet rune in front of the caster’s fists. This rune remains until the spell’s duration is up. Upon striking an opponent, the caster leaves behind a red-violet rune. The rune will begin burning the afflicted person. In addition, the rune drains the afflicted person of their speed, making them 55% slower than they would usually be. The afflicted person will continue to take damage from the rune until the spells duration ends and it disappears.
Strengths:- Slows an opponent
- Deals damage over time
Weaknesses:- Can affect allies
- Water can reduce the damage by 20%
- Slows an opponent
Rank B
- Great Meteor Trap:
Name: Great Meteor Trap
Rank: B
Type: Burst
Damage: 80 HP
Range: 50 meters
Speed: 50 MPS
Duration: 3 posts
Cooldown: 4 posts
Downside: N/A
Description: The caster calls upon the power of Galene and Vara. Within range, the caster may place a pale grey rune within range. When this rune is stepped on, the rune activates. Whoever activates the rune is slammed with increased gravity. They are marked by the rune as well. For 1 post, the activator is paralyzed by the increased gravity. Until the end of the spell’s duration, the activator will be 30% slower and 30% weaker physically (i.e strength takes the debuff). They will find that for 1 or 2 posts after the spell duration ends, they have trouble readjusting to normal gravity. This means the activator will over compensate as if they were still under the effects of increased gravity. When the spell duration ends, the rune disappears and the afflicted person returns to normal gravity.
Strengths:- Briefly paralyzes opponent
Weaknesses:- Must be triggered
- Briefly paralyzes opponent
- Peace Until Death:
Name: Peace until Death
Rank: B
Type: Single Target
Damage: 80 HP
Range: 200 HP
Speed: 200 HP
Duration: 3 posts
Cooldown: 4 posts
Downside: N/A
Description: The caster calls upon Lorelei and Vara. Then they extend an open hand toward a person in range. From their outstretched palm, a dull peach colored rune zooms across the distance. The initial strike causes damage. The rune plasters itself to the person’s skin, through clothing if necessary. Then the person is flung into a place they consider to be peaceful. It is filled with people they love, dead or alive and the person is able to interact with them normally. Even if the person realizes it is an illusion, they cannot stop it. To everyone else, the person looks like they are putting on a mime act. For the spell’s duration, the person is trapped within this illusion. When the spell duration ends, the illusion seems to fade away leaving the person standing wherever they may have wandered during the illusion. An unaffected person can prematurely end the spell by placing their hand against the rune for 30 seconds.
Strengths:- Traps opponent inside their own head
Weaknesses:- The unaffected can free the affected person
- Traps opponent inside their own head
- Dancing Swallow, Frozen River:
Name: Dancing Swallow, Frozen River
Rank: B
Type: Multihit, Burst
Damage: 60 HP
Range: 50 meters
Speed: 50 MPS
Duration: 4 posts
Cooldown: 5 posts
Downside: N/A
Description: The caster calls upon the power of Nekane and Rin. Water flows upward from the caster’s palm and flares into ice at the shoulder. The ice reforms whenever the caster moves. From that point, the caster begins a beautiful sweeping dance, with large arm movements and spinning. Each step the caster takes leaves behind a small burst of ice. The dance centers upon a focal point, usually an opponent, that the caster touches constantly. The dance can change to incorporate multiple focal points, reducing the amount of touching per focal point. Every time the caster touches a focal point, ice freezes outward from the point of contact causing damage. An opponent will find themselves 20% slower directly after receiving damage. As time passes, the ice spreads across the opponent, robbing them of 20% strength on the second post then 20% magical resistance on the third post. These debuffs are only applied once, from the first touch to an opponent. The caster dances for the entirety of the spell duration. Water intercepts spells and physical attacks but the damage is passed on to the caster. The ice fades at the end of the spell duration.
Strengths:- Beautiful dance
Weaknesses:- 30% less effective against Fire-based shields
- Beautiful dance
- Explosion! (Advanced Spell):
Name: Explosion!
Rank: B+
Type: Multitarget
Damage: 90 HP
Range: 225 meters
Speed: 165 MPS
Duration: 4 posts
Cooldown: 5 posts
Downside: N/A
Description: The caster calls upon the powers of Akane, Galene and Makena. Fire wraps itself around the caster’s fists, enveloping a good chunk of the forearm as well. When the caster punches, a projectile erupts from the extended fist. The projectile will go out to the range of the spell. If the projectile hits anything in its journey, it explodes enveloping a 3-meter radius. With every punch, the caster’s magical damage increases by 5%, capping at 60%. When the spell duration ends, the flames fade away leaving no trace behind except a little ash.
Strengths:- Explosions
Weaknesses:- A badly aimed punch can hit an ally or the caster themselves
- Explosions
Rank A
- Reverberating Curse of Cold:
Name: Reverberating Curse of Cold
Rank: A
Type: Area of Effect
Damage: 50 HP
Range: 150 meters
Speed: 75 MPS
Duration: 4 posts
Cooldown: 5 posts
Downside: N/A
Description: The caster calls upon the powers of Vara, Mara and Rin. In a circular area around the caster with a radius of the spell’s range, large ice pillars about 5 meters across spring up around the edge and at random intervals within. The temperature drops rapidly in this area. Those starting in this area or stepping into it, excluding the caster, take damage from the cold temperature. The pillars vibrate, sending out a low sound. This sound sinks into the psyche of those within, excluding the caster, sapping them of their resistances. Their magical resistance drops by 32.5% while within the circle as does their physical resistance. The sound keeps those within confused of direction. Every time they attempt to exit the circle, they’ll get turned around and think it is completely natural. Some of those within can’t even perceive the edges of the circle whatsoever. The pillars are reflective making the circle similar to a hall of mirrors. If a pillar is destroyed, another pillar rises to take place of the destroyed one. When the spell duration ends, the pillars sink back into the ground.- Makes an enemy more susceptible to magical attacks
Weaknesses:- 45% less effective against those who have resistance to extreme cold
- Makes an enemy more susceptible to magical attacks
- Blossoming Windfall:
Name: Blossoming Windfall
Rank: A
Type: Burst
Damage: 100 HP
Range: 75 meters
Speed: 75 MPS
Duration: 4 posts
Cooldown: 5 posts
Downside: N/A
Description: The caster calls upon the power of Lorelei and Makena. The caster begins a slow, sensual dance, their body glowing pink. Those who observe the caster see their ideal woman/man dancing. As the caster continues, three beautiful women or men or a mixture of both depending on what the target prefers appears. These women/men explode into violent wind if attacked, dealing damage to the target regardless of who destroyed them. If they are not attacked, the conjured beings gently touch and caress the target. Flowers begin to bloom across the target’s body. After one post of dancing, the caster may stop. The flowers blossoming across the target drain 32% of their speed and 32% of their magical resistance. The conjured beings will multiply the longer the spell goes on, dealing damage to the target whenever they are destroyed. In addition, the flowers will continue to blossom. If they are not stopped or constantly ripped out, the target will find themselves paralyzed after 3 posts for 1 post. The flowers naturally fall off at the end of the spell’s duration. The conjured beings laugh and waved before fading out at the end of the spell’s duration.
Strengths:- Distracts enemy
- Stealthily steals enemy’s strength
Weaknesses:- Can distract allies
- Water dispels the enchantment by 40%
- Distracts enemy
- Grasp of Shadows:
Name: Grasp of Shadows
Rank: A
Type: Single Target
Damage: 100 HP
Range: 300 meters
Speed: 300 MPS
Duration: 4 posts
Cooldown: 5 posts
Downside: N/A
Description: The caster calls upon the powers of Nekane and Vara. A single shadow shoots out from the caster’s feet. If it connects with the target, the shadow wraps around them pulling them into a realm of shadows. There nearly an absence of light within this realm. The caster can step into and out of this realm and can easily see while within this realm. Water flows within this realm, a black liquid that burns to the touch. Several waterfalls patter down from unseen heights, damaging anyone who steps beneath them. While in this realm, the target’s spells do 65% less damage. Doorways out of this realm can be created by a light spell of equal or higher rank. Otherwise, the target remains within the realm for the duration of the spell. Going into this shadow realm counts as an effect. At the conclusion of the spell’s duration, the target will find themselves back where they started before the spell grabbed hold of them.
Strengths:- Pulls enemy into alternate dimension
Weaknesses:- Powerful light spells from opponent can dispel
- Pulls enemy into alternate dimension
- Gravitational Hollow (Advanced Spell):
Name: Gravitational Hollow
Rank: A+
Type: Area of Effect
Damage: 75 HP
Range: 225 meters
Speed: 110 MPS
Duration: 5 posts
Cooldown: 6 posts
Downside: N/A
Description: The caster calls upon the power of Galene and Mara. Within a circle with the radius of the spell’s range, the caster creates 10 gravity balls. Each is 3 meters across and glows lightly purple. Touching these balls will inflict damage as they pull everything towards themselves. Trying to hit these balls with spells will cause the spells to go array, generally circling the gravity ball and shooting in a random direction. Everything within the area that isn’t securely anchored down begins to float. The ground tears free, creating 10 platforms 3 meters across. This creates a debris field, within which things don’t work quite the way people intend. Gravity pulls from ten different directions, overpowering natural gravity. Getting too close to a gravity ball will cause it to start pulling the person in. Long range spells can disappear off into the distance or hit allies/the caster themselves. Those unused to flying will struggle to move about the field freely, generally held in place by their inability to move forward. When the spell nears its end, the entire field will close in on itself. Those caught within the field will take damage. The debris created by this will all be dumped into beneath what was the center of the field at the end of the spell’s duration.
Strengths:- Creates a unique playing field
Weaknesses:- Can hurt allies and caster
- Those that can fly will have an easier time navigating
- Creates a unique playing field
Rank S
- Spell:
- Spell:
- Advanced Spell:
Last edited by Masha on 12th September 2018, 10:33 pm; edited 7 times in total