Magic
Primary Magic: The Darkest of Lights
Secondary Magic: Blood God Slayer
Caster or Holder: Caster
Description: The Darkest of Lights magic works in a very mysterious way. This magic was formed through the process of the lacrima of the blood god infusing it's properties inside the already dark magic that host of it had, forcing the magics very base to change and alter in every form to something entirely different than what it once was. The bloods vessels allowed the magic to "reconfigure" it in a way that allowed its functionalities to alter from a self supportive magic, into primarily a main supportive magic. This process does not make this magic in any way a slayer magic, nor does it carry any properties of using the casters blood for any of its spells by requirement unless a spell was to function that way. (i.e. Blood Transfusion; transfers X amount of health from caster to another.)
As far as the way the magic appears and functions, The Darkest of Lights is still a supportive magic and carries every property aspect that a normal supportive magic would have. Buffs, debuffs, heals, self heals, shields, and even some offensive capabilities. Yes, despite it being a supportive magic, the user is still able to use little in number of offensive abilities, as the magic itself is augmented from a magic from which had the very nature of offensive capabilities. Much like the name entales, the appearance of spells used are all generally black or nearing the color of black in every way, no matter the nature of the spell itself. For example, the user can surround an ally with a black magical aura and heal them for say 45 hp with no reprocussions based on appearances of the magic.
Strengths:
Weaknesses:
Spells:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: The Darkest of Lights
Secondary Magic: Blood God Slayer
Caster or Holder: Caster
Description: The Darkest of Lights magic works in a very mysterious way. This magic was formed through the process of the lacrima of the blood god infusing it's properties inside the already dark magic that host of it had, forcing the magics very base to change and alter in every form to something entirely different than what it once was. The bloods vessels allowed the magic to "reconfigure" it in a way that allowed its functionalities to alter from a self supportive magic, into primarily a main supportive magic. This process does not make this magic in any way a slayer magic, nor does it carry any properties of using the casters blood for any of its spells by requirement unless a spell was to function that way. (i.e. Blood Transfusion; transfers X amount of health from caster to another.)
As far as the way the magic appears and functions, The Darkest of Lights is still a supportive magic and carries every property aspect that a normal supportive magic would have. Buffs, debuffs, heals, self heals, shields, and even some offensive capabilities. Yes, despite it being a supportive magic, the user is still able to use little in number of offensive abilities, as the magic itself is augmented from a magic from which had the very nature of offensive capabilities. Much like the name entales, the appearance of spells used are all generally black or nearing the color of black in every way, no matter the nature of the spell itself. For example, the user can surround an ally with a black magical aura and heal them for say 45 hp with no reprocussions based on appearances of the magic.
Strengths:
- The users characteristics of the use of their magic allows them the use of surprise in most of the spells they use, giving a ghastly appearance to the purest of natures in acts.
- As mentioned before, though this is primarily a supporting magic, the users ability to cast offensive spells is not completely deminished in any way.
Weaknesses:
- Because this is a mainly supportive magic, most offensively enabled magics can overpower the users ability to fight on their own.
- The user is not able to create more than 2 offensive spells for each rank, not including the signature spell.
- Healing spells cannot exceed a distance of 30 meters from the caster in order to be casted on a target.
Lineage: This is an additional bit of lore or abilities your roll for in the The ancient one forum, when you roll and find out what you have, copy and paste the lineage here!
Unique Abilities: - Augmented Healer: Spell costs on all spells that do not affect only the caster are reduced by 25% of the cost for the spell.
- Devout Believer: The user carries a faint holy aura on them. This ability allows the next CC effect that hits them to be reduced by 30%, increasing by 5% each rank to a max of 50% (S rank) if that ability is of their rank or lower. When this effect is triggered, the aura cannot be active again for another 4 posts.
- Saving Grace: Whenever the caster uses a healing spell on any one person, the recipient gains a shield which appears like an aura that will be equal to 50% of the healing spells amount. (I.e. Heal for 60, aura is 30). This shield caps at at max of 3x the rank of the person it's being given to. (For example: If a D rank receives a person receives a heal of 100 hp, they will only gain an aura amount of 90.)
- Goliath's Embrace: Shield spells that take damage will restore 25% of the damage sustained back to the caster. If the user heals more than 1.5x their ranks equivalent to damage (At C rank, healing more than 60) will put this on a 4 post cooldown before the user can heal again from this ability.
Spells:
- Sig spell:
- Name: Calamity Breaker
Rank: Scales with user
Type: Offensive/Chaotic
Duration: Instant
Cooldown: Once per post
Description: The users hands and feet become enveloped in their magic and take the appearance of dragon scales and claws/talons. If such a form already appears, the users arms and legs will simply glow a darker, more ominous shade of color. The next body part that hits anything will release an explosive amount of chaotic energy, dealing user ranked spell damage on contact. If the spell hits a shield, the spell does 50% more damage.
Strengths:- Critical spell when it comes to breaking down defenses.
Weaknesses:- Deals 50% less damage against other spells.
- Cannot be used when the caster is restrained.
- Critical spell when it comes to breaking down defenses.
- C ranks:
- Name: Seraphim's Resolve
Rank: C
Type: Defensive/Chaotic
Duration: 3 posts
Cooldown: 4 posts
Description: Te users magic contorts itself to form the appearance of a white and black pair of wings; th left wing being pitch black and the right being a perfect white color. These wings can stretch out to 3 feet and 2 feet wide in front of the caster and shield themselves or up to as many allies that can fit inside the area for up to 120 damage. The wings will dissipate into the magic essence that will quickly vanish into the air once the spells durability or duration is met.
Strengths:- The wings form a complete frontal barrier from attacks, allowing the damage to be covered completely by it.
Weaknesses:- The user is still susceptible to attacks from the back.
- Lightning and ice based spells deal 25% more damage to the wings than any other element.
[/center]
Name: Angel and Devil
Rank: C
Type: Weapon/Chaotic
Duration: 4 posts
Cooldown: 6 posts
Description: The caster manipulates the properties of their own magic, allowing it to take the form of a weapon classified to be known as a Tonfa. These tonfas scale at the users arm length, reaching no longer than their own elbow in length. The weapons deal C rank weapon damage when it hits anything. It cannot be destroyed by clashing with weapons of equal or lower rank or rarity equivalent, but a spell of equal or higher will destroy them.
Strengths:- Cannot be destroyed by a weapon of equal or lower rank.
Weaknesses:- Spells normally affect the weapons normal durability.
- Is completely useless in return ranged combat.
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Name: Soothing Curse
Rank: C
Type: Healing/Chaotic
Duration: Instant
Cooldown: 3 posts
Description: Contorting the casters chaotic energy, they can encircle an ally up to 20 meters away or themselves with this energy to create a burst of energy around their body. The diameter is ever changing to fit the bodily size of the target themselves, but can only affect a singular person whether multiple people around on top of them or anything. This spells energy tethers itself to the lifeforce of their target through a connection through the magic that radiates when it's used. This spell is able to heal up to 60 hp to the target.
Strengths:- An easy, quick healing spell to use in combat or whenever necessary.
Weaknesses:- Can heal enemies as well as allies.
- This spell can not be used on an ally the user cannot reach. (I.e. A wall or rock is placed between the user and target, thus blocking the spell from reaching.)
[/center] - The wings form a complete frontal barrier from attacks, allowing the damage to be covered completely by it.
- D ranks :
- Name: Hello Darkness, My Old Friend~
Rank: D
Type: Offensive/Chaotic
Duration: Instant
Cooldown: 2 posts
Description: The user is able to form their chaotic magic into a sphere roughly the size of a car tire and being launched up to 15 meters away at speeds of 10 m/s. If the ball of energy hits a person, it will deal 20 damage to the enemy it collides with, or can blast through a wall (non magically created. More so referring to structures, etc.) that it hits.
Strengths:- Great once short to mod range combat.
Weaknesses:- Does not create any form of aoe, should it hit a specific target.
- Damage is halved if the spell should hit multiple people at once.
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Name: Unholy Matrimony
Rank: D
Type: Buff/Chaotic
Duration: 2 posts
Cooldown: 4 posts
Description: The caster can use this on any one ally and themselves at the same time. To use this, the user must make physical contact with a willing participant and once the other party is accepted of this, a black band appears on the wrist of them and the caster to show their bond. While this buff is active, the user must remain within 10 meters as the ally they are in "matrimony" with for the buff to last. While actively in use, the spell gives both the couple a 35% buff to their spell damage, however they lose 30% in their physical strength. If the couple are separated by more than 10 meters or by any type of dispelling effect, the spell automatically begins its cooldown.
Strengths:- Allows a single ally to share in a buff as well as the caster themselves.
Weaknesses:- If the caster and recipient move outside of the 10 meter range, the spell is dispelled immediately.
- Keeping in close range allows enemies to target the recipients much easier.
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Name: Gates of Intervention
Rank: D
Type: Defensive/Chaotic
Duration: 2 posts
Cooldown: 4 posts
Description: The caster forms a large wall in front of them. The wall is 1x7x4 (following w/l/h or width, length, height formula). This wall appears to look like a black gated entrance that allows both sides to see one another through the gates. The wall can absorb up to 60 damage before it crumbles into nothing. Debris of this "crumbling" does no damage what so ever.
Strengths:- Allows for easy shielding of multiple people or protection from larger scaled spells (i.e. aoe)
Weaknesses:- The wall cannot be moved once it is created.
- Enemies can simply walk around the wall rather than just attacking it.
[/center]
Name: Nursing Cataclysm
Rank: D
Type: Healing/Chaotic
Duration: Instant
Cooldown: 2 posts
Description: The caster forms a ball of chaotic energy and launches it up to 10 meters away at 5 m/s. The ball is no larger than a basketball in size and if contact is made to a person, it can heal them for up to 30 hp. The spell can easily be stopped from working if hit by any object, spell, or anything else.
Strengths:- Quick and simple spell
Weaknesses:- Single targeting heal
- Can heal an enemy as well as an ally if it were intercepted at all
[/center] - Great once short to mod range combat.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Madison Richter on 3rd June 2017, 8:34 pm; edited 1 time in total