The Codex Umbra
Primary Magic: The Codex Umbra
Secondary Magic: N/A
Caster or Holder: Holder
Description:
The Codex Umbra is a book that once belonged to the enigmatic spirits of the farthest reaches, known as 'them'. It has had many different appearances over time- one made of flesh and stitched with bone, one that looked like a burned bible, but most recently it has taken on the appearance of a thick black book with a red 'M' on the front. The Codex Umbra has served many purposes over its existence. A tome of infinite knowledge, a book that could part the seas and cause storms, or a gateway to 'their' world. It contains the closest thing 'they' have to a tangible, existing body.
In Williams possession, the Codex Umbra was used simply as an act, a tool in his magical performance- until the night of his big show that is. That night he saw truly what the Codex Umbra was and what it could do. Through its stained pages he and his assistant Charlie were dragged into 'their' world, where Maxwell learned to use 'their' powers.
The book gives him access to 'their' powers- the ability to fragment his mind to create clones of himself, to control reality and create worlds. Most of those powers are gone now that he has left 'their' domain. What he is left with is the power once brought by nightmare fuel, now driven by the magic that courses through the very seams of Fiore and its inhabitants.
Whoever has this book can wield it's powers with practice. Maxwell uses them to his own benefit. Each spell the book brings, he casts with little effort and great experience. Once he was able to create shadow puppets by splitting his mind into pieces, now he creates weapons and fueled by nightmares and dark energy. In Maxwell's hands, his hundred years of experience make the Codex Umbra more powerful then even 'they' could perceive.
Strengths:
- Elemental Focus: A magic focused on dark, unholy, and nightmare elements. This give it a 15% advantage against most Holy, Light, and Celestial spells.
- Holder Magic: Only those who wield the Codex Umbra can use it's magic, meaning that copy type magic cant copy it.
- Indestructible: The Codex Umbra is indestructible, meaning that Maxwell can't permanently lose his magic.
Weaknesses:
- 'Them': 'They' reside in the Codex Umbra. They made it, they own Maxwell. His escape from their world into Fiore does not free him. Because of 'their' presence, it's hard for Maxwell to perform good deeds.
- Holder Magic: If Maxwell loses the book, he simply cant use his magic. Simple as that.
- "Untrue" magic: In 'Their' world, the Codex Umbra was fueled by nightmare fuel- a substance created from the minds of the insane. When it transferred into Fiore, so did its method of fuel. Now it draws from the residual magic of the world. Maxwells magic does not regenerate like other magic. It slowly builds up, and can take a full day to recharge- this can accelerated by items with high magical content however.
- Elemental Magic: The three main elements of Maxwell's magic stem from this book- Dark, Unholy, and Nightmare. These are, in order, countered by Light, Holy, and Pure/Celestial
Lineage:
A unique ability of the Codex Umbra is the ability to transform its user into nightmare animals. They look identical to their counter parts, the only difference being their black and translucent bodies.
Unique Abilities:
- Dapper: Maxwell is one of the most sane people you will meet. He doesn't lose his mind to the horrors of the night, and hallucinate shadow beasts and nightmares. His exposure to the codex umbra gives him 25% resistance to dark and unholy magic, and allows him to see through hallucinogenic spells easier (Duration of hallucination spells -1 post).
- Im so sorry, Charlie: It is Maxwell's fault that his once assistant and love of his life was lost to the dark. His loyalty, and lack of interest (Both bolstered by the Codex Umbra, a reminder of what he did) make him impossible to seduce or coerce. (Plot only, in battle -50%)
- Nightmare Beast: 'They' corrupted Maxwell. He is not truly human, and has not been for a long time. If his health drops below 20% of it's max he will startto physically and mentally degrade. His body will grow in girth and hight and he will hunch over until he needs to support himself using one of his arms. In this state, his spells do 25% more damage.
- Nightmare Beast (Cont.): If his MP drops below 10%, Maxwells body will seemingly begin to fade. He will turn into a ghostly black silhouette of his former self and grow in height. His facial feature will look like they were scribbled on with white chalk. In this state, Maxwell will regen 4% MP for every post where he does not cast a spell until he is above 40%. After this he will not be able to regen mana for the rest of the thread.
Spells:
Primary Magic: The Codex Umbra
Secondary Magic: N/A
Caster or Holder: Holder
Description:
The Codex Umbra is a book that once belonged to the enigmatic spirits of the farthest reaches, known as 'them'. It has had many different appearances over time- one made of flesh and stitched with bone, one that looked like a burned bible, but most recently it has taken on the appearance of a thick black book with a red 'M' on the front. The Codex Umbra has served many purposes over its existence. A tome of infinite knowledge, a book that could part the seas and cause storms, or a gateway to 'their' world. It contains the closest thing 'they' have to a tangible, existing body.
In Williams possession, the Codex Umbra was used simply as an act, a tool in his magical performance- until the night of his big show that is. That night he saw truly what the Codex Umbra was and what it could do. Through its stained pages he and his assistant Charlie were dragged into 'their' world, where Maxwell learned to use 'their' powers.
The book gives him access to 'their' powers- the ability to fragment his mind to create clones of himself, to control reality and create worlds. Most of those powers are gone now that he has left 'their' domain. What he is left with is the power once brought by nightmare fuel, now driven by the magic that courses through the very seams of Fiore and its inhabitants.
Whoever has this book can wield it's powers with practice. Maxwell uses them to his own benefit. Each spell the book brings, he casts with little effort and great experience. Once he was able to create shadow puppets by splitting his mind into pieces, now he creates weapons and fueled by nightmares and dark energy. In Maxwell's hands, his hundred years of experience make the Codex Umbra more powerful then even 'they' could perceive.
Strengths:
- Elemental Focus: A magic focused on dark, unholy, and nightmare elements. This give it a 15% advantage against most Holy, Light, and Celestial spells.
- Holder Magic: Only those who wield the Codex Umbra can use it's magic, meaning that copy type magic cant copy it.
- Indestructible: The Codex Umbra is indestructible, meaning that Maxwell can't permanently lose his magic.
Weaknesses:
- 'Them': 'They' reside in the Codex Umbra. They made it, they own Maxwell. His escape from their world into Fiore does not free him. Because of 'their' presence, it's hard for Maxwell to perform good deeds.
- Holder Magic: If Maxwell loses the book, he simply cant use his magic. Simple as that.
- "Untrue" magic: In 'Their' world, the Codex Umbra was fueled by nightmare fuel- a substance created from the minds of the insane. When it transferred into Fiore, so did its method of fuel. Now it draws from the residual magic of the world. Maxwells magic does not regenerate like other magic. It slowly builds up, and can take a full day to recharge- this can accelerated by items with high magical content however.
- Elemental Magic: The three main elements of Maxwell's magic stem from this book- Dark, Unholy, and Nightmare. These are, in order, countered by Light, Holy, and Pure/Celestial
Lineage:
- Monkey Kings Descent:
Monkey King's Descent:
Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with superhuman strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
Ability: The user is able to transform into animals or objects. The user's strength and speed are increased by 25%. When in an animal form they gain a 50% boost instead.
The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies. (Created in the magic app as a normal spell would)
Usage: The strength and speed bonus are a passive. While in animal form the user may still use magic but it only lasts 5 posts and has a 6 post cooldown.
A unique ability of the Codex Umbra is the ability to transform its user into nightmare animals. They look identical to their counter parts, the only difference being their black and translucent bodies.
Unique Abilities:
- Dapper: Maxwell is one of the most sane people you will meet. He doesn't lose his mind to the horrors of the night, and hallucinate shadow beasts and nightmares. His exposure to the codex umbra gives him 25% resistance to dark and unholy magic, and allows him to see through hallucinogenic spells easier (Duration of hallucination spells -1 post).
- Im so sorry, Charlie: It is Maxwell's fault that his once assistant and love of his life was lost to the dark. His loyalty, and lack of interest (Both bolstered by the Codex Umbra, a reminder of what he did) make him impossible to seduce or coerce. (Plot only, in battle -50%)
- Nightmare Beast: 'They' corrupted Maxwell. He is not truly human, and has not been for a long time. If his health drops below 20% of it's max he will startto physically and mentally degrade. His body will grow in girth and hight and he will hunch over until he needs to support himself using one of his arms. In this state, his spells do 25% more damage.
- Nightmare Beast (Cont.): If his MP drops below 10%, Maxwells body will seemingly begin to fade. He will turn into a ghostly black silhouette of his former self and grow in height. His facial feature will look like they were scribbled on with white chalk. In this state, Maxwell will regen 4% MP for every post where he does not cast a spell until he is above 40%. After this he will not be able to regen mana for the rest of the thread.
Spells:
- Spell Template:
- 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.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- D Rank Spells:
Name: Nightmare Fire
Rank: D
Type: Offensive, Fire/Nightmare
Duration: 1
Cooldown: 2
Description:
Once these black flames fueled the lights of Maxwell's throne room, now they are a valuable asset to him on the battlefield. From his hand he is able to create black flame fueled by the lunacy of insane men. This fire is thrown like a ball.
This spell is formed from nightmares of burning alive.
Size: 5 ft diameter
AoE: 15 ft diameter splash damage
Casting Speed: Instant
Range: 15m
Strengths:
- Fire Elemental Magic: This magic is strong against ice and metallic spells, excluding slayer spells of these elements.
- Maxwell's Immunity: Maxwell cannot be hurt by this spell, meaning that he could create a shield. He could light a forest ablaze and stay inside for safety. Note that he just immune to this spell, his others can still hurt him.
- Nightmare Magic: Fueled by the minds of the not so sane, this spell can be cast twice if near a creature or person classified as 'insane'. To be considered insane by the Codex Umbra you must meet one or more of the following requirements: Susceptible to hallucinations, Suffer from illusions of grandeur, consider yourself to be 'the ultimate life form', 'better than everyone else', 'untouchable' or similar.
Weaknesses:
- Fire Elemental Magic: This magic is weak to Earth and Wind Magic, and completely negated by Water spells of C rank or higher.
- Dancing, Living Flame: This fire has a mind of its own once its left Maxwells hand. This gives it a much higher chance to miss its target.
- Chaotic: The unpredictale nature of this fire means there is a chance a team-mate may be hit with the spell instead of the target.
- True Dark: This spell cannot be cast in pitch black darkness
Name: Black Ice
Rank: D
Type: Offensive/Defensive, Nightmare, Ice
Duration: 1 post cast- ice remains for 3 posts.
Cooldown: 5 posts
Description:
Ice never showed up that commonly in Maxwells world. It only showed up in tiny glaciers that show up around winter. But Maxwell is very familiar with the sting of cold, and the bite of ice. He uses that to his advantage in this spell. Crystals of black ice eminate out of his hand as he uses the spell, and it can be used in to ways. The first is an offensive tactic- if he makes contact with the opponent the point of contact is frozen solid by a coat of black ice. The second is a defensive tactic- simply putting it, a wall of black ice can be formed from the ground. Not that the offensive variant does not immobilize, only slows the opponent down by 25%.
This spell is formed from nightmares of freezing to death in a cold, unrelenting winter.
- Reach: Touching
- Cast Speed: Instant
Strengths:
- Sub Zero: Cannot be melted by fire of the casters rank of lower
- Ice Elemental Magic: This magic is strong against air, water, and poison magic.
- Frostbite: If the ice stays on its target for its entire three post duration, it will do a hit of 1/2 D-Rank damage when it breaks off.
Weaknesses:
- Ice Elemental Magic: This magic is weak against Fire Magic, Earth Magic, and Metal Magic
- Ice Shards: If the ice is shattered, the battlefield becomes a hazard for everyone- including the caster.
- Unrefined: Maxwell has little control over the ice that is formed. Its shape is chaotic and horrid, and can come out more then attended or not at all.
- Unrelenting Heat: Maxwell cannot cast this spell in the presence of great heat such as a fire slayer, a forest fire, or similar.
Name: Dark Decay
Rank: D
Type: Supportive, Unholy/Nightmare
Duration: 4 Posts
Cooldown:7 Posts
Description:
Disease, Petrification, Rot. Decay existed in many forms in Maxwells world and lead to the death of many of his victims. Their farms running rampant with viruses, their forests turning to stone and their food suddenly mush in their hands. This spell draws on that power, and pushes it out around Maxwell. In a 15m radius, all plant life will wither and die. The air will grow stale, machinery will rust and stop. While in this area, all dark and unholy spells cost 10% less to cast.
This spell is formed from the nightmares of the end of the world (By disease).
-AoE: 15m diameter circle
Strengths:
- Mana Cost Reduction: This spell makes the cost of dark and unholy spells 10% less.
- Plant Based Magic Reduction: This spell weakens plant based spells.
- Potential Shield: If timed right, this spell could stop oncoming plant/organic based magic attacks by withering them in their tracks.
Weaknesses:
- Unexclusive: This spell doesn't exclusively effect Maxwell and his allies. This means that opponents can also get a boost to their dark and unholy magic
- Situational Magic: This can only be used effectively in places with lots a plant life or machinery. If there's not enough decay caused by the spell, the boost wont occur.
- Limited Area of Effect: Only extends out by 10 ft in each direction of the caster (20 ft diameter circle), limiting the battlefield to that location if the caster wishes to keep the boost.
- Only affects plants and machinery: This spell can only effect plantlife and machinery, meaning that it can't effectively be used as an offensive spell.
Name: Dark Rune
Rank: D
Type: Offensive, Unholy
Duration: 1 post
Cooldown: 2 posts
Description:
By writing a rune in one of the pages of the Codex Umbra, the book casts a spell on it's own. When the rune is written, it fades into the paper before being projected infront of the book in purple hardlight. The light emitted from this rune is damaging, but lasts for a very small amount of time. Imagine if you could be hurt by the light from a flashlight, but flash lights could only ever be flicked on and then off again a second later.
This spell is made from the spirits of 'them' that reside in the Codex Umbra.
- Speed: Instant
- Reach: 8 ft. from Maxwell
Strengths:
- Quick Hit: Due to the damage of the spell coming from light, damage is caused as soon as the light appears.
- Maxwells Immunity: Maxwell used to light his palace using runes like this, he's built up an immunity to them.
- Short Cooldown: The cooldown of this spell is only 2 posts.
Weaknesses:
- Short Lived: The light does not last for very long, making avoiding it easy
- Dim Light: The light only extends out roughly 8 feet infront of Maxwell.
- Shadows: Like all light, this rune casts shadows meaning that hiding behind objects can save the target.
- Writing Utensil Required: Pen, Pencil, or a bloody finger. This spell can't be cast without something to write with.
- Spell Fusions (Locked):
- 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 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 Will Carter on 28th June 2017, 5:36 pm; edited 1 time in total