Magic
Primary Magic: Take Over: Faerie Soul
Secondary Magic: N/A
Caster or Holder: Caster/TakeOver
Description: Take Over: Faerie Soul, or just Faerie Soul for short, is a form of Take Over magic specializing in the absorption and assimilation of the physical and magical capabilities of Faeries. By overpowering and absorbing their magical core, a Wizard can trap a Faerie's physical form inside themselves, stowing it away for future usage, either partial or full transformation. Faeries are not native to this realm, and often cross over in search of something they desire. The Realm of Faerie, also known as Arcadia, is home to countless types of Faeries, each with their own abilities and forms. Arcadia is inhospitable to human visitors, but the same is not true for Faeries coming here. A common weakness for Faeries is the touch of untempered iron, in addition to whatever weakness their species normally holds. Each Faerie boasts their own magical abilities that may be called upon while assuming their form.
When he was much younger, Andrew lost his sister in the woods to a trickster Sylph. By striking a deal with the Faerie for his sister back, the Sylph became a part of Andrew and he gained access to all of the Sylph's skills. While the details are fuzzy, Andrew knows intuitively how to recreate the event and capture another Faerie. By using this Magic, Andrew can call upon and replace portions, or even his entire body with that of a Faerie he's captured. Their physical and magical attributes supplement his own, granting him power far beyond that of a baseline human. Andrew often uses Partial transformations to best opponents while keeping his Full Transformations as a trump card. When he has multiple forms to call upon, Andrew will try to use his Faeries to his advantage, taking a form resistant to a particular element or one suited to his environment.
Strengths:
Weaknesses:
Lineage:
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: Take Over: Faerie Soul
Secondary Magic: N/A
Caster or Holder: Caster/TakeOver
Description: Take Over: Faerie Soul, or just Faerie Soul for short, is a form of Take Over magic specializing in the absorption and assimilation of the physical and magical capabilities of Faeries. By overpowering and absorbing their magical core, a Wizard can trap a Faerie's physical form inside themselves, stowing it away for future usage, either partial or full transformation. Faeries are not native to this realm, and often cross over in search of something they desire. The Realm of Faerie, also known as Arcadia, is home to countless types of Faeries, each with their own abilities and forms. Arcadia is inhospitable to human visitors, but the same is not true for Faeries coming here. A common weakness for Faeries is the touch of untempered iron, in addition to whatever weakness their species normally holds. Each Faerie boasts their own magical abilities that may be called upon while assuming their form.
When he was much younger, Andrew lost his sister in the woods to a trickster Sylph. By striking a deal with the Faerie for his sister back, the Sylph became a part of Andrew and he gained access to all of the Sylph's skills. While the details are fuzzy, Andrew knows intuitively how to recreate the event and capture another Faerie. By using this Magic, Andrew can call upon and replace portions, or even his entire body with that of a Faerie he's captured. Their physical and magical attributes supplement his own, granting him power far beyond that of a baseline human. Andrew often uses Partial transformations to best opponents while keeping his Full Transformations as a trump card. When he has multiple forms to call upon, Andrew will try to use his Faeries to his advantage, taking a form resistant to a particular element or one suited to his environment.
Strengths:
- Variety of forms and abilities
Weaknesses:
Lineage:
- Soldier of Chaos:
Soldier of Chaos:
Description: There was once a general whose skill in battle was unsurpassed, and his leadership demanded the respect of all his soldiers. However he craved longingly for a warrior to match his skill. Slowly, this craving turned to a corrupting desire until he was lost in his search. He challenged everyone and everything that came across his path, slaughtering his king-his soldiers- fellow generals- and soon started a massive war that spread across the continent. One by one, kingdoms fell to his might. Finally, his desire turned his men against him, where they tricked their general to being entombed and to rot for eternity. The general finally died, but his spirit lived on to possess other soldiers to finally end his craving. Every so often; a Soldier is consumed by unquestionable blood-thirst, and an immeasurable desire for carnage and war until they meet their true rival in a battle to the death.
Ability: Upon activating the lineage, the user's strength is increased (75%), as well as his endurance (50% HP) and speed (50%). They obtain a cleaving passive for their physical attacks, with a blood red aura wave emitting from whatever they are using for a weapon or hands and adds 50% more damage to their melee damage. During the duration the user falls into a complete craze attacking everything around them without any sort of mercy. There only goal is to hurt and destroy all and everything around them.
Usage: 5 posts duration with a 8 post cooldown.
- Arcadian Awareness - Faeries within 20 meters alert the user, like a prickling sensation at the nape of their neck.
- Wyrd Wisdom - The magic of Faerie is greedy, and often overstays its welcome. All Take Overs, Partial and Full, receive one extra duration.
- Hedge-spun Armor - The Realm of Faerie has an interesting relationship with nature, and its inhabitants rarely feel its ire. Plant-based attacks do 10% less damage against the user.
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:
- Puck, the Sylph:
- Sylvan Soar:
Name: Sylvan Soar
Rank: D
Type: Supportive; Partial
Duration: 4 posts
Cooldown: 5 posts
Description: Sylvan Soar calls forth the wings of a Sylvan Faerie the user has assimilated. In a shower of green light, they emerge from the user's back, a pair of angular insect-like wings, mostly white with streaks of vibrant blues and greens. With their newfound wings, the user is able to fly and hover up to a height of about 70 feet, as well as use the wings to block attacks. Should the user take lose 40% of their health, the wings will dissipate. Additionally, should the wings take more than 20% damage from Cold Iron, the user will rapidly lose altitude, the strength from them sapped.
Passive: The powers of Faerie also provide slightly favorable winds for the user, granting an extra 15% speed boost.
Active: Fey Wind - The user blows a large gust of wind with their wings, dealing 20 hp damage to anyone caught in it.
Strengths:- Flight. Duh.
- Being able to blow away the competition.
Weaknesses:- Wingspan of about 6ft makes it hard to get around tight spaces.
- Can end mid-air.
- Attacks with cold-iron kills any flight potential.
- Flight. Duh.
- Pixie Panoply:
Name Pixie Panoply
Rank: D
Type: Supportive/Take Over
Description: The Sylph's armor replaces the user's own garb, granting them the strength and defenses of the Sylph. Should the user lose 50% of their hp, the effects will dissipate, rendering them defenseless.
Passive: Elfin vigor
Duration: 4 posts
Cooldown: 5 posts
Strengths:
Weaknesses:
- Full Takeover: