~ARCANA~
"Fear, the old blood..."
Primary Magic: Arcanum Simulacrum
Secondary Magic: (To be filled later)
Caster or Holder: Holder
Description: The Arcanum Simulacrum is a parasitic aetheric protomatter much like a primordial Ooze that was born supposedly from the corpse of a dead being, a deific creature that was felled by over ten thousand curses, causing its essence as well as the essence of its world broke down into a chaotic primal plasma that radiated with the cursed energies raw uncrafted potential. Almost alive, yet bonded to a person via pact sigil, Eileen can allow it to seep from their body to craft their many spells. The substance, through alchemical holder magic is a goldmine of possibility, Eileen is able to craft with the substance, wield it, and channel magic into it in order to warp it into any state of matter, transmute it into constructs as well as channel any of the curse-like properties that led to its existence into spells for their use.
Eileen came into possession with the Arcanum Simulacrum as a gift from her godfather with an oath to become something great within the world. The brand marking was delivered to the side of her neck during a week long ceremony where she was prepared, layering magical symbols carved over her body to house the power without tearing her apart with the sheer sum of the cursed magic flowing through her. Filling Eileens body with the plasmic material infecting her magic and turning her into something more than the simply Canite that she once was. She was trained for years with the Simulacrum in her body to be able to control it in her own unique way, using her training as a doctor to boost her skill in alchemy, choosing to transmute the power as oppose to direct the Simulacrum directly in more violent or destructive curses.
Eileen uses the Arcanum Simulacrum with a focus on statistic based effects in an aggressive manner, though she has a couple of deviations up her sleeve to provide some utility in a tight spot. Focusing largely on creating chaos, crippling, immobilization and creating opportunities for others Eileens' chaotic nature synchronizes well to the Simulacrums' cause.
Strengths:
- Morphic Adaption: The Arcanum Simulacrum is supremely versatile, able to create, transmute and curse in equal amounts and act in both offensive and supplementary natures on an equal level. The curses it can deliver can be quite specific even allowing them to be beneficial to allies in some ways creating a plethora of potential status effects.
- Transmaterial: Improving its versatility further, with multiple means of administration the arts of the Simulacrum are almost terrifying... whether it be through the dart form of solid, the balms of liquid and the AoE clouds of gaseous / plasmic forms... The Simulacrum has no shortage of administration for the creative user.
- Ancient Enemies: As a force of evil, the energies within the Arcanum Simulacrum are super effective against energies and entities that are 'light' elemental in nature. However, the polarized nature of good and evil is a double edged sword.
Weaknesses:
- Non Aggressive: The Simulacrum is made to curse others in the traditional sense, and is by and large not an offensive weapon. The Simulacrum very seldomly delivers its damage directly on hit with its spells, rather preferring DoT effects and status-craft.
- Ancient Enemies: The other side of the enigmatic coin is that good and evil are often at odds. The polarizing nature of good and evil is a double edged sword, as Light in turn is super effective against the simulacrums energies and its wielder.
- Magically Dense: The bearer of the Arcanum Simulacrum is effectively a battery of dark curse magic, and as such, hiding that magic is exceedingly hard. Most abilities to sense large sums of magic, and especially dark magic can pick up Eileen from double their normal range.
- Hand Magic: As the art is holder magic and cast through movement, the user must be able to move their hands or body to produce amounts of Arcana Simulacrum to cast their spells.
Lineage: Caine's Descent
- Description:
Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood. - Ability:
Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal. During this state, the user becomes insane, and will attack anything they see. Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away). - Usage:
Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive blood-scent
Unique Abilities:
- Transmutation: Any curse created through the Simulacrums' is able to be cast in one of three forms, either a single slim red solid dart; which can be thrown, causing its affliction on impact dealing some minor additional damage to a target as a basic attack... an oil like liquid balm, capable of coating other weapons/items that causes its affliction on contact with basic strikes... or a small red marble which can be thrown erupting into a cloud of inhalant gas on impact which lingers for 2 posts universally before dispersing. The ranges of these 3 universal methods align with the rank of each of the spells they are associated with.
- Primal Curse: The next Spell or Curse cast by Eileen is infused with the pure power of the Arcanum Simulacrum, taking on a malevolent hue and looking sickly to those who would see it. Under this effect either DoT Damage caused by this spell increases by 50%.
Activation: Instant || Cooldown: 3 Posts - Infernal Flight: While in Bloodrage, the old wings that seem to be little more than vestigial accessories flare to life, allowing Eileen to fly at speeds 25% faster than her maximum speed. Out of Demonic form, the energy which powers the wings is minimal, allowing her to summon strength enough to only access this speed one wing-beat at a time... allowing her to do little more than burst quickly in one direction at her flight speed or alter her momentum mid air.
Activation: Instant || Range: 15m || Cooldown: 3 Posts
~Spellbook~
- D Rank Spells:
- Name: Corruption Overload
Rank: D
Type: Dark / Curse / Single Target
Duration: Instantaneous
Cooldown: 2 Posts
Description: Eileen begins to take on a red and purple hued glow as she supercharges the Arcanum Simulacrum within her own body or forming the needle / fluid / orb normally used to transfer a curse onto others and casting it to attempt to give another the same effect. The effect allows Eileen to deliver 10 HP damage as a burn if she confers the effect to someone else who is under the influence of a Simulacrum curse. Though, the effect is more effective as a purge. Capable of breaking down and destroying any foreign magic of equal rank within her system or weakening them by 1/2 if they're a rank higher. Though having no effect on spells of 2 ranks higher. This spell doesn't effect other Simulacrum magic.
Transmutation Ranges:- Solid: Single Target+Basic Strike // 60m range // 45mp/s
- Gas: Thrown AoE // 30m range // 10m burst // 20mp/s
- Liquid: 'Applied to weapon / limb and afflicts on contact.'
Strengths:- Dual Purpose: Allows the user to deliver damage to an opponent as well as destroy a potential buffing effect or remove a debuff from herself.
- Self Immunity: Doesn't break down other Simulacrum curses.
Weaknesses:- Limited Effectiveness: The offensive effect on others only works if they are under the influence of another curse, requiring a second hit on the same target which may be difficult.
- Shock therapy: The effect, even used on herself causes a moderate amount of pain.
Name: Sanguinian Curse
Rank: D
Type: Dark / Curse / DoT
Duration: 3 Posts
Cooldown: 4 Posts
Description: not a curse that works really well on its own, but rather on an already wounded target causing them to bleed openly and far faster than normal, aggravating wounds and causing some pain as well as the intended effect. Should an opponent be openly wounded, this effect causes 10HP worth of magical damage upon impact and 5 HP damage per wound greater than 1 inch wide / deep, per turn to a maximum of 10HP per turn.
Transmutation Ranges:- Solid: Single Target+Basic Strike // 60m range // 45mp/s
- Gas: Thrown AoE // 30m range // 10m burst // 20mp/s
- Liquid: 'Applied to weapon / limb and afflicts on contact.'
Strengths:- Coup de Graces: This spell is capable of dealing 'significant' damage based on the amount of effort gone into setting it up, making it an effective finishing curse should it meet its mark.
Weaknesses:- indominant Factor: While this spell is powerful if you're ahead, it requires wounds in order to be effective at all, giving it little power to come back from a scenario in which Eileen is already loosing.
- Healable: Healing spells that recover damage are capable or any means to control your blood flow are capable of completely usurping this effect as it requires the blood-loss to deliver its damage.
Name: Patienic Curse
Rank: D
Type: Dark / Curse / Immobilization
Duration: 1 Posts
Cooldown: 4 Posts
Description: The curse infects the receptors for pain within the body of the victim, wracking the victim with near indomitable pain, crippling them physically and effectively immobilizing them for 1 post. This effect works on opponents of equal rank, halving the speed of those a rank higher and having no effect on those of 2 ranks higher.
Transmutation Ranges:- Solid: Single Target+Basic Strike // 60m range // 45mp/s
- Gas: Thrown AoE // 30m range // 10m burst // 20mp/s
- Liquid: 'Applied to weapon / limb and afflicts on contact.'
Strengths:- Stun Factor: The spell is able to stun a victim on contact, allowing one to follow it up with additional skills.
Weaknesses:- Terrestrial: This ability is incapable of 'creating' the sensation of pain, meaning that an entity must be capable of feeling it to begin with to have it activated and enhanced to supernatural levels in order to effectively stun them.
- Simple: This spell, while dealing a great sum of pain and discomfort, does not deliver any form of physical damage to an entity.
Name: Morbisian Curse
Rank: D
Type: Dark / Curse / DoT
Duration: 3 Posts
Cooldown: 5 Posts
Description: A magical affliction of the soul that delivers a potent toxin into the victim which causes damage over time and weakens their spell-craft. Reducing the spell damage dealt by the victim by 10 and delivering 10 damage per turn over the duration of its effects. Should this curse afflict an opponent of 1 rank higher the spell dampening effect weakens to 5, becoming totally ineffective if 2 ranks higher. However, as the effect is rather weak, a wizard is capable of purging this effect with brute force by spending 20% of their mana at equal rank, reducing in cost by 5% for each rank over to a minimum of 5%
Transmutation Ranges:- Solid: Single Target+Basic Strike // 60m range // 45mp/s
- Gas: Thrown AoE // 30m range // 10m burst // 20mp/s
- Liquid: 'Applied to weapon / limb and afflicts on contact.'
Strengths:- Crippling Weakness: The spell causes the victim to loose spell potency in addition to delivering damage over time making it a powerful tool against other mages.
Weaknesses:- Indirect: The skill deals little in the means of direct damage, having no punch behind its initial impact before delivering its damage over time (unless delivered by dart), simply inflicting the 10 damage on impact due to it's DoT effect.
- Soul Purge: Rather than allow the spell to continue, as the Morbisian curse is not considered the strongest of all curses, rather than suffer its effects, the victim can simply purge their system by spending 20% of their mana to instantly cure the affliction. This cost reduced by 5% for each rank above this spell the victim is (to a minimum of 5%.)
- Solid: Single Target+Basic Strike // 60m range // 45mp/s
Last edited by Baobhan on 8th August 2017, 12:18 am; edited 8 times in total