Magic
Primary Magic: Holder
Secondary Magic:
Caster or Holder: Holder
Description: This magic creates different kind of equipment for Quill to use. Each element can be created into different weapons or armor and can change in appearance on a dime for different ways of combat. All but the element metal retains that property of said element and can absorb elemental attacks of the same element to gain energy for a AOE attack.
Quill can use these elemental equipment in many different ways, like using a elemental weapon similar to the elemental magic his enemies use and end back the damage. He can also create armor that can let him enter into areas that can not be reach though normal means like lava or flying armor. Finally he can change a weapon into a different on to change up how he fights to offset the enemies. When a weapon is made it stays in Paradise and can be used for practice in there.
Strengths:
Same element absorption: The weapons and armor can absorb elements that are the same to it and gather up energy to be used as a AOE attack.
Changeable: The weapons and armor can change to fit the situation better then what the weapon/armor was originally.
Elemental attacks: The element on the weapon can add in a elemental effect to it making it easy to cause some damage to items weak to that element.
Weaknesses:
Overload: A weapon has its limits, the weapon will explode dealing double the damage it would from the enemies attack would.
Elemental weakness: The weapons and armor are weak against elements that can counter it like fire is weak agains water, ice weak to metal, earth weak to ice, etc.
Limited element: Quill only can use 2 elements at a time, anymore and that will have to be a combination element weapon/armor.
Absorption: It only can absorb 25% of the elemental attack still causing damage to Quill.
Lineage: Avatar of Ilyria: 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:
Elemental Absorption: A elemental weapon or armor can absorb 25% of an range attack of the same element.
Berserk mode: Once in the berserker stat the aura around Quill becomes more like that of a Bandersnatch. The aura also produces a toxic effect that causes a effect that makes the opponent attack their allies in a blind rage and take 10 damage from the toxic aura per turn, last for 3 turns. It also increase both Speed and strength by 10%.
Weapon and Armor Edit: Both the armor and weapons can change appearances to fit the situation at hand but the user must know what the form looks like, they can not make it up on the spot. This ability only works if the elemental armor or weaponized elemental is active. They weapons, however, can only change its form withing the same kind of weapon, so if a greatsword had the spell on it then it only can turn into other greatswords.
Draconic Heritage: This gives Quill a increase in physical Attack, depending on what rank he is will depend on how much of a boost he gets. D-rank: 5%, C-rank: 10%, B-rank: 25%, A-rank: 35%, S-rank: 50%.
Spells:
Advanced Spells:
Signature Spells
Primary Magic: Holder
Secondary Magic:
Caster or Holder: Holder
Description: This magic creates different kind of equipment for Quill to use. Each element can be created into different weapons or armor and can change in appearance on a dime for different ways of combat. All but the element metal retains that property of said element and can absorb elemental attacks of the same element to gain energy for a AOE attack.
Quill can use these elemental equipment in many different ways, like using a elemental weapon similar to the elemental magic his enemies use and end back the damage. He can also create armor that can let him enter into areas that can not be reach though normal means like lava or flying armor. Finally he can change a weapon into a different on to change up how he fights to offset the enemies. When a weapon is made it stays in Paradise and can be used for practice in there.
Strengths:
Same element absorption: The weapons and armor can absorb elements that are the same to it and gather up energy to be used as a AOE attack.
Changeable: The weapons and armor can change to fit the situation better then what the weapon/armor was originally.
Elemental attacks: The element on the weapon can add in a elemental effect to it making it easy to cause some damage to items weak to that element.
Weaknesses:
Overload: A weapon has its limits, the weapon will explode dealing double the damage it would from the enemies attack would.
Elemental weakness: The weapons and armor are weak against elements that can counter it like fire is weak agains water, ice weak to metal, earth weak to ice, etc.
Limited element: Quill only can use 2 elements at a time, anymore and that will have to be a combination element weapon/armor.
Absorption: It only can absorb 25% of the elemental attack still causing damage to Quill.
Lineage: Avatar of Ilyria: 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:
Elemental Absorption: A elemental weapon or armor can absorb 25% of an range attack of the same element.
Berserk mode: Once in the berserker stat the aura around Quill becomes more like that of a Bandersnatch. The aura also produces a toxic effect that causes a effect that makes the opponent attack their allies in a blind rage and take 10 damage from the toxic aura per turn, last for 3 turns. It also increase both Speed and strength by 10%.
Weapon and Armor Edit: Both the armor and weapons can change appearances to fit the situation at hand but the user must know what the form looks like, they can not make it up on the spot. This ability only works if the elemental armor or weaponized elemental is active. They weapons, however, can only change its form withing the same kind of weapon, so if a greatsword had the spell on it then it only can turn into other greatswords.
Draconic Heritage: This gives Quill a increase in physical Attack, depending on what rank he is will depend on how much of a boost he gets. D-rank: 5%, C-rank: 10%, B-rank: 25%, A-rank: 35%, S-rank: 50%.
Spells:
- Magma Weapon:
Name: Magma weapon
Rank: D
Type: Offensive
Duration: 3
Cooldown: 4
Description: The user imbues a weapon he is using with magma energy, the design of it will appear to look like lava is flowing though it while imbuing it with fire damage when it strikes an enemy. While in this form the weapon can freely change the appearance of the weapon with other weapons of the same class like a greatsword into a different greatsword. When the spell is active, a explosion will occur after impact of any kind. The impact itself will do full rank damage (d-rank) but less damage then impact(75% less of full rank damage to surrounding targets, AoE blast around impact is 5m). If the person gets hit the have a change of getting burned by the attack causing a DOT effect on them (damage will 10 points of damage and effects the target for 5 post). If the enemy that uses wood based spell will take in 25% more damage then normal.
Strengths:
Explosive: When the spell is active, a explosion will occur after impact of any kind. The impact itself will do full rank damage (d-rank) but less damage then impact(75% less of full rank damage to surrounding targets, AoE blast around impact is 5m).
Scorch Earth: If the person gets hit the have a change of getting burned by the attack causing a DOT effect on them (damage will 10 points of damage and effects the target for 5 post)
Wood: If the enemy that uses wood based spell will take in 25% more damage then normal.
Anti Fire and Metal Slay: The magic used in the spell can not be absorb by slayers because it is always in a metal item, and metal slays can not eat it due to its element infused with it.
Weaknesses:
Catalyst: A weapon need to be equipped to fully work.
Water: Fire element is weak to water, dealing 25% less damage then normal.
Earth: If the enemy uses a earth element defense spell, the AOE can not harm them if the spell is the same rank or higher.
Enclosed spaces: This magic should not be used in enclose spaces like caves or underground area because it might cause a cave in.
- Elemental Strike:
Name: Elemental Strike
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2
Description: A range attack that differs on what elemental weapon is being used. It travels about 45 mps with a range of 60 meters. The slash it self also differs on the slash length as well, so it would be "(the length of the blade x 2)+ the with of the blade= Slash length. Though to save time and brain power it will only be limited to a 2 meter wide attack.
Strengths:
Elemental attack: Since the element is the same as the weapon it is being used from, it can that to take down flying enemies if needed.
Anti-flyer: As said before this spell is mostly used for taking down flying enemies.
Thin: Since the attack is thin it will be much harder for enemies to hit it.
Weaknesses:
Angle the same way it was swinged: If someone could use a similar attack the can easily counter by using similar kind of attack.
Travels in on direction: Due to the nature of the attack, enemies can dodge this attack easy if the either move slightly or jump if they can jump that high.
Thinness: Since it is thin it can also be easy to evade the attack.
Elemental weakness: Like normal elemental spells, any elemental that is stronger then the element equipped will only take 25% less damage.
No elements: If there is no element equipped the it can not work.
- Magma Shield:
Name: Magma Shield
Rank: D
Type: Defensive
Duration: 3
Cooldown: 4
Description: Similar to the Magma weapon spell, it creates shield using the magma element, the spell does have the absorb effect on it. The shield will still take 25% of damage away from same elemental or weak to the element equipped to it.
Strengths:
Elemental advantage: Elemental spells of the same will have 25% of its power taken away from it.
Wood: I will also take 3 attack spells to break it if the spell is wood based and of same rank.
Weaknesses:
Elemental weakness: Similar to the elemental advantage, the elemental damage can work both ways, dealing double damage to the armor.
Duration: The shield only can handle 2 spells of the same rank and 1 spell from higher ones.
- Lightning Weapon:
Name: Lightning Weapon
Rank: D
Type: Offensive
Duration: 3
Cooldown: 4
Description: The user imbues a weapon he is using with lightning, the design of it will appear to look like electricity is being admitted from the blade, and while be imbuing with electrical damage. While in this form the weapon can freely change the appearance of the weapon with other weapons of the same variety like a greatsword into a different greatsword.Like the magma weapon it prevents metal slayers from absorbing the attack, but instead of fire slayers, it also prevents lightning slayers from absorbing it as well. When used on the target will be stunned for 1 post if they are of the same or weaker rank than the user. It also can deal 25% more damage to water magic users. The attack can chain off of enemies with a bolt of lightning. (Lightning deals 5HP per chain target, can hit up to 5 enemies, limited to 45m)
Strengths:
Lightning rod effect: The attack can chain off of enemies with a bolt of lightning. (Lightning deals 5HP per chain target, can hit up to 5 enemies, limited to 45m)
Lightning effect: When used on the target will be stunned for 1 post if they are of the same or weaker rank than the user. It also can deal 25% more damage to water magic users.
Anti Lightning and Metal slayers: Like the magma weapon it prevents metal slayers from absorbing the attack, but instead of fire slayers, it also prevents lightning slayers from absorbing it as well.
Weaknesses:
Catalyst: The spell needs a weapon first to fully work.
Lightning can’t strike twice: The bonus effects of the lightning chain can’t strike the same target more than once per ranged attack; the bonus melee effect can’t stun a target more than once per use of the spell’s duration.
Water: If an enemy uses a water based attack on the user the lightning in the weapon will shock the holder.
Earth: Bonus abilities can be stopped or blocked with earth magic.
- Lightning Spear:
Name: Lightning Spear
Rank: C
Type: Lightning, Offensive
Duration: 5
Cooldown: 6
Description: A spear made out of purple lightning, the lightning causes bolts of plasma to fire out from the blades.
Strength: conductive water: The spear deals about 20% more damage to water magic wizards.
Weakness: earth: The spear can not go though walls of earth or cause elemental damage to it.- Active:
Description: A large plasma bolt is launched from the blades causing C-rank damage and a chance of stunning the opponent.
Duration: Instant
Cooldown: 4
- Image:
- Inferno Claws:
Name: Inferno Claws
Rank: C
Type: Fire, Offensive
Duration: 5
Cooldown: 6
Description: Two wrist claws that are made of fire, the fire can be seen burning brightly withing the 3 blades of both claws, each blade a different color. (Red, yellow, and violet)
Strength: Combo: It has a 3 hit combo that increase in power for every hit it gets in a row.
Weakness: Extinguish: The claws looses its passive when hit with a water base spell.- Passive:
Description: When a enemy is hit each hit will do a different amount of added damage. 1 hit= 5%, 2 hits= 10%, 3 hits= 15%. The additional damage will go back to 5% if hit.
- Image:
- Blizzard Axe:
Name: Blizzard Axe
Rank: C
Type: Ice, Offensive
Duration: 5
Cooldown: 6
Description: A Axe with a blade so cold it is like being hacked at with ice, the blade gets frozen over giving it a icy look to it.
Strength: Ice eruption: The axe can send forth a wave of Ice spikes as a active attack.
Weakness: Melting point: The axe looses 15% of its power when in a hot environment like deserts, volcanic areas, or even very hot days.- Active:
Description: The axe is able to send out a wave of Ice spikes that erupt from the ground causing C-rank damage.
Duration: 4
Cooldown: 6
- Image:
Advanced Spells:
- Warrior's Short Sword:
Name: Warrior's Short sword
Rank: D+
Type: Offensive
Duration: 3
Cooldown: 4
Strength: Lightweight: The short sword is very light so it is very easy to swing around.
Weakness: short range: Unlike normal swords, short swords have half the reach of a normal sword.
Description: Construct with magic metal, this short sword give the user a slight attack boost.- Passive:
Description: When the short sword is summoned it gives the user a 10% boost in attack power.
- Image:
- Hell's Sword:
Name:
Rank: C+
Type: Fire, Dark, and Offensive
Duration: 5
Cooldown: 6
Description: A sword made from Hell fire, it is a greatsword that is also infused with dark power for a double element attack
Strength: Elemental strength: The sword can deal 20% more damage to mages that deal with light/holy, ice, and nature magic.
Weakness: Elemental weaknesses: The sword makes the user take 20% more damage if hit with a light/holy and/or water based spell.- Passive:
Description:The Sword not only gives the user a 25% increase in attack power but gives them Fire and Dark damage.
- Image:
Signature Spells
- Dragon protector:
Name: Dragon Protector
Rank: D
Type: Offensive
Duration: 3
Cooldown: 4
Description: A sword forge by a anti-slayer division of dragons that want to fight off the slayers.
Strength: Anti-slayer: The sword deals 10% more damage to a Slayer.
Weakness: Un-harm: Even though it can slay slayers it can not harm Dragons or Gods.- Passive:
Description: The sword is able to do 10% more damage to a slayer of any kind.
- Image:
- Signature Spell:
Name: Argon Cutter
Rank: C (ranks up with Quill)
Type: Offensive
Duration: 5
Cooldown: 6
Description: A sword that is made out of Argon metal which is able to cut through Argon crystals with ease. It has a rune carving in it that allows it to grow in power as it's owner does.
Strength: Cut though: The blade can cut though anything that isn't magic base or is infused with magic.
Weakness: Hulking size: Though the blade is strong it is also huge and can be spotted easy.- Passive:
Description: The sword is able to give the owner a 25% increase in physical strength during its time while summoned.
- Image:
Last edited by Quill Scorchwood on 20th May 2018, 9:18 pm; edited 11 times in total