Magic
Primary Magic: Genesis of Nihil, Legacy.
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: (What type of magic is it)
Description: (Describe your magic in detail: First being a description of what the magic he/she is using, and then a second paragraph of how he/she uses it.)
Through the thoughts and madness of a god, birthed creatures that did not truly exist. Beings sustained purely on the crazed mind of their creator, and through the thoughts and memories of all those whom came to know them. Genesis of Nihil, origin of nothing. Are these creature’s truest form of magic, using the magical power that enables them to manifest in order to grant, for brief moments of time, existence to even their own thoughts. Breathing life into hopes and dreams.
However this power is a mere echo of the power behind the creatures’ origins, forcing them to focus and specialize into just how they wish to bring about their own creations. Vox Nihili, as one such creature currently goes by, has chosen to follow the path of Legacies, bringing life to the thoughts of creatures and their stories. Molding and giving birth to them through fusing spells together in order to craft grand tales of triumph, defeat, and the beauty of a simple life.
Genesis of Nihil, Legacy.
Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it. See these rules for the number of strengths and weaknesses. Remember to separate each individually and bullet point them!)
*Diversity: Through the specialization of fusion based spells, Genesis boasts a large array of creations at its disposal. So long knowledge is gained about one’s opponents before the weakness of fusion magic begins to take its toll, one can respond to opponents with a show of power.
*Numbers: Not all legends have their own legacies, some of the greatest tales are those of people united. As a summoning magic it already boasts a strength in fielding multiple creatures, however Legacy enables even greater numbers to be at play.
*Single: Through fusion, the strength of one summon can be augmented even further, pushing it to new heights upon its creation by sacrificing other spells in the process. However, ultimately the strongest of the Legends can only be brought forth through an ultimate sacrifice, when the user of the magic put sacrifices themselves to give birth once more to a legend.
*
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
*Cooldowns: The greatest weakness of a fusion based magic such as this, the price of its strength lays in its requirement of multiple resources. The strength difference between a single rank is not the same as two of the lower. More spells must be forced into cooldowns for a single fusion spell, leading to higher and higher limitations on just what the user is capable of within a fast paced fight.
*Fusion Reliant: There are no spells which can be cast alone, every spellslot of the mages is a component for a fusion spell. This forces the user to bear the weaknesses of an entirely based fusion magic, in order to reap the rewards.
*Anti-Summoning: When combined with the rest of the weaknesses of a fusion magic, a counter against summoning is nearly crippling to Legacy. Something which specializes in quick destruction of summons forces the user to quickly burn through both mp and spell cooldowns as their options for combat drastically narrow with each summon’s swift defeat.
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:
1-Humbling River:
Becomes a summon, splitting damage 50/50
2- Hopes and Dreams:
Reduces the mp cost of spells by 50% and upon reaching H rank gain an additional 50% to max mp, however at the beginning of each thread it is empty.
3-Lost in Thoughts:
Enslaves those destroyed, allowing them to be recreated as a special summon.
4-Touch a Dream: (Fusion Unlock) Fusion and Unison raids that this user and their summons participates in are unlocked to their fullest potential and beyond, allowing them to be used within any type of thread and removing the limit of how many spells and people can be a part of them. In addition, the summons of this magic are also capable of being participants in Unison raids.
5-Bleeding for Greatness: (Regen) The user and their summons gain pool of protection points (Pp) equal to 50% of their max hp. At the start of every thread or summon this pool is empty, and can only be filled through natural hp or mp regen granted by passives or spells which increase the natural regen. Whenever a tick of regen occurs, they may determine whether the amount goes into its normal pool or Pp. Upon taking damage they are capable of deciding how the damage is distributed between the pools.
In addition, regeneration for both the user and their summons are increased. Granting an increase to HP regen equal to 1% per rank, up to 5% at S rank and MP regen of 2% every five posts up to 10% at S rank.
6-Legends Never Die: (Sacrifice) Potentially the highest wall to overcome when one faces the wrath of this magic’s might, as they find themselves pitted against a Legend Reborn. A mythical creature brought into existence in a manner far more akin to truly being alive and breathing than any others summoned through this magic, as they stand upon the veil of being merely a dream and reality.
By the user sacrificing themselves while their summons or themselves casting a summoning spell, be it fusion or unison raid, they perish and give birth to a legend incarnate. The creature brought forth has the rank of the spell summoned + the user’s rank, in addition to several new abilities and empowerments.
The Legend’s new HP is equal to their new base’s plus half of the user’s current when this ability is activated, and gain a % of buffs equal to 1.5x the amount of mp the mage would have had after the spell was cast. In addition the summon gains an additional ability or passive for each rank that they possess and any abilities which they currently possess are granted an extra rank, up to the summon’s final rank.
Spells:
Spell Template
Name:
Rank:
Type: [Component]
Duration:
Cooldown:
Description: A component spell which enables the creation of
Strengths: [list]
[*]Versitile
Weaknesses:
[*]Component
[*]Rank: Does not increase a fusion spell’s rank.
Note: BE SPECIFIC AND ADD DETAILS
Name: Elemental
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Elemental] tag to any spell which it is combined with, enabling it to utilize elemental magics.
Strengths:
*Versitility
Weaknesses:
*Opposites
*Component
[][][][][][][][][][][][][]/\/\/\/\/\/\/\/\/\/\/\/\[][][][][][][][][][][][][][][][][]
Name: Offensive
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Offensive] tag to any spell which it is combined with, enabling the usage of offensive type abilities.
Strengths:
*Damage
Weaknesses:
*Component
*Crowd Control
[][][][][][][][][][][][][]/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\[][][][][][][][][][][][
Name: Defensive
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Defensive] tag to any spell that it is combined with, enabling the creation of defensive type abilities.
Strengths:
*Defensive
Weaknesses:
*Component
*Destruction
[][][][][][][][][][][][][][]/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\[][][][][][][][][][][][][][][][][][]
Name: Utility
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Utility] tag to any spell that it is combined with, allowing the creation of utility type abilities.
Strengths:
*Versitility
Weaknesses:
*Component
*Damage
==========================------------------------------------------===========================
Name: Time Manipulation
Rank: C
Type: [Component]
Duration: Instant
Cooldown: 2 posts
Description: A component spell which enables the creation of abilities and passives that deal with the manipulation of time.
Strengths:
*Versitility
Weaknesses:
*Component
*Rank
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: Genesis of Nihil, Legacy.
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: (What type of magic is it)
Description: (Describe your magic in detail: First being a description of what the magic he/she is using, and then a second paragraph of how he/she uses it.)
Through the thoughts and madness of a god, birthed creatures that did not truly exist. Beings sustained purely on the crazed mind of their creator, and through the thoughts and memories of all those whom came to know them. Genesis of Nihil, origin of nothing. Are these creature’s truest form of magic, using the magical power that enables them to manifest in order to grant, for brief moments of time, existence to even their own thoughts. Breathing life into hopes and dreams.
However this power is a mere echo of the power behind the creatures’ origins, forcing them to focus and specialize into just how they wish to bring about their own creations. Vox Nihili, as one such creature currently goes by, has chosen to follow the path of Legacies, bringing life to the thoughts of creatures and their stories. Molding and giving birth to them through fusing spells together in order to craft grand tales of triumph, defeat, and the beauty of a simple life.
Genesis of Nihil, Legacy.
Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it. See these rules for the number of strengths and weaknesses. Remember to separate each individually and bullet point them!)
*Diversity: Through the specialization of fusion based spells, Genesis boasts a large array of creations at its disposal. So long knowledge is gained about one’s opponents before the weakness of fusion magic begins to take its toll, one can respond to opponents with a show of power.
*Numbers: Not all legends have their own legacies, some of the greatest tales are those of people united. As a summoning magic it already boasts a strength in fielding multiple creatures, however Legacy enables even greater numbers to be at play.
*Single: Through fusion, the strength of one summon can be augmented even further, pushing it to new heights upon its creation by sacrificing other spells in the process. However, ultimately the strongest of the Legends can only be brought forth through an ultimate sacrifice, when the user of the magic put sacrifices themselves to give birth once more to a legend.
*
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
*Cooldowns: The greatest weakness of a fusion based magic such as this, the price of its strength lays in its requirement of multiple resources. The strength difference between a single rank is not the same as two of the lower. More spells must be forced into cooldowns for a single fusion spell, leading to higher and higher limitations on just what the user is capable of within a fast paced fight.
*Fusion Reliant: There are no spells which can be cast alone, every spellslot of the mages is a component for a fusion spell. This forces the user to bear the weaknesses of an entirely based fusion magic, in order to reap the rewards.
*Anti-Summoning: When combined with the rest of the weaknesses of a fusion magic, a counter against summoning is nearly crippling to Legacy. Something which specializes in quick destruction of summons forces the user to quickly burn through both mp and spell cooldowns as their options for combat drastically narrow with each summon’s swift defeat.
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:
1-Humbling River:
Becomes a summon, splitting damage 50/50
2- Hopes and Dreams:
Reduces the mp cost of spells by 50% and upon reaching H rank gain an additional 50% to max mp, however at the beginning of each thread it is empty.
3-Lost in Thoughts:
Enslaves those destroyed, allowing them to be recreated as a special summon.
4-Touch a Dream: (Fusion Unlock) Fusion and Unison raids that this user and their summons participates in are unlocked to their fullest potential and beyond, allowing them to be used within any type of thread and removing the limit of how many spells and people can be a part of them. In addition, the summons of this magic are also capable of being participants in Unison raids.
5-Bleeding for Greatness: (Regen) The user and their summons gain pool of protection points (Pp) equal to 50% of their max hp. At the start of every thread or summon this pool is empty, and can only be filled through natural hp or mp regen granted by passives or spells which increase the natural regen. Whenever a tick of regen occurs, they may determine whether the amount goes into its normal pool or Pp. Upon taking damage they are capable of deciding how the damage is distributed between the pools.
In addition, regeneration for both the user and their summons are increased. Granting an increase to HP regen equal to 1% per rank, up to 5% at S rank and MP regen of 2% every five posts up to 10% at S rank.
6-Legends Never Die: (Sacrifice) Potentially the highest wall to overcome when one faces the wrath of this magic’s might, as they find themselves pitted against a Legend Reborn. A mythical creature brought into existence in a manner far more akin to truly being alive and breathing than any others summoned through this magic, as they stand upon the veil of being merely a dream and reality.
By the user sacrificing themselves while their summons or themselves casting a summoning spell, be it fusion or unison raid, they perish and give birth to a legend incarnate. The creature brought forth has the rank of the spell summoned + the user’s rank, in addition to several new abilities and empowerments.
The Legend’s new HP is equal to their new base’s plus half of the user’s current when this ability is activated, and gain a % of buffs equal to 1.5x the amount of mp the mage would have had after the spell was cast. In addition the summon gains an additional ability or passive for each rank that they possess and any abilities which they currently possess are granted an extra rank, up to the summon’s final rank.
Spells:
Spell Template
Name:
Rank:
Type: [Component]
Duration:
Cooldown:
Description: A component spell which enables the creation of
Strengths: [list]
[*]Versitile
Weaknesses:
[*]Component
[*]Rank: Does not increase a fusion spell’s rank.
Note: BE SPECIFIC AND ADD DETAILS
Name: Elemental
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Elemental] tag to any spell which it is combined with, enabling it to utilize elemental magics.
Strengths:
*Versitility
Weaknesses:
*Opposites
*Component
[][][][][][][][][][][][][]/\/\/\/\/\/\/\/\/\/\/\/\[][][][][][][][][][][][][][][][][]
Name: Offensive
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Offensive] tag to any spell which it is combined with, enabling the usage of offensive type abilities.
Strengths:
*Damage
Weaknesses:
*Component
*Crowd Control
[][][][][][][][][][][][][]/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\[][][][][][][][][][][][
Name: Defensive
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Defensive] tag to any spell that it is combined with, enabling the creation of defensive type abilities.
Strengths:
*Defensive
Weaknesses:
*Component
*Destruction
[][][][][][][][][][][][][][]/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\[][][][][][][][][][][][][][][][][][]
Name: Utility
Rank: D
Type: [Component]
Duration: Instant
Cooldown: 2
Description: A component spell which can add the [Utility] tag to any spell that it is combined with, allowing the creation of utility type abilities.
Strengths:
*Versitility
Weaknesses:
*Component
*Damage
==========================------------------------------------------===========================
Name: Time Manipulation
Rank: C
Type: [Component]
Duration: Instant
Cooldown: 2 posts
Description: A component spell which enables the creation of abilities and passives that deal with the manipulation of time.
Strengths:
*Versitility
Weaknesses:
*Component
*Rank
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: