Magic
Primary Magic: Jar of Evil
Secondary Magic:
Caster or Holder: Caster
Description: Veil is a magical golem whose true form is a magical jar designed to contain and destroy evil. Ironically that normally means he fights with the power of evil as his only offensive capabilities is weaponizing the evil he’s absorbed. Veil contains within him a single “Great evil,” which he was originally created to seal away and generally leeches off of it’s power to reach his baseline power level but can create power spikes for himself by capturing lesser evils and consuming them.
As the Jar of Evil he can passively absorb the evil in the air and convert it into weaponizable energy. Upon defeating monsters and ghouls he absorbs their evil essence and can weaponize that as well. He can create a dark purple smoke of evil energy and fire it as if a projectile with some concussive force. But the real damage comes when he ignites the evil gas with purifying fire he can produce to create evil annihilating explosions. To accent this he is capable of forming evil essence into summonable minions composed of the evil gas.
Strengths:
-Evil Absorption: The Jar of Evil’s primary function is to trap evil in itself which allows Veil to destroy many threats as easily as inhaling.
-Unleash The Beast: The Jar of Evil contains terrible monsters for Veil to unleash on his foes.
-Power Spikes: By consuming evil tokens the potency of his spells can be dramatically increased.
Weaknesses:
-Magical Pottery: In combat Veil is a magic flying jar, and as such is fragile. He has only half as much HP as most individuals of his rank.
-Battle Form: Veil must be in his jar form to do battle if he is trapped in his human form for any reason he is powerless.
-Fuel Economy: Veil must actively manage his input of evil trapped with his output of evil used as ammo to ensure he doesn’t burn himself out of resources.
-Self Contradicting Power: Despite being an anti-evil magic as the Jar of Evil is a jar full of evil it is actually susceptible to effects that target or damage evil magic.
-Blood of Clay: As a magic jar, Veil has no lineage.
Lineage: Pottery does not have a lineage
Unique Abilities:
-Jar Form: By drinking an elixir that Veil carries on himself in his human form Veil transforms into his jar form in the blink of an eye. In Jar Form Veil can float around the battlefield and use his primary magic. When he runs out of health he is forcibly reverted to his human form and knocked unconscious. Passively, while in Jar Form he will absorb evil around him gaining 1 evil token per turn. In areas of enhanced evil(dark guilds, ritual sites, graveyards, monster lairs) he gains 2 evil tokens per turn. Evil tokens can be consumed at any time in conjunction with the casting of spells to augment their effects. If Veil is hit by a "holy," or "purifying," spell he loses all Evil Tokens he has stock piled.
-Evil Containment: Upon defeating a monster, demon, ghost, or anything of that nature Veil absorbs their evil essence and stores them inside himself. These things are tracked here:
https://www.fairytail-rp.com/t29798-inside-the-jar#310716
Evil essence can be used as fuel for spells and abilities later on by Veil.
*At D-Rank no spells make use of Evil Containment.
-Evil Exhaust: Every turn Veil siphons enough evil energy off the great evil stored in him to create up to 3 imp minions as form of exhaust. The imp minions are very weak and be destroyed with anything worth calling an attack. They’re small ghostly looking creatures who Veil can throw at enemies. The imp minions substitute Veil's melee combat which all humanoid character's inherently have just for being human. As such each imp is best conceptualized as a sentient punch, a full body tackle from such an imp is comparable to a baseline human punch and they can be destroyed with about the force it takes to deflect a baseline human's punch. Each turn Veil can forgo summoning the imps and sacrifice one creature trapped with Evil Containment in order to create a "great imp," a greater imp is a mildly durable creature but is still more or less harmless. But it is durable enough to block a D-Rank spell as a human shield, such damage would pass right through even all 3 lesser imps lined up in front of it.
Notes on Jar Form and Evil Exhaust: In the Jar Form Veil is unable to utilize melee attacks as he has no arms or limbs or anything of that sort. In that capacity Evil Exhaust represents all of his non-spell based combat ability. Any spells cast on him that enhance or impair physical attacks will instead impact the summoned imp minions. Similarly as physical exhaustion would limit the ability of another mage to throw out melee attacks for every 30% of his health that Veil loses his max imp summon count decreases by 1.
Spells:
Name: Evil Punch
Rank: D-Rank
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: Veil taps into the power of the great evil inside of him and releases a massive shadow arm from the mouth of his jar. The arm shoots out and punches whatever is directly in front of it before it retracts back into the jar. This spell deals D-Rank damage with a direct hit. This spell can hit targets as far as 15 meters away.
By sacrificing an evil token before casting the spell gains a 20% increase in damage(as in it deals 24 hp of damage instead of 20). The shadow arm will glow red when this effect is activated indicating it is the enhanced form of the spell.
OOC Note: The player must specify in the post in which the spell is cast that the upgraded version was used, the evil token must be in Veil's inventory at the start of the turn.
Strengths:
-Spam Damage: The reducible cooldown on this spell let’s Veil really throw out the damage.
Weaknesses:
-Predictable: Veil has to point the mouth of his jar at his target immediately before firing making the attack easy to read.
-Token Burner: The temptation to spam this ability will rapidly burn through Veil’s tokens.
Name: Evil Serpent
Rank: D-Rank
Type: Offensive
Duration: Instant
Cooldown: 4 Posts
Description: Veil unleashes a large shadowy snake from the mouth of his jar. The snake will lunge at a target before biting it with it’s massive jaw to deal D-Rank damage. Evil entities executed with this spell will be absorbed as 3 evil tokens.
By burning 3 evil tokens the spell gains a life stealing effect healing Veil for half the damage he dealt on a hit. If this is the enhanced version of the spell the serpent's eyes glow red when cast. *The life steal effect does not augment the damage of the spell, the heal restores health based on the base damage of the spell. As such any damage empowering effects used on this spell will not increase the life steal.
Strengths:
-Sustained Damage: Evil Serpent’s mana costs can be mitigated by evil tokens, while it simultaneously restocks evil tokens when it executes a target. That’ll keep the fight going nice and long.
Weaknesses:
-Limited Range: The spell can only hit 10 meters away.
-Destructible: The shadow snake can be destroyed with another D-rank spell before it hits.
Name: Evil Wings
Rank: D-Rank
Type: Defensive
Duration: Instant
Cooldown: 3 posts
Description: Veil is momentarily surrounded by darkness until the darkness swings outward revealing itself to be a pair of incredibly oversized shadow wings sprouting from Veil’s back. Enemies within 5 meters take a D-rank spell of damage, enemies within 10 meters take half of that. The outward swing of the wings creates a potent wind gust damage and pushing back all targets within 10 meters to the outer edge of the spell's range.
Upon burning an evil token to use this spell the range is doubled.
Strengths:
-A Good Offense Is The Best Defense: Evil Wings is great for creating space for our favorite fragile jar man.
Weaknesses:
-Unideal Scenario: For Evil Wings to be usable Veil has to be closer to his foes then he already wants to be.
-Slight Delay: Despite being primarily a zoning tool for Veil it takes a little longer than an ability of that nature should take to cast.
Name: Evil Army
Rank: D-Rank
Type: Offensive
Duration: 3 post
Cooldown: 5 posts
Description: Veil pours a puddle of darkness into the ground. Under the ground the darkness forms into vile creatures. This takes long enough that stage two of the spell cannot be activated in the same post that Evil Army was initially cast. Then any time in the next 3 post he can call upon the creatures to attack, they'll attack from under the ground shooting demonic clawed hands out to rake at any targets directly above them for a D-Rank spell of damage. This spell can reach as far as 5 meters in the air. After being called up once the clawed hands will retreat into the ground and disintegrate. To be clear: while the delayed damage can be activated any time in the 3 post window they can only be called upon once regardless of if they hit or miss. To be painfully clear: This spell does not hit more than once.
By consuming an evil token this spell gains a rooting effect, the demonic hands will latch onto a target if they hit and unless the hands are destroyed with a half of a D-rank spell or more, or a mobility based spell is used to free their victim the target will be stuck in place for the turn that the ability hits.
Strengths:
-Sneak Attack: Attacks originating from the ground make this ability hard to predict and evade, especially when they could come at any time in a large time window.
Weaknesses:
-Elevate: Get to the high ground and you are immortal.
-Delayed Effect: Veil must use this ability at least 1 post in advanced before he wants the damage to come through.
Primary Magic: Jar of Evil
Secondary Magic:
Caster or Holder: Caster
Description: Veil is a magical golem whose true form is a magical jar designed to contain and destroy evil. Ironically that normally means he fights with the power of evil as his only offensive capabilities is weaponizing the evil he’s absorbed. Veil contains within him a single “Great evil,” which he was originally created to seal away and generally leeches off of it’s power to reach his baseline power level but can create power spikes for himself by capturing lesser evils and consuming them.
As the Jar of Evil he can passively absorb the evil in the air and convert it into weaponizable energy. Upon defeating monsters and ghouls he absorbs their evil essence and can weaponize that as well. He can create a dark purple smoke of evil energy and fire it as if a projectile with some concussive force. But the real damage comes when he ignites the evil gas with purifying fire he can produce to create evil annihilating explosions. To accent this he is capable of forming evil essence into summonable minions composed of the evil gas.
Strengths:
-Evil Absorption: The Jar of Evil’s primary function is to trap evil in itself which allows Veil to destroy many threats as easily as inhaling.
-Unleash The Beast: The Jar of Evil contains terrible monsters for Veil to unleash on his foes.
-Power Spikes: By consuming evil tokens the potency of his spells can be dramatically increased.
Weaknesses:
-Magical Pottery: In combat Veil is a magic flying jar, and as such is fragile. He has only half as much HP as most individuals of his rank.
-Battle Form: Veil must be in his jar form to do battle if he is trapped in his human form for any reason he is powerless.
-Fuel Economy: Veil must actively manage his input of evil trapped with his output of evil used as ammo to ensure he doesn’t burn himself out of resources.
-Self Contradicting Power: Despite being an anti-evil magic as the Jar of Evil is a jar full of evil it is actually susceptible to effects that target or damage evil magic.
-Blood of Clay: As a magic jar, Veil has no lineage.
Lineage: Pottery does not have a lineage
Unique Abilities:
-Jar Form: By drinking an elixir that Veil carries on himself in his human form Veil transforms into his jar form in the blink of an eye. In Jar Form Veil can float around the battlefield and use his primary magic. When he runs out of health he is forcibly reverted to his human form and knocked unconscious. Passively, while in Jar Form he will absorb evil around him gaining 1 evil token per turn. In areas of enhanced evil(dark guilds, ritual sites, graveyards, monster lairs) he gains 2 evil tokens per turn. Evil tokens can be consumed at any time in conjunction with the casting of spells to augment their effects. If Veil is hit by a "holy," or "purifying," spell he loses all Evil Tokens he has stock piled.
-Evil Containment: Upon defeating a monster, demon, ghost, or anything of that nature Veil absorbs their evil essence and stores them inside himself. These things are tracked here:
https://www.fairytail-rp.com/t29798-inside-the-jar#310716
Evil essence can be used as fuel for spells and abilities later on by Veil.
*At D-Rank no spells make use of Evil Containment.
-Evil Exhaust: Every turn Veil siphons enough evil energy off the great evil stored in him to create up to 3 imp minions as form of exhaust. The imp minions are very weak and be destroyed with anything worth calling an attack. They’re small ghostly looking creatures who Veil can throw at enemies. The imp minions substitute Veil's melee combat which all humanoid character's inherently have just for being human. As such each imp is best conceptualized as a sentient punch, a full body tackle from such an imp is comparable to a baseline human punch and they can be destroyed with about the force it takes to deflect a baseline human's punch. Each turn Veil can forgo summoning the imps and sacrifice one creature trapped with Evil Containment in order to create a "great imp," a greater imp is a mildly durable creature but is still more or less harmless. But it is durable enough to block a D-Rank spell as a human shield, such damage would pass right through even all 3 lesser imps lined up in front of it.
Notes on Jar Form and Evil Exhaust: In the Jar Form Veil is unable to utilize melee attacks as he has no arms or limbs or anything of that sort. In that capacity Evil Exhaust represents all of his non-spell based combat ability. Any spells cast on him that enhance or impair physical attacks will instead impact the summoned imp minions. Similarly as physical exhaustion would limit the ability of another mage to throw out melee attacks for every 30% of his health that Veil loses his max imp summon count decreases by 1.
Spells:
Name: Evil Punch
Rank: D-Rank
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: Veil taps into the power of the great evil inside of him and releases a massive shadow arm from the mouth of his jar. The arm shoots out and punches whatever is directly in front of it before it retracts back into the jar. This spell deals D-Rank damage with a direct hit. This spell can hit targets as far as 15 meters away.
By sacrificing an evil token before casting the spell gains a 20% increase in damage(as in it deals 24 hp of damage instead of 20). The shadow arm will glow red when this effect is activated indicating it is the enhanced form of the spell.
OOC Note: The player must specify in the post in which the spell is cast that the upgraded version was used, the evil token must be in Veil's inventory at the start of the turn.
Strengths:
-Spam Damage: The reducible cooldown on this spell let’s Veil really throw out the damage.
Weaknesses:
-Predictable: Veil has to point the mouth of his jar at his target immediately before firing making the attack easy to read.
-Token Burner: The temptation to spam this ability will rapidly burn through Veil’s tokens.
Name: Evil Serpent
Rank: D-Rank
Type: Offensive
Duration: Instant
Cooldown: 4 Posts
Description: Veil unleashes a large shadowy snake from the mouth of his jar. The snake will lunge at a target before biting it with it’s massive jaw to deal D-Rank damage. Evil entities executed with this spell will be absorbed as 3 evil tokens.
By burning 3 evil tokens the spell gains a life stealing effect healing Veil for half the damage he dealt on a hit. If this is the enhanced version of the spell the serpent's eyes glow red when cast. *The life steal effect does not augment the damage of the spell, the heal restores health based on the base damage of the spell. As such any damage empowering effects used on this spell will not increase the life steal.
Strengths:
-Sustained Damage: Evil Serpent’s mana costs can be mitigated by evil tokens, while it simultaneously restocks evil tokens when it executes a target. That’ll keep the fight going nice and long.
Weaknesses:
-Limited Range: The spell can only hit 10 meters away.
-Destructible: The shadow snake can be destroyed with another D-rank spell before it hits.
Name: Evil Wings
Rank: D-Rank
Type: Defensive
Duration: Instant
Cooldown: 3 posts
Description: Veil is momentarily surrounded by darkness until the darkness swings outward revealing itself to be a pair of incredibly oversized shadow wings sprouting from Veil’s back. Enemies within 5 meters take a D-rank spell of damage, enemies within 10 meters take half of that. The outward swing of the wings creates a potent wind gust damage and pushing back all targets within 10 meters to the outer edge of the spell's range.
Upon burning an evil token to use this spell the range is doubled.
Strengths:
-A Good Offense Is The Best Defense: Evil Wings is great for creating space for our favorite fragile jar man.
Weaknesses:
-Unideal Scenario: For Evil Wings to be usable Veil has to be closer to his foes then he already wants to be.
-Slight Delay: Despite being primarily a zoning tool for Veil it takes a little longer than an ability of that nature should take to cast.
Name: Evil Army
Rank: D-Rank
Type: Offensive
Duration: 3 post
Cooldown: 5 posts
Description: Veil pours a puddle of darkness into the ground. Under the ground the darkness forms into vile creatures. This takes long enough that stage two of the spell cannot be activated in the same post that Evil Army was initially cast. Then any time in the next 3 post he can call upon the creatures to attack, they'll attack from under the ground shooting demonic clawed hands out to rake at any targets directly above them for a D-Rank spell of damage. This spell can reach as far as 5 meters in the air. After being called up once the clawed hands will retreat into the ground and disintegrate. To be clear: while the delayed damage can be activated any time in the 3 post window they can only be called upon once regardless of if they hit or miss. To be painfully clear: This spell does not hit more than once.
By consuming an evil token this spell gains a rooting effect, the demonic hands will latch onto a target if they hit and unless the hands are destroyed with a half of a D-rank spell or more, or a mobility based spell is used to free their victim the target will be stuck in place for the turn that the ability hits.
Strengths:
-Sneak Attack: Attacks originating from the ground make this ability hard to predict and evade, especially when they could come at any time in a large time window.
Weaknesses:
-Elevate: Get to the high ground and you are immortal.
-Delayed Effect: Veil must use this ability at least 1 post in advanced before he wants the damage to come through.
Last edited by Hype Man on 22nd October 2017, 1:15 am; edited 3 times in total