Magic
Primary Magic: Succubus Queen
Secondary Magic: None
Caster or Holder: Caster
Description: Succubus Queen affords a mage four different options for their potential. The first is transformative, allowing a mage to partially change their body into the imagined body of a succubus. The second involves drawing upon the destructive force that resides in the center of every demonic being. The third option has the mage drawing on other people's sexual energy in order to control their minds. The fourth and final option has the mage summoning the demonic chess pieces or creatures they have dominated using the magic. Usually, that part involves a contract and grants a partial demonic transformation as a result.
Masha focuses upon the transformative and mind control options of the Succubus magic. The transformations allow her to fight upon the front lines where she prefers to be. The mind control lets her do as she wishes when she wishes. It fuels [s]the illusion of[/s] her freedom, making it a drug she has to keep using. She finds the summoning redundant since she can control others to do her bidding but will use it if she is pushed into a corner where it is the only option. Destruction isn't appealing to Masha unless she is angry. In that case, she is more than happy to draw upon it. It will be used in combat as well provided Masha can see a good use for it. This is partially because the destructive spells have a chance to hit allies in a fight.
List of Spell Fusions: None
Primary Magic: Succubus Queen
Secondary Magic: None
Caster or Holder: Caster
Description: Succubus Queen affords a mage four different options for their potential. The first is transformative, allowing a mage to partially change their body into the imagined body of a succubus. The second involves drawing upon the destructive force that resides in the center of every demonic being. The third option has the mage drawing on other people's sexual energy in order to control their minds. The fourth and final option has the mage summoning the demonic chess pieces or creatures they have dominated using the magic. Usually, that part involves a contract and grants a partial demonic transformation as a result.
Masha focuses upon the transformative and mind control options of the Succubus magic. The transformations allow her to fight upon the front lines where she prefers to be. The mind control lets her do as she wishes when she wishes. It fuels [s]the illusion of[/s] her freedom, making it a drug she has to keep using. She finds the summoning redundant since she can control others to do her bidding but will use it if she is pushed into a corner where it is the only option. Destruction isn't appealing to Masha unless she is angry. In that case, she is more than happy to draw upon it. It will be used in combat as well provided Masha can see a good use for it. This is partially because the destructive spells have a chance to hit allies in a fight.
- Strengths and Weaknesses:
Strengths:- Single Targeting: Almost all spell in the Succubus Queen arsenal are targeted at a single opponent. Generally they are also much stronger than the spells that target multiple opponents.
- Mind Control: What would a succubus be without mind control? While they do require subtlety and most often sexual desire, mind control is among the strongest of the Succubus Queen abilities.
- Summoning: What is a Queen without her pawns?
Weaknesses:- Able to hit allies: If a succubus mage's spells can hit everyone, why have them? It does create an issue when working in a team. Succubus mage's must be careful to not hit their allies.
- Asexual Targets: Since the succubus mage's powers depend on sexual feelings more often than not, a person that cannot or does not feel sexual desire is pretty much immune to any spells which require that to function.
- Perfume: Scent brings memory and through memory, emotion. Therefore, perfume and smells that are powerfully associated to a memory have a strong potential to break through a succubus mage's mind control.
- Demons: The succubus powers don't work on Demons. The damage they do is reduced by 50%, the mind control has nearly no chance of success. Succubus mages tend to try and stay away from demons.
- Multiple opponents: While a crowd could be used to an advantage, a succubus mage's spells usually focus on hitting a single target. There are very few spells in their arsenal that can hit multiple targets and that usually causes them to become overwhelmed.
- Single Targeting: Almost all spell in the Succubus Queen arsenal are targeted at a single opponent. Generally they are also much stronger than the spells that target multiple opponents.
- Avatar of Ilyria:
Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
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.
- Sexual Energy Regen: Masha can absorb someone's sexual energy in order to regenerate her health or mana. She can absorb 5% every two posts or absorb 10% and paralyze the person she is absorbing the energy from. If she absorbs 10%, she cannot absorb any more energy for six posts.
- Resistant Mind: Masha has a increase in resistance to psychic damage of 30%.
- Alluring Voice: People want to listen to Masha when she speaks. She has 5% chance of convincing them to do what she wishes, provided the task does not cause harm to themselves, their loved ones or allies.
- Tentacle Form: This active ability that allows Masha to grow eight tentacles. Her speed drops by 30% as a result of the extra weight. Her physical resistance increases by 30%. The tentacles last 5 posts and are on cooldown for 10 posts. Each tentacle has a durability of 60 hp, can attack up to 3 meters away and can deal 1 D rank attack damage.
- Spells:
- D Rank:
- Claws of Love:
Name: Claws of Love
Rank: D
Type: Offensive, Multitarget
Duration: 3 posts
Cooldown: 4 posts
Description: The mage activates the spell by blowing a kiss at an opponent. Pink mist seeps from their shoulders, curling down around their arms until they reach the nails. The mist sinks into the nails and they lengthen, becoming foot long claws. The mage then can attack using the claws for a short amount of time.
Damage: 2 hp
Strengths:- Instant Weapon: This spell can be used to provide a weapon should the mage be caught without one.
Weaknesses:- Intimate Range: The mage must get in close with an opponent to make this spell useful. The lack of range can be a detriment if opponents are staying far away.
- Physical Ability: This spells relies upon the physical ability of the mage to make it useful in any sense. If the mage is lacking, this spell is useless.
- Instant Weapon: This spell can be used to provide a weapon should the mage be caught without one.
- Demon Wings:
Name: Demon Wings
Rank: D
Type: Buff
Duration: 2 posts
Cooldown: 3 posts
Description: The mage calls upon the powers of the succubi. A pink mist swirls then about the mage's lower back. Two black bat wings flare out from the middle of their lower back. The mage now glides across the ground, barely having to move their feet to cover great distances. Their body feels lighter and they can attack faster than they could before.
Speed Buff: 60%
Strengths:- Increased Speed: The mage is no longer hindered by gravity, allowing them to move at previously inaccessible speeds. Usually this will put them at an advantage.
Weaknesses:- Unbalanced: With the sudden addition of wings, a mage must practice to move as they did before or risk falling on their face.
- Easily Broken: The wings are the essence of the spell. If even one is cut off, the spell falls apart and returns the mage to normal speeds.
- Increased Speed: The mage is no longer hindered by gravity, allowing them to move at previously inaccessible speeds. Usually this will put them at an advantage.
- Nightmares:
Name: Nightmares
Rank: D
Type: Illusion, Defensive, Single Target, Area of Effect
Duration: 2 posts
Cooldown: 4 posts
Description: Masha's eyes turn bright blue, blocking out her whites, irises and pupils. Her right hand transforms into a blue mist. The target sees her hand sink into their forehead. When she withdraws it, Masha clutches their greatest fear. Her hand re-solidifies as she throws the fear down in front of her. Either a giant version of the fear or a specific area is filled with the fear. The spell also magnifies the fear so the target doesn't approach it directly. They are forced to skirt around their fear in order to reach Masha.
Speed: 10 MPS
Range: 3 meters
Radius Size: 5 meters
Strengths:- Uses the opponent's weakness against them
- Can create a brief reprieve for the caster and their allies
Weaknesses:- Weak or useless against those who have conquered their fears
- Since the spell can hit allies, it has the potential to make allies useless in combat or drive them away from the enemy
- The caster is forced to get close and personal with the opponent to enact the spell. This opens them up to counterattacks
- Uses the opponent's weakness against them
- Kiss of Death:
Name: Kiss of Death
Rank: D
Type: Offensive, Single Target
Duration: 1 post
Cooldown: 3 posts
Description: Masha's lips glow blue and a pink mist leaks from between them. She must press her lips against the skin of her target. In doing so, she plants a virus of sorts. It winds through their system, slowing them down momentarily. The virus is visible as pink tendrils spreading throughout the body just under the skin.
Range: Intimate
Damage: 40 hp
Speed Debuff: 50%
Strengths:- Slows the opponent down, opening them up for more devastating attacks.
Weaknesses:- The range places the mage in danger and restricts the usefulness of the spell
- The spell doesn't last long, giving allies or the mage a limited time to make use of the opponent's slower movement
- Slows the opponent down, opening them up for more devastating attacks.
- C Ranked Spells:
- Ball of Destruction:
Name: Ball of Destruction
Rank: C
Type: Offensive, Burst. Debuff
Duration: Instant
Cooldown: 2 posts
Description: The mage gathers a pink ball of light within their hand. It transforms into a black chaotic mess that the mage then hurls at a target. Upon being hit, the ball will do one of two things: either it will eat away at whatever defensive measures they have or it will deal a damage to the person themselves. In the former case, the ball becomes an acidic slime that eats at the magical or physical protections the target has. In the later case, the ball pulses as it sinks into the target. The pulses send out waves of intense pain until the ball completely disappears from sight. The debuff only effects those of equal or lesser rank.
Speed: 40 MPS
Range: 20 meters
Damage: 35 HP
Resistance Reduction: 35%
Strengths:- Quick: This spell moves faster than the eye can see. One would have to recognize it being cast and already be moving in order to dodge it. The moment it is cast, its too late to move.
- Defense Destruction: The spell reduces the targets defenses thereby leaving them open to other attacks either by allies or by the Succubus mage themselves.
Weaknesses:- Speed: The quick speed of the spell is a detriment if the mage misses or aims in the wrong place. The spell is then useless or hits an ally and becomes an issue.
- Range: With the short range of the spell, the mage must get in close in order to even have a chance of hitting the target. It would be easy to avoid simply by staying out of its way.
- Clothing: Clothing is considered a defense. If the spell hits clothing instead of skin, it will eat away at the clothing instead of doing damage.
- Quick: This spell moves faster than the eye can see. One would have to recognize it being cast and already be moving in order to dodge it. The moment it is cast, its too late to move.
- Demonic Pawn:
Name: Demonic Pawn
Rank: C
Type: Summoning
Duration: 5 posts
Cooldown: 7 posts
Description: Masha summons a pawn from the world of the demons. She draws a pentagram and slaps her hand into the middle of it, yanking forth the demon. The pawn is usually humanoid in shape, with claws on its fingers and bat wings protruding from its lower back. It will obey Masha in all things but will act to preserve its life if it can. Being one of the weaker demons, the most a pawn can do is throw fire and attack with its claws.
Pawn's Stats
Total HP: 100 hp
Damage: 12 hp
Active Ability: The pawn throws a fist sized fireball at a nearby opponent. The fire is gathered around the fist, and when the pawn opens the fist, the fireball flies toward where the palm is facing. Whatever it hits is scorched with heat. If it is flammable and it isn't being worn, it has a 10% chance to catch on fire.
Range: 15 meters
Speed: 15 MPS
Passive Ability: The pawn has either 25% resistance to physical damage, 25% increase to speed or 25% increase to strength. The specific increase is chosen by Masha when she summons the pawn and cannot be changed.
Strengths:- An extra ally on the field
- Adaptable
Weaknesses:- The pawn isn't particularly strong in any way
- In summoning the pawn, Masha opens herself up to attack. She could use the pawn as a shield but that would disrupt the summoning and set the spell on immediate cooldown
- The pawn has no value outside of combat
- Masha must constantly control the pawn's demonic urges or have lots of side damage
- An extra ally on the field
- Signature Spells:
- User Ranked Spells:
- Tentrilic Dremra:
Name: Tentrilic Dremra
Rank: Ranking
Type: Offensive, Burst
Duration: 1 post
Cooldown: 3 posts
Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information paralyzes the target for that short time. Only effects those of equal or lower ranks
Range: 5 meters
Speed: User rank values
Time Paralyzed: 1 post
Strengths:- Paralysis: Freezing on a battlefield can be fatal and paralysis can be useful in many other kinds of situations.
Weaknesses:- Breathing: If the target isn't taken by surprise and holds their breath for 5 seconds, the spell can't take effect and is rendered useless.
- Range: The range is so short, the mage either must be good at sneaking around or good at taking someone by surprise in order to use it effectively.
- Speed: Missing the target and hitting an innocent or an ally is quite easy with the speeds this spell can move at.
- Paralysis: Freezing on a battlefield can be fatal and paralysis can be useful in many other kinds of situations.
- Suggestive Voice:
Name: Suggestive Voice
Rank: Ranking
Type: Supportive, Debuff
Duration: 1 post
Cooldown: None
Description: Masha's voice fills with magic power. That power clouds the mind and opens an opponent up to suggestion. Masha can then convince someone influenced by this power to preform a task, provided it doesn't hurt them or their allies. This spell can only affect those of equal or lower rank.
Range: 4 meters
Strengths:- Opponents can be used to open doorways or remove certain obstacles
Weaknesses:- This can only effect an opponent if they can hear Masha
- It can't be used to remove living obstacles such as an opponent's allies
- It doesn't last long meaning the task must be relatively simple.
- Opponents can be used to open doorways or remove certain obstacles
- D Ranked:
- Tentra Erthsta:
Name: Tentra Erthsta
Rank: D
Type: Trap, Supportive
Duration: 1 post
Cooldown: None
Description: Masha creates a series of 5 -10 tentacles with a little dance. Red mist curls about her body while she dances and the tentacles are created where she steps. The tentacles bury themselves into the earth, allowing Masha to sense enemies with in a certain range. Should an enemy step over them before they dissipate, the tentacles erupt from the ground. They don't do any damage but are meant to startle or trip an enemy
Sensory Range Radius: 11 meters
Strengths:- Lets caster pinpoint enemies
Weaknesses:- Limited range means caster must have an idea of where enemies are
- Does no damage
- Only a small chance of bothering an enemy at all
- Lets caster pinpoint enemies
List of Spell Fusions: None
Last edited by Kire Erebus on 16th February 2018, 10:46 pm; edited 8 times in total