- Keeper of Vice (Offensive spell) - Death Comes:
Name:
Death Comes
Rank:
H++
Type:
Guild Offensive – Charged AoE
Duration:
Up to 5 rounds due to being a charge up
Cooldown:
15
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% spell rank damage (capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This spell can go the max range of 1200m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 75% to both their physical and magical damage. (The buff only works for things that deal damage). There is a price for power of course, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60 HP due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Distance is smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
Name:
Keeper's Secret
Rank:
H++
Type:
Guild Defensive – Healing Shield
Duration:
8 Posts
Cooldown:
15
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 1260 HP (the equivalent of 3 H++ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 6 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target S+ rank heal over time spell would do (max 0.75x S+ each per round). The marks are usable up to 750m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the original caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 50% of their speed for five turns as they get their bearings once more.
Strengths:
- Can protect up to six people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
Name:
Elysium Touched
Rank:
H++
Type:
Guild Support- Illusionary Immobilising Debuff
Duration:
10 Posts (1 post for initial activation)
Cooldown:
15 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the Keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 1000m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker (both physically and magically) by 75%. This spell does not affect non-hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 50 % more damage from attacks that hit them for five rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs speed and both magical/physical attacks
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
Last edited by Onyx Moon on 8th April 2019, 2:37 pm; edited 6 times in total