Magic
Primary Magic: Shepard of the lost, harrow
Secondary Magic: NA
Caster or Holder: Caster
Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, for protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.
The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.
Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.
Strengths:
- This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
- By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
-Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages
Weaknesses:
- The users support aspects towards allies often require a sacrifice by the user in one way or another
- The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
-Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
-The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take
Lineage:
Unique Abilities:
Primary Magic: Shepard of the lost, harrow
Secondary Magic: NA
Caster or Holder: Caster
Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, for protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.
The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.
Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.
Strengths:
- This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
- By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
-Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages
Weaknesses:
- The users support aspects towards allies often require a sacrifice by the user in one way or another
- The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
-Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
-The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take
Lineage:
- Gold rush:
Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
Unique Abilities:
- Preserved:
Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.
- golem made:
Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.
- Sadistic:
Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.
Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect(does not include spells/effects that inflict a Debuff over time like a DoT effect after initial impact). This is maxed out to 200% normal spell rank damage of the user's rank. Shields from this effect have a 1 post duration.
- Wide reaching:
Passive: Whenever one of the user's debuffing effects land on a enemy, it may also be inflicted on another enemy within five meters of the originally struck one in any direction(the closest will be chosen to be affected, if a choice needs to be made then it will be randomly made). This can continue as long as the effect can still do damage to health(not including debuffs that affect the health of the opponent). Each time this effect happens beyond the original cast, the effect loses half of its normal spell/melee damage of its rank. Travel speed is equivalent to the spell's original travel speed, however if the spell's travel speed is less then half of the max for a spell of it's rank, it is automatically increased to the max spell speed for a spell of its rank.
- signature spells:
Name: Chain strike
Rank: User's rank(Currently C)
Type: Offensive
Duration: instant
Cooldown: once per post
Description: The user materializes a black chain in there casting hand and lashes out with it in a direction. Its maximum range is 20 meters from C-rank and deals normal C-rank damage, and will dissipate upon inflicting its damage on a target.
Strengths:
-Simple cast
-Its range makes it effective even at a farther range
Weaknesses:
-Will stop on the first thing it hits
-It is not hard to see and can be dealt with normally
-just deals damage
Name: Meager heal
Rank: D
Type: Heal
Duration: instant
Cooldown: Once a post
Description:
As the spell name goes, meager heal utilizes benevolent energies to flood a target area. The caster gathers the enegry in a casting hand, then applies it to a target area. Once applied, it creates a soothing or revitalizing(varies by target) sensation and heals for normal D-rank damage and dulls pain.
Strengths:
-Easy heal
-Can be used also as a way to revitalize/calm another
Weaknesses:
-Requires physical touch
-Won't heal serious wounds or broken limbs on its own
-Does not work on non-magical non-organics
- C rank:
Name: Pennance
Rank: C
Type: Buff
Duration: 3
Cooldown: 4
Description: This spell first requires the user to have a shield/barrier effect active on them. The user harms themselves whether by pounding their own thurible on themselves or another method and shattering all shield/barrier effects currently active on them. At this moment, all allies and the user within a 30 meter radius of the user receives a buff to there spell power and travel times of there spells(if applicable). The buff value is dependent on how strong the shield/barrier effect was on the user before breaking by this spell. Ratios are normal C-rank spell damage worth of shield/barrier=50% increase of normal C-rank spell damage and 25% increase of spell speed. Max is 100% additional normal C-rank spell damage and 100% additional spell speed.
Strengths:
-AoE buff that works on aiding spells
-Has the potential for incredible buffing power
Weaknesses:
-Does no damage by itself
-Costs the user's protection
-The buffing power can also be considerably weak if the user does not have a strong shield/barrier effect
Name: Siphon power
Rank: C
Type: Shield, multi use
Duration: 3
Cooldown: 4
Description: The user first harms themselves, removing 20% of their current health. Then for the rest of the spell's duration whenever the user is able to land a attack or debuff, a personal shield is applied on the user and all allies currently within a 20 meter range of the user that will block x amount of damage before breaking. This can stack multiple times, the shield's value is 50% normal C-rank spell damage each time its applied, and the shields duration end when this spell's duration does. The max amount of shielding that can be applied is 200% normal C-rank spell damage for the user, and 300% normal C-rank spell damage for allies.
Strengths:
-A spell that is able to apply blocking power to multiple allies
-The shield is able to stack multiple times
Weaknesses:
-The shields are only able to be applied if allies are in range
-This does require the user to be able to land attacks or debuffs in order to work
-This spell requires the user to sacrifice health to activate, which can be costly if the user is low on health
Name: Shuck, the shepard's loyal wolfhound
Rank: C
Type: Summon
Duration: 4
Cooldown: 5
Description:
Zecarayus casts out a transparent orb into the air around him(max 3 meter radius), and from it shuck leaps into view. Zecarayus had personally has made this summon, as he found the spirit of his once beloved pet shuck. Now however shuck is able to show his true form, a wolfhound. Standing at 3 feet tall and looks to weigh a easy 160 pounds with dark grey fur all over, shuck can appear intimidating at first. However the hound is gentle and patient, being very intelligent for dog standards. He is able to understand zecarayus enough to follow simple orders, and with time can learn more complicated tasks. He always wants to be around zecarayus when summoned if not ordered to do a task, and when zecarayus or someone bonded with shuck is attacked he becomes fearless in his task of protecting them.- passive:
Protector: When the hound is 5 meters or farther from the user or allies, it gains a 75% speed buff when moving towards them. When 5 meters or closer to the user or allies, it only takes half damage from all damage sources.
- Active:
Name: Pinned down
Type:Offensive, debuff
Duration: up to 2 posts
Cooldown:+1 post of duration
Description: The hound launches themselves in a attempt to latch onto a enemy up to 5 meters, the speed it launches itself outward is a 50% increase of its current speed. If they succeed in doing so, they do 50% C-rank spell damage and prevents the target moving from the spot as long they are attached to them, regardless if its natural or magical(up to C-rank, B-rank and higher magical targets are unaffected by this CC effect after the initial impact). This can be broken early if the hound is struck and dealt normal C-rank damage.
Strengths:
-Is good and loyal doggo
-Is great in guarding others
-Pinned down is over all a powerful suppressant
Weaknesses:
-Limited to 4 legs and land movement
-Shuck is more of a guard then offensive, and won't go attack unless ordered
-Pinned down only works if the hound can get close enough to the target, and can miss
-Not only does pinned down if works makes the hound more susceptible to damage, but also doesn't stop the opponent from attacking the obvious hound holding them in place
- D rank:
Name: Caught
Rank: D
Type: Crowd Control, debuff
Duration: 1 post
Cooldown: 2 posts
Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, speed is 40 meters per second, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post(For D-rank foes, C-rank and higher are limited to a 10 meter area after the initial impact). The chain can be broken and end the spell early by receiving the equivalent of 150% D-rank spell damage or the target having 150% or higher C-rank speed(targets moving at B-rank speed or higher are completely unaffected by the cc effect of this ability).
Strengths:
-Hard acting CC spell
-Can stop pursuit or make a target easier to hit
-Its close range means that this spell will have better chances of landing
Weaknesses:
-The CC does not stop them completely from acting out as long it does not go beyond the limitation
-Targets who can strike easily from long range may not be as hindered compared to others
-Its close range means, the user has to be close ranged to the intended target if they want this to work
-C-ranked and higher targets may be CC’d initially, but if they possess the damage/speed then they can break the CC early, and may be able to be completely unaffected by it
Name: Disarray
Rank: D
Type: Crowd Control/debuff AoE
Duration: 1 post
Cooldown: 2 posts
Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
Strengths:
- quick casting
- Can affect multiple enemies at once
- Can affect both non-magical and magical opponents
Weaknesses:
- Does no damage on its own
- The dissaraying effects does not completely remove senses for the duration
- Is in a set direction once cast
- C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all
Name: Salvation
Rank: D
Type: Mobility
Duration: 1 post
Cooldown: 2 posts
Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
Strengths:
- Allows a escape or movement from one area or another
- Can allow for communication
- The user is able to pull back regardless of how heavy or light there ally may be
Weaknesses:
- The thurible itself can be blocked off from a ally
- The user could be pulling a ally into a worse situation than before
- A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
- The user if moved too far from the thurible location can cause it to suddenly disappear
Name: Lash out
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.
Strengths:
- The spell is a quick cast with often instantaneous results
- The move has potential to create space and possibly interrupt another
- The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells
Weaknesses:
- The spell is short ranged
- A prepared target can also stand firm or even dodge this cast
- Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
-Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank
- for later:
SPELL TEMPLATE
Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
Weaknesses:
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:
Last edited by weretiger5411 on 22nd March 2018, 9:57 am; edited 22 times in total