Magic
Primary Magic: Living, shifting Swarm magic.
Secondary Magic: TBD
Magic type : Lost Art
Description:
The Protean Swarm is a Lost Art wherein the user harbours a Swarm of magical insects. Though they have been known by many names across time they are more commonly known as Magicites. These Magicites can be infused with many different elements for use outside and inside the body of the host, dependant upon the magical capabilities that the host has gathered for the Swarm, they are also able to shift forms to better utilise said elements. In order to use other Swarm types the host must use his base Swarm to consume and copy other magical insects such as the spark bug which can put out electricity, or the fiery inferno wasp.
This magic is manifested by expelling a chosen spell Swarm from Hive markings on one's body. More rarely this can be done from the mouth though it is much less effective and can effectively drown the user if a powerful spell is used. Single strike spells are rare with this kind of magic with area of effect spells being the most common as the Swarm can cover quite the area when used correctly. In addition most spells deal Damage over Time as the Swarm repeatedly attack the target.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Spells:
Advanced Spells:
Primary Magic: Living, shifting Swarm magic.
Secondary Magic: TBD
Magic type : Lost Art
Description:
The Protean Swarm is a Lost Art wherein the user harbours a Swarm of magical insects. Though they have been known by many names across time they are more commonly known as Magicites. These Magicites can be infused with many different elements for use outside and inside the body of the host, dependant upon the magical capabilities that the host has gathered for the Swarm, they are also able to shift forms to better utilise said elements. In order to use other Swarm types the host must use his base Swarm to consume and copy other magical insects such as the spark bug which can put out electricity, or the fiery inferno wasp.
This magic is manifested by expelling a chosen spell Swarm from Hive markings on one's body. More rarely this can be done from the mouth though it is much less effective and can effectively drown the user if a powerful spell is used. Single strike spells are rare with this kind of magic with area of effect spells being the most common as the Swarm can cover quite the area when used correctly. In addition most spells deal Damage over Time as the Swarm repeatedly attack the target.
Strengths:
- Can cover a large area with damage
- Can be very versatile in regards the type of damage it can output for example fire, electricity or explosive.
- The Swarm can consume other magical insects in order to store their patterns for new spells.
- Can boost the swarms numbers and thus their power by temporarily creating more Hive Markings.
- Good at crowd control.
Weaknesses:
- Has very few single target spells.
- As it mostly does damage over time it rarely takes down an opponent in one hit, instead wearing the opponent down over time.
- The Swarm has to have consumed another magical insect in order to increase their elemental repertoire.
- The elemental damage can be consumed by slayers of the same element.
- If Hive Markings are covered over the magical output is reduced.
- Health sacrifice is required to power up the Swarm.
Lineage:
- Spoiler:
- Bringer of Death
Description:A vicious lineage that is said to only appear one in a trillion. This lineage is one where you become the living embodiment of death itself. Like a vessel of death, you spread death, decay, and demise wherever you go. 'Bringer of Death' is the title bestowed upon you as your crusade for all living things to die forges your own name to be forever marked in history. The immense power you feel surges through your body like no other. Unlike other lineages, this lineage is obtained through supernatural means instead of being inherited it. Nobody knows the mystery behind this destructive lineage,
and very little is known about it's origins or how it came to be. However, it is said that those who hold this lineage are never mistaken to be a wielder of any lineage as their aura, presence, and killer instinct is so intense that it brings those who are too weak to their knees.
"I wanted nothing but silence,
black woods, decay, cold winds;
to lie twisted and turned as a serpent,
to be in unison with a dying earth."
- Segovia Amil
Ability:
Mortem: The 'Bringer of Death' is capable of unleashing a wave of death. This wave instantly kills all weak monsters in any thread instantly.
Shi:The 'Bringer of Death' instantly kills an additional normal monster if they succeed in killing one.
Muerte:The 'Bringer of Death' can kill any boss when they sacrifice themselves.
Orcus: The 'Bringer of Death' charges their magic or weapon with the power of death, darkness shrouds their weapon and they deal 50% more damage for 5 turns.
Usage: The user can choose one ability to use in a thread once per a thread.
Unique Abilities:
- Spoiler:
- (Passive) Swarm sustenance - The user can extract and eat nectar and other such treats from plant life in the same way that bees and such can. Only for every day eating does not grant bonus HP in battle.
- (Active) Unleashing the Hive - Utilising his own reserves of health the user can invigorate the Swarm and increase the magic damage of their attacks. This creates more markings on the users body slowly twining up their arms and down their flanks. Doing this takes 1 post to charge and then gives a 50% magic damage boost for 2 posts. User must drain 5% health to do this. Cool down 4 posts
- (Passive) Host of the Swarm - Naturally swarming insects will not seek to harm the user and will usually congregate around them becoming a potential irritant for others. In addition the user cannot be harmed by their own Swarm, the Swarm knows that if it kills its host it will also cease to be.
- (Passive) Swarm sustenance - The user can extract and eat nectar and other such treats from plant life in the same way that bees and such can. Only for every day eating does not grant bonus HP in battle.
Spells:
- Spoiler:
- D rank spells
- Spoiler:
- Name: Inferno Wasps
Rank: D
Type: Offensive, Fire, Area of Effect, Damage over Time, Swarm.
Duration: 2 posts
Cooldown: 4 posts
Description:
A cloud of flies the size of a marble erupt from the Hive Markings after the user slams their hands out in front of them. This sends the wasps spiralling outwards until the cloud erupts and begins attacking everything in an area. Anything the wasps land on will begin to singe and burn as the wasps use the tiny embers they have in place of stingers to start as many fires as they can before they expire.
Launched Range: 15m
Speed: 10m/s
Area of effect: 20m
Initial Damage: 10
Damage over time: 10
Strengths:- Can be either launched at distance, in which case some inferno flies expire upon travel, or dropped where the user stands increasing the AoE to 25m.
- Starts small magical fires that last for one post and create small plumes of black smoke which hangs heavy for the opponents next post obscuring their vision.
Weaknesses:- Inferno flies do not discriminate and will affect everything within the area.
- Can start large magical fires if used in a flammable area that do no go out after post duration is up.
- Weak to water based magic.
- Can be either launched at distance, in which case some inferno flies expire upon travel, or dropped where the user stands increasing the AoE to 25m.
- Spoiler:
- Name:
Rank: D
Type:
Duration:
Cooldown:
Description:
Strengths:
Weaknesses: -
- Spoiler:
- Name:
Rank: D
Type:
Duration:
Cooldown:
Description:
Range
Initial Damage:
Damage over time:
Strengths:- .
Weaknesses: - .
- Spoiler:
- Name: Lancer aphids
Rank: D
Type: Burst, Offensive, Swarm, offensive, instant.
Duration: 1 post
Cooldown: 2 post
Description: The user makes short open palmed punches launching salvoes of short squat bodied insects, each of which sports a sizeable stinger. These lancers spin during flight which causes them to be able to pierce many obstacles at once.
Launched Range 10m
Speed: 15m/s
Damage: 40
Strengths:- Can pierce 1 extra targets up to the spell range.
Weaknesses:- Cannot pierce metallic or earthen objects/creatures.
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- Can pierce 1 extra targets up to the spell range.
C Rank Spells- Spoiler:
- Name: Shielding swarm
Rank: C
Type: Defensive, Metal, swarm.
MP cost: 35
Duration: 4 posts
Cooldown: 5 posts
Description: The Hive Markings begin to throb and pulse until small black metallic bugs the size of a small coin begin to flood out covering every inch of the user from head to foot. These then swell until they are the size of a fist and flatten to form a carapace across their host. This Swarm is however very heavy. This carapace can block 3 spells of the same rank as this one and give a 5% boost to physical melee damage done by the host so long as it is done with fists and/or other body parts. They do tend to slow the user down dramatically as well and conduct electricity incredibly well, breaking them and dealing an extra 10%damage to the host.
Strengths:- Can block most spells
- Leaves Hive Markings free so spells can still be cast.
Weaknesses:- Can be broken by electric magic
- Electricity magic is not stopped by the Swarm and deals an extra 10% damage to the user.
- Reduces the users move speed by 15% due to the extra weight.
- Can block most spells
- Spoiler:
- Name: Burst Grubs
Rank: C
Type: Acid, Area of effect, Dot, Swarm, Offensive.
Duration: 4 posts
Cooldown: 6 posts
Description: The casters Hive Markings begin to pulsate with a pale green light as slender grubs begin to slide from them and burrow beneath the ground. As they descend down the body they begin to sweet until they resemble golfball sized beetles which pulse grotesquely beneath an armoured shell. They use an acid spit to burrow beneath the ground and spread out to a point within 25m of the caster at which point they have reoriented themselves so that they are belly up under the ground. Sensing vibrations from the surface they can feel when something steps on it. When it does they erupt in a fountain of acid. They cause the ground they are burrowed under to seethe very slightly. They are capable of splitting up into three groups of burst bugs each encompassing 5m or they may group up into one large mass. If they effect one mass they only affect a 15m area but do an initial damage of 15
Range 10m from caster
Initial Damage: 10
Damage over time: 15
Speed: 20m/s
Strengths:- Can be laid as a trap for unwary enemies.
- Can be split into 3 groups so that if one group detonates the entire spell isn't ended.
Weaknesses:- Earth magic can force a premature detonation.
- Careful observation can mean opponents can avoid the grubs altogether.
- Striking a seething patch will cause it to erupt so it can be prematurely detonated.
- Can be laid as a trap for unwary enemies.
- Spoiler:
- Name: Lancer aphids
Rank: C
Type: Burst, Offensive, Swarm, offensive, instant.
Duration: 1 post
Cooldown: 2 post
Description: The user makes short open palmed punches launching salvoes of short squat bodied insects, each of which sports a sizeable stinger. These lancers spin during flight which causes them to be able to pierce many obstacles at once.
Launched Range 30m
Speed: 30m/s
Damage: 40
Strengths:- Can pierce 1 extra targets up to the spell range.
Weaknesses:- Cannot pierce metallic or earthen objects/creatures.
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- Can pierce 1 extra targets up to the spell range.
Advanced Spells:
- Spoiler:
- Spoiler:
- Name: All consuming Swarm.
Rank: D+
Type: Offensive, Single target, health drain, Swarm, DoT
Duration: 4 posts
Cooldown: 5 posts
Description: The user flings their arms out to their sides and then points their closed fist towards a single target. A cloud of blood red insects erupts from the Hive markings and shoot towards the target. These have long slender bodies with fat diaphonous wings and lamprey like mouths set into their head. These then cover the target and begin to feed on the unfortunate soul. They convert this blood into magic restorative energy which feeds back into the host closing wounds and restoring health.
Range 30m
Initial Damage 25
Damage 15
Speed 45m/s
Strengths:- Can directly affect one target.
- Can heal the user by 10% of the total damage.
Weaknesses:- Swarm can be killed by burning them off or drowning them, ending the spell early. Either method only requires 1 post of continuous burning/drowning.
- Cannot harm fully armoured foes.
- Close range spell so foes can close the gap quickly during the spell.
- Health is only restored when the spell ends.
- Can directly affect one target.
Last edited by Arghast on 3rd August 2018, 12:48 am; edited 7 times in total