Magic
Primary Magic: Path of Sin Requip
Secondary Magic: None at this time
Magic Type: Solitary Requip
Description:
It all started with a family, or rather a cult. This group of wizards sought after magic seeking deals with dark spirits, to harness them and carry their souls in their own bodies. This was power exchanged for curses but this path went through generations of failures and corrections. Harnessing and casting spells was never the issue, but the Long term use while doing so carried heavy burdens on the users. The curses and drawbacks always led to the users not being able continue in the realm for long whether it's by their magic getting eaten away, Their own spirit being driven out by the others, possession, or the most typical way, so on and so fourth. The Group then began to find ways to attempt building a tolerance against these spirit's negative effects. Enhancing their vitality through experiments and selective breeding, Placing runes over each potential user to counterbalance the curses that came with the territory, Dispersing the effects over many to lessen them, and even paying their own life force in hopes to be able to use the power without drastic effects. Nothing seemed to work... until a young prodigy joined the fray.
Joy was born into the clan, learning only the teachings of of the trade and having his body and soul prepped for whatever dark spirit they would bind to him, like any other child born under the same circumstance. However Joy was an idealist, innovative thinker, and would do his own research outside of the cult's teachings. He found truths that many born into this trade taught otherwise, one being that this was the only method to magic. He kept quiet, as he looked into other methods, believing the clan was looking at the problem from the wrong angle. He knew that one undeniable truth was that hosting an extra spirit would keep the body under strain and without a break, either one would eventually diminish... He then gained the idea of changing the type of magic that they were going for. Instead of caster, why not make it a holder mechanic instead. He started small on his own time, working with urgency. His deadline to be once he reached the age of 18, as they would begin the ceremony for all chosen to go through the ritual. He found it peculiar that even though he was aware of the existence of other realms and types of spirits that, he could only interact with ones of a dark lineage. Hypothesis was that it was probably due to the generations of grim magic being practiced in the area, but didn't continue to investigate due to the time crunch priority and the fact that these type of spirits were essential regardless. Things were going successfully, lesser spirits were bonding well with the objects and only weak materials would deteriorate. With the ritual three months away, he began to begin crafting something to house the spirits that they were setting up for him, or at least the essence of of the spirit. He brandished a pair of gauntlets forged with empty lacrima, and placed his own set of runes on the set before the ceremony began. He was allowed to don them as every initiate was allowed one item of sentimental value. The young man took his spot in the summoner's circle, as the ritual unraveled. With a flash of red aura it seemed like his world shook. With a tremor, he saw the horrific figure of a demon arise, it's figure encasing his own. His vision began to darken as a erupting flame ran through every inch of his body, "No!' he said as he redirected the energy into his gauntlets. He refused a preordained path, and chose to forge his own. It felt like a wrestling match at the edge of a cliff, and the invader wouldn't stop at anything to get the defender of the edge. His vision began to flow with colors that he no longer recognize ending with white. He then awoke in the remains of the site, smoldering under a bright morning in a crater with a few others grunting in their slumber... He looked at his gauntlets glowing with a purple volcanic vein and smirked at his opportunity that he didn't see coming twice... he ran. Running to explore the outside world, while bring the birth of his own new magic into it.
Path of Sin requip is a set of gear with the concepts, higher risk higher pay and sacrifice brings greater power. Not only is the gear sentient with it's own free will that doesn't always coincide with the user's but also tend to carry drawbacks that aren't for the faint of heart. It's a gamble whenever the user draws on the energy within, and it doesn't always pay off. Sometimes the gear will summon itself with or without drawing from the caster's mp. (ones and twos= double cost, threes and fours normal cost, Fives and Sixes= normal cost, whenever his gear appears without his will.) There are times when his weapons refuse to function under the circumstances, for example pride deeming that the task is not worthy of him, or sloth not wanting to wake up.
Whenever Joy requips any of his cursed gear, the spirit of the gear appears and can only be seen or heard by himself, people who have a type of vision that allows them to sense spirits, others with ties to a cursed, demonic, or necromancy type of heritage. Only other case would be whenever one would find themselves in contact with the gear, or the holder while they are wielding it. These spirits don't do anything other than speak and empower the gear. They do not give warning or provide any information that the user doesn't already know, and they don't cast spells other than allowing, forcing, or refusing the user to use any passive or active abilities associated within. This gear has a variety of effects mostly dealing in buffs and debuffs. Conditionally, these buffs can be passed to allies as well, if the gear itself allows it, and sometimes... the gear will buff the enemies and debuff himself or the allies.
In a perfect situation of combat, he draws upon the gear he wants and uses it in the way that he wants, but he isn't always that lucky. Normally he just goes with what is provided to him and suffer with the limits.
Strengths:
Weaknesses:
Lineage:
Oblivion's Might
Description: Long ago, an ancient king in search of the ultimate power seized the outer lands of the kingdom, only to fail. He sent his armies to the ends of the Earth, still, it was not found. His frustration was sent out to all the lands; armies would kill families, animals, and each other for "crimes" they had done. The devil took notice of this and one night contacted the king. He gave the king two choices - the ability to manipulate others, or the ability to turn himself into a malicious demon, giving him the power of Hell's Flames. The king foolishly picked to turn himself into a demon. The devil granted him the request, giving the king total and absolute power, however, the price to it was the king's consciousness, making him the devil's slave, sending all into chaos. The name that was later given to the demon was Oblivion, and those who are his descendants are said to have Oblivion's Might.
Ability: Oblivion's Might has both a passive and active effect. The passive ability gives the user the strength of Oblivion (50% strength boost), while as the active form turns the user into a demon, capable of mass destruction. The user in their "demon state" also have access to 3 fire spells (One of which is user-rank and two of which are a rank lower. S-rank max and D-rank minimum).
While transformed the 50% strength increases to 100% and they will attack literally any and everything they can, starting with the living.
Any post in which they kill something they gain 15% of their total HP back.
Usage: The user passively gains a 50% strength boost. The transformation lasts for 3 posts with a 8 post cool-down and increases the user’s strength boost to 100%. While transformed the user gain the use of 3 fire spells (one of the user’s rank and two of a rank lower, S-rank max and D-rank minimum). These spells must be made in addition to the user’s own magic and must be stated that they can only be used while transformed. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
D Ranked Spells
Primary Magic: Path of Sin Requip
Secondary Magic: None at this time
Magic Type: Solitary Requip
Description:
It all started with a family, or rather a cult. This group of wizards sought after magic seeking deals with dark spirits, to harness them and carry their souls in their own bodies. This was power exchanged for curses but this path went through generations of failures and corrections. Harnessing and casting spells was never the issue, but the Long term use while doing so carried heavy burdens on the users. The curses and drawbacks always led to the users not being able continue in the realm for long whether it's by their magic getting eaten away, Their own spirit being driven out by the others, possession, or the most typical way, so on and so fourth. The Group then began to find ways to attempt building a tolerance against these spirit's negative effects. Enhancing their vitality through experiments and selective breeding, Placing runes over each potential user to counterbalance the curses that came with the territory, Dispersing the effects over many to lessen them, and even paying their own life force in hopes to be able to use the power without drastic effects. Nothing seemed to work... until a young prodigy joined the fray.
Joy was born into the clan, learning only the teachings of of the trade and having his body and soul prepped for whatever dark spirit they would bind to him, like any other child born under the same circumstance. However Joy was an idealist, innovative thinker, and would do his own research outside of the cult's teachings. He found truths that many born into this trade taught otherwise, one being that this was the only method to magic. He kept quiet, as he looked into other methods, believing the clan was looking at the problem from the wrong angle. He knew that one undeniable truth was that hosting an extra spirit would keep the body under strain and without a break, either one would eventually diminish... He then gained the idea of changing the type of magic that they were going for. Instead of caster, why not make it a holder mechanic instead. He started small on his own time, working with urgency. His deadline to be once he reached the age of 18, as they would begin the ceremony for all chosen to go through the ritual. He found it peculiar that even though he was aware of the existence of other realms and types of spirits that, he could only interact with ones of a dark lineage. Hypothesis was that it was probably due to the generations of grim magic being practiced in the area, but didn't continue to investigate due to the time crunch priority and the fact that these type of spirits were essential regardless. Things were going successfully, lesser spirits were bonding well with the objects and only weak materials would deteriorate. With the ritual three months away, he began to begin crafting something to house the spirits that they were setting up for him, or at least the essence of of the spirit. He brandished a pair of gauntlets forged with empty lacrima, and placed his own set of runes on the set before the ceremony began. He was allowed to don them as every initiate was allowed one item of sentimental value. The young man took his spot in the summoner's circle, as the ritual unraveled. With a flash of red aura it seemed like his world shook. With a tremor, he saw the horrific figure of a demon arise, it's figure encasing his own. His vision began to darken as a erupting flame ran through every inch of his body, "No!' he said as he redirected the energy into his gauntlets. He refused a preordained path, and chose to forge his own. It felt like a wrestling match at the edge of a cliff, and the invader wouldn't stop at anything to get the defender of the edge. His vision began to flow with colors that he no longer recognize ending with white. He then awoke in the remains of the site, smoldering under a bright morning in a crater with a few others grunting in their slumber... He looked at his gauntlets glowing with a purple volcanic vein and smirked at his opportunity that he didn't see coming twice... he ran. Running to explore the outside world, while bring the birth of his own new magic into it.
Path of Sin requip is a set of gear with the concepts, higher risk higher pay and sacrifice brings greater power. Not only is the gear sentient with it's own free will that doesn't always coincide with the user's but also tend to carry drawbacks that aren't for the faint of heart. It's a gamble whenever the user draws on the energy within, and it doesn't always pay off. Sometimes the gear will summon itself with or without drawing from the caster's mp. (ones and twos= double cost, threes and fours normal cost, Fives and Sixes= normal cost, whenever his gear appears without his will.) There are times when his weapons refuse to function under the circumstances, for example pride deeming that the task is not worthy of him, or sloth not wanting to wake up.
Whenever Joy requips any of his cursed gear, the spirit of the gear appears and can only be seen or heard by himself, people who have a type of vision that allows them to sense spirits, others with ties to a cursed, demonic, or necromancy type of heritage. Only other case would be whenever one would find themselves in contact with the gear, or the holder while they are wielding it. These spirits don't do anything other than speak and empower the gear. They do not give warning or provide any information that the user doesn't already know, and they don't cast spells other than allowing, forcing, or refusing the user to use any passive or active abilities associated within. This gear has a variety of effects mostly dealing in buffs and debuffs. Conditionally, these buffs can be passed to allies as well, if the gear itself allows it, and sometimes... the gear will buff the enemies and debuff himself or the allies.
In a perfect situation of combat, he draws upon the gear he wants and uses it in the way that he wants, but he isn't always that lucky. Normally he just goes with what is provided to him and suffer with the limits.
Strengths:
- Strong buffs
- Good support
- Versatility
- Utility
Weaknesses:
- Everything comes with a price
- Abilities wont always function
- Unpredictability: Can't count on things to go as planned.
- Not very many direct damage spells
- Conditional use.
Lineage:
Oblivion's Might
Description: Long ago, an ancient king in search of the ultimate power seized the outer lands of the kingdom, only to fail. He sent his armies to the ends of the Earth, still, it was not found. His frustration was sent out to all the lands; armies would kill families, animals, and each other for "crimes" they had done. The devil took notice of this and one night contacted the king. He gave the king two choices - the ability to manipulate others, or the ability to turn himself into a malicious demon, giving him the power of Hell's Flames. The king foolishly picked to turn himself into a demon. The devil granted him the request, giving the king total and absolute power, however, the price to it was the king's consciousness, making him the devil's slave, sending all into chaos. The name that was later given to the demon was Oblivion, and those who are his descendants are said to have Oblivion's Might.
Ability: Oblivion's Might has both a passive and active effect. The passive ability gives the user the strength of Oblivion (50% strength boost), while as the active form turns the user into a demon, capable of mass destruction. The user in their "demon state" also have access to 3 fire spells (One of which is user-rank and two of which are a rank lower. S-rank max and D-rank minimum).
While transformed the 50% strength increases to 100% and they will attack literally any and everything they can, starting with the living.
Any post in which they kill something they gain 15% of their total HP back.
Usage: The user passively gains a 50% strength boost. The transformation lasts for 3 posts with a 8 post cool-down and increases the user’s strength boost to 100%. While transformed the user gain the use of 3 fire spells (one of the user’s rank and two of a rank lower, S-rank max and D-rank minimum). These spells must be made in addition to the user’s own magic and must be stated that they can only be used while transformed. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
- Oblivion Spells:
Name: Fury's Mark
Rank: D
Type: Requip Item
Damage:
Requip/Summon HP: 30 HP
Range: 15
Speed: 1 sec
Duration: As long as the form is active
Cooldown: The Form
Downside: Unless you count the condition that user has to be in demon form as one, N/A
Description: Upon donning this cloak draped in fire, another spirit makes his appearance. Truth be told, there are many things unique about Deply Marco that are still to be held in question. Being that he comes out around the same time as the Demon form, the other spirits wonder what he is actually connected to, or if he really is a spirit in the first place. He is a replica of Joy in every way except for his crimson eyes and facial ranges being between a sarcastic sneer to disapproval. This cloak forms a 10 meter aura that gives off a heat that would make one feel as if they were melting.
Strengths:- Support
Weaknesses:- Range
- Substantial Cooling can hinder of some of the effects
Abilities: The abilities this Requip/Summon spell has.- Ability 1: Passive: Living creatures within aura begin to suffer from heat exhaustion, gaining 10% speed and power decrease for every post they remain within. User is not afflicted by this aura
- Ability 2: Passive: User gains a resistance to fire based effects.
- Support
- Unique Abilities:
- Iron Resiliance: The user's body was being prepared for a demonic entering. Due to his training and constant exposure of curses, the following effects have occurred: Physical and magical defense is increased by 20%, and increases by 5% for every rank above D.
- Cursed Skin: Skin contact with the user can cause a mark to appear on the victim. This mark takes the appearance of diamond black runes that stretch over the victim's body. The runes then glow purple and cause a random ailment to afflict the target. Effect will be based on the Dice roll: 1-None, 2-Paralysis, 3-immediate pain= half of the user's rank in spell damage, 4-Strength decrease of 40%, 5-Speed decrease of 40%, 6-physical defense decrease by 40%. The Runes have a delay of 1 post before activating. Effects 4-6 last for 2 posts total, and gain 5% more for every rank above D. The afflicted aren't subject to curses effects for another 5 posts after the curse ends.
- Iron Soul: Due to the constant conditioning from dealing with heavy curses, users of this magic can pay half the usual cost of mp to cancel afflictions upon themselves, other than afflictions from the cursed gear. Exceptions still include effects of those of a higher rank.
- Iron Resiliance: The user's body was being prepared for a demonic entering. Due to his training and constant exposure of curses, the following effects have occurred: Physical and magical defense is increased by 20%, and increases by 5% for every rank above D.
D Ranked Spells
- Avaricious Hands:
Name: Avaricious Hands
Rank: D
Type: Requip Weapon
Damage: See active ability
Requip/Summon HP:[b/] 50
Range: Burst
Duration: 3 posts
Cool down: 4 posts
Downside: point consumption
Description:
Joy summons a pair of gauntlets that radiates an 15 meter aura controlling two others half his own size levitating by his side. These extra gantlets can only move freely within the aura, but can punch at D ranked spell weapon damage.
King is the spirit of this gauntlet, and requires the user to either pay more mp or hp in combat as he proudly claims his title of greed. He stands at the height of 6' with an athletic build. His hair is silver, skin is tan, and eyes are green. King requires a payment in full (55 points) whenever he is summoned and will extend his cool down if the price isn't met.
Passive: Extends reach of a single spell by 25% at the cost of 5 mp for every post he is out. Only usable once per summoning.
Active ability: Gimme that- Gauntlets glow purple in attempts grab an opponent and drain them of their mp, and giving a percentage back to joy if he is feeling generous. Roll Dice: 1-3 King takes all stolen mp to himself. 4-5 King will grant Joy 25% of the stolen mp. 6 will give 50% of stolen mp back to the user. This spell steals 40 mp but does no damage to the victims health. MP given to King carries no benefit to the wielder.
Strengths:- Has good versatility at close range switching between offense and defense.
Weaknesses:- Ineffective at longer ranges
- Consumption of points are large
- Non elemental
- Has good versatility at close range switching between offense and defense.
- Mantle of Vanity:
Name: Mantle of Vanity
Rank: D
Type: Armor
Damage: N/A
Requip/Summon HP: 60
Range: self
Duration: 4
Cool down: 6
Downside: Cool down, Conditions, you name it
Description:
The armor itself is a full set of plate mail, fashioned in black with platinum and gold designs embellished in perfect symmetry. He also gains a swirling pattern of matching marks in style and color, granting the user strength beyond his normal capabilities. The spirit that appears with this blade is a man standing at the height of 8 feet wearing matching armor and a warrior's build, going by the name of Kami. Kami is picky when it comes to his opponents and will refuse to activate his powers if he deems them unworthy of his prowess. He will only fight characters above the character's rank, and never fight while a team is on the user's side.
Passive: Physical and magical resistance take a rise at the start of the users turn. 0% on the first, 5% on the second, 15% on the third, capping at 30% on the last.
Active: Stance switch. Allows the user to swap the resistance increases to speed and strength stats. Once per summoning.
Strengths:
[/b]- strong buffs
- Longer duration
[b]Weaknesses:
[/b]- Slow start
- long cool down
- conditional use
- strong buffs
- Crave me:
[b]Name: Crave Me
Rank: D
Type: Item
Damage: n/a
Requip/Summon HP: 30
Range: burst
Duration: 3
Cooldown: 4
Downside: Lowered Defense
Description:
Upon activation, the user dons a dark blue suit. releasing a series of electric blue sparks all over his body. These sparks stimulate all of his senses, as well as anyone else he views as friendly within range upon activation. He can also focus this same energy into an attack.
Osca and Mura are spirits attached to this suit, an embracing couple donned with regal matching clothing. The appearance depends on the viewer, shifting in images but, all in forms of aspects of attraction. Looks aside, the pair doesn't have any personality traits in common except wanting to be the center of attention, and wanting more people surrounding them. More often then not they will don themselves without his will, especially if they feel that he has been neglecting use of them. Tends to request more from the user.
Passive: Stimulate: All affected by this buff is granted heightened senses, however touch sensitivity is included. Affected receive 10% more physical damage. To receive this effect, one must be seen as an ally and within 15 meters on the first turn of activation. Lasts as long as the requip is donned. Allows user to equip another gear on top themselves. (Excluding mantle of Vanity because Kami wont allow it.)
Additional passive: I desire You: User can warp within a 15 meters, but only if the destination is within arm's reach of a living person. (Note: User is not in direct contact with the person set as the warp point upon arrival, and is subjectively open to reaction)
Strengths:
[/b]- Team utility
- ...
[b]Weaknesses:
[/b]- debuff to user
- Lacks Damage to the foe
- Team utility
- Green with...:
Name: Green With...
Rank: D
Type: Requip Item
Damage: Depends
Requip/Summon HP: 30
Range: varies
Speed: varies
Duration: 3
Cooldown: 4
Downside:
Description: A green tattered scarf appears around the user's neck, causing an almost parasitic in look body suit to coat hit skin, leaving only his face open. The spirit, Silk, carries the appearance of a 8 year old blonde girl, in a matching scarf with clothes that looked as if she spent a lot of time in the wilderness. Her hair is a mess her skin is riddled with dirt and oil patches. Despite all this one could tell, or rather Joy could tell from her furious green eyes that her attitude doesn't match her look. She carries a constant look of disgust that rivals Deply. Her disgust is with those that have powers of their own, but still manage to complain, considering the power she grants to the scarf.
Strengths:- Varies
Weaknesses:- Conditional
- Depends on a situation
Abilities: The abilities this Requip/Summon spell has.- Ability 1: Active: Stunning glare- The user gain's and intense aura capable of halting a foe in their tracks. Foe is paralyzed for one round
- Ability 2: Active: Fool's Mimic- The user can copy and use a spell it perceives once. All effects and abilities of spell are considered D rank when used this way, without effects gained from a drawback. Spells copied this way must be perceived again if the user wishes to use it again. If user doesn't see a spell while it's being casted and only views the after effect, (example: summons in action) no copy is granted.
- Varies
Last edited by Joy Marco on 6th July 2018, 12:26 pm; edited 9 times in total (Reason for editing : Learning)