Magic
Primary Magic: Leviathan Slayer (Solitary Benefit: Slayer)
Secondary Magic: N/A
Caster or Holder: Lost
Description:
The Leviathan is meant to be a greater slayer, having no need to eat anything for mana or to enter force. Instead, the slayer simply receives a 5% per post mana regen that counts towards force.
Strengths:
- Able to adapt to most situations without issue.
- Spells and Abilities try to count for anything one might encounter in a magical life of battle.
Weaknesses:
- Can not run from a fight once engaged, the pride created by this magic is much too powerful to allow it.
- A few abilities are only useful in very specific situations.
- The user may mention how good he is at stuff, and enjoys butlering even though the job is beneath them.
Unique Abilities:
- Bodily Restructuring: The wielder of this lost magic has a body that continuously heals faster than most can keep up with. Heals 1% hp every other turn, per rank, up to 5% (Current 5%)
- Bulky: The wielder of this magic has 25% more hp, and take 25% less damage, allowing them to remain in their preferred melee range of combat without worrying about being injured before arriving. This is in replacement of the standard defensive additions that slayer's normally get to certain elements.
- Dominating Force: Rasparov's physical attacks grant him quarter his rank in MP per hit he lands. This mp counts as mp eaten towards entering force.
- Reforming Scales: The body of the Leviathan was lined with powerful scales, the body of the user having them just below the skin. The scales emit a magical aura that make him as durable as his rank and grant him a recurring shield that can block a full rank of spell damage equal to his rank per post.
- Devour the Weak: Weakened enemies may be devoured for health once per turn to recover 10% of his HP. This can only be used on weak rolls or enemies with 10% HP left. (1 hit for rolled enemies of normal/strong)
- The Terror: Those around the Leviathan, that are not considered an ally, generally find the being to be something to fear. This causes those around to suffer 35% reduced spell damage and strength. This reaches out to burst rank of the user's rank around them.
Primary Magic: Leviathan Slayer (Solitary Benefit: Slayer)
Secondary Magic: N/A
Caster or Holder: Lost
Description:
- Spoiler:
- Can you pull me in with a fishhook or tie down my tongue with a rope?
Can you put a cord through my nose or pierce my jaw with a hook?
Will I keep begging you for mercy? Will I speak to you with gentle words?
Will I make an agreement with you for you to take me as your slave for life?
Can you make a pet of me like a bird or put me on a leash for your girls?
Will traders barter for me? Will they divide me up among the merchants?
Can you fill my hide with harpoons or my head with fishing spears?
If you lay a hand on me, you will remember the struggle and never do it again!
Any hope of subduing me is false; the mere sight of me is overpowering.
No-one is fierce enough to rouse me. Who then is able to stand against me?
Who has a claim against me that I must pay? Everything under heaven belongs to me.
I will not fail to speak of my limbs, my strength and my graceful form.
Who can strip off my outer coat? Who would approach me with a bridle?
Who dares open the doors of my mouth, ringed about with fearsome teeth?
My back has rows of shields tightly sealed together;
Each is so close to the next that no air can pass between.
They are joined fast to one another; they cling together and cannot be parted.
My snorting throws out flashes of light; my eyes are like the rays of dawn.
Firebrands stream from my mouth; sparks of fire shoot out.
Smoke pours from my nostrils as from a boiling pot over a fire of reeds.
My breath sets coals ablaze, and flames dart from my mouth.
Strength resides in my neck; dismay goes before me.
The folds of my flesh are tightly joined; they are firm and immovable.
My chest is hard as rock, hard as a lower millstone.
When I rise up, the mighty are terrified; they retreat before my thrashing.
The sword that reaches me has no effect, nor does the spear or the dart or the javelin.
Iron I treat like straw and bronze like rotten wood.
Arrows do not make me flee, sling stones are like chaff to me.
A club seems to me but a piece of straw, I laugh at the rattling of the lance.
My undersides are jagged potsherds, leaving a trail in the mud like a threshing-sledge.
I make the depths churn like a boiling cauldron and stirs up the sea like a pot of ointment.
Behind me I leave a glistening wake; one would think the deep had white hair.
Nothing on earth is my equal—a creature without fear.
I look down on all that are haughty; I am king over all that are proud.
The Leviathan is meant to be a greater slayer, having no need to eat anything for mana or to enter force. Instead, the slayer simply receives a 5% per post mana regen that counts towards force.
Strengths:
- Able to adapt to most situations without issue.
- Spells and Abilities try to count for anything one might encounter in a magical life of battle.
Weaknesses:
- Can not run from a fight once engaged, the pride created by this magic is much too powerful to allow it.
- A few abilities are only useful in very specific situations.
- The user may mention how good he is at stuff, and enjoys butlering even though the job is beneath them.
- Evolution Dominance:
- Description: A Homunculus created by a group of powerful mages, whose identities are kept secret, created a being that would be made to do their bidding. The creature that they brought forth, with the souls of those used for the process, was one that went by the name “Adapt.” Adapt had one goal, to become better than all those around them. This left their creation, whom they thought to be a mindless slave, to grow beyond what its creators wanted and to begin to think on its own. Adaptation means to change to beat one's surroundings, to evolve, to become the dominating factor that none could refute.
Adaptation – Faster
In a world where a single spell can make or break a fight, one must become fast enough to stay out of their path. To do this, Adapt subconsciously evolves to remain slightly faster than the fastest person around them; and be able to function at those speeds without issue. No matter who he is up against, or how fast they are, Adapt is always 10% faster than the fastest person around him for his natural speed. To retain this speed against any form of opponent, Adapt's body is immune to the effects of friction and has reflexes to be able to react to any amount of speed he hits due to this ability.
Notes: 10% faster than fastest person around as his natural speed, immune to friction, reflexes strong enough to be able to react at any speed that he hits due to ability.
Adaptation – Stronger
In a place where people die, there is fighting. To win in a fight that involves the body, one must be stronger than their opponent. This results in an adaptation that allows him to hit harder with his weapons, resulting in physical attacks dealing more damage than normal while striking viciously and at areas that are more likely to injure his opponent. These hits pierce through armor, ignoring half of an opponents damage resistance. As a magical creature, physical attacks also allow him to drain the essence of his opponent, healing him for 25% of the damage he deals.
Notes: Base melee damage increased by 10, physical attacks ignore half an opponents damage resist. 25% of damage dealt with physical attacks is restored to Adapt's HP.
Adaptation – Harder to Kill
Adapt's body has been toughened to survive the hardships around him, both in and out of combat. Extreme temperatures have no effect on his ability to function, and his body takes a quarter less damage than what would be assumed, while also healing as he goes. On top of this, their mind is resistant to the effects of others, and multiple souls which cause those that try to read his mind to simply hear white noise.
Notes: 25% damage resist, immunity to extreme temperatures, 5% hp regen, 50% resistance to debuffs and crowd control effects. Anything that holds in place or stuns simply slows by 50% for the duration.
Unique Abilities:
- Bodily Restructuring: The wielder of this lost magic has a body that continuously heals faster than most can keep up with. Heals 1% hp every other turn, per rank, up to 5% (Current 5%)
- Bulky: The wielder of this magic has 25% more hp, and take 25% less damage, allowing them to remain in their preferred melee range of combat without worrying about being injured before arriving. This is in replacement of the standard defensive additions that slayer's normally get to certain elements.
- Dominating Force: Rasparov's physical attacks grant him quarter his rank in MP per hit he lands. This mp counts as mp eaten towards entering force.
- Reforming Scales: The body of the Leviathan was lined with powerful scales, the body of the user having them just below the skin. The scales emit a magical aura that make him as durable as his rank and grant him a recurring shield that can block a full rank of spell damage equal to his rank per post.
- Devour the Weak: Weakened enemies may be devoured for health once per turn to recover 10% of his HP. This can only be used on weak rolls or enemies with 10% HP left. (1 hit for rolled enemies of normal/strong)
- The Terror: Those around the Leviathan, that are not considered an ally, generally find the being to be something to fear. This causes those around to suffer 35% reduced spell damage and strength. This reaches out to burst rank of the user's rank around them.
- Signature Spells:
- Name: Leviathan's Step
Rank: D
Type: Teleport
Duration: Instant
Cooldown: Once per turn.
Description: The slayer takes a step and ends up in a location of his choosing within 15 meters from where he originated.
Strengths:
-Instant Teleport.
Weaknesses:
-Must be able to take the step to use the spell.
- Only affects himself.
Name: Leviathan's Fangs
Rank: S
Type: Offensive
Duration: Instant
Cooldown: Once per turn.
Description: The Leviathan Slayer's usage of this spell causes his next physical attack count as two physical attacks.
Strengths:
- Makes one physical attack count as two, meaning on-hit effects are doubly effective.
Weaknesses:
- Only usable on one hit that lands during the turn.
- Not that effective against multiple opponents.
- D Rank Spells:
- Name: No man may hold me
Rank: D
Type: Cleanse
Duration: Instant
Cooldown: 3
Description: The user can will away the control of others, removing a crowd control or debuff effect of one spell that affects him.
Strengths:
- Removes one crowd control or debuff that affects the user.
Weaknesses:
- Only affects the most recent crowd control or debuff to affect him.
- Multiple of the same debuff will only remove one spells worth.
Name: No Mercy For The Foolish
Rank: D
Type: Offensive, Area of Effect
Duration: Instant
Cooldown: 2
Description: The user's swing of a weapon will let loose a wave of energy that destroys anything in a 30-meter cone in front of him. People hit by this will then take a bonus half rank of damage by the next hit they receive from anyone else, including self-harm.
Strengths:
- A damaging swing that deals a half rank of damage to those in a 30-meter range cone in front of him.
Weaknesses:
- Only hits in front of him.
- The inability to use his weapon renders the spell impossible to cast.
Name: Forthcoming Scales
Rank: D
Type: Requip Armor
Duration: 3
Cooldown: 4
Description: The user's scales under his skin come to the surface, treating it like a Requip armor while they are out. Naturally gives a shield with 20 hp per turn. When activated, the body of the user heals for a full rank of damage. Can activate once during its duration.
Strengths:
- Grants a full-bodied shield that blocks 20 damage per post.
- As an active, allows the user to heal for a full rank of damage.
Weaknesses:
- Friendly fire will ruin the shield portion.
- Active does not work on self-inflicted damage.
Name: Fear The Strong
Rank: D
Type: Debuff/Offensive
Duration: 2
Cooldown: 3
Description: The wielder of this magic makes a war cry that strikes fear into those not immune to the feeling of it. It affects all within 15 meters of him. NPC's will run, and all will lose 25% damage for the duration.
Strengths:
- A roar fears all in a 15-meter radius around him, causing them to run if they are NPC's, and lowering damage of all by 25%
Weaknesses:
- Affects Allies
- Affects Pets and Summons that Rasparov may have near by.
- C Rank Spells:
- Name: Everything under the heaven belongs to me!
Rank: C
Type: Field Control
Duration: 3
Cooldown: 6
Description: The user turns the ground into a fleshly growth that pulls at those that are not the user of the spell, reducing them to half their speed if they wish to stay standing. Those that try to fly over will find the growth can reach up to 30 meters into the air. It is a 30-meter radius spell.
Strengths:
- Reduces the total speed of those on the field of the spell by half, including those up to 30 meters above the 30-meter radius of it.
Weaknesses:
- Affects all but the user.
- Anything over 30 meters is unaffected.
Name: Venomous Strike
Rank: C
Type: Poison/Offensive
Duration: 3
Cooldown:4
Description: The next spell or physical attack that strikes an opponent after this ability is used will find themselves stricken with a magical poison that eats at the body, no matter the makeup of the body. Deals a full rank of damage on hit and does .75 each turn for 2 turns after.
Strengths:
- Poison damage added to the next damaging strike.
Weaknesses:
- Allies can find themselves affected if they are hit with friendly fire.
- Poison slayers will find the spell readily edible.
Name: Jagged Body
Rank: C
Type: Offensive(?)
Duration: 2
Cooldown: 3
Description: The wielder of the magic has spines erupt from his body that last for two turns. Any time someone comes within range of the foot long spines that reside on arms, legs, back, chest, or head will find themselves taking .5 spell rank of damage each time they do. Those foolish enough to keep coming into contact with the spines will rejoice that they eventually stop hurting as they run themselves through.
Strengths:
- Damaging zone for those that come too close.
Weaknesses:
- Caps at 2.5x spell damage if a person repeatedly runs again it.
- Extremely low range.
- B Rank Spells:
- Name: Leviathan's Flames
Rank: B
Type: Offensive
Duration: Instant, AoE
Cooldown: 4
Description: The mouth of the Leviathan Slayer opens up to release a torrent of white-hot flame, with no lead up to the attack. This fire spreads out quickly to envelop an area in front of him starting at twenty meters wide next to him, and 100 meters wide at 100 meters. Deals a half rank of damage and lights anything flammable on fire, including clothing. Causes those hit to take an additional quarter rank of damage for each round they allow themselves to burn from the flames.
Strengths:
- Instant, decent ranged, offensive attack.
Weaknesses:
- Covers only a smaller area up close.
- Dangerous in places with lots of flammables.
Name: Flight of the Leviathan
Rank: B
Type: Teleport
Duration: Instant
Cooldown: 4
Description: The slayer jumps and instantly ends up in a location of his choosing within 50 meters from where he originated.
Strengths:
-Instant Teleport.
Weaknesses:
-Must be able to jump to use the spell.
- Only affects himself.
Name: Baleful Gaze
Rank: B
Type: Offensive
Duration: 5
Cooldown: 6
Description: The user's vision is enhanced to a point where they can easily tell the weak spots in anything, adding a quarter rank of spell damage to all of their attacks for the duration.
Strengths:
- Adds a quarter rank of spell damage to all attacks for the duration.
Weaknesses:
- Not landing hits means the spell was a waste of mana.
- Allies will still take the extra damage if friendly fire happens.
- A Rank Spells:
- Name:
Rank: A
Type: Instant, Burst
Duration: Instant
Cooldown: 5
Description: Rasparov looks in a direction and immediately teleports up to 75 meters. He must see where he is going to do so.
Strengths:
- Instant Teleport
Weaknesses:
- Requires sight of the target location.
- May only teleport himself.
Name: Leviathan's Fireball
Rank: A
Type: Instant, Single Target
Duration: Instant
Cooldown: 5
Description: The user of the spell spits out a massive fireball that homes in on the target of their choice. it deals a full rank of damage upon hitting them. Can go up to 300 meters away, moving at 225 meters per second.
Strengths:
- Homing Fireball Attack
Weaknesses:
- Teleporting will make it easily avoidable.
- Only can hit a single person, no AoE or multiple hitting possible.
Name: Void Shield
Rank: A
Type: Shield
Duration: 4
Cooldown: 5
Description: Rasparov creates a shield around himself that blocks two ranks of spell damage before exploding. Upon exploding, it does a 75-meter burst of white flames that deals a full rank of damage to those around him.
Strengths:
- Exploding shield.
Weaknesses:
- Can hurt allies.
- No damage if the shield is not broken before ending.
- S Rank Spells:
Name: Fortuitous Magic
Rank: S
Type: Passive
Description: The user's spell power is 60% more powerful than what is considered normal for their rank.
Name: Font of Magic Power
Rank: S
Type: Passive
Description: The Leviathan has a massive pool of Magical Power, having 60% more than what most expect to see as the normal.
Last edited by Rasparov on 1st August 2018, 3:44 am; edited 4 times in total