I just opened a shop selling custom-made magics, spells, items, etc. So, I'm going to use this little thread here to work on those, as well as to store the formatting and whatnot for future reference. Each post here will be its own project.
Creation Testing (Private!)
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°1
Creation Testing (Private!)
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°2
Re: Creation Testing (Private!)
This is a primary magic created for Sonya Phacelia!
Magic
Magic Name: Takeover: Hell's Vixens
Magic Type: Takeover (Solitary)
Description: This is a takeover magic that allows the user to call on the abilities of numerous different female demons. They all have a variety of different strengths and weaknesses. There is, however, one thing they all have in common- men tend to find them very... Distracting.
Strengths:
Weaknesses:
Spells:
Magic
Magic Name: Takeover: Hell's Vixens
Magic Type: Takeover (Solitary)
Description: This is a takeover magic that allows the user to call on the abilities of numerous different female demons. They all have a variety of different strengths and weaknesses. There is, however, one thing they all have in common- men tend to find them very... Distracting.
Strengths:
- This magic is very versatile. All the takeovers have a variety of different effects, abilities, and buffs.
Weaknesses:
- Because this is demonic magic, the user takes extra damage from demon slayers while using any of their takeovers.
- Unique Abilities:
- Unique Abilities:
- Heaven's Bane: The user gets a 20% strength buff and 20% spell damage buff against any opponents that are god-like or that use holy magic.
- Mana Mastery: Spells and abilities cost 40% less mana to cast.
- Inner Rage: The user can trigger this effect any time they make a melee attack. Their hand is covered in hellfire, and does 40 HP of spell damage, rather than melee damage. This means the attack is then affected by magic buffs and debuffs, not physical ones. This has a cooldown of 3 turns.
- Hell's Gate: Allows the user to open a portal to hell and pass through it. However, they cannot remain for any length of time, or they will be destroyed. This does, however, effectively allow them to teleport anywhere within a 30 m range of their previous location. This has a cooldown of 4 turns.
- Energy Spring: User gains a 60% increase in their magic power (MP)
- Heaven's Bane: The user gets a 20% strength buff and 20% spell damage buff against any opponents that are god-like or that use holy magic.
Spells:
- D-Rank:
- Name: Claws of Se'irim
Rank: D
Type: Partial Takeover, Single-Target
Damage: 40 HP
Range: 60 m
Speed: 60 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: Upon casting this spell, the user gains a set of golden claws on each hand. Also gains a variety of other gold jewelry, which is entirely cosmetic.
Strengths: - Good at dealing single-target damage.
Weaknesses:- Only effective at very short range.
Abilities:- Rend: Strikes a single target twice, once with each set of claws. Each hit deals 20 HP of damage and must be dodged separately. Ability is instant, cooldown is one post.
- Buff: 25% Speed buff
- Name: Fangs of Se'irim
Rank: D
Type: Partial Takeover, Single Target
Damage: 30 HP
Range: 60 m
Speed: 60 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: When casting this spell, the user gains a set of fangs. Their eyes also turn a deep violet, the more obvious visible sign of the transformation.
Strengths:- Increases physical damage.
- Ability can heal the user.
Weaknesses:- Fangs don't make the most effective of weapons- you have to get very close to your opponent to use them.
- Ability can only be used once per takeover.
Abilities:- Blood Tithe: User emits a bolt of white energy from one hand, which targets one opponent, using the takeover's speed and range. Upon hitting its target, it deals 75% of spell-rank damage (30 HP) and heals the caster by 25% of spell-ranked damage (10 HP). This can be used once per takeover.
- Buff: 25% Strength buff
- Name: Se'irim
Rank: D
Type: Full Takeover, Defensive
Damage: None
Range: 45 m
Speed: 35 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: Upon using this spell, the user takes on the form of the demon Se'irim. In addition to this spell's buffs and abilities, they gain all the buffs and abilities of the spells Claws of Se'irim and Fangs of Se'irim.- Appearance:
Strengths:- Good defensive abilities.
Weaknesses:- The full takeover itself has no offensive abilities.
Abilities:- Feral Gaze: Se'irim's gaze frightens enemies. As such, any enemies within the takeover's range get a 15% strength debuff when attacking her. This does not apply toward attacks on her allies. This is an active effect that is triggered at will, and lasts two posts. Can only be used once per takeover.
- Force Field: Creates a shimmering bubble of energy that surrounds the caster. This travels with them and does not interfere with their own attacks. This will block up to 2 D-rank attacks. Anyone who hits this shield with a melee attack receives a 25% speed debuff for the rest of the time this takeover is active. The shield lasts two posts and can be used once per takeover.
- Buff: 50% Physical Resistance buff.
- Name: Legs of Cambion
Rank: D
Type: Partial Takeover, Defensive
Damage: None
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: On casting this spell, the user's legs appear to change, until it looks as though they are made of some sort of black metal with intricate designs on it. This stops just below the user's knee, although there are small tattoos just above where it ends.
Strengths:- Helps the user avoid attacks.
Weaknesses:- Because of the metallic nature of this takeover, it is weak against lightning-based attacks, which do 10% increased damage.
Abilities:- Flash: Allows the user to automatically dodge one physical or magical attack. This can only be done within the spells range. Has a cooldown of one post.
- Buff: 25% Speed buff.
- Name: Claws of Se'irim
- C-Rank:
- Name: Horns of Zahara
Rank: C
Type: Partial Takeover, Single Target
Damage: 60 HP
Range: 120 m
Speed: 120 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Upon casting this spell, the user gains a double set of horns. One on each side curves upward, while another pair below them curl like ram horns.
Strengths: - Special attack can stun an enemy.
Weaknesses:- In order to use the special attack, the user has to get very close to their opponent.
Abilities:- Ram: The user rams an enemy with their horns. This is done like a physical attack, but deals spell-ranked damage (60 HP). It also stuns the target for one turn. Can be used once per takeover.
- Buff: 27.5% Strength buff
- Name: Armor of Zahara
Rank: C
Type: Partial Takeover, Defensive
Damage: Up to 30 HP
Range: 120 m
Speed: 120 m
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Upon casting this spell, the user is covered in an armor that looks almost like it was made out of various claws and spikes. While this may at first seem more like a requip, upon closer inspection it becomes apparent that this "armor" is actually fused to the user's skin, becoming a part of them.
Strengths:- Can reflect an attack back at its caster.
Weaknesses:- No offensive abilities of bonuses.
Abilities:- Deflect: This ability stops the damage of one physical or magical attack, up to C-rank. Can be used on multi-target or AoE spells, but only stops one hit, and only on the user. This also deflects 50% of the damage of that attack back at the one who made the attack. Has a cooldown of two posts.
- Buff: 27.5% Physical Resistance buff
- Name: Zahara
Rank: C
Type: Full Takeover, Multi-Target
Damage: 45 HP
Range: 90 m
Speed: 65 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Upon using this spell, the user takes on the form of the demon Zahara. In addition to this spell's buffs and abilities, they gain all the buffs and abilities of the spells Horns of Zahara and Armor of Zahara.- Appearance:
Strengths:- Increases damage done by magical attacks.
Weaknesses:- All attacks are done at very close range.
Abilities: The abilities this Takeover spell has.- Blaze: The user's dominant hand is engulfed in flames. Physical attacks landed with this hand do spell-ranked multi-target damage (45 HP) instead of physical damage. This lasts for three turns and can be used once per takeover.
- Mana Burn: Any enemies within the spell's radius receive a 15% debuff to magical resistance. This is an active effect that can be activated at will, and lasts for three turns. Can be used once per takeover.
- Buff: 55% Spell Damage buff
- Name: Horns of Zahara
- B-Rank:
- Name: Lilith
Rank: B
Type: Full Takeover, Single-Target
Damage: None
Range: 200 m
Speed: 200 m/s
Duration: 6 posts
Cooldown: 7 posts
Downside: None
Description: Upon using this spell, the user takes on the form of the demon Lilith. In addition to this spell's buffs and abilities, they gain all the buffs and abilities of the spells Wings of Lilith and Eyes of Lilith.- Appearance:
Strengths: - Can drain mana from enemies.
- Heals self or allies.
Weaknesses:- Abilities deal no damage.
- The full takeover itself has no defensive abilities or bonuses.
Abilities:- Absorption: This ability drains 5% of D-rank magic power (20 MP) from a target enemy, and the caster gains that amount of mana. This has a cooldown of 4 turns.
- Revive: This spell heals the caster or one of their allies by 80 HP. This has a cooldown of 5 turns.
- Buff: 60% Strength Buff
- Name: Skin of Azazel
Rank: B
Type: Partial Takeover, Defensive
Damage: None
Range: 150 m
Speed: 110 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: Upon casting this spell, the user's skin becomes a deep red. On a close enough look it can be seen that the skin has tiny fissures in it, like you would see in rocks.
Strengths:- Blocks incoming damage.
Weaknesses:- No offensive abilities or bonuses.
Abilities:- Thick Skin: Once this ability is activated, it will block up to 3 hits of B-rank damage. It lasts until it has taken that much damage, or for 4 turns. This can be used once per takeover.
- Buff: 30% Physical Resistance buff
- Name: Heart of Azazel
Rank: B
Type: Partial Takeover, Single Target
Damage: 80 HP
Range: 200 m
Speed: 200 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: Upon casting this spell, a hole appears to open in the center of the caster's chest, rimmed with black stones that rise out of the skin around it. A bright reddish-orange light, almost like fire, is visible inside this gap, which is the demon's heart. The user's eyes also glow the same color.
Strengths:- Decreases damage taken by magical attacks.
Weaknesses:- The heart is now a weak spot. Any attack that hits precisely in that location deald 25% more damage.
Abilities:- Inferno: A powerful beam of fire is emitted from the user's heart, dealing 80 HP of damage to the target. This ability has a cooldown of 4 turns.
- Buff: 30% Magic Resistance buff
- Name: Lilith
- Advanced Spells:
- Name: Cambion
Rank: D+
Type: Full Takeover, Area of Effect
Damage: 30 HP
Range: 45 m
Speed: 25 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Upon using this spell, the user takes on the form of the demon Cambion. In addition to this spell's buffs and abilities, they gain all the buffs and abilities of the spells Legs of Cambion and Arms of Cambion.- Appearance:
Strengths: - Can negate spells.
- Attack hits multiple targets.
Weaknesses:- Because of the metallic nature of this form, it is weak against lightning-based attacks, which deal 10% more damage.
- The combat ability deals damage to anyone in the area besides the caster, regardless of whether they are enemy or ally.
Abilities:- Negation: Allows the user to negate one spell of D+ rank or below by paying the same mana cost that it would take to cast the spell. This has a cooldown time of 1 turn.
- Shock Wave: A shock wave of pruple energy travels out around the caster, following spell speed and range. It deals 30 HP to anyone hit by the spell, whether they are enemy or ally. This can be used once per takeover.
- Buff: 75% Strength buff
- Name: Eyes of Lilith
Rank: C+
Type: Partial Takeover, Single Target
Damage: None
Range: 180 m
Speed: 180 m/s
Duration: 6 posts
Cooldown: 7 posts
Downside: None
Description: Upon casting this takeover, the user's eyes become a deep purple, and a purple gem appears on their forehead.
Strengths:- Paralyzes enemies.
- Decreases amount of damage taken from spells.
Weaknesses:- Ability does no damage.
- Ability only works on an enemy if they meet the caster's eyes.
Abilities:- Allure: If an enemy within the spell's range meets the user's eyes, they will be paralyzed for one post. This ability can be used once per post. However, it can only be used on the same enemy once per takeover.
- Buff: 41% Magical Resistance buff
- Name: Azazel
Rank: B+
Type: Full Takeover, Multi-Target, Area of Effect
Damage: Up to 90 HP (depending on ability)
Range: 225 m
Speed: 165 m/s
Duration: 8 turns
Cooldown: 9 turns
Downside: None
Description: Upon using this spell, the user takes on the form of the demon Azazel. In addition to this spell's buffs and abilities, they gain all the buffs and abilities of the spells Skin of Azazel and Heart of Azazel.- Appearance:
Strengths:- Powerful abilities deal a lot of spell damage.
Weaknesses:- Because this takeover is fire based, while in this form the user takes 25% more damage from ice or water based attacks.
Abilities:- Shadow Barrage: Upon casting this spell, a multitude of shadows appear to swirl around the caster. Then those shadows shoot outward, following spell speed and range. Any enemy hit by a shadow takes 90 HP of damage. Enemies can be hit by multiple shadows during this attack. Allies will take no damage from it.
- Flare: A blast of brilliant blue fire explodes around the caster. This travels at 75 m/s and has a range of 150 m. Any enemies within this range will take 60 HP of damage. Allies are not harmed.
- Buff: 90% Spell Damage buff.
- Name: Cambion
- Signature Spells:
- Name: Arms of Cambion
Rank: D-Rank Signature
Type: Partial Takeover, Single Target
Damage: 20 HP on the original hit, and 20 HP per turn for the next four turns, for an eventual total of 100 HP
Range: 60 m
Speed: 60 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: Upon casting this spell, the user's arms change form to appear as though they are made out of some sort of black metal. The hands look like claws, and there is a purple gem set in the center of the back of the hand. This end just below their elbow, although there is a cuff of matching design on their upper arm.
Strengths: - Magic does less damage while using this takeover.
- Damage over time attack can do a lot of damage with one attack.
Weaknesses:- Can only use ability once per takeover.
- Because of the metallic nature of this form, it is weak against lightning-based attacks, which deal 10% more damage.
Abilities:- Kill Shot: A beam of purple magic energy shoots from the hand of the user. This attack does 20 HP of damage on the first hit, and 20 HP of damage on each of the next four turns. This can only be used once per takeover.
- Buff: 25% Magical Resistance buff
- Name: Wings of Lilith
Rank: User-Ranked Signature (Up to S-Rank)
Type: Partial Takeover, Area of Effect
Damage: None
Range: Spell-ranked Area of Effect Range (Up to 200 m at S-rank)
Speed: Spell-ranked Area of Effect Speed (Up to 100 m/s at S-rank)
Duration: Spell-Ranked Max Duration (Up to 10 turns at S-Rank)
Cooldown: Spell Duration + 1 turn
Downside: None
Description: Upon casting this spell, the user gains a set of large, black wings. They seem a bit, well, ragged, and don't look like they would be capable of flight, yet somehow they are.
Strengths:- Knocks enemies away from the user.
Weaknesses:- Does no damage, nor does it really have offensive capabilities.
Abilities:- Air Wave: Upon casting this spell, the user flaps their wings, creating a powerful burst of air that radiates out from their location. This knocks everyone within the spell's range back to the edge of the spell's range. This works on everyone, regardless of whether they are ally or enemy. This has a cooldown of 3 turns.
- Buff: 27.5% Speed buff, plus an additional 2.5% Speed buff for every rank above C (max of 35% at S-Rank)
- Name: Arms of Cambion
- Arms of Cambion- Alternate Version:
- Name: Arms of Cambion
Rank: D+ Rank
Type: Partial Takeover, Single Target
Damage: 30 HP on the original hit, and 30 HP per turn for the next four turns, for an eventual total of 150 HP
Range: 90 m
Speed: 90 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Upon casting this spell, the user's arms change form to appear as though they are made out of some sort of black metal. The hands look like claws, and there is a purple gem set in the center of the back of the hand. This end just below their elbow, although there is a cuff of matching design on their upper arm.
Strengths: - Magic does less damage while using this takeover.
- Damage over time attack can do a lot of damage with one attack.
Weaknesses:- Can only use ability once per takeover.
- Because of the metallic nature of this form, it is weak against lightning-based attacks, which deal 10% more damage.
Abilities:- Kill Shot: A beam of purple magic energy shoots from the hand of the user. This attack does 30 HP of damage on the first hit, and 30 HP of damage on each of the next four turns. This can only be used once per takeover.
- Buff: 37.5% Magical Resistance buff
- Name: Arms of Cambion
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°3
Re: Creation Testing (Private!)
This is a pet created for Theo!
Name: Ali Baba
Rank: Legendary +
Species:Niffler
Type:Combat Pet
Description:Ali Baba is a kleptomaniac of sorts who sticks shiny goods into its bottomless, multi-dimensional pouch pocket. Tends to chomp Theo's hands, and has razor-sharp claws to fight with.
Name: Ali Baba
Rank: Legendary +
Species:Niffler
Type:Combat Pet
Description:Ali Baba is a kleptomaniac of sorts who sticks shiny goods into its bottomless, multi-dimensional pouch pocket. Tends to chomp Theo's hands, and has razor-sharp claws to fight with.
- Appearance:
- Abilities:
- Name: Golden Gravity
Rank: A
Type: Area of Effect
Damage: 50 HP
Range: 150 m
Speed: 75 m/s
Duration: 7 turns
Cooldown: 8 turns
Description: Upon casting this spell, the circle of ground within the spell's range suddenly becomes made of gold. When initially cast, this deals 50 HP of damage to any enemies within range, although allies are unaffected. In addition, this circle affects gravity. Any enemies within the circle at the time the spell is cast become heavier, getting a 20% speed debuff. Any allies within the circle become lighter, gaining a 20% speed buff. Ali Baba himself gets no buff, but instead becomes weightless.
Strengths: - Creates a large speed difference between the caster's allies and enemies.
Weaknesses:- The buffs and debuffs only affect those within the spell's range at the time it is cast. Any who enter the circle after it is cast are unaffected.
- Name: River of Gold
Rank: B
Type: Single-Target
Damage: 80 HP
Range: 200 m
Speed: 200 m/s
Duration: 1 turn
Cooldown: 4 turns
Description: Upon casting this spell, a silver cloud appears above the target's head. A moment later, it begins "raining" gold coins on them. These heavy projectiles travel at high speeds and deal B-rank spell damage. The target it also stunned in place for the remainder of the post, trapped under the weight of the gold. The gold and the cloud disappear once the spell's duration is over.
Strengths:- Stuns target.
Weaknesses:- Cloud does not move once cast. If the target moves out of the way before it begins raining gold they will not be affected.
- Name: Golden Gravity
- Abilities- Alternate:
- Name: Golden Gravity
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 m
Speed: 50 m/s
Duration: 6 turns
Cooldown: 7 turns
Description: Upon casting this spell, the circle of ground within the spell's range suddenly becomes made of gold. When initially cast, this deals 40 HP of damage to any enemies within range, although allies are unaffected. In addition, this circle affects gravity. Any enemies within the circle at the time the spell is cast become heavier, getting a 15% speed debuff. Any allies within the circle become lighter, gaining a 15% speed buff. Ali Baba himself gets no buff, but instead becomes weightless.
Strengths: - Creates a large speed difference between the caster's allies and enemies.
Weaknesses:- The buffs and debuffs only affect those within the spell's range at the time it is cast. Any who enter the circle after it is cast are unaffected.
- Name: River of Gold
Rank: C
Type: Single-Target
Damage: 60 HP
Range: 120 m
Speed: 120 m/s
Duration: 1 turn
Cooldown: 3 turns
Description: Upon casting this spell, a silver cloud appears above the target's head. A moment later, it begins "raining" gold coins on them. These heavy projectiles travel at high speeds and deal C-rank spell damage. The target it also stunned in place for the remainder of the post, trapped under the weight of the gold. The gold and the cloud disappear once the spell's duration is over.
Strengths:- Stuns target.
Weaknesses:- Cloud does not move once cast. If the target moves out of the way before it begins raining gold they will not be affected.
- Name: Golden Gravity
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°4
Re: Creation Testing (Private!)
This is an armor created for 7!
Name: Stellahedron
Rank: Strong (+)
Type: Abstract shield
Description: This small floating object follows its owner around, floating just about their shoulder. It doesn't look like any kind of armor, but as we all know, looks can be deceiving.
Strengths:
Weaknesses:
Name: Stellahedron
Rank: Strong (+)
Type: Abstract shield
Description: This small floating object follows its owner around, floating just about their shoulder. It doesn't look like any kind of armor, but as we all know, looks can be deceiving.
- Appearance:
Strengths:
- The free-form nature of the armor means it does not impede the user's movement in any way.
Weaknesses:
- Because it doesn't cover the user, it may not be as accurate when it comes to blocking attacks.
- Abilities:
- Name: Stellar Stronghold
Rank: D {C}
Type: Passive Buff
Description: This grants the user an additional 40% {45%} Magical Resistance buff.
Strengths: - Increased magical defenses.
Weaknesses:- No effect on physical attacks.
- Name: Hedronal Fortress
Rank: C {B}
Type: Defensive, Multi-Target
Damage: Up to 15 {20} HP
Range: 90 m {150 m}
Speed: 65 m/s {110 m/s}
Duration: 4 {5}
Cooldown: 6 {7}
Downside: None
Description: When this spell is cast, a clear force-field type shield appears around the caster, mimicking the shape of the armor itself. It does not interfere with the caster's movement in any way. However, it will block two spells of the ability's rank. In addition, it will reflect 25% of the damage of that spell back at the attacker. This reflection follows the spell's speed and range.
Strengths:- Blocks attacks.
- Reflects damage back at the attacker.
Weaknesses:- Only takes two hits of damage.
- Long cooldown.
- Name: Stellar Stronghold
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°5
Re: Creation Testing (Private!)
This is a secondary magic made for 7!
Magic
Magic Name: Azure Lightning
Magic Type: Caster (Solitary)
Description:
Azure Lightning is a caster-type magic that allows the caster to use blue lightning to attack the enemy. It can also use this electrical energy in other ways, such as creating an electromagnetic field or shorting out spells. It is also good at stunning opponents.
Strengths:
Weaknesses:
Unique Abilities:
Magic
Magic Name: Azure Lightning
Magic Type: Caster (Solitary)
Description:
Azure Lightning is a caster-type magic that allows the caster to use blue lightning to attack the enemy. It can also use this electrical energy in other ways, such as creating an electromagnetic field or shorting out spells. It is also good at stunning opponents.
Strengths:
- Good at stunning opponents.
Weaknesses:
- Very flashy. Opponents can see spells coming, making it a bit easier to dodge them.
Unique Abilities:
- Killer-Watt: Gives the user a 45% spell damage buff.
- Solenoid: This active ability allows the user to create an electromagnetic field for 60 m around them. Metal objects in this range will be drawn toward the user. This can affect other mages' equipment, and can even drag a mage if they have enough metal on their person. This lasts for 5 posts and has a cooldown of 6 posts.
- Conduit (Unlocks at A-rank): Gives all allies within a 150 m radius a 30% spell damage buff.
- Spells:
- Name: Blackout
Rank: D
Type: Area of Effect
Damage: None
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A blue magic circle appears on the ground covering the spell's range, which crackles with blue electricity. All enemies within the circle get a 20% spell damage debuff.
Strengths: - Debuffs enemies.
Weaknesses:- Very short range means it isn't very effective against long-range mages.
- Name: Arc
Rank: C
Type: Multi-Target
Damage: 45 HP
Range: 90 m
Speed: 65 m/s
Duration: 1 turn
Cooldown: 4 turns
Downside: None
Description: Many bolts of blue lightning shoot outward from the target. Upon hitting an enemy they deal 45 HP of damage. The same enemy can be hit by multiple blots, but these bolts have no effect on allies.
Strengths:- Hits multiple enemies.
Weaknesses:- Long cooldown compared to duration.
- Name: Corona
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 m
Speed: 50 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: A ball of blue electrical energy explodes out from around the caster, dealing 40 HP of damage to any enemies within the area. In addition, a blue magic circle appears on the ground that lasts for the remainder of the spell's duration. Any enemies that were within the spell's range when it was cast will have a 30% speed debuff as long as they are within the circle.
Strengths:- Slows all enemies.
Weaknesses:- The debuff only affects those that are in the spell's range when it was cast. It does not affect any who enter the range after it has been cast.
- Name: Short Circuit
Rank: A
Type: Single Target
Damage: None
Range: 300 m
Speed: 300 m/s
Duration: 1 turn
Cooldown: 5 turns
Downside: None
Description: When this spell is cast, the mage it is targeting crackles with blue electrical energy, although this energy does no damage. Instead, this allows the user to negate one of that target's spells that is A-rank or below. However, the drawback to this is that the user cannot cast any other spells on the turn they use this spell. So if they have already cast a spell on a turn then they cannot use this one, nor can they use spells after this one.
Strengths:- Negates an enemy's spell.
Weaknesses:- Cannot use any other magic the same turn this is used.
- Name: Voltage
Rank: S
Type: Single Target, Damage Over Time
Damage: 60 HP on the initial hit, 60 HP each turn for the next 4 turns, for an eventual total of 300 HP.
Range: 400 m
Speed: 400 m/s
Duration: 5 turns
Cooldown: 10 turns
Downside: None
Description: This spell discharged a large bolt of blue lightning toward its target. This deals 50% S-rank spell damage on the initial strike, and the same amount of damage on each of the next four posts.
Strengths:- Does a lot of damage.
Weaknesses:- Has a long cooldown period.
- Name: Lightning Strike
Rank: User-Ranked Advanced (Up to S+)
Type: Single Target
Damage: User-ranked advanced spell single-target damage (up to 180 HP at S+)
Range: User-ranked advanced spell single-target range (up to 600 m at S+)
Speed: User-ranked advanced spell single-target speed (up to 600 m/s as S+)
Duration: 1 turn
Cooldown: Spell-ranked minimum cooldown (max 10 turns at S+)
Downside: None
Description: Summons a bolt of blue lightning down from the sky to strike the target and deal user-ranked advanced spell damage. It also stuns the target for one turn.
Strengths:- Stuns target
Weaknesses:- Has a long cooldown period
- Name: Pulse
Rank: User-Ranked Signature (Up to S-rank)
Type: Single Target
Damage: User-ranked single-target damage (up to 120 HP at S-rank)
Range: User-ranked single-target range (up to 400 m at S-rank)
Speed: User-ranked single-target speed (up to 400 m/s at S-rank)
Duration: Instant
Cooldown: None
Downside: None
Description: Releases a single bolt of blue electricity toward a target, dealing spell-ranked damage.
Strengths:- No cooldown means it can be used frequently.
Weaknesses:- Pretty simplistic, really, with no effects of any sort.
- Name: Blackout
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°6
Re: Creation Testing (Private!)
This is a secondary magic made for Iris Esperanza!
Magic
Magic Name: Definitely Phenomenal Completely Cosmic Takeover
Magic Type: Takeover (Primary), Caster (Secondary)
Description: This magic allows the user to take on their true form, which is essentially a ball of space gas. They usually use their magic to take on human form, by using those humans' eyes. However, this magic allows them to regain their true nature, and the abilities that come with it.
Strengths:
Weaknesses:
Unique Abilities:
Magic
Magic Name: Definitely Phenomenal Completely Cosmic Takeover
Magic Type: Takeover (Primary), Caster (Secondary)
Description: This magic allows the user to take on their true form, which is essentially a ball of space gas. They usually use their magic to take on human form, by using those humans' eyes. However, this magic allows them to regain their true nature, and the abilities that come with it.
Strengths:
- Pretty damaging offensive spells.
Weaknesses:
- Let's be honest here, the user can look a little, well, ridiculous with some of the takeovers. It can be hard to get enemies to take them seriously.
Unique Abilities:
- Stellar Healing: Don't you know space beings tend to heal very quickly? User gains a passive HP regeneration of 5% every other post.
- Cosmic Knowledge: Because of the user's nature and experience, they are well versed in magic. Spells cost 45% less MP to cost.
- Gaseous Form (Unlocks at A-rank): You're trying to hit a ball of space gas? Oh please! The user takes 50% less damage from physical attacks.
- Spells:
- Name: Cosmic Body
Rank: D
Type: Partial Takeover, Burst
Damage: None
Range: 15 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: When using this spell, the user takes on the body of their true form. Yes, this means their head and arms are attached to a blob of space gas. Their legs, oddly, are missing, but they float along on their own, so it's fine. It does look a little weird though... Refer to full takeover for appearance.
Strengths: - Speed bonus.
- Teleportation is always useful.
Weaknesses:- No offensive bonuses or abilities.
- Very limited range.
Abilities:- Void Jumping: Allows the user to teleport to any location within the spell's range. Has a cooldown of one turn.
- Buff: 25% Speed buff
- Name: Cosmic Head
Rank: C
Type: Partial Takeover, Area of Effect
Damage: 30 HP
Range: 60 m
Speed: 30 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: When using this spell, the user takes on the head of their true form. Refer to full takeover for appearance.
Strengths:- Increases spell damage.
Weaknesses:- Big head, big target.
Abilities:- Ether Attack: The user breathes out a cloud of toxic space gas. All enemies within the spell's range take 30 HP of damage at get a 20% magic resistance debuff for the next two turns.
- Buff: 27.5% Spell Damage buff
- Name: Completely Cosmic Takeover
Rank: B
Type: Full Takeover, Multi-Target
Damage: 60 HP
Range: 150 m
Speed: 110 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: When using this takeover the user takes on their true form, that of a cosmic entity formed of space gases. They also gain all the buffs and abilities of the spells Cosmic Body, Cosmic Head, Cosmic Right Arm, and Cosmic Left Arm.- Appearance:
Strengths:- Healing ability.
Weaknesses:- Large size means the user is an easier target to hit in this form.
Abilities:- Celestial Revival: Heals one target (either an ally or the caster themself) for 80 HP of damage. This can be used once per takeover, and the target must be within the spell's range.
- Stellar Barrage: Many tiny start appear, flying outward from the caster in one direction to the edge of the spell's range. The stars explode when they collide with a target, dealing 60 HP of damage each. However, they will not harm the caster's allies. The same targets can be hit by multiple stars. This can be used once per takeover.
- Buff: 60% Strength buff
- Name: Space Ward
Rank: A
Type: Defensive, Multi-Target
Damage: Up to 50 HP
Range: 225 m
Speed: 165 m/s
Duration: 4 turns
Cooldown: 5 turns
Downside: None
Description: A bubble of sorts appears around the user, made simply of the vacuum of empty space. This shield will take 2 hits of A-rank damage before breaking, and will reflect 50% of damage taken back on the attacker (up to 50 HP per spell).
Strengths:- Protects the user from two attacks.
Weaknesses:- Short duration for the rank.
- Name: Nova
Rank: S
Type: Single Target, Damage Over Time
Damage: 60 HP on initial hit, 60 HP each turn for the next for turns, for a total of 300 HP
Range: 400 m/s
Speed: 400 m/s
Duration: 5 turns
Cooldown: 8 turns
Downside: None
Description: Upon casting this spell, a brief flash of light appears around the caster. Then a bolt of dark energy shoots toward the target. Upon striking, this will deal 60 HP of damage on the initial hit, and an additional 60 HP of damage each turn for the next 4 turns.
Strengths:- Can do a lot of damage over time.
Weaknesses:- If a healing spell is cast on the target during the 4 posts after the strike that they are still receiving damage, they will not continue to take that damage every turn.
- Name: Cosmic Right Arm
Rank: User-Ranked Advanced (Up to S+)
Type: Partial Takeover, Multi-Target
Damage: Spell-ranked Multi-target damage (up to 135 HP at S+)
Range: Spell-ranked Multi-target range (up to 450 m at S+)
Speed: Spell-ranked Multi-target speed (up to 340 m/s at S+)
Duration: Spell-ranked max duration (up to 12 turns at S+)
Cooldown: Spell duration +1
Downside: None
Description: When using this spell, the user takes on the right arm of their true form. Refer to full takeover for appearance.
Strengths:- Attacks deal spell damage instead of melee damage.
Weaknesses:- The target still has to be struck physically during an attack, meaning they can only be attacked from short range.
Abilities:- Galactic Power: While in this takeover, all physical attacks dealt by this arm (not ones by other parts of the body) deal spell damage instead of the normal melee damage. They still have to physically hit their target in order to do any damage at all.
- Buff: 75% Spell-ranked Spell Damage buff (up to 52.5% at S+)
- Name: Cosmic Left Arm
Rank: User-Ranked Signature (Up to S-rank)
Type: Partial Takeover, Multi-Target
Damage: Spell-ranked requip weapon damage (up to 41 HP at S-rank)
Range: Spell-ranked Multi-target range (up to 300 m at S-rank)
Speed: Spell-ranked Multi-target speed (up to 225 m/s at S-rank)
Duration: Spell-ranked max duration (up to 10 turns at S-rank)
Cooldown: Spell Duration +1
Downside: None
Description: When using this spell, the user takes on the left arm of their true form. Refer to full takeover for appearance.
Strengths:- Extended melee range.
Weaknesses:- That long arm there makes for a pretty easy target to aim at...
Abilities:- Long Reach: The user is able to extend this arm to reach anywhere within the spell's range in order to effectively attack their opponents. Or, you know, just grab or pick something up- whatever they want. This also gives them a melee damage boost as though they are using a requip weapon of this spell's rank. This boost only applies to attacks made by this arm, not by any other part of the body.
- Buff: 50% Spell-ranked Strength buff (up to 35% at S-rank)
- Name: Cosmic Body
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°7
Re: Creation Testing (Private!)
This is a primary magic made for Blood Plus!
Unique Abilities:
Unique Abilities:
- Loyal Protector: When fighting with allies, the user's desire to protect them grants them a 25% strength buff and a 25% spell damage buff.
- Boundless Energy: The user has 50% more magic power (MP.)
- Magic Tolerance: The user gains a 50% magic resistance buff.
- Healing Rain: The user passively regenerated 5% HP every other turn.
- Perfect Storm: The user gains a 10% spell damage buff for each active debuff they have cast on enemies. This is caped at 60% and is based on the number of spells/abilities, not the number of enemies affected (if a spell affects multiple enemies, it still only counts once.) However, at least one enemy must be affected for it to count. Debuffs cast by the user's allies do not count toward this.
- D-Rank Spells:
- Name: Drizzle
Rank: D
Type: Area of Effect, Water
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A light rain begins to fall, dealing damage to all enemies within the spell's range. It isn't the most impressive weather phenomenon, but it's certainly a depressing one. This mood-dampening effect causes all opponents within the spell's range to get a 15% spell damage debuff. This debuff lasts until the end of the spell's duration.
Strengths: - Debuffs opponents.
Weaknesses:- Short range means the debuff isn't very effective against long-range mages.
- Name: Sleet
Rank: D
Type: Area of Effect, Frozen Precipitation
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: Sleet begins to fall on the area. It doesn't hurt that much, but it's nasty, cold, and wet. It deals damage to enemies within range, and gives them a 15% strength debuff. This debuff lasts until the end of the spell's duration.
Strengths:- Debuffs enemies.
Weaknesses:- Short range means it isn't very effective against long-range mages.
- Name: Frost
Rank: D
Type: Single Target, Ice
Damage: 40 HP
Range: 60 m
Speed: 60 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: White frost spreads across the skin of the target. They are dealt single-target damage and are frozen in place for one turn.
Strengths:- Freezes the target.
Weaknesses:- Freezing effect does not work on ice or fire mages, due to natural resistances or residual body heat, respectively.
- Name: Fog
Rank: D
Type: Area of Effect, Water
Damage: None
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: The entire area within the spell's range is filled with a dense fog. This obscures almost completely obscures the view of what is going on inside, except vague shadows when you get close to someone or when they get close to the edge of the fog. The caster, being the source of the fog, can sense where any objects of beings within the fog are.
Strengths:- Good defensive screen- the caster is the only one that knows what is going on!
Weaknesses:- Affects the caster's allies, not just their enemies.
- Name: Sunny Day
Rank: D+
Type: Area of Effect, Sunshine
Damage: None
Range: 45 m
Speed: 25 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: It's a sunny day! The sky is bright, the weather is calm, and everyone's spirits are lifted. All allies in range get a 25% buff to spell damage.
Strengths:- Buffs all nearby allies.
Weaknesses:- This spell is only useful if the user has allies!
- Name: Drizzle
- C-Rank Spells:
- Name: Downpour
Rank: C
Type: Area of Effect, Water
Damage: 30 HP
Range: 60 m
Speed: 30 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Heavy rain starts falling throughout the spell's range. This deals spell-rank damage to all enemies in the area, and all enemies within range get a 20% magic resistance debuff.
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.) - Debuffs enemies.
Weaknesses:- Can be eaten by water-type slayers.
- Name: Snow
Rank: C
Type: Single Target, Frozen Precipitation
Damage: None
Range: 120 m
Speed: 120 m/s
Duration: 1 turn
Cooldown: 4 turns
Downside: None
Description: It begins snowing in the area for one turn. One target of the user's choice, either an ally or themself, is healed for 60 HP.
Strengths:- Heals caster or ally.
Weaknesses:- Long cooldown period for rank.
- Name: Whirlwind
Rank: C
Type: Multiple Target, Wind
Damage: Up to 30 HP
Range: 90 m
Speed: 65 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A vortex of swirling wind appears around the caster, or an ally of their choice. This does not interfere with their movement or attacks in any way. However, this will take 2 hits of C-rank damage before being destroyed. In addition, it will reflect 50% of the damage dealt to it back at the attacker.
Strengths:- Reflects damage back at attackers.
Weaknesses:- Can be eaten by wind slayers, in which case the entire shield disappears immediately.
- Name: Ball Lightning
Rank: C+
Type: Single Target, Lightning
Damage: 90 HP
Range: 180 m
Speed: 180 m/s
Duration: 1 turn
Cooldown: 3 turns
Downside: None
Description: An orb of lightning hovers in the air in the moment, then shoots toward the target. On striking it deals spell-rank damage and stuns the target for one turn.
Strengths:- Stuns the target.
Weaknesses:- Will not stun lightning-type mages.
- Name: Downpour
- B-Rank Spells:
- Name: Hail
Rank: B
Type: Multiple Target, Frozen Precipitation
Damage: 60 HP
Range: 150 m
Speed: 110 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: Large, scattered chunks of hail fall throughout the spell's range throughout the initial turn. They will not harm the caster or their allies. However, enemies can be hit multiple times. any enemies that are hit by this spell will then have a 20% physical resistance debuff for the remainder of the spell's duration.
Strengths: - Debuffs enemies.
Weaknesses:- Debuff only applies if the spell actually hits the enemies. If they happen to dodge the hail... Well then, the caster is just out of luck.
- Name: Black Ice
Rank: B
Type: Area of Effect, Ice
Damage: 40 HP
Range: 100 m
Speed: 50 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: A very thin, see-through layer of ice appears across the entire range of the spell. It can barely be spotted, but the cold seeping up from it deals spell-rank damage to all enemies in the area. In addition, everyone within range (except the caster) must move very carefully to avoid falling- they get a 25% speed debuff!
Strengths:- Debuffs enemies in range.
Weaknesses:- Debuffs allies too!
- Name: Microburst
Rank: B
Type: Area of Effect, Wind
Damage: 40 HP
Range: 100 m
Speed: 50 m/s
Duration: 1 turn
Cooldown: 4 turns
Downside: None
Description: A large burst of wind comes down over the caster, then spreads outward in all directions. This deals spell-ranked damage to all enemies and knocks them back to the edge of the spell's range.
Strengths:- Knocks enemies back.
Weaknesses:- As they say, keep your friends close and your enemies closer. Sometimes you'd rather not push them away from you.
- Name: Lightning Strike
Rank: B+
Type: Single Target, Lightning
Damage: 60 HP on initial strike, 60 HP each turn for the next 4 turns, for a total of 300 HP
Range: 300 m
Speed: 300 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: A large bolt of lightning comes down from the sky, striking the target. This deals 60 HP of damage on the initial hit, and the same amount each turn for the next four turns.
Strengths:- Can do a lot of damage over the course of five posts.
Weaknesses:- Can be eaten by lightning-type slayers.
- Name: Hail
- Signature Spells:
- Name: Straight-Line Wind
Rank: D-Rank Signature
Type: Single Target, Wind
Damage: 40 HP
Range: 60 m
Speed: 60 m/s
Duration: 1 turn
Cooldown: None
Downside: None
Description: A single, strong gust of wind hits a target, dealing spell-ranked damage.
Strengths: - No cooldown, meaning it can be used frequently.
Weaknesses:- Can be eaten by wind slayers.
- Name: Ice Barrage
Rank: User-Rank Signature (Up to S-rank)
Type: Multiple Target, Wind
Damage: Spell-Ranked Multi-Target Damage (Up to 90 HP at S-rank)
Range: Spell-Ranked Multi-Target Range (Up to 300 m at S-rank)
Speed: Spell-Ranked Multi-Target Speed (Up to 2225 m/s at S-rank)
Duration: 1 turn
Cooldown: None
Downside: None
Description: The air around the caster cools, allowing ice crystals to form. These ice crystals then shoot in one direction of the caster's choice. Each crystal deals spell-ranked damage. The same target can get hit by multiple crystals. This will not harm allies.
Strengths:- No cooldown means it can be used frequently.
Weaknesses:- Can be eaten by ice slayers.
- Name: Straight-Line Wind
Last edited by Sayuri Katsuya on 19th August 2018, 2:54 pm; edited 1 time in total
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°8
Re: Creation Testing (Private!)
This is a starter pack made for Cheese Prince!
Magic
Magic Name: The Big Cheese: Cheese Make Magic
Magic Type: Caster (Primary), Summoning (Auxiliary)
Description: This is a cheese make magic. It allows the user to create various things out of cheese. Be it cheddar, cottage cheese, or even the foul-smelling muenster, this connoisseur can create them all! This also allows the user to summon creatures made of- you guessed it- cheese!
Strengths:
Weaknesses:
Unique Abilities:
Spells:
Magic
Magic Name: The Big Cheese: Cheese Make Magic
Magic Type: Caster (Primary), Summoning (Auxiliary)
Description: This is a cheese make magic. It allows the user to create various things out of cheese. Be it cheddar, cottage cheese, or even the foul-smelling muenster, this connoisseur can create them all! This also allows the user to summon creatures made of- you guessed it- cheese!
Strengths:
- Make magic is very versatile, with a wide range of applications.
- If the user gets hungry, they can always eat their own magic.
Weaknesses:
- Might have a hard time getting enemies to take cheese magic seriously.
- Enemies can eat the magic too. Really inconvenient if they eat your weapon...
Unique Abilities:
- A Picture of Vitality: User has 25% more HP
- Matured: Spells cost 35% less to use
- Thick Rind: User gains a 40% physical resistance buff
Spells:
- D-Rank Spells:
- Name: Mozzarella Bomb
Rank: D
Type: Area of Effect
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 3 turn
Cooldown: 4 turns
Downside: None
Description: A large wheel of mozzarella appears in front of the caster, then explodes outward, damaging all enemies in the area. It has the added benefit of spattering then with oozing bits of melted cheese. The stringiness of this hampers their movement, giving them a 15% speed debuff for the remainder of the duration.
Strengths: - Damages all enemies in range.
Weaknesses:- Doesn't do very much damage.
- Name: Mountain of Cottage Cheese
Rank: D
Type: Single Target
Damage: 40 HP
Range: 60 HP
Speed: 60 HP
Duration: 1 turn
Cooldown: 2 turns
Downside: None
Description: Cottage cheese begins falling from the sky, burying a target of the caster's choice under a mountain of it. This deals spell-rank damage and holds them in place for one turn, unless they can eat their way out before then.
Strengths:- Holds the enemy in place for one turn.
Weaknesses:- A very determined enemy can eat their way out of the mountain of cheese, ending the inability effect.
- Name: Munster Shield
Rank: D
Type: Multiple Target
Damage: None
Range: 45 m
Speed: 30 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A shield made out a munster cheese appears for the user to wield. This will take 2 hits of D-rank damage before disappearing. In addition, the nauseating smell of this cheese will give any enemies within range a 15% strength debuff.
Strengths:- Debuffs enemies.
Weaknesses:- The user and their allies don't get a debuff from the cheese's smell, but it can still make them nauseous.
- Name: Brie Mouse
Rank: D
Type: Normal Summon, Multiple Target
Damage: 5 HP
Summon HP: 50 HP
Range: 45 m
Speed: 30 m
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A small mouse appears made out of brie cheese.
Strengths:- Very small, so it is a difficult target to hit.
Weaknesses:- Can't take much damage before it is destroyed.
Abilities:- Speed Demon: Summon has a 50% speed buff.
- Nip: The mouse nips the target on the ankle, dealing 50% spell-rank damage on the initial bite (20 HP), and 20 HP on each of the next 4 posts, for a total of 100 HP. Rodents carry disease, after all!
- Name: Cheesecake of Healing
Rank: D+
Type: Single Target
Damage: None
Range: 60 m
Speed: 60 m/s
Duration: 1 turns
Cooldown: 3 turns
Downside: None
Description: A tiny, bite-sizes cheesecake appears in front of the caster or one of their allies. Once consumed, this cheesecake heals the user by 60 HP
Strengths:- Heals the user or an ally.
Weaknesses:- If an enemy manages to swipe the cheesecake before you have a chance to eat it... Well congratulations, you just healed your enemy.
- Name: Mozzarella Bomb
- Sample Spells:
- Name: Sword of Cheese
Rank: D
Type: Requip Weapon, Multiple Target
Damage: 7 HP
Requip HP: 50 HP
Range: 45 m
Speed: 30 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A sword made out of cheese! What more is there to say? Well, alright, I could specify that it's a two-handed broadsword, if that would be more helpful.
Strengths: - Long reach makes it easier to hit opponents.
Weaknesses:- Two-handed weapon, so it cannot be used with a dual-wield technique.
Abilities:- Brute Force: User gets a 50% strength buff
- Enhanced Strike: One physical hit does spell-rank damage (40 HP) instead of normal melee damage. This has a cooldown of 1 turn.
- Name: Brie Mouse
Rank: D
Type: Normal Summon, Multiple Target
Damage: 5 HP
Summon HP: 50 HP
Range: 45 m
Speed: 30 m
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A small mouse appears made out of brie cheese.
Strengths:- Very small, so it is a difficult target to hit.
Weaknesses:- Can't take much damage before it is destroyed.
Abilities:- Speed Demon: Summon has a 50% speed buff.
- Nip: The mouse nips the target on the ankle, dealing 50% spell-rank damage on the initial bite (20 HP), and 20 HP on each of the next 4 posts, for a total of 100 HP. Rodents carry disease, after all!
- Name: Arm of the Cheese Golem
Rank: D
Type: Partial Takeover, Multiple Target
Damage: 30 HP
Range: 45 m
Speed: 30 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: The user gains the arm of a cheese golem. The arm is made of a multitude of cheese wheels of various sizes, colors, and cheese varieties.
Strengths:- User does spell damage instead of melee damage.
Weaknesses:- The user takes 10% more damage from melee attacks that hit this arm.
Abilities:- Mana Hit: Physical attacks dealt with this arm to spell-ranked damage (30 HP) instead of the normal melee damage. This lasts for the duration of the takeover.
- Buff: 25% Spell Damage buff
- Name: Sword of Cheese
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°9
Re: Creation Testing (Private!)
This is a primary magic made for Lance Knighthunter's alternate character (not yet created).
Magic
Magic Name: Electrical Ice
Magic Type: Caster (Solitary)
Description:
This magic combines the forces of lightning and ice into a truly devastating magic. Most spells will focus on one element or the other. However, the most powerful of spells will combine the two, with devastating effects. Because lightning and ice play off of each other so well, considering water is an excellent conductor of electricity, when these two elements are combines the effects are definitely dangerous.
Strengths:
Weaknesses:
Unique Abilities:
Magic
Magic Name: Electrical Ice
Magic Type: Caster (Solitary)
Description:
This magic combines the forces of lightning and ice into a truly devastating magic. Most spells will focus on one element or the other. However, the most powerful of spells will combine the two, with devastating effects. Because lightning and ice play off of each other so well, considering water is an excellent conductor of electricity, when these two elements are combines the effects are definitely dangerous.
Strengths:
- When lightning and ice are used at the same time the attacks are even stronger.
- Can stun and freeze enemies.
- Good for adding up damage buffs and debuffs to increase the amount of damage done by even the weaker spells.
Weaknesses:
- The lightning portions of the magic can be eaten by any lightning-type slayers.
- The ice portions of the magic can be eaten by any ice-type slayers.
- The spells are flashy, making it easier to predict attacks.
Unique Abilities:
- Vitality: User gets a 25% HP buff.
- Ward: Users gets a 40% Magical Resistance buff.
- Good Conductor: If a lightning or ice spell is cast when a spell of the opposite element is already active, the second spell gets a 40% spell damage buff. Combination spells that use lightning and ice in the same spell always get this buff. This does not stack if there are multiple spells active.
- D-Rank Spells:
- Name: Charged Air
Rank: D
Type: Area of Effect
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 3
Cooldown: 4
Downside: None
Description: The air within the spell's range appears to crackle with sparks of electricity. On the initial casting this deals 20 HP of damage to all enemies within range. For the remainder of the spell's duration, the caster gets a 50% buff to spell damage as long as they stay within the initial spell range (from where it was cast, not the caster's current location.)
Strengths: - Buffs the caster's spell damage.
Weaknesses:- Caster has to stay within the spell's limited range in order to receive the buff.
- Name: Static Electricity
Rank: D
Type: Single Target
Damage: 40 HP
Range: 60 m
Speed: 60 m/s
Duration: 1 turn
Cooldown: 2 turns
Downside: None
Description: A small bolt of electricity shoots toward the target. On striking, the target appears to crackle with electricity. This deals spell-rank damage and stuns the target for 1 turn.
Strengths:- Stuns the target.
Weaknesses:- Stun effect does not work against other lightning mages.
- Name: Frozen Field
Rank: D
Type: Area of Effect
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: When cast, the ground within this spell's range freezes over. This deals spell-rank damage to all enemies within this range. In addition, anyone damaged by the spell gets a 25% spell damage debuff for the remainder of the spell's duration as long as they are within range. If they leave the range they are not affected, but if they reenter the range they will be affected by it again.
Strengths:- Debuffs enemies, making future attacks do more damage.
Weaknesses:- Debuff doesn't work on long-range enemies, or those who enter the spell's range after it was cast.
- Name: Ice Shards
Rank: D
Type: Multiple Target
Damage: 30 HP
Range: 45 m
Speed: 30 m/s
Duration: 1 turn
Cooldown: 2 turns
Downside: None
Description: Shards of ice fly outward from the target in one direction. Any enemies hit take spell-rank damage. This will not damage allies. The same enemy can be hit multiple times by this spell.
Strengths:- Hits stack up and can do a lot of damage.
Weaknesses:- Does 10% less damage against ice and water mages.
- Name: Frozen Lightning
Rank: D+
Type: Single Target, Damage Over Time
Damage: 30 HP on initial strike, 30 HP each turn for the next 4 turns, for an eventual total of 150 HP
Range: 90 m
Speed: 90 m/s
Duration: 5 turns
Cooldown: 7 turns
Downside: None
Description: A large bolt of frozen lightning comes down from the sky, striking the target. This deals damage over time as described above.
Strengths:- Does a lot of damage.
Weaknesses:- Long cooldown period.
- Name: Charged Air
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°10
Re: Creation Testing (Private!)
This is a primary magic made for Yuu Blitzkrieg!
Magic
Magic Name: Apocalypse Magic
Magic Type: Caster (Prevalent), Summoning (Auxiliary)
Description: This magic allows the user to call upon the powers of the end of the world! To begin with, this allows the caster to use chaos magic. In addition, they can summon the four horsemen of the apocalypse, and use spells that are related to their magics, such as war or death magic. This combination of elements makes this a versatile, and destructive, magic.
Strengths:
Weaknesses:
Unique Abilities:
Spells:
Magic
Magic Name: Apocalypse Magic
Magic Type: Caster (Prevalent), Summoning (Auxiliary)
Description: This magic allows the user to call upon the powers of the end of the world! To begin with, this allows the caster to use chaos magic. In addition, they can summon the four horsemen of the apocalypse, and use spells that are related to their magics, such as war or death magic. This combination of elements makes this a versatile, and destructive, magic.
Strengths:
- Powerful combat spells.
- Good amount of buffs enemy debuffs.
Weaknesses:
- No healing spells.
- No defensive spells.
- No support for allies. Any buffs affect the caster only.
Unique Abilities:
- Reckless Abandon: User gains a 40% spell damage buff.
- Boundless Rage: User gains a 40% strength buff.
- Deadly Kinship: While a horseman summon is active, all spells of their nature (famine, pestilence, war, or death), or any general chaos spells, get a 40% spell damage buff.
- To The Bitter End: User gains a 25% HP buff and a 20% MP buff.
- Tough Kill: User gains a 50% magical resistance buff.
Spells:
- D-Rank Spells:
- Name: Feast or Famine (Famine)
Rank: D
Type: Area of Effect
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: A ring of gray energy pulses out from around the caster, spreading to the edge of the spell's range. This deals 20 HP of damage to any enemy hit, and gives them a 25% physical resistance debuff until the end of the spell's duration. In addition, as long as at least one person is hit by the spell, the caster gets a 50% strength buff for the remainder of the spell's duration, as long as they stay within the spell's range (measured from where it was cast, not their current location.)
Strengths: - Buffs caster.
- Debuffs enemies.
Weaknesses:- Debuff only works on those who took damage from the spell's initial hit.
- Buff only works if at least one enemy is hit by the spell.
- Buff only works if the caster stays within the spell's range from where it was initially cast.
- Name: Hunger Strike (Famine)
Rank: D
Type: Single Target
Damage: 40 HP
Range: 60 m
Speed: 60 m/s
Duration: 1 turn
Cooldown: 2 turns
Downside: None
Description: A bolt of gray energy shoots toward the target. Upon impact it will do 40 HP of damage. It will also make them feel very hungry, which can be vaguely distracting, but has no concrete effects.
Strengths:- Can be used fairly frequently.
Weaknesses:- Doesn't do anything beyond just doing damage. It's pretty basic.
- Name: Starvation (Famine)
Rank: D
Type: Multiple Target
Damage: 30 HP
Range: 45 m
Speed: 30 m/s
Duration: 3 turn
Cooldown: 5 turn
Downside: None
Description: Bolts of gray energy shoot outward from the target in all directions. Any enemies struck will take 30 HP of damage and get a 37% magical resistance debuff for the remainder of the spell's duration.
Strengths:- Debuffs enemies.
Weaknesses:- Long cooldown compared to duration.
- Name: Horseman of Famine
Rank: D
Type: Normal Summons
Damage: 5 HP
Requip/Summon HP: 50 HP
Range: 30 m
Speed: 15 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description: This spell summons the horseman of famine.- Appearance:
- Debuffing enemies.
Weaknesses:- No real supportive abilities.
Abilities:- Famish: This passive ability gives all enemies within 30 m of the horseman a 20% debuff to magical resistance.
- Deprive: This active ability is an AoE attack. It deals 20 HP of damage, and follows this spell's range and speed. In addition, anyone hit by attack gets a 25% debuff to physical resistance for the remainder of this spell's duration. This can be used once per summon.
- Name: Chaos Blast
Rank: D+
Type: Multiple Target
Damage: 45 HP
Range: 67.5 m
Speed: 45 m/s
Duration: 1 turn
Cooldown: 4 turns
Downside: None
Description: Streaks of black chaos energy shoot outward from the caster, dealing 45 HP of damage on a successful hit.
Strengths:- Uh... It does damage!
Weaknesses:- Long cooldown compared to duration.
- Name: Feast or Famine (Famine)
- C-Rank Spells:
- Name: Infection (Pestilence)
Rank: C
Type: Multiple Target
Damage: 45 HP
Range: 90 m
Speed: 65 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: Bolts of green energy shoot outward from the caster. When striking a target, they deal 45 HP of damage. In addition, anyone damaged by this spell will get a 40% speed debuff. This debuff only remains active as long as they stay within the range from where the spell was cast.
Strengths: - Debuffs enemies.
Weaknesses:- Debuff only works inside the range where the spell was cast, and only on those originally hit by the spell.
- Name: Virus (Pestilence)
Rank: C
Type: Single Target
Damage: 60 HP
Range: 120 m
Speed: 120 m/s
Duration: 1 turn
Cooldown: 3 turns
Downside: None
Description: A bolt of green energy shoots toward the target. On striking, it deals 60 HP of damage and paralyzes the target for one turn.
Strengths:- Paralyzes the target.
Weaknesses:- Paralysis does not work on anyone with a poison-type magic.
- Name: Horseman of Pestilence
Rank: C
Type: Normal Summons
Damage: 12 HP
Requip/Summon HP: 100 HP
Range: 60 m
Speed: 30 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: This spell summons the horseman of pestilence.- Appearance:
Strengths:- Debuffs enemies.
Weaknesses:- Any attacks only do 50% damage against anyone with poison-based magic.
Abilities:- Epidemic: This passive ability gives any enemies within 60 m of the horseman receive a 27% debuff to spell damage.
- Contagion: This active abilities deals a single damage over time attack against a single target. This does 30 HP of damage on the initial strike and 30 HP of damage each post for the next four posts.
- Name: Chaos Blaze
Rank: C+
Type: Area of Effect
Damage: 45 HP
Range: 90 m
Speed: 45 m/s
Duration: 1 turn
Cooldown: 3 turn
Downside: None
Description: A ring of black chaos energy spreads out from around the caster. It deals 45 HP of damage to any enemies it hits and knocks all enemies back to the edge of the spell's range.
Strengths:- Knocks enemies back.
Weaknesses:- Sometimes you don't want to knock enemies back.
- Name: Infection (Pestilence)
- B-Rank Spells:
- Name: Bloodshed (War)
Rank: B
Type: Single Target
Damage: 80 HP
Range: 200 m
Speed: 200 m/s
Duration: 4 turns
Cooldown: 6 turns
Downside: None
Description: A bolt of red energy shoots toward the target. Upon striking it deals 80 HP damage, and grants the caster a 60% strength buff for the remainder of the spell's duration.
Strengths: - Gives the caster a buff.
Weaknesses:- Long cooldown compared to duration.
- Name: Strife (War)
Rank: B
Type: Multiple Target
Damage: 60 HP
Range: 150 m
Speed: 110 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: Bolts of red energy shoot out from the caster. Upon striking an enemy, they deal 60 HP of damage and give the target a 45% spell damage debuff for the remainder of the spell's duration.
Strengths:- Debuffs enemies.
Weaknesses:- Debuff only works if the enemy is hit by the spell's initial attack.
- Name: Horseman of War
Rank: B
Type: Grand Summons
Damage: 21 HP
Requip/Summon HP: 180 HP
Range: 100 m
Speed: 50 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description: This spell summons the horseman of war.- Appearance:
Strengths:- Sets enemies against each other.
Weaknesses:- Neither ability is attack-based..
Abilities:- Enmity: This passive effect grants the horseman's summoner a 60% strength buff.
- Hostility: This active ability causes all of the horseman's summoner's enemies within range to turn on each other until the summoner's next turn. This required OOC permission, and can be used once per summons.
- Name: Chaos Strike
Rank: B+
Type: Single Target, Damage Over Time
Damage: 40 HP on initial hit, 40 HP each post for the next 4 posts
Range: 200 m
Speed: 200 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description: A bolt of black chaos energy shoots toward the target. On striking it deals damage over time as described above.
Strengths:- Deals a lot of damage.
Weaknesses:- If any healing spell is cast on the target during the damage over time effect, it will prevent any future damage from being dealt.
- Name: Bloodshed (War)
- Signature Spells:
- Name: Chaos Bolt
Rank: D-Rank Signature
Type: Single Target
Damage: 40 HP
Range: 60 m
Speed: 60 m/s
Duration: 1 turn
Cooldown: None
Downside: None
Description: A bolt of black chaos energy shoots toward the target, dealing 40 HP of damage on hitting.
Strengths: - No cooldown means it can be used frequently.
Weaknesses:- This spell can hit allies if the caster isn't careful.
- Name: Chaos Fury
Rank: User-Ranked Signature (Up to S-rank)
Type: Multiple Target
Damage: Spell-Ranked Multi-Target Damage (up to 90 HP at S-rank)
Range: Spell-Ranked Multi-Target Range (up to 300 m at S-rank)
Speed: Spell-Ranked Multi-Target Speed (up to 225 m/s at S-rank)
Duration: 1 turn
Cooldown: None
Downside: None
Description: Bolts of black chaos energy shoot outward from the caster, dealing damage as described above.
Strengths:- No cooldown means it can be used frequently.
Weaknesses:- This spell can hit allies if the caster isn't careful.
- Name: Chaos Bolt
Sayuri Katsuya- - - - - - - - - - - - - - - - - - -
Lineage : Bearer of the Cosmolight
Position : None
Posts : 262
Guild : Dies Irae
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 5,187
Character Sheet
First Skill: Twisted Realities
Second Skill: Elementaris Apocalypta
Third Skill:
- Post n°11
Re: Creation Testing (Private!)
This is a pet created for Haruyuki-Berg
Name: Senka
Rank: Ethereal (+)
Species: Centipede
Type: Combat Pet
Description:
Senka is a bit, well, hot-headed. What else would you expect from the mount of a war god? She is quick to take offense and pick fights, and is not the least bit afraid of battle. In fact, she rather likes fighting, and views it as good fun. She enjoys egging her master on, encouraging him to cause trouble, so to speak. Senka also has a human form that she can take on at will.
Name: Senka
Rank: Ethereal (+)
Species: Centipede
Type: Combat Pet
Description:
Senka is a bit, well, hot-headed. What else would you expect from the mount of a war god? She is quick to take offense and pick fights, and is not the least bit afraid of battle. In fact, she rather likes fighting, and views it as good fun. She enjoys egging her master on, encouraging him to cause trouble, so to speak. Senka also has a human form that she can take on at will.
- Appearance:
- Spoiler:
Name: Henkan Suru
Rank: B (or two less than user-rank, if user is not S-rank. Minimum of D-rank.)
Type: Offensive
Damage: 60 HP (Or spell-rank multi-target damage)
Range: About 2 feet- must make contact with a physical attack.
Speed: 110 m/s
Duration: 6 turns (Or spell-rank max duration)
Cooldown: 7 turns (Or spell duration +1)
Description: While this spell is active, Senka's physical attacks deal spell-ranked multi-target damage instead of physical damage.
Strengths:- Attacks deal spell damage instead of physical damage.
Weaknesses:- Attacks still have to make physical contact to do damage, so this only works at very close range.
- Attacks deal spell damage instead of physical damage.
- Spoiler:
Name: Jinsoku
Rank: A (or one less than user-rank, if user is not S-rank. Minimum of D-rank.)
Type: Single Target Attack
Damage: 100 HP (Or spell-rank single-target damage)
Range: 300 m (Or spell-rank single-target range)
Speed: 300 m/s (Or spell-rank single-target speed)
Duration: 5 turns (Or spell-rank max duration)
Cooldown: 6 turns (Or spell duration +1)
Description: Senka gains a 50% speed buff, then immediately charges at a single target. If the attack is successful, Senka keeps the buff for the remainder of the ability's duration. If the attack misses, Senka loses the buff and the ability immediately goes on cooldown.
Strengths:- Gains a speed buff
Weaknesses:- Buff only stays if the attack hits.
- Gains a speed buff
- Spoiler:
Name: Inazuma
Rank: S (Or user-rank, if user is lower than S-rank)
Type: Multiple Target Attack
Damage: 90 HP (Or spell-ranked multiple-target damage)
Range: 300 m (Or spell-ranked multiple-target range)
Speed:225 m/s (Or spell-ranked multiple target speed)
Duration: 10 turns (Or spell-ranked max duration)
Cooldown: 11 turns (Or spell duration +1)
Description: Bolts of red electricity shoot outward from Senka. Anyone hit by these will be dealt damage as described above. In addition, they will receive a 50% speed debuff for the remainder of the spell's duration (45% A or B rank, 35% D or C rank.)
Strengths:- Debuffs any enemies hit by the attack.
Weaknesses:- Debuff does not affect anyone with lightning magic.
- Debuffs any enemies hit by the attack.