Primary Magic: Nu Wa Force
Secondary Magic: NIL
Caster or Holder: Caster
Description: Nu Wa was the creator of life to some, for she forged humans from clay, and giving them life. Her 5 elemental stones gave her much power, and it served as the basis for shaping the world for humans, giving them abilities some animals lacked. Nu Wa however sensed a great evil brew, and thus, granted a chosen human her power before going into a deep slumber, hidden from the world, which legend says is protected by great forces of incorruptible power, though all that has faded from history.
However this human was not granted immortality, and thus the power was always passed down to a student. Many years of peace, the power was deemed slowly useless and unneeded in times of peace, thus no one learnt it anymore, living one man capable of it's power. Nu Wa granted this man immortality, till he finds a worthy student to fully teach and train. In the deep cold mountains of Midi, Hebisha inherited the powers, however threw them aside after the death of her master, not wanting to remind herself of losing someone who accepted her.
Nu Wa Force embodies the heavenly elements of Nu Wa; Metal, Earth, Water, Wood and Fire, into a body that has trained to control this power. Possessing intense discipline and control, Hebisha can unleash the very elements on to her enemies while supporting her allies with magical tags to ward off evils. In tune with Nature, Nu Wa Force is one to reckon out in the open world.
Strengths:
- Nu Wa Force is a strong mix between range and melee. The elements make her a versatile force to be reckoned with.
- Nu Wa Force was a magic built to fight spirits and other underworldly forces.
- Nu Wa Force has several capabilities that allow Hebisha to become a strong fighter in battle, even if she does not want to.
Weaknesses:
- Energy: Nu Wa Force is made from natural earthly energy from the Nu Wa stones. Man made energy deals more damage to Hebisha.
- Poison: Nu Wa Force makes Hebisha attune with the natural forces. Poison that destroys these natural forces will affect Hebisha greatly.
- Man Made environments: Nu Wa Force works better in areas with more greenery. Cities and towns that have little life in them counts to degrading her powers.
- Life Drain: Like Poison, things that drain life deal more damage to Hebisha while her magic is active.
- God Slayer: Surprise surprise, due to Nu Wa's power being in Hebisha, Hebisha becomes weak to God Slayers.
Lineage: Truth. The only silencing lineage
Unique Abilities:
- Paper Shower(Passive): Hebisha can make endless amounts of steel like paper that she can control. Hebisha can create things with paper like for example beds and cardboard boxes. It cannot replicate weapons though, just everyday items.
- Earthly Presence(Passive): Attuning with the Earth element, Hebisha is in tune with the earth, allowing her to heal minor injuries with her touch. Flowers also happen to grow around Hebisha if she travels across fertile land. Heals 5% per post if you wanna math
- Stainless Steel(Passive): Attuning with the Metal element, Hebisha reduces all incoming damage by 15% when Hebisha casts a defensive spell, adopts a blocking position or fleeing, as long as it does not hurt the other party. The passive that benefits acting passive or pacifistic. Damage from rank higher than Hebisha is not reduced.
- Celestial Armaments(Passive):Hebisha can create three pairs of floating arms that are ethereal and space like. Energy visibly flows through them. Upon entering a meditative state with the arms out, she gains 5% more mana regeneration. The arms can pick things up and seemingly follow hand gesture commands from Hebisha's real pair.
- Brine Verity(Passive): Hebisha senses the unnatural and spiritual, and solves it by slapping them with holy salt, allowing her to deal 50% more damage to spirit barriers and anything that is underworldly or hellish(she breaks them in plot). Hebisha becomes a living holy salt shaker, and may occasionally leave trails of salt.
Spells:
- Sigy:
Name: Flurry Seal
Rank: D Rank
Type: Holy Fire Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Hebisha creates 10 seals that orbit around her hands, 5 on each hand that she can command them like a fleet of drones. Each seal can fire a shot of blue fire at rapid fire dealing 1/4 d rank spell damage. Hebisha can also make them ram into things to deal 1/4 d rank damage.
Strengths:
Hebisha can use this spell to surround enemies or quarantine them in an area.
Deals multiple single target damage.
Weaknesses:
Fire slayers can take the fire shot.
Stops her from casting any other spell till Duration is over.
The slips will remain at the task given till Hebisha says they move, so micromanagement is required and is not always applicable in a combat situation.
Name: Quality Legs
Rank: User
Type: Takeover
Duration: 3 posts
Cooldown: 5 posts
Description: Hebisha summons upon the power of the Five Elemental Stones and gives her regular human legs. Just normal legs. No special thing, just human legs of someone who works out and never skips leg day.
Strengths: Normal, effective legs, feel free to run jump etc.
Weaknesses: Just normal legs
No magical benefit other than the miracle of walking again... Though Hebisha is a snake.
- D Rank:
Name: Iron Lotus Technique
Rank: D
Type: Metal Offensive Takeover
Duration: 2 posts
Cooldown: 3 posts
Description: Upon activating, Hebisha's enters a new form but instead of red armor its grey. Whenever she hits something, it sounds like a chinese gong.
Passively, Hebisha amplifies waves near her, whether it be earthquakes or tidal waves, as long as it is a wave. Amplifies waves become stronger by 10% (meaning Healing waves heal 10% more, tides hurt 10% more etc). You can tell whether something is amplified when you hear a sound that sounds like something hitting a hollow metal object.
Hebisha also gains 10% extra physical defense.
Actively, Hebisha channels magic energy into her limbs and executes a spin attack, drawing things close to her in a distance 3m away from her spinning radius(aka her legs). Things that get into her spin range get pummeled with D rank magic damage before getting knocked out of spin. The spin duration lasts 1 post and goes on a 2 post cooldown.
Hebisha reverts back to normal if her health drops below 85%.
Strengths:
Passive is useful for certain magics as long as they include waves.
Basic hits and Passive may prove strong against mages who hate loud noises.
Brings her enemies to close range when using her active.
Weaknesses:
Iron God slayers are her main weakness.
Gong sounds may affect allies who have sensitive hearing as well.
She does not increase her magic defense so she still takes normal magic damage.
Fire ends the spell early.
Active may prove unfavorable if the enemy thrives on close range.
Glowing from her legs signals her active being used, so don't be fooled twice.
Name: Snake Whorl
Rank: D
Type: Debuff Offensive
Duration: 1 post
Cooldown: 3 posts
Description: Hebisha summons a flurry of paper seals towards her target that constrict the first enemy hit in a tight coil of paper, preventing their physical movement for 1 post. They have a few options. If their physical prowess are strong enough, they can break the wrapping with 2D rank physical damage. Water magic immediately neutralizes the paper. Fire magic needs to deal 2 and a half D rank magical damage to remove it.
Strengths: Stops those who rely on their physical capabilities too much.
Weaknesses: Not really useful on mages who prefer magic to physical.
Bindings are not strong enough to hold on to mages of a higher rank.
Teleporting
Name: Dancing Steel
Rank: D
Type: Metal Offensive
Duration: Once per post
Cooldown: 5 posts
Description: Hebisha summons in 4 daggers. These four daggers deal quarter D rank damage each. They work like pinpoint missiles, point and they fly towards it and converge.
Strengths:
A good way to fight 1v1.
Weaknesses:
Lack versatility control since they only fly towards a pointed location.
Hit one with D rank to destroy them.
Name: Burning Fan
Rank: D
Type: Fire Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Hebisha throws a fan of seals that burn with blue fire. This blue fire deals 25% more damage to Undead enemies and Demons. Each seal does quarter D rank damage upon hitting and seals themselves to the hit object. They then burn for DoT quarter D rank damage for the remaining duration. Hebisha can control the spread of the fan.
Strengths:
A simple damage ability, not too fussy.
Deals alot of damage up close
Weaknesses:
Not much damage from afar
Staying far helps you retain minimal damage.
Easy to dodge the fan cone.
- C Rank:
Name: Mist Wrap
Rank: C
Type: Water Support
Duration: 5 posts
Cooldown: 7 posts
Description: Mist Wrap allows Hebisha to bring down a 30m wide ring of mist. Allies within the mist are invisible to the enemy if they are Hebisha's rank or below. Hebisha can choose to bring allies within the mist to her side, transferring the mist at the same time.
Strengths:A capable escape ability.
Perfect for foggy areas.
Weaknesses:It is noticable when the wrap happens, the mist swirls into the epicenter and sends allies inside towards it.
Wind mages can easily dispell the fog, and sending the spell on cooldown.
Deals no damage.
Name: Seals Ward
Rank: C
Type: Buff Offensive
Duration: 4 posts
Cooldown: 6 posts
Description: Hebisha grants an ally a mystical ward of large seals of paper, which nullifies a ranged magic spell once assuming said magic is of a rank lower or equal to Hebisha's current rank. Ward remains on the target till 4 posts are up.
Strengths:Useful against mages with powerful ranged spells
Weaknesses:Useless against mages who prefer melee.
Only nullifies one spell, and must be a ranged based spell.
Can only nullify spells of rank below or equal to Hebisha's.
Name: Earth Shaker Technique
Rank: C
Type: Earth Takeover
Duration: 3 posts
Cooldown: 4 posts
Description: When entering this form, she gains the same look at her Iron Lotus form but the armor is now ember not gray.
Passively stones float around her whether big or small, but the stones are never larger than her head. When an attack that Hebisha senses coming, the stones shift and form a spiral shield to block the attack, taking C rank damage before breaking. Once per post.
Stat passively, Hebisha gains 15% more physical damage.
Actively, Hebisha lifts her leg and channels the stone towards in before slamming down on the ground, dealing 2C rank physical damage to those beneath, and creates a large crater that is 30 meters deep and 30 meters wide. Large walls that are 15 meters high that form around the circumference of the crater. Walls last 3 posts and after the wall is down goes on a 3 posts cooldown. She cannot recast the active while the wall is up.
Hebisha reverts back to normal once dropping below 80% of her hp.
Strengths:Quarantine enemies became easy.
Easy arena fight.
Passive allows blocking with having to turn or face the attack as long as Hebisha knows it is coming
Weaknesses:Walls affect ally attacks.
You can still fly out or climb out if you can.
You can still blow a hole into the wall, even if you are Hebisha.
Earth Slayers can consumed the stones that float around Hebisha.
Passive only works on attacks she sense incoming
The lifting of her legs signal the active being used, so run and if you do, might trap Hebisha in her own hole.
- B Rank Spells:
Name Cleansing Brine Technique
Rank: B
Type: Water Takeover
Duration: 4 posts
Cooldown: 5 posts
Description:
Hebisha after clearing herself of Orochi, at least for now, has been purified by the pool of water and thus unlocks the Cleansing Brine Technique, the basic cleansing prowess of Nu Wa's 5 powers. In the words of her master, "Metal and Earth are your base, gain a firm stance then with strong resolve, purifying what can be cleansed."
Like the previous takeovers, her armor is aquamarine in color, with a shine that resembles glass. Hebisha stat passively takes 20% less damage from elemental magic.
The Takeover's passive creates crusts of salt along Hebisha's arms and hands, turning any punch into a stab of sharp salty spikes. The salt gives her a bit of armor for her hands and the crusts grow larger every turn, maxing out at 3 posts.
The Takeover's Active makes her passive max out, and Hebisha leaps high into the air and dives down as if she is diving off a waterfall. The impact from landing causes the salt to break and explode into shrapnel, dealing damage in an AoE of range 60m that extends backwards from where she is facing in a cone of 90m. Deals full B rank.- For Illustration Purposes:
- Heavy Hitter: This spell will hurt, alot.
- Large Range: The wide range ensures something with get hurt.
- Salty Wounds: This literally applies salt to your wounds.
- Hard Salt: Guarantees safety and utter pain thanks to the salt crusting.
Weaknesses:- Crusty Salt: Hebisha loses more of her flexibility in exchange of sheer raw power.
- Dive bomber: You can run, really run from it or take cover.
- Salty: May not affect those who have excellent pain endurance.
- Reverse Hitter: Hebisha can only hurt what is behind her and around her, but not in front of her.
Name Calm Mind
Rank: B
Type: Support
Duration: 5 posts
Cooldown: 6 posts
Description: Hebisha throws a large paper slip into a chosen area that travels at 75m/s and is 100 meters in radius. Upon reaching, the area will explode and deal 2B rank damage to enemies. Allies in this area are marked only Hebisha can see.
Strengths:- Decent damage
- Wide range
- Marked allies benefit
Weaknesses:- Can be blocked while travelling
- Allies will not benefit if not in the area
- Noticeable projectile
Name Hidden Power
Rank: B
Type: Support
Duration: 3 posts
Cooldown: 6 posts
Description: Depending on the takeover used before this, this spell will activate the mark placed on allies when Hebisha uses the Calm Mind spell. The duration of the effects is the duration of the spell. Only one effect can be active at once.
Effects are as follows- Metal: Allies deals 30% more damage with weapons(includes Requip weapons), and gain 20% physical defense.
- Earth: Allies will mitigate 30% of the first damage taken(does not count things like burning poison etc), and their attacks are followed up by a spray of pebbles.
- Water: Allies will have bubbles follow them that heal them for B rank.
- Wood: A flower will appear on her allies, looking like a pretty decoration of sorts(like a hair ornament or clothing attachment) and provide the person with a spell shield that will reduce magic damage by 30%
- Fire: Engulfs her allies in a flaming aura, increase damage output from the next spells used by 50% buffed with a 1/4 B rank DoT burn that last 2 posts if it lands.
Strengths:- Special buffs based on the element of her previous TO
- Decent duration
- Tactical decisions to benefit allies
Weaknesses:- Allies need to be marked
- Not all allies may benefit from it
- One effect can only happen
- Is influence by TO cooldown as well
List of Spell Fusions:None Yet
- Fusions!:
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by YoungBridge on 9th April 2018, 5:42 am; edited 54 times in total