Completed Training Link: Cherry Blossom Training
Magic
Magic Name: Wrath of the Nine Realms
Magic Type: Primary Summoner, Auxiliary Take-Over
Description: After some much needed training, Zachariah studied his primary magic, the Prismatic Unison. Amidst his visit to the mountain temples where he first learned magic, he discovered glyphs even older than those depicting Prismatic Unison and thus an entirely new subset of magic; The Wrath of the Nine Realms. Following many, many translating sessions, Zachariah finally understood what the magic entailed. With it, he was able to connect to and draw power from the Nine Realms of the Bifrost. This magic allows Zachariah to summon powerful creatures from the realms of Asgard and Vanaheim, or monsters from Helheim and the fiery Muspelheim. Though, due to their immense power, creatures summoned with this magic cannot appear in their natural form, and thus are built out of gold crystal when conjured. With this magic, he can also channel the power of the ancient Vanir and Aesir gods, adapted into unique take-overs.
Spells:
Magic
Magic Name: Wrath of the Nine Realms
Magic Type: Primary Summoner, Auxiliary Take-Over
Description: After some much needed training, Zachariah studied his primary magic, the Prismatic Unison. Amidst his visit to the mountain temples where he first learned magic, he discovered glyphs even older than those depicting Prismatic Unison and thus an entirely new subset of magic; The Wrath of the Nine Realms. Following many, many translating sessions, Zachariah finally understood what the magic entailed. With it, he was able to connect to and draw power from the Nine Realms of the Bifrost. This magic allows Zachariah to summon powerful creatures from the realms of Asgard and Vanaheim, or monsters from Helheim and the fiery Muspelheim. Though, due to their immense power, creatures summoned with this magic cannot appear in their natural form, and thus are built out of gold crystal when conjured. With this magic, he can also channel the power of the ancient Vanir and Aesir gods, adapted into unique take-overs.
- Unique Abilities:
- Nordic Grit: With this ability, slowness and speed debuffs are reduced by half.
- Yggdrasil's Blessing: This ability reduces the MP cost of all summons by a fourth when a Full Take-Over is activated.
- Nordic Grit: With this ability, slowness and speed debuffs are reduced by half.
Spells:
- Take-Over Spells:
- Aesir Soul, Heimdallr:
Name: The Golden Locks of Heimdallr
Rank: C
Type: Partial Take-Over, Burst
Melee Damage: 12 HP
Range: 30 m
Speed: 30 m/s
Duration: 3 posts
Description: Upon activating this spell, Zachariah's hair grows to shoulder-length with braids and glows bright yellow, and a hazy, rainbow colored halo orbits his head. This transformation also causes his ears to become pointed like an elf's.
Buff: 25% reduction in spell MP cost- Abilities:
Name: Fury of the Stars
Type: Passive
Duration: 3 posts
Description: This passive ability allows Zachariah to hit intangible objects and enemies. It appears in the form of white rune lines that float around his forearms like bracelets.
Name: The Celestial Skin
Rank: C
Type: Partial Take-Over
Melee Damage: 12 HP
Range: 30 m
Speed: 30 m/s
Duration: 3 posts
Description: When this spell is in use, the entirety of Zachariah's body from the neck down becomes textured with the appearance of space and decorated with stars and planets.
Buff: 27.5% increase to physical strength- Abilities:
Name: Light of Ruin
Type: Active; Area of Effect
Damage: 20 HP
Range: 30 m
Speed: 15 m/s
Duration: 2 posts
Description: Zachariah summons a blinding pink light from his fingertips that causes space to be briefly disrupted. When this ability is cast, detached objects such as trees, rocks and other loose terrain items within its radius are displaced at the user's discretion.
Name: The Runes
Rank: C
Type: Partial Take-Over
Melee Damage: 12
Range: 30 m
Speed: 30 m/s
Duration: 5 posts
Description: Requires the Celestial Skin to be activated first. Atop Zachariah's Celestial Skin appears the Runes, which are large, prismatic colored letterings that mark his torso in varying places.
Buff: 5% buff to health regeneration.- Abilities:
Name: The Seven Halos
Type: Active; Single Target
Damage: 60 Hp
Range: 120 m
Speed: 120 m/s
Duration: 3 posts
Description: Zachariah synthesizes a cannon formed by the colors of the rainbow. The seven rings line up in order and begin to spin rapidly, followed by a bright flash and beam of white light. This attack will pierce C-rank shields/magically created barriers in exchange for a 50% decrease in damage and deals elemental as well as holy damage.
Name: Aesir Soul: Heimdallr
Rank: C+
Type: Full Take-Over
Melee Damage: 27 HP
Range: 45 m
Speed: 45 m/s
Duration: 5 posts
Description: Zachariah channels in the power and abilities of the Aesir god, Heimdallr, and takes over its body temporarily. When the complete take-over is used, a bright column of rainbow light descends on his body. This spell requires The Golden Locks of Heimdallr, The Celestial Skin, and The Runes to all be activated before triggering this spell.
Buff: 50% increase in physical resistance- Abilities:
Name: Gjallarhorn Bellow
Type: Active; Multi-Target
Damage: 68 hp
Range: 135 m
Speed: 100 m/s
Duration: 4 posts
Downside: Although this ability allows Zachariah to deflect spells, this can only happen once per post and requires him to spend MP to do so. Only spells of B-Rank or lower will be deflected by this ability.
Description: Zachariah sucks in air and forms a tunnel with his hands in front of his mouth. With this spell, he temporarily summons a magic golden horn and unleashes an ear-piercing bellow. Sound waves become visibly bright gold and quake the very earth. Incoming projectiles that are slower than the Gjallarhorn Bellow will be blown off course and miss.
Name: Bifrost Call
Type: Active; Burst
Damage: 90 hp
Range: 45 m
Speed: 45 m/s
Duration: 3 posts
Description: Zachariah takes one post to charge this ability, then a train of light hurls his body at spell-speed towards his enemy (this mobility effect can only be used once per post, but this spell requires a full post to charge before triggering this effect). A scorched trail is left behind in the path, and this spell will only allow for straight movements that are uninterrupted. If a shield or barrier happens to be in the way, this spell will pierce it, but Zachariah's damage and speed will both be reduced by half following the pierce.
- Jötunn Soul, Ymir:
Name: Bones of the Giant
Rank: B
Type: Partial Take-Over, AoE
Melee Damage: 19HP
Range: 50 M
Speed: 50 M/S
Duration: 6 Posts
Description: With the activation of this spell, Zachariah gains a pair of tall stag antlers. A crest of white fur grows on his torso with glowing blue runes, and his eyes shift to a sharp icy color.
Abilities:- Ability 1:
Name: Song of the Hooded One
Rank: B
Category: Auxiliary
Type: Multi-Target
Range: 150 M
Speed: 110 M/S
Duration: 6 Posts
Description: With a deep hum, Zachariah summons a powerful gale of wind that increases spell damage for up to four teammates and self by 25% for the duration of the spell.
Buff: 30% increase to defense against spells
Name: Ginnungagap Mold
Rank: B
Type: Partial Take-Over, Burst
Melee Damage: 19HP
Range: 50 M
Speed: 50 M/S
Duration: 6 Posts
Description: Zachariah's limbs and neck become encased in a black and dark blue crystal, and his hands become gauntlets tipped with sharp claws. Singular white runes glow in his palms and on his knees.
Abilities:- Ability 1:
Name: Snærr Touch
Rank: B
Category: Auxiliary
Range: 50 M
Speed: 50 M/S
Duration: 4 Posts
Description: All of Zachariah's physical attacks cause ice to grow where he touches, adding a slowness debuff of 30% to attacks. If he hits an opponent, ice will sprout from where his fist or kick made contact.
Buff: 30% increase to physical durability
Name: Ymir, the Primal Being
Rank: B+
Type: Full Take-Over, Multi-Target
Melee Damage: 43.5HP
Range: 75 M
Speed: 75 M/S
Duration: 8 Posts
Downside: Requires Bones of the Giant and Ginnungagap Mold to activate.
Description: After transforming into the giant, Ymir, Zachariah's body increases in size. He becomes broader, more muscular in frame and much taller. His skin shifts from its normal hue to an almost purple color. His antlers gain glowing orbs that resemble tiny planets.
Abilities:- Ability 1:
Name: Cosmic Winter
Rank: B+
Category: Offensive/Supportive
Type: Multiple Target
Damage: 45 damage HP, 45 healing HP
Range: 225 M
Speed: 165 M/S
Duration: 6 Posts
Description: Zachariah blows over his palm, summoning a dusty black wind. Black ice and miniature comets fly through the wind and slash through opponents. Opponents caught in the attack will be damaged by 45 HP points and allow Zachariah to be healed by 45 HP points.
- Ability 2:
Name: Jötunn Fury
Rank: B+
Category: Offensive
Type: Single Target
Damage: 120 HP (150 if opponent is within 50 M)
Range: 150 M (-150 M)
Speed: 300 M/S
Duration: 5 Posts
Downside: While this attack has less range than a typical Single-Target spell, it makes up in extra damage. Additionally, this spell does more damage the closer opponents are to the user.
Description: This ability summons a larger version of Zachariah's fist or kick and strikes the opponent with powerful force.
Buff: 90% increase to melee strength
- Summons:
Name: Hugin & Munin; Eyes of Odin
Rank: C+
Type: Summon, Multi-Target
Summon Melee Damage: 18 HP
Summon HP: 150 (75 for Hugin and Munin individually)
Range: 30 m
Speed: 30 m/s
Duration: 5 posts
Description: Zachariah channels the power of Odin's own ravens, Hugin and Munin, in the form of birds taller than him. They appear as two separate halves of one bird and their bodies are comprised of golden crystal. When their wings are spread, they reflect prismatically, and their feathers are made from clear crystal.
Downside: Although this summon is essentially two for the cost of one, both halves of the bird move in sync and attack in unison. No one half can move independently of the other, though one can survive after the other has been defeated.- Abilities:
- Ability 1:
Name: Interconnection
Type: Passive
Duration: 5 posts
Description: This ability links Hugin & Munin's senses to Zachariah's, namely the eyes. While this summon is active, Zachariah can see through the ravens' eyes, increasing his overall spell ranges by 25%.
- Ability 2:
Name: Malstrom
Type: Active; Area of Effect
Damage: 45 hp
Range: 90 meters
Speed: 45 m/s
Duration: 5 posts
Description: The ravens begin to flap their wings and generate a vicious storm, summoning lighting, hail and heavy wind to reign over the battlefield.
Name: The Nuckelavee; Bane of Spring
Rank: C
Type: Summon, AoE
Summon Melee Damage: 12 HP
Summon HP: 100
Range: 30 m
Speed: 30 m/s
Duration: 5 posts
Description: Zachariah conjures up the most horrendous demon of Orcadian mythology; the Nuckelavee. It rises from the ground in the form of a horse and horseman built from gold crystal, with a long joust permanently attached to its right hand. Its left is comprised of a long, sharp claw.- Abilities:
- Ability 1:
Name: Orcadian Rhythm
Type: Passive
Duration: 5 posts
Description: In the presence of a water body, this summon's regeneration increases by 5%, and both melee damage and speed by 50% total (25% increase to damage and speed individually). Regeneration can only occur once per post.
- Ability 2:
Name: Blighted Harvest
Type: Active; Multi Target
Damage: 22.5 hp
Range: 90 m
Speed: 65 m/s
Duration: 5 posts
Description: With a swing of its joust, the Nuckelavee summons a plague of mold-colored mist that withers away nearby plant life. This attack will cause DoT (37.5 hp per post).
Last edited by Lemony.Boy on 1st September 2019, 9:31 am; edited 10 times in total