Magic Name: Phantom Deliverance
Magic Type: Summons (Primary), Ancient Magic (Auxillary)
- Character can have up to 3 Summon spells active at once
- Character has +10% to Damage Reduction
- Spell Slots Proof: Link 1 Link 2 Link 3
Description:
This ancient magic is a gift traditionally passed down through family blood, though some may find that the spiritual world reaches out to them and the ancient magic may present itself to those who recognize and accept it. To those given this gift, the spirits beyond the Veil seek out guidance to rest or help with tasks that left them unfulfilled. Occasionally, magic users may even be contacted to deliver justice on a spirit's behalf. Magic users can be good or evil in nature as spirits are not always good with identifying specific alignments, nor do they always have a choice in whom they ask for help. Spirits may share their personal powers as summons or through a casting type to assist the magic user in their endeavors. This includes bestowing auras of luck and love, dark curses like the Evil Eye, communicating with the dead, protection spells or charms, psychic prowess, fortune and future reading, hypnosis, and for the most masterful of users the resurrection of a body or healing of spiritual damage. Many users utilize a mind's eye concept to connect and leave the spirits in a non aggressive way, but misusing your talents, abusing the gifts given, or not living up to your end of the bargain can cause the spirits to remove gifts, mana power, or even perform acts of aggression towards them.
Zincarla uses this magic dutifully to aid spirits and in return the spirits powers' assist her in her own endeavors. She may summon spirits for information, defensive barriers, or offensive attacks while on missions. She may communicate with the dead for information and help as well. Zincarla can use spirit's death touch to damage others through her own body and cast curses or perform psychic damage to enemies. Hypnosis and future reading is a powerful way to get a lead and a serious advantage for any task she might face. The spirits may reach out to her for help as well through dreams or meditations. Zincarla can heal bodies of mental damage, spiritual damage, and even recall spirits to recently deceased bodies to prevent death (as taxing as that is for her to do). So far, she has not angered the spirits or caused them to go against her.
Unique Abilities:
- Evil Eye: Zincarla can cast a basic curse on others through her glowering gaze. This curse makes the target particularly unlucky, clumsy and liable to bump into foes of all kinds (drunks in the alley, rabid animals, monsters). The curse lasts for one day or until Zincarla removes it (OOC permission required).
- Spectral Body: Zincarla can take on an incorporeal form for up to two posts, gaining the ability to move through walls or become immune to any attacks that don't damage the spiritual form. In turn, Zincarla sacrifices her ability to injure others in physical ways (such as a sword which if held would become incorporeal and no longer affect a living body). While incorporeal, Zincarla is not invisible, just looks outlined and ghost-like. This requires OOC permission.
- Phantom Alliance: To activate this ability, Zincarla clasps her hands and becomes surrounded by a quickly-expanding silvery cloud, lifting seamlessly from her skin in swirls of translucent matter. The spell suggests that nearby minds (ally or foe) within nearby range work to protect, heal, or buff the user with their own magical spells or abilities. The spells can be of any rank and are up to the choice of the target, and this also requires OOC permission to function. The duration is for 1 post and can only be done 1 time per thread.
Plot Only Abilities:
- Spirit Reading: When within close range, Zincarla can pick up on the spiritual aura of others. It requires that she focuses upon that person and not be casting other spells at the same time. Zincarla can sense emotions, intentions and energies around others in a general sense.
- Aka-Manto:
Name: Aka-Manto
Rank: Ranked with User to S
Grade: Grande
Duration: 10
Downside: Aka-Manto has no moral self and acts on its own emotions or the commands of its summoner. The summoner must be careful to explain directly what they want Aka-Manto to do.
Description: Aka-Manto is a vengeful spirit which has struck up a contract with Zincarla to help avenge those wrongfully harmed or killed. An ancient spirit with lore and legends of its own, Aka-Manto has had other contracts before Zincarla. The contract allows Zincarla to control Aka-Manto to the limits of the contract, given she uses careful phrasing or else releases the dangerous spirit upon its own whims. Lore has it Aka-Manto used to kill at its own leisure, offering its victims a choice between Red or Blue without context. Responding Red caused a bloody death of lacerations and responding Blue caused death by suffocation. This dangerous ability is now harnessed by Zincarla to deal with the most challenging of monsters, or whomever she chooses. Aka-Manto has white hair, but usually wears an expressionless mask, a dense hooded cloak- half in red and half in blue, and long black gloves. Aka-Manto is able to speak with the living while summoned, but without morals often loses fine details and comes across as cold and cruel.- Image:
- Ability:
Name: Red or Blue
Rank: S
Duration: 10
Description: Aka-Manto always asks its opponents "Red or Blue", enacting its ability. Based on how the target answers, or doesn't answer in some cases, Aka-Manto proceeds to strike the target for the period that they are summoned for. If Red is chosen, Aka-Manto's arms and hands become sharp and blade-like and quick swipes effectively slash the opponent into crimson ribbons. If Blue is chosen, Aka-Manto's hands and arms become thicker and stronger and through either using its cloak or its limbs, it tightens itself around the neck and/or chest, suffocating the victim until their face and lips turn blue. If the target hesitates or chooses neither, Aka-Manto waits for Zincarla to make the choice for them and proceeds. Zincarla can ask the spirit to stop early, otherwise Aka-Manto moves forward with its murderous intentions until the ability ends, he is recalled, or the target dies.
- The Mad Seeress:
Name: The Mad Seeress
Rank: Ranked with User to S
Duration: 10
Description: Lasting for a minimum of 5 posts and up to 10 posts, this signature spell is one of Zincarla’s most unsettling because she cannot end the spell early. The casting of this spell requires Zincarla to light a candle or stare into a calm water surface, her hands either gripping the candle as hot wax dips down or submerged in the water. Part of casting the spell is attaining focus, the other is losing oneself and embracing the openness of all future possibilities. For the duration of the spell, Zincarla’s pupils transform into the shape of hourglasses and she is able to see the passage of time of all things around her: Mountains becoming hills, rivers drying up, people growing old and decaying into flesh and then mere bones. Among all the wild images racing past, she can learn important information. This spell allows her access to the wealth of knowledge in existence and she can usually pull at least 3 possibilities of the future from the visions. During the spell, her body lies still and has no control. Often, spirits try to marionette her body around as they wish. It is a risky, dangerous spell, and to reveal other PC actions OOC permission is required. For a time even after, Zincarla isn’t quite herself.
- Door Into Tartarus:
Name: Door Into Tartarus
Rank: Ranked with User to S
Duration: 10
Description: When Zincarla casts this spell, she must use a magic item, weapon or some other physical object touched by magic to create a circle in an area and a pinch of salt. Then the spell acts like a summoning spell in that Zincarla opens a doorway into the chaotic Underworld and allows the souls of unburied dead to trespass into the land of the living for the duration of the spell. The dead are a spooky green color and they have not aged well, many taking on the form of skeletons or ghouls as they have long forgotten what their own bodies and faces looked and felt like. The vicious, vengeful, and forlorn ghosts bear weapons of choice and slide through the area like a flood, wiping through enemies as they go and starting mini-battles as long as they can. The longer the spirits are out, the harder it is to get them to leave again, and they may turn on Zincarla and her allies if the action they were called forth for wasn’t enough “entertainment” to satisfy them.
- D+ The Investigator:
Name: Hercule Westène
Rank: D+
Grade: Normal
Duration: 5
Description: Hercule is an eccentric but pleasant spirit who has spent his life conquering mysteries and solving crimes. While alive he was a detective in a large urban agency with a reputation for going to chase leads alone. It was this independence and insatiable curiosity which led him into one dangerous situation too many, resulting in his demise. His spirit is restless to continue the work from his life, much like an elder who never quite finds rest or retires. The contract Zincarla established with him was more like an employee interview as Hercule has wanted nothing in return, just the opportunity to continue his passionate work. He looks rather ordinary and wears relaxed business clothes- suits with loose ties or unbuttoned jackets, and enjoys to smoke which Zincarla cannot figure out how, but Hercule is still doing so in death.- Image:
- Spot Hidden:
Name: Spot Hidden
Rank: D+
Duration: 5
Description: Hercule takes notice of tiny details that can often be missed. He had excellent photographic memory as well. He can detect hidden places or objects, locate rare items, and can catch people in lies if logical truth would render the lie obvious. There is a chance a summoner can do things like this already, but with his serious talent for small details and a slight OCD nature, its a boon to keep him around.
- Burning Pipe:
Name: Burning Pipe
Rank: D+
Duration: 5
Description: His magical burning pipe, which allows him to smoke even after death, has a secondary purpose besides habit or comfort. Flicking the pipe's ashes can start small fires and damage enemies as well as working as a flare. Hercule also enjoys using the ability to frighten people who don't take him seriously.
- C+ Object Possession:
Name: Object Possession
Rank: C+
Duration: 6
Downside: -
Description: This spell allows the user to enchant objects and give them sentience by pulling nearby spirits into the objects for a temporary possession. She can ask brooms to help clean a space, a ladder to hold steady upwards, a bridge to repair itself, and many other options. Most spirits possessing objects are excited to help, because most undead spirits cannot have tangible effects on the world, but not all are amenable to assisting others. The spell only works on objects that are inanimate by nature and cannot force objects to do as she wants. It allows only the ability of sentience and movement as is natural for the object already.- Image:
- B+ The Pirate:
Name: Captain R.G. Hawkins
Rank: B+
Grade: Normal
Duration: 8
Downside: Attacks can injure allies and enemies
Description: A once renowned Captain elite for the Rune Knights, he was an advanced warrior on and off the sea. His wife, Nina stayed behind at home during his ventures out on the water and he always stayed true to her. In a nefarious plot, while bringing down a vicious fleet of pirates, Hawkins learned of the murder of his wife by said pirates. In an effort to destroy each criminal involved, Hawkins joined up with the same crew. He spent years culling them from the inside until he was discovered and marooned on a desolate island. Some how his spirit found its way to land and made a contract with Zincarla. In exchange for her continuing to kill and capture pirates, Hawkins would lend her his power. He speaks eloquently, is a mastermind with plans, and keeps his word once given. Hawkins wears not the pirate garb of his life pre-death, but his Captain uniform from his days with the Knights.- Image:
- Double Duel:
Name: Double Duel
Rank: B+
Duration: 8
Description: This activates his ability to duel wield his scimitars in swift and dexterous fashion. Hawkins has impressive footwork and his two blades have clearly seen a lot of use or practice. It deals significant damage when he lands a hit, which is more often than not, and although he is a ghost, while fighting he is almost human again. He has a buff to damage. He was always second best on his ship for swordplay, but that is good enough to end most battles.
- Bullet Barrage:
Name: Bullet Barrage
Rank: B+
Duration: 8
Description: Hawkins draws out his double barreled style shot gun and fires bullets. It might be slow, only firing two bullets at a time, but he has unlimited ammo in this weapon and knows it. Hawkins is a decent shot, though he does prefer swordplay, this ranged attack can be just as deadly. This has a homing effect.
- A+ The Bard Prince:
Name: Aleksander the Virtuoso aka Asher
Rank: A+
Grade: Normal
Duration: 9
Downside: -
Description: Aleksander has long white hair and flawless skin. He adored a life of luxury which earned him the nickname of Prince. Though he was meant to become a shopkeep as his brother and father were, his musical talents were so great that he often avoided responsibility in favor of song. He made great money with his vocal renditions and even traveled for a year to learn several other instruments. His family was proud for his success and wealth which he brought to the family, but not so much of the crowd of fans who wanted so much of his time. He never seemed to keep the same hours as his parents and siblings and always took to spending the night in another's bed as opposed to his own. His death is largely a mystery that he doesn't want to explore. He is perfectly happy continuing through un-life with his charms, jokes, and seductive music. He has been described as flirty and pervert-y. Zincarla had enjoyed her time with him, finding the spirit in a local tavern not too far from her prison. She called to him spiritually and he came; he regaled her with stories and song worth living for and she promised to always keep his company in return (as having a true fan once dead is very hard).- Image:
- Healing Melody:
Name: Healing Melody
Rank: A+
Duration: 9
Description: The spell begins with Aleksander's song- sometimes there's lyrics, sometimes he plays the flute, sometimes it's just humming. Emanating out from the caster's body is a translucent blue force composed of waves, sparkles, sometimes even glittering bubbles in appearance, moving in rhythm to the music of the Bard. The caster gets in touch with their psychic powers and heals either physical, spiritual or mental damage done in a close area around the caster and including the caster. It removes mental or spiritual damage or effects, such as confusion or extreme fear. When healed, it causes no pain or discomfort but has been described as feeling like being tucked into bed like a child or taking a rejuvenating shower.
- Song of Courage:
Name: Song of Courage
Rank: A+
Duration: 9
Description: Aleksander knows how to inspire courage in his listeners. Unfortunately, this song works only for Zincarla and one ally. It increases movement speed by and gives her a feeling of being unstoppable.
- S+ Uzaine the Resplendent:
Name: Uzaine
Rank: S+
Grade: Immaculate
Duration: 12
Downside: -
Description: An ancient blue and white dragon from the coldest regions of the world, Uzaine is honored with several statues and paintings and tapestries amongst the lands where they are remembered. Uzaine is without gender, living with only one purpose in times before there was a common language for all: to protect the two orbs it carries in its claws. The two orbs are orbs of great power. The Orb of Fiore is one of the sources of the natural world's power, including all natural elements, storms, mountains and even life itself. The Orb of Eyes represents the power of the spirit, the mind, and the soul. Even in death, Uzaine protects the orbs, and is given to use small fragments of their power to defend them and keep a balance in the world. Zincarla earned Uzaine's respect for her work with the undead and has set up a contract to help fulfill Zincarla's desires or needs in only the most dire of circumstances. In return, Zincarla has pledged her soul to Uzaine, an eventual increase to Uzaine's power and knowledge. Besides an enormous deadly mouth, the spirit dragon also has long talons on its limbs.- Image:
- Frost Breath:
Name: Frost Breath
Rank: S+
Duration: 12
Description: Uzaine's own breath ability is a wave of cold below freezing, the temperature is so low it freezes life in its path. The single blast can be fired once per round in one straight line, leaving sharp bursts of ice, frozen bodies, frozen rocks, and shining reflective ice through it all. This spell deals damage and freezing effects.
- Orb of Nature:
Name: Orb of Fiore
Rank: S+
Duration: 12
Description: The Force of Nature is released in small bursts. The bursts can be made of small storm fronts that appear and vanish, small jerks of the continent to form hills, mountains or valleys, or swaths of water that create new inland seas. This natural world based spell deals only damage, but is not exclusive to enemies. It will hit enemies, allies, and the land.
- Orb of Eyes:
Name: Orb of Eyes
Rank: S+
Duration: 12
Description: The Orb of Eyes releases a pulse in an area of effect causing those within it to suffer from paralysis (1 round), a large debuff to enemies spell damage, and a large buff to allies spell damage. It also shows all within its range a single instant of knowledge- the feeling of their individual future deaths. Knowledge is power and pain.
- H+ Archphantom State:
- Name: Archphantom State
Rank: H+
Duration: 25
Description: To cast this spell, Zincarla can willingly apply the mana and simply enter this state or enter it when in mortal fear or peril automatically, as long as she has the mana stores for it. Difficult to master and control, it took years of meditation and practice to hone her focus and abilities to unlock this particular spell. In this state, Zincarla can only target herself with the spell and is in a state where she is conscious but completely absorbed by her inner experiences, feelings and cognition. She can see and observe the world around her as normal, but there are no emotional attachments to the environment she is in or the people she is with unless she enters the state willingly and can remain focused on her goal or enemy. In this state, Zincarla’s eyes glow bright blue and glowing tiny blue sigils mark her entire body as her face grows dull and void of expression. She gains the skills and knowledge of all her past lives and their spirits. This Ancient spell gives her access to also channel vast knowledge of previous lives granting the following smaller abilities. During the duration of the spell, Zincarla may stop and start a different ability at any time. All abilities can target both enemies and allies, or just enemies, depending on Zincarla’s control and focus at the time of casting. There is high risk for collateral damage as well as damage to the surrounding environment.- Steaming Whirlwind: This can deal damage as a massive, breathtaking tornado of burning hot air rushes over an area, desiccating and burning life with a damage over time effect.
- Corrosive Torrent : This can deal damage as a torrent of rushing water barrels over the land, filled with an acid which causes magical power (mp) drain for every post that the acid is touching a target before being properly removed with an alkaline agent or medical equipment if on the skin. Never add water to acid.
- Comet Shower: This can deal damage as an array of fireballs fall from the sky over the area, pummeling the ground and forming craters where they land. If enemy targets are in the area, the flaming style meteors have a homing effect to track and mark them as game.
- Stalagmite Spears: This can deal damage as a mighty series of quakes shatter the ground and open pits of stalagmites, sharpened as spears, with the aim to pierce through targets in the area. The mighty stone spears have powerful piercing effects and reform quickly when cut down during the next little quake.
- Steaming Whirlwind: This can deal damage as a massive, breathtaking tornado of burning hot air rushes over an area, desiccating and burning life with a damage over time effect.
Last edited by Zincarla on 29th December 2022, 5:09 am; edited 31 times in total