NUMB ANGEL
Magic Name: Numb Angel
Magic Type: Slayer - 1st Gen
Description:
Equality is the utmost paradigm of grace. Tess yearns to use her magic to bring about total happiness to all of Fiore. Numb Angel is a magic designed to fulfill her goal. Removing all pain and suffering from the world, one target at a time, Tess' intentions are made clear through her style of magical combat. With high mobility combined with single target damage, this approach takes advantage of paralyzing effects to knock out her opponent as quickly as possible to prevent them from experiencing any further suffering. Unfortunately, this magic is not as good in a skirmish or any situation involving more than simply herself and a single opponent. This weakness is compounded by Tess' inability to focus on more than one target a time, if that.
Stealth and quick endings are a vital part of Numb Angel, so the longer battles go, the worse events tend to transpire for Tess. Extended fights are disadvantageous. Additionally, most of her 'weaponry' attacks are formed out of Magic Power, or MP, with the benefit of being invisible to an enemy and visually undetectable except through specific spells. As a result, usage of this magic drains a lot of MP through the creation of these weapons, which require a large upfront cost in order to create. Furthermore, Tess is a mid to close range fighter. Her attacks are mostly counterable with Sensory, as one can pick up on her presence and figure out the placement of her aura. For PvP, all spells are visible to opponents and detectable.
Tess has three goals when using Numb Angel. First, either paralyze her opponent or knock them out, if they have not yet been injured. Alternatively, she also prefers to dodge long enough to find an opening to flee, if fighting is not unavoidable. The final scenario, though Tess has a habit of jumping to this one, is to do as much damage in as short of a span as possible in order to kill the target. This damage done is very useful when Tess is attempting to "fix" people and remove their pain and suffering. Before she fully commits to a fight, she will spend a lot of time dodging and attempting to avoid fighting, if someone else who is not hurt initiates combat. This does not apply if she is the one attacking on account of their pain or a similar situation. She usually saves serious offensive spells for targets that are already hurt in some way or have committed a crime in her eyes, such as acting on sadist tendencies and torturing people.
Numb Angel is Tess' take on Ice Devil Slaying Magic, also known as Ice Demon Slayer Magic. All of her spells utilise the ice element in combination with a holy aspect, which renders them extra effective against darkness or fallen enemies such as undead. Slayer rules and benefits can be viewed here.
Unique Abilities:
❅ Magic Breeze: Tess' magic contains qualities of the empyrean winds, high in the sky and nearly colder than the glaciers themselves. As a passive effect, she benefits from 50% more magic power, ranking up to S. Her body and magic are consequently blessed with an iciness that occasionally transfers to her magic. Natural weather events such as snow, hail, and freezing winds can occur in her vicinity up to a few kilometers of range. In PvP, this is a plot ability. Tess cannot influence the environment without others' agreement if they are present. To further her goals, this mysterious wind also passively grants her 5% magic power regeneration per post.
- MP Regen: By stacking abilities from passives, weapons, spells, lineages, abilities, and anything else on a character, MP regen per post can only max out at 5% per post.
❅ Unconditionally Freeing herself from society's values, Tess may teleport once per post within 50m. With the consent of the other party, she may teleport freely out of combat and bring along any additional player. When she casts abilities, they cost 50% less magic power as a passive benefit of Unconditionally. If she touches another player to activate Unconditionally and wills them to take on her magic, they receive the magic power cost reduction buff for 6 posts, while she loses that power during the period. That would require player consent for it to work. While Unconditionally is working for another character, nothing has necessarily outwardly changed. An affected character may feel more energized, or they could experience no effects aside from acquisition of the associated temporary ability.
- OTHER ABILITIES:
- Plot Effects:
❅ Pity Angel: Tess aims to end things quickly whenever she is fighting a wounded opponent. On account of this, the more damaged the enemy is, the more damage she passively deals. Depending on the amount of HP the target struck has, she causes increasingly severe injuries. If the target falls under roughly half HP, this effect kicks in to a greater extent, enabling her to do finishing damage. It should be noted that this execution damage is non-calculable and purely for purposes of plot only. In order to persuade others to accept her wishes, Tess can also influence them using her aura or killing intent to intimidate or soothe. Naturally, this requires permission to use with other roleplayers.
❅ Numbness: Passively, all of Tess' physical and magical attacks do not cause pain, unless specified in the attack description. This includes non-magical weapon attacks, as well as punches, kicks, etc. She may also extend numbness to other players' wounds, rendering their current pain null. Players this would work on have the option to disregard this and claim they felt pain from the attack(s), if it would better suit their RP, as their characters' feelings are their own. In regards to herself, Tess' own threshold for pain is extremely high, and she typically does not feel anything from attacks even if the damage is severe.
❅ Satisfaction: Tess aims to help others escape the misery of suffering by "fixing" them, and she is delighted when she is able to successfully complete her goals. Therefore, upon killing a target, Tess gains a rush of energy that begins to advance her natural healing and magical core regeneration. On stats, this has no effect whatsoever. She can transfer this energy to another player with their consent, through physical touch. As a pupil of the Ice Devil, her ability to withstand the cold is greatly increased. In addition, she is immune to the coldness and other effects of her own spells, provided an enemy did not cast it from a copy or reflection.
❅ Resonance: At any time, Tess' body may become one with the atmosphere, melting away into snowflakes. Equally, she may dissipate portions of her body into snowflakes without transforming the entirety of it. Naturally, this effect cannot take hold when fighting another character, unless an agreement is reached prior to its usage. Tess can also take advantage of Resonance to hover at the same speed she would be on the ground, her limbs or entire body lifted up as snowflakes.
❅ Ubiquity: The element of ice does not naturally occur in several environments, especially considering the temperature of the locations in question. Tess' magic has a universal quality where can create ordinary ice at will and is able to shape it into any reasonable form. Without the consensus of any parties involved, anything created in such a manner cannot be used in combat. Furthermore, Tess is able to enchant ordinary ice to become holy ice, blessed with purifying powers. On the reverse, she can extract holy or unholy tinges from ice and render it ordinary. Once again, this effect is not viable on players' ice without their acceptance.
❅ Pervasiveness: Typically, in temperatures higher than the freezing and melting point, ice eventually turns to water. Contrary to this presented circumstance, Tess' ice does not melt unless she directs it to with magic. She can also imbue ordinary ice or, with permission, the ice of players, to enchant it never to become liquid. Of course, this quality does not withstand player combat scenarios unless all involved roleplayers agree it may.
❅ Mystical: To a certain extent, Tess' body was forever changed by her encounters with the Ice Devil. Her melee attacks cannot deal physical damage, instead affecting their targets magically. Rather than take on physical visual characteristics of fighting, such as bruises or cuts, enemies damaged by Tess will usually show no sign of injury. Internally, however, their strength will slowly be sapped or numbed away by her abilities. The functionality of melee versus spell damage is unchanged, and spell damage buffs cannot apply to these "magical" attacks she may deal with melee strikes. In PvP, the transformative aspect of this ability may be forgone if another party involved finds it confusing.
- SPELLS & PASSIVES:
- B-Rank Passives:
❅ Winter's Chill: The slayer naturally emanates freezing power that brings the air around her down to a more comfortable temperature and can be beneficial for greater spell usage. Tess gains a passive buff to magic power of 50%.
❅ Influx of Ice: To prevent the heat of battle from affecting her performance, Tess regulates her influx of emotions. At will, she can deliberately shut off feelings such as rage, grief, and joy, in order to focus wholly on the task at hand. Passively, Tess' magic power is increased by 50%.- Icy Veins:
- Name: Icy Veins
Rank: B
MP Cost: Signature
Category: Supportive
Type: Single Target
Healing: 80
Range: 100m
Speed: 100m/s
Duration: 6
Downside: Reducing the spell's base range and speed by 50% but increasing the spell's base buff by 50% in turn.
Description: As a whole, her nerve signals, bodily inflammation, and metabolism are tampered down by the frozen magic running through her blood. Consequently, she requires sustenance less frequently and has no natural allergies. All of these prior abilities are plot and passive. Actively, Tess may direct a band of snow flurries to wrap around an ally with a single touch, including herself as an option. Affected ally is healed for 80 damage and movement speed is buffed by 90%, every post for the duration.
- Dazing Touch:
- Name: Dazing Touch
Rank: B
MP Cost: 40
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 75m
Speed: 25m/s
Duration: 6
Downside: Reducing the spell's base speed by 50% but increasing the spell's base range by 50% in turn.
Description: Tess teleports to a location in 75m of distance. The space surrounding her starting point is blasted with icy magic, meaning a pale blue to white magic that could look like ice, frost, or snow. Any target touched is affected by "daze", casting a fog over their mind. Daze renders them more susceptible to suggestions or commands. For usage on characters, it is up to the player how well it takes. Combat usage immobilizes the target who is dazed, freezing them on the spot.
Teleportation: Instantaneous movement spells must be Burst type. The single teleport effect of Dazing Touch may only be used once per post max.
Immobilization: This effect can last for a maximum duration of one post. By default, immobilization can only happen once every other post. In order to immobilize a target after the initial duration, it must be hit again to take effect.
- Freezing Haze:
- Name: Freezing Haze
Rank: B
MP Cost: 40
Category: Offensive
Type: Single Target
Damage: 120
Range: 100m
Speed: 100m/s
Duration: 6
Downside: Reducing the spell's base speed and range by 50% and increasing the spell's base damage by 50% in turn.
Description: Tess oozes a thick mist of microscopic snowflake flurries that are freezing cold and drain the warmth and life energy upon contact with a living target. Even though individually, the snowflakes are microscopic, because they are a thick mist, it is visible to an opponent's eye as a white substance in the air. This deals 120 damage, augmented by a spell damage buff of 60% applying to the character as a whole.
- Fleeting Ice:
- Name: Fleeting Ice
Rank: B
MP Cost: 40
Category: Defensive
Type: Single Target
Durability: 360
Range: 100m
Speed: 100m/s
Duration: 6
Downside: Reducing the spell's base speed and base range by 50% but increasing the spell's base durability by 50% in turn.
Description: First, Tess shields herself for 360 damage. Alternatively, she may shield a different target within range who is contacted by the spell. Generally, it sits on top of their skin and is translucent, if a bit white. Afterwards, she increases her own physical speed or the speed of her shielded ally by 60%, applying to the character as a whole.
- Rime Shield:
- Name: Rime Shield
Rank: B
MP Cost: 80
Category: Defensive
Type: Burst
Durability: 360
Range: 75m
Speed: 25m/s
Duration: 6
Downside: Reducing the spell's base speed by 25% and increasing the spell's base magic power cost by 100% but increasing the spell's base durability by 50% and range by 25% in turn.
Description: Tess erects a shield with the capacity to block 360 damage, and also gains the ability to teleport according to limitations. The official shape, or silhouette, of this shield can be changed per cast. For example, if she wants a round shield one usage and a square another. Size wise, it is also adjustable but may not exceed 75m in size. In color it is light blue.
Teleportation: Instantaneous movement spells must be Burst type. The single teleport effect associated with Rime Shield may only be used once per post max.
- Blizzard:
- Name: Blizzard
Rank: B
MP Cost: 80
Category: Offensive
Type: Burst
Damage: 120
Range: 25m
Speed: 75m/s
Duration: 6
Downside: Reducing the spell's base range by 50% but increasing the spell's base speed by 50% in turn. Increasing the spell's base magic power cost by 100% and increasing the spell's base damage by 50% in turn.
Description: Around her, Tess allows her magic to rampage with cold flurries of ice and snow, freezing everything in range, thus dealing 120 damage. During this spell, Tess' speed is increased by 75m/s as the speed of the spell once per post.
- Eternal Frost:
- Name: Eternal Frost
Rank: B
MP Cost: 80
Category: Auxiliary
Type: Area of Effect
Damage: N/A
Range: 150m
Speed: 25m/s
Duration: 6
Downside: Reducing the spell's base speed by 25% and increasing the spell's base magic power cost by 100% but increasing the spell range buff by 50% and spell range by 25%.
Description: In a large area around her, Tess summons a storm of frost and freezing cold magic, stirring up winds that drain those inside of the range by 5% MP per post. These winds are an extension of Tess' own physical sense and move as fast as she is able to, plus 25m/s. Meanwhile, Tess enhances her own magic using the life force seeped from those hit, receiving a 90% buff to spell range for the duration of Eternal Frost.
- Bitterness:
- Name: Bitterness
Rank: B
MP Cost: 40
Category: Auxiliary
Type: Single Target
Damage: N/A
Range: 100m
Speed: 100m/s
Duration: 6
Downside: Reducing the spell's base range and speed by 50% but increasing the spell damage buff by 50% in turn.
Description: During this period, Tess may send out a cold burst of snow that careens into an enemy as if a miniature frozen comet. The slayer chills the area contacted to such an extent that even skin and living flesh can freeze. This can cause it to harden and flake off, breaking apart enemies and coldly burning away 5% of their HP per post. Tess herself receives a 90% buff to spell damage every round for the duration.
- Exalted Winter:
- Name: Exalted Winter
Rank: B
MP Cost: 80
Category: Offensive
Type: Single Target
Damage: 150
Range: Melee
Speed: 200m/s
Duration: 6
Downside: Reducing the spell's base range by 100% and increasing the base magic power cost by 100% but increasing the spell damage buff by 50% and spell damage by 25%.
Description: In a blur, moving at 200m/s, Tess moves her arm, trapped in the attack sequence of Exalted Winter until she finishes that movement. Once it is complete, she must wait until the next post to use this attack again. In her hand, she wields a gleaming rapier of ice that she attempts to stab toward the enemy to deal 120 spell damage. Although Tess gains this speed temporarily, she cannot use it for the whole of the post and only moves at this spell's speed of 200m/s for that single attack within melee range, which deals spell damage and no melee damage. While Exalted Winter is active, Tess is blessed by a buff of 90% spell damage.
- Repression:
- Name: Repression
Rank: B
MP Cost: 80
Category: Offensive, Supportive
Type: Single Target
Damage: 60
Healing: 60
Range: Melee
Speed: Self
Duration: 6
Downside: Reducing the spell's base speed and range by 100% but increasing the spell's base damage by 50% in turn. Increasing the spell's base magic power cost by 100% and increasing the spell's base healing by 50% in turn.
Description: Tess touches an enemy within melee range, dealing 60 damage and healing herself for the same amount. The target is inflicted by magical frostbite in the area, which seeps into their bones, giving them a chill. There is no pain associated with this ability, but they can feel that chill described by the magical frostbite. Visually, nothing should be out of the ordinary. However, as it deals damage, they may feel slightly weaker afterwards. It is up to the damaged unit and whether they are amicable to taking damage with a notable effect or not. On PvE, the opponent would not look any different, nor feel any worse. Due to Tess' numbing abilities, any current pain they feel could be repressed by the touch for plot purposes.
- Verglas Sculptures:
- Name: Verglas Sculptures
Rank: C+
MP Cost: 90
Category: Offensive
Type: Multiple Target
Damage: 85
Range: 135m
Speed: 50m/s
Duration: 6
Downside: Reducing base spell speed by 50% and increasing the base magic power cost by 100% but increasing the spell damage buff by 50% and the spell damage by 25% in turn.
Description: Tess creates imitations of herself, made out of glacial magic. They each can deal up to 68 spell damage per post, if their attacks successfully land. The number of these clones is flexible, and the slayer prefers to make as many or few as she can control feasibly in the scenario. They resemble her in appearance, except for being made entirely from pale, blue ice. If the sculptures venture more than 135m away from Tess, they will dissipate into chunks of frozen water. Their speed is equal to Tess', as they are, in the end, replicas and share her physical limitations, however being magically enhanced their swiftness also has the speed of the spell. During this time, Tess receives a 127% buff to spell damage. As this ability is based around duplication, she additionally may copy one spell according to the rules.
Multiplication: Once per copy effect and per round, the user may multiply one of their own or one of their opponents' spells. The original MP cost paid must be spent to cast said spell, on top of the cost of Verglas Sculptures. When copying signature spells, rank MP cost is paid. Copies may not be copied, and only spells of equal or lower rank to Verglas Sculptures are eligible for multiplication. A single spell may be copied once per its duration.
- Crystallize:
- Name: Crystallize
Rank: B+
MP Cost: 90
Category: Defensive
Type: Burst
Durability: 180
Range: 75m
Speed: Self
Duration: 8
Downside: Reducing base spell speed by 50% and increasing base magic power cost by 50% but increasing base spell durability by 50% in turn.
Description: By covering the air around her body with a series of intricate ice crystals, Tess protects from 180 damage, effective against piercing type. As a result of this, the spell can only absorb 120 base damage rather than 360. Using the power of these crystals, Tess may teleport according to the rules.
Teleportation: Instantaneous movement spells must be Burst type. The single teleport effect of Crystallize may only be used once per post max.
Anti-Piercing: Only applicable to Defensive spells, an anti-piercing shield's durability is lowered to 100% rank damage, but cannot be ignored by spells with piercing effects and takes full damage from the spell that hits it.
- Halo of Ice:
- Name: Halo of Ice
Rank: B+
MP Cost: 90
Category: Offensive
Type: Single Target
Damage: 180
Range: Melee
Speed: Melee
Duration: 8
Downside: Reducing the spell's base speed and range by 100%, but increasing the spell's base damage by 50% in turn. Increasing the base magic power cost by 50% and sacrificing one effect but increasing the spell damage buff by 50% in turn.
Description: Tess' magic crystallizes in a halo of ice upon her brow, granting her an 135% buff to spell damage. During this time, the first enemy she contacts within melee attack range will absorb the power of her halo, taking an additional 180 damage upon whatever else they received that post. Unlike some of her other spells, this touch requires more force behind it to release the magic. Consequently, it is more of a strike, but deals no melee damage outside of the spell damage of this spell.
Last edited by Tess on 20th August 2020, 7:20 am; edited 10 times in total