Magic
Primary Magic: Voiceless Anathema
Secondary Magic: N/A
Caster or Holder: Caster Magic
Description: A rare magic from a mysterious foreign continent, Voiceless Anathema was metaphorically named when its first and only master compared its effects to that of an unfortunate man losing his voice while participating in an important debate. A savage practice, this school of magic draws its power from two sources: the magical capacity of its user and the extent of the user’s connection to the Unformed Lands, a veiled reality ripe with unbound arcane energies. Voiceless Anathema is a tactical, pragmatic, and cruel power that seeks to stack insurmountable odds against its victims by employing crippling curses and powerful damage over time spells; its magics are separated into two branches, Raze and Malady.
Raze- The most sinister of the two branches, Raze is the bread and butter of Voiceless Anathema. It draws cruel magics from its practitioner and the bulging belly of the Unformed Lands to impose crippling curses on its victims. Raze is the most pragmatic of the two branches as the curses are wonderfully flexible, filling in several niches at once; they can be used defensively, as utility, and as an offensive magic, but they cannot deal any damage. However, the user gains more by tailoring each curse to a specific opponent’s weakness and the tactical advantages that can be gained from the landscape.
Malady- Without the Malady branch, Voiceless Anathema instantly loses all of its killing power. However, the violence of this branch isn’t conventional; Malady has no direct damage spells or instant damage spells, instead it makes use of damage over time spells that become extremely potent when stacked with curses from the Raze branch. The Malady branch focuses on three different elements: fire, poison, and pestilence. Just like all magics, when these spells are used in an area where their respective elements are plentiful, the power of the spells grow.
The Unformed Lands and Ghost Trance- The Unformed Lands are a veiled, sacred reality that exists along side our lesser physical realm. Believed to be inhabited by ancient spirits, fetishes, and Voodoo magics under the canopy of dense jungles, the concept of the Unformed Lands was first formed in a distant and shrouded continent to the south of Fiore. There, the people worshipped the Unformed Lands as a source of power and the most talented of these worshippers, the witch doctors, were able to peer through the veil and into the Unformed Lands through a process called Ghost Trance. This self induced trance is achieved through mystical rituals and it finely attunes the mind of the user to perceive the Unformed Lands. When the Ghost Trance is attained, it allows the user to cast magics that have their origins in the Lands, such as Voiceless Anathema. However, the power of Ghost Trance deteriorates with time, making the magics of the Unformed Lands more powerful the sooner it is used after the trance. When, Ghost Trance runs out, the user is not able to use any magic from the Unformed Lands until Ghost Trance is reattained. The only exception to this rule is seen in exceptionally powerful witch doctors whose minds are perpetually attuned to the Unformed Lands after just one Ghost Trance.
D-Rank Ghost Trance Duration*- 1 week (3 threads duration/3 threads cooldown. Thread only counted if more than 10 posts.)
D- Rank Ghost Trance Bonus*- During first thread, multiply the effects of all spells by 1.5x. During second thread, multiply by 1x. During third thread, multiply by .5x.
*Note: Upon reaching S rank, these no longer apply.
Strengths:
Weaknesses:
Abilities/Powers:
Spiritual Attunement: Jungle Walk (Passive) - Ghost Trance grants Jabril the spirit-like ability to simultaneously move through the Unformed Lands and Earthland. This gives him a decaying movement speed buff and resistance (reduces the effect) to crowd control spells. Both these effects lasts for as long as Ghost Trance is active. D-Rank: Jabril moves 10% faster in the first thread he posts in, 5% faster in the second thread he posts in, and 2.5% faster in the third thread he posts in. Jabril reduces the effect of D-Rank crowd control spells by 30% in the first thread he posts in, by 20% in the second thread he posts in, and by 10% in the third thread he posts in.
Spiritual Attunement: Vision Quest (Passive)- Ghost Trance gives Jabril a very tricky passive that allows one set of his eyes to see into the Unformed Lands while the other functions in Earthland. While one of Jabril's eyes is in the Unformed Land, that specific eye cannot be blinded by spell effects that originate from the Unformed Lands. As well, the one eye that is in the Unformed Lands is given a decaying buff that resists blinds from other effects. D-Rank: One of Jabril’s eyes is resistant to any D-Rank spell effect that can blind him; in first thread he posts in, Jabril has 100% resistance in one of his eyes, Jabril has 50% resistance in the second thread he posts in, and Jabril has 25% resistance in the third thread he posts in.
Spiritual Attunement: Vision Quest (Active)- Ghost Trance allows Jabril to see two realities at the same time. Since every possible outcome to every outcome can be seen in the Unformed Lands this allows Jabril the ability to see into the future. However, Jabril also sees every possible outcome, which can be extremely disorienting if he can’t process the multitude of information fast enough. As well, Jabril must predict which future is most likely to happen out of a plethora of possible outcomes. He can only use while Ghost Trance is active. D- Rank: Jabril can see 1 second (one post) into the future. Can only be activated once every 6 threads.
Primary Magic: Voiceless Anathema
Secondary Magic: N/A
Caster or Holder: Caster Magic
Description: A rare magic from a mysterious foreign continent, Voiceless Anathema was metaphorically named when its first and only master compared its effects to that of an unfortunate man losing his voice while participating in an important debate. A savage practice, this school of magic draws its power from two sources: the magical capacity of its user and the extent of the user’s connection to the Unformed Lands, a veiled reality ripe with unbound arcane energies. Voiceless Anathema is a tactical, pragmatic, and cruel power that seeks to stack insurmountable odds against its victims by employing crippling curses and powerful damage over time spells; its magics are separated into two branches, Raze and Malady.
Raze- The most sinister of the two branches, Raze is the bread and butter of Voiceless Anathema. It draws cruel magics from its practitioner and the bulging belly of the Unformed Lands to impose crippling curses on its victims. Raze is the most pragmatic of the two branches as the curses are wonderfully flexible, filling in several niches at once; they can be used defensively, as utility, and as an offensive magic, but they cannot deal any damage. However, the user gains more by tailoring each curse to a specific opponent’s weakness and the tactical advantages that can be gained from the landscape.
Malady- Without the Malady branch, Voiceless Anathema instantly loses all of its killing power. However, the violence of this branch isn’t conventional; Malady has no direct damage spells or instant damage spells, instead it makes use of damage over time spells that become extremely potent when stacked with curses from the Raze branch. The Malady branch focuses on three different elements: fire, poison, and pestilence. Just like all magics, when these spells are used in an area where their respective elements are plentiful, the power of the spells grow.
The Unformed Lands and Ghost Trance- The Unformed Lands are a veiled, sacred reality that exists along side our lesser physical realm. Believed to be inhabited by ancient spirits, fetishes, and Voodoo magics under the canopy of dense jungles, the concept of the Unformed Lands was first formed in a distant and shrouded continent to the south of Fiore. There, the people worshipped the Unformed Lands as a source of power and the most talented of these worshippers, the witch doctors, were able to peer through the veil and into the Unformed Lands through a process called Ghost Trance. This self induced trance is achieved through mystical rituals and it finely attunes the mind of the user to perceive the Unformed Lands. When the Ghost Trance is attained, it allows the user to cast magics that have their origins in the Lands, such as Voiceless Anathema. However, the power of Ghost Trance deteriorates with time, making the magics of the Unformed Lands more powerful the sooner it is used after the trance. When, Ghost Trance runs out, the user is not able to use any magic from the Unformed Lands until Ghost Trance is reattained. The only exception to this rule is seen in exceptionally powerful witch doctors whose minds are perpetually attuned to the Unformed Lands after just one Ghost Trance.
D-Rank Ghost Trance Duration*- 1 week (3 threads duration/3 threads cooldown. Thread only counted if more than 10 posts.)
D- Rank Ghost Trance Bonus*- During first thread, multiply the effects of all spells by 1.5x. During second thread, multiply by 1x. During third thread, multiply by .5x.
*Note: Upon reaching S rank, these no longer apply.
Strengths:
- Very versatile in combat.
- Covers its bases quite well.
- Killing power gets higher the longer fights go on.
- Maximizes survivability of its user.
- Extremely potent right after using Ghost Trance.
- Relatively fast cooldowns.
Weaknesses:
- No instant or direct damage.
- Power decreases with time.
- After second thread, power becomes underwhelming.
- Low killing power, initially.
- Takes time to reach its full damage output
- Spells can burn through magic power quickly, if not managed efficiently.
Abilities/Powers:
Spiritual Attunement: Jungle Walk (Passive) - Ghost Trance grants Jabril the spirit-like ability to simultaneously move through the Unformed Lands and Earthland. This gives him a decaying movement speed buff and resistance (reduces the effect) to crowd control spells. Both these effects lasts for as long as Ghost Trance is active. D-Rank: Jabril moves 10% faster in the first thread he posts in, 5% faster in the second thread he posts in, and 2.5% faster in the third thread he posts in. Jabril reduces the effect of D-Rank crowd control spells by 30% in the first thread he posts in, by 20% in the second thread he posts in, and by 10% in the third thread he posts in.
Spiritual Attunement: Vision Quest (Passive)- Ghost Trance gives Jabril a very tricky passive that allows one set of his eyes to see into the Unformed Lands while the other functions in Earthland. While one of Jabril's eyes is in the Unformed Land, that specific eye cannot be blinded by spell effects that originate from the Unformed Lands. As well, the one eye that is in the Unformed Lands is given a decaying buff that resists blinds from other effects. D-Rank: One of Jabril’s eyes is resistant to any D-Rank spell effect that can blind him; in first thread he posts in, Jabril has 100% resistance in one of his eyes, Jabril has 50% resistance in the second thread he posts in, and Jabril has 25% resistance in the third thread he posts in.
Spiritual Attunement: Vision Quest (Active)- Ghost Trance allows Jabril to see two realities at the same time. Since every possible outcome to every outcome can be seen in the Unformed Lands this allows Jabril the ability to see into the future. However, Jabril also sees every possible outcome, which can be extremely disorienting if he can’t process the multitude of information fast enough. As well, Jabril must predict which future is most likely to happen out of a plethora of possible outcomes. He can only use while Ghost Trance is active. D- Rank: Jabril can see 1 second (one post) into the future. Can only be activated once every 6 threads.
- Spoiler:
Name: Fog Sight
Rank: D
Type: Debuff/Crowd Control/Utility
Description: Jabril takes a long, huge breath and then deeply exhales a thick, putrid, dark fog as if his mouth is a portal to the bogs of The Unformed Lands. The fog engulfs Jabril and spreads out over an area of 22.5/15/7.5 (depending on Ghost Trance Bonus) meters in all directions. The fog does no damage but it drops the visibility of everyone inside
to 15/10/5 meters in every direction and it decreases the mobility of everything caught within it by 9.75/6.5/3.25 percent. Mages B-Rank and above are immune to Fog Sight’s crowd control and they can dispell the fog is they use a mid C-rank illumination spell or a weather controlling spell.
Important Stats:- Disables sense of smell because of rancid smell inside fog
- Area of Affect: 22.5/15/7.5
- Decreases Enemy’s Visibility to: 5/10/15 meters in all direction
- Crowd Control: 9.75/6.5/3.25 percent
- Decreases Jabril’s Visibility to: 7.5/12.5/17 meters in all direction
- Crowd Control effect on Jabril: 3.9/crowd control becomes too weak to affect Jabril in any noticeable way after first thread.
Strengths:- Area of effect debuff.
- Area of effect crowd control.
- Good for hiding in.
- Makes it hard for opponents to dodge spells
Weaknesses:- The crowd control and debuff affects him as well.
- Doesn’t move with Jabril
- Crowd Control is less effective against ranged opponents
- Useless against high range foes who can use wide area of effects spells.
Duration/Cooldowns: Lasts for 3 posts. Recharge time is 5 posts from its cast time.
Name: Corrupt Rave
Rank: D
Type: Debuff/Offense/Curse
Description: After a short channeling time, a large (3/2/1 meters in diameter) blood red seal appears wherever Jabril points for one second and whatever is above or below the seal is consumed in a red beam that curses all living things within it with a status effect called Corruption. The farther away the target is from the seal, the longer it takes the beam to reach them, so this curse can be dodge if one has high enough reflexes. Corrupted targets have their magical and physical defenses reduced by 30/20/10 percent so in effect victims will take 30/20/10 percent more damage from both magical and physical sources. This magic is resisted by B-Rank+ mages.
Important Stats:- Damage Multiplier: 30/20/10%
Strengths:- Area of effect
- Amplifies damage done to target
- Quick cooldown
Weaknesses:- Has to be aimed
- Slight delay combined with beam travel time means it can be dodged
Duration/Cooldowns: Lasts for 3 posts. Recharge time is 5 posts from its cast time.
Name: Jungle Toxin
Rank: D
Type: Damage Over Time/Offense
Description: Grey magic energy starts to radiates from Jabril. The grey energy starts to expand outwards and then towards Jabril’s target as it slowly turns a bright, sickly green. As the energy begins to get loser to its foe, it starts to take the form of a rancid, dirty-brown fog that disperses into the immediate vicinity of the victim, tinging the air with a faint smog. If the opponent breathes this air in or comes into direct contact with, then the opponent is poisoned for 4/3/2 posts and takes a small amount of magical poison damage every post for the remainder of the spell duration (see below for damage). If the opponent breathes in or comes into contact with the fog again, then the opponent is poisoned for another 4/3/2 posts; the opponent can only poison twice. The fog itself lasts for 5/3/2 posts until it dissipates. This fog does not effect Jabril because unlike Fog Sight, it is made of his own magic.
Important Stats:- Duration: Min- is 4/3/2 posts. Max-8/6/4 posts
- Normal Damage Per Post: damage similar to a well placed punch
- Damage Per Post w/ Corrupt Rave: 13/12/11 damage
- Total Damage: Damage fluctuates depending on Ghost Trance Bonus and how many times victim was poisoned. Damage effect ranges from two good punches to an arm broken in several places.
- Total Damage w/ Corrupt Rave: Damage with corrupt rave ranges from a broken hand to a broken rib cage.
Strengths:- Area of effect attack
- The fog lasts a while
- If used at maximum Ghost Trance bonus, stacked with Corrupt Rave, and if the opponent breathes in a substantial amount of poison, then total damage output is phenomenal.
- At maximum Ghost Trance bonus, the foe can potentially be poisoned for a maximum of 8 posts.
- Hard to dodge initial poisoning
Weaknesses:- After the poison magic dissipates into the air, it stops moving.
- Damage output is very unpredictable, ranging from exceptional to minimal.
- Subsequent poisoning are hard to pull off because the victim can move away from the fog.
Cooldowns: Fog lasts for 5/3/2 posts. Recharge time is 6 posts from its cast time.
Name: Blaze Wrath
Rank: D
Type: Damage Over Time/Offense
Description: Jabril holds out his right hand and grey magic energy gathers in it, turning a bright red as it forms a small ball. After Jabril is done charging the attack, he throws it at his target. As the projectile reaches its destination, it expands into a blast of heat that engulfs his opponent, rapidly evaporating all of the moisture on the surface of the foe and leaving the foe with a severe burn. Enemies inflicted with Blaze Wrath dehydrate at quickened rate and take small magical fire damage every post for 3/2/1 posts.
Important Stats:- Duration: 3/2/1 posts
- Normal Damage Per Post: enough force to break a nose
- Damage Per Post w/ Corrupt Rave: enough force to break a jaw
- Total Damage: enough damage to break an arm
- Total Damage w/ Corrupt Rave: enough damage to break a leg
Strengths:- Most consistent source of damage.
- Hard to dodge.
- Total damage output is large.
Weaknesses:- Takes time for dehydration to become effective.
- Low initial damage output.
Cooldowns:Recharge time is 3 posts.- Disables sense of smell because of rancid smell inside fog
Last edited by Rojaran on 10th August 2013, 3:54 pm; edited 4 times in total