Magic
Magic Name: Take-Over Magic: Pact Soul
Magic Type: Take-Over (primary benefit: +25% to HP and MP) and Lost (auxiliary benefit: +1 posts to max spell durations, +10% increase to MP costs)
Description:
Spells
Magic Name: Take-Over Magic: Pact Soul
Magic Type: Take-Over (primary benefit: +25% to HP and MP) and Lost (auxiliary benefit: +1 posts to max spell durations, +10% increase to MP costs)
Description:
- Background information:
Legend has it that a small coven of 3 witches had gathered forth to summon a being of great power. After the long and exhausting process of setting up the ritual, they had managed to summon a great Djinn. The Djinn said that he only possessed 3 wishes and can grant one to each of the sisters. The eldest witch had stepped forward and wanted unrivaled power, so the Djinn turned her into a dragon. The second witch had asked for the forbidden secret to immortality, and with a snap of the Djinn's fingers she had turned into a lich. And the Djinn turned to the last witch and uttered with a booming voice, "And now the final wish falls to you, what is it you wish my mistress?" With a smile she had said with a sly smirk, "I wish to be able to bind and use the power of these beings as my own." And in a puff of smoke, the Djinn had disappeared and the first contracts had been made between the witch and her changed sisters. The reasoning behind her choice had been lost to the ages, or so Lady Chonbon had always told Taro.
- Mechanics/Concept:
Pact Soul is a type of take-over magic that allows the user to make deals with creatures to be given their power through the use of contracts. Once a contract is made, the user gains the ability to use their abilities through Take-Over magic. Contracts are made by the use of a ritual that uses the piece of a creature (except for humans, objects, or concepts) and the contracted must put forth a condition that the user must fulfill. There is the alternative to forcibly contract an unwilling creature but this could result in the possession of the user should they use any Take-Over spells from said creature.
Taro's use of this ability is the same as any other Take-Over mage, obtain the powers of creatures they wish to gain the power of. But he is different in how he uses it to obtain their power. He usually uses this as an alternative to finishing off animals usually making the deal of sparing their lives in exchange of holding onto their power for as long as he might see it useful. With beings of more intellect (such as demond, gods, or dragons) he will try to convince them to play in a game, and these games usually have high stakes usually having to bet his life, soul, or whatever powerful beings need in their meal/human sacrifice. He will usually use the forced binding as a last resort, usually using it when his back is against the wall and has an absolute need to temporarily defeat a powerful foe.
- Unique Abilities:
- Ability 1: To use a full Take-Over, the user must use a 100 sided die to determine their success. On a 50 or higher the user can cast the spell and receive a bonus of +10% to any two they choose (Strength, Spell Damage, Spell Healing, and Spell Durability.) Anything below a 50 results in a failure to cast the spell and a -10% debuff to any of the two from the choices. The buff/debuff lasts for the duration of the spell and if the spell is from a creature who had made a pact willingly there is a +10 bonus to the roll, if its from an unwilling creature it is -10 instead.
- Ability 2:
- Ability 3:
- Ability 1: To use a full Take-Over, the user must use a 100 sided die to determine their success. On a 50 or higher the user can cast the spell and receive a bonus of +10% to any two they choose (Strength, Spell Damage, Spell Healing, and Spell Durability.) Anything below a 50 results in a failure to cast the spell and a -10% debuff to any of the two from the choices. The buff/debuff lasts for the duration of the spell and if the spell is from a creature who had made a pact willingly there is a +10 bonus to the roll, if its from an unwilling creature it is -10 instead.
Spells
- Troll Take-Over Spells:
- Partial Take-Over Spells:
Name: Arms of the Troll
Rank: D
Take-Over Type: Partial
Grade: Normal
Take-Over Buff: +25% to Strength
Melee Damage: 5HP
Range: Melee
Speed: 15 mps
Duration: 4 posts
Downside:
Description: After outwitting a troublesome troll into a contract, Taro has been able to use Take-Over magic to gift himself with it's strength. Changing his arms into that of his contracted troll, his arms grow in size and musculature as well as havong an increase in hair.- Ability 1:
Name: Rrrraaaaggh!
Rank: D
MP Cost: 22
Category: Offensive
Type: Single Target
Damage: 40HP
Range: Melee
Speed: 15 mps
Duration: 1 post
Downside:
Description: Taro reels his fist back and delivers a magically enhanced punch.
Name: Nose of the Troll
Rank: D
Take-Over Type: Partial
Grade: Normal
Take-Over Buff: +25% to Spell Range
Melee Damage: 0HP
Range: Self
Speed: Self
Duration: 4 posts
Downside: Despite its ability to sniff out magic, it can't pick up on mundane smells, usually resulting in their pungent odor.
Description: Using the power of the troll, Taro's nose expands in size and is covered in warts. Even though its not the most appealing to look at by conventional means, it possesses the ability to smell magic, even being able to detect the type of it and how potent it is.- Ability 1:
Name: Achoo!
Rank: D
MP Cost: 22
Category: Offensive
Type: Single Target
Damage: 40hp
Range: 60 meters
Speed: 60 mps
Duration: 1 post
Downside:
Description: After inhaling deeply, Taro covers one of his nostrils and blows out the other releasing a glod of acidic troll snot.
Name: Hide of the Troll
Rank: D
Take-Over Type: Partial
Grade: Normal
Take-Over Buff: +25% to Spell Durability
Range: Self
Duration: 4 posts
Downside:
Description: Taro starts to grow an abnormal amount of greasy and matted hair, his skin starts to get thick, leathery and covered in warts and an assortment of fungi.- Ability 1:
Name: Greased Troll
Rank: D
MP Cost: 22
Category: Defensive
Type: Single Target; Self
Durability: 120HP
Range: Self
Speed: Melee
Duration: 4 posts
Downside: -25% resistance to Magic that uses fire damage.
Description: Upon activation, Taro uses his magic power to increase the rate that the troll oil forms, causing him to be much more durable to physical attacks. But this also leaves hime to be susceptible to being set ablaze.
- Full Take-Over Spells:
- Appearance:
Rank: D+
Take-Over Type: Full; Arms of the Troll, Nose of the Troll; Hide of the Troll
Grade: Normal
Take-Over Buff: +75% Max Health
Melee Damage: 10HP
Range: Self
Speed: 25 mps
Duration: 6 posts
Downside:
Description: Taro pulls out the full power of his patron, turning him into the spitting image of said troll. He grows a foot taller and gains more musculature on his already bulky frame, gets covered in greasy matted hair and various type of fungi, he gains a foul odor that smells of decayed fish and spoiled milk, and finally has some jacked up looking teeth.- Ability 1:
Name: Troll's Stench
Rank: D+
MP Cost: 33
Category: Auxiliary
Type: Area of Effect
Effect: Those in range gain -25% to Physical Resistance and -50% to Melee damage
Range: 45 meters
Speed: 15 mps
Duration: 6 posts
Downside:
Description: Taro uses his magic to stimulate the scent glands of his troll form to create a smell so foul it leaves those caught in it to feel deathly ill.
- Ability 2:
Name: Troll's Blood
Rank: D
MP Cost:
Category: Auxiliary
Type: Passive
Damage: 5% Max Hp is healed per post
Range: Self
Speed:
Duration: Passive
Downside:
Description: The defining trait of a troll goes beyond their appearance, their size and strength, or even their smell. The trait that allows them to be deadly is their regenerative abilities. After taking damage, Taro's body will seemingly put its self back to how it was before.
Last edited by g0dli on 22nd October 2020, 11:42 am; edited 1 time in total