Job Title: The Beacons
Rank: 100 Year Job
Solo Word Count: 12,000 words
Group Word Count: 24,000 words
Additional Requirements:
Job Locations ~The job locations are in this following order exactly~
- Shadow Island
- Thunder Island
- Sphere Island
- Crescent Island
- Galuna Island
- Snowfall Island
- Divide Island
Additional Job Information: Once the minimum post count for each mage has been reached, the boss will automatically appear. You must defeat the boss, which will activate the beacon. After the beacon is activated, you must create a new thread one the next island in the order [if you beat the Shadow Island boss, you would create the next thread on Thunder Island and so on]. It would go that every time you activate a beacon, a bright light blinds you characters and you appear on the next island. At the start of each new thread, you must put the link to the previous one [for grader convenience] and continue from where you left off. Furthermore, the act of teleporting from one island to the other rejuvenates all MP and HP. Each beacon is located at various locations on the island that will be stated in the description of its boss. All of the HP on the monsters is determined by how many spells worth of damage they can take. For example, since the "Gromlins" on Shadow Island can only take one S-Ranked spell worth of damage, their HP would be 1600 [check power levels in "Magic Rules"] and will be defeated once they've been hit with the equivalent of that or more in spells. On this job, special rules regarding blocking have been placed. When a monster rolls the "BLOCK" dice and your attack lands, it will deal half damage. As an example, if "Mage A" hits a "Gromlin" with an S-Ranked spell, but the "Gromlin" blocked, the spell will only deal 800 damage. Every single boss is a physical manifestation of the island's unique trait in one way or another.
Job Description
Oh no... The magic council has just found out that each of the seven beacons in the islands of Fiore have been deactivated by seven mysterious, but powerful entities. They don't even know what happens when these beacons are turned off for too long. These beacons were put into place by the first archmages of Fiore to seal a certain force away, for good reason too. Archmages were, and still are, the very pinnacle of magic power, and it took all seven of them turning their own, living bodies into the most powerful kind of seal possible to cast out a single door located at the heart of Fiore, the capital.
As a precaution to make sure none of the beacons get deactivated at the same time, they all scattered into the seven different islands of the seas surrounding the country and found their way through the islands most difficult to reach places. But, it seems that the prophecy foretold in the oldest scripts of recorded history is finally coming to fruition. Hidden from the public, the overseer of the magic council himself, Count Sparrow, has seven different colored gems that perpetually glow in his private quarters, one for every different beacon, and if even one goes off, he is required by oath to call upon the services of a Wizard Saint. This is because Wizard Saints are very close to status of archmage, they are the most powerful type of mage in this generation. Only Count Sparrow and his predecessors know of this, however, as not a single soul outside the head of the magic council has even heard of these "Sacred Gems" as they've been dubbed.
So now, the chairman of the council has called upon you to restore all the beacons before the prophecy advances, which, by a rough translation, will do so in only a single day after the beacons have all been deactivated. You may take a small group with you, but the smaller the better, as very, very few have ever had the privilege of even hearing rumors of rumors of a job remotely similar to this.
Enemies
=====================================================================
Shadow Island
-All monsters on the Shadow Island take double damage from lightning or light spells, but half damage from darkness or shadow spells-
Weak: Gromlins x4 (B-Ranked)
These tiny creature are no higher than your knee height, as compared to "The Shrouded", how are all six feet tall. Though small in size, they pack a punch with their clubs, dealing a single B-Ranked spell in damage every time they swing the things. Like the rest of the monsters, they have been spawned by The Dark Minotaur, so they have that same, shadowy look to them. Standing at three feet tall, their clubs are almost as big as they are! Although they can deliver hits, they don't take them well, so they can only take 1 A-Ranked spell worth of damage.
Normal: The Shrouded x2 (B-Ranked)
Even though these guys are B-Ranked, they are no joke. They look like a mysterious traveler who has been wrapped up in rags and a turban as if he had just come from a desert. In reality, it's just a hollow shell of dark magic and malice, the perfect combination to ruin any mages day. The Shrouded all use two scimitars to attack that deals B-Rank damage on every swing, so it's advised to take them out quick. It should take 1 A-Ranked spells worth of damage to defeat these guys. You must always roll twice every time they attack, once for each scimitar.
Strong: Shadow Bull x2 (A-Ranked)
These resilient creatures are spawned from the vast magical energy that Voolvurk radiates from further inside the cave. They are exactly what they sound like, huge bulls made of the same shadow enemy as the one they were spawned from. The Shadow Bulls deal A ranked damage when they charge and are quite fast. Though, these are very linear attacks, so are very easy to dodge, but if it does hit you, prepare for massive internal damage. Shadow Bulls are able to take 1 S-Ranked spells before going down, so be wary.
Boss: Voolvurk, The Dark Minotaur (SS-Ranked)
Voolvurk, The Dark Minotaur is a towering combination of half man half bull that will attack on site and is located at top of the island. The creature itself is responsible for the deactivation of the "Shadow Island's" beacon, causing it to become dormant and has basically turned itself into the key to activate it once again. This hybrid is made completely out of a black, shadowy substance and has glowing, perpetually glaring, red eyes. It looks almost as though a silhouette of a Minotaur took form and became a massive, six meter tall, figure that has immense physical strength. In total, this monster can take up to 10 S-Ranked spells worth of damage before falling.
- SPELLS:
Dark Stomp (A-Ranked): With immense physical strength comes great potential to preform amazing feats. In combination of his magic power and sheer power, the Minotaur jumps five meter into the air and shoots back down, causing a huge shock wave in the vicinity, knocking mages off balance, and possibly tripping any that may be around. If this attack does hit dead on, it will shatter a bone. Anything below an A rank shield or equivalent will also shatter.
Shadow Bull's Rage (S-Ranked): Voolvurk will automatically cast this once half of his total hp has gone down. He will go completely mad and yell at the top of his lungs before going into a frenzy. His total speed will triple and increase his physical strength drastically as well. To compare this to a situation, he will basically appear as a huge blur whenever he moves, appearing at his target location in the blink of an eye. Downsides of using this is that the bull is much more reckless, cannot use other spells, and will be stunned for a post after the duration is over, in which it cannot attack nor block. The duration for this spell is three post.
The Reckoning (S-Ranked): Oh man, good luck to those who couldn't defeat Voolvurk while he was stunned from "Shadow Bull's Rage", because once the stun is over, and he hasn't been defeated, this spell will activate. All shadows in a 50 meter radius are controlled by him and can be used against his opponent. If and when The Dark Minotaur brings his opponents shadows to life, they will need to fight themselves, basically, on top of the Minotaur himself. These "shadow" clones are the same rank and have the same spells as whoever they came from.
=====================================================================
Thunder Island
-All monsters on the Thunder Island take double damage from wind spells, but half damage from lightning spells-
Weak: Spark x3 (B-Ranked)
These "entities" litter the island because of the side effects of the climate going in the completely opposite direction. Since all of the electrical energy has been focused into a single old man, some of it has to "leak" out, these are those leaks. Every time they land a hit, 2% of your magic power is drained, so it's advised not to let them stick around for too long. These sparks look like floating balls of electricity and float around as a ways of commuting. They can only take a single A-Ranked spell worth of damage.
Normal: Lightning Starved Wolf x3 (A-Ranked)
Because of the "Thunder Islands" 'normal' climate, a select few animals have evolved to fit the requirements of survival to thrive on the island. One of the few animals were all the wolves that inhabited the island. They basically turned into living lightning rods, but since the lightning is all gone because of Eibon taking a human vessel, they have become supercharged, starved, ferocious creatures only looking for one thing, blood. Lightning starved wolves are completely insane and travel in packs. Furthermore, they will try to tear you and your group to pieces at the first sign of hesitation. Every attack they do is lightning charged, and as such, deal A-Ranked spells worth of damage. Not only that, but they can take 1 S-Ranked spells worth of damage each before being defeated. Maybe if you beat the leader, the other two would run away...
Strong: Thunder Bear (S-Ranked)
Did you think that the lightning wolves were scary? Well, meet the thunder bear, another one of the few animals that managed to evolve to fit the islands particular climate. Like its fellow wolf brethren, it too isn't very happy that the lightning has disappeared. Though it is encountered rarely, prepare for a fight when you do end up finding one. This can take up to 2 S-ranked spells worth of damage and is much faster and stronger than a normal bear, as, to too, is looking for blood. Not only that, but it can get on its hind legs and smash down on the ground, creating a powerful, S-Ranked electrical pulse that goes out from the floor under the bear and continues to go out, tripping and shocking anything that doesn't jump over it, but good luck if it does this at close range...
Boss: Eibon, The Thunder Clap (SS-Ranked)
Eibon, The Thunder Clap, looks like a hunchbacked, eighty year old man, complete with a cane and grey hair. This "man" is actually just who the real Eibon used as a vessel to interact with the physical world and is responsible for the deactivation of the "Thunder Island's" beacon, causing it to become dormant and has basically turned itself into the key to activate it once again. He is located at the site of where the lacrima experiment went wrong. Don't be fooled by this old man's fragile appearance, he is actually one of the most fierce martial artist to ever appear in the country of Fiore. Eibon, who took over the old man's body, is actually a malefic spirit that is the cause of the island's lightning problem, but that's only when in spirit form. When the officials of Fiore found out that the island had a perpetual lightning problem, they immediately linked it to a failed experiment, but that wasn't it, it was because Eibon had finally awoken from a deep sleep. Some could argue that it was the experiment that awoke him. Before you defeat him, the island itself will be free from lightning, as he is in his mortal form, but when defeated, the lighting will return to the island. He has inhabited many bodies over the years, learning from them, learning from other humans, and eventually refining his combination of powerful lightning magic and martial arts to the level of a master. In total, he can take 15 S-Ranked spells worth of damage. "The Thunder Clap" will take double damage from wind based spells, but will take half the damage from lightning spells.
- SPELLS:
Lightning Flash (D-Ranked): Lightning flash is a very simple spell that allows him to disappear and reappear at his target location in a bright burst of electricity. The cooldown for this spell is three posts and its range is five meters.
Electrical Current (A-Ranked): This is a passive spell that Eibon has. He is basically a living current, just waiting for something for his electricity to pass through. When he attacks anything with his fists, legs, body parts in general, a strong current is sent through that body a part and into the target, drastically increasing the damage of the attack. This translates to each of his physical attacks doing B-Ranked spells worth of damage. Every third attack, however, he needs a post to recharge before his attacks are charged again. So, example, he will attack, attack, recharge, attack, attack, recharge. During the recharge posts, his attacks will deal as much damage as a normal punch from a martial arts master, and against a magic shield, that isn't much.
Thunder Spirit (S-Ranked): He uses this spell when he is five S-Ranked spells away from being defeated. For the remainder of the fight, Eibon turns into his true and terrible form as the lightning spirit. While he is in this form, the lightning from the island begins booming around the area you are in, but never in the immediate vicinity of you and your party. The old man's body will go unconscious while the real Eibon appears before your group, as a huge concentration of electricity and plasma. While in this form, he can freely use lightning flash up to twice in one post and shoots out large bolts of lightning from his hands that deal an S-Ranked spell worth of damage twice per post. This form is highly unstable and he will explode in 8 posts if not defeated before then, creating a huge explosion that deals an H ranks worth of damage, but "kills" him in the process, reactivating the beacon.
=====================================================================
Sphere Island
-All monsters on the Sphere Island take double damage from water, ice, and wind spells, but half damage from lightning, rock, and fire spells-
Weak: Splitter
Splitter is a sort of "force" that will follow the party for three posts after it is rolled. It's a sort of feedback from all the magical earth amplification magic that is circulating throughout "Sphere Island". What this force does is mess with the landscape, blocking paths, creating new routes, creating large ditches out of nowhere. You cannot get rid of it since it's a force, but it won't do anything to really "harm" you directly. All "Splitter" does is impede your way and isn't much more than a major annoyance.
Normal: Rock Roller x4 (B-Ranked)
Because of the kind of magical power that resonates from the enormous, tortoise shaped golem that awaits anyone who wants to reactivate the golem, the smaller boulders were brought to life. They will always be found, or find you in clusters of four and will always be hostile. These basketball sized boulders get around the island by rolling and have a hole right in one of their sides. Out of this hole, they can shoot tiny rocks that fly as fast as a bullet and deal a B-Ranked spells worth of damage to whatever it hits. This 'ability' is only used once by each of them. Now, the amount of damage they can take is high, as rock magic is known for durability, and is 2 S-Ranked spells worth of damage.
Strong: Stone Statues (S-Ranked)
These statues are littered around the island in various shapes and sizes, the most common one being that of an angel. The statues themselves can be one of an angel, as stated preciously, a bear, a giant squid, a gentleman, or, in rare cases, a demon. All these statues look different, and you will never find one of the same kind, but all do basically the same thing. They can each take 3 S-Ranked spells worth of damage before falling and come to life whenever a mage comes within four meters of them. Their attacks, however, vary between each of the statues, depending on which they are. For example, when the statue of the giant squid comes alive, it will try to attack with its tentacles, while the bear statue will try to claw and bite you.
Boss: Suhpheeroh, The Sphere Golem (SS-Ranked)
Suhpheeroh, The Sphere Golem, is a huge, brown tortoise made from boulders altered through malefic magic. All of the boulders rolled together and connected in a form that closely resembles the sea creature. This golem is responsible for the deactivation of the "Sphere Island's" beacon, causing it to become dormant and has basically turned itself into the key to activate it once again. It is located at the top-most point of the spherical mountain range. Suhpheeroh itself if not an aggressive "boss" creature and will try to be on the defense as much as possible. Because of this, he could take significantly longer to take out. It can't be defeated by normal means, since it is so "tanky" as some might put it, and requires the mages to take advantage of the three cracks on its shell. One on the very top, on the center, and one of both sides of the shell itself. Otherwise, it can take 20 S-Ranked spells worth of damage before falling and turning into a pile of dust for the wind to carry away. Now, the cracks can take 2 S-Ranked spells worth of damage each, and, when destroyed, inflict 5 S-ranked spells worth of damage to the creature.
- Spells:
Stone Dome (S-Ranked): Suhpheero, being the massive rock golem that it is, is known for its "tankiness", like most rock or mineral based mages. This is its most powerful shield, able to take an two S-Ranked spells worth of damage before cracking, then subsequently shattering. The catch to this spell is that it is immune to lightning and fire magic. "Stone Dome's" cooldown is 3 post and begins after the duration of 3 posts.
Rock Tomb (S-Ranked): After taking 10 S-Ranked spells worth of damage, Suhpheeroh will begin to use this offensive spell. By slamming on the ground below with both of his front legs, random boulders will form from the field and will float up a few feet into the air before being tossed towards the enemy mages. Every time this spell is casted, four boulders are created and launched. The boulders themselves deal A-Rank damage each, but their travel path is easily predicted, as they only move in a linear fashion. Each boulder can take one S-Ranked spells worth of damage before being destroyed, and can be used for defense as well as offense. Its cooldown is 4 posts while its duration is 1 post.
Mineral Skin (S-Ranked): Suhpheero will cast this once, the post after after one of the cracks have been attacked and that portion of his body has shattered. For two posts, the massive tortoise of stone known as Suhpheero remains immovable, stationary, much like a statue. What it is doing is hardening its skin to take regenerate some of its lost material. While the spell is active, the durability of the boss increases to 5 S-Ranked spells worth of damage, and if the two posts go by without the "barrier" being broken, the portion of his body will regenerate and it will essentially take 7 more S-Ranked spells worth of damage to defeat the behemoth.
=====================================================================
Crescent Island
-All monsters on the Crescent Island take double damage from ice, lightning, and nature spells, but half damage from water, fire, and magma spells-
Weak: Huge Piranha x5 (A-Ranked)
The local sea life have been strengthened by the sheer amount of magic that the 'big boss' monster has been producing. Of course, one of the more vicious members of the underwater ecosystem that the Crescent Island thrives off has taken to attacking passing ships and divers alike. Much like many other fish, they will travel in relatively large schools and have impeccable timing when they are taking down prey. To defeat all of them, you will need to use 5 S-Ranked spells, one for each, unless of course you hit more than one with an S-Ranked spell. If you aren't careful, they will all tear you apart in a heartbeat. A force to be reckoned with, these "Huge Piranha" the size of basketballs will give you trouble if too many are met at once.
Normal: Baby Squid (A-Ranked)
These "Baby Squids" are no joke when it comes to bringing down entire ships with sheer strength and determination alone. The term "Baby" is used for these squids because the "Mama" squids are just so much more deadly and fierce, but that doesn't mean these aren't a force to be reckoned with. Each Baby Squid is the size of a one story building and can take down a ship of even bigger size by crushing it with its six, huge tentacles. Furthermore, than can spit out corrosive needles made from a tar-like substance produced from their mouth that deals a B-Ranked spells worth of damage and has a two post cooldown. If you are to get covered in this "tar", which is basically the type of ink it produces, you will be poisoned and slowed by 20% for three posts. It will take 1 S-Ranked spells worth of damage to take these babies out.
Strong: Mama Squid (S-Ranked)
If you thought that the "Baby Squid" was difficult to deal with, meet the mother of the squids, almost literally. There's a reason that this monstrosity was dubbed "Mama Squid", and that reason is because it proves to be much, much more of a challenge to defeat than the "Baby Squids". At the size of a two story building, its six tentacles are much stronger and are capable of doing much more damage to the unwary. Aside from the special "tar" ink that it shoots out from its mouth that slows 40% and does perpetual D-Rank spells worth of damage for six posts, it can shoot out barbed, poisoned needles from any one of its tentacles. These needles will poison anyone who doesn't have immunity or increased physical capabilities to the level of a slayer, or at least close. The barbed needle itself deals A-Ranked damage and is an inch thick and four feet long. Once poisoned, you will feel a constant depletion of your magic power for five posts. Each post that goes by while poisoned, you will lose 5% of your magic power, so it's advised to avoid getting hit by these needles at all costs. "Mama Squids" are capable of taking on much more damage as well, being able to take 2 S-Ranked spells worth of damage before sinking to the bottom of Crescent Bay.
Boss: Octomonato, King of the Sea (SS-Ranked)
Octomonato, King of the Sea, is the creature guarding the pedestal that floats at the center of the island's bay. The octopus-like monster is responsible for the "Crescent Island's" beacon, causing it to become dormant and has basically turned itself into the key to activate it once again. It is located, of course, at the central point of Crescent Island's bay and will require some sort of ship to get there. I'm sure you can borrow one from the now abandoned ports. As mentioned before, this monster much resembles an octopus, only much, much bigger in size, has a very dark blue color to it, eyes as bit as single story homes, and tentacles as long as football fields. Because it's just so massive, it may take a bit of time to get used to, but on the plus side, its attacks are very predictable. Downside, you will most likely be sitting on a boat while fighting it, so good luck. Each tentacle can take 1 S-Ranked spells worth of damage before exploding into calamari. You must destroy each tentacle, and then, send 4 S-Ranked spells at the colossus before it sinks to the bottom of the ocean where it belongs. This will be the fourth beacon you need, you're more than halfway there.
- spells:
Eight-Wave Splash (A-Ranked): Raising two of its tentacles up high into the air, Octomonato splashes them down with immense force onto its prey four times, hence its name. This will do one of two things depending on where the monster is slapping its tentacles down. If in the water, it will create eight huge waves that will each deal B-Ranked spells worth of damage each. Or, if hit directly by the tentacles, the eight will each deal A-Ranked spells worth of damage onto whatever shield or ship they hit. It is possible to interrupt this attack, however. The opponents facing the huge mollusk must break one of the tentacles before it even reaches the water, then, the thing will recoil and be stunned for a post, incapable of blocking or dodging attacks.
Hyper Propulsion (S-Ranked): Swimming down to the depths of the bay, Octomonato will charge up all the energy it possibly can in its tentacles and burst forward at a speed that would slightly surpass mach one. This, "Hyper Propulsion", maneuver will deal an S-Ranked spells worth of damage to whatever it hits and is guaranteed to shatter a bone that is directly hit by this massive force. If the monster itself has an odd number of tentacles left, it cannot use this spell, or technique. So, it will use it often, while it can, before it loses yet more limbs to the mages trying to get it sunk for good, this time.
Frenzy (S-Ranked): After losing half of its tentacles, the king's fight or flight mechanism will kick in, and let me give you a hint, he's not going to be swimming away from this particular encounter. It will begin to turn a slight red color before spewing gallons upon gallons of ink at once, turning the entire bay's water into a midnight black color. From out of the ink, the remaining tentacles will attempt to wrap around your ship, boat, and if you don't have either, you. If you get grabbed, you will be crushed for an S-Ranked spells worth of damage before being tossed onto shore, where the final fight with the monstrosity will take place. However, if you were smart enough to take a boat, it is at this point where it will break and you will have to improvise to defeat the "King of the Seas". You will swim 50% slower in the tar that you normally do and Octomonato can now shoot out spikes, similar to that of the "Mama Squid" that deal 1 S-Ranked spells worth of damage each. This "spike shooting" ability has a three post cooldown, but every swing of its tentacles deals A-Ranked spells worth of damage now, be wary, it's almost defeated.
=====================================================================
Galuna Island
-This is the only island in which the monsters do not have any weaknesses, or resistances-
Weak: Arm Demon x3 (A-Ranked)
Arm Demons are the spawn of the colossal beast living inside the tallest mountain on the island. They are five feet tall, dark green skin toned, they have cold, empty black eyes that are complimented by every single tooth they have being as sharp and menacing as those of a sharks. Aggressive in nature, they will attack whatever they see with no remorse or hesitation. The reason they are named "Arm Demons" is because that's the only part of their body which they can use their take-over magic on. Being able to turn your arms into anything solid, such as wood, glass, ice, porcelain, etc. is their specialty, so be careful. Every punch they throw while one of their arms is transformed deals 1 A-Ranked spells worth of damage. Their take-over lasts for six posts and has a seven post cooldown, where any attacks they do deal a B-Ranked spells worth of damage. It's going to take an S-Ranked spells worth of damage each to take these down.
Normal: Full Demon (S-Ranked)
This is when the demons begin to get significantly stronger than its predecessors. They can now transform their entire bodies into that of a demon's. Although they look similar to "Arm Demons" before transformation, they look vastly different after they have pushed their ability over takeover to the limit. When in a full body takeover, they will have vastly increased physical abilities. With the addition of not only wings, but razor sharp claws and talons, as well as retractable blades on their joints, they are like walking razors. They can only sustain their full take-over for 3 posts, but while in this form, they dish out S-Ranked spells worth of damage with each attack, capable of shattering any shields of lower rank and highly damaging the ones of equal rank. When their transformation ends, it takes five posts to recharge and they deal A-Ranked spells worth of damage with their attacks. They can take 2 S-Ranked spells worth of damage before they are defeated.
Strong: Overcharged Full Demon (S-Ranked)
The strongest of the 'normal' monsters on the island of Galuna, the 'Overcharged Full Demon' is the most destructive being created from the magical energy of the creature inside the mountain. These enemies have been 'overcharged', meaning that they can sustain their full body take-over indefinitely, but because of this, they have lost their minds. They are only able to feel nothing but aggression and ferocity. Not only do they have all the powers, abilities, and general look of the 'Full Demons', they have yet another power to add to the arsenal of destructive power that they already have. This power, is one that allows them to create a ball of negative, dark power at their opponent, dealing two S-Ranked spells worth of damage. Overcharged Full Demons are able to take 4 S-Ranked spells worth of damage before being slain.
Boss: Fenrokacious, The Black Widow (SS-Ranked)
Fenrokacious is one of the most unique users of take-over in Fiore, hands down, so it will take quite the effort to take this boss down. This particular arachnid is responsible for the deactivation of the "Galuna Island's" beacon causing it to become dormant and has basically turned itself into the key to activate it once again. Located in the tallest mountain on the island, 'The Black Widow' has made her web inside an enormous chamber a few meters after you pass the cave entrance. In her 'normal form' she looks like a regular human women in a black dress and equally black heels. Her distinguishing factors would be six spider legs coming out of her back, three protruding to her left side, and three to her right. She is capable of taking 10 S-Ranked spells worth of damage before turning into a giant black widow, which is when the real fight starts. But, in her normal form, she is still just as powerful as an 'Overcharged Full Demon', able to deal A-Ranked spells worth of damage with her normal attacks.
- spells:
Web Shot (S-Ranked): Fenrokacious points both her palms towards her opponent and shoots out very sticky webs that are capable of immobilizing anyone it hits for a single post before evaporating. During this time, you can not roll any block or attack dice if you haven't destroyed or dodged the web. While you are immobilized, the arachnid will charge at you or with all her strength to charge into, and deal an S-Ranked spells worth of damage to your still body. It is up to your teammates to protect you from this, as it is a single target and they will not be affected. Though, hope they have common sense, because if they try to break the web case around you with spells, they run the risk of whatever it has trapped, you. Aside from being able to take two S-Ranked spells worth of damage before breaking, it has a five post cooldown.
Poisoned Strikes (S-Ranked): The Black Widow will always have poisoned stored in her body for when she lands a physical strike on her prey, you. If and when she lands a solid physical attack with her claws or talons, which is all she ever attacks with except for her spells, poison will be injected into your bloodstream, which takes at least an A-Ranked spells worth of healing to get out of your system. Otherwise, you will begin to feel nauseous and lose magic power at an alarming rate of 5% per post for 10 posts. Everything will be spinning as you get dizzier and dizzier over the 10 posts. When she releases her poison, it will take her eight posts to recharge it.
Spider Queen (S-Ranked): After taking 10 S-Ranked Spells worth of damage, she, like many other bosses, will go into overdrive. Two legs will sprout from her back, one pointing to her left side, one pointing to her right before she kneels down and surrounds herself in a cocoon that is able to take 5 S-Ranked spells worth of damage. If destroyed, she will be stunned for a single post before fighting and attacking like usual. Or, if it isn't destroyed within a post, she will emerge as a giant black widow, hence the name. In this form, her strength will double and her speed will halve, but she won't be able to use 'Poisoned Strikes' anymore, just web shot. To finally squash this bug, you will need 10 more S-Ranked spells worth of damage to be inflicted on her, but if you broke the cocoon, it will only be 5 S-Ranked spells.
=====================================================================
Snowfall Island
-All monsters on the Snowfall Island take double damage from fire and magma spells, but half damage from water and nature spells-
Weak: Ice Made Mosquito x10 (A-Ranked)
A few small mosquitoes made of very tough ice would be no problem normally, right? Well, no, but when you encounter these, they will be in groups of ten. They fly and buzz around, not only annoying you, but catching your attention from various angles at once. Not only that, but they are difficult to hit, as they are small and fast. When they attack, they all attack at once, dealing a total of 2 S-Ranked spells worth of damage if they all land a clean hit. Though, to defeat them, you need to land a total of 2 S-Ranked spell worth of damage and 1 A-Ranked spell worth of damage.
Normal: Ice Made Crocodile x5 (S-Ranked)
This is when it starts getting difficult on the island of snowfall, as the puppet master pulling all the strings still has quite a few tricks up his sleeve. Of course, this group of crocodiles will surround your party and will attack ferociously for their master, take out the potential threats to their master's master's plan. You've gotten this far though, you can't let a group of enormous crocodiles stop you from getting to the main pillar of ice all the way at the center of the island. Like normal animals of the same kind, they will attack with their teeth, biting attacks, and swing their tails at whatever they're targeting. Each one of them can take 2 S-Ranked spells worth of damage before shattering and evaporating into the frozen air.
Strong: Ice Made Golem (S-Ranked)
These behemoths stand at a height of 5 meters with an arm span of 10 meters, and are the strongest creations of the island. What they lack in speed, they make up for in strength and durability, able to take 8 S-Ranked spells worth of damage before falling over into a heap of what appears to be shattered glass. Each attack from them deals 2 S-Ranked spells worth of damage, capable of shattering most shields and breaking countless amounts of bones, wreaking internal havoc on the poor soul to take the monsters palm directly onto them. Though, he does have a weakness, like many giants, the bigger they are, the harder they fall. If you are to take out a knee, which takes 4 S-Ranked spells to break, he will fall, literally, and shatter much like if you just destroyed him with the 8 S-Ranked spells worth of damage, though, it's up to you how you find out this weakness, if you can.
Boss: Trensolime, The Master Maker (SS-Ranked)
Trensolime is a name feared by every single maker mage, one feared by any who research the slightest bit of information the type of magic. He is the foremost master of any make magic, though, he prefers ice make over anything else. Furthermore, is responsible for the deactivation of the "Snowfall Island's" beacon causing it to become dormant and has basically turned himself into the key to activate it once again. This boss is located in the central pillar of ice on the island, where a small stone pedestal lies holding the spherical beacon that very much looks like a pearl. The Master Maker, as he's been called by many, froze himself solid to escape death, though, the activation of the first beacon, the one that set this whole thing in motion, caused him to awaken and because he was awoken, the beacon was deactivated, much like the situation that happened on every other island. With the most versatile magic at his old hands, there's no doubt that he will be one of the most difficult bosses to defeat. Finally, the amount of damage he can take is equivalent to 15 S-Ranked spells worth of damage. 10 to destroy the armor of ice that covers his entire body, and 5 to finally kill the one who covered the once tropical island in ice.
- spells:
Ice-Make Battlefield (S-Ranked): The first spell that Trensolime will cast upon seeing your party approach him. He will place his hands on the floor and call out the spell, signifying its cast. Then, a huge blizzard in engulf the entire pillar where you will be fighting him, causing limited vision for anyone without the power to see through something like this. Furthermore, the temperature will drop to -50 degrees Celsius, completely freezing any water unless it's of magical nature, in which case it will simply lower the rank of the spell by one. If the spell is D-Ranked, then it will be completely frozen and negated. Ice-Make Battlefield will last a total of 6 posts and can only be casted once, but during this time, Trensolime has the upper hand, as all his spells are upped a single rank and you will get frostbite when cut. With frostbite, your limb will slowly degrade unless immediately healed. It will get worse and worse until 10 posts pass and you lose that limb completely.
Ice-Make Orca (S-Ranked): One of Trensolime's signature spells, the Ice-Make Orca is known throughout the world of the maker mages and if generally accepted as one of the strongest creations known so far. When he was still known as a "good guy", he entered his Orca in one of the annual contest where maker mages come from all over the world to show off what creations they've developed to be judged by the audience. Ice-Make Orca won every time after its debut in one of those shows. Though, it's not just grace that won the audience over, it's power also captivated them as well as an ability it has. If it's fighting on dry land, it will essentially treat the landscape as though it were water, and, to put it simply, swim through the landscape to fight, causing untold damage on the environment. It's going to take 7 S-Ranked spells worth of damage to take it down, double if "Ice-Make Battlefield" is active. Every attack from it does 2 S-Ranked spells worth of damage, also doubled during the spell prior. Orca will defend its master at all costs, taking hits if it has to. The duration of this spells is 5 posts and the cooldown is 6 posts.
Ice-Make Labyrinth (S-Ranked): The other of The Master Maker's signature spells, this one being his static spell instead of dynamic, like Orca. He will only use this once he's an S-Ranked spells worth of damage away from being killed. Think of it as his "last ditch effort", the one that is supposed to defeat his enemies, should it fail, he be killed at their hands. Placing his hands up in the sky, he roars out the name of this spell, creating an immense labyrinth that spans the entirety of the pillar that you have been fighting on. Each of the walls in unbreakable and there is a roof, so no flying. Your only hope is to split up through the labyrinth to increase your chances of finding him. For every post that passes by that you search, you will begin to slowly freeze into a human sized popsicle, and after 15 posts, you will completely freeze. Of course, some factors are taken into account. For instance, if you are an ice or fire mage, this will not affect you, as you have an internal resistance to the cold . Though, if you are a water or plant mage, you will only take 10 posts to freeze. When and if you find him, he will be too tired to put up a fight and once killed, the labyrinth will disappear and any frozen allies will unfreeze.
=====================================================================
Divide Island
-All monsters on the Divide Island take double damage and half damage from light and darkness spells, their color will give away what element they lean more towards-
Weak: Chaos Spawn x3 (S-Ranked)
Because of the unique kind of power given off by Saphagane, The Chaos Dragon, a brand new kind of elemental enemy has also been created. This, of course, has been dubbed "Chaos", the mixing of both the light and dark elements. Though they are a mix of both elements, they take whatever form they choose to take and do anything they want. Chaos monsters are exactly what they sound like, unpredictable, hectic, making them some of the hardest monsters to beat, since they don't even know what their next move is going to be. It is a bit difficult to explain the looks of the lowest part of the "Chaos" hierarchy, so this is the next best thing. They are able to take 3 S-Ranked spells worth of damage each and deal 1 S-Ranked spell worth of damage with each attack. These are resistant to darkness spells, but take double damage from light spells.
Normal: Chaos Warrior x2 (S-Ranked)
These things will find you in pairs and are just as relentless and unpredictable as their predecessors. Just like the "Chaos Spawn", these were made from the mixed and impure magic that "The Chaos Dragon" itself gives off. These things fight by floating around, jolting in the air at rapid speeds to increase the momentum of their attacks, and are resistant to light spells. On the plus side, they take double damage from darkness spells. Though, a noteworthy trait about these enemies is that they can bend their body to inhumane angles while in the air. An example would be completely bending their spine backwards to dodge a projectile without so much as a slight hesitation. Damage wise, they can take 5 S-Ranked spells worth of dame each and dish out 2 S-Ranked spells worth of damage every time they attack, as they always strike in pairs.
Strong: Chaos Master (S-Ranked)
The "Chaos Master" is the most powerful non-boss that there is, as it has the most control over its full potential as a wielder of the magic that was never supposed to be. Every five posts, they can control the very flow of time for five seconds, either slow it down to re-position or dodge, or speed it up to get more strikes in at once. Either way, these creatures thrive in close range combat, and if they ever get pushed back, or are just out of a 4 meter range, they will teleport themselves into a 2 meter range in the blink of an eye, which has a cooldown of 3 posts. This is because it is a master at fighting with a weapon, surpassing the abilities of any human weapon master. Every strike it lands deals 2 S-Ranked spells worth of damage, so it's best to just try and avoid the weapon and go for the 'kill'. It will take 3 S-Ranked spells to defeat these masters of close range combat.
Boss: Saphagane, The Chaos Dragon (H-Ranked)
Saphagane, The Chaos Dragon, is the boss of the bosses. No one really knows how it came to exist, but it has been said that it is the grown child of the light dragon, Sapharaj, and the darkness dragon, Kurogane. It is the one responsible for the deactivation of the "Divide Island's" beacon causing it to become dormant and has basically turned himself into the key to activate it once again. Though, this is the beacon that caused each of the other island's boss monsters to appear, 'come out from out of the shadows', to put it simply. Saphagane knows exactly what it's doing, it is following its own nature, what drives it, its main goal to fulfill what it was born to do. This goal, is to cause complete and utter chaos in the world. What better way to do such a thing than unseal the most monstrous being to ever walk the continent of Fiore, perhaps even the world. There is no half-assing this dragon boss, this has to end here and now. Your main goal that you have been working for through every island, through every boss, through every single beacon up to this point. All of it was setting the stage... to not just kill a dragon, but to rid of the biggest threat to Fiore since... what was sealed so long ago. It is no easy task to take down the 'king of kings', as it's able to take 35 S-Ranked spells worth of damage before finally being killed. Every 'normal' attack it does, deals 3 S-Ranked spells worth of damage, watch yourself, this is the final battle.
- spells:
Chaos Control (S-Ranked): Harnessing all the dark and light energy it has within the belly of the beast, it creates a huge spherical zone in a 5 meter radius of itself, which then freezes time within the field for a single post. Though, when the post is over, the entire frozen area will disappear. This is because time isn't meant to be frozen, stopped, paused, at most, only bent, so the universe just "deletes" the field and whatever is in it, aside from living entities, which includes the dragon and your party. The field itself is active for a whole post, a post where you cant roll any attack and block dice, and the dragon can attack you at will. Though, there will be a sign when it's about to use "Chaos Control". Saphagane will roar loudly into the sky while pointing its head up, then, 5 seconds later, it will activate the spell. Only being out of range will save you from this spell. After it ends, it will take 10 posts to recharge.
Barrier of the Chaos Dragon (S-Ranked): By gathering up as much magical energy that it possibly can, it begins to glow a dim, but definite white, similar to the corona of the sun. The glow emanates from the scales and is caused by a magical barrier created from the magical energy that shouldn't exist, chaos. Because of the nature of the magic, any spell of equal or lower rank will simply be dispelled, you have to hit it with two S-Ranked spells at the same time in order for the shield to be destroyed, and once it is, Saphagane is stunned for a single post, in which is cannot roll attack or block dice. The barrier has an variable duration, until it's destroyed, and a cooldown of 7 posts.
Roar of the Chaos Dragon (H-Ranked): This is the most devastating, and irregular roar ever developed by a dragon in history. It is said that the reason that "Divide Island's" mountain the way it is, is because the colossal mountain caught the attention of a powerful dragon, who wanted to leave its mark, so, it roared into the rock and the mountain was split in two. That dragon was the Chaos Dragon, and the roar, it is a beam with a width of 10 meters, but a height of 650 meters, which creates an enormous wall of the mix between light and darkness, opposites. With a damage output of 3 H-Ranked spells worth of damage, if you don't dodge or dispel this attack, it will just about kill any mage B-Ranked and below, severely wound an A-Ranked one, seriously wound an S-Rank, and leave an H-Rank with an almost serious one. This is by far the most devastating attack in the arsenal of the Chaos Dragon, and as such, can only be cast once, as it drains a lot of its energy. It won't waste this attack, so always, always have your guard up.[/color]
Reward: 160,000 jewel