Primary Magic: Take Over: Aqua Soul
Secondary Magic: None yet
Caster or Holder: Caster
Description: Take Over: Aqua Soul is a magic that is used to take over forms of creatures that live in the water, with habitats as lakes, seas, oceans, etc... You don't need to see or touch the creature to take over, but you do have to know what you are taking over. This makes it possible to take over creatures that are extremely rare or not even proved to exist. Of course a stronger form will mean more magic energy and take over points used, and if the mage is to inexperienced to take over that form the take over will take the caster over and not the way around. This will result in the caster attacking everything it meets. Spells in take over are usually either water or physical element.
Strengths: Varying forms to take over. Both full and partial. Is very dangerous when used in the deep waters. Multiple Partial Take Overs can be used on different places on the body.
Weaknesses: Most forms are weaker or harder to use on land. full take overs are harder to do then partial. Switching has a cooldown at lower ranks: D=3 posts, C=2 posts, B=1 post. This is the rank of the mage, not the spell. A creature that does not live in or close to water cannot be taken over.
Abilities/Powers:
-when in a certain form she will be stronger, faster, or more durable, etc... Each forms spell app will give more details about what applies for that form. Most forms favor water, and gain better advantages when used in water that's deep enough. Other advantages might also be the case.
-switch: the ability to switch between two forms: there is a cooldown on this in lower ranks it is: D=3 posts, C=2 posts, B=1 post. It is possible to go back to human form in that time, but it won't become possible to change back into something before the cooldown ends. This ability on it's own does not consume any magic power or Take Over Energy, but the take over itself will.
-water breathing: While not every Take Over can breath underwater, most can stay underwater longer then a normal human can. Basically this can give the caster a short time water breathing on it's own. (Only if the head is changed for partial take over)
Name:Partial Take Over: Pictus cat head
Rank: D
Type: Partial Take Over
Description: The user changes their head into that of a pictus cat, a small fish. It can't really fight, but it does grant the user some other abilities. The head size doesn't change.
Strengths: Ability to breath underwater.
Weaknesses: Very weak and fragile, not suited for combat. Can barely move on land.
Duration/Cooldowns Sustained, max duration 5 posts, 3 post cooldown
Name: Partial Take Over: Anglerfish head
Rank: D
Type: Partial Take Over
Description: This spell turns the casters head into that of an Anglerfish. As long as the user has it, they can breath underwater.
Once the user activates this ability the lure on the end of the head will give light, which will illuminate dark places.
Strengths: Good for exploring in deep dark waters, or caves.
Weaknesses: Not so well for combat.
Duration/Cooldowns Sustained: 4 post max Cooldown 4posts
Name: Partial Take Over: Lobster arms
Rank: D
Type: Partial Take Over
Description: turns one of the arms (or both) of the user in lobster front claws. These can cause light damage such as small bruises or small cuts.
Strengths: The claws can cut small ropes. They also becomes slightly stronger and more durable in comparison with human hands.
Weaknesses: It is impossible or hard to grab something with it. Most normal things break if tried. hard strong things may be possible but hard as it can easily fall. The range is also very short.
Duration/Cooldowns sustained, max 4 post duration, 4 post cooldown.
Name: Partial Take Over: Dolphin tail
Rank: D
Type: Partial Take Over
Description: turns the feet and legs of the caster into a dolphin tail.
Strengths: You can swim underwater faster then normal humans could.
Weaknesses: It's not really practical to use on land.
Duration/Cooldowns sustained, max 3 posts cooldown 3 posts
Secondary Magic: None yet
Caster or Holder: Caster
Description: Take Over: Aqua Soul is a magic that is used to take over forms of creatures that live in the water, with habitats as lakes, seas, oceans, etc... You don't need to see or touch the creature to take over, but you do have to know what you are taking over. This makes it possible to take over creatures that are extremely rare or not even proved to exist. Of course a stronger form will mean more magic energy and take over points used, and if the mage is to inexperienced to take over that form the take over will take the caster over and not the way around. This will result in the caster attacking everything it meets. Spells in take over are usually either water or physical element.
Strengths: Varying forms to take over. Both full and partial. Is very dangerous when used in the deep waters. Multiple Partial Take Overs can be used on different places on the body.
Weaknesses: Most forms are weaker or harder to use on land. full take overs are harder to do then partial. Switching has a cooldown at lower ranks: D=3 posts, C=2 posts, B=1 post. This is the rank of the mage, not the spell. A creature that does not live in or close to water cannot be taken over.
Abilities/Powers:
-when in a certain form she will be stronger, faster, or more durable, etc... Each forms spell app will give more details about what applies for that form. Most forms favor water, and gain better advantages when used in water that's deep enough. Other advantages might also be the case.
-switch: the ability to switch between two forms: there is a cooldown on this in lower ranks it is: D=3 posts, C=2 posts, B=1 post. It is possible to go back to human form in that time, but it won't become possible to change back into something before the cooldown ends. This ability on it's own does not consume any magic power or Take Over Energy, but the take over itself will.
-water breathing: While not every Take Over can breath underwater, most can stay underwater longer then a normal human can. Basically this can give the caster a short time water breathing on it's own. (Only if the head is changed for partial take over)
Name:Partial Take Over: Pictus cat head
Rank: D
Type: Partial Take Over
Description: The user changes their head into that of a pictus cat, a small fish. It can't really fight, but it does grant the user some other abilities. The head size doesn't change.
Strengths: Ability to breath underwater.
Weaknesses: Very weak and fragile, not suited for combat. Can barely move on land.
Duration/Cooldowns Sustained, max duration 5 posts, 3 post cooldown
- passive ability:
- Name: Water Breathing
Rank: D
Type: Water
Description: Passive, Allows the user to breath underwater.
Strengths: The user can breath underwater
Weaknesses: works only in the this form, or another form that has it.
Duration/Cooldowns Passive
- active ability:
- Air Bubble:
Rank: D
Type: Water
Description: The user creates a bubble from their mouth. Other people can put this on their head to have some air for the duration of the post. This way they can breath underwater for a short while.
Strengths: Allows another person to breath underwater, for a short time.
Weaknesses: The bubble will break if hit by any kind of attack.
Duration/Cooldowns Duration 3post, cooldown 4 posts.
Name: Partial Take Over: Anglerfish head
Rank: D
Type: Partial Take Over
Description: This spell turns the casters head into that of an Anglerfish. As long as the user has it, they can breath underwater.
Once the user activates this ability the lure on the end of the head will give light, which will illuminate dark places.
Strengths: Good for exploring in deep dark waters, or caves.
Weaknesses: Not so well for combat.
Duration/Cooldowns Sustained: 4 post max Cooldown 4posts
- passive ability:
- Name: Water breathing
Rank: D
Type: Water
Description: Passive, Allows the user to breath underwater.
Strengths: The user can breath underwater
Weaknesses: works only in the this form, or another form that has it.
Duration/Cooldowns Passive
- active ability:
- Light Source:
Rank: D
Type: Light
Description: This spell allows the user to make light that can be used to see better in dark places such as the dark ocean floor, dark caves or plain outside at night.
Strengths: Can be used to see in dark places.
Weaknesses: people can see the user from far away.
Duration/Cooldowns Duration 3 post 4 cooldown.
Name: Partial Take Over: Lobster arms
Rank: D
Type: Partial Take Over
Description: turns one of the arms (or both) of the user in lobster front claws. These can cause light damage such as small bruises or small cuts.
Strengths: The claws can cut small ropes. They also becomes slightly stronger and more durable in comparison with human hands.
Weaknesses: It is impossible or hard to grab something with it. Most normal things break if tried. hard strong things may be possible but hard as it can easily fall. The range is also very short.
Duration/Cooldowns sustained, max 4 post duration, 4 post cooldown.
- passive ability:
- Name: Enchanced strength and durability
Rank: D
Type: stat boosts
Description: changed claws become 5% more durable and increases strength with 5%
Strengths: useful in close combat encounters. Even outside the water.
Weaknesses: Not so useful for long range combat.
Duration/Cooldowns Passive
- active ability:
- Name: Claw Shot
Rank: D
Type: Physical
Description: It fires a missile in the shape of the lobster claws at the opponent. they are exactly as big as those claws and deal the same damage. They travel at 35 mph, and no further then 15 meters.
Strengths: Allows a ranged attack with a form that otherwise won't have one.
Weaknesses: If fired the user will shortly lose a claw, this short time period they are more vulnerable to physical attacks. Especially if only one claw was active at that time.
Duration/Cooldowns instant, 3 posts cooldown.
Name: Partial Take Over: Dolphin tail
Rank: D
Type: Partial Take Over
Description: turns the feet and legs of the caster into a dolphin tail.
Strengths: You can swim underwater faster then normal humans could.
Weaknesses: It's not really practical to use on land.
Duration/Cooldowns sustained, max 3 posts cooldown 3 posts
- passive ability:
- Name: Enhanced speed
Rank: D
Type: Stat boost
Description: It makes the caster faster underwater, but makes it almost impossible to move in the land. speed is increased by 15%
Strengths: great for swimming far distances.
Weaknesses: Not so good for on land.
Duration/Cooldowns Passive
- active ability:
- Name: Tail Wave
Rank: D
Type: None
Description: The user waves the tail and uses magic to gain even more speed then the user already has. The user can move at 30% For the post it was used in and the next one. If the Take Over ends in any of these posts, so does this effect.
Strengths: can move fast underwater for a short time.
Weaknesses: Again, very impractical outside the water.
Duration/Cooldowns The post it was used in and the next/ Once per Take Over.
Last edited by Minako Sakurako on 22nd August 2013, 7:20 am; edited 11 times in total