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"Life is a gamble, at terrible odds - if it was a bet you wouldn't take it."
-Tom Stoppard
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Primary Magic: Devil Dice Magic
Secondary Magic: -
Caster or Holder: Holder
Description: Devil Dice Magic is the gambling magic granted by devils to hold power over Luck and Fortune for a time at the cost of the user's afterlife, through use of a soul-bound contract that allows the devils to claim the mage's soul after death so long as a goal set by the caster is met or a time frame of typically 10 years is passed.
Devil Dice Magic allows the mage who utilizes it to influence Chance, and demonstrate extraordinary luck and supernatural powers to manipulate reality by altering causality past present and future to bring about specific effects given in the spells that reverse after the fact. This works through tying different timelines together so no actual alteration is done to the current timeline, but the reality of a different timeline is superimposed over the mage's own.
The Devil Dice are a set of two white ivory dice that have a subtle, very subtle, red glow to them (Barely perceptible in darkness, emits no light though they're vaguely visible in the dark. Ceramic (I think) statues sometimes have this same kind of glow, but green in total darkness). Small flat obsidian beads carefully weighted are set into the ivory serving as the black dots that number each side.
Strengths:
- A great variety of usages, with the potential to deliver effects more powerful then normal spells of it's given rank, though with an equal chance at being far worse or useless, and is not bound to any one element.
- The Devil Dice can never be lost, and always remain with the owner. Even if the owner wishes them gone, they will be there. When purposefully tossed with the need to remain, such as using them to gamble with, they can linger but the moment the owner tries to walk away from them they disappear. The owner can call them back with barely a thought to appear on her person.
- The Devil Dice when they would receive damage instead disappear or phase through the effect harmlessly. Only functions against damaging effects, and can't be thrown through walls or anything like that. (Unless a spell specifically states it can).
- The dice are bonded and infused with the bearer's soul, housing them similarly to a Liches Phylactery. Soul stealing or soul-based effects can't effect the owner of the Devil Dice, because they have no soul to effect. Unlike a Lich, the owner won't come back but is instead taken away, their afterlife a payment for the Devil Dice. Because they are based on the mage's soul, as they grow in power one additional set of two dice can be conjured per rank of the owner.
Weaknesses:
- The Devil Dice can't be lost or taken because they are contracted to the owner. So while they'll always have the dice, they're always reminded of their contract for these dice... and the fate that awaits them if they die or fulfill the contract.
- The Devil Dice have no use on their own for any manner of blocking spells or damage, being just a pair of dice. They can't even stop a dart that is thrown at their heart, and the dice would be in the dart's way. The dart would go right through the dice, the dice phasing out.
- The owner is limited by how many dice she can use at any one moment, which is two dice each rank the owner possesses. This means that she can usually only perform one spell at any given time while one set of dice is in use, as few spells or effects- if any- will rely on only one die, and none will not use them.
- Not having a soul, as the Dice have it sealed, the owner can't Benefit from any soul based effects either. After the contract is fulfilled (Someday), and the wearer dies, no external force can revive the character. Not even H+ guild spells that can resurrect the dead.
- The dice rely on Chance, and thus using them can bring undesired consequences or make a bad situation worse, or a good situation bad. If you're doing good and are about to win but you take a gamble, the entire situation could be completely reversed at times.
- The Devil Dice can be sensed and detected by mages that possess a magic associated with Hell, Necromancy, or Curses. They can be sensed, and the Devil Dice carry a unique aura that once known is easily recognizable. The dice themselves aren't sensed so much as the influence over the bearer. It's the bearer herself who is sensed how her soul is replaced by the dice.
- When the Devil Dice mimic an elemental effect, said elemental effect shares all standard weaknesses of that element, and of course can be eaten by a slayer. The dice itself is not eaten, clearly, just the elemental effect while the die vanishes.
Abilities/Powers:
Devil's Fortune:The mage always gets the result she wishes when playing gambling games.
When this is used on her Devil's Dice, she has to blow on the set to be used and she can modify the result of the dice either positively or negatively by adding a number equal to her own mage rank minus the rank of the spell being used to a minimum of 1. Doing this makes the spell modified cost extra MP as a D-ranked spell.
Devil's Luck:The mage is very lucky, and because of this luck is harder to hit while she finds it easier to hit. Fortune smiles on her. All her defensive capability, evasion, all of that, even skill, comes from Good Luck. Without this Luck the mage is like a normal girl of her age. This is due to the mage's Contract, and the contract trying to keep her alive until it's fulfilled.
When rolling with the forum's dice in Jobs, roll twice and take the better roll or ignore one result on the Monster dice you don't want.
Color Gamble: Devil Dice each deal damage equal to one less then the owner's own rank if they touch another living being. The elemental properties of this damage are determined by the number. So together they deal damage equal to the owner's own rank, up to a maximum of S combined and A separate at higher ranks.
1- Boon: Enemy recovers 1% MP per rank it would have damaged- Shadows out and flickers with red glowing runes, 2-Ice, Blue aura 3-Shock, yellow aura 4- Earth orange aura, 5-Fire red aura, 6-Wind green aura.
The two dice deal damage separately, having their own elements.
Self Gamble: Once per post the owner can gamble on her own, rolling both dice the owner recovers a percentage of MP equal to the number shown. However, for every 1 that is rolled the owner loses 5% MP, and a roll of a 2 results in nothing, while whenever a 6 is rolled the owner gets no MP for that dice but the second die gets three times the MP from it's roll, and transforms the 1 and two on the second dice into 5MP. Potentially losing 10% MP and gaining none, gaining only 1 with a roll of 6 and 1, or gaining a maximum of 18% with a very lucky roll of two 6's. For this to be used the bearer has to have at least 5% MP remaining.
A set of dice used for Self Gamble cannot be used again that post. Meaning if the owner only has one set and uses it for Self Gamble, she can't use it again for any other magic until the next post.
Devil Dice D's:
- Spoiler:
Name: Fade to Black...
Rank: D
Type: Devil
Description: The mage rolls her dice several times in order to change her appearance into that of another person.- First Roll: Sex. Even = Female, Odd = Male. Modifying this with her ability to influence rolls results in being able to choose male or female.
- Second Roll: Hair Color. 2- Brunette 3- Blond 4- Auburn 5- Sable 6-Crimson 7-white or silver 8-Sky Blue 9- Light Green 10-Lilac 11-Iridescent 12-Black
- Third Roll: Eye Color. 2- Light Blue 3- Dark Green 4- Hazel 5-Brown 6- Crimson 7- Light Green 8-Dark Blue 9- Pink 10- Gold 11- Silver 12- Each Different (Roll twice again).
- Fourth Roll: Skin Complexion: 1- Dusky Olive 2- Bronze 3- Milky White 4- Ebony 5- Light Red/pinkish 6- Chocolate
- Fifth Roll: Special Characteristics: 2- Small Angel Wings (flightless, but hover a foot off the ground) 3- Horns 4- scales 5- Downy-soft fur 6- Partial Tattoos 7- Full Body tattoos 8- Halo 9- Glowing Eyes 10- Tail(s) 11- Tiny Wings 12- Roll Twice
- Sixth Roll: Duration: 1: 1 day. 2: two days. 3: four days. 4: eight days. 5: two weeks. 6: One Month.
- Seventh Roll: Height: Roll both dice and subtract or add the result from the character's starting height. When subtracting, the number can be doubled.
Eighth Roll: Preset: The Devil Dice can store up to 11 appearances that have been rolled before. Using her ability to modify the outcome of a roll, she can outright choose one of these 'presets'.
The caster can choose which dice she wants to roll.
If used during a Life or Death gamble, one other subject of Life or Death can be changed by Generate Appearance.
Strengths:- It sees a variety of uses in the information gathering and infiltration businesses and makes certain the caster can get about unnoticed.
- The variety of changes allow for very dramatic changes and with the inclusion of the Special Characteristics the appearances can be otherworldly.
- The dice can be rerolled during one casting to avoid damning appearances. Such as being stuck as a dark skinned mage when trying to infiltrate a KKK-like event, or getting a full body tattoo when trying to infiltrate a group of nuns.
Weaknesses:- For all its randomness and diverse modifications to appearance, it is very random despite the ability to select past appearances or choose gender at least. It really can't be used to appear like specific individuals and can at most be rerolled until you look similar to a person. Maybe similar enough to be mistaken at distances, but never up close unless the person who gets close doesn't actually know the disguise personally.
- No matter the change in appearance the caster's personality and memories remain the same, obviously. This cosmetic change has no impact on who the character really is and thus trying to disguise as a specific person is further more problematic and awkward situations where someone demands information the disguise should know but you do not.
- No matter the cosmetic change, another static factor is that the character's weight remains the same. Through use of this spell, everything visual can change. But weight is not a visual thing all the time, so it stays what it was. For Hex, this weight is a good one hundred and eighty pounds. Thus taking the form of a short delicate angel has the major flaw in that that sweet little angel weighs a comparative truckton.
- The Duration roll cannot be rerolled. And remains static at the time originally rolled in one casting. You're stuck with the time you have, which puts a time limit on infiltration tasks if you're stuck as your cover identity for only one day, when the information you need to gather would normally take days to uncover.
Duration/Cooldowns: Lasts however long was rolled on the Duration roll. The effect can be ended early if the caster desires. Once the roll is set, a new roll can't be made until the caster has been in her true form for either twice as long as she was disguised or one day. Whichever is less.
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Name: Now you see me...
Rank: D
Type: Devil
Description: The mage throws one die in one direction and the other in another direction. One die is the Target die and the second die is the Targeting die. The person touched by the Targeting die is the subject of the spell while the place of the Target die is where the effect happens.
Both dice account for a random factor. One die will express in which direction from the location of the target die the subject with deviate, while the other expresses how far in either direction the target will deviate- to a maximum distance of the nearest obstruction.
The numbers are calculated in relation to the Subject. The S is where the die landed while the numbers represent directions from that die. OPTIONALLY; The even or odd nature of the number can result in either an upward or downward movement, which using the ability to manipulate the dice outcome can outright be decided upon. This allows the deviation to factor in vertical movement instead of solely horizontal movement. To a limited degree.
How far in the direction the subject is sent depends on the other die.
1 means there is no movement, and the Subject remains on the S hex in the image.
2 means they move five feet, or almost 2 meters away in the the direction- about one Hex away.
3 means they move five move 10 feet, or over 3 meters.
4 means 15 feet, and so on.
The die itself is tossed up to forty meters away, fairly well considering how light the die is, with the mage's luck enhancement it's likely to hit where the mage wants it to go.
Strengths:- The dice will wait up to ten posts before teleportation, after that the dice will return and the spell canceled. Because of this wait, a die can not be thrown at all but stashed somewhere.
- Once the travel die is where it needs to be teleportation is by it's very definition instantaneous with the target not having to cross the space his/herself, the die does it for her.
- Since this teleportation relies on the two dice to act as waypoints, it is capable of teleporting into areas normally blocked to teleportation because the physical distance IS already traveled by the die itself, which functions as a cosmic loophole in anti-teleport magic.
Weaknesses:- Unlike regular teleportation effects, the distance is traveled by the Target die. This means that the mage cannot teleport where the die cannot reach. She can get out of prison bars, but can't leave a sealed room, or a room with bars or holes so narrow she can't fit a die through. Because it has to travel, it means it is limited also by substance. She can't throw a die if she is under water, for example.
- Unlike regular teleportation effects, Now You See Me is not initially instantaneous but requires travel time for the Target Die. Meaning it can't exactly be used Flash-Step style or as a dodge without preparation. But requires preparation or warning with enough time to have the die travel then teleport the subject of the target die.
- Random Factor limit's exact usefulness, as you can't be certain where the Subject will pop up. Thus it's harder to use to land enemies into hazards or avoid hazards in an area teleporting to since you don't know the direction from the landing point the target will appear, and neither how far from the landing it will travel which can be up to 25 feet away from where the die landed (Stopping if there are obstacles in the way such as a wall).
- The die has to be used IC, it can't simply be assumed she left a die somewhere else to bullshit a sudden exit if things aren't going her way.
Duration/Cooldowns: The Target Die can remain active for up to ten posts. Effect however, is instantaneous and/or taking however long it takes for the die to sail through the air to the target location. Three post cooldown.
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Name: Life or Death...
Rank: D
Type: Devil
Description: The mage tosses a die at an enemy, just needing to land within 3 meters of or hit the target, while she drops the other die in the set at her feet. If landed within 3 meters, the target has to remain within that 3 meters for a second or two until the die is at a stand still. When this happens the world fades away and only humans, summons, or companion creatures are shown. The black winged figure of a devil can be seen observing in the distance, two little red pinpoints of light for it's eyes watching and waiting. The Devil is more visible, and closer to the action the higher the stakes are.
Then the dice are rolled.
Whoever's die has the smallest result suffers deep lacerations across their body in many areas, amounting to damage equal to either A) Whoever's rank is higher. (shake once) B) Whoever's rank is lower (shake twice) C) The combined total. (shake thrice) or D) No damage (Shake four times).
If a tie is drawn, both the dice will reroll themselves, doubling the damage each would take- doubling the stakes. This repeats until a winner is made.
If the thrown die misses and is not close enough to target an enemy, it disappears and the mage suffers from a single laceration amounting to D-rank equivalent damage.
Strengths:- Potential for very heavy damage output that would normally be impossible for a mage of this rank, since the spell doesn't rely solely on A) A straight up damage effect, being a chance based and very risky form of damage. B) The user's own rank. It can use the users own rank, but is also fed by the enemy's rank. Which makes the game more deadly for her but allows for some crazy and literally suicidal moves.
- If multiple sets of dice can be used, they can all be used at once. Only one loser per re-roll, and the game continues until there is only one mage standing.
- If there is someone willing, they can take a die instead of the caster while an enemy can take a die for another enemy as well. This has to be a player character and not an NPC, NPCs cannot sacrifice themselves to take a dice. This is because the Devil Dice recognize souls and will value some souls over others (OOC: PCs).
Weaknesses:- Not only does this rely on Chance, but it is also sacrificial. However much damage the enemy could take, the caster is also at risk to take that damage. Even if it misses, the caster still takes damage.
- Life or Death is not effected by Bless Dice, her ability to manipulate the result of outcomes. This is because the game of Life or Death is out of the caster's hands, and is a game played by the devil itself observing.
- If multiple mages are linked in a mass game of Life or Death, then the maximum result of a Combined Total is only double the highest ranked participant in the game.lt of a Combined Total is only double the highest ranked participant in the game.
- During a game of Life or Death, no other Devil Dice magic can be used except for those that state that they use the connection formed by Life or Death to produce an effect of it's own.
Duration/Cooldowns: Instantaneous or up to a few seconds. At it's maximum usage it can be used once every three posts.
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Name: Scattering Shots
Rank: D
Type: Devil
Description: To use this spell the caster simply throws her dice which become charged with devil magic to project them at bullet speeds.
After five meters of travel the dice will explode based on what side is facing the direction it is traveling in. The number displayed on that side is how many more dice the die splits off into. Each one a clone and the same size as the last.
One roll is made at that point which determines how many dice appear in addition to the initial thrown dice, which for simplicity is uniform throughout all splits.
One roll made to determine how many times it will split, this roll happens midair before the split roll.
After this point the dice will travel ten meters every time they split. If they do not split, then ten meters after their last split they lose their magic which causes a sudden decrease in velocity and angle making them hit the ground and roll after 5 meters, for a 15 meter total distance in the air after the final split after which they simply roll around on the ground and fade into nothingness over the next few seconds.
While they are flying, each single die deals .5 D-rank equivalent damage as they hit the body and embed themselves 1cm into the flesh, which would be hard pressed to kill anyone no matter where it hit. Even in a vital spot such as a temple or throat they have a good enough chance of living, meanwhile it's just a painful irritation somewhere like an arm that doesn't even hamper the usage of that arm.
Multiple dice however stack their damage. Due to the spread, most single unprotected and unaware targets within the area of effect would only get hit with 1 die per split. While each extra number of dice per split add 1 meter to the area effect on all sides in a cone like burst.
Strengths:- Scattering Shots has the potential to cause a large area effect with stacking half-rank damage dice that could at it's MOST damaging cause... With two initial rolls of six result (quite unlikely to happen) in... C+ (C and D) rank equivalent damage as a result of six dice hitting one target.
- Scattering Shots has the potential to achieve a decent range of about 70 meters, in a cone like growth that at it's widest towards the end will be... about around 60 meters at the end.
- Scattering Shots will produce a very loud sound as each die snaps with the sound of a firecracker each time it splits, then adding in all the clanking of a dice hitting an object and/or bouncing around on the ground after that, it amounts to a very loud effect that at it's most potent ( a roll of 2 6s ) will deafen everyone within about 30 meters of it for 2 posts, while those within the range at a roll of 2 5s or greater would be deafened for 1 post, and drown out all sound in the area it's heard in during the initial few seconds in which it travels and splits.
Weaknesses:- Scattering shots has the potential to cause negligible or no harm even if it hits. On a roll of two 1's, it would be hard pressed to land even one hit and if it does it'd deal only a half-rank's equivalent damage. With that same poor roll, the spell would only travel 20 meters before it hits the ground.
- Scattering shots have a very small penetrating power, they cannot deal any sort of damage against Strong or stronger armors, where armored, they cannot do anything to metal objects besides make the smallest of dents in very soft or thin metals, they cannot deal damage to spell barriers or defenses of B-rank or higher.
- Scattering shots continue to split off after they have hit an object and have been redirected. This means that a skillful mage with metal magic or something could in all probability create a shield of some sort that could hit the dice and redirect them back at the caster, the redirected dice continuing to split and travel just as they would have before but now traveling in a new direction- likely towards the caster herself.
- The dice are purely physical in nature and can't do any harm to elemental body mages who transform, steel or earth bodies harmlessly having the dice ricochette off their bodies, air or water bodies harmlessly having the dice pass through them, fire or electric bodies having the dice vanish against them as the body would damage them so they instead vanish.
Duration/Cooldowns:
The dice will scatter quickly and travel out to the maximum distance within one post. Scattering Shots has a three post cooldown.
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- First Roll: Sex. Even = Female, Odd = Male. Modifying this with her ability to influence rolls results in being able to choose male or female.
Last edited by Gamble Girl on 16th August 2013, 11:33 am; edited 6 times in total