Primary Magic: Grave-Eater Tentacle Make
Secondary Magic: (Unfilled)
Caster or Holder: Caster
Description:
Strengths:
Weaknesses:
Abilities/Powers:
Secondary Magic: (Unfilled)
Caster or Holder: Caster
Description:
This magic permits the user to conjure abhorrent slimy black tentacles. They're rather formidable objects and tie in directly to the user's life force, which might at first lead one to see them as a weakness, but they're extremely durable, strong, and flexible. The tips of the tentacles have microscopic serrated edges on them of glass-like substance which can be produced or retracted at will, allowing them to rapidly cut things in a manner similar to the teeth of a tiger shark; that is to say, to be able to dismember beings with such precise swiftness that they do not realize they've been injured until moments after the damage is done.
The user can give up the use of a body part to create tentacles that sprout from their body temporarily. In doing so they gain a dangerous weapon, though the tentacles are limited by a range of just twenty feet; this range limit applies only to body-tentacles. Apart from this, however, the user cannot create tentacles without first drawing a circle on whatever surface they plan to spawn tentacles from. This can be done with any medium, but must be an act by the caster. The magic also has the potential, at higher levels, to actually convert the user's own flesh into tentacles physically merged with their bodies in a grotesque, abominative transformation that is short but deceptively dangerous.
All these tentacles have an extremely acute sense of touch (An abnormal side effect of using the tentacles is that fondling people with them grants the user sexual pleasure). By touching something, they may perceive microscopic detail, making them ideal tools for surgery. The slime they're coated in is largely anti-bacterial, allowing for said surgery to also be mostly safe. The tentacles also have a limited reserve of special slime within them which acts in a manner to stem cells, but vastly accelerated, capable of mending cuts and surgical incisions quickly as well as fusing tissue together. This alone does not replace organs or limbs, but can be used to graft nearly anything onto or inside of a body effectively.
Although this magic seems to just make tentacles, it's actually a very distant relative of Necromancy; these tentacles were created originally to remove organs from victims and transplant body parts. By sacrificing number of tentacles proportionate to the body mass of a corpse, the dead body can be reanimated as a zombie, and in doing so the tentacles are fused into the body's flesh - this is a very nasty process, producing zombies that only vaguely resemble the human bodies they were made from. It should be noted that anything that would take more than 20 tentacles cannot be reanimated - thus, to turn something large into an Undead puppet would require Dhaos to use larger tentacles made from higher level spells. This limits just what he can reanimate.
The user has some small level of control over what they reanimate, enabling simple commands to be issued, but the Undead will largely act on simple instinct and aggression - they are greatly incapable of complex thoughts. In addition, tentacles sacrificed to reanimate a body are considered still present for three posts after the zombie's creation, meaning they cannot be immediately replenished. Dhaos has to choose carefully when to make Undead if in combat.
Unfortunately, because this magic ties in with it's user's life force, it accelerates aging; for Dhaos it's become so bad that his body no longer produces it's own cells. Usually this would kill a man within a month, but the usage of these tentacles also alters the user's physique permanently over time... by grafting flesh onto themselves, their bodies will 'digest' and reassemble it to resemble the user's original flesh, replenishing organs and tissue by recycling the bodies of other beings. This is done by countless microscopic tentacles in the user's body that form by mutation, appearing after years of usage. This mutation does however render the user's digestive system nonfunctional, meaning they can never go back to conventional survival once they resort to transplanting body parts onto themselves.
Strengths:
- Tentacles made by the user are highly dexterous, possess excellent strength and flexibility, and are capable of both slicing and mending flesh. Their sense of touch is so acute as to grant them perception of their surroundings, and they're controlled by the caster like additional limbs in most spells.
- Enables the user to perform complex surgery in short periods of time. Limbs and organs can be grafted on quickly and in the case of the user will slowly be altered to become identical to those of their original body.
- Although the user seems to gain no increase in strength of fortitude from the use of this magic alone, their body structure is altered, with many very tiny tentacles spread throughout their bodies. These micro-tentacles can grip together to reduce the severity of cutting wounds, making it unlikely that the user will ever die of blood loss. They also allow the user extreme flexibility which makes it a lot easier to survive blunt force impacts, as it's very difficult to 'snap' anything in their somewhat elastic-like bodies.
- At the cost of brief paralysis in designated limbs, the user can sprout tentacles from their body, though only from spells that explicitly sprout them from the body. Different tentacles have different costs, but all require part of the body to be immobilized as it's given up to temporarily assume control of the tentacles instead. This could range from fingers, to an entire arm.
- Allows the user to reanimate the dead, at the cost of sacrificing tentacles. This permits the user to acquire minions, although they may or may not be very useful depending on what the zombies are made from.
Weaknesses:
- The user must paralyze a part of their body to create tentacles attached to their own flesh, which also happen to be the easiest control, leaving them little option but to do so. This makes it difficult to use weaponry of any kind conventionally if it requires hands.
- The mage has a strange urge to violate and fondle others with these tentacles for pleasure. Few forms of pleasure will be able to substitute, either, sometimes even giving them the urge to violate allies...
- Any zombie made by this magic is primal and quite unintelligent, obeying only the simplest commands. The caster doesn't see what they see, and they have a tendency to run off, making them tactically difficult to use: in essence, they're unpredictable. They won't attack Dhaos at least, but at the same time it's sometimes not even guaranteed that they'll attack the actual enemy.
- Many forms of magic enhance the user's physical strength or defense; this one doesn't. The user depends on the tentacles for strength instead, but they require set up, mana, and in some cases self-paralysis. The higher level spells may even immobilize the user's entire body or risk dangerously deforming it, which can be a death sentence when used poorly.
- Although the tentacles are quite tough, damaging them does hurt the user; small cuts and tiny wounds appear for each tentacle destroyed, adding up quickly if large amounts are destroyed at once.
- The user can't eat food after using this magic for a few years and becomes permanently dependent on grafting organic material onto themselves with the tentacles to survive. Their bodies do not produce their own cells any longer; they must constantly graft corpses onto their own flesh. Or people, whichever is easier...
- To effectively spawn tentacles, the user must draw a circle of some kind for them to appear in. This is tedious and requires set up in battle, which isn't something he'll often have a chance to do quite likely.
Abilities/Powers:
Tentacle Surgery: The user can not only cut flesh with the tentacles, but may also mend and fuse it together at will, permitting them to perform complex medical procedures... or outright torture, also permitting the user to do horrible things to living and dead bodies alike, whether it's to make a vessel for a new zombie or ruin someone's day. This is a necessary ability for the user to survive, as their body no longer replenishes it's own organic matter, requiring them to constantly graft the flesh of others onto themselves.
Microtentacle: At the expense of losing all digestive organ function, the user's inner body structure is filled with a complex network of tiny microscopic tentacles. These small tentacles afford the user extreme flexibility that make it difficult for anything to 'snap' in blunt force impact or attempts at breaking joints, and can contract to greatly limit blood loss, making it unlikely for the user to die of these things. These tentacles will also release enzymes onto grafted flesh attached to the user's body that break it down into potential organic components which are then rapidly reassembled imitate the mage's original body by these same micro-tentacles.
Tentacle Mind: Any tentacle Dhaos creates is, essentially, an extension of his own body; he takes minor damage as a result if one is destroyed, usually. But it also permits him extended sensory range by the senses the tentacles themselves possess, as their sense of touch is acute enough to discern the direction of the wind, and perhaps disturbances in the ground or air.
Deform Self: The user can, for a very short time, convert a part of their body into tentacles partially or entirely. This lasts only a single post, and these tentacles have a range of just eight feet, but do boast heightened strength and speed compared to Dhaos's natural physical qualities and are capable of cutting. But they have to work fast, as they revert back to normal at the end of his post. He must be careful not to extend them too far by the end of their time and to not have them damaged, lest his body be grossly damaged or warped when they return to being flesh. This can be done to any flesh that isn't currently paralyzed to use tentacles with, but generally the more that is used the greater the risk of deformity after morphing back.
Tentacle Survival: The tentacles themselves can survive in brutal conditions with minimal needs, being largely self-sufficient. From poison to extreme temperature, they can withstand a lot of abuse. For this reason they make ideal shields - especially so since Dhaos's defense will remain that of an ordinary human's despite being a mage.
Reanimate: By sacrificing a number of tentacles proportionate to the body mass of a corpse, the user may fuse them with it to reanimate it. This creates a zombie - but they're rarely very useful, as unlike tentacles Dhaos is not in tune with their senses or being, though there is enough connection for them to obey the most utterly simple and thoughtless commands such as "Eat". They have a tendency to run off, are primal and aggressive, and will not be tactically useful. However - all acts of reanimation require the usage of a specific reanimation spell, which further requires the sacrifice of tentacles generated by other spells.
Name: Body Crawlers
Rank: D
Type: Tentacles (Body Tentacle)
Description: From any point on the user's body, they may sprout a number of tentacles. This number is limited by just how much of themselves they're willing to paralyze; they can gain a tentacle for each finger, but ten for an entire arm instead if they wish it. The same goes for the legs, though it's not quite possible to give up other parts of the body. These tentacles may be used freely and quite effectively because they're directly attached to the user's body. These slimy black tentacles can smear their black slime on objects, staining them black as well. These tentacles are otherwise ordinary, possessing the same qualities described in the abilities/strengths/weaknesses of this magic.
Strengths: The tentacles are quite strong, flexible, and quick. They possess numerous combat capabilities and can be used to graft flesh onto the user, or to perform surgery on oneself and others, amongst numerous other qualities described in this magic.
Weaknesses: The user must lose the use of digits or limbs to control the tentacles, as they're suffused with their own being. In addition, these tentacles are limited to a range of twenty feet and are not particularly large, as this is just a basic level spell. Can be destroyed by D rank spells.
Duration/Cooldowns The tentacles last until destroyed, or used to reanimate corpses. If used to reanimate a corpse the tentacles lost go on a 3 post cooldown.
Name: Capture Tentacles
Rank: D
Type: Tentacles
Description: From a circle the user has drawn a black pool will form on the casting of this spell. Although seemingly idle at first, as soon as an enemy nears this pool or immediately if they are within ten feet of it a mass of tentacles will rise up and snatch them in their clutches. These tentacles are very thick, coated in sticky slime that resists freezing and evaporation alike; suction cups adorn these tentacles which grasp tightly onto those whom are caught. To make matters worse, the tentacles are covered in tiny barbs which inject a paralytic nerve-agent into those they catch, gradually immobilizing those who do not immediately escape. However, these tentacles aren't quite strong enough to snap bone and are somewhat fatty, meaning they're unlikely to hurt enemies on their own. Cannot be grown directly from the body.
Strengths: Permits the user to restrain a target or numerous targets; a large circle means a large pool from which tentacles are spawn, allowing more to appear and a greater range in which people can be bound. Very effective for restraint.
Weaknesses: The tentacles tire themselves out quickly, only lasting for a short time before retracting back into the pool. They're also not quite strong enough to actually inflict effective damage on enemies, though they're plenty capable of restraining them. Can be destroyed by D rank spells.
Duration/Cooldowns Only lasts for two posts, and has a cooldown of four posts (can't be used for reanimation purposes)
Name: Crude Reanimate
Rank: D
Type: Tentacles (Infestation)
Description: Merges a mass of tentacles into a single corpse, requiring an amount proportionate to it's body mass. At the expense of these tentacles, the corpse is revived as a simple D-ranked minion; zombies produced by these spells are easily killed by D ranked spells, even if Dhaos has altered their bodies. Small tentacles can be seen writhing on the surface of these zombies, but are utterly useless and serve simply as a byproduct of the process. Numberous undead can be made at once, but all are relatively weak and each corpse raised requires more tentacles to be sacrificed.
Strengths: The minions can serve as 'meatshields' and distractions. In large numbers, they have the potential to overwhelm weaker foes.
Weaknesses: Requires the user to sacrifice tentacles, and furthermore the minions produced are not very powerful. They can serve as cover, perhaps something to draw the eye away, but fare poorly against true mages... these things are largely the lowest of undead goons. Can be destroyed by D rank spells.
Duration/Cooldowns Instant, puts a cooldown on the tentacle spell used to fuel this one
Name: Tentacle Impale
Rank: D
Type: Tentacles
Description: A simple spell from which a black pool forms in a circle drawn by the user. From this blackness, ten slender tentacles will dive straight towards an enemy, attempting to stab them. These tentacles move in unison and the in the same direction, so they'll all be attacking from the same side with no difference in angle. They're quite thin, inflicting puncture wounds and bleeding.
Strengths: Can quickly skewer a target, and leave them with bleeding.
Weaknesses: For the sake of making this spell easy to use, the tentacles all sort of move as one, which means they're all attacking from the same angle and don't have any kind of homing capability. Their range is thirty feet, but they're all less than a fifth of an inch in thickness, meaning they're only going to inflict relatively minor puncture wounds even if they hit. There's also just ten tentacles made from this spell and they don't change their course of direction once they sprout from the pool. Only ten tentacles can be made from this spell. Can be destroyed by D rank spells.
Duration/Cooldowns Instant, cooldown of three posts (can't be used for reanimation purposes)
Last edited by flashman_EX on 20th September 2013, 6:49 pm; edited 5 times in total