Primary Magic: Paths Of Oblivion
Secondary Magic: N/A Yet.
Caster or Holder: Caster
Description:
The spell is based on the various paths that lead to oblivion, literally meaning destruction and doom. The spells includes the usage of vessels or dead bodies which the caster controls in battles, and also includes some offensive spells for the caster’s own usage. The bodies or vessels which the user controls helps a lot in enabling the user to fight an enemy without getting his/her own body take the most damage. The bodies can also fight alongside the user in battles, acting as a back up in the battlefield. For the offensive spells, the magic grants the user spells that only he/she can use, whilst the bodies or vessels are restricted to only use the abilities they are granted with.
Strengths:
- The magic grants the user control over several bodies or vessels, which have their own ability and their own specialty in fights. For example, there are vessels which helps in recovering, and there are some which helps in dealing great damage to the enemy.
- The offensive spells provided by this magic can only be used by the user, thus making any magic or spells that steals a spell useless against the caster.
Weaknesses:
- Some of the vessels are very weak, to the point of being able to be broken by just 4 D-rank attacks.
- There are certain vessels that disable the usage of other spells for the caster while being summoned onto the battlefield. And there are some that requires long cooldown to be called forth for a short while, forcing the caster to really think through before launching any spells or calling a summon.
Abilities/Powers:
- Sight Unison :
The sight of the vessels and the caster can be united, to help the user in widening his/her field of vision. This works by enabling the caster to be able to see what the vessels see. Such ability helps a lot in battles, especially when battling enemies that is fast and quick in action. For example, the vessel may see what is coming from behind the caster, thus enabling the caster to avoid injury by avoiding the sneak attack.
- Pain Link :
Another ability that this spell grants is the ability to transmit the pain of the caster to the vessels. As vessels are actually dead bodies, their movements cannot be affected by something like pain. This is, because they can’t even respond to the pain. This works by having the pain on the caster’s nerves moved into the dead nerve cells of the vessels, thus enabling the caster to feel no pain after being attacked. For example, if the caster is cut by a sword, the pain will be felt by the caster’s vessels instead, but of course, they won’t be able to respond to the pain. However, if the caster is cut like said, the wound would still be there on the caster’s body. Only the pain would be felt by the vessels, while the injury, such as stab will stay on the caster’s body.
D-rank Spells
Secondary Magic: N/A Yet.
Caster or Holder: Caster
Description:
The spell is based on the various paths that lead to oblivion, literally meaning destruction and doom. The spells includes the usage of vessels or dead bodies which the caster controls in battles, and also includes some offensive spells for the caster’s own usage. The bodies or vessels which the user controls helps a lot in enabling the user to fight an enemy without getting his/her own body take the most damage. The bodies can also fight alongside the user in battles, acting as a back up in the battlefield. For the offensive spells, the magic grants the user spells that only he/she can use, whilst the bodies or vessels are restricted to only use the abilities they are granted with.
Strengths:
- The magic grants the user control over several bodies or vessels, which have their own ability and their own specialty in fights. For example, there are vessels which helps in recovering, and there are some which helps in dealing great damage to the enemy.
- The offensive spells provided by this magic can only be used by the user, thus making any magic or spells that steals a spell useless against the caster.
Weaknesses:
- Some of the vessels are very weak, to the point of being able to be broken by just 4 D-rank attacks.
- There are certain vessels that disable the usage of other spells for the caster while being summoned onto the battlefield. And there are some that requires long cooldown to be called forth for a short while, forcing the caster to really think through before launching any spells or calling a summon.
Abilities/Powers:
- Sight Unison :
The sight of the vessels and the caster can be united, to help the user in widening his/her field of vision. This works by enabling the caster to be able to see what the vessels see. Such ability helps a lot in battles, especially when battling enemies that is fast and quick in action. For example, the vessel may see what is coming from behind the caster, thus enabling the caster to avoid injury by avoiding the sneak attack.
- Pain Link :
Another ability that this spell grants is the ability to transmit the pain of the caster to the vessels. As vessels are actually dead bodies, their movements cannot be affected by something like pain. This is, because they can’t even respond to the pain. This works by having the pain on the caster’s nerves moved into the dead nerve cells of the vessels, thus enabling the caster to feel no pain after being attacked. For example, if the caster is cut by a sword, the pain will be felt by the caster’s vessels instead, but of course, they won’t be able to respond to the pain. However, if the caster is cut like said, the wound would still be there on the caster’s body. Only the pain would be felt by the vessels, while the injury, such as stab will stay on the caster’s body.
D-rank Spells
- Spoiler:
Name: Rod Forging
Rank: D
Type: Metal
Description:
The spell forges metal rods, which the user slide out from his/her sleeves. The rod can be used to stab, and it’s slightly sharp end can be used to cause minor and major cuts, depending on the rank of the enemy. The metal rods needs magic to be created, however they do not have any magic based uses, meaning they can only be used to inflict damage on an enemy, no more no less. The other vessels can also use the spell, meaning they may forge rods on their own, with the same fixed quota. The rod, in the meanwhile, is 120 cm long.
Strengths:
- Despite how easily they can break, the user can forge limitless amount of metal rods, restricted by the fixed quota of forging, that is 4 metal rods per 3 posts.
- The rod helps a lot in causing wounds to the enemy, making it easier than having to use a pair of fists.
- The rod can cause cuts with a maximum depth of 3 cm to a D-ranked enemy, and can stab through a D-ranked enemy as deep as 5 cm. For C-rank enemies, the rod can cause cuts with maximum depth of 1.5 cm.
Weaknesses: ( List all the negative aspects of the spell )
- One rod can be easily broken by 2 attacks of D-ranked enemies.
- The rod can only be used to hit enemies with, but not to deflect spells or break shields.
- The rod has no effect on enemies B-ranked and above, rendering them useless to be used against enemies ranked as said.
Duration/Cooldowns 4 metal rods for 3 posts, then a cooldown of 2 posts every 3 posts.
- Spoiler:
Name: Path of Oblivion : Auto Path
Rank: D
Type: Metal
Description:- Spoiler:
The spell summons one of the vessels that the magic provides, calling forth the mechanical vessel into the battle field. The vessel is a body of a dead man, which forged parts of his body with mechanical parts, thus the vessel can be assumed as an android. The mindless vessel is exceptionally hard, making ordinary D-ranked punches useless against it. It also takes more than a weak blade or a weak staff to beat the hard body to pulp, or to cut it in half. The vessel can rocket itself from one point to another with the thruster on its legs, moving as fast as 25 km/h in a radius of 3 km per thrust. The vessel was also attached with various robotic body parts on it, which enables it to spurt sharp piece of metal anywhere on its body, that can only cut or stab a D-rank mage.- ability:
Name: Electra Overwhelm
Rank: D
Type: Thunder
Description:
As the Auto Path’s only ability, the vessel must place 4 of the forged rods around the enemy, forming either a square or a circle. Any shape works. The vessel will then release a high voltage on the four rods, which as a result will form a thunder cage around the target, trapping him/her inside using connected electric wave. The vessel will then throw a ball of immense electrical energy into the cage, finally hitting whatever inside with massive thunder shock. As the ball of electrical energy contains the same power level with each of the poles forming the thunder cage, it can be said that one contains a power as strong as half a D-rank spell. To break the thunder cage, in the other hand, the target must disrupt the connection of the four electrical rods, by means of displacing one of them from the circle/square forming, and that being the only way to.
Strengths:
- The ability works as a trump card in battles, the strong effect making it hard for the hit target to continue the battle like how he/she could before.
- The thunder cage is as strong as the electrical ball the Auto Path’s vessel would throw after forming the prison, thus making any contact with it lethal.
Weaknesses:
- Despite all the strengths and massive amount of damage it can cause, the ability would still only work fully on a D-rank target, and the effect would be cut half if used on a C-rank, only causing paralysis on a single body part of a B-ranked, and is utterly useless against A-ranked enemy and above.
- The thunder can still hurt the caster, therefore the caster need to keep his/her distance, being too close not safe for the caster.
- After using this ability, the vessel would be forced out of the battlefield, regardless even if the vessel still have several posts to last on the field.
Duration/Cooldowns Once every summoning of the Auto Path.
Strengths:
- The Auto Path helps the caster in offensive strategies in battle, including fighting alongside the caster’s self, making dealing damages to an enemy way easier.
- The Auto Path possesses a hard shell like metallic body. Thus, a D-rank hurting it with a pair of fists, or a mere swing from a weak weapon may actually be futile.
- The hard body of the vessel makes a good shield to be used by the caster as a last resort in saving him/herself from getting injured badly.
Weaknesses:
- Even though the vessel do has a hard body, it can still be put out of the battlefield. 3 D-rank spells are enough to bring it down, and the same goes to 2 C-rank spells and 1 spell or physical attack from enemies B-ranked and above.
- The Auto Path stays on the field quite for a long time, but the ability it has would force it to quit the battlefield earlier than it should, thus making a good use of the path a priority in battles.
Duration/Cooldowns Lasts 4 posts on the battlefield. Cooldown 5 posts.
- Spoiler:
Name: Force Path : Gravity Lock
Rank: D
Type: Gravity
Description:
Amongst the few paths of Oblivion, one of them is named Force Path. The force path is granted control over the many types of forces available on Earth, including gravity. And the vessel of the Force Path is the caster him/herself, thus making the only exception about the paths having dead bodies as vessels. The gravity lock is one of the spells the force path’s vessel is granted with, involving the control over gravitational pull on an object. The spell works by multiplying the pull of an object on an object tenfold. However, the multiplying varies if the spell is used on an enemy. And there is one condition that needs to be fulfilled before the vessel can use the spell on an object, or on an enemy. The condition is that, the target must make contact with a metal rod forged by only the Force Path’s vessel, a minor cut being the minimal contact standard. And the spell can only be used once on an enemy per contact.
Strengths:
- The spell grants the caster ability to take control over the gravity pull on a target, thus making it useful whenever the caster needs the enemy to stay quiet on one point.
- The multiplied gravitational pull on an object is strong enough to drag a flying D-rank enemy onto the ground.
Weaknesses:
- The multiplication of the gravitational pull on an enemy varies according to their ranks. And this is as follows;
10x for D-ranked enemy,
5x for C-ranked enemy,
2x for B-ranked enemy ,
And finally causing nothing on an A-ranked and above enemy.
- The spell works on an enemy only once per contact, which means in order to use the spell on a target again after using it on him/her, the caster must again, make contact with the target using his forged rod, therefore making the caster vulnerable to attacks.
Duration/Cooldowns The multiplication lasts for 3 posts. Cooldown 4 posts.
- Spoiler:
Name: Haze Surround
Rank: D
Type: Water
Description:
This is a spell provided by the magic to be only used by the Force Path. Being completely unrelated to the forces the path is granted control over, the caster channels his/her energy towards a certain forged rod that must be stabbed on the ground. This will then produce a haze using the surrounding water vapor in the air around the rod. The haze will then surround the rod in a radius of 35 m, blocking the sight of both the user him/herself and the enemy, if trapped inside the spell’s radius. The haze will then fade as it reaches its post limit, but not before helping either the caster or the enemy in launching sneak attacks to either side.
Strengths:
- The haze surrounds the caster and the enemy in the fixed radius, completely blocking the sight of both sides. This will help the caster especially in escaping dire situations.
- The haze cannot be split or anything related by the use of weak weapons. For example, enemies trapped in the haze cannot use their sword to make their way through the haze.
- The haze helps the caster in planning excellent sneak attack, especially when the attack is wide ranged, and when the attacker is outside the haze, it makes thing far more easier for the winning side.
Weaknesses:
- Whilst the haze blocks the enemy’s sight, it also does the same to the caster’s, making him/her prone to getting hit by sneak attacks.
- Enemies that use wind-based spells or weapons with wind based abilities can easily blow the haze away, thus rendering the spell useless in tactics involving blocking their field of vision.
- The caster cannot be more than 40 m away from the rod in order to channel his/her energy towards it to form the haze, therefore increasing the chance for the caster to be trapped in his/her own self-created haze.
Duration/Cooldowns Lasts for 4 posts maximum. Cooldown 5 posts.
Last edited by Grimoire Zancrow on 20th November 2013, 10:02 am; edited 1 time in total