Primary Magic: Void Break
Secondary Magic: N/A
Caster or Holder: Caster
Description: A place of desolation and horror, the void has spewed forth countless of horrific beasts and creatures, though never had a being gained the voids power, by being taken there. Though it happened and the being absorbed the power, which fused with his magical power, creating a magic called Void Break.
Void Break uses the evil powers of the void plains. The magic is capable of incredible feats, causing the user to deal massive damage during a very small gap of time. Void Break covers a wide range of attack types and makes the user more durable overall. The magic has no element of it's own, but is considered one of the most unholy substances in the world. Void Break has really powerful combo potential, most of the spells work really well together with each other and there is great synergy with abilities.
Void Break itself has a green or purple color to it's spells. Sometime black color sinks in as well. The magic has an evil aura all around it when in use and even when not in use. It can be felt by anyone, even the user, who is the source of the aura. The magic itself causes the user's eyes take a purplish glow and the veins of the user will also start to glow in a bright purple light.
Strengths:
- Combo powerhouse: Void Break's spells and abilities form combos incredibly well.
- No Element: Has no real element, so lacks elemental weaknesses.
- Destruction: The magic is highly destructive.
- Constant Damage: The magic can keep putting out damage constantly, as most spells are duration based and not instant.
Weaknesses:
- Elemental Strength: As there is no element, the user lacks any kind of elemental strength/resistance.
- Holy stuff: Holy stuff seems to sting more though, giving a 25% damage increase to magic, that is purely holy.
- No Utility or support: The magic provides no backup to the allies.
- Allies, fear me: All damage can hit allies, including all AOE spells.
- The terror, that's inside of me: The magic causes the user to be driven mad while in combat, making the user attack his allies or kill innocent bystanders.
Lineage:
Caine's Descent:
Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength and the ability to heal serious wounds rapidly upon consumption of blood. During this state, the user becomes insane, and will attack anything they see.
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 4 posts. Cant cast spells while in demon mode. User regenerates half of his health within 3 posts, and has increased physical strength by 75%.
- Demon form's look:
Unique Abilities:
- Nothing stops the void: Every 3rd spell that is cast or every 4th attack made with a duration type of spell, ignores all armor.
- OVERPOWER:The user can overpower one of their spells, but only spells that have an instant cast or then the first attack of a duration spell. Overpower doubles the damage of that spell. Cool down is 6 posts.
- I AM FOREVER: The user of this magic is immortal by any means. If they are killed, either in battle or by some problem, they can regenerate from a singular cell. But this takes time and won't happen in the same thread, for that thread they can be treated as dead. During the regeneration, which usually takes a few threads or well, a couple of weeks ic time, the user's body is building itself back, so flesh can be seen regrowing. As the skeleton regenerates first, they can still be effective in combat during it.
- Void Coated Body: The user takes reduced damage depending on the rank of the hit taken.
For 2 ranks lower: 40% damage reduction
1 rank lower: 30% damage reduction
Equal rank: 20% damage reduction
1 rank higher: 10% damage reduction
Anyone higher: Nothing.
- Signature Spell:
Name:Void Raisers
Rank:C-rank
Type:Damage
Description:The user summons two sawed off shotguns into his hands. These shotguns glow in purple, to signify their affliction with the void. The shells they shoot are made from condensed void matter, capable of phasing through basic defense, such as leather, iron, etc. The shotguns can both be fired twice per post, as they have double barrels, after which they reload themselves manually.
Strengths:- Ammo, pfff: The shotguns have unlimited ammo but do have to reload after each of them has shot twice. The reload must be done in rp.
- Shells: Due to having shells in them and not bullets, the shotguns deal more damage up close. If a target is 1 meter away, each shell does does 1.5 C-rank damage, if 2-4 meters away they deal 1 C-rank damage, if the target is 5-8 meters away they deal 0.5 C-rank damage. If any further, the shells are merely an annoyance and deal no damage.
- Accuracy: The shotguns are incredibly accurate at close range.
Weaknesses:- Range: Being shotguns, they are useless at long range or even medium range.
- Fire rate: The shotguns have a very low fire-rate, meaning that you can for sure only get one shot off, even at close.
- Reload: They must be reloaded after 4 shots, this takes valuable time ic.
- Space: As there is two of the shotguns, both hands of the user are taken up when they are in use.
Cool-down:3 posts
Duration:3 posts- Ammo, pfff: The shotguns have unlimited ammo but do have to reload after each of them has shot twice. The reload must be done in rp.
- D-rank Spells:
Name:Blood Pact
Rank:D-rank
Type: Utility, Self Sacrifice
Description:The user calls upon the void, asking for mp regeneration. But for the void to answer, the user must give a offering in blood. So after biting or cutting open his own wrists, the user takes 1.5 D-rank damage over 2 posts. During the first post, the user regenerates 10% mp.
Strengths:- Mp: Regenerates MP for the user.
- No mp cost: The spell costs blood to use, or well the user's health.
- Instant: The regeneration happens instantly.
Weaknesses:- Delay: The mp can't be used instantly on the same post, inhibiting any spell being cast.
- No Mp, no game: When the user is out of MP, this spell can't be used even though it doesn't cost mp.
- Damage: The user takes 1.5 D-rank worth of damage.
- Self Kill: The user can actually kill themselves using Blood Pact, if it's used when on too low health or seriously damaged.
Cool-down: 5 posts
Duration: 2 posts
Name:Void Arm
Rank:D-rank
Type: Damage
Description:The user coats his arms in void matter, granting them the ability to deal half a D-rank damage with each punch extra to any other damage they may have on their punch already. This is just half a D-rank extra and doesn't scale at all. The void coating is also resistant enough to take 2 D-ranks of damage before breaking off and can block this damage from the user's HP.
Strengths:- Bonus: Adds more damage.
- Instant: Happens instantly.
- Block: Can block away damage.
Weaknesses:- Just arms: Only covers arms making blocking difficult.
- Area of effect: Area of effect can't be blocked in any way.
- Only that: Only adds half a D-rank damage, which is almost unnoticeable.
- Higher ranks: Higher rank damage will instantly destroy the void matter.
Cool-down:4 posts
Duration:3 posts
Name:Void Mark
Rank:D-rank
Type: Utility
Description:The user places a void mark on a person, it being a tiny little symbol, that can be placed on clothes as well. It has a very dim purple light and is about the size of a coin. The original caster of void mark can track it anywhere in a 500 meter radius around him.
Strengths:- Clothes: Can be placed anywhere on the target, doesn't matter what they have on.
- Seeker: Can be used to effectively track anyone.
- Psychic: The tracking is in the casters head, so no visible notification of it.
Weaknesses:- Limited: The range on the spell is limited and can't be used to track large distances.
- Duration: Has a duration, so can't be used to track for a long time.
- Clothes: If the clothes where the mark is on are left behind, then the tracking can't be kept up.
- Visual: No visual image is shown to the tracker, only their rough location. It isn't accurate.
Cool-down:6 posts
Duration:5 posts
Name:Sentry
Rank:D-rank
Type: Utility
Description:The user releases a small eye looking being, that does nothing but stand watch over an area and let the user know everything that happens in that area. It is exactly like a vision lacrima, but can't move. It is small in it's size, only 1 inch in diameter and resembles a purple eyeball. It has no attacks or anything and goes down in a single hit from anything. But due to the small nature of it, the user can place 3 of them, for the cost of 1. But they must be placed all on the same post for this to work, otherwise they will all cost separately. The vision of these eyes is in one direction, in a 90 degree cone and 150 feet or until an object that blocks their vision. They can't actually transmit a picture to the user, but if they see a person/being they will send a small bleep to the user.
Strengths:- Vision: Provides vision to areas.
- Alert: Can alert the user if it sees a person.
- Multiple: Can have 3 out at the same time.
Weaknesses:- Same post: Only on the same post can 3 be out without costing extra mp.
- Cone: Can only see in a cone shape.
- Durability: Can't take any kind of hit.
- Damage: Are literally only a camera or well, more a motion detector.
Cool-down:5 posts
Duration:4 posts
Name:Corrupter
Rank:D-rank
Type: Offensive, MP Steal
Description:The user corrupts the mind of someone, causing them to feel a slight pain and take some damage. Also, their mp will be stolen and given to the user. While they are corrupted, their eyes will have a purplish glow. If the go further than 20 feet from the user, the spell ends.
Strengths:- MP steal: The mana stolen depends on the rank of the user that is corrupted, D-ranks have 7.5% mp stolen per post, C-ranks 5%. Any higher aren't affected at all.
- Damage: Anyone effected will take half a D-rank damage per post.
- Annoying: Can be annoying due to the head pain caused by the spell.
Weaknesses:- Low amount: The MP stolen is quite a small amount.
- Damage: The damage is also quite low.
- Visual: Anyone will know who is affected by the corruption.
- Duration: The mp is stolen over a duration, so the user can't put it to use right away.
Cool-down:7 posts
Duration:3 posts- Mp: Regenerates MP for the user.
- C-rank Spells:
Name:Dark Flight
Rank:C-rank
Type: Utility, Damage
Description:When cast, two purple wings sprout from the back of the user. They look shredded and torn, like they had been through a fight. The wings are incapable of flight, but are strong enough to provide a powerful jump boost. Making the user able to jump up to 50 feet, reaching the height in a few seconds. Though the attack part come from the landing. All of the landings caused by Dark Flight, release a small area of effect shock-wave, that knocks people back and deal C-ranked damage. The knock back sends C-ranks and lower back 7 feet, B-rank 4 feet and anyone else is unaffected.
Strengths:- Jump Boost: Gives the user a 50 foot jump boost.
- Knock Back: Can be used as a knock Back, if gotten close to the person.
- Area: Has an area of effect damage, multiple times if possible.
Weaknesses:- Close ranged: The damage is quite close ranged.
- Flight: The wings don't give the user flight.
- Heavy: Weight become an issue to the user, if the target weighs more than 120 kg, they can't be knocked back.
- Hit: The wings increase the size of the user, making him a larger target to hit.
Cool-down:5 posts
Duration:4 posts
Name:Rift Walk
Rank:C-rank
Type:Utility
Description:The user enters the void through a small portal and reappears at a distance from another portal. The teleport is instant. All anyone else can see is a small nova like dot, that is purple in color, both when the user enters or leave the portal. The radius is 75 feet, as to where the user can jump to.
Strengths:- Instant: The teleport is instant.
- Dodge: Can be used to dodge otherwise undodgable spells.
- Height: The teleport can take the user to a destination 150 feet above them.
Weaknesses:- No damage: The spell deals no damage on it's own.
- Location: The user must know where they are teleporting.
- Evil Presence: The evil presence of the teleport will let people know if he teleported close to them.
- Lock on: If something is locked on to Indar, it will still follow him, even through the teleport.
Cool-down:4 posts
Duration:Instant
Name:Rupture
Rank:C-rank
Type: Offensive
Description:The user smashes their leg down onto the ground and in an area, in a 75 feet diameter circle, a circle of spikes will appear in a second. It will knock up, deal damage and maybe pierce all targets in that area. The spikes are all 3 feet in length and 0.5 feet in diameter. The circle is filled with them.
Strengths:- Knock-up: Anyone in the circle, unless they weigh over 440 lbs, will get knocked up to 8 feet.
- Speed: The spikes appear instantly, making them hard to dodge.
- Surprise: The spikes can appear anywhere in a 100 feet radius.
Weaknesses:- Damage: The spikes can only deal 1 C-rank damage to a person, even if they are hit by multiple spikes.
- Weight: If the opponent is very heavy, the knock-up effect won't work.
- Pierce: Piercing happens rarely, as the spikes aren't very sharp.
Cool-down:4 posts
Duration:1 post
Name:Void Enforcer
Rank:C-rank
Type: Offensive
Description:The user boosts their body, giving all their attacks a C-rank damage boost. This only counts physical attacks, which get enhanced by magic. The user also gains a 15% increase resistance, making them able to tank more. The user glows purple while using this spell, as the void covers their entire body.
Strengths:- Boost: All damage the user's punches and kicks do is increased by a C-rank damage.
- Stat: Resistance to damage is increased by 15%.
- Instant: Is instant, so can be used to soak up more damage.
Weaknesses:- Weapon: Does not boost weapon damage of the user.
- Wear: After Enforcer ends, the user can't attack on the post after the duration ends.
- Close Range: The user has to get up close and personal.
Cool-down:4 posts
Duration:3 posts- Jump Boost: Gives the user a 50 foot jump boost.
Do not grade the B-rank spells, i want to keep these for when i reach B-rank. They are just here from my previous magic.
- B-rank Spells:
Name:Tectonic Disruption
Rank:B-rank
Type: Offensive.
Description:The user launches two blobs of void matter from his hands towards a location of his choosing. The blobs land 40 feet from each other and cause a massive energy pillar on their landing location. The pillar will deal damage and knock back anyone hit by it. The pillars will also block any kind of attacks sent towards them, though a higher ranked attacks will make them go away. The pillars are purple in color. Also, when the blobs land, they cause a small earthquake, that doesn't deal any damage. The pillars both deal B-rank damage when they form and deal D-rank damage if anyone walks into them afterwards. The damage after is done, due to the pillar being almost pure magical energy, which is filled with a dark presence aka the void.
Strengths:- Height and radius: The pillars are 150 feet tall and 50 feet in diameter.
- Knock- back: Anyone hit by the pillars will be sent back 15 feet.
- Range: The pillars can be launched up to 150 feet and move at a speed of 60 feet per second.
Weaknesses:- Aimed: Can't be fully aimed at one person, as they must land at least 40 feet from each other.
- Dodge: The blobs aren't hard to dodge.
- Blob: The blobs themselves deal no damage to anyone.
- Demolish: The pillars can be destroyed by one B-rank spell or equivalent, that will be blocked as well. A-rank will destroy it and then pass through, dealing half damage.
Cool-down:5 posts
Duration:2 posts
Name:SILENCE
Rank:B-rank
Type: Utility, Debuff
Description:The user releases a powerful banshee scream, that blocks everyone's magic in a radius of the user, making them unable to cast new spells. This lasts a certain amount and during the duration, the people Silenced can't use any spells. The radius of the silence is 50 feet and effects everyone in the radius.
Strengths:- No Spells For You: Blocks people from using spells.
- Duration: B-ranks can't use spells for 2 posts, C-ranks and D-ranks for 3 posts.
- A-ranks: A-rank have the damage of their next spell halved.
Weaknesses:- High Ranks: S-ranks and up aren't effected by this spell at all.
- Weapons/Spells/Armor: Anything that doesn't straight come from the silenced opponent aka from their body isn't silenced. So requip mages can still do everything fully.
- Allies: Allies in the radius will be silenced as well.
- Damage: The spell deals no damage what so ever.
- Instant: If a spell is already coming at the user, that spell can't be silenced.
Cool-down:7 posts
Duration:3 posts
Name:Void Bringers
Rank:B-rank
Type:Offensive, Weapon, Anti-Mage
Description:Void Bringers are a half moon shaped blades, that are attached to the user's wrists. Both of them are 2 feet in length and a foot in diameter. They are purplish in their appearance and give off a massive evil aura. They sap 7.5 mp from D and C ranks. 5% mp from B-ranks and 2.5% mp from A-ranks. No other ranks are affected. Other ranks are unaffected by the sap.
Void Bringers deal B-rank damage with every hit and sap mp from the opponent every second attack. This mp just vanishes and isn't given back to the user.
Strengths:- Mana Sapper: Saps opponents mana every second attack.
- Damage booster: Boosts the user's attacking power.
- Dual damage: There a two blades and that means double the fun.
Weaknesses:- No mana back: The blades don't give the mana to the user.
- No Defense: Void Bringers are directly meant for offence, meaning they can't be used to block attacks.
- Evil Presence: The evil presence of the blades can alert people of Indar's location.
- Not every strike: The mp sapping doesn't happen on every attack.
Cool-down:5 posts
Duration:4 posts- Height and radius: The pillars are 150 feet tall and 50 feet in diameter.
Last edited by Indiana Jones on 5th July 2016, 7:23 am; edited 87 times in total