Magic
Primary Magic: Death Puppetry (Shi ningyō geki)
Secondary Magic:
Caster or Holder: Caster
Description: This magic allows the user to take control or rather give control to an unliving person or "Puppet" and then manipulate it. The way the user allows a puppet to be controlled is by allowing a soul to go into the targeted puppet and take control over it.
However this does not work on living people no matter how hard you try. The soul must also be correct in order for the user to use it on a puppet. A dead body that was once a rank B cannot have a rank c soul put in it. However a rank B soul can go into a person who was rank c. Once the soul is placed into the puppet, the user can take control with a constant small doses of magic energy, almost like strings or pipes. When the connection is in place the user has absolute control over the "puppet". However this constant magic stream also comes at a cost, doubling the time amount to regen magic energy. If the connection is broken the soul will remain in the "puppet" for a short while depending on the rank of the soul. If the user runs out of magic the strings are instantly broken, however at a higher rank they can choose whether or not they wish to stop controlling. Saying you stop controlling allows you to regenerate magic at your full potential. Though keeping control allows you to still use the "puppets", you just can't do anything fancy. Souls are gained through the deaths of near by creatures, monsters, or allies. Each equaling to the rank of the monster or creature. The user does not have to kill the said monster to get the soul however. But if someone has a similar ability and they are the one who kills it, they receive it. This magic does not have an actual element usually only using physical attacks. The only time it will have an element is if you make an item or personal puppet in a specific element, or if you use a recently deceased person who had magic abilities with a soul one rank higher, or the soul of the actual person who died.
The magic can only be used if the user has a item that can be used as a puppet, or there are unliving monsters or people near by. This magic forces the souls stored by the user into the "puppets" so they can move once again. The user then sends magic strings which then connect with the "puppets" to supply them with magical energy to cast spells, but most of the time to move. The magic strings use magic energy that is being made, which means it does not deduct from the magic energy %. Though it does slow the time to regenerate magic.
The main purpose of this magic is to either boost the existing puppets to pummel the enemy to death. Or to help the puppets by a ways of snaring the enemy allowing for a certain and critical hit.
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Puppets
Puppets are known as anything that has limbs, in example, dolls, puppets, bodies, teddy bears, corpses of animals, corpses of creatures, etc. What puppets can do is mainly on the body they are in, but it usually consists of physical attacks, whether bow and arrow, swords, claws, fists etc. The only time a puppet can have magical abilities, is if one, the user kills a mage and uses the mage's own soul on his own body, this allows you to use their magic spells through the use of your own magic energy consumption (Only works if the mage is the user's rank or lower). Or two, the user possesses a unique soul and puppet, this allows the puppet to use magic like abilities, though it can't be anything fancy, and again through the cost of the user's magic energy (The abilities are unique to that soul and puppet, the abilities can never change, unless a different unique soul and puppet). Note that the longer say, a person is dead the less powerful that puppet will be since the body will be rotten and fragile.
The user can see souls do to the fact that his soul was split in two when learning this magic, allowing you to see the dead and forgotten. This usually leads to something like multiple personality disorder.
The user normally starts out with 1 unique soul which is usually linked through the user's history.
The following below are charts that show what can and can't be done at a certain rank of this magic.
Soul Chart
Under Rank D Creatures = Lesser Souls
Rank D Creatures = Rank D Souls
Rank C Creatures = Rank C Souls
Rank B Creatures = Rank B Souls
Rank A Creatures = Rank A Souls
Rank S Creatures = Rank S Souls
Rank H Creatures = Rank H Souls
Players or History Progression NPC = Unique Souls
^
|_ The only time that the user will get a unique soul is if, a close friend or ally dies in battle near the actual user (Within the range of soul magnet). Though this will probably only work through Character Progression
The number of souls the character has will be on a small chart on the character's signature.
The user can only collect souls 2 ranks higher than what there rank is (Rank D only can collect Rank B and lower). However to use a soul in a higher ranking puppet they can only go 1 rank high, but at 1 rank above, it will cause health damage as well as a massive drain on magic energy.
3 Lesser Souls = 1 Rank D Soul
3 Rank D Souls = 1 Rank C Soul
3 Rank C Souls = 1 Rank B Soul
4 Rank B Souls = 1 Rank A Soul
5 Rank A Souls = 1 Rank S Soul
5 Rank S Souls = 1 Rank H Soul
Souls can be upgraded to higher ranks, but cannot be downgraded. The reason for this is consumption or combination. When there is enough souls of weaker rank together they instinctively want to combine with each other to make themselves have a stronger spirit energy.
Unique Soul
Unique souls are simply souls that have retained memories due to there close relation to the user. These memories allow these souls to have a stronger than normal spiritual energy, sometimes so powerful that normal people can make out the faint outline of the soul (Usually this only occurs at a higher rank, or when the soul is happy or having fun. Like say the soul is glowing with excitement, they may literally be glowing when they are that happy or excited). With these memories it allows them to use unique abilities that they may have used when they were alive, but to an extent. For the unique soul that my character personally will start out with has the power to create blades from there body. Though note that this will not be without a cost to the user. Unique souls/ puppets are the only souls/ puppets that show human characteristics, all other puppets are much closer to mindless zombies.
Puppet Number Chart
Rank D = 2 pup total 1 Unique
Rank C = 4 pup total 1 Unique
Rank B = 6 pup total 2 Unique
Rank A = 10 pup total 3 Unique
Rank S = 15 pup total 4 Unique
Rank H = 22 pup total 5 Unique
1 Unique Soul is equal to 2 normal puppets
No matter what, you can never go above the number of Unique souls you can use
Puppet Number
The number of puppets the user can use with out harsh penalties, only the cancellation of magic regeneration is present at these amounts.
Puppet Strain Chart
Rank D = 4 puppets total
Rank C = 7 puppets total
Rank B = 11 puppets total
Rank A = 18 puppets total
Rank S = 26 puppets total
Rank H = 36 puppets total
Puppet Strain
The full number of puppets the user can use at any time. The user can use the select number of puppets at a cost of 2% magic energy each post.
Magic and Health Drain to Summon Puppet
5 Ranks Lower = No cost
4 Ranks Lower = 1% Magic Energy
3 Ranks Lower = 2% Magic Energy
2 Ranks Lower = 3% Magic Energy
1 Ranks Lower = 4% Magic Energy
0 Ranks Lower = 5% Magic Energy
1 Ranks Higher = 50% Magic Energy 10% Health
2 Ranks Higher = Can't be done
3 Ranks Higher = Can't be done
4 Ranks Higher = Can't be done
5 Ranks Higher = Can't be done
These percentages are the cost to raise an undead puppet to fight for you.
Strengths:
Long Duration, the "puppets" that are under the users control can remain under there's for a good amount of time, and infinite (Life Time) at higher ranks.
Scaling Strength (Large possibilities), the "puppet" used can be a magic item, one that can have higher attack power and such.
Army, if the user has enough magic, souls, puppets and time, the user can create a large attack force.
All Seeing, do to the magic strings of this magic it allows the user to get a great picture of his surroundings. They work a lot like trip wire when they aren't in use, allowing the user to pick up movement or shapes in a certain vicinity.
Weaknesses:
Time Consuming, can take a short period or a ridiculously long time depending on what you are casting on, or casting period.
Needs, there must be available "puppets" in the area to be able to use the majority of this magics abilities.
Souls, if the user doesn't have the soul needed to use a certain puppet it can leave them vulnerable.
Cursed Magic, depending on what you are trying to use as a puppet, this magic can drain more magic even life force from the user.
Straining Magic, this magic consumes a lot of magic energy making it hard to sustain combat for long periods of time.
Unstable Magic, under circumstances the user can injure themselves with their own magic.
Physical Weakness, even though most of the attacks of the magic are physical the user itself has a great deal of weakness to physical hits. Since the user is usually more focused on controlling puppets at lower ranks it leaves when incredibly exposed.
Abilities/Powers:
Soul Magnet (Passive) , when any nearby monsters, allies, or people die the user gains one soul of the rank of what ever died. This can be anyone, even if magic runs out for the user this continues to work. (Radius of effect is 2 times that of the strings radius)
Soul Limit Chart
Rank D= 10 Souls
Rank C= 15 Souls
Rank B= 20 Souls
Rank A= 30 Souls
Rank S= 40 Souls
Rank H= 60 Souls
(FIXED)
Magic Strings (Passive), the magic strings that are constantly around the user, however no one can see them (Or at least barely anyone, people close to death or with an item/magic that does so can see them). These strings can be cut, but they connect again to quickly to be of any use, however if a higher rank cuts them they will remain cut for the next post of the user who cut them (Unless the magic user personally attaches new strings to the puppet). These strings are what supply the user's puppets with magic energy. These also passively help uncover hidden enemies or attacks. Since the strings are constantly out around the user they act like movement detectors being able to detect movement of enemies or attacks. It does this simply by waiting for a person to break the string of magic with any part of their body, or attack (Like a ball of fire hurling through breaks through a string). However if say a person is waiting to ambush the user, the user will have no clue since the culprit would probably remain still. Though this can also be used to search for weapons on a person. The user can concentrate all the strings in one location, allowing a perfect image of whatever they're looking at (This is usually in insanely detailed, it can even tell the general color). However when the user is doing this, it can allow people to move around without him knowing, since all the strings are focused on one spot.
Rank D= 15 m rad
Rank C= 20 m rad
Rank B= 30 m rad
Rank A= 50 m rad
Rank S= 90 m rad
Rank H= 150 m
Magic Compensation (Passive), do to the large amount of stress put on the user to use this magic, the user has passively faster magic regeneration. However it is lost in the constant use of magic strings even when not in combat. The only time this regeneration can take effect is when the user is asleep, or the users magic is sealed, or sealed slightly. Magic being sealed is when the user can not use any magic what so ever, he can't control puppets, he can't do anything magical. Slightly sealed (Not sure if there is an item that can do this or not) is when the user has an item that seals part of his magic energy and regeneration. As an example, a glove that seals 50% of the users magic energy and regeneration, this would allow the user to build up 100% magic energy, while only being allowed to use 50%. If the user were to remove the seal at that point, they would have 150% magic energy, putting them in the danger zone. Though this passive also has a power yet troubling effect. If the user's magic is sealed for long periods of time the magic building up past the point where it should of stopped. Due to this when the seal is broken the next few magic spells will cause extra damage, boosts, or defense. Though this is very risky at a certain build up the user can bleed from casting spells, receive cuts, or even lose a limb. At any rank the user when sealed or asleep gains 5% magic regeneration per post including your original regeneration. The magic can only build up to 200%, at that point limbs can and more likely will be lost. The users spell automatically use 3 times more magic if above 120%. Also if the user does not want to injure themselves after this happens, they can wait since the magic will be release rapidly through the user's magic strings until it reaches 100% again (By 5% per post without casting spells). This can leave the user vulnerable if they do not wish to injure themselves. (Note this only works if the user has this magic as a primary) (REMOVED UNTIL FURTHER NOTICE)
Soul in Control (Passive), depending on what personality is shown all dolls either get a passive boost of 10% attack power, or 10% defensive power. This is due to the fact that this magic splits your soul in two, causing multiple personality disorder. The normal side is usually always in control, the only time the other side will be in control is if, the user has too many souls and there are too many people talking around him, or if the normal side is under extreme fear, like the possibly of death. (If the normal side is shown 10% defensive, if the out of control evil side is shown 10% offensive)
Spells
Name: Act 1 Struggle
Rank: D
Type: Supportive (Offensive?)
Description: The user uses a soul on a creature that is equal too for higher than that then struggles to take control of the body. The soul is strengthen by the users magic enabling them to give up a good fight for control. Though the soul will never win but during that period, movement of the target is reduced largely (35%) allowing for an opening for another attack (Slow lasts for 2 posts). This attack can not be dodged or blocked (Unless with an item that can do so) but at the same time the enemy can delay being hit if fast enough (kind of like a heat seeking missile), or get out of the area off reach. The area of reach is the reach of the magic strings at the magics rank. This spell is fairly hard to see considering the attack itself isn't really magic, however the closer the death you are the more you can see it. More or less looks like a glowing ghost launching after you. (Speed: 5m/s Range: Length of strings)
Strengths:
Slows, slows the target allowing for an easy next hit
Tracking, if the spell misses it will keep going for the person
Efficient, great spell for it's rank and magic consumption
Weaknesses:
Cool Down, has a 5 post cool down
Not Instant, takes the whole post to use
Range, Not very good range at lower ranks
No Damage, no actual damage
Name: Act 2 Rise
Rank: D
Type: Supportive
Description: Rises a puppet equal too or under the user's spell rank for use in combat. Takes 2 posts to raise a new puppet. Unique puppets only take 1 post to be risen, or instantly depending on upgrades on the puppet and strength of the unique soul. For unique puppets it costs normal amount of magic energy, that or recently killed mages. Undead puppets cost only half, people that have been killed/ creatures. (Range: Strings length for magic rank)
Strengths:
Defense, a great way to build a good defense
Large Force, can create an attack force with a lot of power
Great Against Almost Everything, can counter a lot of peoples spells
Weaknesses:
Casting Time, to create a large force it takes a long time (Only one per post)
Defenseless, when the user uses this spell it leaves them usually wide open for attack
Light, light type magic harms a lot of the puppets easily (Not unique or non undead)
Expensive in the long run, can consume a lot of magic energy quickly if the enemy is strong
Name: Act 3 Rage
Rank: D
Type: Offensive
Description: Sends a burst of pure magic energy through the user's strings to a selected puppet giving it a boost of strength. If it is a unique puppet depending on what upgrades are on it can receive a small multiplier to the boost, or the ability to use its unique abilities. (Increases all physical stats by 40% for 2 posts, or magic ability for 2 posts, or the physical boost plus magic ability for 1 post) (Range: String Lengths to magic rank Speed: 12 m/s)
Strengths:
Boosted Stats, a slightly large boost in physical stats
Quick Use, can be used to save your life or finish off an enemy quickly in a burst
True Strength, allows the true powers of a unique puppet to show
Weaknesses:
Short Duration, only lasts 1 to 2 posts
Cool down, the cool down takes 4 posts
No Defense, even though it gives attack power increase this does not give any protection from spells
True Weaknesses, at the same time as showing what the puppet is really made of, it also reveals it's weaknesses
Name: Act 4 Inspire
Rank: D
Type: Defensive/ Supportive
Description: The magic strings suddenly rocket back toward the user becoming visible as the fill with magical energy. A selected puppet receives a 50% armor bonus. Also Unique dolls also receive a sudden speed boost of 100% when heading toward the user or target area. This spell can also be targeted on a enemy to make the puppets strike quickly. (Range: Magic Strings range to magic rank Speed: 12m/s) (Strings reduce 10% of on coming damage if magic)
Strengths:
Harder to Damage, reduces or can completely stops damage from attacks
Two Layer Defense, the attack must pass through a magic barrier and then possibly a doll's own personal armor
Quick use, Quick reaction, the spell is used quickly and also allows the doll to retreat back to the user at incredible speeds
Weaknesses:
One way, when spell is in use the doll has a 50% reduction in speed heading away from the user or target area
Cool down, takes 4 posts before it can be used again
Focus, during a post if using this, this is all they can do
Filter, if there is no puppet blocking, the user will receive damage, but a reduced damage
Note that more than likely a lot of the numbers in my magic may need to change
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Stats of Unique Puppets and Unique Souls
Unique souls have a constant boost in certain physical or magic attributes, but debuffs in others. As an example I will do one for the unique soul that I will start out with.
Attack Strength = 110% (Physical Hit, how hard it hits)
Magical Attack Power = 110% (Magic Hit, how hard magic hits)
Speed = 140% (How fast the puppet can go)
Agility = 110% (Reaction, how good they are at dodging)
Defensive Strength = 50% (How much they can hold off an attack, usually physical)
Armor = 90% (How much damage they receive from physical attacks)(Resistance)
Magic Insulation = 110% (How much damage they receive from magic attacks)(Resistance)
Each new rank of a puppet gives it another 20% (This may need to be adjusted up or down) in any stat. The above should average if 20% is subtracted 100%.
Unique puppets have varied stats, depending on how they are built and how many upgrades are on it. The puppets never usually have anything under 100%, because you can upgrade everything to above and beyond 100%. The unique puppet I will start out with will have these stats. (100% means the strength of a human or the same as)
Attack Strength = 100%
Magical Attack Power = 100%
Speed = 110%
Agility = 100%
Defensive Strength = 100%
Armor = 100%
Magic Insulation = 100%
Magic Efficiency = times 1 multiplier (How efficient the puppet uses the magic energy for strength)
Magic Storage = 0% (Amount of magic that can be stored) (Note, that this magic can not go back to the user)
If you put that unique soul inside that unique puppet the stats will be as followed.
Attack Strength = 110%
Magical Attack Power = 110%
Speed = 154%
Agility = 110%
Defensive Strength = 50%
Armor = 90%
Magic Insulation = 110%
Magic Efficiency = times 1 multiplier (No multiplier added)
Magic Storage = 0%
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Later Spells when Slots are Available
Name: Act 5 Relentless Assault
Rank: C (Can't be used until rank C)
Type: Unknown
Description: The user expends a large amount of magic to use a powerful puppetry spell on themselves. This spell seems to do absolutely nothing until the user is hit with an insanely powerful spell. The user becomes unstoppable (Unable to be beaten/ killed, he will keep attacking relentlessly and no matter how much damage you do to him he keeps coming for you) for a certain amount of posts depending on the rank of the spell. This spell continues to drain magic even if it is not needed, until the user is out of magic energy. The user can not die from anything during and most of the time after the spell (as in he will not die from his injuries). Though he will have an insane amount of damage done to him depending if he was hit, and will more likely be unable to fight. Not to mention at the end of this spell the user will have no magic energy left.
Strengths:
Unstoppable, unable to be killed or be beaten into being unable to fight
Ultimate Defense, doesn't matter what hes hit with it will not kill him
Ultimate Offense, when this spell is active he can use his puppetry spells on himself
Connections, spell prevents most detachments of limbs.
Both
(Kind of both) Cursed, this spell can not be stopped until out of magic (Magic can be sealed and even if the user is dead the spell will still be active when the magic seal is broken)
Weaknesses:
Screwed, after the spell is over the user is more than likely gravely injured and easy to kill
Extreme Magic Consumption, consumes a huge amount of magic energy per turn (Magic consumption is reduced through ranks)
Body Harm, even if the user is not hit from any spells during the duration of the spell the spell itself will cause a large amount of damage
Pain, even if the user is not able to be killed, he can still feel a large amount of pain (There's only a slight pain reduction when spell is active like 10% reduction)
Damage, the user will more likely be on there way to death from the massive amount of damage they took.
Primary Magic: Death Puppetry (Shi ningyō geki)
Secondary Magic:
Caster or Holder: Caster
Description: This magic allows the user to take control or rather give control to an unliving person or "Puppet" and then manipulate it. The way the user allows a puppet to be controlled is by allowing a soul to go into the targeted puppet and take control over it.
However this does not work on living people no matter how hard you try. The soul must also be correct in order for the user to use it on a puppet. A dead body that was once a rank B cannot have a rank c soul put in it. However a rank B soul can go into a person who was rank c. Once the soul is placed into the puppet, the user can take control with a constant small doses of magic energy, almost like strings or pipes. When the connection is in place the user has absolute control over the "puppet". However this constant magic stream also comes at a cost, doubling the time amount to regen magic energy. If the connection is broken the soul will remain in the "puppet" for a short while depending on the rank of the soul. If the user runs out of magic the strings are instantly broken, however at a higher rank they can choose whether or not they wish to stop controlling. Saying you stop controlling allows you to regenerate magic at your full potential. Though keeping control allows you to still use the "puppets", you just can't do anything fancy. Souls are gained through the deaths of near by creatures, monsters, or allies. Each equaling to the rank of the monster or creature. The user does not have to kill the said monster to get the soul however. But if someone has a similar ability and they are the one who kills it, they receive it. This magic does not have an actual element usually only using physical attacks. The only time it will have an element is if you make an item or personal puppet in a specific element, or if you use a recently deceased person who had magic abilities with a soul one rank higher, or the soul of the actual person who died.
The magic can only be used if the user has a item that can be used as a puppet, or there are unliving monsters or people near by. This magic forces the souls stored by the user into the "puppets" so they can move once again. The user then sends magic strings which then connect with the "puppets" to supply them with magical energy to cast spells, but most of the time to move. The magic strings use magic energy that is being made, which means it does not deduct from the magic energy %. Though it does slow the time to regenerate magic.
The main purpose of this magic is to either boost the existing puppets to pummel the enemy to death. Or to help the puppets by a ways of snaring the enemy allowing for a certain and critical hit.
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Puppets
Puppets are known as anything that has limbs, in example, dolls, puppets, bodies, teddy bears, corpses of animals, corpses of creatures, etc. What puppets can do is mainly on the body they are in, but it usually consists of physical attacks, whether bow and arrow, swords, claws, fists etc. The only time a puppet can have magical abilities, is if one, the user kills a mage and uses the mage's own soul on his own body, this allows you to use their magic spells through the use of your own magic energy consumption (Only works if the mage is the user's rank or lower). Or two, the user possesses a unique soul and puppet, this allows the puppet to use magic like abilities, though it can't be anything fancy, and again through the cost of the user's magic energy (The abilities are unique to that soul and puppet, the abilities can never change, unless a different unique soul and puppet). Note that the longer say, a person is dead the less powerful that puppet will be since the body will be rotten and fragile.
The user can see souls do to the fact that his soul was split in two when learning this magic, allowing you to see the dead and forgotten. This usually leads to something like multiple personality disorder.
The user normally starts out with 1 unique soul which is usually linked through the user's history.
The following below are charts that show what can and can't be done at a certain rank of this magic.
Soul Chart
Under Rank D Creatures = Lesser Souls
Rank D Creatures = Rank D Souls
Rank C Creatures = Rank C Souls
Rank B Creatures = Rank B Souls
Rank A Creatures = Rank A Souls
Rank S Creatures = Rank S Souls
Rank H Creatures = Rank H Souls
Players or History Progression NPC = Unique Souls
^
|_ The only time that the user will get a unique soul is if, a close friend or ally dies in battle near the actual user (Within the range of soul magnet). Though this will probably only work through Character Progression
The number of souls the character has will be on a small chart on the character's signature.
The user can only collect souls 2 ranks higher than what there rank is (Rank D only can collect Rank B and lower). However to use a soul in a higher ranking puppet they can only go 1 rank high, but at 1 rank above, it will cause health damage as well as a massive drain on magic energy.
3 Lesser Souls = 1 Rank D Soul
3 Rank D Souls = 1 Rank C Soul
3 Rank C Souls = 1 Rank B Soul
4 Rank B Souls = 1 Rank A Soul
5 Rank A Souls = 1 Rank S Soul
5 Rank S Souls = 1 Rank H Soul
Souls can be upgraded to higher ranks, but cannot be downgraded. The reason for this is consumption or combination. When there is enough souls of weaker rank together they instinctively want to combine with each other to make themselves have a stronger spirit energy.
Unique Soul
Unique souls are simply souls that have retained memories due to there close relation to the user. These memories allow these souls to have a stronger than normal spiritual energy, sometimes so powerful that normal people can make out the faint outline of the soul (Usually this only occurs at a higher rank, or when the soul is happy or having fun. Like say the soul is glowing with excitement, they may literally be glowing when they are that happy or excited). With these memories it allows them to use unique abilities that they may have used when they were alive, but to an extent. For the unique soul that my character personally will start out with has the power to create blades from there body. Though note that this will not be without a cost to the user. Unique souls/ puppets are the only souls/ puppets that show human characteristics, all other puppets are much closer to mindless zombies.
Puppet Number Chart
Rank D = 2 pup total 1 Unique
Rank C = 4 pup total 1 Unique
Rank B = 6 pup total 2 Unique
Rank A = 10 pup total 3 Unique
Rank S = 15 pup total 4 Unique
Rank H = 22 pup total 5 Unique
1 Unique Soul is equal to 2 normal puppets
No matter what, you can never go above the number of Unique souls you can use
Puppet Number
The number of puppets the user can use with out harsh penalties, only the cancellation of magic regeneration is present at these amounts.
Puppet Strain Chart
Rank D = 4 puppets total
Rank C = 7 puppets total
Rank B = 11 puppets total
Rank A = 18 puppets total
Rank S = 26 puppets total
Rank H = 36 puppets total
Puppet Strain
The full number of puppets the user can use at any time. The user can use the select number of puppets at a cost of 2% magic energy each post.
Magic and Health Drain to Summon Puppet
5 Ranks Lower = No cost
4 Ranks Lower = 1% Magic Energy
3 Ranks Lower = 2% Magic Energy
2 Ranks Lower = 3% Magic Energy
1 Ranks Lower = 4% Magic Energy
0 Ranks Lower = 5% Magic Energy
1 Ranks Higher = 50% Magic Energy 10% Health
2 Ranks Higher = Can't be done
3 Ranks Higher = Can't be done
4 Ranks Higher = Can't be done
5 Ranks Higher = Can't be done
These percentages are the cost to raise an undead puppet to fight for you.
Strengths:
Long Duration, the "puppets" that are under the users control can remain under there's for a good amount of time, and infinite (Life Time) at higher ranks.
Scaling Strength (Large possibilities), the "puppet" used can be a magic item, one that can have higher attack power and such.
Army, if the user has enough magic, souls, puppets and time, the user can create a large attack force.
All Seeing, do to the magic strings of this magic it allows the user to get a great picture of his surroundings. They work a lot like trip wire when they aren't in use, allowing the user to pick up movement or shapes in a certain vicinity.
Weaknesses:
Time Consuming, can take a short period or a ridiculously long time depending on what you are casting on, or casting period.
Needs, there must be available "puppets" in the area to be able to use the majority of this magics abilities.
Souls, if the user doesn't have the soul needed to use a certain puppet it can leave them vulnerable.
Cursed Magic, depending on what you are trying to use as a puppet, this magic can drain more magic even life force from the user.
Straining Magic, this magic consumes a lot of magic energy making it hard to sustain combat for long periods of time.
Unstable Magic, under circumstances the user can injure themselves with their own magic.
Physical Weakness, even though most of the attacks of the magic are physical the user itself has a great deal of weakness to physical hits. Since the user is usually more focused on controlling puppets at lower ranks it leaves when incredibly exposed.
Abilities/Powers:
Soul Magnet (Passive) , when any nearby monsters, allies, or people die the user gains one soul of the rank of what ever died. This can be anyone, even if magic runs out for the user this continues to work. (Radius of effect is 2 times that of the strings radius)
Soul Limit Chart
Rank D= 10 Souls
Rank C= 15 Souls
Rank B= 20 Souls
Rank A= 30 Souls
Rank S= 40 Souls
Rank H= 60 Souls
(FIXED)
Magic Strings (Passive), the magic strings that are constantly around the user, however no one can see them (Or at least barely anyone, people close to death or with an item/magic that does so can see them). These strings can be cut, but they connect again to quickly to be of any use, however if a higher rank cuts them they will remain cut for the next post of the user who cut them (Unless the magic user personally attaches new strings to the puppet). These strings are what supply the user's puppets with magic energy. These also passively help uncover hidden enemies or attacks. Since the strings are constantly out around the user they act like movement detectors being able to detect movement of enemies or attacks. It does this simply by waiting for a person to break the string of magic with any part of their body, or attack (Like a ball of fire hurling through breaks through a string). However if say a person is waiting to ambush the user, the user will have no clue since the culprit would probably remain still. Though this can also be used to search for weapons on a person. The user can concentrate all the strings in one location, allowing a perfect image of whatever they're looking at (This is usually in insanely detailed, it can even tell the general color). However when the user is doing this, it can allow people to move around without him knowing, since all the strings are focused on one spot.
Rank D= 15 m rad
Rank C= 20 m rad
Rank B= 30 m rad
Rank A= 50 m rad
Rank S= 90 m rad
Rank H= 150 m
Soul in Control (Passive), depending on what personality is shown all dolls either get a passive boost of 10% attack power, or 10% defensive power. This is due to the fact that this magic splits your soul in two, causing multiple personality disorder. The normal side is usually always in control, the only time the other side will be in control is if, the user has too many souls and there are too many people talking around him, or if the normal side is under extreme fear, like the possibly of death. (If the normal side is shown 10% defensive, if the out of control evil side is shown 10% offensive)
Spells
Name: Act 1 Struggle
Rank: D
Type: Supportive (Offensive?)
Description: The user uses a soul on a creature that is equal too for higher than that then struggles to take control of the body. The soul is strengthen by the users magic enabling them to give up a good fight for control. Though the soul will never win but during that period, movement of the target is reduced largely (35%) allowing for an opening for another attack (Slow lasts for 2 posts). This attack can not be dodged or blocked (Unless with an item that can do so) but at the same time the enemy can delay being hit if fast enough (kind of like a heat seeking missile), or get out of the area off reach. The area of reach is the reach of the magic strings at the magics rank. This spell is fairly hard to see considering the attack itself isn't really magic, however the closer the death you are the more you can see it. More or less looks like a glowing ghost launching after you. (Speed: 5m/s Range: Length of strings)
Strengths:
Slows, slows the target allowing for an easy next hit
Tracking, if the spell misses it will keep going for the person
Efficient, great spell for it's rank and magic consumption
Weaknesses:
Cool Down, has a 5 post cool down
Not Instant, takes the whole post to use
Range, Not very good range at lower ranks
No Damage, no actual damage
Name: Act 2 Rise
Rank: D
Type: Supportive
Description: Rises a puppet equal too or under the user's spell rank for use in combat. Takes 2 posts to raise a new puppet. Unique puppets only take 1 post to be risen, or instantly depending on upgrades on the puppet and strength of the unique soul. For unique puppets it costs normal amount of magic energy, that or recently killed mages. Undead puppets cost only half, people that have been killed/ creatures. (Range: Strings length for magic rank)
Strengths:
Defense, a great way to build a good defense
Large Force, can create an attack force with a lot of power
Great Against Almost Everything, can counter a lot of peoples spells
Weaknesses:
Casting Time, to create a large force it takes a long time (Only one per post)
Defenseless, when the user uses this spell it leaves them usually wide open for attack
Light, light type magic harms a lot of the puppets easily (Not unique or non undead)
Expensive in the long run, can consume a lot of magic energy quickly if the enemy is strong
Name: Act 3 Rage
Rank: D
Type: Offensive
Description: Sends a burst of pure magic energy through the user's strings to a selected puppet giving it a boost of strength. If it is a unique puppet depending on what upgrades are on it can receive a small multiplier to the boost, or the ability to use its unique abilities. (Increases all physical stats by 40% for 2 posts, or magic ability for 2 posts, or the physical boost plus magic ability for 1 post) (Range: String Lengths to magic rank Speed: 12 m/s)
Strengths:
Boosted Stats, a slightly large boost in physical stats
Quick Use, can be used to save your life or finish off an enemy quickly in a burst
True Strength, allows the true powers of a unique puppet to show
Weaknesses:
Short Duration, only lasts 1 to 2 posts
Cool down, the cool down takes 4 posts
No Defense, even though it gives attack power increase this does not give any protection from spells
True Weaknesses, at the same time as showing what the puppet is really made of, it also reveals it's weaknesses
Name: Act 4 Inspire
Rank: D
Type: Defensive/ Supportive
Description: The magic strings suddenly rocket back toward the user becoming visible as the fill with magical energy. A selected puppet receives a 50% armor bonus. Also Unique dolls also receive a sudden speed boost of 100% when heading toward the user or target area. This spell can also be targeted on a enemy to make the puppets strike quickly. (Range: Magic Strings range to magic rank Speed: 12m/s) (Strings reduce 10% of on coming damage if magic)
Strengths:
Harder to Damage, reduces or can completely stops damage from attacks
Two Layer Defense, the attack must pass through a magic barrier and then possibly a doll's own personal armor
Quick use, Quick reaction, the spell is used quickly and also allows the doll to retreat back to the user at incredible speeds
Weaknesses:
One way, when spell is in use the doll has a 50% reduction in speed heading away from the user or target area
Cool down, takes 4 posts before it can be used again
Focus, during a post if using this, this is all they can do
Filter, if there is no puppet blocking, the user will receive damage, but a reduced damage
Note that more than likely a lot of the numbers in my magic may need to change
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Stats of Unique Puppets and Unique Souls
Unique souls have a constant boost in certain physical or magic attributes, but debuffs in others. As an example I will do one for the unique soul that I will start out with.
Attack Strength = 110% (Physical Hit, how hard it hits)
Magical Attack Power = 110% (Magic Hit, how hard magic hits)
Speed = 140% (How fast the puppet can go)
Agility = 110% (Reaction, how good they are at dodging)
Defensive Strength = 50% (How much they can hold off an attack, usually physical)
Armor = 90% (How much damage they receive from physical attacks)(Resistance)
Magic Insulation = 110% (How much damage they receive from magic attacks)(Resistance)
Each new rank of a puppet gives it another 20% (This may need to be adjusted up or down) in any stat. The above should average if 20% is subtracted 100%.
Unique puppets have varied stats, depending on how they are built and how many upgrades are on it. The puppets never usually have anything under 100%, because you can upgrade everything to above and beyond 100%. The unique puppet I will start out with will have these stats. (100% means the strength of a human or the same as)
Attack Strength = 100%
Magical Attack Power = 100%
Speed = 110%
Agility = 100%
Defensive Strength = 100%
Armor = 100%
Magic Insulation = 100%
Magic Efficiency = times 1 multiplier (How efficient the puppet uses the magic energy for strength)
Magic Storage = 0% (Amount of magic that can be stored) (Note, that this magic can not go back to the user)
If you put that unique soul inside that unique puppet the stats will be as followed.
Attack Strength = 110%
Magical Attack Power = 110%
Speed = 154%
Agility = 110%
Defensive Strength = 50%
Armor = 90%
Magic Insulation = 110%
Magic Efficiency = times 1 multiplier (No multiplier added)
Magic Storage = 0%
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Later Spells when Slots are Available
Name: Act 5 Relentless Assault
Rank: C (Can't be used until rank C)
Type: Unknown
Description: The user expends a large amount of magic to use a powerful puppetry spell on themselves. This spell seems to do absolutely nothing until the user is hit with an insanely powerful spell. The user becomes unstoppable (Unable to be beaten/ killed, he will keep attacking relentlessly and no matter how much damage you do to him he keeps coming for you) for a certain amount of posts depending on the rank of the spell. This spell continues to drain magic even if it is not needed, until the user is out of magic energy. The user can not die from anything during and most of the time after the spell (as in he will not die from his injuries). Though he will have an insane amount of damage done to him depending if he was hit, and will more likely be unable to fight. Not to mention at the end of this spell the user will have no magic energy left.
Strengths:
Unstoppable, unable to be killed or be beaten into being unable to fight
Ultimate Defense, doesn't matter what hes hit with it will not kill him
Ultimate Offense, when this spell is active he can use his puppetry spells on himself
Connections, spell prevents most detachments of limbs.
Both
(Kind of both) Cursed, this spell can not be stopped until out of magic (Magic can be sealed and even if the user is dead the spell will still be active when the magic seal is broken)
Weaknesses:
Screwed, after the spell is over the user is more than likely gravely injured and easy to kill
Extreme Magic Consumption, consumes a huge amount of magic energy per turn (Magic consumption is reduced through ranks)
Body Harm, even if the user is not hit from any spells during the duration of the spell the spell itself will cause a large amount of damage
Pain, even if the user is not able to be killed, he can still feel a large amount of pain (There's only a slight pain reduction when spell is active like 10% reduction)
Damage, the user will more likely be on there way to death from the massive amount of damage they took.
Last edited by Evilalex on 11th March 2014, 10:21 am; edited 14 times in total