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    A Reaper's Touch

    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
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    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    A Reaper's Touch Empty A Reaper's Touch

    Post by Serapheal 18th May 2014, 1:41 pm

    A Reaper's Touch 8dbmlg11

     A Reaper's Touch C6brqQ3  A Reaper's Touch C6brqQ3
    Click the 240p button to enhance quality, makes a huge difference.
    A Reaper's Touch MTONcRH
    Gods of darkness, heed my words of warning.
    When the worlds collide and skies fall down -
    In a pit of hell we'll be.









    Primary Magic: Death Titan
    Secondary Magic: The Sight
    Caster or Holder: Caster | Living | Lost
    Description: Death Titan magic isn't a magic as it is an extension of her race.  When Serapheal fell it was because of several serious reasons but namely it is because she had killed a god,  becoming the first recorded occurrence of a god being slain which started the chain reaction that eventually lead to the creation of god slayer magic among numerous other side effects.   A serious crime,  as you might imagine.    Archangels are very susceptible to "Profile shifts" or "Domain shifts"  in which their sphere of influence is greatly impacted by their actions which changes their abilities and their very physical and energy makeup.  
    When Serapheal became the first god-murderer,  she let the domain of death infuse her,   becoming twisted and corrupt compared to the serene grace she once possessed.  She became the first divine Reaper and opened up a world of possibilities in the universe,  most of them bad or in opposition to the divine agendas.  

    This infusion of Death is where this 'magic' comes in.   Death Titan.     A Death Titan is a large humanoid being wielding a command over powers of unlife.  They are akin to Shinigami or Reapers.  As a Death Titan,  Serapheal has increased size and influence over death.   Using it's powers over death the Death Titan is capable of reaping souls,   and commanding necrotic and spiritual energies to manipulate bone and soul.  Death Titan heavily relies on the use of Bone to give it's effects a physical impact.

    Such can often be seen as taking the form of bony growths or outcroppings projected as a means of damage or defense.   An example of attack might be a fissure that tears open the ground with large skeletal hands opening from it as though they dug through the earth, each bone finger pointed like lethal spires,   eerie green death flames dancing across it's surface and in the fissure below.      Or a spell conjuring burning skulls that shatter on impact sending bone shards scattering out like a frag grenade.  

    Others might utilize death energies directly to manipulate billowing black banks of deathcloud that flicker with green flames internally,  faces seemingly appearing within the clouds of smoke.

    The magic works through a series of tags.   They are:

    "Death"- The death tag means it is a Death effect,  utilizing the negative energy of death.   Death is the basic tag applied to all the spells as the baseline for the magic,  with bone being applied to most of them but not all.

    "Bone"- The bone tag means the spell contains or utilizes bones in one form or another.  Bone effects range from walls made from black bone,   angry skulls that hover about through the air,   skeletal hands that claw their way out from the ground or so on.

    "Soul"-  The soul tag means it utilizes souls in one way or another.   Soul effects range from conjuring or binding spirits,  to direct damage to souls,  or to the manipulation of her own soul and the perceptions of other souls such as to produce horror effects.  The least common of the three.



    Strengths: 
    - Size:  Death Titan grants great size.  To work better with her race,  this will use percentages.  Max size increase is 50% +50% per character rank (To +300% size at H-rank).   The same percentage, though +25 instead of 50, is added to strength and durability as a result of the greater size.
    - Death:  Death Titans have death magics.   Death Magic deals extra damage to living creatures and the undead,  and they ignore incorporeality (A death spell will still hit a ghost, for example,  or someone who has taken the form of mist) and they are considered to be two ranks higher for the purposes of healing the damage caused- with the exception that H-rank (or greater) spells will always heal S/A rank spells regardless of this clause-,  being outright immune to the first attempt to heal a wound caused by death- again,  except for H+ rank spells,  as well as A and S-rank spells in this case-.
    For NPC or Plot concern only:  It has a chance of instantly slaying those hit dependent on two factors:  Rank.   and if they're a player character or not.  Generally, this means it will not kill a player unless they wish it or the topic is Death Enabled,   in which case it depends on Rank.   Each individual spell will have a "Death Chance" to give an idea of the likely hood of death,   which assumes the victim is the SAME rank as the spell itself,  the chance being greater the lower rank the victim is compared to the spell and also assumes it's not a faceless NPC ie; "Cannon Fodder".  Cannon Fodder will always die as a result of coming in contact with death magic. 
    Player character version:  Exposure to death magic causes fatigue and weariness.  When exposed to death magic,  the victim's Strength, Speed and Durability are reduced by 2.5% per spell rank,  and +5% per rank Serapheal is greater than them.  If this reaches 75%,  they are rendered unconscious.  At 100% they are in critical condition very likely to die but survivable.   They retain the percentage as a weakness to sickness/disease/poison effects due to their damaged immune system and vitality for the rest of the topic,  or until 1 week has passed IC within it.
    Being a very embodiment of death herself,  a reaper of the highest tiers,  those slain by Samatheal will never resurrect,  with the exception of the Phoenix itself,  specifically,  due to being a very cosmic deity representing life and resurrection.   Player Characters as normal could return as normal but at the least they need to make valid IC reasons to do so,  even more so than with normal resurrection and no small effort.
    - Bone:  Death Titan magic is usually supported by the manipulation of bone in order to produce physical influence.  Bone is a great and sturdy tool to that allows for good attack and defense function.   Bone is a very excellent element both in the attack and damage department.  
    Defensively,  when a Bone effect takes damage,  it immediately starts to regrow,  marrow and bone splinters visibly molding and reforming over the wound to come back stronger than before.  A bone spell that has a duration is capable of enduring damage equal to twice it's rank if it's a Defense spell,  while simple duration spells can resist spells of the same rank.    If they take damage but not enough to destroy it within 1 post,  the bone will heal by the end of the next post to add the damage dealt to it as resistance.  So if a C-rank bone wall took D-rank damage,  it'd resist C and a half damage once mended.  If on the following post it took 1 more D-rank,  then it'd resist two C-ranks of damage until destroyed.  
    Offensively,  when a Bone effect deals damage the bone will also fragment and splinter inside them,  which is difficult to remove and may require surgical care to fully clear.  The bone fragments remain within the victim and deal 1% +1%per spell rank's worth of their health as damage each post as damage over time.   If healed,  the bone fragments remain but now only deal .5% instead of 1%,   and if healed a second time they deal .1% instead.   The damage can be resisted by assuming an elemental body of some sort,   such as Juvia's water body.  But the damage continues once physical form is regained as the bone shards hitch a ride with the elemental form,  but is reduced by 1% / .5% / .1% respectively per post they remain in such a form.   Every 5 posts since acquired,  1/2 of this ongoing damage is eliminated from each application.    This means after 10 posts,  healing or no healing,  the damage is zeroed out.


    Weaknesses
    - Life Magic:  Death Titans are damaged by life magic,  a holy healing spell will damage her instead of healing her.  The reverse is true for death effects.   Life Magic is also directly opposed to Death Magic,  and a life magic spell will always cancel out a death magic spell that isn't reinforced by bone wherever they meet of the same rank and vice versa,  however the life magic spell will deal damage to the spell just like it would damage the death titan.   Life magic will also cause bone shards to turn to mist, ending their ongoing damage.   A Life Magic spell may also prevent bone from regrowing.
    - Light Magic:  Light Magic is considered 1 rank higher for the purposes of overcoming death effects but the light effect is them tainted,  becoming corrupted and ineffectual after affecting the death effect.    Bone can regrow from a light magic attack,  but does not return stronger.
    - Size:  Size is self-limiting.  The larger you are the more limited your options are.   A giant cannot waltz around in a building neither can they function underground.    Serapheal cannot access her full potential as a Death Titan when in buildings unless she does not mind destroying the building entirely,   neither can she use it underground period unless it is not deep enough underground to prevent her size from growing (Breaking through the ground to stand tall.)   If it's deeper unground however,  then no.  She would damage herself trying.    
    When scaled up,  the Death Titan becomes much easier to hit due to the large amount of surface area present.  Missing her would be comparable to missing the broad side of a barn if she is standing still,  and even when in motion she is much easier to hit. 
    And of course,  with size comes the an inglorious amount of attention crushing the idea of stealth beneath it's massive pinky toe.
    - All in or all out:   Death Titan magic cannot selectively grow or shrink.  Either she grows wholly or not at all.   Meaning that Serapheal's "Titan" is purely a change in whole size,   and does not work like the pure "Titan Magic" seen in the cannon in which the user can change the size of anything specifically including the size of others.
    - The non-living:  Death magic effects that are not martial (her fists) or making use of Bone are weak against objects.   Her deathclouds for example will deal no damage to a stone barrier,  because they phase uselessly through them.




    Abilities/Powers


    - Physical boosts:   The Death Titan can also control her size to make herself larger at will, rapidly,  as outlined previously.   The Death Titan is extremely capable physically even outside of the influence of size,  her body is packed with power and it shows as the Death Titan's strength, speed and durability are empowered making her 100% more physically capable than the standard mage of her rank,  akin to a Slayer who are another type of physical mage.  


    - Death Sight:  She can see the likely hood of someone dying,  and a count down timer showing the end of their time,  which is not necessarily an indicator of the date they will die so much as their natural allotted time after which they have no... karma,  reinforcing their continued existence.   This allows her to see the dead,  identify undead,  and identify those that try to cheat death.   It also lets her see how someone had died, as though she were there.   When she views someone's death she is actually present at the time of death she views and can be seen vaguely by those with spiritual related abilities,  but she cannot influence the events there through this sight neither can she be influenced by those there.    This also lets her see the spots where people have died.    In a related manner,   Serapheal can see any spirit/soul/ghost in her field of view even through objects.    If the person is already in her view,  this manifests as a fine glow outlining their body,  while through objects she sees only their soul which looks different from their physical appearance in that it is their true appearance mixed with corruption or purity depending on their morality.    She can sense souls out of sight within 10 meters*2/rank.    But seeing a person's corrupt readily at hand,  Serapheal can blend this with her Fate abilities to actually see all a person's sins.    



    - Death Empowerment:  The Death Titan grows more powerful temporarily the more death occurs within 24 hours IC,  within the same topic.   Each stage is also gained if the percent on the left is used as expended MP used to cast death/spirit/necromancy magic by another,  to which magics she has a 15% resistance to per her rank,  up to 90% at H-rank.   This resistance is boosted by 5% per rank lower than her the opposing spell is.
     The percentage on the left is strength and durability while the left is passive health regeneration and mana regen per post,  which is in addition to the natural regeneration occurring every 5 posts. 
    Random casualties are measured as this:  
    A few deaths- 10%/1%  (A few people died in an accident or Batman's parents getting murdered)   
    A lot of deaths- 25%/2% (A dark mage shooting up an orphanage or theater).    
    Mass casualties- 50%/5% (Rampaging demons through a town,  not yet overwhelmed)  
    Hundreds of lives lost-  100%/10% (What happened at Magnolia with Savage Skull)
    Thousands of lives lost-200%/15% (What happened at Era with Acnologia for example).   Millions+ lives lost- 500%/20% (Unlikely to ever occur).
    Direct NPC deaths- are handled like this (If specific NPCs are described to be killed):  1%/.1% per death,  INDIVIDUALLY.  If it occurs in mass or in the background it instead uses the first method.  
    PC deaths- 15%/1.5% per player rank.  30%/3% per player rank of Serapheal herself killed them.  This is obviously limited by Players choosing to kill the character off.    If Serapheal herself killed a player,  she gains 2.5%/1% per player rank (of the victim) permanently as a passive boon.   If she views the death with her Death Sight,  she gains .5%/.1% per player rank of the player killed.  
    Whenever Serapheal benefits from Death Empowerment it is because the soul was "Reaped" by her.   Reaped souls are taken by her as a medium through which they are sent to the afterlife,  auto-judging and shipping them off passively.   This also means that if Serapheal is present,  magic that relies on souls of sacrificed victims cannot function because Serapheal reaps the souls as they die.
    Plot- Serapheal can sense the locations where death is on it's way,  allowing her to know before hand in time to get there herself.   Such as a bombing of a public building during an event,  an attack on a city,  or so on.


    - Death Touch: Serapheal can touch someone and they can choose to die peacefully,  without any pain or delay,  to be immediately sent to the afterlife directly influenced by Serapheal and not auto-judging.  This is fluffy IC thing and doesn't effect anyone who doesn't willingly give in to it,  without any manipulation to force them into "Willingly" give in.   It allows for merciful deaths to those who are suffering and would probably die anyway,  as well as a way for her to ensure a better afterlife (If she would send them to hell,  she wouldn't bother with Death's Touch anyway).  Using Death's Touch,  Serapheal can osteokinetically control Bone within 15*2/rank  (15 D-rank,  30 C-rank,  60 B-rank and so on)meters away from her,  which can deliver damage the same as though she threw a punch give or take,  without factoring the boost from size.   She cannot control living bone,  aside from her own,  but once dead it is fair game.  When Form Corruption is in effect Death Touch becomes a Death Aura and effects everyone within 5 meters and is considered a user-ranked death effect,  giving any living thing in the aura a chance to die upon entry or re-entry and coats any weapon and touch with the same giving a new chance to die when in physical contact with Serapheal.   Additionally,  with Form Corruption,  Serapheal (Samatheal now) can effect living bone of Strong pets or weaker,  or NPCs and minions summoned/called by spells 2-ranks less than her or more that have bones.     Which can appear to subdue control,   or can turn them into living bombs by causing the bone to burst.  To make someone burst like that she has to focus some magic into them to enhance the effect though,  requiring 5%mp per post she influences a living target.   To cause a bone to explode (Which deals same damage as if she just hit someone with it, except to what she exploded) it has to be a part of a whole skeleton,  in which the entire skeleton shatters.   She can't do it to just any ole bone.    The "Explosion" is only 5 meters in area but is quite a shock to witnesses.


    - Form Corruption:  Serapheal keeps the corruption sealed away from influencing her completely, but she can open that seal and let the influence of the death domain twist her [url=https://i.imgur.com/83elUJd.jpg]appearance[/url],   growing skeletal horns,  small bony wings,  sometimes a tail,  and larger skeletal hands.   It stains her white hair black and her vibrant blue eyes green.    Doing so puts her closer to her death affiliations and allows her to benefit x1.5* as much from Death Empowerment aka: Reaping.  While under the influence of Form Corruption,  any weapon of hers is superimposed (Replaced-ish) with a Scythe of black bone that amounts to the weapon rank of the highest ranked item it replaced,  but has the abilities and utilities of the weapons it replaced.   In this case,  it'd be Serapheal's bow.  Instead of firing arrows,  the Scythe would replace it and fire bony spines or skulls which function exactly the same as the weapon in question,  just with a new appearance and theme and Serapheal looks hella' awesome.   In a similar manner,  her clothing and armor are all replaced as well with different black clothing,  usually dresses,  or cloaks.
    Serapheal's Archangel form is similarly corrupted,  her wings become comprised of deathcloud and soulfire,   two burning eyes being visible through the blackness of her hood,   and causing spikes to grow out of the ground beneath her taking up an area half as wide in diameter as she is tall.   These spikes are as tall as the average human and grow gradually making it hard for them to damage anyone unless pushed into them or they fall onto them in which case the damage depend on the external factor.    Mostly they just make it very difficult to walk through the area.    The spikes never destroy buildings or the like,  but grow over them and retract once she leaves the area.   Unlike in her pure archangel form,  her corrupted archangel form now regains her halo she had when she was in the high heavens...  but it is a halo of burning soulfire that emits deathcloud as smoke which builds up around her in a subtle swirl in which one gazing into it can see the souls of the unliving.







    This is the leftover Secondary magic.   It is being relisted here because of changes to the character demanding revision to the magic itself.    Only the description and references have been changed,  such as replacing Silent Night with Serapheal/Samatheal or "dragon" with "fate" and so on.
    Caster or Holder:  Caster
    Description
     The Sight is all that remains of Serapheal's prior grace as the Archangel of Fate as a remnant of Serapheal's past,  when she was the Archangel of Fate before her Fall.  As the Archangel of Fate Samatheal was charged with defending the heavens as a high oracle who's sight encompassed all,  and by who's hand fates were sorted out and the chains of fate were managed.   Such was her task,  her duty,   which she carried out for eons until she saw something she shouldn't have seen.   Something that had to be avoided but the costs for negating this vision would be great,   and it resulted in her Fall.


    The Sight can allow such things such as the slowing and speeding of time or the outright stopping of time.  These effects can be applied to people,  to objects,  or to whole areas such as reversing the movement of a thrown dagger along it's initial flight path,  or speeding up an arrow.   Due to the way time works this is limited in some ways which is better described in weaknesses.   It's effects are essentially effects geared around slow debuffs and haste buffs,  and "Time heals all wounds"- it can both accelerate the healing process or reverse the damage dealt, depending.

    It's main use use is in seeing the stream of time and tapping into it at times.  If the Sight were to have two words to describe it ,  it would be Time,  and Truth.  They go hand in hand with the Sight.   Using these elements it reveals the truth of the world around her.   The Sight is used to track people through value chains,  sensing the links between items and those that hold value in that item.   It can reveal secrets and hidden things readily before her eyes as hidden doors are displayed prominently.   Trap wires otherwise difficult to see light up.   Invisible fields of magic take on visible form,   and time unfolds in front of her as ghostly shadows.




    Strengths: 
    -  The Sight is the inverse of The Silence.  The Silence alters perceptions,  while the Sight gives them.   The Sight allows Serapheal to see what most others cannot.


    - The Sight allows Serapheal access to information about the world around her,  seeing value,  the links connecting value to those that hold the value,  and through that be a very effective means of tracking.  World information reveals to her hidden secrets and efficient ways of travel.


    - The Sight allows Serapheal to see and influence the stream of time to perform short jumps forward and backward in time but only as plot allows or within the topic.   Typically,  this is just skipping backwards a few moments.   Skipping forwards would be the same as teleporting,  except time passes during which time Serapheal is missing.    Less drastic,  Serapheal can slow down or speed up time to mimic the effects of speed enhancements or speed penalties with added cognitive enhancement to improve reaction times and thinking speed. 




    Weaknesses
    - The Sight has no effects that harm anyone directly.  The Sight can make it easier to harm people,  but it doesn't have the capacity to inflict harm itself.  It doesn't even do something like make an attack more damaging,  the most direct it gets is in the ability to show trajectories but this doesn't actually effect the target or even the projectile in question.  Just shows the path.


    - Tracking usually requires either having met someone before or having an item connected to them or that they desire.   So to track a King,  you would have to steal something of his in the first place.  Or,  you'd have to find out what the king greatly desires and steal that.  Which would in all likely hood be harder than finding the king himself.  Alternatively,  if Serapheal already ran into the king in the past,  she could then track him based on how she impacted him.   If there was a squabble for example,  she could then track the king as though she had an item of his.


    - Most non-personal effects work in bubbles,  spheres of influence.   The effects only effect those within the bubble and not outside of it.   Interaction is impossible between the bubbles.   So to effect someone or some thing she'd have to either A) Burst the bubble or B) Extend the bubble.   Doing either of these things would of course end the benefit or at least end the benefit/advantage over the target.


    - The Sight is not effective against other practitioners of The Sight.  For example,  Fate Sight would be entirely useless against another user of the Sight since they see you just as you see them.  Meanwhile,  using active techniques of the Sight is useless against others because they'll hitch along and benefit as well rendering it pointless to use against enemy Seers. 


    - Whenever any effect related to The Sight is in use,  her eyes will burn like smoldering embers or a molten core,  though being either an intense blue or an intense green.   These two smoldering eyes can even be seen through the darkness of her hood when she is in her Archangel true form.   This includes if she is making use of a passive effect more intently.






    Abilities/Powers


    Golden Sight :  Serapheal can gauge the net wealth of an individual and how much they have on their person.  Similarly,  she knows the value of an object and if it has any strong ties to individuals (Value per person).   If it has a tie to a person,  she is capable of tracing that tie to find the person who is connected with the item.   If the tie to an item is small,  it has to have actually been in their possession.   If it's an item someone greatly desires,  she can use the item to find them through the desire despite not having come in contact with the item before.    The stronger the desire weighed against how long or how often they've been in contact with the object influences how strong the tie is and how easy it is to lose or not.  Weaker ties can take a day or so to pick up,  while strong ties can be seen very quickly.  Almost instantly depending.   A crown of a king,  for example,  would have a very strong tie.   Someone's hairbrush,  however,  would have a weaker tie.


    Prying Sight :  Serapheal automatically detects a person's rank and magic as well as learn things about the individual as though reading the Likes/Dislikes/Fear/Motivation section of their app.   The magic detection is as though reading the description,  strengths,  weaknesses,  and the first three abilities.  She can tell how alert they are to her presence and if they're suspicious at all,  and alert her to lies. Similarly,  she can detect if they have ever been effected by her in the past and if so,  how so.    Along the lines of that,  she can see the ties between herself and such individuals.  The stronger she has effected them,  the further she can see the ties.   These ties get more visible and clear if the person tied is thinking about her,  but only if she has effected them with an ability in the past.
    Prying Sight can,  as mentioned but here explained,  see magic.   This reveals magical effects to her eyes and allows her to analyze it.   If there is an unseen barrier or effect waiting to be triggered,  she can see it and determine it's effects.   This is an invaluable talent that allows her to avoid triggering magical alarms or traps and figure out how to counter or disarm them.  


    Eagle Sight :  Serapheal can automatically sense and detect hidden items,  objects,  doors,  secret panels/doors and traps.  They are sort of highlighted to her on a mental level.   Similarly,  people are highlighted based on their threat and intelligence.   It can also link with Fate's Sight to pry deeper and make strong guesses about the future in order to judge someone's disposition towards her even if they have not yet formed a disposition.   This means she can pick out guards who would try to stop her out from stray pedestrians.  It can also help her identify people who could be beneficial towards her in some way.   Eagle Sight using a similar method just described can trace routes and highlight the most efficient way to get to an objective.  Similarly,  it also paths trajectories to greatly enhance aim ("Eagle Eye").   Eagle Sight also has the benefit of providing a darkvision,  in which areas of darkness appear in ghostly white shadowy forms of varying intensity depending on just how dark it is (Less intense as it fades into normal vision).


    Fate Sight :  Fate Sight is the most strongly connected ability to Serapheal's past as the Archangel of Fate.  With it, Serapheal immune to being trapped as she can foresee them similar to the Dragon Spirit lineage but she can also actively see the future unfold before her eyes.  This results in blue misty "echos" appearing in the path of movement a person or object is going to take.  The path of objects is seen with a 3 second delay while the path of magic is scene with a 2 second delay,  and the path of people with a 1 second delay.   Nonmagical people are seen with a 3 second delay.    This may sound better than it is,  but it is in effect having good reflexes and masterful reading of body language.    The echos only show the present course of action and is subject to change as people react to her.   Though as she plans her own reaction,  she can see their reaction to her reaction.   This is difficult,  of course,  because it takes time out her precious few seconds.   In short.  Serapheal has extremely high evasion,  but can be caught off guard or presented with situations where the second delay is not beneficial.   If people have a way to detect her movements before hand,  then it actively changes what Serapheal sees through the adding of multiple echos until they are useless.


    If Serapheal makes physical contact with a person,  she can see their future roughly.   The future can always be changed,  however.  The clarity of the future she sees depends on the individual.  Some people don't have clear futures at all,  while other's futures are bright as day.   The future comes more into focus if someone asks questions of her,  in which case by them thinking and having asked the question they themselves help shape the future she sees.   


    With Fate Sight,   Serapheal is capable of automatically syncing with anomalies in time.   So while this ability can't do anything with time on it's own except the small advantage in seeing a little bit ahead of the present,    it is capable of latching onto the time anomalies of others.  If someone were to stop time,  Fate Sight would latch on and Serapheal would be able to move freely despite the time stop.   Likewise with slown down time.   To do so however,  Serapheal would have to expend MP equal to 1/4th the MP the enemy spent and of course she has no control over when the effect ends as it is not her own.  She just hitches a ride.


    Plot-  Fate Sight allows Samatheal to predict major events related to evil such as the potential death of an ally,  an assault on a city,   the creation or summoning of major demons,  ect.












    Name:  (Name of your race)   
    Rank: (It's user-ranked)   
    Type:  (What type of creature you are,  serpents,  canine,  ect.  Also include "Racial" here).   
    Description: (You have to give a full description of the form here including appearance and biology)   
    Strengths: (What are the strengths of the form?  Include capabilities of the race,  such as the werewolves claws or vampire's drain)   
    Weakness: (What are the weaknesses of the race?  MUST include at least one more than you have strengths.  Example: Vampire burning in sunlight).
    Name:  (Fallen) Archangel
    Rank: (It's user-ranked)   
    Type:  Angel(Arch)(Fallen)
    Description: http://packo-mx.deviantart.com/art/Malthael-438902016 | http://forge-t.deviantart.com/art/Reaper-of-Souls-440099554
    Archangels are celestial beings born from cosmic energies.  They are massive beings of light,  with wings that look like multiple ribbons of light and are prehensile.   Their bodies are as masses of energy and are bound to armor like frames to give them form and better physical influence over the worlds they preside over.  Archangels differ from normal angels in this regard,  as Angels are the product of human ascendancy,   bearing a human body and angelic wings of feathers.    An Archangel without their suit of armor that serves as their body is pure energy and radiation and is unbound,   unable to be seen or influence the world effectively though their perception becomes great and encompasses vast areas because their essence is spread out.  All the Archangels have a hood within which all that is seen is black emptiness.
    Samatheal is such an archangel,  though in falling her glory has been greatly diminished compared to her celestial relatives.   She is depicted in the above image,  using Malthael as a visual representation of her,  though she has more of a feminine figure even through the armor-body.   Her wings are no longer ribbons of light,  but are misty ethereal ribbons that remind one of souls and instead of remaining separate,  they seem to fuse together to resemble skeletal wings of ghostly energy.


    Strengths
    - Archangel's Might:  Serapheal may be fallen, but she is still of the Archangel race.  She is 10%*2/Rank(Max: H-rank 320%) stronger,  faster,  and more durable as well as very wise and insightful in being.   Her senses are also greatly expanded,  allowing her to hear a pin drop from across a city block and see it from a a mile away -though doing so is as though zooming in and lowers visual perception otherwise- and the mental acuity to sort through all this excess sensory input.   Archangels normally stand like mountains,  or even planets,  but having Fallen Serapheal's glory is stiffled and her maximum size is 3 meters*2/rank (Max: H-rank=96). Without actually assuming her archangel form,  these benefits are halved,  half the size,  half the sense,  half it all. 
    - Archangel's Armor:  As an archangel,  Serapheal's true body is pure unbridled energy,  of the cosmic variety.  In her true archangel form this energy is bound to a suit of armor as depicted in the link above.  This suit of armor makes her more resistant to harm than covered in Might.  This armor negates the damage from spells 3 ranks less than the archangel,  and halves the damage of spells 1 or 2 ranks less,  while simply resisting excess effects (Such as the lingering burn of a fire) of other spells.    She does not have a heart or a brain,   or anything such as that.  Meaning an arrow to the forehead is as effective as an arrow to the leg and she has no nervous system to influence.   When damaged she does "Bleed" a starry white liquid however,  but isn't in danger due to it's loss.   She bleeds this even in human form.   Note: an archangel's armor is not considered "metal" for the purpose of any effects,  but is concentrated cosmic energy (As well as you know,  being her body and all.)
    When not in her true full archangel form, she does not benefit from the armor- since she isn't armored with it.   This archangel armor superimposes itself with whatever armor she is already wearing which has the benefit of making her items scale with her in size.
    - Archangel's Influence:  An archangel is still an archangel,  even when fallen.  As an Archangel,  Serapheal has an influence over celestial creatures -This also means that she is less effected by demon slaying, a holy magic to slay demons,  since she is a holy being- and can go as far as to command them to do things on her behalf.   She cannot,  however,  summon them.  She does not summon celestial beings,   only command them.   Summoned celestial beings will merely desummon themselves if their owner is of a lesser rank than her,  while same or greater ranked owners can make them fight anyway,  though they would be shaken and not as effective against her.   This influence effects unholy creatures as well,  but not as a command but as a turning,   making them cower.  Same ranked unholy beings are "Shaken",  1 rank less and they are frightened.  2 ranks less and they attempt to flee.  3,  and they cower in fear.   4,  and they are in a state of frozen panic... and 5 (D-rank vs H-rank) they lose consciousness instantly.    By sharing the white starry liquid that she bleeds with an individual,  she instills them with grace and transfigures them into a celestial creature themselves.  This doesn't effect player characters unless plot demands it,  at the other player's leisure.   By using her blood as a medium,  she can draw blood to make her magic or weapons more effective against unholy creatures.
    - Archangel's Domain:  All Archangel's have a domain of influence,  such as the Archangel of Hope,  of Justice,  of Valor,  or so on.  Samatheal was the Archangel of Fate,  the original user of time magics and the first seer.  Any time related magics are more powerful than normal (Just having more leeway for abilities to be a bit more than they might otherwise have been),  and she can see the future if plot demands it,   as well as seeing a few seconds into the future which effectively boosts her evasiveness.   She has lost most of her abilities regarding this,  however.  She cannot accurately see all things as she once did.  


    Weakness
    - God Slayers: Serapheal is an Archangel,  as such she is the very definition of a god slayer's intended victims.   God Slaying is much more effective towards her.  Even if she is fallen.   God Slayers may even be able to sense her even through disguise,  as the influence an Archangel has is not easily masked especially towards those who were given the magic to slay them.


    - Detection:  As god slayers can detect them,  an Archangel cannot hide it's presence from Demons, Devils, Angels,  Demon slayers,  or those with holy magic.   They will automatically sense her presence if she is nearby,  within 10 meters,  or if they see her regardless of disguise.


    - Forced Summons:  Being a high being,  Serapheal can be forcibly summoned through ritual and rite.  If someone knows the proper rituals and/OR has obtained a vial's worth of her blood,  they can forcibly summon her wherever they are.  Serapheal can attempt to leave once summoned,  but those who summoned her could easily (and are supposed to,  as said in any text containing the rituals) create wards and bindings before hand to prevent this.   They have to be knowledgeable in such things and have experience in casting such rituals.   Some jumped up occultist aint got the mojo.  (And an appropriate magic to reinforce their claim to have the ability).   This is in the same manner one might summon a demon,  or an Outsider.  


    - Banished:  Serapheal is a Fallen Archangel.  She cannot set foot in any holy plane of existence,  such as the seven heavens.  It is physically impossible for her to do so.  This doesn't effect Consecrated or Hallowed grounds,  such is still material and not a holy plane.  Though Serapheal feels uncomfortable when on holy ground in general,  when said holy ground is connected to another archangel or god. 


    - Rarity / Unique:  There are numerous lores and fantasies attached to the idea of an archangel,  and anyone with any amount of greed or desire would want to use one in one way or another.  Just as she hunts evil,  the more aware the world gets to her existence the more people will inevitably start to hunt her in kind or at least seek to use her.






    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply.)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them.)
    Weaknesses: ( List all the negative aspects of the spell + THE DURATION AND COOLDOWN list all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)


    Last edited by Serapheal on 25th May 2014, 11:23 am; edited 18 times in total


    _____________________________________________________________________________________

    A Reaper's Touch XeQjtg0
    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
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    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    A Reaper's Touch Empty Re: A Reaper's Touch

    Post by Serapheal 19th May 2014, 8:30 pm

    - 4 D Rank Spells



    Name: Osteosaltare "Bone waltz"
    Rank: D
    Type: Supportive.   Bone | Death | Soul
    Description: Bone Waltz very simply allows Samatheal to instantly appear from any source of bone that is not attached to a living being,  from anywhere she is so long as the exposed bone is either A) In sight or B) Within 33 meters.
    Strengths: 
    - Instant travel between two points.    Can chain uses of this spell together to void cooldown so long as they're back to back.   Every 3rd chain'ed Bone Waltz increases the spellcost by 1%.     This is what gives it the name "Bone Waltz" because she can appear to dance around the fields of war,  provided there is enough bone.
    - By using bone as  medium, consuming the bone used to travel,  the spell has a much shorter cooldown in general. 
    - Samatheal emerges in a burst of green flame-like energy and black cloud which obscures her for 2 seconds within the 5ft area of her appearance. 


    Weaknesses: 
    - Using Bone Waltz disintegrates the bone used as a medium,  as such the same bone cannot be used twice.
    - Doesn't work with living bone ie; someone's skull.
    - The effect that occurs on arrival also means that using Bone Waltz can be easily detected by looking for the puffs of deathcloud.
    - Cooldown 1 post.
    - Duration instant.




    Name: Osteotesta "Bone Shard"
    Rank: D
    Type: Offensive.  Bone | Death
    Description: Bone Shards conjures a skull that burns internally with flame like green energy and smokey black deathcloud.   The mouth of this skull is open and a shriek can be heard as from the mouth it spews forth small golf ball sized skulls that don't have the green "flame" but leave trails of whispy deathcloud as they travel.   These mini skulls fire like a machine gun,   which causes 1% HP damage per second to PCs and 3% to NPCs.   It can sustain fire for as long as desired.    The Skull floats around Serapheal and can be commanded to fire at will.  
    The mini skulls shatter on impact in a way that the bone shards will push inward while half the skull simply shatters out to repeat damage to anyone within 3ft of the target which makes it good at dealing with tightly packed hordes of creatures,  such as a rat swarm,  bat swarm,  or any sort of comparable swarm.
    Samatheal can command the skull using her osteokinetic abilities in order to use it like a blunt weapon.   If she does so,  the skull shatters ending the effect and adding D-rank damage.
    Strengths: 
    - Very rapid fire that can be independently sustained making for great covering fire.
    - Effective range of 66 meters.   Each "bullet" skull traveling at 666 meters per second.
    - Slaughters "Swarm" type creatures.  

    Weaknesses: 
    - Deals very low damage initially,  requiring sustained contact to deal any notable damage.   Each individual bullet is akin to being stabbed with a couple needles.  It might hurt like a bish but it doesn't deal very notable damage.
    - The skulls don't penetrate any armor or D-rank defenses. (Or greater,  obviously). 
    - Duration of 5 posts.
    - Cooldown of 3 posts (From duration end)



    Name: Osteoaraneae "Bone Spider"
    Rank: D
    Type: Supportive.  Bone | Death | Soul
    Description: Bone Spider conjures a skull that burns internally with a flame like green energy and a smokey black deathcloud.   From every hole in the skull small spiders made of tiny bones crawl around it.   One can notice the small spiders,  though large by spider standards each being the size of a golf ball.   These black bone-spiders are given a semblance of life by using souls to animate them.  They travel seek out the caster's enemies to deliver death-bites which if it doesn't kill a person outright (Weak NPCs) it causes a festering wound of death magic that eats away at the flesh eventually exposing bone as it worsens.  The bite deals 1% HP damage per post passively until healed.   Multiple bites can occur,  though each spider only has 1 charge per post.    
    The mother-skull releases one such spider per post.    If thrown or otherwise shattered the skull will burst into a swarm of 10 bone spiders.
    Strengths: 
    - Passive damage over time once bitten,  each spider acting independently though Serapheal remains aware of their presence and can direct their actions as needed.
    - Spiders can be extremely stealthy,  being tiny,  black,  yet deadly.  Their bone point legs can latch themselves onto any surface,  ceiling or wall.  
    - The mother-skull can be used as an improvised weapon via Serapheal's osteokinetic ability.  


    Weaknesses: 
    -  The spiders are tiny and have no defense or life force to speak of.
    -  The spiders are weak to demon slaying,  as if it made a difference.
    -  Each spider takes a life of it's own once created.   The mother-skull has a duration of 5 posts.  The damage over time lasts until healed.
    - Cooldown of 3 posts (From duration end)




    Name: Animausagito (Soul Move (Soulwalk))
    Rank: D
    Type: Supportive.  Soul | Death
    Description: Serapheal's body becomes replaced with a billowing black cloud flickering with green flame-like energy loosely in the shape of a humanoid.  While like this,  Serapheal becomes immune to damage for 3 seconds and she is capable of moving through any physical obstruction with a momentary 100% movement speed boost.   Anything she passes through while in Soulwalk are exposed to death magic,  and are drained as normal for doing so but also take D-rank equivalent damage.
    Strengths: 
    - Momentary damage immunity.
    - Bypass physical obstruction.
    - Deal damage along path of movement.  

    Weaknesses: 
    -  Can still be damaged by healing spells and light magic,  and takes half damage from energy attacks of fire and electricity.    
    -  Fire and electric spells of B-rank or higher ignore this completely.
    - Any demon slaying can effect her.
    - 3 second duration.
    - Cooldown 2 posts.












    - 3 C Rank Spells

    Name: Osteoignis (Bone Fire)
    Rank: C
    Type: Offensive.   Bone | Death | Soul
    Description: Bone Fire creates a black skull that burns intensely with green flame-like energy as a blazing skull.  This skull is capable of opening it's mouth with a shriek as it projects a smaller baseball sized burning skull that detonates on impact for D-rank damage in a burst of soul-scorching death magic which is visually akin to green flames,   as well as shards of bone that fly out riding the shockwave in a 3 meter area of effect.     If the mother-skull is shattered it detonates in a C-ranked burst of the same with a 6 meter area of effect.   
    Those within the area of effects of the soulfire have the soulfire latch onto them,  which causes half the initial damage to repeat once again on the following two posts,  for double standard damage but over time and not all at once.
    Strengths: 
    - An effective attack,  it deals damage and sets down a damage over time.
    - Extra effective against the undead and beings who either A) Have no soul,  or B) ARE a soul ( A spirit-being of some sort).   This is because the soulfire directly burns the soul,  and if there is no soul to burn than there is no defense against it causing it to run rampant within the soulless individual. 
    - Sticks around to fire independently.  


    Weaknesses: 
    - The skulls are physical objects and as such they can be broken/shattered before their intended effect can be realized.    A talented marksman could shoot them down mid-flight provided they are aware,  and are just that damn good.    
    - The mother-skull itself can be shot down to stop the spell entirely and prevent more skulls from being launched by it.   The mother-skull can be broken with 1 C-rank attack,  while the smaller skulls can be broken with a d-rank one. 
    - The mother-skull can be broken with 1 Light spell of any rank.
    - The damage over time can be stopped with healing magic (Holy based,  no gimmicky sky or nature shiz randomly thrown in with any ole magic type).
    - The Mother-Skull lasts 5 posts and can fire 1 sub-skull per post.
    - 4 post cooldown from duration end.




    Name: Osteomaledictio (Bone Curse)
    Rank: C
    Type: Offensive-Support.  Bone | Death 
    Description: Bone Curse creates a horned skull that appears to have burning green runes carved into it as it smokes with deathcloud.   While the Bone Curse is active,  this skull's eyes can flare with soulfire as it stares at a target,   which must be a creature and not an object,   to curse the target with vulnerability.   Those under effect of the skull have faint wisps of deathcloud emanate from their body and the outer ring of their vision gets a little darker,  with the sensation of an icy hand on their heart.
    Strengths: 
    - The cursed target takes 25% more damage from all sources,  including reducing any resistances by 25% (Immunities become 75% resistance as though from 100%)
    - The curse makes instantaneous connection,  working by line of effect between the skull and the target.   Can change the target simply by making the skull stare at someone else.
    - Creatures cursed by the skull suffer a hypnotic suggestion making D-ranked enemies slip up and attack their nearest ally once per post.


    Weaknesses: 
    - Curse relies on a line of effect between the skull and the victim,  the effect is voided by being behind cover.
    - The skull can be destroyed with  C-rank damage or D-rank light damage.
    - Duration of 5 posts.
    - Cooldown of 4 posts from duration end.




    Name: Osteomordeo (Bone Grip)
    Rank: C
    Type: Defensive-Support.  Bone | Death
    Description: Bone Grip creates a wall of bone that rises up from any surface within 66 meters either all at once or in a chain from 1 spot.   The path it grows can be varied up but the length of the wall is up to 20 meters,  and 4 meters high.   For every 3 meters shorter the wall is,  it can be made 1 meter taller.   The Bone Grip can even grow inside of non-magical (and non-living) surfaces.    This bone wall gets it's name because it is created apparently using numerous full and very mutated and fused together skeletons,  each one smoking with wisps of death cloud and appearing to be very animate and not happy with their predicament.   These skeletons seem to claw at the air with mouths wide in silent screams.   Those who get within reach of the skeletons (Give or take 2 meters on average) will be clawed at with grabbing hands with a firm grip and multiple hands, usually, as many hands as possible trying to grab the individual.    Samatheal can prevent the skeletons from harming the captives too much or she can order them to go to town with it in which case each bony hand deals about 1% damage per post with their rough housing or even bites from the skulls.     There is about 5 arms per 2 meters of surface.    Each arm is as strong as a full grown man.
    Strengths: 
    - Being a defensive wall spell,  the Bone Grip takes B-rank damage to break.
    - Effective at blocking paths and dealing with those who get too close violently or non-violently.
    - The Bone Grip is horrifying.  Characters of all sorts,  if it makes sense for them,  will be horrified by it.  This is up to the RPer on how to handle it for their character.  


    Weaknesses: 
    - The bone wall can be broken with C-rank light damage.
    - The strength of the Bone Grip can be weakened by half through exposure to healing magic. 
    - Not as effective if there are no available surfaces,  such as against flying targets,  or swimming targets (assuming deep water),   making her rely on projecting the Bone Grip from her own body or not at all.
    - The Bone Wall remains forever until cleared,  but the skeletons will no longer be animated after 5 posts.   This spell can be recast to reanimate an existing bone grip with only a 2 post cooldown
    - Cooldown of 4 posts.












    - 3 B Rank Spells

    Name: Osteoturris (Bone Spire)
    Rank: B
    Type: Offensive.  Bone | Death
    Description: Bone Spire creates a a spike of bone with a sharp pointed end.   The Spire can be arched like a finger because it IS a finger, or it can stand straight.   This Bone Spire can appear from any surface in the same manner as Bone Grasp.     The Bone Spire is (up to) 4 meters long,   .4 meters wide at the base.    From the surface cast the Bone Spire has two options,  it can be fired at 666 meters per second up to 200 meters away from the surface like a ballista shot in which case it is not animate,   or it can remain anchored to the surface and make attacks at will,  striking like a scorpion tail.    If the Bone Spire impales someone,  it will remain frozen and keep them impaled and pinned to a surface.     Once impaled,  the death magic is not capable of healing but it is capable of preventing death...  even if impaled through the heart this spell will keep it's victim alive so long as they remain penetrated with the spire.
    Strengths: 
    - A very penetrating spell,  this spell ignores strong armors or B-rank defenses or less in as much as is logical.
    - The Bone Spire can appear right from the very ground beneath your feet or the wall to your side,  making this spell a surprise attack especially if not encountered yet.
    - Very useful in pinning targets and taking them out of the fight while simultaneously sustaining them,  preventing their death...  which can be useful in several ways.


    Weaknesses: 
    - Cannot pin targets that aren't by a surface,  ie;  flyers or swimmers in deep water.
    - If a target would die from wounds sustained by the spire/while the spire was effecting them,  they still die once the spire is removed/they are removed from it but can be healed as they are removed if allies are backing them up.
    - Duration of 5 posts for the auto-spire (Surface cast that waits for a victim),  otherwise a couple seconds or so.  The bone spire itself remains forever until cleared,  as normal for a physical object.
    - Cooldown 4 posts.




    Name: Animaservus (Soul Slave)
    Rank: B
    Type: Off-Sup.  Bone | Death | Soul
    Description: Soul Slave binds a Soul to Serapheal's service,  infusing the Soul in question with green soulfire.   The bound soul becomes her servant,  obeying her commands or acting on it's own for her benefit.   This functions in one of two ways:  A) It binds a living soul,  putting a person/creature into her service.  Or B) It binds a soul from the afterlife,  drawing it up from the ground possessing a skeleton that burns with soulfire.  In that case the skeleton is a B-ranked creature capable of dealing B-ranked damage using random weapons made of black bone it wields that similarly blaze with soulfire, and taking A-ranked hits.
    In the case of possession however,  it's capable of possessing a person directly influenced by rank and PC vs NPC status.
    Strengths: 
    - Raise a potent skeleton minion to fight for you.
    - Or take possession of a creature or person.
    - The skeletons have a fear inducing presence that may instill panic.  Causes D-rank enemies to cower in terror losing rational thought.  C-rank enemies flee in terror.   B-rank enemies are shaken,  their nerves rattled and finding it difficult to muster strength.  Beyond that it's up to individual players to translate the visage of a burning black skeleton to their character's actions.


    Weaknesses: 
    - The skeleton is weak to demon slaying,  takes damage from holy healing,  and takes extra damage from light.
    - The possession doesn't effect a soulless target.
    - The possession lasts 6 posts on a D-rank character,  4 on a C-rank,  2 on a B-rank,  and 1 on an A-rank.
    - The Skeleton is a permanent minion but only 5 can exist at a time,  recasting destroys the earliest created skeleton and replaces it,  or can dismiss a skeleton without replacing for no cost or cooldown.
    - Cooldown of 5 posts.




    Name: Animaintegro (Soul Mend)
    Rank: B
    Type: Supportive.  Soul | Death
    Description: Soul Mend causes a body to be lit ablaze with green soulfire which infuses their body,  animating it forcefully and binding their soul in a manner similar to cauterizing a wound,  but with the soul.  The effect brings the person back to life,  having stolen their soul away from the afterlife and binding it painfully back to mortality.   This can occur automatically for Samatheal in the moment of death.
    Strengths: 
    - Brings a person back from the dead.
    - Automatically effects Samatheal upon death.
    - None (The other two strengths are potent enough, no?  To make room for a third strength I'd have to make the spell stronger still.)


    Weaknesses: 
    - The effected does not return with any regained mana.
    - The effected returns with the same amount of health and condition as when they died,  but are prevented from dying for an added -10% HP which lasts until if healed above that threshhold.  
    - Those brought back to life are in pain until slain or healed normally.
    - This spell only works on an individual once per topic.
    - Duration: Instant.
    - Cooldown:  5 posts (For casting on those not already effected yet)












    - 3 A Rank Spells


    Name: Osteovenator (Bone Hunter)
    Rank: A
    Type: Offense.   Bone | Death | Soul
    Description: This spell causes a fissure to open up from the ground somewhere within 123 meters that is 12 meters long and 6 meters wide at the widest.   Skeletal fingers seem to be grasping the sides as though a giant skeleton forced it's way up from hell.   The bottom of the fissure burns with soulfire and a black deathcloud pours out from it like mist.   The fissure opens over the course of 3 seconds and from it spews 3 skeletal figures that stand 3 meters tall  with tall frames and wings like that of a long dead bird.    They have two points of green soulfire for eyes,  which also coats their elongated claw-like fingers and mouth full of fangs replacing each standard tooth a human might have.   These are the Bone Hunters.
    The Bone Hunters take an S-rank hit to slay and deal B-ranked damage per hit.  They are capable of running at 60mph and can track any target regardless of invisibility or shadow walking or anysuch ability,   utilizing soulfire cloaked claws and fangs to rip into their prey even through spells of intangibility.    They work together as a team to take down tough targets,  working in unison with a hive-mind to plan strategies in real-time wordlessly.  
    Serapheal can see what they see and can "Assume direct control" which gives her control of a Bone Hunter directly but she cannot user her magic through it.
      
    Strengths: 
    - Calls forth 3 Bone Hunters from the afterlife to hunt down Serapheal's prey,  tracking any target and seeking them out.    They can track anyone if they cross their paths or have an item connected to the target,  or have seen them.  
    - The Bone Hunters are strong,  capable of enduring A-rank hits,  while delivering B-ranked damage per attack.   They deal double damage to the undead.
    - The Bone Hunters can self-destruct to deal A-ranked damage.  All 3 self destruct at once and damage from overlapping self destructs stack up only to a maximum of A-rank damage (Factoring defenses).  Each self destruction is a burst of deathcloud and soulfire extending 30 meters in area.   Self destruction occurs automatically when one is slain,  but only for b-rank damage and only the one is slain,   while the others become unable to self destruct.


    Weaknesses: 
    - Can be slain with 1 A-rank light attack.  Takes damage from holy healing.
    - Take double damage from demonslaying.
    - Bone Hunters are permanent minions lasting until slain.   A maximum of nine bone hunters can exist at a time.   The Fissure remains as well,  but the soulfire within it dies out after 5 posts.
    - Six post cooldown.




    Name: Thanatocaligo (Death Fog)
    Rank: A
    Type: Offense.  Soul | Death
    Description: Death Fog calls a billowing black deathcloud to well up from the ground,  but this isn't like the deathcloud that just adds to other spells.  This spell is pure 100% deathcloud come to reap souls and chew bubblegum- and it aint got a mouth to chew bubblegum.   The Death Fog rises from any surface within 123 meters and fills an area up to 200 meters.    The Death Cloud is partially animate and subject to Serapheal's will,   capable of moving at a rate of 33 meters per post in full,  or changing it's own structure/shape at her will.   Within this deathcloud appear to be tormented faces and people long dead appearing like misty specters,  which may appear to be people those viewing the deathcloud know who have departed.  
    Those within the deathcloud become drained rapidly and have their soul disconnected from all external sources, isolating them and draining their will along with their life force. 
    The Death Fog,  of course,  also obscures vision blocking sight to within 5ft unless Serapheal opens the fog up for them.   Those with greatly enhanced vision might see as far as 10ft.   Serapheal herself sees through this fog clearly.
    Strengths: 
    - Deals 3% Max HP damage per post within the fog,   and 5% Strength and Speed damage per post within the fog.   Magic cannot be regenerated within the deathcloud by it's victims either passively or actively.   Reversely,   Serapheal and any allied minion of Serapheal's recovers HP and gains strength for double the amount the enemies would be drained.   Passive mana regen is also boosted by half again while in the deathcloud.
    - Healing magic cut off and light is stifled is half as effective within the deathcloud.  By the same merit,  death magic is boosted by half due to the heavy deathmagic soaked atmosphere within this area.
    - Enemies within the deathcloud hallucinate and see visages of people they knew in the past who have died,  these are not fake but literal bound spirits pulled from the afterlife.   They cannot speak or really act out,  but can show recognition.   Spirits that were in hell are visibly tormented while spirits that are not in hell just look dazed like they took some funky mushrooms.


    Weaknesses: 
    - The Death Fog isn't a physical fog,  but pure death energy.  It isn't blown away by winds and phases right through walls but can be blown away by holy energy or light effects of A-rank or greater so long as they have a large enough area of effect to blow the fog away within an equal area to the spell used.
    - The Death Fog boosts enemies as well.  And considering her enemies are evil,  they will often benefit from the Death Fog while allies,  who are holy,  will usually be hampered by it.
    - The Death Fog lasts 10 posts.
    - Six post cooldown from duration end (Making it 16 posts in total before re-use).




    Name: Osteorimor (Bone Splinter)
    Rank: A
    Type: Offense.  Bone | Death
    Description: 
    Bone Splinter is a terrifying spell that can be used on anyone Serapheal has touched (making contact with their skin or through no more than 1/2cm of material) by hand or with a melee bone weapon held in hand within the past 3 posts.   The person touched has their very bones turned against them,  their bones will splinter and fragment,  and rapidly mutate to damage them from the inside out.   This causes immense pain and makes it difficult to move as their bones burn like the blaze of a thousand suns when used like that.    Structurally the bones are fine,  however,  meaning that they do support the same functions as they did previously.     Bone spikes grow from within to protrude visibly from their skin which can cause added pain and damage if they are wearing armor preventing the spikes from forming properly.   
    Strengths: 
    - Deals double damage to living fleshy targets while causing immense pain and torment as their skeleton undergoes metamorphosis and punctures through their body. 
    - Can be used on any target Serapheal has made direct contact with physically.   Serapheal uses this ability some time after having made contact by making a gesture with her hand which adds confusion and mystery as to how she does this to people.  
    - Serapheal can slow or speed the growth of the spikes and the roughness of their bones for use as a torture method.  


    Weaknesses: 
    -  Serapheal has to make contact with the would-be victim's body itself and not any armor.  
    -  They,  naturally,  have to have bones for this to effect them.
    -  Pain can be stopped by assuming an elemental body,  resuming once their physical body is regained.
    -  Can be cured,  slowly,  using 3 A-rank healing spells (of any sort),  after 1 post has past and the changes are done (as so the lingering magic is faded out).
    -   Holy healing spells used on the target before Serapheal casts this after making contact prevent it's use entirely.
    -  The bone spikes never puncture vital organs.
    -  Bone Spikes remain until healed,  which Serapheal can do with a wave of her hand causing the bones to vanish in a blaze of Soulfire which hurts like hell (Pun) but cauterizes the wounds caused by the spikes preventing further damage/bleeding out.  
    -  Cooldown six posts.  Can only be used on a person once per topic.  













    - 4 S Rank Spells

    Name: Osteostella (Bone Star)
    Rank: S
    Type: Offense-Support.   Bone | Death | Soul
    Description: Bone Star first starts by sending out a high speed skull the size of a pingpong ball with a couple tiny thumb-tack like spikes on it's surface,  traveling 666 meters per second to somewhere within 213 meters where it explosively generates a massive Skull 30 meters in diameter that has hundreds of spiraling bone-spikes protruding out from it out for another 90 meters.   The entire golem is alight with soulfire with the skull's mouth open wide spewing deathcloud that flickers with soulfire.    The appearance of the Bone Star is explosive,  as mentioned,   appearing in a sudden burst of growth just as though a bomb went off,  only appearing with hundreds of spikes and blunt force rather than a concussive wave and flame.    
    The Bone Star once it appears can rise up over the field to bathe the entire area in green light and cause death cloud to blanket the area like a fine mist which does obscure vision but only out to 35ft which gives he whole area an eerie atmosphere,  though the deathcloud does kill off weak creatures but is less potent,  not effecting humans or comparable life forms.   
    The Bone Star can resist one or two hits of S-rank damage,   and can act on it's own to scan the area,  observing all below with it's burning eyes that pierce the soul.    Once it spies an enemy  it releases a swarm of burning skulls like the mother-skull from Bone Fire but without the sub-skulls.    Those skulls will swarm the target,  about six of them per use,   to pound them and shatter on impact.     The skulls can instead hover around Samatheal's own minions to passively regenerate their health 25% per post,  or a single lump-sum heal of 75%.    
    Alternatively,  it can use up it's usage for that post to deliver a single A-ranked beam of soulfire from it's eyes to bathe an individual with the flames.
    The spell can be ended early upon it's destruction,  to which end Serapheal can seize control over the Bone Star and cause it to crash down upon an area which causes the Bone Star to explode,  casting shards of bone out for several hundred meters though the area of damage from this effect is S-rank within the first 60 meters,  A within 50 of that,  B within 40 of that,  and C within the last 30.  
    Strengths: 
    - High damage attack through it's appearance and destruction, and making attacks of it's own per post effective at clearing low ranks and minions.
    - The area bathed in it's light causes living beings to have their soul drained at,  preventing mana regen and inducing fatigue with a dash of hopelessness.   This same effect causes her own minions to be strengthened by 50%.
    - Resists S*3 ranks damage before being destroyed as a powerful minion.

    Weaknesses: 
    - Can be destroyed in 2 hits of S-rank light magi.
    - Can be destroyed in 1 hit of S-rank demonslaying and 1 A-rank.
    - Takes damage from holy healing spells.
    - Cannot be used underground,  barring exceptionally large caverns. 
    -  The Bone Star can't attack those it cannot see from it's position.  Remain behind cover to remain undetected.   However,   it can see anything that is NOT behind cover including invisible foes.  
    -  The Bone Star is more susceptible to melee hits impacting it's forehead,  such attacks dealing twice the damage.   Beware however , as the Bone Star can deliver a bite attack which can instantly cripple and cause loss of limbs,  and maneuvering is a challenge through all the great spire-like spikes.
    -  The Bone Star lasts 15 posts.    If it doesn't get destroyed either by enemies or by crashing,  the Bone Star falls and remains inanimate like a creepy statue of bone.  
    -  Cooldown of 8 posts from duration end (Making it 23)




    Name: Maximus Animaexercitum (Grand Soul Army)
    Rank: S
    Type: Support.  Bone | Death | Soul
    Description: Grand Soul Army causes six fissures  (which can appear in any surface big enough to accommodate it)  lined with bone growths looking something like palisades,   like long spears of bone spikes jutting out from the fissures,   to appear from Serapheal's position or a position below her almost akin to six points of a star.   These fissures are six meters wide and can be as long as 100 meters.     From these fissures comes the spell's effect,   pouring out from the burning green soulfire that rages within the fissures comes a horde of skeletal minions.     It will create countless unnamed skeleton warriors of D-rank effectiveness wielding random weapons or shields,     and for every 10 such skeletons there is 1 a Skeleton Champion which is of C-ranked effectiveness.  For every 10 Champions there is a Hero of B-ranked effectiveness,    for every 10 Heros there is a Legend of A-ranked effectiveness.    On average there can end up being anywhere between five and ten Legends,  giving the maximum strength of the entire Grand Soul Army 10,000 strong in full but starting out with only hundreds and rising as time goes on and more pour out of the fissures.  
    Strengths: 
    - Call an army to back you up wherever you may be.    Can control the size of the fissures to be smaller or up to the size given above,  and in doing so measure out a specific size of force you wish such as just a small squad or so on.
    - The Fissures themselves may deal significant area damage to buildings and structures,  causing things to collapse and fall within.   The fissure's opening itself may cause an earthquake within twice the area of effect,    and people may fall into the fissures themselves (Which results in S-ranked soulfire damage and is the only direct S-rank effect of this spell).
    -  None.  (The previous two are fine enough,  wouldn't you say?  I wouldn't want to pack anything else in there.)


    Weaknesses: 
    -  The skeletons are quite weak.   They resist nonmagical damage but they can be destroyed by single spells of the same rank as the skeleton in question allowing any mage to have a field day smashing through bony minions.  
    -  The Skeletons are undead and are weak to demonslaying.
    -  The skeletons take double damage from Light spells.
    -  The skeletons are damaged by holy healing.
    -  The skeletons are not very intelligent at all when not within 15 meters of a superior officer (including within sight of Serapheal),   Champions being reasonable but best when within 50 meters of a Hero,  and Heroes and Legends both being perfectly capable on their own.
    -  Duration:   Lasts for a full topic.   Skeletons may remain for plot reasons,  such as serving as town guards or what not or as patrols.  If re-cast (in another topic),  all skeletons from the previous casting fall inanimate.  
    -  Cooldown:  Can only be used once per topic.




    Name: Maximus Osteovenator (Grand Bone Hunter)
    Rank: S
    Type: Support.  Bone | Death | Soul
    Description: Grand Bone Hunter causes a fissure to open not in the ground, but in the air seeming to distort the sky around it like a fissure of reality.   This fissure opens vertically and stands 100 meters tall,   first appearing as a single crack before four more cracks appear to tear open from either side of it,   from which four massive bone hands appear to burst through and pull at the initial crack,  forcing it open from which emerges a bone titan standing 100 meters tall,   blazing with soulfire and oozing deathcloud.  The bone titan is called the Grand Bone Hunter.   
    The Grand bone Hunter has the skull of a ram and wide skeletal wings.   The inside of the skeleton is not hollow,  but it's body cavity appears to be packed with skeletons fused or otherwise that make it appear as though it were a pregnant woman.   On the start of every post,  three skeletons will fall from it's body cavity acting like random d-rank skeleton minions and 1 bone hunter will claw its way out  to drop to the ground below.
    The Grand Bone Hunter itself has elongated arms and fingers that end in claw-like tips that almost reach the ground,   and every surface of the giant skeleton is covered in splinters of bones which damage any who touch it,  which is in addition to the soulfire that blazes around it.
    The Grand Bone Hunter is considered a master of unlife and are often used to manage the undead as taskmasters serving under the greatest of necromancers.    Serapheal has reporposed these giants and given them her blessing,  they command lesser undead and can vanquish them if necessary.  
    Strengths: 
    - Call a bone titan to tower over the battlefield and regulate other forces,   or to deliver crushing blows  of it's own dealing A-ranked damage a hit and can lift great objects to hurl them.   Lesser creatures (NPCs of up to B-rank) die instantly through the deathcloud that fills the air nearby,  generally within 300 meters of where it has traveled sometime in the last hour before all traces disperse.    The Bone Titan takes 2 S-rank hits to shatter.  Though naturally shattering a hand is just shattering a hand and isn't going to magically make the whole thing fall apart.  
    - Taskmaster-   The Grand Bone Hunter produces lesser undead offspring each post,   and deals extra damage to any undead creature.
    - Those coming in contact with the Grand Bone Hunter take B-ranked damage within 10 meters of it due to it's blazing aura,   and touching it deals another b-ranked damage via the many splinters that cover it's surfaces.  


    Weaknesses: 
    - The bone titan is a massive target difficult to miss.
    - The bone titan walks slowly.
    - The weak skeletons that fall from it can easily be taken out with a D-rank hit.
    - Can't be cast where there is no space for it.
    - Weak to demonslaying.
    - Weak to Light spells.
    - Takes damage from holy healing.
    - The skeleton remains forever unless destroyed.   Only one can be animate at a time.  If recast,  the previous bone titan falls inanimate. 
    -  Cooldown:  Can only be used once per topic.














    Name: Maximus Animameto (Grand Soul Reap)
    Rank: S
    Type: Offense.  Soul | Death
    Description: Grand Soul Reap charges Samatheal's weapon with a deathcloud that burns with soulfire,  like an extra smokey green flame.    This has four modes,  two for each type of weapon ranged or melee.   
    If using a melee weapon,  Grand Soul Reap can Harvest or Smite.   Harvest causes a raging wave of soulfire to spread out in a wide arc before her extending out to 70 meters in a 160 degree arc from her.      Smite causes a cascade of of raging soulfire to pile onto a single target from above in a short arc from above like a crescent moon or the blade a scythe.  Doing so assaults only a single target but does two counts of S-rank damage instead of 1.
    If using a ranged weapon,  Grand Soul Reap can Torment or Vanquish.   Torment causes a swarm of soulfire arrows to burst from the ranged weapon like an inglorious storm that obscures the sky and bathes the whole area in green light instead of daylight temporarily.    Each individual arrow only deals B-rank damage,  but there are thousands.     This can deal a maximum of S-rank damage to human sized targets assuming they get hit with at least four arrows,  with a maximum of triple S-rank damage against massive creatures around the size of her own bone titan or greater.     They pummel an area 400 meters in diameter somewhere within 700 meters of her.    Vanquish causes the arrow fired to disintegrate as it instead causes an unrelenting torrent of soul energy to form a beam out to 500 meters,   5 meters wide.    The beam deals S-rank damage but ignores armor,   passing through all physical obstruction to damage only the soul of living beings or rage unabated within the souless to deal double S-rank damage to hollow people.


    No matter what form this takes,  the slain individual gets reaped if they die as a result of this attack.  The reaped individual cannot resurrect and is permanently slain,  they do not even see hell nor heaven but are sent to where even gods go to die.


    Strengths: 
    -  Charge a weapon with the power to reap the gods, with versatility in utility in doing so,  as it depends not on this spell but on the weapon itself.
    - Costs 10% less mana to use (Minimum 5%) if Samatheal uses her scythe as a focus,  with a cooldown of 8 posts instead.  
    - Deals extra damage to the undead or to soulless individuals.

    Weaknesses: 
    - Deals no damage to objects,   never damaging armor,  weapons,  or beings such as golems.
    - Can be blocked / defended against using light barriers,   or barriers produced by holy healing magics.
    - Cannot be used if Samatheal does not have a weapon.
    - Costs 5% extra mana than normal if not focused through her scythe.  
    - Duration:  Within 1 post.
    - Cooldown:  12 posts.
    Grizzly
    Grizzly

    Planeswalker


    Planeswalker

    X-Mas Event Participant- Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 703
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 135

    Character Sheet
    First Skill: Barrier Magic
    Second Skill:
    Third Skill:

    A Reaper's Touch Empty Re: A Reaper's Touch

    Post by Grizzly 23rd May 2014, 7:43 pm

    'Sup Siren! I'm going to be checking your magic. Seeing as you have quite a big application and I'm short from going to sleep, I will start grading just your primary magic and its strengths, weaknesses and abilities. Once those are done, I'll go over to your secondary and lineage, and then I'll start with the spells.

    Before I start though, here are a few things I'd ask you to do to make this app easier on the eyes:

    1. I don't know if it is you or the coding (although I assume it's the coding), but if you could reduce the spacing between the paragraphs and punctuation that would be grand. It's really difficult to have to jump a few lines or spaces before landing on the next paragraph or sentence and makes reading a bit more difficult than usual :/

    2. While I haven't started on the spells, I would ask you to reduce the spacing in between the spells as well and also place each ranked spells in spoilers so you'd end up with 5 spoilers. Makes things also much easier and orderly than one REALLY long post with a lot of spaces in between. So if you could do that, I'd be really thankful.

    3. This is not mandatory as I've noticed that it is kind of your thing, but if you could use more neutral colors it would also be cool ^^' The green is really hard on the eyes, as is the beige/brow. So yeah, as said - not necessary as it seems to be something you personally do, but if you COULD do it I'd be thankful again. Now, onto your grading ~

    Serapheal wrote:Primary Magic: Death Titan
    Secondary Magic: The Sight
    Caster or Holder: Caster | Living | Lost
    Description: Death Titan magic isn't a magic as it is an extension of her race.  When Serapheal fell it was because of several serious reasons but namely it is because she had killed a god,  becoming the first recorded occurrence of a god being slain which started the chain reaction that eventually lead to the creation of god slayer magic among numerous other side effects. A serious crime, as you might imagine. Archangels are very susceptible to "Profile shifts" or "Domain shifts"  in which their sphere of influence is greatly impacted by their actions which changes their abilities and their very physical and energy makeup.
    When Serapheal became the first god-murderer, she let the domain of death infuse her, becoming twisted and corrupt compared to the serene grace she once possessed. She became the first divine Reaper and opened up a world of possibilities in the universe, most of them bad or in opposition to the divine agendas.

    This infusion of Death is where this 'magic' comes in. Death Titan. A Death Titan is a large humanoid being wielding a command over powers of unlife. They are akin to Shinigami or Reapers. As a Death Titan, Serapheal has increased size and influence over death. Using it's powers over death the Death Titan is capable of reaping souls, and commanding necrotic and spiritual energies to manipulate bone and soul. Death Titan heavily relies on the use of Bone to give it's effects a physical impact.

    Such can often be seen as taking the form of bony growths or outcroppings projected as a means of damage or defense. An example of attack might be a fissure that tears open the ground with large skeletal hands opening from it as though they dug through the earth, each bone finger pointed like lethal spires, eerie green death flames dancing across it's surface and in the fissure below. Or a spell conjuring burning skulls that shatter on impact sending bone shards scattering out like a frag grenade.

    Others might utilize death energies directly to manipulate billowing black banks of deathcloud that flicker with green flames internally, faces seemingly appearing within the clouds of smoke.

    The magic works through a series of tags. They are:

    "Death"- The death tag means it is a Death effect, utilizing the negative energy of death. Death is the basic tag applied to all the spells as the baseline for the magic, with bone being applied to most of them but not all.

    "Bone"- The bone tag means the spell contains or utilizes bones in one form or another. Bone effects range from walls made from black bone, angry skulls that hover about through the air, skeletal hands that claw their way out from the ground or so on.

    "Soul"- The soul tag means it utilizes souls in one way or another. Soul effects range from conjuring or binding spirits, to direct damage to souls, or to the manipulation of her own soul and the perceptions of other souls such as to produce horror effects. The least common of the three.

    Strengths: 
    - Size: Death Titan grants great size. To work better with her race,  this will use percentages. Max size increase is 50% +50% per character rank (To +300% size at H-rank). The same percentage, though +25 instead of 50, is added to strength and durability as a result of the greater size.
    - Might: Death Titans are hard to kill. If a Death Titan is slain, they can roll resurrection immediately and if they land a resurrection within the first 5 rolls they can revive within the same thread after a brief delay, the ground blackening around where they fell and growing bone outcroppings and skeletal hands. If they fail within the first 5, their body disintegrates and they can roll 5 once more immediately but return in a new topic and not within the same one unless 24 hours have passed IC within the topic. <<< Alright, here the first issue arises... you're overruling OOC regulations. I have briefly discussed this with staff, and while the IC effect of your character pretty much fine, you can't overrule the rolling rules like that with an ability. Sorry, but doesn't work. Please take out the multiple rolls aspect.
    - Death: Death Titans have death magics. Death Magic deals extra damage to living creatures and the undead, and they ignore incorporeality (A death spell will still hit a ghost, for example, or someone who has taken the form of mist) and is considered to be two ranks higher for the purposes of healing, being outright immune to the first attempt to heal a would caused by death. <<< What does the "two ranks higher" apply to? Higher than the damage they received? The spell that you casted? Or their own player-rank? Or your player-rank? For the record: Depending on the answer it will be a deal-breaker for this aspect of your magic.
    For NPC or Plot concern only: It has a chance of instantly slaying those hit dependent on two factors: Rank. and if they're a player character or not. Generally, this means it will not kill a player unless they wish it or the topic is Death Enabled, in which case it depends on Rank. Each individual spell will have a "Death Chance" to give an idea of the likely hood of death, which assumes the victim is the SAME rank as the spell itself, the chance being greater the lower rank the victim is compared to the spell and also assumes it's not a faceless NPC ie; "Cannon Fodder". Cannon Fodder will always die as a result of coming in contact with death magic. 
    Player character version: Exposure to death magic causes fatigue and weariness.  When exposed to death magic,  the victim's Strength, Speed and Durability are reduced by 2.5% per spell rank, and +5% per rank Serapheal is greater than them. If this reaches 75%, they are rendered unconscious. At 100% they are in critical condition very likely to die but survivable. They retain the percentage as a weakness to sickness/disease/poison effects due to their damaged immune system and vitality for the next 3 topics in general which can include topics which chronologically take place before the exposure,  as exposure to death magic can influence one's vitality before the actual exposure here and there like a forewarning that death is at your door. <<< I can do a certain amount of posts, but 3 topics is too much. Influencing character's strengths beyond topics on a forum with liquid time isn't too viable. Sorry :/ Please give this effect an amount of posts. Also, how does this effect apply? "When exposed" What does that mean? Is there a range? How long does someone have to be exposed? Give a little more information on how this effect applies.
    Beings killed by the Death Titan cannot resurrect or come back to life, with the exception of The Phoenix specifically, who can still return once slain.   Player Characters killed in this way can still use the resurrection dice to return,  but the first three successful rolls are ignored and a month must pass IC at least with some plot buff to support their return. <<< This again overrules OOC regulations and manifested rules. I'm sorry, but this is not viable and oversteps a characters boundaries. Unless Seijin specifically gives you permission to have your character be able to do this, I can't allow you to undermine rules. Please take this part out.
    - Bone: Death Titan magic is usually supported by the manipulation of bone in order to produce physical influence. Bone is a great and sturdy tool to that allows for good attack and defense function. Bone is a very excellent element both in the attack and damage department.
    Defensively, when a Bone effect takes damage, it immediately starts to regrow over the course of 1 post, marrow and bone splinters visibly molding and reforming over the wound to come back stronger than before. A bone spell that has a duration is capable of enduring damage equal to twice it's rank if it's a Defense spell, while simple duration spells can resist spells of the same rank. If they take damage but not enough to destroy it, the bone will heal by the end of the next post to add the damage dealt to it as resistance. So if a C-rank bone wall took D-rank damage, it'd resist C and a half damage once mended. If on the following post it took 1 more D-rank, then it'd resist two C-ranks of damage until destroyed. <<< Does this mean that Bone spells can only be destroyed if the damage required to destroy them is brought up in one go? You can't weaken them?
    Offensively, when a Bone effect deals damage the bone will also fragment and splinter inside them, which is difficult to remove and may require surgical care to fully clear. Even if the damage is healed the bone fragments remain within the victim and deal 1% +1%per spell rank's worth of their health as damage each post as damage over time. If healed, the bone fragments remain but now only deal .5% instead of 1%, and if healed a second time they deal .1% instead. This effect lasts until they receive actual medical care and not random healing mid-fight. The damage can be resisted by assuming an elemental body of some sort, such as Juvia's water body. But the damage continues once physical form is regained as the bone shards hitch a ride with the elemental form. <<< This effect will need to wear off after a while. Give a post count how long this effect lasts after a "Bone" tagged spell hits.


    Weaknesses
    - Life Magic: Death Titans are damaged by life magic, a holy healing spell will damage her instead of healing her. The reverse is true for death effects.   Life Magic is also directly opposed to Death Magic, and a life magic spell will always cancel out a death magic spell that isn't reinforced by bone wherever they meet of the same rank and vice versa, however the life magic spell will deal damage to the spell just like it would damage the death titan.
    - Light Magic: Light Magic is considered 1 rank higher for the purposes of overcoming death effects but the light effect is them tainted, becoming corrupted and ineffectual after affecting the death effect.
    - Size:  Size is self-limiting. The larger you are the more limited your options are. A giant cannot waltz around in a building neither can they function underground. Serapheal cannot access her full potential as a Death Titan when in buildings unless she does not mind destroying the building entirely, neither can she use it underground period unless it is not deep enough underground to prevent her size from growing (Breaking through the ground to stand tall.) If it's deeper unground however, then no. She would damage herself trying.
    When scaled up, the Death Titan becomes much easier to hit due to the large amount of surface area present. Missing her would be comparable to missing the broad side of a barn if she is standing still, and even when in motion she is much easier to hit.
    And of course, with size comes the an inglorious amount of attention crushing the idea of stealth beneath it's massive pinky toe.
    - All in or all out: Death Titan magic cannot selectively grow or shrink. Either she grows wholly or not at all. Meaning that Serapheal's "Titan" is purely a change in whole size, and does not work like the pure "Titan Magic" seen in the cannon in which the user can change the size of anything specifically including the size of others.
    - The non-living: Death magic effects that are not martial (her fists) or making use of Bone are weak against objects. Her deathclouds for example will deal no damage to a stone barrier.

    Abilities/Powers:

    - Physical boosts:The Death Titan can also control her size to make herself larger at will, rapidly, as outlined previously. The Death Titan is extremely capable physically even outside of the influence of size, her body is packed with power and it shows as the Death Titan's strength, speed and durability are empowered making her 100% more physically capable than the standard mage of her rank, akin to a Slayer who are another type of physical mage.
    - Death Sight: She can see the likely hood of someone dying, and a count down timer showing the end of their time, which is not necessarily an indicator of the date they will die so much as their natural allotted time after which they have no... karma, reinforcing their continued existence. This allows her to see the dead, identify undead,  and identify those that try to cheat death. It also lets her see how someone had died, as though she were there. When she views someone's death she is actually present at the time of death she views and can be seen vaguely by those with spiritual related abilities,  but she cannot influence the events there through this sight neither can she be influenced by those there. This also lets her see the spots where people have died. In a related manner,   Serapheal can see any spirit/soul/ghost in her field of view even through objects. If the person is already in her view, this manifests as a fine glow outlining their body, while through objects she sees only their soul which looks different from their physical appearance in that it is their true appearance mixed with corruption or purity depending on their morality. She can sense souls out of sight within 10 meters*2/rank. Bu seeing a person's corrupt readily at hand, Serapheal can blend this with her Fate abilities to actually see all a person's sins. In making eye contact with an individual she can hold their soul fast making them unable to break eyecontact naturally unless they are the same rank or greater as Serapheal in which through her eyes they themselves can see all their sins and feel the combined suffering they have caused. <<< Firstly, I would like to know if this ability affects her combat style somehow. If it doesn't and you don't add anything to this ability, then it won't affect her combat style in any way once this is approved. Secondly, the last part, what does "holding their soul" do? What does she do? Does she physically grab the soul? Does she simply have to stare at the soul and then it freezes never breaking eye contact? Also, please remember to keep this all in possibilities and not absolutes. Anywho, elaborate on the "grabbing one's soul and then forcing them to see" their sins and whatnot. I want to know HOW it is done.

    - Death Empowerment: The Death Titan grows more powerful temporarily the more death occurs within 24 hours IC, within the same topic. Each stage is also gained if the percent on the left is used as expended MP used to cast death/spirit/necromancy magic by another, to which magics she has a 15% resistance to per her rank, up to 90% at H-rank. This resistance is boosted by 5% per rank lower than her the opposing spell is.
     The percentage on the left is strength and durability while the left is passive health regeneration and mana regen per post. <<< As we actually have rules on Mana regeneration and you recover 10% magic power every 5 posts, state that the health and mana regeneration adds up to that effect, making it every 5 posts. Other than that, I see nothing wrong with this ability.
    Random casualties are measured as this:
    A few deaths - 10%/1%  (A few people died in an accident or Batman's parents getting murdered)
    A lot of deaths - 25%/2% (A dark mage shooting up an orphanage or theater).
    Mass casualties - 50%/5% (Rampaging demons through a town,  not yet overwhelmed).
    Hundreds of lives lost - 100%/10% (What happened at Magnolia with Savage Skull).
    Thousands of lives lost-200%/15% (What happened at Era with Acnologia for example).
    Millions+ lives lost - 500%/20% (Unlikely to ever occur).

    Direct NPC deaths - are handled like this (If specific NPCs are described to be killed): 1%/.1% per death, INDIVIDUALLY. If it occurs in mass or in the background it instead uses the first method.
    PC deaths - 15%/1.5% per player rank. 30%/3% per player rank of Serapheal herself killed them. This is obviously limited by Players choosing to kill the character off. If Serapheal herself killed a player, she gains 2.5%/1% per player rank (of the victim) permanently as a passive boon. If she views the death with her Death Sight,  she gains .5%/.1% per player rank of the player killed.
    Whenever Serapheal benefits from Death Empowerment it is because the soul was "Reaped" by her. Reaped souls are taken by her as a medium through which they are sent to the afterlife, auto-judging and shipping them off passively. This also means that if Serapheal is present, magic that relies on souls of sacrificed victims cannot function because Serapheal reaps the souls as they die. <<< The last part bugs me :/ That would mean a lot of summoning magics are just completely negated because you're simply present. I understand that it is part of your character, but I would rather have it that those magics are simply weakened and reduced in power, rather than completely negated.
    Plot - Serapheal can sense the locations where death is on it's way, allowing her to know before hand in time to get there herself. Such as a bombing of a public building during an event, an attack on a city, or so on.

    - Death Touch: Serapheal can touch someone and they can choose to die peacefully, without any pain or delay, to be immediately sent to the afterlife directly influenced by Serapheal and not auto-judging. This is fluffy IC thing and doesn't effect anyone who doesn't willingly give in to it, without any manipulation to force them into "Willingly" give in. It allows for merciful deaths to those who are suffering and would probably die anyway, as well as a way for her to ensure a better afterlife (If she would send them to hell, she wouldn't bother with Death's Touch anyway). Using Death's Touch, Serapheal can telekinetically control Bone within 15*2/rank meters away from her, which can deliver damage the same as though she threw a punch give or take, without factoring the boost from size. When Form Corruption is in effect Death Touch becomes a Death Aura and effects everyone within 5 meters and is considered a user-ranked death effect, giving any living thing in the aura a chance to die upon entry or re-entry and coats any weapon and touch with the same giving a new chance to die when in physical contact with Serapheal. <<< You're S Rank, so I would really like to see the result of the calculation of 15x2/rank instead of an ambiguous calculation. What rank what would represent what number in the context of the calculation? Just give an exact range. Also, give examples to how you can control bone. I can't exactly picture it, so painting a literate image would help me.

    - Form Corruption: Serapheal keeps the corruption sealed away from influencing her completely, but she can open that seal and let the influence of the death domain twist her appearance, growing skeletal horns, small bony wings, sometimes a tail, and larger skeletal hands. It stains her white hair black and her vibrant blue eyes green. Doing so puts her closer to her death affiliations and allows her to benefit x1.5* as much from Death Empowerment aka: Reaping. While under the influence of Form Corruption, any weapon of hers is superimposed with a Scythe of black bone that deals user-ranked damage and is considered the characters rank, not a weapon rank, but has the abilities and utilities of the weapons it replaced. In this case, it'd be Serapheal's bow. Instead of firing arrows, the Scythe would replace it and fire bony spines or skulls which function exactly the same as the weapon in question, just with a new appearance and Serapheal looks hella' awesome. <<< This will need a duration and a "once per thread" activation. It sounds like a non-permanent form enhancement and it'll need to be treated as that. But since its benefits are minor compared to other form changes/enhancements it can be longer than, say Slayer Force.
    Serapheal's Archangel form is similarly corrupted, her wings become comprized of deathcloud and soulfire, two burning eyes being visible through the blackness of her hood, and causing spikes to grow out of the ground beneath her taking up an area half as wide in diameter as she is tall. These spikes are as tall as the average human and grow gradually making it hard for them to damage anyone unless pushed into them or they fall onto them in which case the damage depend on the external factor. Mostly they just make it very difficult to walk through the area. The spikes never destroy buildings or the like, but grow over them and retract once she leaves the area. Unlike in her pure archangel form, her corrupted archangel form now regains her halo she had when she was in the high heavens... but it is a halo of burning soulfire that emits deathcloud as smoke which builds up around her in a subtle swirl in which one gazing into it can see the souls of the unliving. <<< Archangel form seems fine, I can't quite picture these bones growing around her, but they don't seem to be strong or able to deal significant damage so I'll roll with it.


    _____________________________________________________________________________________

    Lyserg - Grizz - Sinbad

    Character
    Serapheal
    Serapheal

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    Character Sheet
    First Skill: Claire Mierre
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    A Reaper's Touch Empty Re: A Reaper's Touch

    Post by Serapheal 24th May 2014, 8:51 am

    1)  It really isn’t over-ruling,  it’s working ~with~ the rules.   After all,  if you can’t work ~with~ the rules to provide fun dynamics you can use,   than they’re nothing but chains /sadface/   
    This is also less of an advantage,  it’s intended to allow me to actually die IC every now and then when it would make sense rather than bullshit excuses not to be slain like just about everyone does when confronted with it.
    However,  this can be eliminated and I can go on bullshitting when the time comes instead if that’s what everyone would prefer o-o.

    Resolution:  Removed references to the resurrection dice.


    2) Sorry,   that applies to the damage dealth by the death spell.    Instead of outright killing people like death magic does in the cannon I just have the damage harder to heal,   somewhat draining,  and being more effective against the living damage wise.  Not to the extent as a Slayer would be to a Dragon,  but just more effective in general.   Such as allowing a spell to be more damaging than it might otherwise be,  which doesn’t actually crop up in a readily apparent manner in most the spell choices I made so far.   But eventually I’ll make more “Reaping”-esque spells.

    Resolution:  Clarified healing,  nerfed healing resistance to damage.

    3) Ye…  I didn’t particularly expect that to fly easily and it made more sense when I made it than it does now.  The idea was to give characters something to remember her by and not be miraculously all better later on.   But you’re right in that “Later on” could be as far as months in the past or future.    I’ll strip that down.

    Resolution:  Nerfed significantly. 

    4)  Same as 1.   And just like #1 it will probably never make a difference.   That said,  BECAUSE it will probably never make a difference I might as well strip it anyway.   Once I ask Sei though,  assuming I can ever catch his attention.   Though I would still keep the non-dice related fluff in.  Being slain by the next best thing to Death itself is going to leave a mark.

    Resolution:  Removed references to resurrection dice.

    5) Yes I suppose it does.  But as it is there isn’t really any other viable way for it to regenerate,   Not without it might as well not being there at all.   I can see now how it is overpowered though,  especially since the direction some of my bone spells have taken since I considered that…   Because if it’s less,  then it’d simply get smashed before the regeneration is relevant.  Though as it is,  it is effectively immune to lower ranked spells I guess x,..,x    Which isn’t bad,  but not without a gap.    Alright I guess I can reduce it.  

    Resolution:  Reworked slightly.  Realized it isn't actually as bad as I thought it was,  because I was thinking in the logic of 1 spell per post.   Multiple spells can easily and almost always are used per post,  in addition to melee/weapon usage.   As a result,  they will usually be broken in 1 post regardless.

    6) Getting shrapnel embedded in your body isn’t going to “Wear off” until it’s removed…   But I could make it so holy healing spells will destroy the bone fragments?   I could also make posts spent in an elemental body lessen the effect as the elemental body eats away at it or something.    Though,   a lot of people take shrapnel and appear fine after healed.  I suppose I can make the DoT taper off sometime after being healed in general.

    Resolution:  Nerfed recovery speed and options.   Regardless of healing the damage now tapers off to nothing after 10 posts,  and half after 5.  

    7) Why do you need to know combat style…   That hardly matters,  things do what they do and whether or not you’re in combat shouldn’t affect that,   and would just be a pain x,..,x   HOW it works however,  I can try to answer.   No it isn’t physically grabbing them,  that’d be rather silly.   It’s just like I said,  they find themselves unable to look away.  As though she were commanding their attention     It’s like a staring contest.    Their attention is locked,  their eyes meeting.    Their sins playing through their head in vivid detail,  experiencing them from the perspective of their victims.    In the meantime however,  those with a strong will can still cope and if in combat combat could continue,  just with an intense staredown.   They could be clever and walk/run in a manner that would put something in between them, or raise a shield,  or cloak,  or so on to break the connection and from then on be careful not to meet her gaze.  

    Resolution:  Boosted effectiveness significantly,  reduced rank one can be effected by 1,   and blocked in-combat use.

      … I’m confused here.   Yes,  I know we passively regenerate 10% every 5 posts as a default.    You want me to state that this adds to that?   That seems unnecessary but if that’s what you want then alright then.   


    9)  You mean like how any elemental magic is effectively negated and worse if a Slayer is nearby?    But no.   This doesn’t affect summoning magic.   It just means that no one can use dead and dying people to power their magic.  So for example:  Samatheal/Serapheal could walk in on a satanic ritual sacrificing virgins,   the virgin souls would be saved and not be burnt up in the ritual assuming she is too late to actually save their lives as well.  

    Resolution:  Staff deemed acceptable.  No changes necessary.  

    10) 15*2/rank,   each rank is double the previous as it always has been.   Starting at 15,  S-rank would be 340.  15, 30, 60, 120, 340.    The actual name is called “Osteokinesis”.   It’s Telekinesis,  but only manipulating bone matter.   Not bone matter still in someone else though,  but like if there was a skull lying around she can control that skull,  make it float around and so on.  Technically full osteokinesis would allow me to grow and degenerate bone as well,  but such is done through spells.  That just makes her make creepy floating skulls or so on,   or send the skull flying akin to having thrown it.  I didn’t include a weight limit like I usually do with telekinetic abilities because she is just controlling bone,   including a weight limit would be unnecessary especially given her rank.    It’s not like she’s going to be able to pick up and throw buildings with her mind after all,   the only bone she’s likely to ever face is that which she creates herself via spells.  

    Resolution:  Clarified scaling equasion,  replaced "Telekinetic" with "Osteokinetic".   Included inability to work with living bone normally.

    11) I am very against what you have asked here.  For one,  it’s nearly  just a cosmetic shift and hardly anything like slayer force,  which slayers can do effectively at-will especially if they are third generation,   and my character concept in nearly all aspects hinge upon it for a lot of reasons,  from purely fluff/story and plot purposes to even altering the dynamics of her personality and what you can expect in seeing her as either her black haired or white haired self.  White hair being more attached to angelic qualities while if you see black hair you know someone is going to die.   At least you should.  Hard to capture that feeling when characters are never actually in danger beyond getting some bruises and a world of hurt for within that topic at most.
    The 1.5* boost is minute compared to “Slayer Force” and really is not comparable at all,   I also just threw it in because there needs to be some support for why this corruption is more relevant to death and being a reaper.  Some incentive to actually allow that corruption to affect her and not just go around as the white haired Serapheal 24/7.    Serapheal being her name and Samatheal being a corruption of that name in reference to the reaping angel side of her character arc. 

    Resolution:  Staff misunderstanding rectified,  ability was indeed not what made out to be.  Clarified wording.

    12)  I only recently edited that in.  It’s only really intended to better show that she is different than pure angel.


    Last edited by Serapheal on 25th May 2014, 10:21 am; edited 1 time in total (Reason for editing : Added resolutions)


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    A Reaper's Touch XeQjtg0

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