[10/24/2014 8:48:18 AM] Sleeeeeeeek!!!(Me): Hi! I've been working on editing the magics of my various characters to meet the new passive rules but my 2nd alt Sin has more then half of his app all in passives and the new rules just break it beyond repair. I was hoping I could get a free magic change to make something that can fit within the rules better.
[10/24/2014 9:45:03 AM] Vanilla Kyll Vie(Kyll Vie): K
^ boop
Magic
Primary Magic: Cavalry of the Apocalypse
Secondary Magic: N/A
Caster or Holder: Caster
Description: Sin's magic is based in his demonic autonomy. He is supposed to be a shadow of the greatest form of evil currently upon the land. That used to be the seven deadly sins but upon the release of the weapons of the apocalypse the power of the Four Horsemen has become the greater of two evils. Because of this Sin's autonomy and magic shifted to become a shadow of the Horsemen. This allows him minor command of war, famine, pestilence and finally death. True to the title Horseman, Sin's magic controls these forces by summoning horses of his own which he uses to manipulate the forces of the apocalypse. This effectively gives him the powers of the original horseman however on a much much lower level.
War spells permit summoning of weak minions and spreading of chaos.
Famine spells sap the strength of foes and can steal health and mana.
Pestilence spells have more straight forward offense ability, utilizing aoe spells and spells that hit one target just to 'spread' from them to hit another target.
Death is just raw destructive offensive power.
Strengths:
-Versatility: Having dabblings in the four schools of apocalypse magic Sin has a nice variety of powers at his disposal.
-Horses man: The horse heavy nature of this magic permits Sin easy transport.
-Evil Affinity: The dark nature of the magic gives Sin brownie points with all the dark forces that be. Making it possible for him to negotiate his way out of being devoured by greater evils among other things.
Weaknesses:
-A shadow of the real deal: Sin's magic is ineffective against the Four Horsemen and any who wield a true fragment of their power.
-Price of Power: Should the true horsemen rise Sin must obey their commands, kinda like a feudal system.
-Remain seated sir: Sin becomes weak and vulnerable when knocked off his horse.
-Divine Dynamite: Any magic that specifies it does bonus damage against "demons" "darkness" "apocalypse magic" "evil" apply to this magic.
Abilities/Powers:
-Summon Hellgroen: Sin summons a large transparent ghostly steed automatically placing himself in the saddle. The horse can be destroyed with a single spell of d-rank damage however Sin can summon it back effortlessly. The horse can run as fast as 60 mph and never tires great jumping ability and climbing skills. It should also be noted that while it appears ghostly it is in fact very much solid. This ability has to be active for Sin to cast any of his spells.
-Horseman's Body: Sin's magic makes him a naturally talented rider. But riding a horse is more then just skill it also requires a gift for understanding and commanding animals, also given to Sin, but it is most effective with horses. Then there is the superhuman strength, speed and endurance that no self-respecting agent of the apocalypse would leave home without. Granting him a 30% boost in strength and speed with a 20% endurance increase.
Name: War Aura
Rank: D-Rank
Type: Summoning, Supportive
Description: With a flick of the reins and a mental command Sin's horse turns red and appears material. Along with some sick armor plates that increase the horses durability to 3 d-rank spells. When the spell is activated two phantom warriors appear on foot wielding short swords. As the shadow of war the phantoms are his to command. They are both d-rank and posse adept fighting skill and are capable of working together as a dangerous team. A solid d-rank spell will destroy them in one hit but as long as the War Aura remains active they will just reappear. If Sin should get too far from his phantom warriors(which will likely be often as Sin is on a horse and they are on foot) they can at will teleport to his side.
Strengths:
-Tactical Edge: Activating this aura instantly gives Sin a numbers advantage.
-Blade finese: The phantom warriors are the ghosts of veterans of an ancient war they wield strength, skill and battle experience. Despite their fragility they are dangerous warriors.
-Dead can't die: Destroying the phantoms is only a minor set back at the start of each of Sin's posts during the duration of this spell any fallen phantoms will reappear, this can be done a maximum of two times.
Weaknesses:
-Men are Men: While they are strong humans the ghosts are just that, human. Their combat ability is limited.
-Fragile: 1 d-rank spell isn't much and an AOE d-rank could take them both at once.
-Duration/Cooldown: 3 posts/4 posts
-Higher Power: The wielder of the Blade of War or War himself can seize control of the phantoms at will.
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short
Name: Famine Aura
Rank: D-Rank
Type: Offensive Sap
Description: A flick of the reigns and a mental command actives the Famine Aura. Sin's horse turns into a void like black that seems to suck in all the life around it. Which is kind of does. For the duration of the spell everyone, except Sin, even allies within 8 meters are drained 3% health and mana every post Sin is given 1% of it. The durability of the horse becomes 2 d-rank spells.
Strengths:
-Constant Damage: Sin doesn't even have to attack he can just kind of sit back on his high horse and let the forces of famine chip away.
-Constant Healing: Sin also gets some slight recovery from this as well.
-Can't Dodge an Aura: Sorry no ifs ands or buts about it, if you are within the AOE you get effected.
Weaknesses:
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short
-Flies are flies: 3% isn't much no matter how you look at it.
-Bad logistics: Sin gets some mana back but his spell would have to impact at least 4 people to turn a profit considering the mana cost.
-True Famine: This spell has no effect against whoever wields the Tome of Famine or Famine himself.
-Duration/Cooldown: 3 posts/4 posts
Name: Pestilence Aura
Rank: D-Rank
Type: Debuff, Offensive
Description: Sin flicks the reigns and wills Hellgroen to activate the powers of pestilence. Hellgroen turns a sickly shade of green and starts foaming at the mouth. Just to make things more gross rats spawn from the horses footsteps. During the duration of this spell Sin can blast a pestilence bolt from his hand once per post. Each bolt has a 5 meter range, deals 1/2 d-rank damage eventually(see weaknesses) and the target suffers extreme nausea dulling their senses 50% and reducing physical damage by 25% for three posts. A person hit by multiple pestilence bolts still takes damage but the other effects do not stack and the duration of the effects does NOT extend. The durability of Hellgroen increases to 2 d-rank spells
Strengths:
-Profit: Over the duration of the spell Sin can do a total of 1.5 d-rank spells of damage, assuming all his spells hit.
-Ease of cast: Casting a pestilence bolt is as easy as point and think
-Debuff: Nausea, dulled sense and limited strength oh my! A nasty combo of weakness.
Weaknesses:
-Offset of disease: The 1/2 d-rank damage does not take effect until the end of the final post of the nausea effect
-Accuracy: Sin has to ride one handed to fire a pestilence bolt complicating things right off the bat, he has to be in motion to fire, and he only has a 5 meter range. He will miss pretty often.
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short.
-Poison Slayers: Technically slayers of the right element are able to devour the pestilence bolts.
-Duration/Cooldown: 3 posts/4 posts
Name: Aura of Death
Rank: D-Rank
Type: Offensive
Description: Sin flicks the reigns and a mental command activates the spell. Sin's horse takes on a solid appearance however it is pale white and somehow seems paler then when it was transparent. The duration of Hellgroen is boosted to 3 d-rank spells. Once per post Sin is able to activate "charge" attack where at Hellgroen charges at double his normal max speed and deals d-rank damage to anyone he runs into for as far as 10 meters. Any weapon damage inflicted by Sin during the duration is doubled.
Strengths:
-Charge!: Finally some straight up damage output.
-What is dead should stay dead: Any undead of equal or lower rank to Sin will crumble on contact with Hellgroen or Sin.
-Damage Output Increase: The Aura of Death makes it that much easier to kill people permitting double damage from attacks Sin himself dishes out, but of course that would require him to have a weapon long enough for horseback use.
Weaknesses:
-Death calls to all of us: Sin takes double damage from attacks while the death aura is active.
-What is dead is dead: The power of the Aura of Death has no impact on the undead.
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short.
-Fear the Reaper: Sin loses 5% hp at the end of the duration of the spell. Death does like his power being borrowed.
-Duration/Cooldown: 3 posts/4 posts
[10/24/2014 9:45:03 AM] Vanilla Kyll Vie(Kyll Vie): K
^ boop
Magic
Primary Magic: Cavalry of the Apocalypse
Secondary Magic: N/A
Caster or Holder: Caster
Description: Sin's magic is based in his demonic autonomy. He is supposed to be a shadow of the greatest form of evil currently upon the land. That used to be the seven deadly sins but upon the release of the weapons of the apocalypse the power of the Four Horsemen has become the greater of two evils. Because of this Sin's autonomy and magic shifted to become a shadow of the Horsemen. This allows him minor command of war, famine, pestilence and finally death. True to the title Horseman, Sin's magic controls these forces by summoning horses of his own which he uses to manipulate the forces of the apocalypse. This effectively gives him the powers of the original horseman however on a much much lower level.
War spells permit summoning of weak minions and spreading of chaos.
Famine spells sap the strength of foes and can steal health and mana.
Pestilence spells have more straight forward offense ability, utilizing aoe spells and spells that hit one target just to 'spread' from them to hit another target.
Death is just raw destructive offensive power.
Strengths:
-Versatility: Having dabblings in the four schools of apocalypse magic Sin has a nice variety of powers at his disposal.
-Horses man: The horse heavy nature of this magic permits Sin easy transport.
-Evil Affinity: The dark nature of the magic gives Sin brownie points with all the dark forces that be. Making it possible for him to negotiate his way out of being devoured by greater evils among other things.
Weaknesses:
-A shadow of the real deal: Sin's magic is ineffective against the Four Horsemen and any who wield a true fragment of their power.
-Price of Power: Should the true horsemen rise Sin must obey their commands, kinda like a feudal system.
-Remain seated sir: Sin becomes weak and vulnerable when knocked off his horse.
-Divine Dynamite: Any magic that specifies it does bonus damage against "demons" "darkness" "apocalypse magic" "evil" apply to this magic.
Abilities/Powers:
-Summon Hellgroen: Sin summons a large transparent ghostly steed automatically placing himself in the saddle. The horse can be destroyed with a single spell of d-rank damage however Sin can summon it back effortlessly. The horse can run as fast as 60 mph and never tires great jumping ability and climbing skills. It should also be noted that while it appears ghostly it is in fact very much solid. This ability has to be active for Sin to cast any of his spells.
-Horseman's Body: Sin's magic makes him a naturally talented rider. But riding a horse is more then just skill it also requires a gift for understanding and commanding animals, also given to Sin, but it is most effective with horses. Then there is the superhuman strength, speed and endurance that no self-respecting agent of the apocalypse would leave home without. Granting him a 30% boost in strength and speed with a 20% endurance increase.
Name: War Aura
Rank: D-Rank
Type: Summoning, Supportive
Description: With a flick of the reins and a mental command Sin's horse turns red and appears material. Along with some sick armor plates that increase the horses durability to 3 d-rank spells. When the spell is activated two phantom warriors appear on foot wielding short swords. As the shadow of war the phantoms are his to command. They are both d-rank and posse adept fighting skill and are capable of working together as a dangerous team. A solid d-rank spell will destroy them in one hit but as long as the War Aura remains active they will just reappear. If Sin should get too far from his phantom warriors(which will likely be often as Sin is on a horse and they are on foot) they can at will teleport to his side.
Strengths:
-Tactical Edge: Activating this aura instantly gives Sin a numbers advantage.
-Blade finese: The phantom warriors are the ghosts of veterans of an ancient war they wield strength, skill and battle experience. Despite their fragility they are dangerous warriors.
-Dead can't die: Destroying the phantoms is only a minor set back at the start of each of Sin's posts during the duration of this spell any fallen phantoms will reappear, this can be done a maximum of two times.
Weaknesses:
-Men are Men: While they are strong humans the ghosts are just that, human. Their combat ability is limited.
-Fragile: 1 d-rank spell isn't much and an AOE d-rank could take them both at once.
-Duration/Cooldown: 3 posts/4 posts
-Higher Power: The wielder of the Blade of War or War himself can seize control of the phantoms at will.
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short
- War Aura horse:
Name: Famine Aura
Rank: D-Rank
Type: Offensive Sap
Description: A flick of the reigns and a mental command actives the Famine Aura. Sin's horse turns into a void like black that seems to suck in all the life around it. Which is kind of does. For the duration of the spell everyone, except Sin, even allies within 8 meters are drained 3% health and mana every post Sin is given 1% of it. The durability of the horse becomes 2 d-rank spells.
Strengths:
-Constant Damage: Sin doesn't even have to attack he can just kind of sit back on his high horse and let the forces of famine chip away.
-Constant Healing: Sin also gets some slight recovery from this as well.
-Can't Dodge an Aura: Sorry no ifs ands or buts about it, if you are within the AOE you get effected.
Weaknesses:
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short
-Flies are flies: 3% isn't much no matter how you look at it.
-Bad logistics: Sin gets some mana back but his spell would have to impact at least 4 people to turn a profit considering the mana cost.
-True Famine: This spell has no effect against whoever wields the Tome of Famine or Famine himself.
-Duration/Cooldown: 3 posts/4 posts
Name: Pestilence Aura
Rank: D-Rank
Type: Debuff, Offensive
Description: Sin flicks the reigns and wills Hellgroen to activate the powers of pestilence. Hellgroen turns a sickly shade of green and starts foaming at the mouth. Just to make things more gross rats spawn from the horses footsteps. During the duration of this spell Sin can blast a pestilence bolt from his hand once per post. Each bolt has a 5 meter range, deals 1/2 d-rank damage eventually(see weaknesses) and the target suffers extreme nausea dulling their senses 50% and reducing physical damage by 25% for three posts. A person hit by multiple pestilence bolts still takes damage but the other effects do not stack and the duration of the effects does NOT extend. The durability of Hellgroen increases to 2 d-rank spells
Strengths:
-Profit: Over the duration of the spell Sin can do a total of 1.5 d-rank spells of damage, assuming all his spells hit.
-Ease of cast: Casting a pestilence bolt is as easy as point and think
-Debuff: Nausea, dulled sense and limited strength oh my! A nasty combo of weakness.
Weaknesses:
-Offset of disease: The 1/2 d-rank damage does not take effect until the end of the final post of the nausea effect
-Accuracy: Sin has to ride one handed to fire a pestilence bolt complicating things right off the bat, he has to be in motion to fire, and he only has a 5 meter range. He will miss pretty often.
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short.
-Poison Slayers: Technically slayers of the right element are able to devour the pestilence bolts.
-Duration/Cooldown: 3 posts/4 posts
Name: Aura of Death
Rank: D-Rank
Type: Offensive
Description: Sin flicks the reigns and a mental command activates the spell. Sin's horse takes on a solid appearance however it is pale white and somehow seems paler then when it was transparent. The duration of Hellgroen is boosted to 3 d-rank spells. Once per post Sin is able to activate "charge" attack where at Hellgroen charges at double his normal max speed and deals d-rank damage to anyone he runs into for as far as 10 meters. Any weapon damage inflicted by Sin during the duration is doubled.
Strengths:
-Charge!: Finally some straight up damage output.
-What is dead should stay dead: Any undead of equal or lower rank to Sin will crumble on contact with Hellgroen or Sin.
-Damage Output Increase: The Aura of Death makes it that much easier to kill people permitting double damage from attacks Sin himself dishes out, but of course that would require him to have a weapon long enough for horseback use.
Weaknesses:
-Death calls to all of us: Sin takes double damage from attacks while the death aura is active.
-What is dead is dead: The power of the Aura of Death has no impact on the undead.
-Shatter: If Hellgroen is destroyed during the duration of the spell it is cut short.
-Fear the Reaper: Sin loses 5% hp at the end of the duration of the spell. Death does like his power being borrowed.
-Duration/Cooldown: 3 posts/4 posts
Last edited by Sin on 11th November 2014, 8:05 pm; edited 6 times in total