Magic
Primary Magic: Pain, Stop
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Allison`s personality causes her to try to avoid fighting if it is possible, so in the beginning of fights she may not have a lot of determination and/or drive to actually fight her opponent. However, it is another story if her enemy is already injured, or if they are hurting someone / something else. Allison has mostly ranged - type attacks, and has little in the way of defencive options. Allison`s magic is something like pain magic, and a special ability of all of her spells is that none of them cause any pain what so ever to her opponents. Allison`s abilities are not strong nor weak against elemental attacks because they have no elemental affiliation, although Allison uses her MP a lot in her spells and attacks. Many of Allison`s spells are comprised of her MP, so they cannot be seen by many of her opponents.
Allison has mostly ranged type attacks, and utility / support spells. Because she has little in the way of defencive options, Allison is weak against people that have a lot of defence to combat her attempts at critical strikes, and she is kind of squishy. Allison is something like a hybrid between a utility and assassin type magic user. While she is fighting, Allison`s attacks vary a lot. She does not always use spells, and she will often start by throwing some needles, then jumping out at them and landing a few physical hits. If she is fighting seriously, Allison will always, without fail, try to end things quickly. The only exception would be if someone asked her to drag it out, and if the person she was opposing knew this and approved of it.
Strengths:
- Good for sneak / surprise attacks (see first ability below), as well as the fact that many of Allison`s attacks cannot be seen with the naked eye
- Many of her spells do damage over time
- Allison mostly ranged type attacks, but also possesses a bit of utility/support
Weaknesses:
- Many of Allison`s attacks require sharp accuracy, so they have a higher chance to fail
- Some of Allison`s spells affect her allies as well, and I mean not in a good way
- Many of her spells require her to channel them before they are cast
- Uses a lot of MP naturally
- Allison may have to fight with people much longer because they will not stop due to the fact that they don`t feel pain, since her attacks do not inflict any whatsoever; therefore, she will get tired out more easily
- Allison has little in terms of defencive options
Abilities/Powers:
- Almost all of Allison`s attacks do not cause the enemy to feel pain. This may or may not be a negative thing, but it`s a special ability nonetheless. The only ones that do cause pains are ones like Repression.
- Allison has an extremely high threshold for pain; she does not feel any attacks 1 rank above her or under, and attacks above that only cause her to feel 40% pain at the first rank above the one above her, 60% at the next, and so on, increasing 20%. For example, if Allison is Rank C, D, C, and B Rank attacks will not inflict pain on her, A Rank attacks will inflict 40%, and S Ranks 60%. This is not OP or anything because pain is not actual damage, Allison is not lowering the amount of damage that she takes. Besides, a lot of people in normal circumstances don`t really RP not being able to fight because they are in pain, after they take damage, so it`s not really that strange.
- Because Allison aims to end things quickly whenever she is seriously fighting, if her opponent has less than 40% HP, her attacks do 10% more damage with every 5% HP the opponent is missing. For example, if Allison is using an attack that does 50% D-Rank damage, and her opponent has 30% HP, Allison`s attack will deal 60% D-Rank damage.
- Allison has 5% more MP than others of her rank, because of her powers. Altogether, although they use extra MP, she used to regain MP faster than others due to this. However, Allison`s body ended up reacting differently to the extra MP regen, and so therefore she now has a natural 5% extra MP.
Primary Magic: Pain, Stop
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Allison`s personality causes her to try to avoid fighting if it is possible, so in the beginning of fights she may not have a lot of determination and/or drive to actually fight her opponent. However, it is another story if her enemy is already injured, or if they are hurting someone / something else. Allison has mostly ranged - type attacks, and has little in the way of defencive options. Allison`s magic is something like pain magic, and a special ability of all of her spells is that none of them cause any pain what so ever to her opponents. Allison`s abilities are not strong nor weak against elemental attacks because they have no elemental affiliation, although Allison uses her MP a lot in her spells and attacks. Many of Allison`s spells are comprised of her MP, so they cannot be seen by many of her opponents.
Allison has mostly ranged type attacks, and utility / support spells. Because she has little in the way of defencive options, Allison is weak against people that have a lot of defence to combat her attempts at critical strikes, and she is kind of squishy. Allison is something like a hybrid between a utility and assassin type magic user. While she is fighting, Allison`s attacks vary a lot. She does not always use spells, and she will often start by throwing some needles, then jumping out at them and landing a few physical hits. If she is fighting seriously, Allison will always, without fail, try to end things quickly. The only exception would be if someone asked her to drag it out, and if the person she was opposing knew this and approved of it.
Strengths:
- Good for sneak / surprise attacks (see first ability below), as well as the fact that many of Allison`s attacks cannot be seen with the naked eye
- Many of her spells do damage over time
- Allison mostly ranged type attacks, but also possesses a bit of utility/support
Weaknesses:
- Many of Allison`s attacks require sharp accuracy, so they have a higher chance to fail
- Some of Allison`s spells affect her allies as well, and I mean not in a good way
- Many of her spells require her to channel them before they are cast
- Uses a lot of MP naturally
- Allison may have to fight with people much longer because they will not stop due to the fact that they don`t feel pain, since her attacks do not inflict any whatsoever; therefore, she will get tired out more easily
- Allison has little in terms of defencive options
Abilities/Powers:
- Almost all of Allison`s attacks do not cause the enemy to feel pain. This may or may not be a negative thing, but it`s a special ability nonetheless. The only ones that do cause pains are ones like Repression.
- Allison has an extremely high threshold for pain; she does not feel any attacks 1 rank above her or under, and attacks above that only cause her to feel 40% pain at the first rank above the one above her, 60% at the next, and so on, increasing 20%. For example, if Allison is Rank C, D, C, and B Rank attacks will not inflict pain on her, A Rank attacks will inflict 40%, and S Ranks 60%. This is not OP or anything because pain is not actual damage, Allison is not lowering the amount of damage that she takes. Besides, a lot of people in normal circumstances don`t really RP not being able to fight because they are in pain, after they take damage, so it`s not really that strange.
- Because Allison aims to end things quickly whenever she is seriously fighting, if her opponent has less than 40% HP, her attacks do 10% more damage with every 5% HP the opponent is missing. For example, if Allison is using an attack that does 50% D-Rank damage, and her opponent has 30% HP, Allison`s attack will deal 60% D-Rank damage.
- Allison has 5% more MP than others of her rank, because of her powers. Altogether, although they use extra MP, she used to regain MP faster than others due to this. However, Allison`s body ended up reacting differently to the extra MP regen, and so therefore she now has a natural 5% extra MP.
- D-Rank Spells:
Name: Disorientation Orb
Rank: D
Type: Offencive
Description: In this spell, Allison gathers energy together in her palm. It`s crackling energy that sort of resembles a ball of lightning, but it doesn`t give out shocks that electrocute people. The ball is a small size, and fits comfortably in Allison`s hand. Unlike many of her other spells that require things made out of her MP, this spell is visible to others besides Allison. (It is still formed out of her MP) Instead, Allison simply throws it into the midst of a group of people, and the orb will send out signals to the nerves that confuse them. This spell has an area of effect of a radius of 8m, and Allison can throw it from a max of 12 meters away. It travels at a speed of 10m/s, and Allison can choose it to become active at any point in it`s journey, at which is the center of the radius of 8m. The spell itself confuses the nerves and causes opponents equal to Allison`s rank and below to be completely paralyzed for the duration of the spell. Opponents above Allison`s rank may have some parts of their body paralyzed for the duration of the spell. It also does 150% D-Rank of damage to the center of the area of effect, and 100% D-Rank damage in the entire 10m radius.
Strengths:
- Has Area of Effect
- Allison can throw it from outside the range
- This spell paralyzes the enemy
Weaknesses:
- Allison must form it / channel for 5 seconds
- This spell can also hit her allies
- This spell is dodgeable since it can be seen by others besides Allison
- This spell has a duration of 2 posts and a cooldown of 4 posts
- Uses an extra 3% of Allison`s maximum MP to create the orb
Name: Nerve Needles
Rank: D
Type: Offencive
Description: These needles are invisible, and therefore unable to be dodged by most people. Animals or beasts cannot dodge them unless they have super sensory vision or reflexes, either. If you could see them, however, they would vaguely resemble senbons that ninjas use, and Allison uses them the same way; by throwing them at her enemy, aiming for very specific spots. The needles can travel at up to 15m/s, and Allison can throw them in groups of three, two, or one. She can throw them from up to 20m away, and this attack has no area of effect. On impact, the needles hit the nerves in a certain way that can either damage them, cut them, cut them off, or other things. Often times, Allison will use them to hit the nerves, which will cause the muscles to either spasm uncontrollably or to be paralyzed. The needles each do a natural 50% D-Ranked damage, and 80% D-Ranked damage if they hit the specific area Allison is aiming for.
Strengths:
- Can pierce through weak armour/shields
- Because these needles are invisible, they are not easily dodgeable
- The needles fly at a speed faster than is possible for an ordinary mage of D or C rank to catch; the target would have to have super senses or something
Weaknesses:
- Allison must land at least 2 of these needles in a very specific location on a nerve in order for it to take effect
- Making 9 of these needles requires an extra 5% of Allison`s maximum MP
- The duration of this spell is variable, and the cooldown is the amount of posts that it took for Allison to throw all of the needles. The cooldown for the spell begins after all of her current needles have been thrown, not after the first set. Each set of needles that she throws lasts for a single post, the one that they are thrown in.
- If somehow, someone has the ability to see the needles and literally pulls/yanks them out, the duration of the spell will be reduced to ending in the post where they were pulled out. For example, if the needles are pulled out in the first duration post, then the duration will be decreased to 1 post.
Name: Escape
Rank: D
Type: Movement - Type / Supportive
Description: In this spell, Allison flashes/dashes/possibly teleports to an area that`s a maximum of 30m away from her. She moves at an unknown speed because she arrives there almost immediately. However, this spell is unsuitable for combat because once she arrives at the destined location, the "impact" removes 15% of her max HP from her. However, if she is below 55% HP, only 10% HP is removed from her, since this is supposed to be an escape technique. Allison often uses this before a battle, because due to her personality, she doesn`t like to fight. Even though this is technically supposed to be a spell she can use to escape from a fight that isn`t going her way, she wouldn`t give up on a fight like that. However, the area that Allison teleports to also receives 5% of their max HP as damage, so it could possibly be suited in battle, especially for use as a combo with another skill or attack or something. There is no speed associated with this spell, as it is practically instantaneous as soon as Allison finishes channeling. The spell appears as a slight glow around Allison during the channeling, and the bright side is that she does not have to have her body/hands/feet/whatever a certain way, to begin channeling the spell. Neither does she need to say any words, so it could be an easy and stealthy escape. The downside, is that it creates a large flash of light once the spell takes effect. There is no area of effect or damage over time associated with this spell.
Strengths:
- Is instantaneous and therefore good for quick entrances/exits
- Has an amount of stealth associated with it
- Could possibly be suited for use in battle with another attack
- Does not require any MP
Weaknesses:
- Allison must channel for 5 seconds
- Takes away HP from Allison/ damages Allison
- Requires Allison`s health to be low to not have a huge cost
- Has a duration of 1 post and a cooldown of 3 posts
- Allison can only use this spell a maximum of 5 times per thread, if she somehow recovers enough health of course
Name: Vitality Exchange
Rank: D
Type: Supportive
Description: After channeling for a period of time, Allison can cast a spell that consumes no MP (unless the circumstances below). This spell exchanges Allison`s own health in order to slowly refill someone`s MP pool. The spell consumes 3% of Allison`s maximum health per post during the spell`s duration, plus an extra 5% in the original post the spell is cast in. Allison can cast this spell at a max distance of 4m, but after the spell is originally cast, Allison does not need to stay within the range of 4m. The maximum range is around 10m. There is no area of effect on this spell. You can tell when someone is being healed by a slight golden-pink glow around the target. The spell refills 3% of her target`s maximum MP per post, along with an extra 5% in the original post the spell is cast in, and it stacks. (i.e. In the first post, a total of 8% health is drained from Allison and a total of 8% MP is refilled)
Strengths:
- Can be used on others besides Allison
- Has healing over time, or like refilling over time?
- Works on people that are a higher rank of her, so she can refill more MP than her health is actually worth, in a sense
Weaknesses:
- Allison must channel for 3 seconds
- The duration of this spell is 3 posts, the cooldown is 5
- Allison can only use this 4 times per thread
- Drains Allison`s health as well
- Allison cannot cast the spell if she has less than 60% health
- C Rank Spells:
- Name: Repression
Rank: C
Type: Offencive
Description: This is a spell that Allison usually saves as a last resort, or she uses it on monsters or things that she has a definite intention to kill. This spell only works on targets that are already injured aka are not at full health for any reason. Allison can spend an extra 5% MP than she would usually use for a spell in order to use Repression, which causes her target unbelievable pain and disables them for the duration of the spell. Enemies that are C Rank or under will be completely affected by this spell, and enemies above C Rank will still feel incredible pain, but may or may not be incapacitated/disabled. This spell deals 150% C-Rank damage in the first post, then 50% C-Rank damage per post for the duration of the spell. Allison can cast it on any target that is within 12m of her, and has no area of effect. Allison may begin channeling the spell whenever the target is within 8m of her, and if the target moves outside of the 12m spell range before Allison finishes channeling, the spell is broken. If the spell is broken during channeling, 20% of the MP used to cast the spell is returned.
Strengths:
- Incapacitates the target completely for 2 posts if it is equal to Allison`s rank or under
- Heals Allison for 10% of her max HP, because by doing this, Allison is removing the pain that she in effect cannot feel, and inflicting it upon that person, this is why neither party may be at full health. By doing this, she is removing the damage from herself, so no matter how much Allison is damaged, it heals her for 10% of her max HP
- Does damage over time
Weaknesses:
- Once again, Allison must channel the spell for 5 seconds
- The target nor Allison must not be at full health
- This spell consumes 25% of Allison`s current MP, not including the original cost (aka 10% of her max MP)
- The duration of this spell is 4 posts, and the cooldown is 6 posts
- Allison may only use this spell 4 times per thread
Name: Shield of Mercy
Rank: C
Type: Defencive
Description: In this spell, Allison forms a shield around her that is invisible to the naked eye and covers her body completely, in every aspect. It is only visible to Allison, and although it covers her eyes, ears, and nose, none of her senses are affected, including her vision. Somehow, everything looks exactly the same. Anyways, the shield can absorb up to 150% C-Rank damage. The shield has a regeneration ability, and it regains the ability to absorb an extra 50% C-Rank damage per post. This does stack. The shield can also reflect damage that is inflicted to it back at the person who did the damage, after absorbing it and sending it back out again. It can reflect 100% of a D-rank's attack, 50% of a C-ranked attack, and 25% of a B-rank attack. However, it cannot reflect an A-rank or a S-rank attack's damage. Also, for example, if the shield has no damage done to it / receives no damage, at the end it will have the ability to absorb a total of 300% C-Rank damage. However, if Allison`s shield absorbs more damage than it can take, all spells that go through the shield will do an extra 10% damage. Allison`s shield has a size of whatever the person`s body is, as it manifests less than 1-inch away from their skin. It is not directly touching the target`s skin, as it also has the ability to absorb small shocks of up to any rank below Allison`s rank.
Strengths:
- Does reflect damage
- Has regenerative abilities
- Can be cast upon people besides Allison
Weaknesses:
- Has an extremely short range
- Can only be cast on one person at a time
- No one but Allison can see the shield, so if she casts it on an ally they may have troubles gauging how much more damage it can absorb, etc
- This spell has a duration of 4 posts and a cool down of 6 posts
- Does extra damage to Allison if it more damage is inflicted than is able to be absorbed
Name: Nerve-Cutting Blade
Rank: C
Type: Offencive
Description: This spell is extremely similar to the Nerve Needles in that it is a weapon comprised of Allison`s MP. The blade itself is invisible to almost everyone except Allison, and others that specialize in MP techniques such as this. It is about 1.5 feet long and is extremely thin and attached to Allison`s hand by MP. Allison can perform a dash - type action that allows her to move at 16m/s for a maximum of 2 seconds. There is no area of effect with this spell. Each cut by this blade deals 100% C-Rank damage, and there is damage over time associated with this spell. If the two cuts were successfully dealt in succession, the target will be paralyzed if it is equal to Allison`s rank or under. If the target is above Allison`s rank, it may receive some moderate paralysis in certain limbs or extremities, but the full body will not be paralyzed. If the two hits are not dealt in succession, targets underneath Allison`s rank may be completely paralyzed, and targets equal or over to Allison`s rank may experience some or no paralysis. 50% C-Rank damage is done each post, not including the first post, during the duration of this spell. No visible markings can be seen on the skin that are left by this spell.
Strengths:
- Allison can move very fast to close distance, so it`s good against targets without a lot of agility
- Allison can form the blade simultaneously as she casts the spell; there is no channeling needed to separately form the blade
- Allison can perform this spell whether or not it is directed at a specific target, so she could, in effect, use this spell and dash away to an area
Weaknesses:
- Requires an extra 5% MP to make the blade
- Has a moderately short/close range
- Requires 3 consecutive cuts in a specific area before the spell can take effect
- Has a duration of 3 posts and a cooldown of 5
Last edited by Allison on 9th August 2014, 4:47 pm; edited 18 times in total