Shepard of the lost, Harrow

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    weretiger5411
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    Experience : 150

    Character Sheet
    First Magic: SOTL
    Second Magic: NA
    Third Magic:

    Shepard of the lost, Harrow

    Post by weretiger5411 on 14th December 2017, 11:11 pm

    Magic

    Primary Magic: Shepard of the lost, harrow
    Secondary Magic: NA
    Caster or Holder: Caster
    Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, for protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

    The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

    Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

    Strengths:
    - This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
    - By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
    -Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

    Weaknesses:
    - The users support aspects towards allies often require a sacrifice by the user in one way or another
    - The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
    -Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
    -The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

    Lineage:
    Gold rush:

    Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
    Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
    * Increase your own jewel reward by 100%
    * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
    * Increase the jewel reward of you and ONE other participant of the job by 50%
    The user's active ability are the following:
    * The user is able to sacrifice their EXP gained from jobs for additional jewels
    * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

    Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
    * D-Rank: Nothing
    * C-Rank: Strong
    * B-Rank: Strong+
    * A-Rank: Strong+
    * S-Rank: Legendary
    * SS-Rank: Legendary+
    * 10Y: Legendary+
    * 100Y: Artifact

    Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
    * 25 EXP: 1,000 (D-Rank)
    * 50 EXP: 2,500 (C-Rank)
    * 250 EXP: 7,500 (B-Rank)
    * 1,250 EXP: 17,000 (A-Rank)
    * 6,250 EXP: 30,000 (S-Rank)
    * 18,750 EXP: 45,000 (SS-Rank)
    * 56,250 EXP: 70,000 (10Y-Rank)
    * 168,750 EXP: 100,000 (100Y-Rank)

    Unique Abilities:

    Preserved:

    Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.
    golem made:

    Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.
    Sadistic:

    Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

    Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect(does not include spells/effects that inflict a Debuff over time like a DoT effect after initial impact). This is maxed out to 200% normal spell rank damage of the user's rank. Shields from this effect have a 1 post duration.
    Wide reaching:

    Passive: Whenever one of the user's debuffing effects land on a enemy, it may also be inflicted on another enemy within five meters of the originally struck one in any direction(the closest will be chosen to be affected, if a choice needs to be made then it will be randomly made). This can continue as long as the effect can still do damage to health(not including debuffs that affect the health of the opponent). Each time this effect happens beyond the original cast, the effect loses half of its normal spell/melee damage of its rank. Travel speed is equivalent to the spell's original travel speed, however if the spell's travel speed is less then half of the max for a spell of it's rank, it is automatically increased to the max spell speed for a spell of its rank.
    Spells:
    signature spells:

    Name: Chain strike
    Rank: User's rank(Currently C)
    Type: Offensive
    Duration: instant
    Cooldown: once per post
    Description: The user materializes a black chain in there casting hand and lashes out with it in a direction. Its maximum range is 20 meters from C-rank and deals normal C-rank damage, and will dissipate upon inflicting its damage on a target.

    Strengths:
    -Simple cast
    -Its range makes it effective even at a farther range

    Weaknesses:
    -Will stop on the first thing it hits
    -It is not hard to see and can be dealt with normally
    -just deals damage

    Name: Meager heal
    Rank: D
    Type: Heal
    Duration: instant
    Cooldown: Once a post
    Description:  
    As the spell name goes, meager heal utilizes benevolent energies to flood a target area. The caster gathers the enegry in a casting hand, then applies it to a target area. Once applied, it creates a soothing or revitalizing(varies by target) sensation and heals for normal D-rank damage and dulls pain.

    Strengths:
    -Easy heal
    -Can be used also as a way to revitalize/calm another

    Weaknesses:
    -Requires physical touch
    -Won't heal serious wounds or broken limbs on its own
    -Does not work on non-magical non-organics

    C rank:

    Name: Pennance
    Rank: C
    Type: Buff
    Duration: 3
    Cooldown: 4
    Description: This spell first requires the user to have a shield/barrier effect active on them. The user harms themselves whether by pounding their own thurible on themselves or another method and shattering all shield/barrier effects currently active on them. At this moment, all allies and the user within a 30 meter radius of the user receives a buff to there spell power and travel times of there spells(if applicable). The buff value is dependent on how strong the shield/barrier effect was on the user before breaking by this spell. Ratios are normal C-rank spell damage worth of shield/barrier=50% increase of normal C-rank spell damage and 25% increase of spell speed. Max is 100% additional normal C-rank spell damage and 100% additional spell speed.

    Strengths:
    -AoE buff that works on aiding spells
    -Has the potential for incredible buffing power

    Weaknesses:
    -Does no damage by itself
    -Costs the user's protection
    -The buffing power can also be considerably weak if the user does not have a strong shield/barrier effect

    Name: Siphon power
    Rank: C
    Type: Shield, multi use
    Duration: 3
    Cooldown: 4
    Description: The user first harms themselves, removing 20% of their current health. Then for the rest of the spell's duration whenever the user is able to land a attack or debuff, a personal shield is applied on the user and all allies currently within a 20 meter range of the user that will block x amount of damage before breaking. This can stack multiple times, the shield's value is 50% normal C-rank spell damage each time its applied, and the shields duration end when this spell's duration does. The max amount of shielding that can be applied is 200% normal C-rank spell damage for the user, and 300% normal C-rank spell damage for allies.

    Strengths:
    -A spell that is able to apply blocking power to multiple allies
    -The shield is able to stack multiple times

    Weaknesses:
    -The shields are only able to be applied if allies are in range
    -This does require the user to be able to land attacks or debuffs in order to work
    -This spell requires the user to sacrifice health to activate, which can be costly if the user is low on health

    Name: Shuck, the shepard's loyal wolfhound
    Rank: C
    Type: Summon
    Duration: 4
    Cooldown: 5
    Description:
    Zecarayus casts out a transparent orb into the air around him(max 3 meter radius), and from it shuck leaps into view. Zecarayus had personally has made this summon, as he found the spirit of his once beloved pet shuck. Now however shuck is able to show his true form, a wolfhound. Standing at 3 feet tall and looks to weigh a easy 160 pounds with dark grey fur all over, shuck can appear intimidating at first. However the hound is gentle and patient, being very intelligent for dog standards. He is able to understand zecarayus enough to follow simple orders, and with time can learn more complicated tasks. He always wants to be around zecarayus when summoned if not ordered to do a task, and when zecarayus or someone bonded with shuck is attacked he becomes fearless in his task of protecting them.

    passive:

    Protector: When the hound is 5 meters or farther from the user or allies, it gains a 75% speed buff when moving towards them. When 5 meters or closer to the user or allies, it only takes half damage from all damage sources.  
    Active:

    Name: Pinned down
    Type:Offensive, debuff
    Duration: up to 2 posts
    Cooldown:+1 post of duration
    Description: The hound launches themselves in a attempt to latch onto a enemy up to 5 meters, the speed it launches itself outward is a 50% increase of its current speed. If they succeed in doing so, they do 50% C-rank spell damage and prevents the target moving from the spot as long they are attached to them, regardless if its natural or magical(up to C-rank, B-rank and higher magical targets are unaffected by this CC effect after the initial impact). This can be broken early if the hound is struck and dealt normal C-rank damage.

    Strengths:
    -Is good and loyal doggo
    -Is great in guarding others
    -Pinned down is over all a powerful suppressant

    Weaknesses:
    -Limited to 4 legs and land movement
    -Shuck is more of a guard then offensive, and won't go attack unless ordered
    -Pinned down only works if the hound can get close enough to the target, and can miss
    -Not only does pinned down if works makes the hound more susceptible to damage, but also doesn't stop the opponent from attacking the obvious hound holding them in place


    D rank:

    Name: Caught
    Rank: D
    Type: Crowd Control, debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, speed is 40 meters per second, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post(For D-rank foes, C-rank and higher are limited to a 10 meter area after the initial impact). The chain can be broken and end the spell early by receiving the equivalent of 150% D-rank spell damage or the target having 150% or higher C-rank speed(targets moving at B-rank speed or higher are completely unaffected by the cc effect of this ability).

    Strengths:
    -Hard acting CC spell
    -Can stop pursuit or make a target easier to hit
    -Its close range means that this spell will have better chances of landing

    Weaknesses:
    -The CC does not stop them completely from acting out as long it does not go beyond the limitation
    -Targets who can strike easily from long range may not be as hindered compared to others
    -Its close range means, the user has to be close ranged to the intended target if they want this to work
    -C-ranked and higher targets may be CC’d initially, but if they possess the damage/speed then they can break the CC early, and may be able to be completely unaffected by it


    Name: Disarray
    Rank: D
    Type: Crowd Control/debuff AoE
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
    Strengths:
    - quick casting
    - Can affect multiple enemies at once
    - Can affect both non-magical and magical opponents

    Weaknesses:
    - Does no damage on its own
    - The dissaraying effects does not completely remove senses for the duration
    - Is in a set direction once cast
    - C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

    Name: Salvation
    Rank: D
    Type: Mobility
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
    Strengths:
    - Allows a escape or movement from one area or another
    - Can allow for communication
    - The user is able to pull back regardless of how heavy or light there ally may be

    Weaknesses:
    - The thurible itself can be blocked off from a ally
    - The user could be pulling a ally into a worse situation than before
    - A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
    - The user if moved too far from the thurible location can cause it to suddenly disappear


    Name: Lash out
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

    Strengths:
    - The spell is a quick cast with often instantaneous results
    - The move has potential to create space and possibly interrupt another
    - The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

    Weaknesses:
    - The spell is short ranged
    - A prepared target can also stand firm or even dodge this cast
    - Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
    -Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

    for later:

    SPELL TEMPLATE
    Name:
    Rank:
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    Weaknesses:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


    Last edited by weretiger5411 on 22nd March 2018, 9:57 am; edited 22 times in total


    _____________________________________________________________________________________

    "Those who do not fear power, are too easily destroyed by it."

    "Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

    Note: Until I get this in his character sheet, his name is changed to nevarran. Same soul though!

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    Lilium

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    Re: Shepard of the lost, Harrow

    Post by Lilium on 2nd January 2018, 10:58 am

    Hello weretiger5411! My name is Hikari and I'll be the mod in charge of grading your magic. My comments will be made in this colour and without further ado, let's get started.

    Spoiler:
    @weretiger5411 wrote:Magic

    Primary Magic: Shepard of the lost, harrow
    Secondary Magic: NA
    Caster or Holder: Caster
    Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

    The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

    Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

    Strengths:
    - This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
    - By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
    -Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

    Weaknesses:
    - The users support aspects towards allies often require a sacrifice by the user in one way or another
    - The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
    -Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
    -The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

    Lineage:
    Gold rush:

    Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
    Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
    * Increase your own jewel reward by 100%
    * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
    * Increase the jewel reward of you and ONE other participant of the job by 50%
    The user's active ability are the following:
    * The user is able to sacrifice their EXP gained from jobs for additional jewels
    * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

    Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
    * D-Rank: Nothing
    * C-Rank: Strong
    * B-Rank: Strong+
    * A-Rank: Strong+
    * S-Rank: Legendary
    * SS-Rank: Legendary+
    * 10Y: Legendary+
    * 100Y: Artifact

    Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
    * 25 EXP: 1,000 (D-Rank)
    * 50 EXP: 2,500 (C-Rank)
    * 250 EXP: 7,500 (B-Rank)
    * 1,250 EXP: 17,000 (A-Rank)
    * 6,250 EXP: 30,000 (S-Rank)
    * 18,750 EXP: 45,000 (SS-Rank)
    * 56,250 EXP: 70,000 (10Y-Rank)
    * 168,750 EXP: 100,000 (100Y-Rank)

    Unique Abilities:

    Preserved:

    Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 1x(increases by 1 per rank beyond D) the user's original max health.

    This needs to cap at only 2 hits of user-ranked damage as you cannot extend your health that much using shields that should have worn off.

    golem made:

    Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will feel pain if a effect would attack there mana or soul, and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally, while the user does not suffer from status effects both positive or negative from being made out of metal, they can still be fed on by metal slayers.

    Complete immunities are not allowed on the site so I will need you to change the immunity to status effects into resistances.

    Sadistic:

    Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

    Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 100%(increases by 100% per rank beyond D) normal spell rank damage of the user's rank.

    This must cap at 200% as you can only have shield equivalent to two ranked spells.

    Spells:
    D rank:

    Name: Caught
    Rank: D
    Type: Hard CC, debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal normal D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post.

    Strengths:
    -Hard acting CC spell
    -Can stop pursuit or make a target easier to hit
    -Its close range means that this spell will have better chances of landing

    Weaknesses:
    -The CC does not stop them completely from acting out as long it does not go beyond the limitation
    -Targets who can strike easily from long range may not be as hindered compared to others
    -Its close range means, the user has to be close ranged to the intended target if they want this to work
    -C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.

    You can either reduce the damage of the spell slightly to make it so that it's justified in having a C-Rank be CC'd initially, otherwise, you need to state that ranks higher than the spell will not be CC'd and simply just take the damage.


    Name: Disarray
    Rank: D
    Type: CC/debuff AoE
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
    Strengths:
    - quick casting
    - Can affect multiple enemies at once
    - Can affect both non-magical and magical opponents

    Weaknesses:
    - Does no damage on its own
    - The dissaraying effects does not completely remove senses for the duration
    - Is in a set direction once cast
    - C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

    Name: Salvation
    Rank: D
    Type: Mobility
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
    Strengths:
    - Allows a escape or movement from one area or another
    - Can allow for communication
    - The user is able to pull back regardless of how heavy or light there ally may be

    Weaknesses:
    - The thurible itself can be blocked off from a ally
    - The user could be pulling a ally into a worse situation than before
    - A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
    - The user if moved too far from the thurible location can cause it to suddenly disappear


    Name: Lashing
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

    Strengths:
    - The spell is a quick cast with often instantaneous results
    - The move has potential to create space and possibly interrupt another
    - The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

    Weaknesses:
    - The spell is short ranged
    - A prepared target can also stand firm or even dodge this cast
    - Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
    -Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

    for later:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    When finished with the aforementioned edits, please bump the thread.


    _____________________________________________________________________________________



    avatar
    weretiger5411
    _._
    _._

    Quality Badge Level 1- Quality Badge Level 2- Lineage Making Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- Player -
    Position : None
    Posts : 637
    Guild : Guildless
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    Experience : 150

    Character Sheet
    First Magic: SOTL
    Second Magic: NA
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by weretiger5411 on 3rd January 2018, 12:11 am

    Edits have been made with a small change for the middle UA, so b-bump!


    _____________________________________________________________________________________

    "Those who do not fear power, are too easily destroyed by it."

    "Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

    Note: Until I get this in his character sheet, his name is changed to nevarran. Same soul though!

    info on apps:
    avatar
    Lilium

    Moderator- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Legal Guild Ace- A-Rank- Fan Art Contest Participant- Haiku Contest Participant- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Light- The Sacred- The Fallen- Senior [500]- Novice [250]- Advertisement Achievement Badge- Forever Alone Achievement- Cookie Achievement- Banana- Rainbow- Hero- Summer Special Participant- Be On Lester's Friends List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
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    Brownie Points : owo

    Character Sheet
    First Magic: αєgιѕ - тнє мιи∂
    Second Magic: муѕтι¢ - тнє вσ∂у
    Third Magic: ραиα¢єα - тнє ѕσυℓ

    Re: Shepard of the lost, Harrow

    Post by Lilium on 3rd January 2018, 10:04 am

    Spoiler:
    @weretiger5411 wrote:Magic

    Primary Magic: Shepard of the lost, harrow
    Secondary Magic: NA
    Caster or Holder: Caster
    Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

    The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

    Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

    Strengths:
    - This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
    - By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
    -Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

    Weaknesses:
    - The users support aspects towards allies often require a sacrifice by the user in one way or another
    - The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
    -Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
    -The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

    Lineage:
    Gold rush:

    Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
    Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
    * Increase your own jewel reward by 100%
    * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
    * Increase the jewel reward of you and ONE other participant of the job by 50%
    The user's active ability are the following:
    * The user is able to sacrifice their EXP gained from jobs for additional jewels
    * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

    Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
    * D-Rank: Nothing
    * C-Rank: Strong
    * B-Rank: Strong+
    * A-Rank: Strong+
    * S-Rank: Legendary
    * SS-Rank: Legendary+
    * 10Y: Legendary+
    * 100Y: Artifact

    Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
    * 25 EXP: 1,000 (D-Rank)
    * 50 EXP: 2,500 (C-Rank)
    * 250 EXP: 7,500 (B-Rank)
    * 1,250 EXP: 17,000 (A-Rank)
    * 6,250 EXP: 30,000 (S-Rank)
    * 18,750 EXP: 45,000 (SS-Rank)
    * 56,250 EXP: 70,000 (10Y-Rank)
    * 168,750 EXP: 100,000 (100Y-Rank)

    Unique Abilities:

    Preserved:

    Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.
    golem made:

    Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.
    Sadistic:

    Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

    Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 200% normal spell rank damage of the user's rank.
    Spells:
    D rank:

    Name: Caught
    Rank: D
    Type: Hard CC, debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post.

    Strengths:
    -Hard acting CC spell
    -Can stop pursuit or make a target easier to hit
    -Its close range means that this spell will have better chances of landing

    Weaknesses:
    -The CC does not stop them completely from acting out as long it does not go beyond the limitation
    -Targets who can strike easily from long range may not be as hindered compared to others
    -Its close range means, the user has to be close ranged to the intended target if they want this to work
    -C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.


    Name: Disarray
    Rank: D
    Type: CC/debuff AoE
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
    Strengths:
    - quick casting
    - Can affect multiple enemies at once
    - Can affect both non-magical and magical opponents

    Weaknesses:
    - Does no damage on its own
    - The dissaraying effects does not completely remove senses for the duration
    - Is in a set direction once cast
    - C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

    Name: Salvation
    Rank: D
    Type: Mobility
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
    Strengths:
    - Allows a escape or movement from one area or another
    - Can allow for communication
    - The user is able to pull back regardless of how heavy or light there ally may be

    Weaknesses:
    - The thurible itself can be blocked off from a ally
    - The user could be pulling a ally into a worse situation than before
    - A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
    - The user if moved too far from the thurible location can cause it to suddenly disappear


    Name: Lashing
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

    Strengths:
    - The spell is a quick cast with often instantaneous results
    - The move has potential to create space and possibly interrupt another
    - The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

    Weaknesses:
    - The spell is short ranged
    - A prepared target can also stand firm or even dodge this cast
    - Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
    -Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

    for later:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:



    _____________________________________________________________________________________



    avatar
    kittykool75

    Moderator- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- God Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Vehicle- The Fallen- Master [1000]- Senior [500]- Novice [250]- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Cupcake Achievement- Motor City Rush- Villain- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player-
    Lineage : Soldier of Chaos
    Position : Sinner of Sloth
    Posts : 1219
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Zotikus
    Experience : 16,550.5
    Brownie Points : 666

    Character Sheet
    First Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Second Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by kittykool75 on 21st February 2018, 12:58 am

    Spoiler:
    @weretiger5411 wrote:Magic

    Primary Magic: Shepard of the lost, harrow
    Secondary Magic: NA
    Caster or Holder: Caster
    Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

    The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

    Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

    Strengths:
    - This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
    - By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
    -Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

    Weaknesses:
    - The users support aspects towards allies often require a sacrifice by the user in one way or another
    - The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
    -Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
    -The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

    Lineage:
    Gold rush:

    Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
    Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
    * Increase your own jewel reward by 100%
    * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
    * Increase the jewel reward of you and ONE other participant of the job by 50%
    The user's active ability are the following:
    * The user is able to sacrifice their EXP gained from jobs for additional jewels
    * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

    Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
    * D-Rank: Nothing
    * C-Rank: Strong
    * B-Rank: Strong+
    * A-Rank: Strong+
    * S-Rank: Legendary
    * SS-Rank: Legendary+
    * 10Y: Legendary+
    * 100Y: Artifact

    Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
    * 25 EXP: 1,000 (D-Rank)
    * 50 EXP: 2,500 (C-Rank)
    * 250 EXP: 7,500 (B-Rank)
    * 1,250 EXP: 17,000 (A-Rank)
    * 6,250 EXP: 30,000 (S-Rank)
    * 18,750 EXP: 45,000 (SS-Rank)
    * 56,250 EXP: 70,000 (10Y-Rank)
    * 168,750 EXP: 100,000 (100Y-Rank)

    Unique Abilities:

    Preserved:

    Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.
    golem made:

    Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.
    Sadistic:

    Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

    Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 200% normal spell rank damage of the user's rank.
    Spells:
    D rank:

    Name: Caught
    Rank: D
    Type: Hard CC, debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post.

    Strengths:
    -Hard acting CC spell
    -Can stop pursuit or make a target easier to hit
    -Its close range means that this spell will have better chances of landing

    Weaknesses:
    -The CC does not stop them completely from acting out as long it does not go beyond the limitation
    -Targets who can strike easily from long range may not be as hindered compared to others
    -Its close range means, the user has to be close ranged to the intended target if they want this to work
    -C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.


    Name: Disarray
    Rank: D
    Type: CC/debuff AoE
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
    Strengths:
    - quick casting
    - Can affect multiple enemies at once
    - Can affect both non-magical and magical opponents

    Weaknesses:
    - Does no damage on its own
    - The dissaraying effects does not completely remove senses for the duration
    - Is in a set direction once cast
    - C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

    Name: Salvation
    Rank: D
    Type: Mobility
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
    Strengths:
    - Allows a escape or movement from one area or another
    - Can allow for communication
    - The user is able to pull back regardless of how heavy or light there ally may be

    Weaknesses:
    - The thurible itself can be blocked off from a ally
    - The user could be pulling a ally into a worse situation than before
    - A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
    - The user if moved too far from the thurible location can cause it to suddenly disappear


    Name: Lashing
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

    Strengths:
    - The spell is a quick cast with often instantaneous results
    - The move has potential to create space and possibly interrupt another
    - The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

    Weaknesses:
    - The spell is short ranged
    - A prepared target can also stand firm or even dodge this cast
    - Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
    -Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

    for later:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    Unlocked at user's request.


    _____________________________________________________________________________________


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    Izayuki

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    Experience : 1,524,580
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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by Izayuki on 14th March 2018, 5:23 pm

    Hey there WT!

    You know the drill here. c: All corrections are listed in this lovely color.

    Please edit and bump!


    Spoiler:

    @weretiger5411 wrote:Magic

    Primary Magic: Shepard of the lost, harrow
    Secondary Magic: NA
    Caster or Holder: Caster
    Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, for protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

    The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

    Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

    Strengths:
    - This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
    - By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
    -Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

    Weaknesses:
    - The users support aspects towards allies often require a sacrifice by the user in one way or another
    - The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
    -Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
    -The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

    Lineage:
    Gold rush:

    Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
    Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
    * Increase your own jewel reward by 100%
    * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
    * Increase the jewel reward of you and ONE other participant of the job by 50%
    The user's active ability are the following:
    * The user is able to sacrifice their EXP gained from jobs for additional jewels
    * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

    Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
    * D-Rank: Nothing
    * C-Rank: Strong
    * B-Rank: Strong+
    * A-Rank: Strong+
    * S-Rank: Legendary
    * SS-Rank: Legendary+
    * 10Y: Legendary+
    * 100Y: Artifact

    Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
    * 25 EXP: 1,000 (D-Rank)
    * 50 EXP: 2,500 (C-Rank)
    * 250 EXP: 7,500 (B-Rank)
    * 1,250 EXP: 17,000 (A-Rank)
    * 6,250 EXP: 30,000 (S-Rank)
    * 18,750 EXP: 45,000 (SS-Rank)
    * 56,250 EXP: 70,000 (10Y-Rank)
    * 168,750 EXP: 100,000 (100Y-Rank)

    Unique Abilities:

    Preserved:

    Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.
    golem made:

    Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.
    Sadistic:

    Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

    Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 200% normal spell rank damage of the user's rank. Shields from this effect have a 3 post duration. Cooldown?
    Wide reaching:

    Passive: Whenever one of the user's debuffing effects land on a enemy, it may also be inflicted on another enemy within five meters of the originally struck one in any direction(the closest will be chosen to be affected, if a choice needs to be made then it will be randomly made). This can continue as long as the effect can still do damage to health(not including debuffs that affect the health of the opponent). Each time this effect happens beyond the original cast, the effect loses half of its normal spell/melee damage of its rank. This seems very autohit. Specify a speed for the debuff to travel to another enemy, so the enemy as a chance to dodge.
    Spells:
    signature spells:

    Name: Chain strike
    Rank: User's rank(Currently C)
    Type: Offensive
    Duration: instant
    Cooldown: once per post
    Description: The user materializes a black chain in there casting hand and lashes out with it in a direction. Its maximum range is 20 meters from C-rank and deals normal C-rank damage, and will dissipate upon inflicting its damage on a target.

    Strengths:
    -Simple cast
    -Its range makes it effective even at a farther range

    Weaknesses:
    -Will stop on the first thing it hits
    -It is not hard to see and can be dealt with normally
    -just deals damage

    Name: Meager heal
    Rank: D
    Type: Heal
    Duration: instant
    Cooldown: Once a post
    Description:  
    As the spell name goes, meager heal utilizes benevolent energies to flood a target area. The caster gathers the enegry in a casting hand, then applies it to a target area. Once applied, it creates a soothing or revitalizing(varies by target) sensation and heals for normal D-rank damage and dulls pain.

    Strengths:
    -Easy heal
    -Can be used also as a way to revitalize/calm another

    Weaknesses:
    -Requires physical touch
    -Won't heal serious wounds or broken limbs on its own
    -Does not work on non-magical non-organics

    C rank:

    Name: Pennance
    Rank: C
    Type: Buff
    Duration: 3
    Cooldown: 4
    Description: This spell first requires the user to have a shield/barrier effect active on them. The user harms themselves whether by pounding their own thurible on themselves or another method and shattering all shield/barrier effects currently active on them. At this moment, all allies and the user within a 30 meter radius of the user receives a buff to there spell power and travel times of there spells(if applicable). The buff value is dependent on how strong the shield/barrier effect was on the user before breaking by this spell. Ratios are normal C-rank spell damage worth of shield/barrier=50% increase of normal C-rank spell damage and 25% increase of spell speed. Note the buff scales as per buff rules based on the rank of the target. Also cap the buffs.

    Strengths:
    -AoE buff that works on aiding spells
    -Has the potential for incredible buffing power

    Weaknesses:
    -Does no damage by itself
    -Costs the user's protection
    -The buffing power can also be considerably weak if the user does not have a strong shield/barrier effect

    Name: Siphon power
    Rank: C
    Type: Shield, multi use
    Duration: 3
    Cooldown: 4
    Description: The user first harms themselves, removing 20% of their current health. Then for the rest of the spell's duration whenever the user is able to land a attack or debuff, a personal shield is applied on the user and all allies currently within a 20 meter range of the user that will block x amount of damage before breaking. This can stack multiple times, the shield's value is 50% normal C-rank spell damage each time its applied, and the shields duration end when this spell's duration does. Cap the amount of damage to 1.5x damage. Specify the cap durability for the shield. It should not be more than 4x, and only this because of the drawback of HP sacrifice.

    Strengths:
    -A spell that is able to apply blocking power to multiple allies
    -The shield is able to stack multiple times

    Weaknesses:
    -The shields are only able to be applied if allies are in range
    -This does require the user to be able to land attacks or debuffs in order to work
    -This spell requires the user to sacrifice health to activate, which can be costly if the user is low on health

    Name: Shuck, the shepard's loyal wolfhound
    Rank: C
    Type: Summon
    Duration: 4
    Cooldown: 5
    Description:
    Zecarayus casts out a transparent orb into the air around him(max 3 meter radius), and from it shuck leaps into view. Zecarayus had personally has made this summon, as he found the spirit of his once beloved pet shuck. Now however shuck is able to show his true form, a wolfhound. Standing at 3 feet tall and looks to weigh a easy 160 pounds with dark grey fur all over, shuck can appear intimidating at first. However the hound is gentle and patient, being very intelligent for dog standards. He is able to understand zecarayus enough to follow simple orders, and with time can learn more complicated tasks. He always wants to be around zecarayus when summoned if not ordered to do a task, and when zecarayus or someone bonded with shuck is attacked he becomes fearless in his task of protecting them.

    passive:

    Protector: When the hound is 5 meters or farther from the user or allies, it gains a 75% speed buff when moving towards them. When 5 meters or closer to the user or allies, it only takes half damage from all damage sources.  Choose one, speed or damage resistance. If speed, lower it to 50%. If damage, specify magic or melee damage and lower it to 25%.
    Active:

    Name: Pinned down
    Type:Offensive, debuff
    Duration: up to 2 posts
    Cooldown:+1 post of duration
    Description: The hound launches themselves in a attempt to latch onto a enemy up to 5 meters, the speed it launches itself outward is a 50% increase of its current speed. If they succeed in doing so, they do 50% C-rank spell damage and prevents the target moving from the spot as long they are attached to them, regardless if its natural or magical(up to C-rank, B-rank and higher magical targets are unaffected by this CC effect after the initial impact). This can be broken early if the hound is struck and dealt normal C-rank damage.

    Strengths:
    -Is good and loyal doggo
    -Is great in guarding others
    -Pinned down is over all a powerful suppressant

    Weaknesses:
    -Limited to 4 legs and land movement
    -Shuck is more of a guard then offensive, and won't go attack unless ordered
    -Pinned down only works if the hound can get close enough to the target, and can miss
    -Not only does pinned down if works makes the hound more susceptible to damage, but also doesn't stop the opponent from attacking the obvious hound holding them in place


    D rank:

    Name: Caught
    Rank: D
    Type: Hard CC, debuff What does CC mean?
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s of equal or lower rank movement to 1 meter diameter area of where they were struck for the next post.

    Strengths:
    -Hard acting CC spell
    -Can stop pursuit or make a target easier to hit
    -Its close range means that this spell will have better chances of landing

    Weaknesses:
    -The CC does not stop them completely from acting out as long it does not go beyond the limitation
    -Targets who can strike easily from long range may not be as hindered compared to others
    -Its close range means, the user has to be close ranged to the intended target if they want this to work
    -C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.


    Name: Disarray
    Rank: D
    Type: CC/debuff AoE
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
    Strengths:
    - quick casting
    - Can affect multiple enemies at once
    - Can affect both non-magical and magical opponents

    Weaknesses:
    - Does no damage on its own
    - The dissaraying effects does not completely remove senses for the duration
    - Is in a set direction once cast
    - C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

    Name: Salvation
    Rank: D
    Type: Mobility
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
    Strengths:
    - Allows a escape or movement from one area or another
    - Can allow for communication
    - The user is able to pull back regardless of how heavy or light there ally may be

    Weaknesses:
    - The thurible itself can be blocked off from a ally
    - The user could be pulling a ally into a worse situation than before
    - A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
    - The user if moved too far from the thurible location can cause it to suddenly disappear


    Name: Lash out
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

    Strengths:
    - The spell is a quick cast with often instantaneous results
    - The move has potential to create space and possibly interrupt another
    - The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

    Weaknesses:
    - The spell is short ranged
    - A prepared target can also stand firm or even dodge this cast
    - Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
    -Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

    for later:

    SPELL TEMPLATE
    Name:
    Rank:
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    Weaknesses:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


    _____________________________________________________________________________________



    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

    avatar
    weretiger5411
    _._
    _._

    Quality Badge Level 1- Quality Badge Level 2- Lineage Making Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- Player -
    Position : None
    Posts : 637
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Character Sheet
    First Magic: SOTL
    Second Magic: NA
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by weretiger5411 on 21st March 2018, 11:18 pm

    Sorry about the wait! Any case a few notes.
    -Sadistic was approved before without a request for change. May I ask what are your concerns about the ability?
    -I wasn't exactly sure what you meant with the edit for siphon power, so i'm hoping the capping of the total amount of shield is what you wanted.
    -I didn't make the exact edit for caught. But I did make changes to make it more easier to break from in general and its effects are lessened to non-existent the higher the rank of the target is.

    Everything else should have been edited accordingly.


    _____________________________________________________________________________________

    "Those who do not fear power, are too easily destroyed by it."

    "Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

    Note: Until I get this in his character sheet, his name is changed to nevarran. Same soul though!

    info on apps:
    avatar
    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Fan Art Contest Participant- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Weapon of Apocalypse Wielder- Cookie Achievement- Cupcake Achievement- Shuriken- Sword- Ninja- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player -
    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2954
    Guild : Black Rose [GM]
    Cosmic Coins : 3
    Dungeon Tokens : 0
    Age : 20
    Experience : 1,524,580
    Brownie Points : 444

    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by Izayuki on 22nd March 2018, 9:25 am

    @weretiger5411 wrote:Sorry about the wait! Any case a few notes.
    -Sadistic was approved before without a request for change. May I ask what are your concerns about the ability?
    -I wasn't exactly sure what you meant with the edit for siphon power, so i'm hoping the capping of the total amount of shield is what you wanted.
    -I didn't make the exact edit for caught. But I did make changes to make it more easier to break from in general and its effects are lessened to non-existent the higher the rank of the target is.

    Everything else should have been edited accordingly.

    - Just because something was approved once before does not mean it will stay approved. If another staffer thinks it is unbalanced and needs further edits, they have the right to pull it and ask for changes.

    - Yes, I wanted a cap on the amount of shield.

    - I will have a look at that when I go back to regrading this, after you've made the needed edits to Sadistic and anything else. ^^ Just make sure you specify a speed the chain travels at, so opponents can potentially dodge it before the effects.


    _____________________________________________________________________________________



    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

    avatar
    weretiger5411
    _._
    _._

    Quality Badge Level 1- Quality Badge Level 2- Lineage Making Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- Player -
    Position : None
    Posts : 637
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Character Sheet
    First Magic: SOTL
    Second Magic: NA
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by weretiger5411 on 22nd March 2018, 10:03 am

    -I figured as admin you had the right to begin with and I am willing to nerf sadistic, I just wanted to know why so we both can be satisfied with the change. Any case I did nerf it, but I would prefer to not have a cooldown to it if possible.
    -Besides sadistic and caught, all edits should had been made with what you wanted


    _____________________________________________________________________________________

    "Those who do not fear power, are too easily destroyed by it."

    "Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

    Note: Until I get this in his character sheet, his name is changed to nevarran. Same soul though!

    info on apps:
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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2954
    Guild : Black Rose [GM]
    Cosmic Coins : 3
    Dungeon Tokens : 0
    Age : 20
    Experience : 1,524,580
    Brownie Points : 444

    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Shepard of the lost, Harrow

    Post by Izayuki on 25th March 2018, 7:46 pm

    Spoiler:
    @weretiger5411 wrote:Magic

    Primary Magic: Shepard of the lost, harrow
    Secondary Magic: NA
    Caster or Holder: Caster
    Description: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, for protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

    The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

    Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

    Strengths:
    - This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge
    - By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate
    -Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

    Weaknesses:
    - The users support aspects towards allies often require a sacrifice by the user in one way or another
    - The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before
    -Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him
    -The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

    Lineage:
    Gold rush:

    Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
    Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
    * Increase your own jewel reward by 100%
    * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
    * Increase the jewel reward of you and ONE other participant of the job by 50%
    The user's active ability are the following:
    * The user is able to sacrifice their EXP gained from jobs for additional jewels
    * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

    Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
    * D-Rank: Nothing
    * C-Rank: Strong
    * B-Rank: Strong+
    * A-Rank: Strong+
    * S-Rank: Legendary
    * SS-Rank: Legendary+
    * 10Y: Legendary+
    * 100Y: Artifact

    Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
    * 25 EXP: 1,000 (D-Rank)
    * 50 EXP: 2,500 (C-Rank)
    * 250 EXP: 7,500 (B-Rank)
    * 1,250 EXP: 17,000 (A-Rank)
    * 6,250 EXP: 30,000 (S-Rank)
    * 18,750 EXP: 45,000 (SS-Rank)
    * 56,250 EXP: 70,000 (10Y-Rank)
    * 168,750 EXP: 100,000 (100Y-Rank)

    Unique Abilities:

    Preserved:

    Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.
    golem made:

    Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.
    Sadistic:

    Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

    Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect(does not include spells/effects that inflict a Debuff over time like a DoT effect after initial impact). This is maxed out to 200% normal spell rank damage of the user's rank. Shields from this effect have a 1 post duration.
    Wide reaching:

    Passive: Whenever one of the user's debuffing effects land on a enemy, it may also be inflicted on another enemy within five meters of the originally struck one in any direction(the closest will be chosen to be affected, if a choice needs to be made then it will be randomly made). This can continue as long as the effect can still do damage to health(not including debuffs that affect the health of the opponent). Each time this effect happens beyond the original cast, the effect loses half of its normal spell/melee damage of its rank. Travel speed is equivalent to the spell's original travel speed, however if the spell's travel speed is less then half of the max for a spell of it's rank, it is automatically increased to the max spell speed for a spell of its rank.
    Spells:
    signature spells:

    Name: Chain strike
    Rank: User's rank(Currently C)
    Type: Offensive
    Duration: instant
    Cooldown: once per post
    Description: The user materializes a black chain in there casting hand and lashes out with it in a direction. Its maximum range is 20 meters from C-rank and deals normal C-rank damage, and will dissipate upon inflicting its damage on a target.

    Strengths:
    -Simple cast
    -Its range makes it effective even at a farther range

    Weaknesses:
    -Will stop on the first thing it hits
    -It is not hard to see and can be dealt with normally
    -just deals damage

    Name: Meager heal
    Rank: D
    Type: Heal
    Duration: instant
    Cooldown: Once a post
    Description:  
    As the spell name goes, meager heal utilizes benevolent energies to flood a target area. The caster gathers the enegry in a casting hand, then applies it to a target area. Once applied, it creates a soothing or revitalizing(varies by target) sensation and heals for normal D-rank damage and dulls pain.

    Strengths:
    -Easy heal
    -Can be used also as a way to revitalize/calm another

    Weaknesses:
    -Requires physical touch
    -Won't heal serious wounds or broken limbs on its own
    -Does not work on non-magical non-organics

    C rank:

    Name: Pennance
    Rank: C
    Type: Buff
    Duration: 3
    Cooldown: 4
    Description: This spell first requires the user to have a shield/barrier effect active on them. The user harms themselves whether by pounding their own thurible on themselves or another method and shattering all shield/barrier effects currently active on them. At this moment, all allies and the user within a 30 meter radius of the user receives a buff to there spell power and travel times of there spells(if applicable). The buff value is dependent on how strong the shield/barrier effect was on the user before breaking by this spell. Ratios are normal C-rank spell damage worth of shield/barrier=50% increase of normal C-rank spell damage and 25% increase of spell speed. Max is 100% additional normal C-rank spell damage and 100% additional spell speed.

    Strengths:
    -AoE buff that works on aiding spells
    -Has the potential for incredible buffing power

    Weaknesses:
    -Does no damage by itself
    -Costs the user's protection
    -The buffing power can also be considerably weak if the user does not have a strong shield/barrier effect

    Name: Siphon power
    Rank: C
    Type: Shield, multi use
    Duration: 3
    Cooldown: 4
    Description: The user first harms themselves, removing 20% of their current health. Then for the rest of the spell's duration whenever the user is able to land a attack or debuff, a personal shield is applied on the user and all allies currently within a 20 meter range of the user that will block x amount of damage before breaking. This can stack multiple times, the shield's value is 50% normal C-rank spell damage each time its applied, and the shields duration end when this spell's duration does. The max amount of shielding that can be applied is 200% normal C-rank spell damage for the user, and 300% normal C-rank spell damage for allies.

    Strengths:
    -A spell that is able to apply blocking power to multiple allies
    -The shield is able to stack multiple times

    Weaknesses:
    -The shields are only able to be applied if allies are in range
    -This does require the user to be able to land attacks or debuffs in order to work
    -This spell requires the user to sacrifice health to activate, which can be costly if the user is low on health

    Name: Shuck, the shepard's loyal wolfhound
    Rank: C
    Type: Summon
    Duration: 4
    Cooldown: 5
    Description:
    Zecarayus casts out a transparent orb into the air around him(max 3 meter radius), and from it shuck leaps into view. Zecarayus had personally has made this summon, as he found the spirit of his once beloved pet shuck. Now however shuck is able to show his true form, a wolfhound. Standing at 3 feet tall and looks to weigh a easy 160 pounds with dark grey fur all over, shuck can appear intimidating at first. However the hound is gentle and patient, being very intelligent for dog standards. He is able to understand zecarayus enough to follow simple orders, and with time can learn more complicated tasks. He always wants to be around zecarayus when summoned if not ordered to do a task, and when zecarayus or someone bonded with shuck is attacked he becomes fearless in his task of protecting them.

    passive:

    Protector: When the hound is 5 meters or farther from the user or allies, it gains a 75% speed buff when moving towards them. When 5 meters or closer to the user or allies, it only takes half damage from all damage sources.  
    Active:

    Name: Pinned down
    Type:Offensive, debuff
    Duration: up to 2 posts
    Cooldown:+1 post of duration
    Description: The hound launches themselves in a attempt to latch onto a enemy up to 5 meters, the speed it launches itself outward is a 50% increase of its current speed. If they succeed in doing so, they do 50% C-rank spell damage and prevents the target moving from the spot as long they are attached to them, regardless if its natural or magical(up to C-rank, B-rank and higher magical targets are unaffected by this CC effect after the initial impact). This can be broken early if the hound is struck and dealt normal C-rank damage.

    Strengths:
    -Is good and loyal doggo
    -Is great in guarding others
    -Pinned down is over all a powerful suppressant

    Weaknesses:
    -Limited to 4 legs and land movement
    -Shuck is more of a guard then offensive, and won't go attack unless ordered
    -Pinned down only works if the hound can get close enough to the target, and can miss
    -Not only does pinned down if works makes the hound more susceptible to damage, but also doesn't stop the opponent from attacking the obvious hound holding them in place


    D rank:

    Name: Caught
    Rank: D
    Type: Crowd Control, debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, speed is 40 meters per second, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post(For D-rank foes, C-rank and higher are limited to a 10 meter area after the initial impact). The chain can be broken and end the spell early by receiving the equivalent of 150% D-rank spell damage or the target having 150% or higher C-rank speed(targets moving at B-rank speed or higher are completely unaffected by the cc effect of this ability).

    Strengths:
    -Hard acting CC spell
    -Can stop pursuit or make a target easier to hit
    -Its close range means that this spell will have better chances of landing

    Weaknesses:
    -The CC does not stop them completely from acting out as long it does not go beyond the limitation
    -Targets who can strike easily from long range may not be as hindered compared to others
    -Its close range means, the user has to be close ranged to the intended target if they want this to work
    -C-ranked and higher targets may be CC’d initially, but if they possess the damage/speed then they can break the CC early, and may be able to be completely unaffected by it


    Name: Disarray
    Rank: D
    Type: Crowd Control/debuff AoE
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post.
    Strengths:
    - quick casting
    - Can affect multiple enemies at once
    - Can affect both non-magical and magical opponents

    Weaknesses:
    - Does no damage on its own
    - The dissaraying effects does not completely remove senses for the duration
    - Is in a set direction once cast
    - C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

    Name: Salvation
    Rank: D
    Type: Mobility
    Duration: 1 post
    Cooldown: 2 posts
    Description: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear.
    Strengths:
    - Allows a escape or movement from one area or another
    - Can allow for communication
    - The user is able to pull back regardless of how heavy or light there ally may be

    Weaknesses:
    - The thurible itself can be blocked off from a ally
    - The user could be pulling a ally into a worse situation than before
    - A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks
    - The user if moved too far from the thurible location can cause it to suddenly disappear


    Name: Lash out
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

    Strengths:
    - The spell is a quick cast with often instantaneous results
    - The move has potential to create space and possibly interrupt another
    - The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

    Weaknesses:
    - The spell is short ranged
    - A prepared target can also stand firm or even dodge this cast
    - Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank
    -Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

    for later:

    SPELL TEMPLATE
    Name:
    Rank:
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    Weaknesses:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:



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    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]


      Current date/time is 19th November 2018, 12:12 am