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    Grimoire d'Apophis (Dark Magic)

    Damien La Croix
    Damien La Croix

    Player 
    Lineage : Pride Of A Mercenary
    Position : None
    Posts : 18
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 100

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Completed Grimoire d'Apophis (Dark Magic)

    Post by Damien La Croix 15th January 2015, 2:00 pm

    Magic

    Primary Magic: Grimoire d'Apophis
    Secondary Magic:
    Caster or Holder: Caster
    Description: Grimoire d'Apophis (Lit. Apophis' Grimoire) is the name of the ensemble of Damien's Dark Magic spells and techniques, Apep being the Egyptian embodiment of darkness and Chaos - Often manifesting itself as a large snake often called "The serpent of the Nile", thus the opposite of light in pretty much every way.

    The spells from this Dark Magic style do not solely rely on attack. And may even be used to heal or protect the user or someone else. But this may sometimes come with a price.

    The magic usually manifests itself in a black/purple color, however this isn't always a given. As it may come in various shades of coloring but the most common being black - usually mixed with another color such as red or green.
    Strengths:

    • This form of Dark Magic is actually incredibly versatile, and can manifest itself as standard ghostly apparitions or even solids and liquids. It also does not neccessarily need to be offensive in nature, there exists several spells which can protect and heal the user or an ally. So in truth this form is more of a jack-of-all-trades than others.



    • The spells form incredibly quickly, making this a rapid go-to magic to use in a combat situation.



    • Apart from Light, the spells are not really weak to anything. Whether the spell used be solid liquid or gaseous in form, hot or cold nothing really stops it.



    • Dark Magic spells are both weak and strong against Light and Prayer magic, for this reason a Dark Magic attack does more damage against Light and Prayer Magic defensive spells.



    Weaknesses:

    • Weakness to Light - We all know this. As such any Light Magic with equal or higher rank to the spell the user performs negates the user's spell.



    • As this magic (while versatile) has a focus on offensive techniques, healing techniques are not as strong as they would be compared to Light Magic or Prayer Magic.



    • The magic is very, very friendly fire as any offensive techniques will pretty much always rend everything in its' path, so allies beware.



    • There are no real direct healing techniques for this Dark Magic, and the healing techniques usually require the life force from the user or from somebody else in order to heal.



    • The magic also does slightly less damage against Iron Magic or Iron Dragon Slayer Magic due to Iron's tendencies to resist or repel otherworldly magic.



    Lineage: Pride of a Mercenary
    Unique Abilities:

    • • Corruption - This is an active ability which can be used once per thread, it allows the user to absorb a spell their rank or lower and gain half the MP that the foe used from casting the magic. However the user can only absorb light or prayer magic equal to their rank and not above.




    • • Curse - This is a passive ability which makes all Dark Magic spells take on the added effects of the caster's lineage, in Damien's case - every strike which hits the foe will poison them and slow them down.




    • Flight - Damien can sprout a pair of almost transparent black and red Dark Magic wings, which allow him to fly at sprinting speed.




    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS


    Name: Ruin
    Rank: D
    Type:  Offensive
    Duration: 1 post (casted instantly)
    Cooldown: 4 posts
    Description: The user sends out a sphere of dark magic with trailing purple flames which courses towards the foe. Once it makes contact with the foe it explodes with a 2 meter burst of purple flames. The range of this spell is usually up to 100m, but actually hitting a target with a high success rate is only really possible up to 50m.
    Strengths:

    • Fast - This spell will find the foe at an incredibly rapid rate, making it pretty tough to perceive.



    • Powerful - The spell despite being D-rank at its' base is also incredibly powerful, capable of shattering straight through boulders and other obstructive elements..




    Weaknesses:

    Predictable - It goes in a completely straight line, making it easy to avoid by either jumping or sidestepping.

    Dangerous - This technique will also hurt any ally's barriers or allies themselves.

    Inaccurate - Due to it being fast and powerful, while it reaches it's target quickly it becomes difficult to strike a target at a further range.

    Name: Storm of the Nile
    Rank: D
    Type: Defensive
    Duration: Up to 2 posts
    Cooldown: 3
    Description: The spell does not require any real movement to be summoned, but it spawns a ball of purple, violently spinning Dark Magic with a radius of about 5m around the user which will reflect spells of equal or lower rank or absorb 1 spell with 1 rank above it. In addition to this anybody who touches this shield will have their skin violently corroded provided they have no magic covering their attacks.
    Strengths:
    Defensively Sound - The spell is very good defensively and can take up to three magic spells of equal rank before breaking. Or take 2 and reflect 1, etc.

    Versatile - In addition to this the spell can also be used as a means of gaining distance from a foe who has gotten too close.
    Weaknesses:
    Slow - The user cannot run when using this spell, they can walk however but they cannot move at full speed.

    Light Magic - The spell is weak to light magic and will only take only 1 Light Magic spell of equal rank to break.

    Iron Magic - Iron spells take 2 spells of equal rank to break, in addition to this they may not be reflected.

    Name: Grip of Chaos
    Rank: D
    Type: Offensive / Supplementary
    Duration: Up to 4 posts
    Cooldown: 1 post higher than the duration used.
    Description: Purple, spectral hands appear from a sigil which appears in front of the user once the spell is cast, or from a nearby surface provided it's within 25m of the user, the hands have a 25m reach as well.

    These hands can do just about anything, whether it be punch, grip - they may even be able to perform spells equal to its' rank. Making it a very versatile option in attack and supplementary ways.

    In addition to this if the hands grab a foe they will feel an intense burning sensation as their skin gets corroded straight to the bone, they are also rather strong, capable of shattering boulders.
    Strengths:
    - Fast: These hands move at a rather fast rate from wherever they're summoned.
    - Flexible: These hands can also contort and bend to their free will, they also do not knot.
    Weaknesses:

    Iron - The hands have a far weaker grip when they hold Iron objects (Just pure Iron).

    Light - Provided their is an intense light (not sunlight - Magic based light) the hands move a lot slower and are more tentative when engaging the target.

    Communication - The hands act to the user's free will, so if the user has no time to think the hands cannot do anything.

    Name: Swarm
    Rank: D
    Type: Offensive
    Duration: Casted instantly but can be kept up for up to 3 posts
    Cooldown: 3 posts
    Description: The user places their hand in front of them and fires about 8 snake-like Dark Magic tendrils which upon contact with the target, make small explosions along with almost vaporising their flesh. These tendrils can be controlled to some degree also, and may also take more acrobatic trajectories provided the user can see which direction they want them to go in.
    Strengths:
    [list]
    [*]Persistant - As noted above the spell can be quite tough to avoid since each individual tendril can move to chase the opponent.
    Deadly - Provided a few tendrils hit the opponent they will pierce straight through before exploding, making this deadly provided the foe doesn't evade.
    Weaknesses:
    Line of Sight - The user can't navigate these tendrils in spots they cannot see.
    Light Magic - Light Magic of equal or higher rank will dissipate this magic completely.
    Iron Magic - Iron wards off the tendrils and makes them much slower.






    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?)


    Last edited by Damien La Croix on 2nd February 2015, 2:12 pm; edited 6 times in total
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
    Lineage : Godchild
    Position : None
    Posts : 782
    Guild : Rune Knights
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Cosmic Mind
    Second Skill:
    Third Skill:

    Completed Re: Grimoire d'Apophis (Dark Magic)

    Post by Tōwa Lazmira 18th January 2015, 2:38 pm

    Damien La Croix wrote:Magic

    Primary Magic: Dark Blood Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: Dark Blood Magic is a very different twist to Blood Magic which was formed by Damien's Lineage - Pride of a Mercenary, which pretty much twisted the standard Blood Magic to give it various useful abilities and also mixed with standard Dark Magic properties. To give it an extra bit of punch.

    The abilities that the Lineage gives this blood is that on top of all its' other Darkness based abilities. The blood can poison and decay objects or people upon contact with them. Making it a very powerful tool to use against people and structures alike.

    The blood can also coagulate to become pretty much as hard as steel, along with various other abilities for example the user could pretty much make any sort of weapon they desired with it provided that they had enough blood to do it.
    Strengths:

    • Due to its' liquid form Dark Blood Magic is incredibly versatile. And can even be used through the smallest of cracks and other objects. It can also vary in consistency, from a watery solution to a thick, coagulated mass or even completely solid. Meaning that it is good in both offensive, defensive and supplementary ways.



    • The user doesn't need much blood to make a complex structure or a powerful attack, even a mere half-pint of blood can form a pretty big spear should the user desire.



    • The blood for spells also forms incredibly quickly. One rank above caster for speed.



    Weaknesses:

    • Considering this magic requires the user's blood. If the user does too many of these attacks without resting and letting their blood supply return they could literally die.



    • Obviously the amount of objects/techniques used vary on the amount of blood the user decides to shed.



    • The magic is also friendly fire, so allies beware.





    • The caster has a limited blood reserve, obviously. About 10 pints of blood can be devoted to techniques: D-ranks take up .5 pints of blood, C-rank takes up 1 pint, B-rank takes up 2, a-rank takes up 3, S-rank takes up 4 and H rank takes up five pints of blood. 3 pints of blood are gained each post where blood magic isn't used.



    Lineage: Pride of a Mercenary
    Unique Abilities:

    • •Liquification: The user of this style of magic can make themselves into a body of blood, turning into a puddle, or even physical attacks and most magical attacks do not effect this caster as well as most, Increasing defense by one rank.(This will need to be a Spell remove this from ability's)




    • •Blood Regeneration: The blood from a Blood Mage regenerates a LOT faster than any other normal human being. Every post where a blood technique isn't used, the user gains 2 pints of blood to use for more spells.(Stacks with Lineage abilities, Pride of a Mercenary has increased Healing properties, so a total for 4 pints regenerated when no blood is used for a Blood Spell)




    • Black Blood: Increases Defense by one rank naturally through the coagulation of blood cells.(To powerful a ability Remove this)




    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS


    Name: Bloody Armor
    Rank: D
    Type:  Defensive,Supplementary
    Duration:5 posts(3 posts)
    Cooldown:6 posts
    Description: the caster coats his whole body in a armor made of blood, the speed is rather fast as the blood seeps out of every pore to coat his body in the blood, the armor being increased because of the abilities of the style of magic
    Strengths: Full Body Coverage- this Armor covers his entire body from head to toe, leaving no inch for a soft spot

    Because of Black blood the Armor is increased by a Rank of Magical defense(You defense will not go up a rank. this will stop incoming spells 2 D ranks or 1 C rank)

    Because of Liquidation slashing and bashing physical attacks are one rank less effective(Pick one not both to powerful for a D rank spell)

    Weaknesses: Piercing, this Armor if receives piercing damage, it not only is ineffective, but the armor falls off right there into a puddle around the wearers feet

    While wearing this Armor, the speed is dropped by one rank, due to the heaviness of the blood(

    when attacked you must use pints of blood equal to the rank of the attack to replace the armor(this armor will be Bypassed by C ranks and above you know)

    Can not use Detonation while in this form


    Name: Bloody mist
    Rank: D
    Type: Defensive/Suppelmental
    Duration:5 posts(3 Posts)
    Cooldown:6 posts
    Description: The Caster would spew from its mouth a mist covering a 10 meter area, being thick enough to block site of the castor from whatever is attacking it, the mist being of the caster's blood, abilities the caster's blood has
    Strengths: Black Blood- because of black Blood this mist is extremely thick, removing eye sight while inside the mist

    Blood properties- this mist has the same properties the blood has from the caster

    Can be used along side of detonation for a wider spread detonation, total range of 15 meter wide explosion if used together
    Weaknesses: this blocks everyone's sight, including caster

    can easily be blown away by wind

    Slows everyone including the caster down by one rank who enters

    Is slow to form, takes one full post, due to coagulation and density of the blood



    Name: Bloody Spear
    Rank: D
    Type: Offensive
    Duration:Spear lasts three posts in hand, become a puddle if it misses
    Cooldown:3 posts after spear disappears
    Description: The Castor Creates a spear from their blood, forming at d-rank speed, using .5 pints of blood to be created, it is a six foot spear, and if thrown can go up to twenty(10) meters away
    Strengths:Black Blood- because of the higher density of the blood used for this Spell, its damage is Increased by one rank(No remove this)

    Blood Properties- This Spell can take on the properties of the caster's blood, such as, poisons

    Puddled- if this attack misses and becomes a puddle, anyone with In three meters will get a slight weakened state as if they were near a person of the lineage of pride of a mercanry(Sadly its you that give off the aura not your blood please remove this and find another Strength)
    Weaknesses: Easy to spot, at this can easily be seen flying at them the oppoenent can easily dodge this attack

    the puddle can be easily washed away with water

    Only one can be made at a time

    Can be eaten/ drank by a Venom God/Demon Slayer


    Name: Detonation
    Rank: D
    Type:  Offensive
    Duration: 1(Instant)
    Cooldown: 2
    Description: This spell uses the dark magic embedded within Damien's blood, upon the user's request (usually snapping one's fingers). The user can pretty much detonate the blood they have spilled (excluding the blood on the user). The range of each detonation varies depending on the blood spilled. D-rank techniques have a 5(2)m blast radius at D-rank, with the radius increasing by 3m with every rank.
    Strengths:

    •Powerful -For each Pint of Blood used in attacks previously, It causes a D-rank's worth of damage per pint out there(No sorry this can be abused quite easiliy, a explosin will do just D rank damage regardless of how much blood you use the perk you get from this is you can make large AOE's)

    •Where there is blood - There is fire: Any substance containing Damien's blood can be exploded. Regardless of what surface it's on, except if it is on Damien.

    •Quick - The detonation can be activated very quickly.

    Weaknesses:
    •Friendly Fire: Once again, if the blood happens to be stuck to a friend and this technique is used they take damage as well.

    •The blast of each explosion is only five meters.

    •Blood that is up to 25m from the target can be detonated, nothing after.

    •if blood is washed away or watered down, then this wont work

    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?)


    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
    Lineage : Godchild
    Position : None
    Posts : 782
    Guild : Rune Knights
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Cosmic Mind
    Second Skill:
    Third Skill:

    Completed Re: Grimoire d'Apophis (Dark Magic)

    Post by Tōwa Lazmira 24th January 2015, 2:04 pm

    Damien La Croix wrote:Magic

    Primary Magic: Grimoire d'Apophis
    Secondary Magic:
    Caster or Holder: Caster
    Description: Grimoire d'Apophis (Lit. Apophis' Grimoire) is the name of the ensemble of Damien's Dark Magic spells and techniques, Apep being the Egyptian embodiment of darkness and Chaos - Often manifesting itself as a large snake often called "The serpent of the Nile", thus the opposite of light in pretty much every way.

    The spells from this Dark Magic style do not solely rely on attack. And may even be used to heal or protect the user or someone else. But this may sometimes come with a price.

    The magic usually manifests itself in a black/purple color, however this isn't always a given. As it may come in various shades of coloring but the most common being black - usually mixed with another color such as red or green.
    Strengths:

    • This form of Dark Magic is actually incredibly versatile, and can manifest itself as standard ghostly apparitions or even solids and liquids. It also does not neccessarily need to be offensive in nature, there exists several spells which can protect and heal the user or an ally. So in truth this form is more of a jack-of-all-trades than others.



    • The spells form incredibly quickly, making this a rapid go-to magic to use in a combat situation.



    • Apart from Light, the spells are not really weak to anything. Whether the spell used be solid liquid or gaseous in form, hot or cold nothing really stops it.



    • The magic is stronger in darker environments, gaining an extra D-rank in power.(no this is not something that is allowed please remove this)



    Weaknesses:

    • Weakness to Light - We all know this. As such any Light Magic with equal or higher rank to the spell the user performs negates the user's spell.



    • As this magic (while versatile) has a focus on offensive techniques, healing techniques are not as strong as they would be compared to Light Magic or Prayer Magic.



    • The magic is very, very friendly fire as any offensive techniques will pretty much always rend everything in its' path, so allies beware.



    • There are no real direct healing techniques for this Dark Magic, and the healing techniques usually require the life force from the user or from somebody else in order to heal.



    • The magic also does slightly less damage against Iron Magic or Iron Dragon Slayer Magic due to Iron's tendencies to resist or repel otherworldly magic.



    Lineage: Pride of a Mercenary
    Unique Abilities:

    • Corruption - This is an active ability which can be used three times per thread, it allows the user to absorb a spell their rank or lower and gain the MP that the foe used from casting the magic. However the user can only absorb light or prayer magic equal to their rank and not above.(You will only gain half the MP and can only do this once per thread)




    •  Apep's Fury - When the user reaches less than 20% of their health they go into a state where they gain an added 35% to magical power. This is boosted to 50% when at less than 10% health(remove this you will have to pay MP for a increase like this)




    • Flight - Damien can sprout a pair of almost transparent black and red Dark Magic wings, which allow him to fly at 80(12)km/h.




    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS


    Name: Ruin
    Rank: D
    Type:  Offensive
    Duration: 1 post (casted instantly)
    Cooldown: 2 posts(4 posts)
    Description: The user sends out a sphere of dark magic with trailing purple flames which courses towards the foe. Once it makes contact with the foe it explodes with a 2 meter burst of purple flames. The range of this spell is usually up to 100m, but actually hitting a target with a high success rate is only really possible up to 50m.
    Strengths: (one more strength)

    • Fast - This spell will find the foe at an incredibly rapid rate, making it pretty tough to perceive.



    • Powerful - The spell despite being D-rank at its' base is also incredibly powerful, capable of shattering straight through boulders and other obstructive elements..


    Weaknesses: (one more weakness)

    Predictable - It goes in a completely straight line, making it easy to avoid by either jumping or sidestepping.

    Dangerous - This technique will also hurt any ally's barriers or allies themselves.

    Inaccurate - Due to it being fast and powerful, while it reaches it's target quickly it becomes difficult to strike a target at a further range.

    Name: Storm of the Nile
    Rank: D
    Type: Defensive
    Duration: Up to 2 posts
    Cooldown: 3
    Description: The spell does not require any real movement to be summoned, but it spawns a ball of purple, violently spinning Dark Magic with a radius of about 5m around the user which will reflect spells of equal or lower rank or absorb 1 spell with 1 rank above it. In addition to this anybody who touches this shield will have their skin violently corroded provided they have no magic covering their attacks.
    Strengths: (one more strength)
    Defensively Sound - The spell is very good defensively and can take up to three magic spells of equal rank before breaking. Or take 2 and reflect 1, etc. (you will only be able to defend against Two D ranks or one C)

    Versatile - In addition to this the spell can also be used as a means of gaining distance from a foe who has gotten too close.
    Weaknesses:(One more Weakness) 
    Slow - The user cannot run when using this spell, they can walk however but they cannot move at full speed.

    Light Magic - The spell is weak to light magic and will only take only 1 Light Magic spell of equal rank to break.

    Iron Magic - Iron spells take 2 spells of equal rank to break, in addition to this they may not be reflected.

    Name: Grip of Chaos
    Rank: D
    Type: Offensive / Supplementary
    Duration: Up to 4 posts
    Cooldown: 1 post higher than the duration used.(2 posts higher and cool down does not start till the spell ends)
    Description: Purple, spectral hands appear from a sigil which appears in front of the user once the spell is cast, or from a nearby surface provided it's within 25m of the user, the hands have a 25m reach as well.

    These hands can do just about anything, whether it be punch, grip - they may even be able to perform spells equal to its' rank. Making it a very versatile option in attack and supplementary ways.

    In addition to this if the hands grab a foe they will feel an intense burning sensation as their skin gets corroded straight to the bone, they are also rather strong, capable of shattering boulders.(the hand will need a durability 2 D rank hits will suffice)

    Strengths: (one more strength)
    - Fast: These hands move at a rather fast rate from wherever they're summoned.
    - Flexible: These hands can also contort and bend to their free will, they also do not knot.
    Weaknesses: (one more Weakness)

    Iron - The hands have a far weaker grip when they hold Iron objects (Just pure Iron).

    Light - Provided their is an intense light (not sunlight - Magic based light) the hands move a lot slower and are more tentative when engaging the target.

    Communication - The hands act to the user's free will, so if the user has no time to think the hands cannot do anything.

    Name: Swarm
    Rank: D
    Type: Offensive
    Duration: Casted instantly but can be kept up for up to 3 posts
    Cooldown: 3 posts
    Description: The user places their hand in front of them and fires about 8(2) snake-like Dark Magic tendrils which upon contact with the target, make small explosions along with almost vaporising their flesh. These tendrils can be controlled to some degree also, and may also take more acrobatic trajectories provided the user can see which direction they want them to go in.
    Strengths: (one more strength)
    [list]
    [*]Persistant - As noted above the spell can be quite tough to avoid since each individual tendril can move to chase the opponent.
    Deadly - Provided a few tendrils hit the opponent they will pierce straight through before exploding, making this deadly provided the foe doesn't evade.
    Weaknesses: (one more Weakness)
    Line of Sight - The user can't navigate these tendrils in spots they cannot see.
    Light Magic - Light Magic of equal or higher rank will dissipate this magic completely.
    Iron Magic - Iron wards off the tendrils and makes them much slower.






    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?)





    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.

      Current date/time is 19th April 2024, 12:17 am