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    Mei's secondary magic.

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    That Adopted Kid

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    Character Sheet
    Character Name: Sharp
    Primary Magic: Fallen God Slayer 2nd Gen
    Secondary Magic:

    Completed Mei's secondary magic.

    Post by That Adopted Kid on 3rd September 2015, 10:07 pm

    Magic


    Primary Magic: Magma Magic.
    Secondary Magic: Lost magic: Underworld Guardian.
    Caster or Holder: Caster.
    Description: A guardian of the infernal place where souls of the wicked go to rest, the place where all becomes nothing or suffering. To be a guardian of such place might seem like an infernal hell that has no benefit, but the reward of such a vigilant service is the job itself, keeping those who have committed ultimate sins locked up within an infernal soul cage, to prevent them from escaping, and to keep balance within the above world. Originally older gods who had faith in them wain, the group now known as the underworld guardians signed up with the ruler of the underworld specifically to maintain their forms in some relevant fashion. Neither demon nor infernal monster they were charged in exchange for the faith and maintaining of their powers, with the task of keeping the demons that deserve punishment within hell, and the mortal souls that deserve as well from escaping. Such is their very being that they must down and return those who belong to the underworld to said place, their original purposes memories of the past that they hold dear, but don’t abide by anymore. Being neither a demon nor a monster lets them hunt down, with their divinity somewhat intact those who are said monsters and demons, allowing them an advantage that the underworld previously didn’t enjoy, and that the ruler of the underworld now appreciates to a great extent, very few escape for long when the guardians are on the prowl.

    The magic itself focuses more on the hunting and pursuing of targets, and unnatural defenses that make escape in the first place incredibly difficult. The magic is thus focused in an odd direction, it’s designed more as a rushing defender style of magic, to take the hits to reach and capture a target. The magic thus has little in the way of full on offensive techniques, instead it focuses on mostly capture moves, though they have offensive elements they will normally be accompanied with a status to inhibit movement within the target. Aside from this the magic dabbles in summoning, bringing forth creatures to help the user track down their targets. Effectively the magic has a little bit of everything, but it’s focus in tracking, and capturing rather than purely destroying a target.

    One of the magic’s major flaws is that through the contract with the lord of the underworld, the user has become almost entirely restricted from fighting those who are holy, or divine. This is due in part to their own nature as gods but is mostly due to how their charge isn’t them, and would go against their new duty of maintaining order. So long as that divine or holy bring isn’t committing obvious acts of evil in front of them, then they have no reason to fight, even if they are attacked, since it would, in their minds, do more harm than good to fight such a being. Instead the underworld guardians have a never ending agenda to hunt down the evil that has escaped theirs or their comrade’s charges. Blessed with an aversion to the demonic due to their former/slightly current nature, and the protection of the underworld against necromancy and magic which would try and taint/harm their soul, the underworld guardians chase after those who have escaped or manipulate the world to an unnatural degree.

    Mei uses this magic pretty much as intended, she hunts down those who have escaped the justice of their resting place and tries to stop them from ever escaping again. Through the magic she up’s her abilities to pursue targets, and to keep herself safe from their wickedness. Effectively a solo hunter of the damned, Mei rides through the world to find the unnatural and eliminate them back to hell so that they might enjoy their just deserved punishment for all eternity.

    Strengths:

    • Holy: Being a god who has lost too much faith to survive on their own as an entity and not a concept, an underworld guardian is a holy being for the most part. Their purpose has twisted from their original design and become more bent on capturing the demonic. The user deals 20% more damage to anything demonically/undead inclined (demons proper, summons that are considered demonic, zombies, vampires etc.) this effect decreases by 10% per rank the demonic foe is above the user, as there are limits to even a reemployed gods power.

    • Shepard of the Damned: Through the use of this magic becomes accustomed to souls, necromancy, and other forms of undead manipulation; Due to how they become ferries of such souls. The user becomes immune to soul/spirit based magic and effects/abilities, (this includes attacks, buff’s, de-buff’s etc). These effects can’t extend to any allies/pet via any form of spells or ability but apply to any items that the user is currently using/holding. This applies to the same rank and lower.

    • Underworld Lore: The user gains a vast knowledge of heaven, hell, the underworld and all sorts of afterlife/reincarnation places/methods. Needed, given how their charges tend to try and worm their way out of one place to get into another, their soul also can’t be destroyed or absorbed.

    • Cursed with Awesome: The user is effectively immortal (due to being a minor god) from the standpoint of lifespan, and if they die they will return to the underworld to recover their form (still rolls as normal in the alter, it’s just a for fun effect representing how they get back).

    • Anti Undead: Due to how the user has to hunt down the undead, and demons their resistance and power against them is embedded in their very being and the whole point of the magic. The user is unaffected by any undead/necromancy spells/abilities that would try and turn them into an undead/thrall/along those lines (not damage just those abilities). These effects can’t extend to any allies/pet via any form of spells or ability but apply to any items that the user is currently using/holding, This applies to the same rank and lower.

    Weaknesses:

    • Holy: While the magic isn’t weak against demonic sources or anything like that, it does count as holy, which can be a downside since those who are stronger against holy receive their full benefits against this style of magic. This also makes the user unable to give any buffs to demonic entities (with either of their magics).

    • Minor god: The user of this magic, even though they have a purpose, is still a god. Effects that harm gods more (such as god slayers) deal their damage increases, and effects as per their descriptions against users of this magic.

    • Aversion to Holy: The user gains an aversion to fighting against things that are considered truly holy (Angels, holy divine beings etc.) and thus the user will refuse to fight them unless they are committing a purely evil action, in which case it’ll be reluctant, and needs to be seen by the user and not just believed for them to actually fight. Naturally this opinion might not be shared from the holy being, and might lead to a one-sided fight. (For the purposes of the arena sub forum/system the user may fight as normal, it is assumed they already have a reason for fighting).

    • Vengeful: This magic isn’t designed for those who wish to avoid conflict, this magic is designed to punish those who have committed the sin of fleeing from their punishment. As such the user of this magic must direct their efforts towards enemies who are demonic, undead etc. especially if they have escaped from the underworld or hell. This can lead to some tactically poor decisions, especially if they aren’t the real threat present.

    • Cursed with Suck: Effectively immortal means many friends will end up dying, or worse you will be the one to send them to the underworld and be forced to keep them there, if they were evil. Effectively making you cursed to either never see them again, or forever keep them tortured.

    • Callus: Being that the user of the magic is charged with carrying out tasks and hunting down those who are generally considered incredibly evil or troublesome, the user by need normally becomes callus to horrors. The magic and their job can make them pretty uncaring or harsh at times with reality even if it wasn’t called for. This can really tick some people off who don’t understand the user of the magic, or just in general. This can lead

    • Aversion to Demonic: The user of this magic can’t have any lineage that is demonic, any abilities that make them demonic, and can’t become undead of any sort. This counts towards magic’s that would do this to them both positive and negative, preventing them from potentially getting various bonuses due to their physiology.



    Lineage:
    Spoiler:


    • Hunter's Wrath:
      Description: Orion was a legendary hunter. Being a demigod, there was no beast to strong or powerful for him to subdue. His name was renown throughout the kingdoms. But what makes him really legendary is his ability, Beast Bane. An ability that allows him to defeat beastkin with ease.
      Ability: Beast Bane is an ability that instills fear into the heart of beast or beast like creature making them unable to launch successful attacks. (Includes animals, werekin and dragonkin). In addition, it causes pets to be unable to fight for the duration.
      Usage: Can be used 3 times per thread. Has a duration of 4 posts and cool-down of 6 posts.

    Unique Abilities:

    • Fear the Reaper: Mei is designed to be the hunter of those who defy the natural progression of the world, who would deny their punishment and attempt to escape their due justice. Mei’s senses and ability to track thus are nearly unparalleled. Mei ignores all effects that block senses from working (both magical and physical), cloak the target, or create illusions equal to her rank. In addition Mei’s base movement speed is modified to the following at each rank (listed below), obviously this is a chart of the speeds Mei can move up to, not the speed she is stuck at moving all the time (as funny as it might sound).

      • D-Rank: 10 Walking, 15 Sprinting, 25 Running.

      • C-Rank: 15 Walking, 20 Sprinting, 30 Running.

      • B-Rank: 25 Walking, 30 Sprinting, 40 Running.

      • A-Rank: 45 Walking, 50 Sprinting, 60 Running.

      • S-Rank: 55 Walking, 70 Sprinting, 80 Running.

      • SS-Rank: 75 Walking, 90 Sprinting, 100 Running.

      • H-Rank: 100 Walking, 115 Sprinting, 125 Running.


    • Contemporary Form: Mei’s form has shifted somewhat from being mortal to more of a minor god. As a result her body and spirit seemingly have melded, providing her with a few unique benefits, aside from just feeling odd about the mortal plane of existence. Mei in effect has no real vital points upon her body, instead she can function normally with any value of them missing, (aka she can still talk and see with her “head” cut off), however she still takes health damage as normal, and just losing an organ/limb won’t impede her, and magic other than her own can’t originate it’s effects within her body. Mei’s body also never suffers from negatives from her own bodies speed, and has unlimited stamina (not to be confused with endurance). In addition to the previous Mei receives a damage reduction against both physical and magical attacks. The damage reduction is 5% less damage from both physical and magic attacks with +5% for each rank she is above D (so 10% at C rank, 15% at B rank, 20% at A rank, 25% at S rank, etc.), her total damage reduction can’t exceed 75% regardless of modifiers that may take her well beyond it.


    Spells:

    Spoiler:

    Signature Spells:

    • Name: Unyielding specter.
      Rank: S.
      Type: Support.
      Duration: N/A
      Cooldown: N/A
      Description: Never give up, never surrender! Always chase you’re your prey and never look back regardless of how it tries to claw it’s way away from you. Mei follows this motto, and as such has made a great focus the ability chase down her prey, and keep them in line. This spell increases Mei’s speed by 50%.
      Strengths:

      • Allows for Mei to move faster at a base level.

      • Makes it easier for her to track down her marks, thus the focus on speed.

      • Stacks with other speed boosts.

      Weaknesses:

      • Doesn’t increase her defense.

      • Doesn’t increase her attack power.

      • Doesn’t alter the base value, allowing for the speed % not to stack with the 25% you naturally get.

      • Could potentially harm her, as her speed could cause her to run into an attack rather than dodge it (such as if she is running right the person already etc.)


    D-Ranked Spells:

    • Name: Realm Gate.
      Rank: D.
      Type: Support.
      Duration: 3 posts.
      Cooldown: 4 posts.
      Description: Mei opens up a portal to the underworld, allowing her free passage to and from there. This is the effect outside of combat, inside of combat the portal is used instead as a teleportation spell that has a maximum range of 15 meters, and allows the user to warp through the gate to said point, instantly. The gate can be created wherever (including directly underneath the user), for ease of use. The gate can jump with the user allowing for multiple simultaneous defensive deep strikes. This can only happen once per post however, making a total of 3 jumps the maximum possible while this spell is up.
      Strengths:

      • Allows for returning to the realm that Mei is contracted to.

      • Allows for high-speed teleportation possibly avoiding attacks.

      • It can look pretty badass.

      Weaknesses:

      • Limited number of jumps.

      • The opponent could also use the gate to follow the user, if they are fast enough to enter it before it moves.

      • Has somewhat limited range.

      • Is very obvious, especially since the portal normal glows and such.


    C-Ranked Spells:

    • Name: Hellhound pack.
      Rank: C.
      Type: Summon.
      Duration: 3 posts.
      Cooldown: 4 posts.
      Description: A spell that summons two hell hounds to pursue after the targets and help the user. The pack is 2 hellhounds, each of which can take 2 C ranks worth of damage (80HP) before falling. The hellhounds can attack for 1 C rank worth of damage each, but their main purpose is to track down people for the user. They have a range of 25meters that they can sense targets, including through obstacles, acting like a strange sonar sense. They can share their senses and findings with Mei, allowing for multiple angles of sensing and options. These hounds are immune to Mei’s lineage, as they are her own (personal) summons.
      Strengths:

      • Can sense enemies through objects.

      • Can act independently of Mei.

      • Can share their senses with her, allowing for an easier time hunting.

      Weaknesses:

      • Are fairly weak in terms of attack power, and damage they can take.

      • Their own sensing range is fairly short, making a different angle their only real advantage.

      • They can’t wield any form of weapons.

      • While they aren’t demonic, they are vulnerable to the same weaknesses that Mei herself is, making them easier to take down for the right opponent.


    B-Ranked Spells:

    • Name: Infernal cage.
      Rank: B.
      Type: Offensive.
      Duration: 4 posts.
      Cooldown: 5 posts.
      Description: Designed to trap and subdue a target, the infernal cage is a fairly easy spell to understand, and one heck of an annoying to escape. Turning 45 meters around her into a moving trap, Mei sends out pulses of magical energy into the air that are invisible to the natural eye. Should one of the targets that she has marked make contact with the pulse, they will have a portal to the underworld form a sphere around them and impact down upon them with chains that will attempt to lock them in place. The sphere itself can withstand 2 B ranks worth of damage (120HP) and the chains can withstand 1 B rank worth of damage (60HP). The user can create multiple of these portal orbs but only one per target that enters the area per post. Up to ten targets can be chosen, at any given time.
      Strengths:

      • Traps the opponent, allowing for options to be considered against them.

      • Effectively has 2 bindings, making it potentially difficult to escape.

      • Could be used as a shield for spells against a target “protecting” and binding them at the same time, if used correctly.

      Weaknesses:

      • if the opponent breaks out there is a small delay before they can be trapped again.

      • Doesn’t actually deal damage to the opponent trapped.

      • If the opponent can see magical energy in the air then it becomes incredibly ineffective as they can just avoid it.

      • Same almost goes for sensing, since they could sense something is going on around Mei.


    A-Ranked Spells:

    • Name: Noose.
      Rank: A.
      Type: Offensive.
      Duration: 4 posts.
      Cooldown: 5 posts.
      Description: Unleashing up to 30 chains from her own body, Mei will attempt to bind the opponent. The chains extend up to 60 meters and can be manipulated by Mei, by will alone. The chains can each withstand 2 A ranks worth of damage (160 HP), and deal A rank worth of damage. Their real purpose is that each time the chains strike an opponent they slow them down by 20%. This effect can stack up to 3 times, and lasts for the duration of the spell, or can be cancelled by the one affecting expending 2 A ranks worth of energy to get rid of the effect (applies for all stacks upon them, not per each 20% stack). Mei’s body can harmlessly pass through these chains but allies can’t potentially causing the chains to block allies’ attacks or movements.
      Strengths:

      • Allows for Mei to have extended reach to try and capture an opponent.

      • Is flexible in how it can be used.

      • Deals damage in addition to slowing the opponent down.

      Weaknesses:

      • Could possibly kill the target, meaning hits from the chains should be paced, or used to directly capture rather than simply destroy.

      • Blocks allies’ vision and ability to move around them if not used carefully.

      • Provides a poor defense, unless multiple chains are used to block an attack, hampering the spells effectiveness in the long run.

      • Could potentially harm allies’ should they move into it/get in the way of an attack.


    S-Ranked Spells:

    • Name: Martyr’s blade.
      Rank: S.
      Type:
      Duration: 5 posts.
      Cooldown: 8 posts.
      Description: Mei summons up her magical energy to draw upon a burden that almost no one could hope to bear. Mei can target anyone within visual range who has committed a sin, upon noticing them she will originate her magical energy within them and turn such a deed against them, immediately crucifying them. The cross itself will bound them up and cause the victim great pain, in addition to dealing S rank damage initially and .5 of S rank every post after that to the victim. Should Mei be unable to target or originate the spell from within the victim instead the cross shall appear behind them and attempt to lash them into submission with chains with nails at the end of it, and attempt to nail the opponents hands and feet into the cross. This isn’t the only effect however, the one bonded to the cross will begin to see every sin they have ever committed flash before them, causing them to feel an immense guilt and remorse for their actions, even if they lack a consciousness or any form of remorse previously. This spell also disables teleportation abilities and spells of the same rank or lower than it during its duration so long as the victim is bonded to the cross. The cross itself takes 2 S ranks worth of damage to destroy (200HP). More crosses can be created, but only one target can be bonded to a single cross. Up to 10 crosses can be created throughout the duration of this spell.
      Strengths:

      • Deals massive damage.

      • Causes the opponent to experience their fears and so forth possibly making them not wish to leave the spell.

      • Has a flexible method of creation.

      Weaknesses:

      • Can be avoided, if the opponent is clever enough.

      • Can be destroyed like any other spell/bindings should they try hard enough.

      • Doesn’t work against those who are sinless, while few there might be a couple out there.

      • Is one of the few spells not designed to capture, but rather harm or destroy making it usage rare for this magic, except against the worst of opponents.




    _____________________________________________________________________________________

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    Cr1tikal

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    Lineage : The Celestial Pharaoh
    Position : Doggy
    Posts : 1738
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    Age : 27
    Mentor : Self-Taught
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    Character Sheet
    Character Name: Aiyana Shuer
    Primary Magic: FrostFire Dragon Slayer
    Secondary Magic: Cosmic Slayer

    Completed Re: Mei's secondary magic.

    Post by Cr1tikal on 8th September 2015, 11:37 pm

    Spoiler:
    @That Adopted Kid wrote:
    Magic


    Primary Magic: Magma Magic.
    Secondary Magic: Lost magic: Underworld Guardian.
    Caster or Holder: Caster.
    Description: A guardian of the infernal place where souls of the wicked go to rest, the place where all becomes nothing or suffering. To be a guardian of such place might seem like an infernal hell that has no benefit, but the reward of such a vigilant service is the job itself, keeping those who have committed ultimate sins locked up within an infernal soul cage, to prevent them from escaping, and to keep balance within the above world. Originally older gods who had faith in them wain, the group now known as the underworld guardians signed up with the ruler of the underworld specifically to maintain their forms in some relevant fashion. Neither demon nor infernal monster they were charged in exchange for the faith and maintaining of their powers, with the task of keeping the demons that deserve punishment within hell, and the mortal souls that deserve as well from escaping. Such is their very being that they must down and return those who belong to the underworld to said place, their original purposes memories of the past that they hold dear, but don’t abide by anymore. Being neither a demon nor a monster lets them hunt down, with their divinity somewhat intact those who are said monsters and demons, allowing them an advantage that the underworld previously didn’t enjoy, and that the ruler of the underworld now appreciates to a great extent, very few escape for long when the guardians are on the prowl.

    The magic itself focuses more on the hunting and pursuing of targets, and unnatural defenses that make escape in the first place incredibly difficult. The magic is thus focused in an odd direction, it’s designed more as a rushing defender style of magic, to take the hits to reach and capture a target. The magic thus has little in the way of full on offensive techniques, instead it focuses on mostly capture moves, though they have offensive elements they will normally be accompanied with a status to inhibit movement within the target. Aside from this the magic dabbles in summoning, bringing forth creatures to help the user track down their targets. Effectively the magic has a little bit of everything, but it’s focus in tracking, and capturing rather than purely destroying a target.

    One of the magic’s major flaws is that through the contract with the lord of the underworld, the user has become almost entirely restricted from fighting those who are holy, or divine. This is due in part to their own nature as gods but is mostly due to how their charge isn’t them, and would go against their new duty of maintaining order. So long as that divine or holy bring isn’t committing obvious acts of evil in front of them, then they have no reason to fight, even if they are attacked, since it would, in their minds, do more harm than good to fight such a being. Instead the underworld guardians have a never ending agenda to hunt down the evil that has escaped theirs or their comrade’s charges. Blessed with an aversion to the demonic due to their former/slightly current nature, and the protection of the underworld against necromancy and magic which would try and taint/harm their soul, the underworld guardians chase after those who have escaped or manipulate the world to an unnatural degree.

    Mei uses this magic pretty much as intended, she hunts down those who have escaped the justice of their resting place and tries to stop them from ever escaping again.  Through the magic she up’s her abilities to pursue targets, and to keep herself safe from their wickedness. Effectively a solo hunter of the damned, Mei rides through the world to find the unnatural and eliminate them back to hell so that they might enjoy their just deserved punishment for all eternity.

    Strengths:

    • Holy: Being a god who has lost too much faith to survive on their own as an entity and not a concept, an underworld guardian is a holy being for the most part. Their purpose has twisted from their original design and become more bent on capturing the demonic. The user deals 20% more damage to anything demonically/undead inclined (demons proper, summons that are considered demonic, zombies, vampires etc.) this effect decreases by 10% per rank the demonic foe is above the user, as there are limits to even a reemployed gods power.

    • Shepard of the Damned: Through the use of this magic becomes accustomed to souls, necromancy, and other forms of undead manipulation; Due to how they become ferries of such souls. The user becomes immune to soul/spirit based magic and effects/abilities, (this includes attacks, buff’s, de-buff’s etc). These effects can’t extend to any allies/pet via any form of spells or ability but apply to any items that the user is currently using/holding. This applies to the same rank and lower.

    • Underworld Lore: The user gains a vast knowledge of heaven, hell, the underworld and all sorts of afterlife/reincarnation places/methods. Needed, given how their charges tend to try and worm their way out of one place to get into another, their soul also can’t be destroyed or absorbed.

    • Cursed with Awesome: The user is effectively immortal (due to being a minor god) from the standpoint of lifespan, and if they die they will return to the underworld to recover their form (still rolls as normal in the alter, it’s just a for fun effect representing how they get back).

    • Anti Undead: Due to how the user has to hunt down the undead, and demons their resistance and power against them is embedded in their very being and the whole point of the magic. The user is unaffected by any undead/necromancy spells/abilities that would try and turn them into an undead/thrall/along those lines (not damage just those abilities). These effects can’t extend to any allies/pet via any form of spells or ability but apply to any items that the user is currently using/holding, This applies to the same rank and lower.

    Weaknesses:

    • Holy: While the magic isn’t weak against demonic sources or anything like that, it does count as holy, which can be a downside since those who are stronger against holy receive their full benefits against this style of magic. This also makes the user unable to give any buffs to demonic entities (with either of their magics).

    • Minor god: The user of this magic, even though they have a purpose, is still a god. Effects that harm gods more (such as god slayers) deal their damage increases, and effects as per their descriptions against users of this magic.

    • Aversion to Holy: The user gains an aversion to fighting against things that are considered truly holy (Angels, holy divine beings etc.) and thus the user will refuse to fight them unless they are committing a purely evil action, in which case it’ll be reluctant, and needs to be seen by the user and not just believed for them to actually fight. Naturally this opinion might not be shared from the holy being, and might lead to a one-sided fight. (For the purposes of the arena sub forum/system the user may fight as normal, it is assumed they already have a reason for fighting).

    • Vengeful: This magic isn’t designed for those who wish to avoid conflict, this magic is designed to punish those who have committed the sin of fleeing from their punishment. As such the user of this magic must direct their efforts towards enemies who are demonic, undead etc. especially if they have escaped from the underworld or hell. This can lead to some tactically poor decisions, especially if they aren’t the real threat present.

    • Cursed with Suck: Effectively immortal means many friends will end up dying, or worse you will be the one to send them to the underworld and be forced to keep them there, if they were evil. Effectively making you cursed to either never see them again, or forever keep them tortured.

    • Callus: Being that the user of the magic is charged with carrying out tasks and hunting down those who are generally considered incredibly evil or troublesome, the user by need normally becomes callus to horrors. The magic and their job can make them pretty uncaring or harsh at times with reality even if it wasn’t called for. This can really tick some people off who don’t understand the user of the magic, or just in general.  This can lead

    • Aversion to Demonic: The user of this magic can’t have any lineage that is demonic, any abilities that make them demonic, and can’t become undead of any sort. This counts towards magic’s that would do this to them both positive and negative, preventing them from potentially getting various bonuses due to their physiology.



    Lineage:
    Spoiler:


    • Hunter's Wrath:
      Description: Orion was a legendary hunter. Being a demigod, there was no beast to strong or powerful for him to subdue. His name was renown throughout the kingdoms. But what makes him really legendary is his ability, Beast Bane. An ability that allows him to defeat beastkin with ease.
      Ability: Beast Bane is an ability that instills fear into the heart of beast or beast like creature making them unable to launch successful attacks. (Includes animals, werekin and dragonkin). In addition, it causes pets to be unable to fight for the duration.
      Usage: Can be used 3 times per thread. Has a duration of 4 posts and cool-down of 6 posts.

    Unique Abilities:

    • Fear the Reaper: Mei is designed to be the hunter of those who defy the natural progression of the world, who would deny their punishment and attempt to escape their due justice. Mei’s senses and ability to track thus are nearly unparalleled. Mei ignores all effects that block senses from working (both magical and physical), cloak the target, or create illusions equal to her rank. In addition Mei’s base movement speed is modified to the following at each rank (listed below), obviously this is a chart of the speeds Mei can move up to, not the speed she is stuck at moving all the time (as funny as it might sound).

      • D-Rank: 10 Walking, 15 Sprinting, 25 Running.

      • C-Rank: 15 Walking, 20 Sprinting, 30 Running.

      • B-Rank: 25 Walking, 30 Sprinting, 40 Running.

      • A-Rank: 45 Walking, 50 Sprinting, 60 Running.

      • S-Rank: 55 Walking, 70 Sprinting, 80 Running.

      • SS-Rank: 75 Walking, 90 Sprinting, 100 Running.

      • H-Rank: 100 Walking, 115 Sprinting, 125 Running.


    • Contemporary Form: Mei’s form has shifted somewhat from being mortal to more of a minor god. As a result her body and spirit seemingly have melded, providing her with a few unique benefits, aside from just feeling odd about the mortal plane of existence. Mei in effect has no real vital points upon her body, instead she can function normally with any value of them missing, (aka she can still talk and see with her “head” cut off), however she still takes health damage as normal, and just losing an organ/limb won’t impede her, and magic other than her own can’t originate it’s effects within her body. Mei’s body also never suffers from negatives from her own bodies speed, and has unlimited stamina (not to be confused with endurance). In addition to the previous Mei receives a damage reduction against both physical and magical attacks. The damage reduction is 5% less damage from both physical and magic attacks with +5% for each rank she is above D (so 10% at C rank, 15% at B rank, 20% at A rank, 25% at S rank, etc.), her total damage reduction can’t exceed 75% regardless of modifiers that may take her well beyond it.



    Spells:

    Spoiler:

    Signature Spells:

    • Name: Unyielding specter.
      Rank: S.
      Type: Support.
      Duration: N/A
      Cooldown: N/A
      Description: Never give up, never surrender! Always chase you’re your prey and never look back regardless of how it tries to claw it’s way away from you. Mei follows this motto, and as such has made a great focus the ability chase down her prey, and keep them in line. This spell increases Mei’s speed by 50%.
      Strengths:

      • Allows for Mei to move faster at a base level.

      • Makes it easier for her to track down her marks, thus the focus on speed.

      • Stacks with other speed boosts.

      Weaknesses:

      • Doesn’t increase her defense.

      • Doesn’t increase her attack power.

      • Doesn’t alter the base value, allowing for the speed % not to stack with the 25% you naturally get.

      • Could potentially harm her, as her speed could cause her to run into an attack rather than dodge it (such as if she is running right the person already etc.)



    D-Ranked Spells:

    • Name: Realm Gate.
      Rank: D.
      Type: Support.
      Duration: 3 posts.
      Cooldown: 4 posts.
      Description: Mei opens up a portal to the underworld, allowing her free passage to and from there. This is the effect outside of combat, inside of combat the portal is used instead as a teleportation spell that has a maximum range of 15 meters, and allows the user to warp through the gate to said point, instantly. The gate can be created wherever (including directly underneath the user), for ease of use. The gate can jump with the user allowing for multiple simultaneous defensive deep strikes. This can only happen once per post however, making a total of 3 jumps the maximum possible while this spell is up.
      Strengths:

      • Allows for returning to the realm that Mei is contracted to.

      • Allows for high-speed teleportation possibly avoiding attacks.

      • It can look pretty badass.

      Weaknesses:

      • Limited number of jumps.

      • The opponent could also use the gate to follow the user, if they are fast enough to enter it before it moves.

      • Has somewhat limited range.

      • Is very obvious, especially since the portal normal glows and such.



    C-Ranked Spells:

    • Name: Hellhound pack.
      Rank: C.
      Type: Summon.
      Duration: 3 posts.
      Cooldown: 4 posts.
      Description: A spell that summons two hell hounds to pursue after the targets and help the user. The pack is 2 hellhounds, each of which can take 2 C ranks worth of damage (80HP) before falling. The hellhounds can attack for 1 C rank worth of damage each, but their main purpose is to track down people for the user. They have a range of 25meters that they can sense targets, including through obstacles, acting like a strange sonar sense. They can share their senses and findings with Mei, allowing for multiple angles of sensing and options. These hounds are immune to Mei’s lineage, as they are her own (personal) summons.
      Strengths:

      • Can sense enemies through objects.

      • Can act independently of Mei.

      • Can share their senses with her, allowing for an easier time hunting.

      Weaknesses:

      • Are fairly weak in terms of attack power, and damage they can take.

      • Their own sensing range is fairly short, making a different angle their only real advantage.

      • They can’t wield any form of weapons.

      • While they aren’t demonic, they are vulnerable to the same weaknesses that Mei herself is, making them easier to take down for the right opponent.



    B-Ranked Spells:

    • Name: Infernal cage.
      Rank: B.
      Type: Offensive.
      Duration: 4 posts.
      Cooldown: 5 posts.
      Description: Designed to trap and subdue a target, the infernal cage is a fairly easy spell to understand, and one heck of an annoying to escape. Turning 45 meters around her into a moving trap, Mei sends out pulses of magical energy into the air that are invisible to the natural eye. Should one of the targets that she has marked make contact with the pulse, they will have a portal to the underworld form a sphere around them and impact down upon them with chains that will attempt to lock them in place. The sphere itself can withstand 2 B ranks worth of damage (120HP) and the chains can withstand 1 B rank worth of damage (60HP). The user can create multiple of these portal orbs but only one per target that enters the area per post. Up to ten targets can be chosen, at any given time.
      Strengths:

      • Traps the opponent, allowing for options to be considered against them.

      • Effectively has 2 bindings, making it potentially difficult to escape.

      • Could be used as a shield for spells against a target “protecting” and binding them at the same time, if used correctly.

      Weaknesses:

      • if the opponent breaks out there is a small delay before they can be trapped again.

      • Doesn’t actually deal damage to the opponent trapped.

      • If the opponent can see magical energy in the air then it becomes incredibly ineffective as they can just avoid it.

      • Same almost goes for sensing, since they could sense something is going on around Mei.



    A-Ranked Spells:

    • Name: Noose.
      Rank: A.
      Type: Offensive.
      Duration: 4 posts.
      Cooldown: 5 posts.
      Description: Unleashing up to 30 chains from her own body, Mei will attempt to bind the opponent. The chains extend up to 60 meters and can be manipulated by Mei, by will alone. The chains can each withstand 2 A ranks worth of damage (160 HP), and deal A rank worth of damage. Their real purpose is that each time the chains strike an opponent they slow them down by 20%. This effect can stack up to 3 times, and lasts for the duration of the spell, or can be cancelled by the one affecting expending 2 A ranks worth of energy to get rid of the effect (applies for all stacks upon them, not per each 20% stack). Mei’s body can harmlessly pass through these chains but allies can’t potentially causing the chains to block allies’ attacks or movements.
      Strengths:

      • Allows for Mei to have extended reach to try and capture an opponent.

      • Is flexible in how it can be used.

      • Deals damage in addition to slowing the opponent down.

      Weaknesses:

      • Could possibly kill the target, meaning hits from the chains should be paced, or used to directly capture rather than simply destroy.

      • Blocks allies’ vision and ability to move around them if not used carefully.

      • Provides a poor defense, unless multiple chains are used to block an attack, hampering the spells effectiveness in the long run.

      • Could potentially harm allies’ should they move into it/get in the way of an attack.



    S-Ranked Spells:

    • Name: Martyr’s blade.
      Rank: S.
      Type:
      Duration: 5 posts.
      Cooldown: 8 posts.
      Description: Mei summons up her magical energy to draw upon a burden that almost no one could hope to bear. Mei can target anyone within visual range who has committed a sin, upon noticing them she will originate her magical energy within them and turn such a deed against them, immediately crucifying them. The cross itself will bound them up and cause the victim great pain, in addition to dealing S rank damage initially and .5 of S rank every post after that to the victim. Should Mei be unable to target or originate the spell from within the victim instead the cross shall appear behind them and attempt to lash them into submission with chains with nails at the end of it, and attempt to nail the opponents hands and feet into the cross. This isn’t the only effect however, the one bonded to the cross will begin to see every sin they have ever committed flash before them, causing them to feel an immense guilt and remorse for their actions, even if they lack a consciousness or any form of remorse previously. This spell also disables teleportation abilities and spells of the same rank or lower than it during its duration so long as the victim is bonded to the cross. The cross itself takes 2 S ranks worth of damage to destroy (200HP). More crosses can be created, but only one target can be bonded to a single cross. Up to 10 crosses can be created throughout the duration of this spell.
      Strengths:

      • Deals massive damage.

      • Causes the opponent to experience their fears and so forth possibly making them not wish to leave the spell.

      • Has a flexible method of creation.

      Weaknesses:

      • Can be avoided, if the opponent is clever enough.

      • Can be destroyed like any other spell/bindings should they try hard enough.

      • Doesn’t work against those who are sinless, while few there might be a couple out there.

      • Is one of the few spells not designed to capture, but rather harm or destroy making it usage rare for this magic, except against the worst of opponents.




    After talking over it on skype, and all edits being done, this secondary is approved. Post here once your secondary training is complete and I'll put it into the approved magic so you can start using it.


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      Current date/time is 25th September 2018, 10:06 am