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    Eris
    Eris
     
     

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    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: Sunset Eclipse - The Sandstorm GS
    Second Magic: Titan Eclipse • Devil Pact
    Third Magic:

    Low key title Empty Low key title

    Post by Eris on 10th March 2016, 10:36 pm

    __________________________
    Raffle Spells:
    Name: Blood Ritual: Overlord's Chant
    Rank: S
    Type: Support
    Duration: 7posts
    Cooldown: 10 posts
    Description: Forming a pentagram of flame and using the blood of a sacrificial victim spilling over her body,  Eris enters a blood ritual called the Overlord's Chant.

    For the duration,  Eris cannot move while this is used.   But while in effect,  ALL undead entities affiliated with Eris become unkillable.  They still take damage,  and when the effect ends damage taken can kill them.   But shattered skeletons reassemble,  zombies walk on unphased,  vampires disappear and reform in dark clouds,  until the effect ends.  Undead that were defeated before similarly rise again even from ashes.   This includes Eris herself while the spell is in effect,  and if reduced to 0HP she will fall when the effect ends.

    While chanting,  Eris can cast spells but not otherwise defend or attack.    She has no summon limit and can cast spells with extreme quickless,  easily casting a dozen spells in quick succession.
    All spells cost 1/2 their usual amount and if her MP reaches 1%,  she instead drains her own HP to power spells,  directly damaging herself to cast.   Each post while active counts as three posts for any ongoing cooldowns.

    Strengths:
    • Allows a quick turn of events.  Using this,  she could take a gamble on a short hyper-state of quick spellcasts.
    Weaknesses:
    • Can quickly drain her MP and deal heavy damage to herself that ignores resistances and deals the same % of damage regardless of her HP total.
    • Naturally,  she has to actually have enough % HP left to use to cast a spell.   If she's that low however she'd have to be more concerned with dying once the spell ends.
    • Cannot attack or defend herself with anything other than spells.   (She cannot dodge.  She cannot punch.  She cannot block.  She cannot move.)  (Note: She CAN.  But doing so ends this spell.)
    • The consequences of actions within the Overlord's Chant make themselves quite apparent once the effect ends,  and she's left potentially damaged and drained of MP.  Summons in excess of the Summon Limit disappear,  and any undead that were damaged now feel the full effects of that damage.  
    • Once the spell ends she will take 50 damage from having cast the spell itself,  which returns by 10hp per post afterwards.   This can reduce her to 0HP or less.



    Name: Blood Ritual:  Word of Undoing
    Rank: S
    Type: Defense
    Duration: 1
    Cooldown: 10
    Description: This Anti-Spell curse will create a flash in which all colors are inverted,  then destroyed,  leaving a colorless world in which only the color red slowly fades in replacing all other colors.  The sound of a heartbeat echos throughout the land,  the red light noticeably pulsating with each thud of the heartbeat.
    For the post,  All active effects or less that have a duration are nullified and/or cannot be cast to begin with.   This prioritizes summons.
    Counts as horror exposure to all in the location.
    Magical items of PCs will be disenchanted for the duration of the post,  but they will come back online after the fact.   Magical items of NPCs unless particularly important will have their enchantments destroyed.  
    For the post,  all effects that exist for more than 2 seconds seem suspended in air,  which could effect instant spells that are used at long range long enough to give them 3 seconds or more of air time,   colors inverted and roiling across the surface as magic wavers and the effect simply vanishes.

    Strengths:
    • For every spell this nullifies,  Eris gains the MP value of that spell.  (As though it were cast by her.  So nullifying D or C-rank spells would grant no MP).   If the spell did not use magic, then no magic is gained.  This includes signature spells, but also non-magic "Spells" in general.  

    • Does not effect Eris or those who have a Devil Pact contract of loyalty with her.
    • This can automatically kick in to defend Eris if effected by an effect that would render her incapable of choosing to use this or not, however it will cost an extra 10%MP.
    Weaknesses:
    • No effect on quick spells.  (Spells that only exist for 2 seconds or less, like a quick attack.)

    • If used to counter an H-Rank or Guild Spell, it will only prevent Eris herself from being effected, unless the spell specifically targets an individual.  

    • When used against an H-spell it can only negate the spell in regards to herself.   She can't nullify the spell as a whole,  only prevent herself from being harmed.   If the spell is too fast that it cannot be hit by the full 2 seconds,  it's not touched.  If it only effects the casters allies or just themself,  it wouldn't be touched.
    • Damages herself for 50hp damage when she uses this. This returns by 10hp per post.
    • H-rank spells (Or greater) drain her own MP by 1/2 the cost the enemy paid to cast it rather than gaining any MP at all herself..




    Name: Simulacrum
    Rank: B
    Type: Support - Non Combat
    Duration: Instant
    Cooldown: 4
    Description: Simulacrum creates up to twelve inanimate bodies without soul or consciousness.  Eris is then capable of transferring souls or consciousnesses into these bodies so long as they are Pact-Bound to her or simply Willing.  
    The bodies may have special properties,  such as having claws,  wings,  fangs,  weird eyes,  extra limbs,  tentacles,  or so on,  or even be non-human.  Up to the total mass equivalent to the twelve bodies,  though more mass can be added through other effects beyond this spell.
    At Eris's discretion,  and an effected player,  these bodies can be linked directly to a source,  splitting the soul/consciousness and magic between them all resulting in separate fabrications of the same individual.  Clones, you could say.
    All split individuals retain the same rank and intelligence and share the same uniform mind and personality.   Damage to one deals Non-lethal damage to all others connected,  and magic used drains from all of them.  
    Strengths:
    • New entirely distinct bodies.   They can appear to be someone specific or based off Eris's imagination.
    • Separate additional bodies allowing one to exist in multiple places at once allowing for more productivity.
    Weaknesses:
    • The creating bodies (but not clones) part is redundant.  Eris may already do this in different ways,  this just creates another method.
    • Transfer takes 1 full minute.   If in combat,  then the way to rush it is to fuse the would-be transferee entirely, fusing their body with the new one.  As a result,  they'd still remain damaged or have curse effects remain on them.  They would however be healed for B-rank damage, and cured of B-rank conditions.
    • Creating clones is easier to do than transferring someone from one body to the other and does not take a full minute,  in combat a single clone can be made per use.
    • Damaging one clone damages all others tied to the same individual.
    • Using magic on one clone drains magic from all others.
    • AoE magic could easily deal double, triple,  quadrupedal damage and so on if two or more "clones" are caught in the area.   As such it is NOT an effective combat/attacking ability.


    Name: Dominate
    Rank: B
    Type: Support
    Duration: 7
    Cooldown: 8
    Description: Dominate is an extremely quick and easy ability to use.  It is a pure directed expression of Eris's raw willpower and power over soul and flesh.  Using Dominate,  Eris emits a pulse that visibly distorts the air ever so slightly as it reaches out from her,  the air itself rippling slightly away from her as light and plantlife dies.   A sound of a large echoing heartbeat reverberates throughout the area, as though some great mountainous being were waiting just passed a thin veil separating it from this reality, it's heart pulsing through the veil between worlds.
    The pulse extends out 60 meters from her at 40m/s in a burst radius or 90 meters out from her, 60 meters wide in a cone in front of her.
    Those caught by the projection of willpower feel an intense spike of fear and a compulsion to serve less they be slain by the woman - by the devil - before them.  
    NPCs up to A-rank are Commanded, becoming assets of her designs, while animals and natural beasts up to S-rank are effected.  Summons of B-rank or less are effected.  Players of C-rank are compelled to obey her commands, though are RP'd by the player still as they wish so long as they obey commands and don't lash out at Eris or her allies.
    Others find it difficult to resist the fear and compulsion,  their bodies would shake despite themselves, their minds racing with thoughts of some sort,  and the air itself seems too thick.   They instead take an 50% reduction in Speed,  30% reduction in Strength,  20% reduction in Damage Reduction (Which can go negative).
    For every rank they exceed B-rank these debuffs are reduced by 10%  
    Any entity can willingly submit to the influence, and in doing so are not debuffed.
    This is twice as effective against individuals who have been marked with a Pact Mark or Blazing Hand or similar feature of a devil/demon at any point, the taint making them more open to the influence.
    Strengths:
    • Seize command of enemies or tear at the will of those who resist command.
    Weaknesses:
    • Dominate costs an extra 5% MP to use,  an an extra 1% MP for every PC effected.   The 1% per PC effected repeats itself each post of the duration.
    • Cannot effect Constructs or Robots,  inorganic creations in general,  without souls.


    _________________________
    Reclaimed Spells:
    Getting rid of this dead weight app here and remaking the two signatures seen for the fire magic.  
    https://www.fairytail-rp.com/t16630-boom-thud-fwoosh#197920

    ("Thud" the earth signature has already been reclaimed elsewhere when I made my replacement magic.  That topic would now be completely invalidated and could be Archived)


    Replacing "Boom" Burst Control:
    Name: Burst Control
    Rank: (Sig) C.
    Type: Fire - Offense
    Duration: Instant
    Cooldown: N/A
    Description:
    Effect:  Momentary explosive burst of speed.
    Burst Control creates sudden changes in direction using propelling bursts of flame and concussive force.   Using this she can suddenly generate explosive speed that momentarily boosts her speed to a bullet-like velocity of 333m/s,  including a gunshot like pop.
    If striking someone while moving at this speed,  she and they will take C-rank damaged + her physical attack damage.  This sudden burst of speed cuts off at 20 meters.  The same effect that makes the range so limited is also what prevents damage from coming to a sudden stop like that.
    Burst Control does not need to effect every part of her,  but can apply half the speed to effect only part of her,  such as focusing it on her elbow to boost a fist,  or at the heel or wrist to propel a kick or swing.  With the reduced speed she wouldn't take recoil damage.
    It can carry her further than 20 meters by angling the trajectory and continuing the momentum through the air,  and allows her to alter the direction of a fall.  This means not flying, but falling with style.   (She can already fly so this usage is limited and may not be used).  
    Strengths:
    • Gap closer / momentary speed burst.
    • Can make a melee attack strike faster by propelling just an arm or leg,  adding C-rank spell damage to the attack.  
    Weaknesses:

    • Momentary pause between available uses creating a very noticeable window to attack should she make frequent use of this.  Pause is roughly 3 seconds long.
    • Causes C-rank stress damage when used on an individual body part/limb.
    • Doesn't interact well with titan sizes.  The 10 meters remains 10 meters regardless of size limiting its effectiveness to normal human sizes or below.
    • She'll take C-rank equivalent damage if this spell would jam her into something she can't break through with her strength.




    Replacing Fwoosh (Flamethrower)
    Name: Dominance
    Rank: (Sig) A
    Type: Death - Support
    Duration: Instant
    Cooldown: N/A
    Description:
    Effect: Momentary seizure of control over necromantic matter (Non-living bone/flesh/blood).
    Dominance exerts necromantic control in the area (Up to 50 meters within 100 meters) to seize command of once-living organic substance;  flesh, blood, bone, with a focus on bone.   This allows her to cause it to take some action, such as causing bones lining a wall to reach inward,  or halting a bone-tipped arrow in midair.  
    Due to this dominance, this allows Eris to similarly deny manipulation or control over any necromancy related element, bone, blood, or flesh.   This functions as Anti-Magic, but doesn't apply only to magic as it directly effects the element in question and cancels whatever is effecting it in general.  Even passive control is halted until they make an active effort to re-initiate control, otherwise it remains freed.     If it was a summon or minion,  it falls inanimate until reanimated.  
    This has a reduced effect against PC's who are themselves undead, and thus one-living flesh and bone.   It instead causes a momentary 50% drop in speed for about 2 seconds.
    Strengths:
    • Negates necromantic control in an area by asserting her own.
    • Twice as effective if used to negate any sort of control over bone/blood/flesh that Eris herself conjured or made.  
    Weaknesses:
    • Does not negate S-ranks,  only cuts effectiveness by 50% for a two seconds.  Doesn't even touch H-ranks.  
    • Has little use on its own.  It's mostly just a very specific antimagic effect.  
    • 1/2 the MP the opponent would use is returned, making it not a huge loss of MP to be countered.
    • This can only be used to counter a spell (Or spells) once every other post.  
    • After the first time this counters a spell,  for three posts all countered spells will return full MP instead of half.    If the magic is a primary magic,  cooldowns will be reduced by half as well for the spell that gets countered.  






    ____________________


    Spoiler:

    Fusions


    Name: The Wall of Souls | The Divine Corpse x Clawing Wall
    Rank: H+
    Type: Summon
    Duration: 20
    Cooldown: 26
    Description:
    400hp.  80% damage reduction (It's a huge target, and it's literally a wall).
    This curse channels the Divine Corpse and re-purposes it into the form of the Clawing Wall.  The result is an incredible wall of bones that extends out 800 meters to either side and growing by 200 more per post on either end.  The wall is 300 meters tall, growing by 50 each post,   and 50 meters thick.    The bottom of the wall is has a a vast number of centipede like legs of bone that look like large clawed fingers that work together to make the wall move forward at 30mph with a massive amount of force behind it.
    In the center of the Wall of Souls is the massive skull of the Divine Corpse itself centered well and taking up the majority of the vertical height itself.    More large demonic skulls about 1/4th the size are spaced out along the wall face.  
    The wall itself is composed of innumerable writhing skeletons that are all partially anchored in their places preventing them from escaping but still allowing a lot of movement,  making the wall very lively looking with the moaning of the tormented lives that make up this wall.  They lash out at anything that gets within reach that does not bare a Pact Mark,  attempting to grab and pull them into the wall itself taking A-rank damage per post but resisting H-rank strength.
    The skeletons aren't all the same,  but come in different extents of blackened burns,  varying extents of flesh (Though never too much except for one or two here and there),  and blood stains.
    Viewing this wall and hearing the moaning of thousands is considered Horror exposure per post.


    Each of the large heads of the Wall of Souls are open,  revealing black voids in their maws which seem to be drawing souls,  anyone within 200 meters of the wall takes A-ranked damage per post as their souls are pulled on in an attempt to tear them free and into the wall.  More than just their soul however,  is it's pull on the very fundamental life essences.  Undead with a Pact Mark are healed for 1/4th the damage it deals while undead without a pact mark are driven mad, and made mindless.  PC undead who would be effective are just driven purely psychotic and turned against the living with savage abandon unless they are H-rank,  in which case the pull is just intense to do so and a blood thirst makes them desire life.


    Any undead within the 200 meter area around the wall divert all damage taken to the wall itself.  In return however,  the wall adds their HP to it.  If the wall is destroyed,  they're all destroyed along with it.   Any intelligent undead can deny this effect,  not being protected and not granting it their HP.


    Strengths:
    • A highly durable wall-shaped summon that protects nearby allied undead.
    Weaknesses:

    • It's a massive and slow target.  Anything thrown in its general direction is likely to hit it.
    • Cannot do anything to targets 201 meters away from it,  needs to get close to land passive damage.
    • It is slow,  having a max speed of 30mph.   Well. Slow for an H-rank threat.  At 30mph it would run down most mortals,  but not mages of B+ or mages with speed buffs.








    Name: Word of Prime Evil | The Divine Corpse x Word of Undoing
    Rank: H+
    Type: Debuff/Support
    Duration: 20
    Cooldown: 26
    Description: This curse doesn't utilize the Divine Corpse itself,  but taps into it's endless font of divine power and mind-warping wrongness.  
    Word of Prime Evil will cause a pulse traveling 333m/s out from Eris,  the area within the pulse having inverted colors and a great hearbeat sound that reverberates from within all individuals,  destroying any and all supernatural, magical, or energetic effects,  any object or substance created by magic or held together by high energy effects are destroyed up to H+ rank or below unless created by someone baring a Pact Mark allied to Eris.   Even for dozens of miles beyond the area an intense wrongness and sense of more or less 'blasphemy' on existence itself can be felt,  causing horror exposure.  
    All individuals take horror exposure per post for the duration.
    For the duration,  all good or neutral alignments become an evil counterpart.  "Chaotic Good" or "Chaotic Neutral" type characters become "Chaotic Evil", for example.  
    This does not mean they immediately turn on their allies or stop attacking their previous topics,  but it can.   How the alignment change influences the characters is up to them,  though they may be far more susceptible to being converted to Eris's side of things, as their view points would be more similar and their own convictions would become tattered memories.
    All NPCs in the area would remain effected for their lives, unless particularly important,  unless a reverse alignment effect is used.
    This alignment change isn't all however,   all effected individuals slowly become more monstrous.  This can be demonic,  bestial,  necrotic,  or otherwise simply monstrous.   They lose as much physical humanity as they do mental fortitude (The horror exposure). This causes their horror exposure to influence their mental humanity as well,  as their growing insanity pushes them to act out their new monstrous bodies.  
    The physical changes will be permanent until cured,  likewise with the horror exposure.   This is simply comparable to being damaged.  But it's mental,  and instead of having a severed arm they have a demonic or werewolf limb.

    All Holy magics and those magics relying on any sort of purity or commitment to a good or neutral cause are considered 3 ranks less than normal while Word of Prime Evil is in effect.

    Note: This spell works off Alignment.  If Eris is altering the way her alignment is registered as (through use of other abilities) she can alter the alignment inflicted.  If she's evil, people become evil.  If she's neutral, people become neutral.  If she's good,  people become good.   ie;  "Word of High Glory" = good.  "Word of Impartial Truth" = neutral.


    Strengths:
    • Er,  well.   It reduces holy power for the duration.   That's its only real "strength" in combat.  Otherwise it kind of seems more like just a fun situation for a topic.
    Weaknesses:

    • Prevents her from using her most powerful summon effect in exchange for what amounts to just an interesting scenario.
    • It isn't really going to help too much right off the bat with anything.  Someone in the middle of attacking her wouldn't be too likely to immediately stop just because their moral outlook and personal values have been changed. Though it can cut the legs out from their REASONS behind attacking Eris,  if those reasons would become inconsequential with their new outlook.






    Name: Ritual of Genocide | Overlord's Chant x Word of Undoing
    Rank: S++
    Type: Support
    Duration: 7
    Cooldown: 11
    Description: For seven posts,  Eris cannot move or defend herself (Physically.  She can cast spells) just as with Overlord's Chant.    Overlord's Chant is inverted however,  reversed.  Rather than bolstering the unliving,  it now drains the living.   It has all the visual effects of Word of Undoing.
    For seven posts any living creature takes 20% of their HP in damage per post.  This is actually staged,  taking 5% at a time within the post (With four audible heartbeats that resound in the air).   Each heart beat that can be heard throughout the area sapping more of the life out of the world.  
    The normal effects of Word of Undoing do show themselves.  But because the Word of Undoing is focused more on inverting the effects of Overlord's Chant,  it's a much lesser effect.  All durations are decreased as each post of the Overlord's Chant will decrease durations by 3.  If this reduces to 0,  the effect is more or less instant,  appearing for a moment before warping  into nothingness.   Spells that only last 2 seconds or less are unaffected.
    Plants die, trees wither,  wood blackens into shriveled warped scraps (Which could cause buildings relying on wood to crumble).   People cry out in terror as their flesh seems to shrivel and blacken.
    And with each heartbeat, living NPCs will die in mass.   Taking its time,  killing a few dozen here,  a few dozen there.  Completely random.  
    Every living creature in the location feels as though some oppressive force is watching them with lethal intent,  that doom approaches.  That their destruction is at hand.  
    This causes intense mass panic and despair among the NPCs.    
    Player Characters can feel it as well,  but act as their players will it.
    Every post causes standard horror exposure.

    Strengths:
    • Definitely causes great terror among a population,  and if not stopped and if no healing is at hand this effect will kill any living beings in the area.  
    • Reduces healing done to those effected by 25% and prevents HP regen.
    • Effects the location as a whole.   It's infinitely easier to work with that way anyway.  It's more of a topic hazard than an AOE..
    Weaknesses:
    • Damaging Eris ends the spell.
    • Does not effect the undead,  meaning hostile undead characters would be unphased.  
    • If a creature does not bleed,  eat,  sleep,  age, or have biological impulses,  then they are unaffected as well.  This means all together,  not one or the other.  Example: Someone who's just a walking animated statue.
    • Drains Eris's MP by 10% per post.
    • Drains Eris's HP by 10% per post.
    • Eris cannot cast any spell that has a duration greater than 1 while this spell is active.  Though spells with durations she had cast previously still remain.
    • Because this spell is drawn out it can be easy to interrupt,  and damage can be healed as it comes.



    Name: Word of Eradication | Word of Undoing x Scorched Earth
    Rank: S++
    Type: Offense
    Duration: 1
    Cooldown: 10
    Description: This spell fusion bypasses Scorched Earth's "Charge time" and increases it's damage by 40% (The normal difference between H and S spells),  while boosting its area of effect by 150%.    The fire damage of Scorched Earth gets mixed with heavy death magic and necromatic energies as the Word of Undoing gets woven into the high damage burst,  seeking not to eradicate magic but to eradicate life by tearing the living apart.  
    Anything killed or destroyed with Word of Eradication leaves no trace whatsoever. Only an oppressive sense of blasphemy and wrongness in the area anything once was.
    Red bands of heat and fire are replaced with blackness,  and light dies in the area.   The scream of heat boiling air is accentuated by the literal screams of the dead and tormented souls, causing horror exposure.

    Strengths:
    • A powerful sudden attack difficult to dodge or avoid.
    • This spell will deal +50% damage to living beings that are at half health or less.
    • Must be able to eat both Death magic AND Fire magic to consume.   Likewise must resist both Death AND Fire to resist.   It is not treated as fire or death individually, but as a single whole akin to an entirely new element.
    Weaknesses:
    • Deals 50hp damage to Eris herself, returning at a rate of 10 per post.
    • Sacrifices Eris's most vital defense against mages on the same power level as her (Word of Undoing).
    • There is still a forewarning of this effect's approach,  as light will start to die in the area and a thick sense of doom gives a moments heads up.
    • This spell will deal 25% less damage against living beings at full health (Making it 25% less effective as a surprise attack).




    Name: Word of Domination | Word of Undoing x Mind Puppets
    Rank: S+
    Type: Support
    Duration: 3
    Cooldown: 10
    Description: This fearsome power of Eris's infuses the Word of Undoing with the spirits of the Mind Puppets.   An initial wave immediately effects NPCs.  But a 100m/s burst spreads out from Eris giving PCs an opportunity to try to avoid it.  The burst ignores walls and cover.   (But a full 100% enclosed magical barrier of S-rank or greater could shield).   The burst can only really be avoided otherwise by a teleportation effect,  skipping through the burst itself so it passes you without passing through you.  It's a bit of a leap in logic however, to assume that the area within the burst would be safe IC.  Anti-curse/enchantment effects could be useful as well.    
    PCs below H-rank will become possessed for three posts + 1 post per rank under H.  
    H-rank PCs will instead find themselves fighting for control over their bodies,  taking a 50% speed, accuracy, and strength hit to simulate the struggle to keep control over themselves.
    NPCs in the area (1km) do not save against this effect,  and will be enslaved from then on unless Eris is slain.   Range is increased by 500 meters out from each being within range of another, for a chain reaction.

    Strengths:
    • Turn a situation into Eris's favor dramatically.  Turn allies against allies,  brothers against brothers,  and dominate whole legions.  
    • Individuals with magics that work with unholy powers or demons are considered 1 rank less than they are.
    Weaknesses:
    • Cannot make a PC harm themselves directly or commit blatantly suicidal actions.  (Stab their own hearts.  Break their own necks.  Or jump off a cliff they couldn't survive.)  They could, however,  attack others effected by this (or not effected).  
    • Cannot make anyone accept a Devil Pact.
    • In some cases an individual might break free if pushed to do something absolutely abhorrent for them.  (Kill a True Love.   But not simply "Oh gosh I really don't want to hurt my guild mate!" or "Geeze what did those orphans ever do to me").
    • Individuals with holy magic are considered 1 rank higher than they are.
    • Anti-possession abilities of S-rank or greater would make them immune.
    • Anti-enchantment/possession spells of S-rank or greater could end the effect / "Cure" a victim.
    • The effected are all completely and 100% sane and themselves within their mind,  but are locked out,  prisoners in their own body.  They will remember everything and their loyalties remain the same.  (Effected players would simply RP the possessing force,  and the character as they watch in horror as they fight for Eris).
    • Mages who require only purely mental function to do something could still perform those mental functions,  with just their bodies itself being out of their control.
    • PCs of B-rank or higher can choose to instead of attacking anyone,  remain paralyzed struggling to resist control.   Doing so will cause horror exposure however each post,  and 15 points of mental psychic damage. But, it's an option.







    Name: Word of the Witch | Word of Undoing x Body Sculpting
    Rank: S+
    Type: Support
    Duration: Instant
    Cooldown:  10
    Description: This legendary and world-renown curse will... Transform someone into a frog or toad.    Using the life-altering power of the Word of Undoing interwoven with the body-altering abilities of Body Sculpting, Eris emits speaks an ancient word of cursing and in a flash of inverted colors and an echoing heartbeat everyone,  save for those Eris excludes,  finds themselves twisting and contorting,  the world seeming to grow all around them, their skin changing color,  their limbs morphing.
    The area is a nonissue,  and assume everyone in the location is impacted.  
    PCs will remain fully intelligent and self-aware,  though NPCs will have various levels of self-awareness and intelligence.  Some might be completely lost,  others might have fragments,  others might remain themselves (Mentally).
    An initial wave immediately effects NPCs.  But a 100m/s burst spreads out from Eris giving PCs an opportunity to try to avoid it.  The burst ignores walls and cover.  (But a full 100% enclosed magical barrier of S-rank or greater could shield)   The burst can only really be avoided otherwise by a teleportation effect,  skipping through the burst itself so it passes you without passing through you.  It's a bit of a leap in logic however, to assume that the area within the burst would be safe IC.  Anti-curse/enchantment effects could be useful as well.    
    The overall effect is a flat 25% reduction to speed,  50% reduction to all effect ranges and areas of effect,  and an 80% reduction to strength.  Spell damage itself remains unaffected.


    Strengths:
    • Transform people into toads!  The ultimate in witch villainy.
    Weaknesses:

    • Transforming into a frog surprisingly isn't as effective at disabling people as one might have expected. PCs remain just as active as before,  just with buffs.  They aren't suddenly useless and flounder about like a mindless natural frog.    
    • Literal princesses can cure the condition with a kiss.
    • True love can cure the condition with a kiss.
    • Their new size makes them harder to hit with effects, particularly projectiles and slashes/piercing attacks,  giving them a BUFF to their evasion through common-sense.
    • S-rank "Break Enchantment" type effects could cure it too,  given time.  Like recovering from an illness.  H-rank or greater anti-curses could do so without recovery time.
    • Individuals capable of shapeshifting can still shapeshift.  But their "Default" or "True" form remains as the frog until the curse is broken.




    Name: Word of Flesh | Word of Undoing x Piece by Piece
    Rank: S+
    Type: Support
    Duration: Instant (14)
    Cooldown:  15
    Description: Similar to Word of the Witch, Word of Flesh has power over bodies.  Rather than specifically transform someone into a frog/toad,  which is a novelty,  Word of Flesh is more insidious and takes from Piece by Piece's ability to merge flesh.    
    Using Word of Flesh,  the caster is capable of merging two or more bodies into one (or more) in any fashion desired,  or inversely to split bodies into multiple forms.  
    The effect can be instant, and thus the change permanent,  if the value remains the same rank as before a merge,  thus meaning the change is more or less cosmetic effectively.  
    However if the result is a being stronger than one on their own individual rank effectiveness then this lasts only 14 posts before the conflict in powers breaks the merge.
    The merged entity retains BOTH intelligence within it and they may fight for control.   Each intelligence is still in control of their own magic and abilities,  but may fight for dominance over the body itself.  
    If the body has a clear negative impact beyond the warring of the intelligences for control,  then the Duration (And cooldown with it) is reduced.  If the player in question accepts the change they may keep the full duration, but can end it at any time past the lowered duration.
    Alien Body:  The body is strange and awkward for them to control.  This inflicts a penalty on speed,  reflexes,  physical attacks,  and spells requiring gestures and so on.  They may be unable to speak,  and their senses may be different than normal.   Penalty = 50%.   Duration -1.  
    Disabled Body:  The body is outright disabled in some way compared to the normal body.  Such as missing limbs or sensory organs.    Duration -3.
    Helpless Body:  The body is outright useless to an extremely disadvantaged effect.  Duration -5.
    Horrifying Body:  The body is outright terrifying to the victim and they are more than useless,  but actively terrified by their own form and have a mental breakdown that leaves them trapped in their own mind.  It may have lingering effects once the change reverts, weighing on their mind or giving them nightmares to come.   Duration -7
    Combined Will:  If two or more player characters are merged then their combined will can help them break the change.  If at least one player focuses on willing the change to end,  every 1 post counts as 2 posts against the duration.  Each additional focus increases it by another +1.
    Strengths:
    • Transform people against their will.
    Weaknesses:
    • Duration can be a lot lower depending on several factors mentioned.
    • S-rank "Break Enchantment" type effects could cure it,  given time.  Like recovering from an illness.  H-rank or greater anti-curses could do so without recovery time.
    • Individuals capable of shapeshifting can still shapeshift.  But their "Default" or "True" form remains as the change until the curse is broken.  But it draws 5% of their MP per post they shift out of the form inflicted by Word of Flesh.









    Name: The Nightmare Curse | Paralyzing Fear x Word of Undoing
    Rank: S+
    Type: Support
    Duration: 10 in direct combat.  Instant duration (permanent) in plot/noncombat use/with permission.
    Cooldown:  11
    Description: Another one of the legendary curses sought after by villains everywhere.  The Sleeping Curse.  This spell is, however, considerably more sinister being based off of Paralyzing Fear and Word of Undoing.  Word of Undoing providing a large amount of dark power that inverts the Paralyzing Fear effect to heavily internalize it within a victim and reach out through the metaphysical bonds that tie that victim to all those who are "Under" or subject to them in some way, such as the subjects citizens of a kingdom when a royal gets cursed.  Plot point, and not enforced on PCs.
    The Nightmare Curse is similar in nature to that of the traditional effect.   When afflicted,  the individual falls into a deep sleep.   While asleep,  their bodies do not age and cannot be physically harmed, neither starve or dehydrate.  
    While asleep they exist within a realm of pure horror and live a tormented existence until cured and woken up.
    This curse must be used on an object in order to curse it in particular.  In which case that object remains cursed until activated.   Examples include:
    An Apple:  When bitten into,  the apple applies the Nightmare Curse to the consumer.
    A Spinning Wheel: When someone pricks their finger on the needle this applies the Nightmare Curse upon them,  and all those they hold authority over or kinship with.  Pricking the finger of a princess for example could afflict their entire kingdom.  
    A Ring:  When worn,  the wearer becomes trapped in the Nightmare Curse.

    If this effects a PC,  they remain trapped for the duration or until cured earlier.  They take "Horror exposure" each post they remain in the nightmare.    PCs can choose not to wake up if they so desire,  becoming defeated.  This can "Kill" them, kicking them out of the picture and the works.  Then eventually get cured and woken up.


    Strengths:
    • Thematic.
    • Potential to curse large populations.
    Weaknesses:
    • Requires the victim to interact with a cursed object of some sort.
    • Curing the original victim cures all related victims.  So curing the cursed princess would cure the whole kingdom.
    • Cured with Anti-Enchantment / Anti-curse effects that exceed S-rank in power by any margin.  (S-rank x D-rank fusion,  spell mixing,  a unison raid,  ect.)
    • Everyone effected by the fallout (Those with connections to the true victim) can resist the spell, instead being able to actively try to resist the curse by feeling the sense of the curse taking root within them and drawing magic to resist.  They instead take A-rank damage per post (Max damage of 20% their HP but they only fall asleep and not die if their hp drops to 0) and lose 10%MP per post that they resist.  Resisting for 5 posts breaks the curse.
    • True love's kiss will break the curse.




    Name: Haunting Command | Poltergeist x Dominance
    Rank: S+
    Type: Death - Support
    Duration: Instant
    Cooldown: N/A
    Description:
    Combining the expression of domination of Dominance with the seizing control of Poltergeist, Eris is able to nullify S-rank influences on necromantic elements in the 75 meter area within 150 meters,   and in their stead seize control over them herself as described by Poltergeist.   This is an immediate/instant effect however,  meaning it only gives 1 command.   That 1 command must be something it can carry out immediately.  Such as commanding something to move somewhere else,  or performing an attack.   Must take place within or during a 5 second window.
    PCs of up to S-rank are subject to this command as well,  due to the dominance in Eris's will and the possessing souls of Poltergeist even the living aren't free.  H-rank PC's will instead have a 50% reduction in strength and speed for about 2 seconds (A moment / for one action) when effected.
    A PC cannot be effected by this again for 5 posts, regardless of Haunting Command's lack of cooldown.
    Strengths:
    • Express dominance over bone and flesh.
    Weaknesses:
    • PC's cannot harm themselves with a command,  neither jump off a cliff (If they don't have a way to save themselves or fly),  and cannot be made to obviously hold themselves to take a hit.
    • PC's are immune for 3 posts after exposure.  Even if they resisted it with some effect.






    Name: Scorching Devourer | Devour Essence x Scorched Earth
    Rank: S+
    Type: Offense
    Duration: 1
    Cooldown:  9
    Description: This spell combines the might and area of Scorched Earth with the devouring capability of Devour Essence.   Releasing a storm of intense blue soulfire flames this spell looks and effects the same area as described by Scorched Earth.  However,  it deals +50% damage (Rather than giving specific damages. Spell fusions generally do +50% anyway.  Might as well just say that.) and will apply the effects of Devour Essence on those effected.   Being Soulfire,  this spell travels through physical obstructions.
    Strengths:
    • Allows Eris to Devour the essence of many individuals at the same time who would resist Essence Rip.
    Weaknesses:

    • Only recovers MP and HP based on 1 target effected,  not all the targets.  Whichever 1 target would be most advantageous.
    • Can't steal bodies with this.  The only real impact of the devour essence is in stealing memories and information about people.






    Name: The Clawing Basilisk | Clawing Wall x Serpent Fang
    Rank: S+
    Type: Support
    Duration: 10posts
    Cooldown: 11 posts
    Description: Building on the long, one might say serpentine form of the Wall spell,  The Fanged Serpent creates a long snake-like body capped with a giant snake skull.  It's body is composed of innumerable interlocking skeleton arms with clawed finger tips.  Skulls inset within the limbs form patterns similar to the patterns on a snake.    The claws can be seen to move and claw at the ground and anything that gets within reach of them (Basic attack to anything that gets within a meter of it).
    The tail end tapers off into a simple point.    It's head is a great and violent looking snake head that looks slightly horned and as though it in life would have had two sets of eyes.   Two giant fangs in its mouth dwarf a full spike-pit of smaller sharp carnivorous teeth.
    Overall the Basilisk is 100 meters long,  while being roughly 2.5 meters wide.  Its head being 3.5 meters.   It is fully capable of dislocating its jaw and expanding itself.  It can swallow an elephant hole,  and the fang-filled maw makes it extremely difficult to come out the way it came.   More razor claws and fangs continue to damage those who might have the misfortune to end up swallowed, subject to dozens of claw attacks as they pass the "Digestive system".
    A random point,  but the basilisk actually makes a highly effective drill.
    HP: 325.  BskAtk: 45
    Active Ability: Basilisk's Gaze.  Channeling the power of the dead,  the necrotic energies that sap the life of those hit by the fangs in Serpent Fang,  given new life in the Clawing Basilisk become a powerful gaze attack.     Those within a 75 meter cone take 100 points of damage (S).  If they can see the basilisk's eyes,  they take 50 damage.  If they are both within the cone and see the basilisk's eyes,  they take both and an additional +50%.    This can only effect an individual once per 3 posts.
    Passive Ability:  Basilisk's Venom.  Something of a misleading name,  the Basilisk has no venom.  Rather,  it has a powerful curse effect.  Anything damaged by the Basilisk withers and dies if nonmagical.  Even stone seems to fade.   The nonmagical living creatures shrivel into ghoulified husks, becoming ravenous undead corpses.   Those not slain,  PCs or important NPCs,  take the basic summon damage as reoccurring damage for the next 5 posts. Every additional hit from the basilisk applies 1/2 the ongoing damage of the last, until the previous effect ends.    Creatures killed while taking the ongoing damage become ghouls.

    Strengths:
    • Summons a fearsome basilisk that has powerful necrotic curse effects that could be mistaken for venom.
    Weaknesses:
    • The majority of the Basilisk's damage potential is held within the necrotic energies that it's form channels.  Individuals not subject to necrotic damage would have a significant advantage.

    • The basilisk's long body is a fairly easy target,  not as easy as one might imagine however,  but it's notable.   Beware though,  the skulls along its body aren't just for show.






    Name: Blazing Wall | Clawing Wall (Sig) x Mantle of Flame (Sig)
    Rank: S+
    Type: Offense
    Duration: n/a
    Cooldown:  n/a
    Description: Blazing Wall creates a wall of burning claw-like hands gripping skulls that burst from the ground.  The fires raging around the limbs and the spacing make for a wall of fire.   Each individual arm is about 5 meters long, 1 meter wide with a roughly 1 meter large skull,   with an area of fire around it 10 meters in diameter.   Each arm is spaced so their areas of flame merge together forming one long wall of fire.   The total area of the wall is up to 150 meters long,  10 meters thick,  in total.  Meaning it can curve and bend like a normal wall could be built.   If cast in the air,  it is composed of floating skulls rather than arms holding skulls.     The fires shrink by 1 meter per post.  In just 2 posts there would be a space between each wall, requiring a recast spaced in between the other wall in order to repair it.
    Destroying an arm destroys that section of wall.  Each arm has 100hp.  The fires around them deal 80 damage per second someone passes through.  Less than a second still amounts to 80,  but each second after that repeats the damage.   If somehow trapped within the wall,  it's assumed a post is 6 seconds unless clearly otherwise.
    Overlapping areas of Blazing Walls do not cause additional damage,  but count together to bypass resistances up to the normal max damage per second.
    The wall appears at a bout a rate of 90 meters per second from a point Eris within about five arms reaches of Eris (Even if she had to tippy toe or lean)


    Strengths:
    • Can very effectively control the battlefield and crowds through the placement of static unmoving "walls".  Rather than being physical barriers,  these are pure damage walls of fire.  
    Weaknesses:

    • Flame resistant individuals may find the wall to be less inconvenient than most.
    • The flames are harsh making it very difficult to see through them,  only someone with an Eagle Vision level vision ability would be able to see through it.  (And there is no way in hell "Scent" can get through the flames,  scent would be overwhemed with smoke for one).   But my point is that it's just a wall of fire.  People can still shoot through it.
    • Flames deal only 40 damage per second within the first 2 seconds of the wall appearing.






    Name: Divine Domination | Dominate x Divine Corpse
    Rank: H+
    Type: Support
    Duration: 20
    Cooldown:  21
    Description: Divine Domination unlike some spell fusions with Divine Corpse still has a Ritual casting.  Taking FIVE posts to cast.   Each post will add a halo of runes around Eris's head surrounding her existing angelic halo,  and when cast will immediately force her into her full Divine appearance,  as more runes burn off her clothes as they mark her body like snakes that wrap around her body and across her four wings, tail, and horns.   She is herself the ritual.   She may perform actions as normal while the spell is activating,  but every post in which she takes damage adds 1 post to the casting time.   She can take S-rank damage herself to reduce the duration by 1 per 100 damage,  but this S-rank damage is dealt to anyone within 50 meters of her as well in a flash of divine light that is twisted in twine with black bands of unholy energy with white bands of holy light.

    Once the spell is finally cast Eris is forced into twice her full titan size, unable to shrink herself, and a burst of golden divine energy ripples across the land.  All enemies in the area are cowed, unable to resist any command uttered by Eris,  her voice echoing through the physical realm and reverberating through the spirit and psychic layers of reality.   Every self-harming command Eris gives or direct harm from Eris reduces the duration on that individual by 5 posts + 2.5 extra posts each additional command.   

    Allies are healed or otherwise mended by A-rank's damage per post. 
    Enemies and allies alike have 50% damage resistance against all harm.
    Dead/destroyed/slain enemies and allies alike along with all NPCs and graveyards are resurrected to 1%HP as either living or undead at Eris's leisure. 

    All NPCs remain in Eris's control beyond the duration unless captured and subject to psychological treatment and/or memory erasing effects making them forget the sight of Divine-Eris.

    Strengths:
    • Seize control of a topic for a duration, turning armies against each other or making enemies into friends for a time.   Once the duration is over feelings are no longer enforced,  but remain as a confusion and conflict of emotion as memories of what they felt and saw remain (If it was a bloodbath, they'd remember that.  But if it was peaceful, they'd remember peace).
    Weaknesses:

    • Every self-harming command Eris gives or direct harm from Eris reduces the duration on that individual by 5 posts + 2.5 extra posts each additional command.
    • Every post in which she takes damage adds 1 post to the casting time.
    • Enemies can choose to take H-rank "True" damage per post in which they try to resist the Divine Domination,  the damage is represented by golden light and flames that erupt from their eyes as they are seared internally, mentally, and spiritually,  resulting in Horror exposure.   Every additional post they resist reduces the H-rank damage by 15%.



    Last edited by Eris on 8th October 2016, 1:50 pm; edited 17 times in total
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    Post by Heavens Empress Daiki on 25th April 2016, 6:33 pm

    Low key title Q4YahIx


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    Post by Mistress Venir on 26th April 2016, 4:13 pm

    Hey there! I hate to be the bearer of bad news (and I hope you don't take this as bad news) but this is getting pulled to be read over again. I swear I'll try to make this as painless as possible. I ask that you please do be patient with me, as I can be a bit dumb sometimes/I usually require a lot of explanations and a dumbed down version of what's going on in most spells >o< But if you have any questions, comments, or concerns feel free to PM me, I'm always willing to find some sort of middle ground ^o^ Again I apologize for the inconvenience, I'm sure you're probably not anymore happy about this than I am but I really hope this doesn't bring any ill feelings between us. I swear there's only gonna be a few tiny things at most as overall this magic seems really interesting to say the least!


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    Post by Eris on 26th April 2016, 5:37 pm

    Well I hope it's sensible and really is just a few things... Application pulling is something I feel strongly about and is almost never a good thing, or something with good intentions.  It's typically something people do out of spite or get people to do out of spite... So you can see why I might be skeptical / distrusting.


    Anyway, since you didn't say what or why,  I've tweaked some things that I personally felt were potentially questionable.   I assume it was the heal attached to a signature spell,  which I removed among other tweaks to reduce the overall effectiveness of the spells present or explain ways to avoid/deflect/negate/ect others.


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    Post by Chaotic Rumble on 11th June 2016, 1:52 pm

    Alright, so, since this hasn't been gotten to, I'll do it.  I'm gonna try to make this as easy as possible, though, you'll probably need to explain some things to me because I tend to take my time and double checking with the original creator in case I ever feel like something is weird to me.  I may change some things out of nowhere or ask you to do something else that might contradict something I said in the past.

    So, with that out of the way, let's carry on.

    Blood Ritual: Overlord's Chant - So, the thing I really like doing is creating powerful spells that have their drawbacks, and while this spell has quite a few, I felt like the strengths easily overcame the drawbacks.  Still, I tried thinking of a way to keep it as is, and I may have found the solution.

    Here's what it is: This spell is "locked".  What I mean by this is that you cannot use it unless you attain a certain condition.  What would that be?  You wouldn't be able to use this spell unless you have 50% of your magical energy and maybe 75% of your health remaining.  Not sure.  This is an awfully hard spell for me to really agree to simply because of the fact it reduces magical cost and prevents things, albeit specific, from dying including yourself, but I guess we'll try and see how it goes.

    Blood Ritual: Word of Undoing - The one thing I'm completely adamant about is not to allow this to cancel out H-Rank and guild spells. Sorry, but this is the only thing I'm 100% set with when it comes to grading spells. Only H-Rank and guild spells should be able to work to cancel the other out, so I'm gonna have to ask you to remove that portion out about the spell.

    Simulacrum - I... Think I understood this spell. It looks interesting. I'll still ask you to talk about it more in your next post and explain it a little better to me, however, just to be sure I don't misunderstand the spell.

    Dominate - This spell is also interesting! I like it a lot. I just feel like it's too strong for a B-Rank spell considering everything it does. My main gripe with the spell is how much the stats are reduced for those who try to resist your command, so I'd like you to reduce the amount they are reduced by. I don't like forcing things on people when it comes to this, so I'll let you decide by how much to reduce it, though I might want it to be different. This spell in particular might be subject to change in the future, depending on how it develops as we go along.

    Burst Control - Cool. I like this spell.

    Dominance - I might have some gripes with this spell, but, we'll leave it be for now. I'd prefer to shape up everything else, first.

    Right, so, feel free to make any edits I've asked for or reply just stating any concerns or whatever it is you might want to say. If you feel I'm being unfair, I'm sure we'll come to a good enough solution in the end.

    Either way, PM me or bump the thread when you're done.


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    Post by Eris on 11th June 2016, 4:34 pm

    @Chaotic Rumble wrote:
    Blood Ritual: Overlord's Chant - So, the thing I really like doing is creating powerful spells that have their drawbacks, and while this spell has quite a few, I felt like the strengths easily overcame the drawbacks.  Still, I tried thinking of a way to keep it as is, and I may have found the solution.

    Here's what it is: This spell is "locked".  What I mean by this is that you cannot use it unless you attain a certain condition.  What would that be?  You wouldn't be able to use this spell unless you have 50% of your magical energy and maybe 75% of your health remaining.  Not sure.  This is an awfully hard spell for me to really agree to simply because of the fact it reduces magical cost and prevents things, albeit specific, from dying including yourself, but I guess we'll try and see how it goes.

    Being unable to move at all isn't a drawback... ?    If I'm to defend against anything I have to directly attempt to counter it with a spell- provided I have a suitable spell in the first place,  and that that spell isn't on cooldown.

    The idea is to have an equivalent to a Slayer's force.   So I guess requiring something to do it isn't out of the question.   Plenty of Slayers can go at-will though.

    Blood Ritual:  Word of Undoing - The one thing I'm completely adamant about is not to allow this to cancel out H-Rank and guild spells.  Sorry, but this is the only thing I'm 100% set with when it comes to grading spells.  Only H-Rank and guild spells should be able to work to cancel the other out, so I'm gonna have to ask you to remove that portion out about the spell.

    That's what defense spells do. That's the point to using them rather than throwing attacks all day.  They defend against a spell 1 higher and/or 2-3 of the same rank (Two spells of a lower rank are far more than a 1 spell of a higher rank.   Two S-ranks is significantly more than 1 H-rank) .   Otherwise they'd be nearly pointless.    Especially for an Instant defense spell,  that doesn't stick around.  

    Meanwhile the only way to defend against H-ranks would be H-ranks.  Which is a waste of your slot.  

    H-rank spells are just H-rank spells.    Just another step on the ladder,  and aren't all that more dangerous than an S-rank spell.    (100 value vs 140 value.  Defense spells tend to have two to three times normal value.    Meaning an S-rank spell capable of blocking 3 S-rank spells would have 300"HP" that those three attacks would break through.   More than double the damage a standard H-rank attack would do (140).)

    What I can do however is restrict H-ranks to defending only herself rather than negating the whole thing, which I thought it how it was before but apparently isn't.   Allowing the H-rank spell to still be showy and accomplish it's effect towards everyone/thing else.   Keeping both my defense spell and their H spell relevant.


    Simulacrum - I...  Think I understood this spell.  It looks interesting.  I'll still ask you to talk about it more in your next post and explain it a little better to me, however, just to be sure I don't misunderstand the spell.

    Just creates bodies (Something she already does) then allows her to transfer someone willing into one of those bodies.  Basically allowing an FC change to occur IC rather than randomly occurring with no explanation.
    The bodies could instead be clones sharing the same life force,  allowing one to for example both go visit Rose Garden and take a trip to Clover Town.    
    Which would allow Eris more flexibility in interacting with people and dealing with the demands of her Guild with widespread influence.
    Which is also another redundant ability that she can accomplish in various other ways.  I tend to like redundancy.


    Dominate - This spell is also interesting!  I like it a lot.  I just feel like it's too strong for a B-Rank spell considering everything it does.  My main gripe with the spell is how much the stats are reduced for those who try to resist your command, so I'd like you to reduce the amount they are reduced by.  I don't like forcing things on people when it comes to this, so I'll let you decide by how much to reduce it, though I might want it to be different. This spell in particular might be subject to change in the future, depending on how it develops as we go along.

    Alright then... Reduced.


    Dominance - I might have some gripes with this spell, but, we'll leave it be for now.  I'd prefer to shape up everything else, first.

    All it is is effectively an anti-magic effect that only effects necromancy themes.


    Either way, PM me or bump the thread when you're done.

    You have my Skype I'm fairly certain.   Just look for Kate.  If there is more than one (Admittedly a common name) look for Siren,  in your contacts.


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    Post by Chaotic Rumble on 13th June 2016, 10:46 am

    Blood Ritual: Overlord's Chant - Sorry, didn't see that portion, for whatever reason...  It's why I tend to change my opinion about a lot of spells in the future - I tend to miss things I catch on later in the grading.

    Still, there are going to be some things I comment about.

    This may be a given, but when you hit no more remaining health in your pool or mana, unless the spell takes nothing to use, it should be a given you cannot cast any spells.  Some things are still bothering me, but we'll leave it at that for the time being.

    Blood Ritual:  Word of Undoing - I'm very well aware of what defensive spells do.  Thing is, that generally applies to only two spells, or a single H-Rank spell.  Fact of the matter is, this spell stops all other spells, which I'm fairly alright with especially because I have a spell that's somewhat similar, so that's alright, but being able to now stop higher rank spells in addition to that?  Sorry, can't let that happen, coupled with the fact that you gain magical energy in addition to stopping all the spells, which may or may not need to be tweaked a bit, but, maybe not.

    Simulacrum - Cool.  So, it's what I thought it was.

    Dominate - Thanks.  I still feel like the reduction is too strong, but I'll need to think of a way to lessen it whilst not completely defeating its purpose, so, we'll leave it as is for now.

    Dominance - Yeah, I got that, I suppose what is bugging me is the fact you can do this to all ranked spells; taking control over them ALL, and not just a single type, either.  I'd appreciate you limiting this to the rank of the signature spell.  Also, one of your weaknesses doesn't make sense to me...  It says it has a heal, but it doesn't.  This still might need to be changed, depending on whether or not a certain factor is counted for something I believe it might be.

    Anyways, that's about it for now.

    Don't hesitate to make any edits I've requested or respond freely.


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    Post by Eris on 13th June 2016, 7:36 pm

    @Chaotic Rumble wrote:
    This may be a given, but when you hit no more remaining health in your pool or mana, unless the spell takes nothing to use, it should be a given you cannot cast any spells.  Some things are still bothering me
    Certainly.  0% means nothings left.    It's worth mentioning though, sure.


    Blood Ritual:  Word of Undoing - I'm very well aware of what defensive spells do.  Thing is, that generally applies to only two spells, or a single H-Rank spell.  Fact of the matter is, this spell stops all other spells, which I'm fairly alright with especially because I have a spell that's somewhat similar, so that's alright, but being able to now stop higher rank spells in addition to that?  Sorry, can't let that happen, coupled with the fact that you gain magical energy in addition to stopping all the spells, which may or may not need to be tweaked a bit, but, maybe not.

    It's an instantaneous effect.  It's not going to be nullifying a billion things at once,  between one and three at the most except in extreme situations in which case then yes this is an advantage over other effects,  but every spell has to have its advantage,  it's area in which it shines,  and that situation happens to be a rare one.  And it doesn't even effect the majority of spells.  A spell has to last more than two seconds for it to be touched and as such it wouldn't even be able to defend herself against most attacks.

    I could, however, point out that it would be unable to nullify H-rank spells that are Personal.  (Such as a takeover.).   The idea is that it's only capable of protecting herself against an H effect.   Unless you'd also be more comfortable if I say that defending against such an effect consumes the entire spell for some reason,  so it's either defense against an H OR negating multiple lesser spells.   I'd be alright with that, though again it's just an Instantaneous spell.  Only spells in effect during those two full seconds would be effected in the first place.  

    It has its drawbacks,  it has its uses.  It is situational.  It's also an important defensive tool meanwhile being a component in other effects that are similarly situational, adding conflict in whether to use this for its defensive value or to use it to fuel another effect forgoing that security blanket.


    Dominance - Yeah, I got that, I suppose what is bugging me is the fact you can do this to all ranked spells; taking control over them ALL, and not just a single type, either.  I'd appreciate you limiting this to the rank of the signature spell.  Also, one of your weaknesses doesn't make sense to me...  It says it has a heal, but it doesn't.  This still might need to be changed, depending on whether or not a certain factor is counted for something I believe it might be.

    I honestly did not even consider higher ranked spells when making it.
    The HP is a remnant from when exerting that control could allow her to cause undead to heal.  Which isn't a thing anymore, I removed it,  but missed the weakness.




    Ugh.  I had to get rid of a whole spell just to make room for all these changes.  x,....,x


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    Post by Chaotic Rumble on 23rd June 2016, 12:25 pm

    Sorry I'm so late.

    With a combination of the US Education System being so poor as to force me to do 7 extra classes and my grandmother doing worse and worse, I had a pretty busy week!

    But, hopefully we can finish this soon.

    Blood Ritual: Word of Undoing - I'd be fine with that completely. Honestly, like I said, I hardly mind it negating every spell below that, it's only when we breach that territory where I start caring.

    Dominance - Thanks for clarifying.

    Next post I'll be sure to look through everything again. May or may not have more comments. We'll see, but good stuff on everything so far.


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    Post by Eris on 27th June 2016, 8:15 am

    It's approaching five months since I made this, one short of half a year.   Wonderful..


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    Post by Eris on 11th August 2016, 9:41 am

    . . .






    Low key title 56703954


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    Post by Eris on 24th September 2016, 10:13 pm

    Low key title 56156810



    I'm pretty sure I met all of Chao's demands to one extent or another,  it's been months.   Venir before that said there was only a little bit in the first place.  " I swear there's only gonna be a few tiny things at most as overall this magic seems really interesting to say the least!"  But that was ages before Chao touched it in the first place.    After Daiki had approved it before then.  


    Really adore feeling bounced around and stepped on by multiple people and having this sit around for closer to a year now than not.  Made these at the beginning of the year,  now it's closing in on the end of the year with October nearly here.  




    It's approaching 9 months.   If I were preggo I'd be around the third trimester now.  I could almost,  or maybe will at this point,  have been able to have made a baby before this damn thing gets approved.  Again.


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    Post by King Elyx on 9th October 2016, 3:01 pm

    All of the spells looks like they have been pounded to the dust lD I can't seem to find anything too OP or anything that could be easily abused. Why did this take so long again? Approved.


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