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    Death's embrace(Secondary Magic)

    Raiza
    Raiza
    __
    __

    Moderator- Developer/GFX Artist- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Magic: The Reckoning
    Second Magic: Death's Game
    Third Magic:

    Death's embrace(Secondary Magic) Empty Death's embrace(Secondary Magic)

    Post by Raiza on March 15th 2016, 6:12 am

    Magic Death's Embrace - Secondary Magic

    Primary Magic:The Reckoning
    Evidence of Accomplishment: Training here
    Caster or Holder: Caster
    Description: Death's embrace this is a full takeover style magic that has utilized a single soul known as 'Death'. It's spells, and abilities all correspond to death, decay, darkness and just generalized insanity, and to some, a lost magic. Though it is more of an extension to the lineage magic, as well as the primary, and all spells in this magic require said lineage if one were to attempt to 'copy' through a spell or the alike. This is not used any differently than most takeover magic, however is not primarily used, having very straight forward, and limited changes, only able to change aspects for one certain final spell, in which is the full body form. In fact, the partial takeovers, do not alter the user physically, but rather alter them magically, awakening more and more of the user's true power.

    Lastly obtaining this magic grants the user a new form of energy called 'Energy'. This new energy will take place of all references to any sort of energy that the user uses. As the ancient times energy was not separated into petty things, and all energy came from one kind of source. This 'Energy' could be called many things 'magic/chi/life force...you name it' the energy exists within everything, and just obtaining this secondary magic will cause everything of the user that refers to 'magical energy' to just be refereed to as 'energy or Mana/MP' in short, as so long as it is an energy, it can be effected by an energy 'so no saying you have an alternate form of magic, and it is better because of XYZ. Simply because this turns the user's magical energy into pure 'energy' and is equivalent to any form of 'energy' be it magical, chi, life,spiritual , no matter what you call it ect.... This is because, all energy is.... is energy. No matter what it is called, no energy is 'better' and it will treat it all the same. (i.e it prevents things such as, well my spells/ability uses an energy called *insert name* so yours no longer works cause it references *insert name*, or my magic is only effected by *insert name* of energy. ) This essentially makes it so those that use 'forms of energy' are on equal grounds, leaving it up to the rp skill, spells, and abilities.

    Strengths:
    -Death is neither holy nor unholy, and thus holy and unholy hold no advantage over this magic.
    -Not spell reliant. The magic's true potential shines through it's abilities and magic spells, so both are never needed at once.
    -Death will only claim those he means to, and thus, no spell or ability will ever harm someone the user does not wish to, as so long as said spell/ability is part of this magic
    Weaknesses:
    -Cannot use full takeover without first entering demon force, or being over 100% mp.
    -Strictly Takeover magic(minus the signature), every spell is a take over in some way or form. which leaves this magic not as versatile as his primary.
    -must activate partials in order (e.g must activate 4, then 3, then 2, then 1.)
    -Obvious. As all take over magic is, this magic is fairly obvious as something about the user must physically change.
    -

    Unique Abilities:
    Death's Sight:
    Death's sight: Be it god, demon, immortal or mortal. The reaper has always found their target. This grants the user an extremely heightened sensory ability. This translates into both energy based and physical. The user becomes hyper observant to even the smallest of details using more than just sight. However on the energy side of this ability it means the user can pick up on the slightest of changes to an energy force within 75 meters of the user. This alone means the user may pick up subtle differences in energy signatures. It should be noted, every living(and non-living) thing has an energy signature, no matter how big or small. Together this allows the user to hunt, peruse, or even evade his target of choice, or have a nifty on guard mode.

    Lastly, and only use for cosmetic purposes, the user can see a 'clock' or 'timer' above heads of mortals & immortals signaling when they are supposed to 'go' when it becomes clear. The clock counts down at a rate of 'if nothing were to intervene in their lifespan any further', and because of this, there are times the clock may revert, gaining time. Those who would not die by age or time, have an infinity symbol over their heads. All Npcs unless specified have a normal clock.

    Energy Body:
    Energy body This UA works in two select ways. The first way, is giving the user a pseudo-incorporeal form(Non-spirit). What this means is, that the body does not take damage, but the user's HP does. An example would be a sword may slice through Raiza's entire body, without leaving a trace of blood or a physical wound. However, the HP will still be damaged in this way, and if there was a 'bleed' status effect, that would work too - despite not really bleeding. The second, and last example being a fireball, which could go completely through Raiza, burning him via hp damage, and the DoT would still effect him as normal, however he would not be on fire or show any burn marks. This offers no immunity. The only resistance this does provide is a 10%(+10% per rank, capping at 50% at S-rank) resistance to energy(any form). This however does not allow the user to 'phase' or anything of the like as it is just completely turning the body to energy, which can be 'disrupted' by striking it, hence still receiving

    Spells:
    Signature "S" Rank:

    Name: Death Soul's Sacred Darkness Veil
    Rank: S
    Type: supportive - Holy/Darkness/Death.
    Duration: Instant
    Cooldown: 1
    Description: Allows the user to manipulate the shadow of an ally or multiple allies to provide a veil to protect them from rank worth of damage, or heal them for A-rank worth, not to exceed 10% of the maximum hp. This is an active heal, and not regeneration. If used on multiple targets, the effect is split evenly, and equally. When something strikes what ever the veil is protecting, it ripples with black & white, revealing that a barrier exists.
    Strengths
    -Great support possibilities
    Weaknesses:
    -cannot be used on self.
    -No offensive potential

    Spells:

    Name: Death Soul - Release level 4
    Rank: D
    Type: Takeover - Partial
    Duration: 3
    Cooldown: 4
    Description: Release level 4, the first stage in releasing the user's true power, allowing the reaper & demonic gift to temporarily come out. This alone does not alter the user's appearance, but rather unlocks more power for the user to tap into via active & passive. This release level focuses on alteration of the self, and spell. As well as expansion of one's techniques.
    Takeover Stat boost: +25%  magical size(be it range/general aoe distance ect...this covers it)
    Active ability: Spell Physiology alteration: Allows the user to manipulate shapes of one of their own spells once per post. The spell being changed, will only change shape (i.e a fire ball could turn into a cone of fire instead). Distance/range/aoe size may not exceed what it already was. nor may any size be reduced by more than 50% (E.g: a 10 foot wide beam, that went 10feet long, can change into a 5 feet wide and 15feet long.)
    Passive ability: Dark physiology:Activated upon activation of this spell Cosmetically may create anything around the user of darkness within reason(Wings/horns/tails/fake-false armor))however, they provide no defense, no offense, and nothing but cosmetic appeal in pvp/pve. (i.e creating wings does not grant flight, creating armor doesn't grant defense).  When used in the full takeover, this may drastically alter the user's appearance within reason (i.e making the user appear as if they're slightly bigger, and this time it is not limited in color of darkness). Aside from paying 1/4th the spell's cost again, this active can only be used once per use of this takeover. Note 1: no weaponry may be created this way. Note 2: Any manipulation of darkness or the alike, cannot make use of this passive - including if the user tries to, this is because said darkness is a cosmetic change to the user.
    Strengths:
    -Can trick or feint out opponents with cosmetic changes or surprise them with alterations to prior used spells.
    Weaknesses:
    -passive has no combat applications other than to change appearance.
    -Active requires another spell to be used, causing the user to use mana.

    Name: Death Soul - Release level 3
    Rank: C
    Type: Takeover - Partial
    Duration: 5
    Cooldown: 6
    Description: release level 3, is the second level of awakening the user's power. No appearance changes, however their aura is now a visible black & white color. This exact level focuses on further expansion of the user's techniques & power.
    Takeover Stat boost: +35% Magical Size(be it range/general aoe distance ect...this covers it)
    Active ability: Infused Thorns: May activate for one post with a 4 post cooldown. This starts by casting an invisible aura that stretches out 30meters in all directions from the user. This changes the way Thorn aura works, so that when longer ranged attacks, be it melee or not strike Raiza, he may cause a 15% recoil to anyone(including the original caster) within the aura.
    Passive ability: Thorn Aura: Passively triggers when a melee strike contacts Raiza. Each melee strike be it augmented/buffed with magic or other means will have 15% of the damage before mitigation/damage reductions be recoiled to the one who sent it. This does not reduce the damage of the strike to Raiza
    Strengths:
    -Uses the enemy's strength against them.
    Weaknesses:
    -Reliant on being hit, thus puts the user in danger.
    -Cannot be buffed (i.e a +100% magic power will not increase the 15% recoil to be 30%, it will still be 15%)

    Name: Death Soul - Release level 2
    Rank: B
    Type: Takeover - Partial
    Duration: 6
    Cooldown: 7
    Description: The third level of power awakening, and this time it focuses on the magic power, rather than expansion or alteration effects. Again this provides no physical appearance changes, it does however provides appearance changs to the magical side by making the user's magical presence appear & feel very heavy, and full of dread.
    Takeover Stat boost: +50% magical damage
    Active ability:  Infused Dread Aura: A destruction effect that may activate once with a 5 post cool down. This alters the dread aura for a single post, causing those that get hit by it to be treated as if they were effected by the dread aura for the next 2 posts.
    Passive ability: Dread Aura: Extends out 50 meters in all directions from the user. This will drain(Without giving it to the user) mp from any the user chooses who enters, or remains in the aura. 5% upon entering the aura, and 5% each post they remain, or were in the aura even briefly.
    Strengths:
    -Makes getting in close with the user difficult.
    -MP draining effect translates to anything the victim may use as their energy or spell casting source.
    Weaknesses:
    -No defensive capabilities.
    -Active has a high cooldown for a low duration.
    -Active's duration will end automatically upon the end of this spell.

    Name: Death Soul - Release level 1
    Rank: A
    Type: Takeover - Partial
    Duration: 7
    Cooldown: 8
    Description: The fourth level of releasing the power restrictions on the user, as well as giving them more control over their magic. When the user taps into this release level, they appear stronger by those who are sensing them, however this does not provide anything other than cosmetics. As for physical alterations, quite simple, it doesn't provide any physical alterations aside from rune lettering appearing up and around the entire right hand, and arm up to the shoulder. These rune lettering are pitch black with a faint & thin white outline.
    Takeover Stat boost: +60% magical damage
    Active ability: Psychic Confusion: Activated once per post, for one single spell. This augments a spell with the 'confusion' status effect that makes it harder to focus in general. How the confusion effects the victim is up to the victim for all plot related bits. The plot side of this confusion will last until the victim wishes it to end, but no sooner than at least two posts. As for the combat side, this causes the victim to be unable to focus enough to allow full use of their magical control, causing spells to cost 2% extra mp. 1% if a higher rank, and 0% if two ranks or higher. +1% more for every rank this is higher than the victim. This effect lasts for two posts.
    Passive ability: Spark of Control: With great power, also requires control or rather effectiveness. Spark of control does just that by increasing the effectiveness of spells. Effectiveness does not alter damage, but rather how effective the user's magic can be. This copies half of all magical damage buffs from the user, and applies a 'magical effectiveness' trait to it. Magical effectiveness translates to the rank it is treated as well as status effects. The user himself is also based on magical effectiveness(Example 2: a D-rank spell with +100% effectiveness, will be considered a C-rank spell in terms of what it may effect however it'd still only have D-rank base damage.)
    Strengths:
    -High control over magical power
    Weaknesses:
    -Alone, this takeover offers nothing without other parts of the user's magic to work with.
    -Gives the user away slightly, by making them harder to hide from sensory.

    Name: Death Soul - Release level 0 - Reaper Force
    Rank:  S
    Type: Takeover - Full
    Duration: 10
    Cooldown: 12
    Description: Release level 0, the final restriction on Raiza's power finally being unlocked, and awakening a large sum of effects. The full sum of all the partials in one, causing a mandatory use release level 4's passive to at least change two or more things, giving him an alteration on appearance to however he so wishes, though any extra limbs, or growth does not hold any power other than cosmetics. For magical presence, this changes the user's magical energy to feel radiant with holy - yet dark energy regardless of what other magic they may use. This doesn't change the elements(if any) it only changes how the magic may feel via sensory.
    Active ability: Dark Coating: Activated only once per post, for one spell. This provides an aura or 'coating' over a spell. What it does is similar to an armor piercing effect. It doesn't counter anything, and the spell it is attached to isn't treated any differently. What happens is, this S-rank 'coating' is used up first in terms of defenses. Note the coating will never do any damage to a person.
    Passive ability: Blind Darkness: A passive that will attach to damaging spells or active abilities, causing blindness to enemies whom are damaged by said source. Now this blindness does not only effect physical sight(in case someone has magical sight), it can cause a blindness to all forms of 'sight' as so long as it uses eye(s) of some kind.(E.G sight using sound doesn't count, but using sight via a mental 3rd eye, or sensory techniques would count as sight). This blindness lasts for the post that the victim is hit by the magic, and then the following post(1 post duration essentially). However, those of lower rank suffer 1 additional post per rank under. Those of one rank above suffer partial blindness, making it extremely harder to see, but not impossible. This would make it impossible to see any small details, as it would be extremely blurry with patches of dark spots in their vision, however magical sight is unaffected. Those two ranks or higher are not effected at all. The effectiveness of blindness will not stack, but the duration of it will. Note all blindness is cured immediately on the end of this spell.
    Strengths:
    -Highly destructive, release of power.
    Weaknesses:
    -abilities rely on other spells
    -Cannot be used without being at or above 100% mp, or being in demon force.



    List of Spell Fusions: see primary for this


    Last edited by Raiza on March 27th 2017, 7:47 pm; edited 33 times in total
    Raiza
    Raiza
    __
    __

    Moderator- Developer/GFX Artist- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Magic: The Reckoning
    Second Magic: Death's Game
    Third Magic:

    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Raiza on March 15th 2016, 6:13 am

    training & approval here : (Training)


    _____________________________________________________________________________________

    Death's embrace(Secondary Magic) YdfXSKP
    Kakuma Blackflower
    Kakuma Blackflower
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player 
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    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Kakuma Blackflower on March 17th 2016, 7:59 am

    @Raiza wrote:wip atm, working on primary since examination is done. Will get to this after. Simply listing it here for now.

    Magic Death's Game

    Primary Magic:Listed here: MMO Reality Magic
    Secondary Magic: This is the secondary Magic
    Caster or Holder: Caster
    Description: Death's game is commonly refereed to by Raiza as Death's embrace, as this is a full takeover style magic that has utilized a single Satan soul known as 'Death'. It's spells, and abilities all correspond to death, decay, and just generalized insanity, and to some, a lost magic. Though it is more of an extension to the lineage magic, and all spells in this magic require said lineage if one were to attempt to 'copy' through a spell or the alike. The Death's Game magic is not used any differently than most takeover magic, however is not primarily used, having very straight forward, and limited changes, only able to change aspects for one certain final spell, in which is the full body form.
    Strengths:
    -Death is neither a good nor a bad guy, an thus holy and unholy hold no advantage over this magic
    -Not spell reliant. The magic's true potential shines through it's abilities and magic spells, so both are never needed at once
    -Death will only claim those he means to, and thus, no spell or ability will ever harm someone the user does not wish to, as so long as said spell/ability is part of this magic
    Weaknesses:
    -Magic refers to 'death' but has no 'death' or 'dark' element to it, and thus does not hold an advantage to things that are weak to 'death or dark' magic
    -Strictly Takeover magic, every spell is a take over in some way or form. which leaves this magic not as versatile as his primary.
    -not too defensive in nature, as most are supplementary / offensive takeovers
    -Obvious. As all take over magic is, this magic is fairly obvious as something about the user must physically change.

    Unique Abilities:
    Aura of Decay: Where death walks, things 'die' His touch is chilling, the aura near him causes those near to run. This ability when the user chooses to 'use' it, will cast a 5 foot area of death around him, quickly rotting anything he so chooses. However, people/pets/summons are effected in another way. Which they will take 1/5th the rank of the user in magical(not spell) but magical damage as the air begins to decay them. Other spells are not effected by this unless the spell has a living property to it, i.e a summon. Not a fan of this being always on for free... could you add a drawback of sorts or perhaps a MP cost for haing it on?
    Spectral body A body like this, allows one to never receive damage to their physical body. Now this does not grant immortality to damage, but instead all damage simply impacts the user's HP normally, but it will not harm their true body.(I.e a sword may cut through Raiza, deal normal damage, but no trace of blood or physical wound will remain) The user however, may shut this ability off if they so feel like it. However, doing such will remove the spell resistance bonus, which is a raw 10% resistance to spells at or under the user's rank. Question? does this make you count as a ghost/Specter in reguards to magics? I.E. a magic designed to fight ghosts/specters? if so would this confer a damage boost against you?

    Spells: (For plot reasons, I'm not listing any spells  yet, as Raiza has not 'unlocked them' icly, and only has access to his abilities of this magic)

    List of Spell Fusions:
    See da blue!


    _____________________________________________________________________________________

    Death's embrace(Secondary Magic) KF68skC
    Raiza
    Raiza
    __
    __

    Moderator- Developer/GFX Artist- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Magic: The Reckoning
    Second Magic: Death's Game
    Third Magic:

    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Raiza on March 17th 2016, 8:33 am

    part one; There are plenty of abilities that are free, that give either 'resistances' or 'stat buffs' and the alike for no cost. Why is this any different? because it can deal potential damage? Where as a huge strength buff, can still do damage, as it would amplify the user. A cost would just make me turn this into a spell, or a signature move instead of an ability. however instead of a cost, a compromise? I gave it a post limit and cool down.


    part two: No, it is just the best way I could describe it. This also means I do not recieve any bonuses that say (increases ghost's power ect.. ect...) or the alike.


    _____________________________________________________________________________________

    Death's embrace(Secondary Magic) YdfXSKP
    Raiza
    Raiza
    __
    __

    Moderator- Developer/GFX Artist- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Magic: The Reckoning
    Second Magic: Death's Game
    Third Magic:

    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Raiza on March 20th 2016, 3:45 pm

    well I'm guessing you didn't reply because of my counter argument. I've decided to just change it up since I'll just make it a spell later on anyways. This post is also a bump.


    _____________________________________________________________________________________

    Death's embrace(Secondary Magic) YdfXSKP
    Kakuma Blackflower
    Kakuma Blackflower
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player 
    Lineage : Spirit Goddess
    Position : None
    Posts : 1077
    Guild : Laughing Coffin?
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 29
    Experience : 0

    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Kakuma Blackflower on March 23rd 2016, 5:28 pm

    Magic Death's Game

    Primary Magic:Listed here: MMO Reality Magic
    Secondary Magic: This is the secondary Magic
    Caster or Holder: Caster
    Description: Death's game is commonly refereed to by Raiza as Death's embrace, as this is a full takeover style magic that has utilized a single Satan soul known as 'Death'. It's spells, and abilities all correspond to death, decay, and just generalized insanity, and to some, a lost magic. Though it is more of an extension to the lineage magic, and all spells in this magic require said lineage if one were to attempt to 'copy' through a spell or the alike. The Death's Game magic is not used any differently than most takeover magic, however is not primarily used, having very straight forward, and limited changes, only able to change aspects for one certain final spell, in which is the full body form.
    Strengths:
    -Death is neither a good nor a bad guy, an thus holy and unholy hold no advantage over this magic
    -Not spell reliant. The magic's true potential shines through it's abilities and magic spells, so both are never needed at once
    -Death will only claim those he means to, and thus, no spell or ability will ever harm someone the user does not wish to, as so long as said spell/ability is part of this magic
    Weaknesses:
    -Magic refers to 'death' but has no 'death' or 'dark' element to it, and thus does not hold an advantage to things that are weak to 'death or dark' magic
    -Strictly Takeover magic, every spell is a take over in some way or form. which leaves this magic not as versatile as his primary.
    -not too defensive in nature, as most are supplementary / offensive takeovers
    -Obvious. As all take over magic is, this magic is fairly obvious as something about the user must physically change.

    Unique Abilities:
    The Seeker: Be it god, demon, immortal or mortal. The reaper has always found their target. This grants the user an extremely heightened sensory ability. This translates into both magical and physical. The user becomes hyper observant to even the smallest of details. However on the magical side of this ability it means the user can pick up on the slightest of changes to magic or life force within 500feet of the user. Allowing them to 'sense' danger, or magical changes that are in the area, or even the ability to pick up on subtle differences. Together this allows the user to hunt, persue, or even evade his target of choice, or have a nifty on guard mode. It should be noted, normal sensory ability from the user is amplified by 50% due to this ability. First of the range for this is far to great as is the amont of presicion you have with it. Remember your only B rank, I think 25 to 75 meters is a fine range. meaning you have 25 meters going at all times but to reach the 75 you have to focus a bit to expand your range. I'm ok with the near perfect percission if its within the 25 meters basic but ones you start expanding its going to get worse. Please account for this.

    Spectral body A body like this, allows one to never receive damage to their physical body. Now this does not grant immortality to damage, but instead all damage simply impacts the user's HP normally, but it will not harm their true body.(I.e a sword may cut through Raiza, deal normal damage, but no trace of blood or physical wound will remain) The user however, may shut this ability off if they so feel like it. However, doing such will remove the spell resistance bonus, which is a raw 10% resistance to spells at or under the user's rank.

    Spells: (For plot reasons, I'm not listing any spells  yet, as Raiza has not 'unlocked them' icly, and only has access to his abilities of this magic)

    List of Spell Fusions:

    Edits are in blue


    _____________________________________________________________________________________

    Death's embrace(Secondary Magic) KF68skC
    Raiza
    Raiza
    __
    __

    Moderator- Developer/GFX Artist- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- Dark Guild Ace- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Descendant of the First Reaper
    Position : Sinner #5: Wrath
    Posts : 1116
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 225,322.5

    Character Sheet
    First Magic: The Reckoning
    Second Magic: Death's Game
    Third Magic:

    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Raiza on March 23rd 2016, 5:38 pm

    instead of a 25 and 75. I went down the middle with you. I went with 50 meters. okay with you? Focus wont improve this, but it wont be as low as 25.

    Then again... i've personally seen abiltiies go up to 'miles' apart, so I'm not about to argue distances. Will 50 meters be okay instead of 25? I still dropped it a huge amount.


    _____________________________________________________________________________________

    Death's embrace(Secondary Magic) YdfXSKP
    Kakuma Blackflower
    Kakuma Blackflower
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player 
    Lineage : Spirit Goddess
    Position : None
    Posts : 1077
    Guild : Laughing Coffin?
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 29
    Experience : 0

    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Kakuma Blackflower on March 24th 2016, 9:55 pm

    Perfect sensory is not a thing until H rank so having that much rank with a sensory type ability is way to powerful thus what cued the concept for focus. I said 25 Meters basic, and then you can focus to extend the range and even then at B rank you will only get minor details also after talking with another person you will have to pick either Magic or Life energys not both at this rank.


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    Death's embrace(Secondary Magic) KF68skC
    Raiza
    Raiza
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    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Raiza on March 25th 2016, 1:06 am

    1. If this was 'perfect' it'd bypass all the anti-sensory. Also, there is no rule that governs what you just said, or is it unwritten?

    2.  I've seen a lot worse, and a lot stronger abilities be passed than this at D/C-rank where it near nullifies all sensory or those pesky magical eye balls that see 360 degrees, with x-ray + thermal and yada yada. How is 50 meters that big of a deal?

    Lastly,  Magical energy is life energy, or at least in this magic it is. I can say i'm sensing an undefined source of energy that resides in all things. Its the reason if we run out of mp, we pass out, because it is tied to our physical energy. Chi and cha kind of thing.
    So I really do not see the problem with referring to both life and magical energy.

    (I solved this by classifying it as 'energy', which should be acceptable either way)



    As for edits? I've modified the magic quite well to fully make the understanding of the energy based concepts of this magic, since things like the spectral body may be still on people's minds. This should all be fleshed out better. I'm still kinda annoyed at just a 25meter range, when I've seen D-ranks make abilities of sensory go entire villages... So I'll forget it, and just edited it to '25 meter' for now. however there should be no more problems with 'magic/life'


    Finally,

    and personally? If more than you is already getting involved, I wish to involve admin now then(which they've been contacted). Because I do not find it fair that you go and enlist a mod to back you up, or that there is no willingness to compromise.


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    Post by Kakuma Blackflower on March 25th 2016, 4:57 am

    Right so the person i contacted was the Admin Chaotic rumble, he was the one whom suggested the Magic vs Life. And their is one thing you don't see Zombies may have magic energy but are not alive, as their are a few magics on site that make zombies. I was talking with him and asked his opinion on the abitliy, it was not a malicious thing. I suppose as you requested i will pull him into this.


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    Post by Raiza on March 25th 2016, 6:16 pm

    You know... tired of it already so I deleted old post. made it 25 meters after discussing it with 2 admin and a mod. Referenced energy as to 'energy' just like many have done, and changed. This should better solution to the whole 'magic or life' thing. In other words fixed. However I am still asking an admin to be the one to step in from this point forward. Thank you.




    Edit: I worked on it some with Chao but he stopped. If another mod wishes to step in, pm me/or just go through Chao.


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    Post by Raiza on May 11th 2016, 2:23 pm

    All edits made according to mod requests


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    Post by Guest on May 11th 2016, 2:25 pm

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    Post by Guest on March 15th 2017, 7:05 am

    Unlocked upon request of the user ^^

    @Raiza wrote:Magic Death's Game - Secondary Magic

    Primary Magic:Listed here: Listed here
    Evidence of Accomplishment: Training here
    Caster or Holder: Caster
    Description: Death's game is commonly refereed to by Raiza as Death's embrace, as this is a full takeover style magic that has utilized a single Satan soul known as 'Death'. It's spells, and abilities all correspond to death, decay, and just generalized insanity, and to some, a lost magic. Though it is more of an extension to the lineage magic, and all spells in this magic require said lineage if one were to attempt to 'copy' through a spell or the alike. The Death's Game magic is not used any differently than most takeover magic, however is not primarily used, having very straight forward, and limited changes, only able to change aspects for one certain final spell, in which is the full body form.

    Lastly obtaining this magic grants the user a new form of energy called 'Energy'. This new energy will take place of all references to any sort of energy that the user uses. As the ancient times energy was not separated into petty things, and all energy came from one kind of source. This 'Energy' could be called many things 'magic/chi/life force...you name it' the energy exists within everything, and just obtaining this secondary magic will cause everything of the user that refers to 'magical energy' to just be refereed to as 'energy or Mana/MP' in short, as so long as it is an energy, it can be effected by an energy 'so no saying you have an alternate form of magic, and it is better because of XYZ. Simply because this turns the user's magical energy into pure 'energy' and is equivalent to any form of 'energy' be it magical, chi, life,spiritual , no matter what you call it ect.... This is because, all energy is.... is energy. No matter what it is called, no energy is 'better' and it will treat it all the same. (i.e it prevents things such as, well my spells/ability uses an energy called *insert name* so yours no longer works cause it references *insert name*, or my magic is only effected by *insert name* of energy. ) This essentially makes it so those that use 'forms of energy' are on equal grounds, leaving it up to the rp skill, spells, and abilities.

    Strengths:
    -Death is neither a good nor a bad guy, an thus holy and unholy hold no advantage over this magic
    -Not spell reliant. The magic's true potential shines through it's abilities and magic spells, so both are never needed at once
    -Death will only claim those he means to, and thus, no spell or ability will ever harm someone the user does not wish to, as so long as said spell/ability is part of this magic
    Weaknesses:
    -Magic refers to 'death' but has no 'death' or 'dark' element to it, and thus does not hold an advantage to things that are weak to 'death or dark' magic
    -Strictly Takeover magic(minus the signature), every spell is a take over in some way or form. which leaves this magic not as versatile as his primary.
    -not too defensive in nature, as most are supplementary / offensive takeovers
    -Obvious. As all take over magic is, this magic is fairly obvious as something about the user must physically change.

    Unique Abilities:
    The Seeker: Be it god, demon, immortal or mortal. The reaper has always found their target. This grants the user an extremely heightened sensory ability. This translates into both energy based and physical. The user becomes hyper observant to even the smallest of details. However on the energy side of this ability it means the user can pick up on the slightest of changes to an energy force within 25 meters of the user. This alone means the user may pick up subtle differences in energy signatures. It should be noted, every living, and non-living thing has an energy signature, no matter how big or small. Together this allows the user to hunt, peruse, or even evade his target of choice, or have a nifty on guard mode.

    Energy body A body like this, allows one to never receive damage to their physical body. Now this does not grant immortality to damage, but instead all damage simply impacts the user's HP normally, but it will not harm their true body.(I.e a sword may cut through Raiza, deal normal damage, but no trace of blood or physical wound will remain) The user however, may shut this ability off if they so feel like it. However, doing such will remove the spell resistance bonus, which is a raw 25% resistance to energy(any form) at or under the user's rank before any other modifiers. This however does not allow the user to 'phase' or anything of the like as it is just completely turning the body to energy, which can be 'disrupted' by striking it, hence still receiving damage.

    Spells:
    Signature "S" Rank:

    Name: Dark Ather Manipulation
    Rank: S
    Type: Lost-Offensive
    Duration: Instant
    Cooldown: 1
    Description:
    Strengths: This allows the manipulation of a 'black energy' like substance that is 'liquid' like in nature, able to create nearly any possible shape or form with this ability, except it may never exceed S-rank in power. This may only be used up to 30feet from the user, and only 10cubic feet worth of dark ather like energy. This 'energy' is a visible 'energy' that is pitch black, yet reflective like oil. This may only have one action per post, and only be used for either offense or defense.
    Strengths
    -While it can only be used to have one action "i.e move infront in the form of a shield to block" or "i.e shoot forward like a spear to attack" per post, it can easily do that one action very well, and be very versatile in said action.
    -Fluid-like in nature, making it very quick, able to move on par with the caster's base speed with a +50% increase
    -Despite being fluid-like, this can become very dense, and tough, as if it was a solid material made of S-rank strength.
    Weaknesses:
    -Light spells deal damage as if two ranks higher to this energy.
    -Very limited as it may only be used for either offense or defense, and only one action per post.
    -Sensing this energy is easy as it itself feels as if it is the user's rank +1 for all sensory rules.
    -Using this removes 10hp from the user per post.


    Spells:

    Name: Reaper's Skull
    Rank: D
    Type: Takeover - Partial
    Duration: 3
    Cooldown: Dura +1
    Description: Casting this take over seems to remove the user's flesh, muscle and the alike from their head leaving just the skull. The take-over itself makes the user be considered 'blind' and unable to 'see' in a normal spectrum. In fact, the user sees perfectly fine, but in a realm where light/dark do not exist. Also noted, while this removes the ability to taste and smell, it does not remove the ability to hear.
    Active ability:  Alternate Precognition: As the reaper can see actively when one shall perish, this ability can do something different, yet similar. It allows one to see the past, and future in 'alternate' time-lines. Allowing the user to judge their actions, or see different outcomes when it comes into play.(An example being : what would have happened had he not gone on a job with such and such ect..., however cannot be used to see app'd things such as magics that were not used) & judge actions based on them. For future time-lines, it works the same with a little clause. As the future has no set-in stone timeline it shall follow (choices are easily changed, and hence the future is never certain) it cannot be used to predict what exact move the enemy will do. Instead this gives the user a rough estimation of what they 'might' do, and because of that they may have time to prepare(no metagaming, this is only able to give 'suggestions' as to what the enemy 'might' do, and cannot let one see another's magic freely). This may only be activated once per post.
    Passive ability:Death Stare: An active ability that assaults the enemy's direct life-force by the user either touching the victim, or the victim looking into the eyes of the reaper. This deals no spell damage to the victim by inflicting them with horrible visions of pain, any pain the user or the victim may have caused in their past, will be shown as if the victim had gone through it themselves. Instead of damage, this harms the victim in another way. Their reflexes. The pain is too fresh in one's mind to clearly think, and during the duration of this spell their movements are reduced by 25%, while granting the user a 25% bonus to their reflexes instead. This does not work on others 2 ranks higher than the user of this technique, and is only half effective on one rank or higher.
    Strengths:
    - Sight based illusions wont work on the reaper unless they target eye-less peple
    - Blinding light & pitch black darkness do not matter to those with this ability, they see anyways as basically the user sees as if looking through normal eyes with no darkness or light, yet everything is illuminated enough to see.
    - A quick way to gain endurance & outlast a normal fight.
    Weaknesses:
    - Obvious, as how more obvious can you get than the eyes changing to empty spaces.
    - The ability can never be used as a 'for sure' thing when dealing with the future.
    - anything that boosts the user's eyesight other than the (H.U.D) ability of the user's primary, will not work on the user, due to eyes being temporarily removed.
    -When activating the passive ability, the number of alternate futures seen is limited to one. AND that 'alternate' timeline if used in combat, is strictly up to the victim. Meaning the victim/opponent gets to say what happened in said timeline.

    Name: Essence of the Reaper
    Rank: C
    Type: Takeover
    Duration: 5
    Cooldown: Dura +1
    Description: More like an active aura of just straight death. Having learned this from another's presence, allowed Raiza to unlock this part of his take-over pretty fast. using this will shift their clothes to a long black cloak that almost seems attach as it radiates from their body. This in short not only shift's their clothing, but gives a shadowy appearance to their flesh where the clothes are. The this even goes as so far to create an 'aura' around the user which has both an active and passive trait to it.
    Active: Death Touched: Active only when entering another aura or otherwise harmful/toxic area such as a poison mist, or a death cloud/aura. This activates a protection against said, as if the user had a C-rank defense against such. Reducing the damage(if any) by C-rank, as well as weakening (non damage) by C-rank effect.
    Passive: Reaper's aura: Well it has to be said, a reaper indeed has an aura that can install death, pain, and agony. This inflicts C-rank damage to any that enter the aura, and C-rank damage per post. However, it has a trait that it is biased and will not affect anything the user deems protected by the aura. Aura extends out 20feet from the user
    Strengths:
    -Strong close aoe
    -powerful yet conditional
    -Friendly fire wont harm another
    Weaknesses:
    -small AoE requiring short range
    -Passive can be 'seen' as a black-purple aura with hints of red, surrounding the user, showing it is not safe to be near them
    -mid to long range can take advantage of this aura
    -active is useless against anything non-aura

    Name: Reaper's Mind
    Rank: B
    Type: Takeover
    Duration: 6
    Cooldown: Dura +1
    Description: The mind is a powerful thing, and for the reaper it too held vast sums of knowledge, able to be tapped into in order to reap what they had needed. This was just a small grasp as to what the reaper's powers were, allowing a small new kinesis ability to be unlocked.
    Active ability:  Essokinesis to a small degree. While the passive version is weak and only limited to C-rank. This is the B-rank form, and an active form, allowing only once every other post (so post 1,3,5 ect..). It allows them to do anything within the limits of the passive form just B-rank in power(while passive is C-rank). Creation/destruction is limited to no more than 15cubic feet worth. It should be noted that if the passive form is buffed, then this ability will be buffed accordingly (i.e when full take over is achieved, the passive gets increased, well so does this ability)
    Passive ability:  Essokinesis on a passive version allows the change of mundane things to not exceed C-rank in power. This may 'create' anything as so long as it is not able to be directly harmful to the enemy unless it would be considered a 'weak' weapon(i.e no radioactive elements, but creating a knife would be okay) However it is not beyond creating something such as a 'tree', however anything with a mind of it's own 'i.e human' cannot be 'made'. The polar opposite can also be done, do 'destroy' anything C-rank or weaker, as so long as the thing in question has not been made an application (i.e no harming a PC, a pet, or their items ect...). The exception to this is spells, which can be effected However only C-rank spells may hurt by this(one per post, or 2 D-ranks per post), in which they will be destroyed, not 'nullified' but rather it will strike the spell itself. Illusions and non-matter based spells(i.e time spells) are not impacted by this. Creation/destruction is limited to no more than 10cubic feet worth
    Strengths:
    -Versatility in what can be made is huge. As it wouldn't be unthinkable to create things that could horrify, or in general just be twisted in nature
    -Destruction using Essokinesis
    Weaknesses:
    -While the concept is 'strong', the application is weak and diluted resulting in a weaker execution of the technique.
    -Creation is very limited, only able to effect the physical plane of reality.
    -Destruction is even more limited than creation, as it can only work on that in which the user can touch, making many things hard to 'destroy'. I.e cannot destroy a pool of lava without hurting yourself for touching the lava.
    -No matter how strong this spell may get, the creation will always be limited.
    -Anything that is created by Essokinesis that is more complex than a simple sword/dagger, it will be required to be put through the apps first. This is of course unless the other people in the thread agree otherwise.


    Name: Body of the Reaper
    Rank: A
    Type: Takeover
    Duration: 7
    Cooldown: Dura +1
    Description: Activating this takeover has a gruesome appearance that consumes the entire body, arms, legs, and all. Everything but the head is changed at this point. This is not a full take-over, but rather just drastically changes a large portion of the body into a flesh torn corpse like appearance granting them a few things.
    Active: The active ability of the reaper is a HP draining aura that attaches itself to the passive ability, increasing the range by 50% of the aura, and reducing the victim's HP by B-rank spell worth. This may only be activated when one is in the aura, and only lasts for one post per activation. May only be activated every other post(1,3,5,7th).
    Passive: Horrid Drain: A passive aura that extends out 20 feet from the user that slowly drains MP from those that enter it. The MP drained this way is NOT given to the user, but instead all of it is strictly 'lost'. This removes 10% upon entering the aura, and 10% per post the victim is inside of the aura.
    Strengths:
    -Wont harm/impact anyone the user does not wish
    -Powerful close range aoe
    -active bolsters the passive very well.
    Weaknesses:
    -small AoE requiring short range
    -mid to long range can take advantage of this aura
    -drainings do not help the user
    -able to sense the aura & see it as well, appears a hint of black around the field being effected

    Name: Full Reaper Form
    Rank: S
    Type: Takeover - Four part Full (A+B+C+D partials)
    Duration: 10
    Cooldown: 11
    Description: First and foremost this is a full skeletal change, giving the user the appearance of a flesh torn skeleton, with dark black shadow like robes. The presence and stentch of 'decay and death' reek from the user, as if their body had just gone through all the processes of a rotting corpse within second. The second bit is that a chilling aura, the type that makes a shivver go down one's spine, is given to the one that dawns this take-over magic. The form is that of a lich like Reaper as they have only slight pieces of any flesh left, but the bones seem to have grown as if that was the true form.
    Actives All actives of it's components.
    Passive bonuses: All passives of partials made with this get a +50% increase
    Full takeover Bonus Passive(S-rank): Upon entering this form, they gain a +150% endurance increase to them, signaling the 'life' of an undead, and granting them a huge health bonus because of the endurance. When the full form is removed, they only remove the remaining endurance given from this form, and the 'temp hp' should be listed as "Reaper Temp HP" so not to confuse.
    Strengths:
    -Counts as undead for every type of ruling - but for 'control undead' The user of this spell is HIGHLY resistant to it(read weakness #4)
    -if the user dies within the same post as exiting this form, they will instead be revived at an unknown area(only known to them), full health, and may not reenter that topic. The body will crumble into energy dust.
    -All spells they dish out do not count as unholy, but instead are strong against holy and unholy by 25% increase.This is due to the reaper being neither holy nor unholy, and reaps both.
    Weaknesses:
    -If holy magic is used on him, and said magic specifically states it is strong against undead, then it still applies, regardless of if he himself is strong against holy attacks.
    -Leaving the takeover early still forces the CD to be as if it was a full use of the takeover
    -Attacks the specifically hurt undead are 25% more stronger than that they say on the application. I.e An anti-undead light bolt is said to to 30% increased damage. 25% of 30 is 7.5, so it becomes 38% increased damage. (round up if a decimal)
    -While controlling Raiza with any form of 'control all undead' ability or spell will not work it can make him slightly manipulated. This makes any spell he uses weaker by 1 post(except this one) but may only be used up to one time per every other post(this only work if you have a spell or ability that specifically says you get to control undead)

    List of Spell Fusions: see primary for this
    Raiza
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    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Raiza on March 21st 2017, 2:20 pm

    Done:

    Change log:
    1st ability: upp'd range from 25 to 75 due to being higher rank than when it was made
    -Also gave it a strictly cosmetic addition that I thought I already had on it.
    2nd ability: upp'd %'s due to being higher rank, as well as rewrote it to be more clear as it isn't an immunity granting ability
    D-S spells have all been altered beyond recognition from the original spell.


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    Death's embrace(Secondary Magic) Empty Re: Death's embrace(Secondary Magic)

    Post by Guest on March 27th 2017, 7:49 pm

    its too late to grab my stamp xD

    but approveeedededededededededeeddddededededededededeedededded

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