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    The Ravenous Hand

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    The Ravenous Hand

    Post by Guest on 3rd June 2016, 7:59 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah

    P
    rimary Magic: The Ravenous Hand
    Secondary Magic: The Mist of Death
    Caster or Holder: Caster, Lost
    Description: Thousands of years ago, a priest of a forgotten kingdom devoted his life to serving his gods and his people. He prayed to the gods, sacrificed to them when things became bad in the little kingdom, and wished only for the best to his people. The gods, however, did not like this priest; they did not trust that he could take the path of light and serve them well. So, those gods turned on the priest, and ignored his reaching out to them when the kingdom was struck by a plague. Each day the priest would go to his alter and pray that the gods remove the illness that was slowly killing them off. As each day passed by in silence, more and more of the kingdom became ill, until it was only the king and himself who were healthy. Angered that his gods did not listen to his prayers, the priest went against what the gods had set for him.

    You see, this plague was made by the gods as a test for the priest, to see if the priest would take the path of light or dark. The priest failed their test they had set forth, and turned to the wrath of the demons the gods so despised. When the king became ill, himself, the priest feared the worst for his little kingdom and its future in the world. He called to them for help, and being the sprites of mischief, these demons listened to what the priest wanted. They gave him what he needed to save his people, but at the price of his own life once the deed was done. These demons made it so that the priest could control death... could get rid of the disease plaguing his homeland. This priest, as his people were dying, studied his new magic, until he was able to rid the kingdom of the illness that it had been given.

    The gods, they were angered by the choice the priest had made, and reversed the magic that he had been given. They cursed him to be immortal, and to take life from what was around him, in compensation for what he had done. From there, he was cast out of his priest position and from his kingdom, doomed to roam the earth and take life from the things around him. He could not touch things without them decaying, he could not love what needed to be loved without killing it. This was the curse that the gods placed on the priest, so that he may forever remember the evil deed he had done. With it, the descendants of this cursed priest would gain his magic, and deal with the same issues he had. However, this priest never loved anyone, locked himself away for eternity, and the magic he had been given died with him.

    Marceline was only 12 years old when she passed away unexpectedly from oxygen poisoning, leaving her family distraught. When she had passed away, she was greeted by a calming voice of a male, who promised her a life after death. Because she was naive and missed the world that she had previously lived in, she agreed to what he promised her. However, she was not aware of the consequence that it would bring to her the moment that she was restored to life. Risen from the grave, she was given the ability that the former priest once had control over, ridding her of any possibility of having a normal life. All aspects of Death and Decay had been given to her, ranging from the ability to see those who are close to death and those who are vibrant in life to embracing Death, itself. And since her former body had been buried shortly after her death, she was blessed with a body made of clay and soil of Earthland.
    Strengths:

    • This magic is an extremely versatile magic, allowing the particles, which make up the spells, to take on many forms and aspects
    • A considerably deadly opponent, as all attacks are invisible upon the user casting them unless mixed with another element
    • No matter the spells that are cast or who they are cast upon, there is some sort of consequence to the opponent or ally

    Weaknesses:

    • Allies will always have some sort of consequence for the buffs that are cast upon them through the use of Nether
    • As a consequence to the user, this magic causes the user to be considered immortal, a being forced to live eternally
    • As most, if not all, spells are AoE or DoT, they are considerably easy to make sure not all damage is dealt to a target
    • Any death mage that the user goes up against automatically has all of the damage halved when receiving it

    Lineage:
    Lady Without Mercy:
    Lineage
    Lady Without Mercy

    Wielder
    Marceline Anicetus

    Description
    "When the first living thing existed, I was there, waiting. When the last living thing dies, my job will be finished. I'll put the chairs on tables, turn out the lights and lock the universe behind me when I leave."
    - Death

    Since the beginning of time, Death has always been around collecting the souls of those who were meant to die and sparing those who were not yet ready to pass on. However, Death never had one set image; Death was simply an idea that happened whenever a creature became too old and its body could no longer sustain its soul. However, a species would be birthed into the world that would change Death’s outlook on Life for the rest of the time that the concept of Death existed. Throughout the ages, as the human race grew and evolved, sentient thoughts came to and produced the idea that Death was personified. Death wasn’t just a singular idea that happened when something became too old; no, it was a living, breathing creature just as they were. As this idea spread across Earthland, Death became aware of this, and the very belief of Death having a visage gave It strength. With this given strength, Death was able to produce an appearance for Itself, giving birth to legends of the very concept, itself.

    Death does not have one single visage, however; centuries of its existence has caused many civilizations to believe Death to look so vastly different from one another. The most commonly believed visage of Death is that It is a skeleton of a long-dead man, wielding that of a scythe and shrouded by a hooded, tattered, black cloak. Fog surrounds the bottom of His cloak, hiding any form of ability to walk so that it appears as if the being is simply gliding along the ground. Yet, Death does not have a set appearance, It will take on any image that It so desires, passing generation after generation with a different appearance. For, it is not just one thing, but Death is everything that is around a person, from the green leaves that dance in the wind to the small bark of a dog in a yard. Each and everyday, things are slowly withering down to their molecular forms until not even they exist in the essence of the world. You see, Death is not just something that has stopped living, it is even the things that still breathe air and exist around you.

    It has become known as one sentient being with a thousand names, but no matter where It goes, everyone knows It as the “Lady Without Mercy.” She appears in towns, villages, and cities donned in a black, hooded cloak, wielding a scythe that is constantly dripping blood from those she has taken the soul from. A silent entity that if spoken to, she will never respond back, and looking into her eyes will only ascertain one’s death through the black abysses. If she is seen passing through a town and the scythe is dripping blood, it typically meant that everyone was meant to die. Still, if the scythe isn’t dripping blood as she passes through, it meant that the people of the town would live to see another day. Not one to speak words to her victims, simply passing through a place meant death for those that lived there, as there has never been a time her scythe wasn’t dripping blood. Beware the Lady Without Mercy for even her presence casts out Death where she walks and no one is safe from the end she brings.

    Abilities

    Matter of Style:


    • Bogeyman Effect: Looking at the visage of Death will evoke fear from a living being, releasing the fear chemicals inside of their brain. As a result, the person's perception may be altered, causing them to see their environment as ominous and Death as dark and foreboding, even as a monster. Essentially, this causes an inducement of insanity in the mind of those who see Death, creating the fight or flight response. In some cases, the intensity of the fear they feel can become so much that it paralyzes them or. . . kills them. This is solely a cosmetic effect, affecting only NPCs and weak monsters, with played characters needing OOC permission.
    • The Reaping: Like all Grim Reapers, Death has the ability to take the souls of others, whether willing or unwilling, and send them to the afterlife. Things such as immortal beings, reanimated corpses, and the like are able to be granted Death in exchange for eternal rest. This does not mean that Death kills them in anyway, but rather simply lays them to rest for as long as they wish (i.e. Sleeping Beauty). As a result, this can bypass powers or items that force the person to remain alive, ensuring that they remain dead by granting them peace of mind. Like the "Bogeyman Effect," this ability can only affect NPCs and weak monsters, or played characters with given OOC permission.
    • Shinigami Eyes: All forms of Death have the ability to sense the coming of Death, allowing them to determine when someone is dying or dead, or where others have died. This also extends to being able to see the names and lifespans of those that Death has seen, giving them ample information about a person. Yet, the being must have a soul in order for Death to determine any of this, as they are not capable of seeing the death of those with no soul. To them, beings with no soul or no origin of passing are beings that never existed in the world and thus, cannot learn information about them. However, this ability is only effective against NPCs and weak monsters, or played characters with given OOC permission.
    • Deathless: Death possesses an infinite lifespan, allowing them to shrug off any kind of physical damage as if it wasn't meant to kill them. This does not mean that physical damage does not affect them at all, it simply means that the damage cannot kill them. As such, they are classified as the "defensive type," where they are able to not show the damage that was done to them (i.e. invulnerability). If their HP was to ever hit 0, they would not die, they would simply dissipate into Nether particles, only to reform later on. Therefore, Death does not know its own, resulting in It being able to resurrect and restore Itself whenever, wherever, and as whoever It so wishes.
    • Ghost Whispering: As Death is associated with the afterlife, they are capable of communicating with the recently deceased and spirits of the past, present, and future. With this ability, they are able to repel spirits from an area, as well as compel them to do as they bid, and even view the spiritual world. They can banish spirits entirely, injure them, et cetera so long as they are able to communicate with the spirits. Essentially, this ability even allows Death to consume the soul or spirit, but without any given benefits from it. However, this is only effective against NPCs and weak monsters, or deceased played characters with given permission.
    • Overshadowing: Death has an immaterial form, It is capable of taking on any form that It so chooses, and as a result, can effectively possess other living beings. Essentially, this steals the motor functions and senses of the person that they are taking over, giving Death their perspective. Because Death does not have a set form, they are able to transform into particles of Nether that can be seen by others and possess another living being. However, this is only effective against NPCs and weak monsters, or played characters with given permission beforehand. They are able to use the newly possessed boy as their own and may not return it if they don't have to; yet, possessed players can only be possessed for three (3) posts.
    • Copying: Since Death does not have a set image for Itself, It has the ability to take on any form It so wishes to take on. The catch is, Death has to be highly believed in by people of Earthland in order for It to take on any form at all. If Death is not believed in by people of Earthland or otherwise, It cannot take on a sentient form in any way. But with this ability, Death is capable of taking on the form of even deceased persons, but played characters require OOC permission. It is capable of holding this form for as long as it wishes and does not expend MP in order to maintain the form.
    • Imprinting: Death is able to leave an imprint on another person, marking them for whichever afterlife Death so chooses to send them to. This imprint is visible to the naked eye as a burnt marking on the skin of a person in the shape of an akan symbol the means "death of a god." It allows the people to be judged and sorted easily once they have passed away; however, for Death, it is simply a marking of Its presence. Sometimes, this marking allows for Death to transfer their magic into another person, but this is on rare occasions and almost never happens. Other times, this is just to let people know that Death has passed through the area and had done Its business there.

    Abilities & Usage:


    • Immunity State: Due to their undead state and the fact that their body is not a material form, Death cannot be affected by status effects. Spells will still work against Death; however, any status effects that the spells come with cannot be applied to them. Same goes for any abilities of armors or weapons against Death, none of these can affect the person, but the ability can deal basic damage. This only applies to status effects that are equal to or lower in rank than the person, so any effects of higher rank will effect them. As their body has no way of being affected by status effects, they cannot feel when a status effect of higher ranking hits them. However, because of the fact that they no longer receive such status effects from spells, they receive a 50% increase of damage from all spells.
    • Reconstitution: As the Grim Reaper of the universe, Death is capable of reanimating and resurrecting those who have passed on. With this ability, It is able to reanimate five corpses that It can use to aid It in battle; however, these undead cannot be controlled by It. They deal basic user-rank melee damage with each hit and each undead being takes two (2) hits of user-rank to kill. These corpses typically appear as skeletal beings, with hanging flesh and meat from their body to reveal their bones. While they may not be controllable creatures, they will aid Death in battle for a duration of four (4) posts, with a cooldown of seven (7) posts.
    • The Harvesting: Death is the reaper of souls, as a result, It is capable of consuming the souls of the ones It has harvested from. Any soul that Death has torn from the body of their victim, and consumes it, will restore 5% of HP and MP. This is only effective against those who have souls and any played character would need to have OOC permission in order to lose their soul; it is ineffective on weak enemies. In rare cases, the consumption of a played character's soul may allow Death to gain an aspect of the former's magic. However, this must be discussed with the played character's player and what ability/spell will be gained through this means; in the case a spell slot or unique ability is filled, this will replace the original spell/unique ability.
    • Living Weapon: As the Lady Without Mercy is only a small portion of Death, she is considered the right-hand servant of the entity. With this in mind, she is not just a physical apparition, but is something that can be changed and molded into another thing. She is able to choose a single given person who is able to access her other half, that other half being a weapon form. In this weapon form, she is considered to be the weapon's rank most notably similar to her current rank (i.e. Strong (+) if at B-rank). The chosen person who can wield her weapon form is able to app her as a true weapon, though she will not count toward their weapon limit. When shifting into this form, her appearance is dependent on her interpretation of that person (i.e. she will shift into a pocket knife if she deems it fit). Since she is able to access it whenever during a thread, she can only be within the weapon for user-rank duration with a cooldown of user-rank duration +2. While in this form, she has two set abilities that the wielder is capable using for the duration of her weapon form.

      • Spike Burst: Summoning the life of the world around them, absorbing the very essence of what makes the world tick, the weapon will begin to glow a gentle lavender color and as the power grows stronger, the glow will begin to pulsate like a heartbeat. After the glow has pulsated a few times, a myriad of bloodied spikes will peel out of the ground in rapid succession of each other. These spikes will course over a thirty (30) meter radius, all pointing in various directions, their ancestors fading away the closer they get to their target. Each pulsate of the glow signals how many spikes there will be, but each spike only deals one (1) HP, so in total there can be forty (60) spikes. They can hit multiple targets at once, but all targeted people must be within thirty (30) meters of where the wielder stands. Likewise, the spell can only hit a total of five (6) people at once, anymore and it will not be able to hit all of them.
      • Vitality Draining: What this ability does is every time the wielder is able to make a strike on an opponent and it hits, it takes some of their life from them. Regardless of force of the blow by the user, 5% of the opponent's health is taken from them and restored back to the wielder. As long as the strike doesn't hit, the opponent doesn't have to worry about their life being sapped from them each time. In the case that a strike does hit, the taken life can be physically seen decaying into Nether particles that the wielder absorbs through the weapon and into themselves. This ability cannot be used as a means to restore health of allies, as it will only work upon the wielder of the weapon.


    • All Slayer: Death consumes all and therefore, kills all; nothing is safe from the touch of Death, even those that have been touched by It before. As such, Death is capable of killing all beings, whether their magic has a resistance to the Death aspect or not. Anything that is struck by either a spell or a melee hit from Death will have a 25% decrease to their damage resistance for three (3) posts. It will also have a 25% increase to Its own damage output for those three (3) posts, resulting in an increase in damage toward all enemies. However, not all spells of Death are capable of supplying the reduced damage resistance and increased damage output, as it has a cooldown of five (5) posts. With this ability comes a consequence, an unquenchable thirst to kill all living things until nothing living exists.


    Unique Abilities:

    • Midas's Touch: Death has a very potent touch, causing anything that it comes in contact with to begin to decay and lose what little life it has. Being the very embodiment of Death, Itself, the user has become attuned to the usage of life-taking and, as a result, their hands have become unbearably deadly. Anything that the user so touches will have a necrosis set in, causing it to decay over time until only the skeleton is left of it. In some cases, the necrosis can be so potent that it causes the touched creature or object to succumb to Death’s wishes and die. However, in the case that a played character is touched, the necrosis will only take effect and kill them if the player so chooses. Touching a creature or object will cause damage to it upon the user’s wishes, dealing user-ranked melee damage + 50% to anything they touch. This means that any melee attack is considered heavy and can only be avoided by the means of the other creature or object dodging the attack. Yet, the user has become so attuned to it that they no longer have no control over it and can utilize it to the point it is potent only in battle.
    • Ilsaria's Swift Decay: The very essence of Death, Itself, can instill fear into those the embodiment of Death comes across, causing them to either flee or try to fight them. This is caused by an aura that surrounds the user in a fifteen (15) meter diameter, encompassing everything within that given area. However, not only can this aura instill fear into anyone or anything it comes across, it also begins to slowly sap the life out of them. Anyone or anything that steps inside of this aura will succumb to the deadly effects of the life-taking Nether particles that surround the user. If a played character is caught within the aura for a total of five (5) posts, they can have as much as 2.5x user-ranked damage dealt to them. On top of that, the damage that is dealt to the person or creature inside of the aura is then restored back to the user for half of what was taken from them (1.25x user-ranked damage). It is not a continuous attack, as the aura will only take as much as 2.5x user-ranked damage from an opponent before it simply becomes cosmetic. As the user ranks up, the aura grows in size, extending to 30/45/60/75/90/105 meters and is able to be controlled by the user at will, such as flaring up or dying down its size.
    • Dead Man Floating: Being the embodiment of Death, the user is allowed to disintegrate their body into billions of tiny specks of Nether particles that then become invisible. They can physically be seen “decaying” to the naked eye, but as they decay, the particles their body becomes slowly disappear. This allows for them to travel swiftly from one place to the next, no matter the location as Death can be anywhere and anytime. During battle, this ability allows the user to dodge a single spell once every three posts that a spell is coming toward them. It is more of an aesthetic part of their magic, however, allowing them to swiftly get to job locations that would normally take hours or days. The ability also allows the user to take one other person with them to locations across the galaxy for easier traveling with companions. Unfortunately, the user is not capable of bringing another person along with them during battle if they plan to use it to dodge a spell. Likewise, they are only able to travel fifteen (15) meters away to avoid the spell, which ranks up with them to 30/45/60/75/90/105 meters until H-rank.
    • Unwitting Sacrifice: Death strikes fear into those that have regrets or unfinished business in their lives, whether secretive to themselves or known to themselves. For every melee hit that the user lands upon a target, 5% of their health is sapped from them and restored back to the user. However, the user can then transfer the stolen 5% health to an ally if they so choose to, but gain 5% MP back in return. Heath transfers can occur every three (3) posts that the user is able to gain enough health back that it wouldn’t severely hinder them. The health transfer can only happen once in a single post, in which a maximum of 10% of health can be given to an ally in return for a maximum of 10% MP. This does not hinder the user’s ability to continuously sap 5% of health from an opponent, but it only works on melee attacks. They are still able to sap the 5% health from an opponent no matter the transfer to an ally; it simply means they can only transfer health every three (3) posts. It only stops returning the 5% health to the user when the user is at full health, but will continue to remove 5% from the target anyway.
    • Ignite Energy: Life isn’t the only thing that Death can take, Death is also capable of sapping out the energy that magi use to sustain their spells. The user, being an embodiment of Death, is given the exact same ability, only this manifests in an aura-like substance around the user. For fifteen (15) meters all around the user, those that are caught in the aura can have a continuous sapping of 4% MP. This MP is then restored back to the user, or like their health draining, can be transferred to an ally of their choosing in return for 8% HP max. Like their health draining aura, the user is also capable of controlling the width of this aura, allowing to to expand or shrink. Its width can expand from fifteen (15) meters to 30/45/60/75/90/105 meters upon the user ranking up, and maxing out at H-rank. However, the catch to this aura is that it only stops draining the MP of a given person when 20% of MP has been taking from them. Allies are not safe from this aura either, for the moment they step inside, they, too, will begin to have 4% MP drained from them.
    • Sigil of the Aberrant: This ability can only be accessed by the user when they are in their weapon form and when their master is wielding them. When they are in their weapon form and their master so wishes, they can begin what is known as Soul Resonance. Soul Resonance is the act of connecting the wielder's soul to the weapon's soul in order to amplify their damage. In doing so, their soul wavelengths combine into one and the weapon's soul will transfer back the wielder's soul to amplify their melee and spell damage by 65%. The buff will last for an entirety of ten (10) posts, but either the weapon or the wielder can disconnect the wavelength to stop it. If the buff goes to its max duration, however, the ability will be sent into cooldown for a total of eleven (11) posts, even when the wielder or weapon disconnects the wavelength. Because the resonance can oftentimes be extremely powerful, it burdens both the weapon and wielder for a time. For six (6) posts after the duration ends or when the wavelength ends, both the wielder and the weapon experience -50% damage reduction. More so, their mana will be dropped down to 50% as well, and any spells they cast have a higher chance of dropping them down to 0% quicker. Of course, this ability can only be accessed if the weapon has a wielder, no wielder, the Soul Resonance cannot occur.



    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 13th March 2017, 10:16 am; edited 12 times in total

    Guest
    Guest

    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 8:03 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah


    D Rank Spells

    Hymn of Burning Souls:
    Name: Hymn of Burning Souls
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Upon choosing to cast this spell, the user will select a single target within twenty (20) meters of where they stand to enchant with the effects. The target must be an ally to the user, whether they are considered a legal/dark mage to others or not, or the spell will not work. Once the target has been chosen, the user calls upon the Netherworld, slicing open a spacial tear in front of the targeted ally. From this spacial rift, the person can hear the wails and cries of tormented souls from the depths of Purgatory within the Netherworld. These sounds emit around the target, growing louder and louder until several tormented souls appear from the tear. They are ghostly apparitions that have gouging holes for eyes and wide open mouths like they had been screaming eternally. Only the screams of the damned souls can be heard by the person and everyone around them, where the souls can be seen by the user. Swarming around the targeted ally, the sounds of the souls will empower the person, giving them a 30% boost to their attack speed.
    Strengths:

    • The user tears open a spacial rift that allows access to the Netherworld; if anyone gets close to the rift, they may be sucked inside
    • An ally of the user can be targeted by the user as long as they are within twenty (20) meters of where the user currently stands
    • Once the sounds of the tormented souls have been ingrained into the target’s head, they will be given a 30% speed boost

    Weaknesses:

    • If this spell is used around a magus that is capable of manipulating aspects of space, they can close the rift and negate the spell
    • Should another ally of the user come too close to the rift, that ally will be given the buff rather than the ally the user had targeted
    • The tormented souls that come free from the rift may not obey what the user wants, as they are ecstatic to be free and will disperse once they leave the rift
    • A debuff of similar percentage can negate the effects of the buff, returning the ally to their regular base speed

    Wrath of the Spirit:
    Name: Wrath of the Spirit
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: In conjunction to “Hymn of Burning Souls,” a single soul from the spacial rift will remain within the living world for another four (4) posts. This soul is typically considered severely tormented, so angered by what has been done to it that all it recognizes is the wrath it feels. The feeling of anger from the spirit has become so profound that even those that come near to the soul will feel its wrath. Upon feeling the wrath of the damned soul, one of the user’s allies will be cursed with the same emotion for as long as the ghost sticks around. However, the intensity of the emotion is so strong that it boosts the spell damage of the targeted ally by 30% for its duration. Sensing that the targeted ally feels the same as it does, the spirit will, essentially, possess the ally  until its rage has been satisfied. What this means is that the ally may feel a burning passion to slaughter whatever is in front of them, no matter who it is. Allies of said ally are in potential danger if they stick around the ally for too long, as they will not recognize ally from foe.
    Strengths:

    • Instilled with the rage of the tormented spirit, a single given ally will be boosted in spell damage by 30% for the duration of the spell
    • The spirit possesses the ally, causing them to become so enraged that they attack anything that is in their way
    • This spell can also work on combat pets, so long as the user considers them to be an ally to them or is an ally of the user’s ally

    Weaknesses:

    • As the ally of the user becomes engrossed in the rage of the spirit and is no longer themselves, they do not recognize ally from foe
    • Debuffs that are of the same percentage as the buff are capable of negating the spell or reducing the boost given
    • If the ally is not within range of the user, that being twenty (20) meters in conjunction to “Hymn of Burning Souls,” the spell will be negated
    • Should the buff be used on a combat pet, the pet may not recognize their owner and could potentially attack them

    Blessing of Bones:
    Name: Blessing of Bones
    Rank: D
    Type: Buff, Death, Supportive Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: The user of the spell must take out the ashes of the bones they had collected from the deceased and blow it out from their palm. It does not have to be a large amount of ash, it could be something as small as a pinch of the ash, to be useful to the magus. Once blown from the palm of the user, the ash will float outward in search of an ally of the user who is within twenty (20) meters of them. As soon as it has located an ally of the user, the ash will cling onto the flesh of the ally like flecks of glitter that refuse to come off even after showering. These flecks will reinforce themselves to the point that it boosts the endurance of the user’s ally by two (2) D-ranks’ worth of damage. However, the temporary HP will only last for as long as the duration or until it has been used up by other spell hits. When it has a been used up, the lack of temporary HP will cause a necrosis in the ally’s speed for two posts after, reducing them by 25%. This 25% speed reduction by the ally will be given to the user for the next three (3) posts after the original spell had ended.
    Strengths:

    • The flecks of ash have basically ingrained themselves into the skin of the ally, so they cannot be removed very easily
    • Each fleck of ash hardens and reinforces itself to the point that the ash boosts the ally’s endurance by 40HP
    • Their endurance will last as long as four (4) posts or until they have taken one too many spell hits that reduces the HP to 0

    Weaknesses:

    • Once the temporary HP has been entirely used up, the user’s ally will become fatigued from the lack of HP empowering them
    • Their speed will be reduced by 25% for three (3) posts after the end of the spell or after the HP has been used up
    • If there are no remnants of soul energy from within the ash, the ash will then take 40HP from the user to boost the ally’s health bar
    • This cannot be used on combat pets and if used on a combat pet, it will deal 40HP to the pet instead of giving an HP boost

    Protection of Souls:
    Name: Protection of Souls
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Even tormented souls will feel the need to protect the living, as they do not wish the torment to be placed upon the living like it was for them. By opening a spacial tear within twenty (20) meters of where they stand, the user can call out several tormented souls to protect an ally. They will swarm around the ally, creating a tornado-like barrier around the ally for as long as they’re allowed to be out. However, they cannot be seen or heard by those of outside sources, but can be seen and heard by the user, themselves. This tornado-like barrier gives the ally a 30% boost in durability, meaning that damage they receive is reduced by 30%. Unfortunately, the buff does not come without a consequence and once that 30% damage reduction buff has ended, there’s a price to pay. For each spell that had been reduced of its damage during the spell’s duration, the user will be given 43.75% of their ally’s health until 1.75x has been restored to them (this occurs during the duration). All of this is calculated in D-rank damage, so the user cannot receive more than thirty-five (35) HP from any given ally.
    Strengths:

    • Choosing the ally the user so wishes to protect, a torrent of tormented souls will be sent out to protect the ally
    • Each ally that the user has decided to protect will be given a 30% durability to spells for as long as the spirits are allowed out
    • When the damage reduction has been used up entirely, the user will receive 25% of the ally’s health until 1.75x has been returned

    Weaknesses:

    • Damage of spells is only reduced by half, so the ally still receives half of the damage that the spell was supposed to give
    • The ally does not come out of the spell completely unharmed, as the user will be given 25% of their health until 1.75x is returned
    • For the spell to work, any ally of the user must be within twenty (20) meters of where they stand or it will not cast
    • Health taken from the ally can be reversed, however, if another ally chooses to heal the said affected ally

    ***Start Purchased Spell Slots*
    Repose of Mortality:
    Name: Repose of Mortality
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The user can call upon the tormented souls of Purgatory and ask for a single wish to be granted to one of their allies. If the souls hear the user out and decide to grant the wish of the user, the user can cast one of the many souls out to their ally. Yet, the ally must be within twenty (20) meters of where the user stands in order for the spirit to be cast out to them. Once it has been cast out and the ally has received the spirit, the ally can use the spirit in order to see one incoming spell of an opponent. This allows for the ally to be able to dodge the spell or use the spirit in order to block the spell from hitting them instead. Should the ally choose to use the spirit as a sort of barrier against spells, the spirit will only be able to defend against three (3) D-ranked spells or one (1) C-rank spell. Any spell that is used and is higher than what this spell can defend against will injure the spirit enough that they’re completely annihilated from the world. If this happens, then the user will receive one (1) D-rank’s worth of health from their ally for failing to use the wish correctly.
    Strengths:

    • In spite of the user giving something to their ally, they are capable of taking away what has been abused, receiving one (1) D-rank’s worth of health
    • The ally is capable of using the spirit as a means of a shield, blocking an upwards of three (3) D-rank spells in total
    • Unless the ally chooses otherwise, the spirit will allow for the ally to dodge a single spell, but not defend against three (3) D-rank spells

    Weaknesses:

    • If the ally abuses or misuses the spirit in some way and the spirit ends up dying in a vain way, the user will take one (1) D-rank’s worth of health for themselves
    • The spirit may only be able to allow the ability to see one oncoming spell to dodge rather than allowing a barrier-like defense
    • The spirit is not capable of fighting or otherwise hurting an opponent as it is only capable of defending the ally
    • Magi capable of wielding spirits as a means of their magic can kill of the spirit and force the spell into cool down

    Burst of Contagion:
    Name: Burst of Contagion
    Rank: D
    Type: Death, Debuff, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: When wishing to aid an ally, the user may send out a plethora of rats as a means of aid for the chosen ally. These rats will help attack the ally’s opponent so long as the rats are allowed to be controlled by the user’s will. Once the rats have been sent out by the user, the user is capable of transferring the control to the ally so that the ally may control the rats. There are a total of fifteen (15) rats that the ally is capable of controlling and each rat deals 1.3 damage to the targeted opponent. The rats are capable of setting a necrosis in the opponent’s body as well, which deals 25% of D-rank damage for three (3) posts after. This necrosis can then switch to a 25% reduction of speed in the opponent as their muscles are weakened from the diseased rats. However, the speed reduction will only last for two (2) posts after the necrosis has set in and the 25% reduction is given as a boost to the ally. Allies are capable of being affected by the rats as well, as the rats do not recognize ally from foe even when under control.
    Strengths:

    • The rats are capable of not only being controlled by the user who sends them out, but the control can be transferred to the chosen ally
    • Each rat is capable of setting in a necrotic disease that causes 25% D-rank damage over a course of 3 posts
    • Once the 25% damage has been dealt, it leaves a 25% speed reduction to the opponent, which is then given to the ally as a boost

    Weaknesses:

    • As the rats do not recognize ally from foe, even when under the control of the user or the ally, they may attack allies instead
    • If an ally is attacked by one of the rats, it is possible for them to receive the necrotic disease that deals 25% D-rank damage
    • Allies may even receive the 25% speed reduction if they are given the necrotic disease, slowing them down and hindering their ability to fight
    • The user does not benefit from the spell at all, not even receiving the 25% buff to their own speed like the ally does

    Curse of Nature:
    Name: Curse of Nature
    Rank: D
    Type: Death, Debuff, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: As the user is capable of manipulating Nether, they may take a small amount of their own death aura and place it on one of their allies. Essentially, they become a part of the aspect of death like the user, where they are cursed to watch around them as people die. Much like “Ilsaria’s Swift Decay,” the targeted ally will be forced to have everything around them in a 15 meter radius die. This includes the plant life that surrounds them, as well as their own allies and even the enemies that they face. Living beings that are caught within this given death aura will receive full damage from the epicenter, with 75% to those outside of the epicenter. Anyone that is caught within this aura, minus the person who was cursed with it, will be given a damage debuff of 20%. The debuff is then given to the user and the ally, who was chosen as the bearer of such a horrible aura around them, as a buff. However, in order for this aura to even take place, the chosen ally of the user must be within twenty (20) meters of where they stand.
    Strengths:

    • The ally that the user so wishes to be given the curse will be “blessed” with a death aura that takes life all around them, similar to the user’s Punish aura
    • Anyone that is caught within the death aura that the ally has will be dealt full damage at epicenter or 75% damage outside of epicenter
    • Those that are trapped within the aura will receive a 20% damage reduction that is then given to the user and the specified ally

    Weaknesses:

    • The ally is cursed with the same feeling that the user has when they are forced to watch everything around them die
    • Allies of both the user and the specified ally may receive the debuff and damage if they enter the cursed aura
    • Buffs will not work within the cursed aura, as the aura will eat away at the ethernano and negate the buffs to the ally
    • Even the user can be hurt by the aura as they are not immune to their own magic and can receive either full or 75% damage

    Indignation of Souls:
    Name: Indignation of Souls
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Souls that are at unrest or souls that have been tormented for all of their lives since they had passed away from the living world hold a sense of indignation. This indignation can be felt by those who have come in contact with one of the many spirits that feel they have been treated unfairly. However, in order for them to come in contact with such a spirit, the user must cut open a spacial rift near the chosen ally. When this rift opens, the indignation of the souls will leak out of the rift until several or so souls appear from the tear. These souls will surround the chosen ally in an invisible aura for as long as they are allowed to be out of the rift. If they are within twenty (20) meters of where the user stands and the rift was opened, the souls will boost their melee damage by 25%. The souls cannot be seen by those who do not have the ability to see the souls, not even the ally, but the user can see them. Yet, when this spell is over and the spirits are sent back into the Netherworld, the ally will find themselves fatigued, a damage reduction of 20%, which is then given to the user for the next three (3) posts after.
    Strengths:

    • For as long as the spirits are allowed to be outside of the rift, they will surround a chosen ally and boost their stats
    • The swarm of spirits will buff the chosen ally’s melee damage by 25% for the duration of the spell
    • Once the ally’s buff is done and over with, the user will be given a 20% buff to their strength for the next three (3) posts

    Weaknesses:

    • For the last three (3) remaining posts, the user’s ally receive a 20% damage reduction that is then given to the user
    • If the ally is not within twenty (20) meters of where the user stands, they will not receive the damage increase
    • Any debuff that affects melee damage can negate or halve the effects of the spell depending on the percentage it deals
    • The spell cannot work on the user, so the user cannot buff their own melee damage with the spell; it simply doesn’t work

    Rain of Spectral Energy:
    Name: Rain of Spectral Energy
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Calling upon the ashes of the dead, the user sets forth a rainstorm, where trickles of Nether begin to fall around them; however, it cannot be seen. These trickles of Nether work similar to a torrential downpour of a rainstorm, where they swirl in myriads of flecks. They cling to those who are caught within the storm, giving them the boost that the storm was designed to give. Any allies that are within twenty (20) meters of where the storm had taken place will receive a small boost in their MP. However, because the user has to continuously focus their own magic power into the storm, this grants an extra boost to the buff. For as long as the storm lasts or until the extra MP has been entirely used up, the user’s allies can be given a 20% MP boost. Unfortunately, the buff does not apply to the user, but once the temporary MP has been used up, the allies lose 4% MP of their own. This lost MP is then restored to the user for having given them the buff in the first place and using up their MP to keep the storm going.
    Strengths:

    • The rainstorm causes a buff to take effect on those who are caught within the twenty (20) meter wide storm
    • Those who are inside of the rainstorm are given a buff to their MP for the duration of the spell’s effect; boosted by 20% MP
    • When the buff is over, the user is given back 4% MP for each ally that was in the storm (max of 5 allies at the most)

    Weaknesses:

    • As the spell’s effects don’t only work on allies, enemies that are caught in the storm may be given the boost as well
    • The user is not given the buff of extra MP to themselves, as it only works on those who are not the user
    • Despite the extra MP that is given to the user’s allies, the allies will be drained of 4% MP once the buff is over
    • The MP buff is not a permanent buff, so if the ally does not use all of the MP given to them and the spell ends, they lose that MP

    Decay of Heaven:
    Name: Decay of Heaven
    Rank: D
    Type: Death, Debuff, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Targeting a single ally that is within twenty (20) meters of where they stand, the user can cast a debuff onto the ally. The debuff does not physically affect the ally, rather the ally becomes the vessel of the debuff and it affects those around said ally. Within fifteen (15) meters of the ally, anyone who is caught in the AoE receives a 25% reduction to their base speed and base spell damage. This can last for a total of four (4) posts, but if a buff of the same percentage for either aspect is placed on the affected person, it’ll nullify half of the spell. Likewise, if an ally of the user or an ally of the ally comes too close to the affected person, then they will receive the debuff as well. It works similar to “Ilsaria’s Swift Decay,” where it is invisible to the eye, but long tendrils reach out to grasp at any living thing. Those who are affected by the likes of the aura will begin to feel fatigue and a bit of nausea from being “worked over” in a sense. After which, the ally of the user will receive the 25% speed and damage reduction to themselves when the aura has ended.
    Strengths:

    • Anyone that is caught within the AoE around the targeted ally will receive a reduction of 25% to both speed and damage
    • It affects anyone that is caught within it; this includes unlimited amounts of NPCs as well as allies and foes
    • The range of the spell is twenty (20) meters away from where the user stands and fifteen (15) meters around the affected target

    Weaknesses:

    • The spell will affect anyone that is within the AoE; this includes allies of the user as well as allies of the ally
    • When the spell is completely over and there are no remnants of the aura left, the affected ally will then receive the 25% reduction to speed and damage
    • This also affects any and all combat pets that are within range of the spell, including the user’s own combat pet
    • Even the user may receive the speed and damage reduction if they happen to get too close to their ally


    ***End Purchased Spell Slots***

    ***Start Additional SS Rank Spell Slot***
    Imbue Ally:
    Name: Imbue Ally
    Rank: D
    Type: Buff, Death, Supportive, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Allows ally to deal DoT with melee.
    Strengths:
    Weaknesses:
    ***End Additional SS Rank Spell Slot***


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 22nd April 2017, 7:03 am; edited 16 times in total

    Guest
    Guest

    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 8:05 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah


    C Rank Spells

    Blessing of Burning Souls:
    Name: Blessing of Burning Souls
    Rank: C
    Type: Buff, Death, Supportive, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Similar to “Hymn of Burning Souls,” the user opens a spacial tear three (3) meters away from where they stand, accessing the Netherworld. Deep within the Netherworld, the tormented screams of souls can be heard radiating from within the spacial tear. Seeing as the fabric of time and space has now been torn apart, the souls in Purgatory can sense the change and will flee toward it. They will escape from the realm of dead and enter the realm of living, where they will flood toward the user and swarm around them. Their screams of torment and misery will echo around the user for the duration of the spell, enhancing the strength of the user by 40%. Despite the screams that can be heard, outsiders are not capable of seeing the spirits unless they have the ability to. It will only be the miserable screams of those who had lost the battle of their lives and were sent to Hell for all of eternity. This spell will only work on the user, any attempts to place the buff on an ally will be thwarted and will turn it into a 40% debuff on the ally.
    Strengths:

    • Calling upon the tormented souls of Purgatory, the user will be buffed by the screams of the damned for the duration of the spell
    • The screams of the damned souls enhance the user’s strength (a.k.a melee damage) by 40% until the spell ends
    • If used on someone else, whether it is ally or foe, the buff will become a debuff, reducing strength by 40% instead

    Weaknesses:

    • No matter how hard the user tries, the buff will not work on one of their allies, and if it placed on an ally, it will be turned into a debuff
    • The spell only enhances the melee damage of the user, it does not enhance the armed melee damage or spell damage
    • Any debuff that reduces the strength of the user will automatically negate the effects of this buff and force it into cooldown
    • At any point in time, the tormented souls can be unforgiving toward the user and leave the user, removing the buff

    Vision of Death:
    Name: Vision of Death
    Rank: C
    Type: Area of Effect, Damage Over Time, Death, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Precisely manipulating Nether, the user can get inside of someone’s head and place a frightful image of death inside. This image is often the thought of a brutal death, typically of the targeted person, but can be of someone close to the targeted person. The particles of Nether will collect along the head of the selected individual and cling onto their hair and skin until the spell ends. From then on, they are forced to relive the merciless death of either themselves or someone that is closest to them. However, in order for the effects of the spell to take place, the targeted person or persons must be within thirty (30) meters of the user. It can affect an upwards of seven (7) people in a given thirty (30) meter vicinity, where the epicenter receives full damage (50% and 25% every post after) and the outside receives 75% (37.5% and 18.75% every post after). If it is to affect more than a single given person, the images displayed in the heads of the people will vary depending on who they are. Each person will experience the image differently, whether receiving all or only 75% of the damage the spell can give.
    Strengths:

    • The spell can affect an upwards of seven (7) at any given moment in time, even those who temporarily walk through the aura
    • Each image that is inside a person’s head is created specifically for them, so each image will be different per person
    • Damage varies throughout the specified range of the spell, so one may receive more damage than another person

    Weaknesses:

    • Allies can be affected by this spell, whether they happen to be caught within the aura or whether they are simply passing through
    • The spell can only affect a thirty (30) meter range, so anyone not within that thirty (30) meters cannot be affected by the spell
    • Outside sources, such as illusion or mind wizards are capable of negating the effects of this spell, but it is mostly up to the players
    • Stepping outside of the spell’s aura can negate the spell’s effects, limiting the damage that is dealt to the target

    Death Spike:
    Name: Death Spike
    Rank: C
    Type: Death, Instant, Multiple Hit, Unholy
    Duration: Instant
    Cooldown: 3 posts
    Description: Summoning the life of the world around them, absorbing the very essence of what makes the world tick, the user will fall to one knee. Placing their hands in front of them, they will close their eyes and breathe in deeply, channeling their power within. Slowly, their hands will begin to glow a gentle lavender color and as the power grows stronger, the glow will begin to pulsate like a heartbeat. After the glow has pulsated a few times, a myriad of bloodied spikes will peel out of the ground in rapid succession of each other. These spikes will course over a thirty (30) meter radius, all pointing in various directions, their ancestors fading away the closer they get to their target. Each pulsate of the glow signals how many spikes there will be, but each spike only deals one (1) HP, so in total there can be forty (40) spikes. They can hit multiple targets at once, but all targeted people must be within thirty (30) meters of where the user stands. Likewise, the spell can only hit a total of five (5) people at once, anymore and it will not be able to hit all of them.
    Strengths:

    • Throughout a thirty (30) meter radius, up to forty (40) spikes can come crashing out of the ground and attack enemies
    • The spell can hit multiple targets, so it is not limited to just a single target once it has been cast and launched out
    • The max amount of people that can be affected at once by this spell is five (5) people, this includes allies as well

    Weaknesses:

    • If an ally is not careful enough or paying attention where the user has cast the spell, they are at potential of being nailed by the spikes
    • Made out of pure death and unholy energies that make up the world, only holy spells are capable of negating its effects
    • As each spike only deals one (1) HP, it is possible for not all of the damage to be dealt to any given person/target
    • Only five people can be affected by the spell at any given time, anymore and the spell will not be able to hit them all

    ***Start Purchased Spell Slots***
    Allure of Death:
    Name: Allure of Death
    Rank: C
    Type: Damage Over Time, Death, Illusion, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Death is often seen as an unattractive being that lacks any sort of flesh or meat, garbed in tattered robes and wielding a gnarled scythe. What were to happen if Death were to take on a figure that was more alluring than even a succubus’s own nature? Casting this spell, the user becomes an enchanting image toward their target, appearing to them as their most desirable soulmate. The target may feel a slight pull on their being when looking into the eyes of the user, as if being lulled to get nearer. However, upon getting close to the user, agonizing pain will overwhelm their body and force them to their knees. Entering this invisible aura, a target is dealt 50% in C-rank damage to their physical being as well as to their soul. By employing another 5% MP into the spell, the user can amplify the effects of the spell and cause a 50% DoT over the remaining four (4) posts. Any target the user so chooses must be within thirty (30) meters of themselves, with the aura being ten (10) meters in radius.
    Strengths:

    • Targets that are caught by the alluring looks of the user and enter the aura surrounding them will be dealt 50% damage
    • Employing an extra 5% MP into the spell can amplify the 25% DoT to a 50% DoT for the remaining four (4) posts
    • Anyone can be affected by the spell’s effects, whether they are already in the aura or are simply passing through it

    Weaknesses:

    • If an ally were to accidentally be targeted by the user, they would receive the DoT versus one of the opponents they’re after
    • Higher ranks cannot be affected by the allure of the spell; they are able to ignore any attempts brought forth by the user
    • Should the target not be within thirty (30) meters of where the user stands, the spell cannot take effect at all
    • Stepping out of the aura can cause the spell to deal less damage than it was intended to do if they can find the will to step out

    Animate Dead:
    Name: Animate Dead
    Rank: C
    Type: Death, Necromancy, Summon, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Below the user and those within a ten (10) meter diameter of the user will begin to feel the low rumble of the earth as it shakes. Beneath these people, the bones of the dead will congregate into one section, combining into a whole skeleton under the soil. Once the skeleton has been formed, a fleshy limb will appear from the ground, bend down, and pull the undead creature into existence. Each time this skeletal being is risen from the ground, its form will take a different shape, ranging from human to animal. In spite of all of this, the animal or human will appear to the naked eye as having hanging flesh and dried bones. Tattered clothing will cover its very being if it is human, whether dress or shirt and jeans, and hair will fall in patches. Fur that is muddied and coarse will cover the undead creature in patches over its entirety, be it animal, small or large. In any case of what its shape will be, the creature will only have 100 HP and will only be capable of dealing 12 HP of melee damage for each hit.
    Serenity of Death:
    During the time that the skeletal being has been summoned, the creature and summoner will be blessed with a 30% melee damage increase. This will allow for the summon to deal an extra 3.6 HP when fighting hand-to-hand and an extra 12HP when using their active ability. The summoner will be able to deal an extra 4.5/6/7.5/9/10.5 HP when fighting unarmed and in hand-to-hand combat and an extra 18/24/30/36 HP when using their spells. At anytime the creature is forced back to the realm of dead, the summoner will lose that 30% extra damage until they have been resummoned. Its passive cannot be given to any of the user’s allies, it may only be cast upon the user upon summoning the undead.
    Curse of Restoration:
    Name: Curse of Restoration
    Rank: C
    Type: Damage Over Time, Death, Unheal, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Upon being first summoned, the undead creature will cast their active onto the selected target that the user had originally chose. Once the summoned creature has homed in on the selected target, they will reach out a hand (if they are human) and point at the person. If they are a being of animistic nature, the creature will take in a deep breath and release a gust of air in the person’s direction. The person will feel a rush of air wash over them after the summon has pointed at or blown air in their particular direction. Nether particles will collect along the bodice of the target, but the particles will not be visible to the opponent, though visible to the user and summon. On the initial hit, the target will receive 50% of C-rank damage, followed by 25% of C-rank damage for the following posts. It is considered an unheal in the eyes user, where the damage taken from the opponent is restored back to the user for 1.5x C-rank damage. However, the target must be within thirty (30) meters of where the summon stands in order for the active to be cast.
    Strengths:

    • The damage is split up over the course of the active, where half of the damage is dealt on the first post and the rest over a course of posts
    • Any damage that is dealt to an opponent is returned to the summoned creature, which is then passed off to the summoner
    • In total, 1.5x rank damage can be dealt to a single target, with 1.5x of that damage being returned to the summoner

    Weaknesses:

    • Necromancers and any Death type of magi will not be nearly as affected by the active as those who are not Necromancers or Death type magi, having damage reduced by 65%
    • Anyone that is not within thirty (30) meters of where the summons stands cannot be pinpointed by the creature and attacked
    • Those who are capable of healing their allies will be able to be reverse the effects of the unhealing for all or little of the damage
    • Not all damage may be restored to the user, such as a spell hitting them and negating some of the healing they were given

    Strengths:

    • During jobs, the user is capable of reanimating monsters or npcs that they have killed, such as the weak, normal, and strong
    • The form of the undead is randomized, but each form has its own uniqueness that allows for it to be useful to the user
    • For each creature that is summoned from the Netherworld, they receive a 30% increase to their physical and magical attacks

    Weaknesses:

    • Unless otherwise stated, the user’s undead summon may fall victim to a person who is capable of reversing control on undead beings
    • When the summon is killed off, the user loses the 50% buff that the creature comes with upon summoning it from the realm of dead
    • The summon only has a lifespan of a D-rank mage, so it can easily be killed in either one or a few higher ranked spells
    • Against Necromancers or magi who have an affinity for death, the undead creatures deal 50% less damage to them

    Defoliate:
    Name: Defoliate
    Rank: C
    Type: Damage Over Time, Death, Disease, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: From around the user and any targeted persons, a purple, mist-like substance, easily mistaken for miasma, will roll into the area. A putrid smell of rotting flesh and bursting organs will radiate in the area, causing nausea, maybe even inducing vomiting on those the mist surrounds. Within a thirty-five (35) meter diameter, the captured person or persons will find themselves scratching and picking at their skin. Boils and blisters will appear along their arms and legs, all over their body, causing agonizing pain similar to being boiled alive. The occasional victim may even bloat a little, like their body had ceased working and was now going through the process of decay. One by one, the boils and blisters will pop on the target, oozing pus and other excrements that look like they don’t belong in the body. When the boils and blisters first appear, it will cause 50% of damage to the targeted person or persons, and is unavoidable unless they escape the mist. As the user must consistently excrete 3% of their MP throughout the duration of the spell, this allows for additional range and a 50% damage over the next four (4) posts.
    Strengths:

    • Damage is almost completely unavoidable to any targeted person or persons within the thirty-five (35) meter diameter
    • Damage is reduced on the first post of the spell’s duration; however, extended usage of MP allows for 50% damage over four (4) posts
    • In total, the spell can dish out 2.5x C-rank damage to those caught in the mist-like substance, with a total amount of six (6) people

    Weaknesses:

    • At any point in time, a targeted person or persons may escape the mist-like substance, reducing the damage they receive
    • Those with an affinity for poison or disease may not feel the affects of the spell as much as another person, having reduced damage of 50%
    • This spell is capable of even affecting the user’s allies, where they will receive the same damage as an opponent
    • The user must constantly exert 3% MP throughout the spell in order to keep the range and damage increase, totalling to 22% MP being used

    Renew Bones:
    Name: Renew Bones
    Rank: C
    Type: Death, Heal, Supportive, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Even someone of the living dead must have their wounds mended so that they may continue to haunt the realm of the living. Gathering Nether around themselves, the user is capable of attaching the invisible particles to themselves in order to be healed. The particles will cling onto their skin, but to those around the user, they will not be able to see the particles over their body. Only the user is able to see the particles as they sift around them and cling to their injured body to mend the wounds they have. Instantaneously, the user will be healed for C-rank damage on the first post, becoming immune to C-rank or lower status effects for the next four (4) posts. On the other hand, the user can use this spell to efficiently heal one of their summons while the summon is out or even an ally. However, in the case that an ally is healed, the user will receive a small portion (4%) of their MP in compensation for reversal of time. Should the user choose to heal an ally though, the ally must be within thirty (30) meters of where the user stands.
    Strengths:

    • The user is healed for a full C-rank’s worth of damage on the initial post of the spell’s duration and is immune to C-rank or lower statuses
    • If used upon one of the user’s allies, they will receive a 4% MP compensation for having “reversed” their time to negate the wounds
    • Has a long range of effect so that allies that are not close to the user are capable of being healed from further distances

    Weaknesses:

    • Because the user wasted their MP on healing one of their allies rather than themselves, the ally loses 4% of their MP
    • In order for the spell to be cast upon an ally, the ally must be within sight of the user and nothing can block the way
    • If the user or an ally is struck by a spell before the spell can take a full effect, the user or ally will lose out on the status immunity
    • If the user or ally is hit by a spell while being healed by the spell, they will lose out on the healing alongside the status immunity

    Shackle of Bone:
    Name: Shackle of Bone
    Rank: C
    Type: Death, Heal, Supportive, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Selecting a single, given target, the user will cast out a stream of Nether particles toward the target, capturing and holding them down. The Nether particles will shift into a chain link, shackling around the target’s ankles so that they are unable to move. In this state, the target will have a speed reduction of 25% if they are C-rank, but any rank higher than C will be unaffected. Targets that are D-rank will have a reduction speed of 50%; though, will still be able to move around during the spell’s duration. Once the target has been shackled down and cannot move without hindrance, the Nether particles will begin to drain 3% MP from them. Mana will be drained from the selected target until a total amount of 15% has been taken from the person and given back to the user. After which, the shackles will be released from the target’s ankles and they will be free to move around without hindrance. However, in order for this spell to work, any target the user decides to cast the spell on must be within thirty (30) meters of where the user stands.
    Strengths:

    • Targets that have been selected by the user will have their speed reduced depending on their rank; C-rank will have 25% reduction, D-rank will have 50% reduction
    • Once the target has been successfully shackled, the Nether particles will drain 3% from the person until 15% is taken
    • Targets must be within thirty (30) meters of where the user stands, giving for a large selection of people to choose from

    Weaknesses:

    • Necromancers or any Death type magi will have damage to their MP reduced by 25%, receiving only 0.075% instead of 3%
    • Enemies are not completely paralyzed, they are still capable of moving around, except that they have a speed reduction
    • Targets must be within thirty (30) meters of where the user stands; if they are further than that, the spell cannot be cast
    • Allies may get in the way of the user’s spell, causing them to be shackled to the ground and gaining the speed reduction and MP drain


    ***End Purchased Spell Slots***

    ***Start Additional SS Rank Spell Slot***
    Remote Sphere of Decay:
    Name: Remote Sphere of Decay
    Rank: C
    Type: Damage Over Time, Death, Decay, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Creates a dome of Nether that causes an opponent to decay rapidly.
    Strengths:
    Weaknesses:

    ***End Additional SS Rank Spell Slot***


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 10th May 2017, 9:20 am; edited 8 times in total

    Guest
    Guest

    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 8:20 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah


    B Rank Spells

    Eternities Torment:
    Name: Eternities Torment
    Rank: B
    Type: Area of Effect, Damage Over Time, Death, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Nether surrounds the vicinity of the user and several targets that are all within a fifty (50) meter diameter, clouding the area. The user will be able to see the Nether that encompasses them; however, to the people it covers, they will only see darkness. Flecks of the Nether will float in the air around the entirety of the people, as if it has been frozen in time like flecks of snowflake floating downward. From the epicenter (25 meters), those that are caught within the spell will begin to experience an image of eternal unrest, dealing 50% of B-rank damage. Thereafter, they will receive 40% of damage for every post until the sixth (6th) post has been reached and the spell comes to an end. Anyone that is not within the epicenter of the spell’s attack will receive 37.5% of B-rank damage from the image. After which, the people will receive 20% of B-rank damage for every post until the sixth (6th) has been reached and the spell comes to an end. Allies that are caught within the spell will be affected by the magic depending on the position that they are in, in the spell.
    Strengths:

    • Everyone that is caught within the fifty (50) meter diameter will receive some sort of damage for being inside the “dome”
    • Damage will always be dealt over a series of posts; thus, extending the damage to deal more than a normal spell
    • Complete and utter darkness envelops the people that are within the dome, disallowing for sight and light to come through

    Weaknesses:

    • The dome is not a sentient being; therefore, it cannot recognize ally from foe and as a result, allies may be trapped within the dome and receive the damage enemies would
    • Due to the pure darkness that encompasses everyone within the dome, they may injure their allies and attacks are harder to know when they are coming
    • This spell only affects the mentality of those that are within the dome, it does not affect the outside world at all
    • At any given point in time, a victim can escape the shroud that casts over them and full damage may not be dealt

    Chilling Embrace:
    Name: Chilling Embrace
    Rank: B
    Type: Area of Effect, Damage Over Time, Death, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Death is not limited to simply eating away at the flesh and bones of those that it so wishes to eliminate from world. By manifesting the chilling air through the user of Nether particles, particles of which cannot be seen by the naked eye, Death can kill this way. The wind will whip and tear through a fifty-five (55) meter diameter all around the user, causing even ice, frost, and snow to occur. At a 27.5-meter diameter to the user, those caught in the mimicked blizzard will begin to chill, shiver, freeze, et cetera, receiving 50% in damage. From there, continuing to stand in the frigid wind will cause them to receive an extra 40% in damage for the next five (5) posts. Those who are 27.5 meters out from where the epicenter ends will only receive 37.5% damage from the frigid winds. Remaining inside of the freezing winds will cause them to receive an extra 20% of damage for the next five (5) posts. Enemies may move themselves from one place to the next to receive less damage, and even allies can get caught in the freezing winds.
    Strengths:

    • Damage is spread over not just one post, but a series of posts that cause different types of damage over time
    • It encompasses a fifty-five (55) meter diameter all around the user in a frigid wind that most magi cannot withstand
    • Being not only a Damage Over Time spell, but also an Area of Effect spell, allows for more enemies to be dealt damage

    Weaknesses:

    • The key component of this spell is that the “Nether wind” is so frigid cold that slayers of the ice element may not be affected by the cold
    • Allies are one of the few who could easily be captured inside of the freezing winds and be dealt the same damage an enemy would
    • At any point in time, an enemy could easily escape the confines of the winds and receive less damage than intended for them
    • Even though the Nether particles only mimic the actions of the wind, they are still considered a type of air or wind that air or wind magi could redirect or negate

    Dark Soul:
    Name: Dark Soul
    Rank: B
    Type: Damage Over Time, Death, Heal, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Nether particles are capable of mimicking anything that could be considered possible in the natural world, even the unnatural. Summoning Nether particles allows for the user to cast them upon a single selected target within a fifty (50) meter radius in front of them. Whosoever receives the Nether particles will be cursed for a set of six (6) posts of their turn, in which they will be healed. In this case, the curse is considered to be a reversed curse; something that helps the person rather than hurts them. On the initial intake of the particles, the selected target will feel themselves revitalized at the cost of losing sections of their skin and muscle. Over the next (5) posts, they will receive 40% in healing B-rank damage that restores their health, but causes them to lose their skin. Once they have been fully healed, they look nothing more than a skeleton, in which they will remain in this form for the duration of the spell. This spell can affect the user, but it is almost never used on the one who cast the spell, as it was made more for allies.
    Strengths:

    • Heals a target for a large amount of B-rank damage (50% and 40%) over a course of six (6) posts the spell is out
    • Turns the affected ally into a skeleton in the end for aesthetic feel, though they are only in this form for the duration of the spell
    • It can affect the user if they wish to heal themselves, but it is more used for healing allies when in battle

    Weaknesses:

    • Sets a necrosis in the targeted ally that may cause them to believe they are being hurt by the user rather than healed
    • If the ally receives damage before the spell has fully finished its heal, it’’s possible not all intended damage will be healed
    • Moving out of range of the user will cause the spell to miss its target and automatically go onto cooldown for seven (7) posts
    • Being in a skeleton form can cause the ally to be more weakened in this state to other attacks by 50% of damage from other melee or spell attacks

    ***Start Purchased Spell Slots***
    Malignant Dead:
    Name: Malignant Dead
    Rank: B
    Type: Death, Instant, Summon, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Gathering Nether particles, the user can cast the particles out and over a fifty (50) meter diameter across the ground. This allows for the Nether to gather on the surface of the world and summon a skeletal being from the depths. A beastly creature will raise from the grounds in a heap of bones, then swirl together to take form in front of everyone’s eyes. Standing before them will be a thirteen (13) foot, bear-like creature, waiting for the commands of its master. It has a health of 150 HP and can easily deal nineteen (19) HP per melee strike against an opponent with no added buffs. However, it’s skeletal structure is very weak and its bones could easily fall apart or shatter into millions of pieces. Yet, it’s able to call its bones back to itself on its own, allowing for it to rebuild itself until all of its health has been used up. Due to its lack of flesh and muscle, this being is capable of taking an extra 50% in damage from target’s melee damage and spells.
    Corporeal Empathy:
    Whenever this creature is summoned and is able to land a hit on their targeted opponent, 5% of the health taken will automatically be restored to their master. This works as a post-by-post passive, where if a hit can land per post, 5% of health will always be restored to the master. Unfortunately, the remaining health that is removed from the opponent will simply disappear, neither being restored to the pet or the master. Likewise, the moment that this creature is destroyed, the master will lose that 5% health buff until they resummon the creature. At any point in time, the 5% health can always be taken back from the master; thus, negating the 5% health they just received.
    Diamondskin:
    Name: Diamondskin
    Rank: B
    Type: Death, Defensive, Shield, Unholy
    Duration: 4 posts
    Cooldown: 7 posts
    Description: Due to the summon’s inability to sustain attacks all that well, it was given the ability to coat itself in Nether that acts similar to diamond. By coating itself in this “diamond” material, the summon will no longer receive an extra 50% in damage from oncoming attacks. This shield also works as a means of being able to block two (2) oncoming spells of its rank, or one (1) oncoming spell of one (1) rank higher than it. In the case that the shield is broken, the active will not go on cooldown, but rather, continue to block the 50% extra in damage. It will not be able to have diamond-hard skin, but it will not be as weak as it was to attacks without the active. . . active. The active only works on the summon, itself, so the master of the summon can not be given the diamond-hard skin. Likewise, things are still able to pierce through the diamond that coats its body if they have a weapon or spell capable of doing so.
    Strengths:

    • The diamond that coats the body of the summon is capable of withstand two (2) spells of its rank or one (1) spell of one (1) rank higher
    • Once the shield has been broken, the active will not go on cooldown, rather it continues to block the extra 50% in damage
    • It can be cast at any point the summon is out, allowing for instant protection against spells of future casting

    Weaknesses:

    • The shield cannot last for the entire duration of the spell, causing it to go on cooldown two posts into the duration if no spell has hit it
    • The 50% damage protection after the shield has gone down can easily be negated by spells that deal 50% more in damage
    • It cannot be cast upon the master or one of the master’s ally, as the protection was made only for the summon
    • Its protection can only withstand one (1) hit of higher ranking before it goes down on cooldown and cannot be used again during the active’s duration

    Strengths:

    • Summoning this creature allows for a mild distraction, which can give the summoner time to damage the opponent more while they’re busy with the summon
    • It’s burly size alone can be cause of issue, as it is harder to attack the whole body rather than just a section of the body
    • It can be used as a means of cannon fodder, allowing for the summoner to ignore damage while the summon takes it

    Weaknesses:

    • The bones of the summon are a lot weaker than any of the other summons of the summoner, causing it to receive 50% more in damage
    • It’s burly size can be cause of problems, as it can be caught in tree limbs or pieces of its bones can be removed
    • Being of the dead, this creature has a tendency to be rather aggressive, and may not always listen to its summoner
    • In some cases, the summoned creature will turn on its summoner, causing 50% in user-ranked damage to them

    Incinerate Bones:
    Name: Incinerate Bones
    Rank: B
    Type: Death, Fire, Instant, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Nether particles are capable of mimicking any form they so wish, but the combination of another element makes it even deadlier. By combining fire with the Nether particles, this gives the damage a boost of 50% before it can be fired off at a target. Once it’s fired off, the target will receive 125% B-rank damage as long as the shot fired is able to hit the selected person. This person must be within fifty (50) meters of where the user stands and cannot be any further than that amount. Likewise, the target cannot be moving because the shot can only go in a straight line and cannot be manipulated once fired. The Nether particles are compacted into a tiny, bullet-like shape that is set ablaze by fire,allowing them to be seen. As a result, this bullet can be easily dodged by a target since they are now able to see it, but if the target is hit, they’re also dealt 5% burn for five (5) posts. The total damage of the spell then equates to 150% B-rank damage, unless the target managed to avoid the spell.
    Strengths:

    • In total, this spell is capable of dealing 150% B-rank damage as long as the bullet is able to strike the opponent
    • This spell has a long range of fifty (50) meters, allowing for further-away targets to be struck by the bullet
    • Leaves a 5% burn on the selected target as long as the bullet was able to strike, causing damage to be increased by 25%

    Weaknesses:

    • The bullet can only go in a straight line, meaning if a target is moving, they will likely be missed by the bullet
    • As the Nether particles, which are typically invisible to the eye, are now seen, a target can easily avoid the spell
    • Being combined with fire allows for fire magi to redirect or negate the spell entirely, avoiding damage on themselves
    • In any case, allies can be in the way of the spell and may accidentally be hit by the bullet instead, receiving full, intended damage

    Insidious Retrogression:
    Name: Insidious Retrogression
    Rank: B
    Type: Death, Decay, Instant, Unholy
    Duration: 3 posts
    Cooldown: 4 posts
    Description: By gathering a large amount of Nether particles, the user can cast out the particles onto a single, given target. Once this target becomes enveloped by the particles, their body will begin to slowly decay until bones are revealed. Targets must be within fifty (50) meters of where the user stands or else the Nether particles cannot reach them. They receive 100% B-rank damage upon being struck by the spell; in some cases, being unable to avoid it entirely. Spores will begin to grow on the targeted person, popping up all over their body and if torn off, will cause an extra 5% in damage. Damage from torn off spores can only cap at an extra 50% throughout the time that the spores are located on the body. The spores are considered contagious as well, resulting in them being able to spread from one person to the next. Anyone within twenty-five (25) meters of where the affected individual is will receives 75% of the damage from the spell.
    Strengths:

    • These spores are capable of spreading out from the infected individual, causing others to receive 75% of base damage
    • Selected targets must be within fifty (50) meters of where the user stands in order to receive full damage from the spell
    • Spores can be torn off, but at the cost of an extra 5% of damage for each spore torn off until 50% extra damage has been received

    Weaknesses:

    • If any allies get too close to the infected individual, the spores will spread onto them and cause 75% of base damage
    • Any individual that is not within fifty (50) meters of where the user stands cannot have the spell cast on them
    • Damage of this spell can be reversed by magi who have healing spells and are willing to heal the infected individual
    • If no spores are torn off, the targeted individual will not receive the extra 50% damage from the loss of spores

    Ward of Calliav:
    Name: Ward of Calliav
    Rank: B
    Type: Death, Defensive, Requip, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Pulling Nether particles in toward themselves, the user is able to swarm the particles around them as a flurry or blizzard. These particles, again, cannot be seen by the naked eye, but are capable of protecting the user from harm. For the duration of this spell, the particles can protect against three (3) hits of B-ranked attacks or 2.25 hits of A-ranked damage. This gives the “shield” a durability of 180 HP, making it a rather difficult shield to break down and also one that cannot be seen. To the naked eye, they simply see their spells dispersing against an invisible barrier, the user being left unharmed. In any case that the barrier is broken by a higher ranking spell, this will cause the shield to go into cooldown early. It can last for an upwards of six (6) posts, but due to the specified HP it has it can go into cooldown far earlier than that. If the user so wishes, they can transfer the shield onto one of their allies, rather than having it protect them.
    Strengths:

    • Being a purely defensive spell, this allows the user or the selected ally of the user to be protected against 3 hits of B-rank damage
    • This shield encompases a three (3) meter area, making it large enough to fit more than one person into it
    • Can be switched between user and ally, allowing for either or, or both, to be protected by the spell’s magic

    Weaknesses:

    • Any two spells of higher ranking can easily destroy the barrier, causing it to go onto cooldown earlier than it should
    • Being a defensive type of spell only, this spell is not capable of dealing damage to an opponent under any circumstance
    • The particles may not be able to be seen, but the wind caused by the swirling particles can alert enemies to the barrier
    • Causing the spell to go into cooldown earlier can result in the shield not protecting nearly as much or being useless for a long duration


    ***End Purchased Spell Slots***

    ***Start Additional SS Rank Spell Slot***
    Ignite Synapses:
    Name: Ignite Synapses
    Rank: B
    Type: Damage Over Time, Death, Decay, Unholy
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Attacks both HP and MP per post.
    Strengths:
    Weaknesses:

    ***End Additional SS Rank Spell Slot***


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 10th May 2017, 9:29 am; edited 27 times in total

    Guest
    Guest

    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 8:23 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah


    A Rank Spells

    Soulrend:
    Name: Soulrend
    Rank: A
    Type: Death, Instant, Soul Reaping, Unholy
    Duration: 4 posts
    Cooldown: 8 posts
    Description: Death is capable of taking the souls of the living, whether willing or unwilling, and removing the soul from the body in order to cause pain. The removal of the soul, or per se the life force, of an individual can cause a surmount of agonizing pain that feels literally as if something is ripping them apart. A pale, white shade of light will slowly pull free of the target, tugging them forward as their soul is stripped from their body and stored into the user. 75% of A-rank damage will always be dealt whenever this spell falls into play and 75% of A-rank damage will be restored to the user through the soul. Targets will find themselves to be in a weakened state, their life force drained from their body and causing them to work at a weaker pace. As such, targets that are attacked by this spell will receive a 25% slow to their speed, lasting for a total of four (4) posts as their life force restores itself. Any target the user chooses must be within one (1) to seventy-five (75) meters of where they stand and cannot be any farther of a distance. Allies can be affected by the spell if they get locked into the range of the target, resulting in their life force being drained instead of the target’s.
    Strengths:

    • Targets receive a mild speed reduction when their life force is drained, reduced by 25% for four (4) posts while they regain their life force
    • The user regains 75% of A-rank damage to their health via the life force that was taken from either their ally or their intended target
    • The spell’s range can max out at seventy-five (75) meters, allowing for a large range of attack for targets that are not as close to the user

    Weaknesses:

    • Targets are not always the intended person the user wishes to arm, as such this means that allies are potential targets of the spell
    • Targets that are not within the max seventy-five (75) meter range will find themselves unaffected by the likes of the spell and its effects
    • Effects such as the weakened state of mind and body may not affect or can otherwise be ignored by higher ranking magi that are dealt this spell
    • Beings that do not have souls or are considered artificial are unaffected by the spell, both ignoring damage, speed reduction, and any side effects

    Empower Ally:
    Name: Empower Ally
    Rank: A
    Type: Buff, Death, Lifedraw, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: The user can briefly extend their magic to one of their allies, allowing for the ally to gain the added effect of a lifedraw on all of their spells. For every spell that the ally uses and hits the intended target, they can have an extra 5% of their opponent’s health removed from them. Allies must be within a one (1) to seventy-five (75) meter range in order to be “buffed” with the user’s magic and cannot leave the range unless they want the buff removed. Likewise, if the target’s spell does not hit the intended target or completely misses, 5% of their health will be removed and given to the user. If the user’s health is already capped, then 3% of MP will be taken from the ally in compensation for the user wasting their mana on them. MP restoration caps at 15% and health restoration caps at A-rank damage of the ally’s health and will not take anymore after that. Restorations occur over the course of the spell and do not restore in a bunch; the restorations cannot be given to other allies either. This spell can only affect one ally at a time, attempting to buff more than one ally will result in the spell imploding on itself and not buffing anyone.
    Strengths:

    • Allies are capable of being buffed by the user and given a small portion of the user’s magic to utilize for themselves for the duration of the spell
    • Allies are able to draw out an extra 5% of an opponent’s health for the duration of the spell, giving them a bit of advantage in battle
    • Allies that are not able to hit a target will lose 3-5% of their own health or MP, which is then restored as either 3% MP or 5% HP to the user

    Weaknesses:

    • If the ally’s spell misses or hits the wrong target, the ally will lose 5% or 3% of their MP in compensation for the wasted mana on them
    • Allies must remain at a distance of seventy-five (75) meters away from the user, or closer, unless they want the buff removed from themselves
    • This buff cannot be given to more than one all at a time and if attempted to give it to more than one ally, the spell will implode on itself
    • If none of the ally’s spells hit the wrong target or miss the target entirely, the user will gain nothing from the ally in compensation for the buff

    Dyn'leth's Grasp:
    Name: Dyn'leth's Grasp
    Rank: A
    Type: Damage Over Time, Death, Lifedraw, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Any selected target the user chooses, that is within seventy-five (75) meters, will begin to feel as if a cold hand has wrapped around their throat and is slowly suffocating them. The grip will fluctuate from only lightly gripping to tightening its grip ever-so-slightly as it drains the life force from the selected target. Damage is dealt to the target over a course of seven (7) posts, in which 50% of A-rank damage is dealt on the initial blow of the spell. Over the remaining six (6) posts, the intended target will receive 25% of A-rank damage until the damage of the spell caps at 2x A-rank damage. In return, the user gains the taken damage back to themselves in the same way the target was dealt the damage to them on the first blow. For example, the 50% of damage is removed from the target and given to the user in the same post, followed by the 25% of damage thereafter until the end of the spell. Once the damage to the target has been dealt, the target will find themselves slowly regaining their breath until they feel at ease again. Health restored back to the user cannot be transferred to an ally and will be lost if the user already has their health capped or attempts to transfer it.
    Strengths:

    • Damage intended to a target can max at 2x the natural damage of an A-rank spell, dealt over a series of posts to the intended target
    • Damage that is taken from the intended target can be restored back to the user over a course of a set amount of posts until it maxes at 2x A-rank damage
    • The range of the spell is massive, allowing for long-range targets to be affected by the spell to as short as only three (3) feet away from the user

    Weaknesses:

    • The intended damage for the target may not always come out as 2x A-rank damage, making the spell less effective than it actually is
    • Likewise, if damage to the intended target is reduced, the user will not receive as much health back as the spell was intended for them to
    • If the user has capped health, damage given back to the user will not increase their health over 100% and the health cannot be traded to an ally, causing the damage to be lost
    • Any target that is out of the range of the spell will not be affected by the spell itself, saving them from losing immense amount of health


    ***Start Purchased Spell Slots***
    Unliving Eyes:
    Name: Unliving Eyes
    Rank: A
    Type: Death, Mystic, Supportive, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Blessed with the ability to pass off aspects of their magic, the user may select up to seven (7) targets, all of whom are allied with the user, to give them what is known as “Unliving Eyes.” Selected targets must be within a range of at least seventy-five (75) meters or closer from where the user stands and can be no farther. Upon being selected, the ally of the user will receive a buff that allows them to pierce through invisibility that is equal to or lower in rank to the ally. All those that are cloaked in some sort of invisibility, where they are no longer visible to the naked eye, will be seen by the selected targets. Their invisibility will remain up and working for those not blessed with “Unliving Eyes,” but will no longer work for those with it. In order to maintain this buff, players must remain within eighty (80) meters of the user or they relinquish the ability to use the buff if outside of the range. For the user to maintain the buff’s duration, the user will receive 2% MP from all selected targets upon the targets receiving the buff.
    Strengths:

    • Those within seventy-five (75) meters of where the user stands will receive a buff that pierces through the invisibility of opponents
    • Opponents who are cloaked in invisibility and are equal to or lower in rank to the user will find themselves visible to the selected allies
    • The user receives 2% MP for every selected target that is given “Unliving Eyes” in compensation for maintaining the buff’s duration

    Weaknesses:

    • Allies with the ability to see through opponents’ invisibility spells will find themselves lacking in a small amount of MP due to the user taking the MP from them
    • While this spell is non-elemental and may appear to be a more holy aspect to the magic, it is still considered unholy and is 50% weaker to holy magic
    • Stepping outside of the range of the spell completely negates the ally’s ability to see through opponents’ invisibility spells
    • Only a small amount of the user’s allies are capable of receiving this ability, limited to a decently small amount of seven (7) allies

    Chains of Torment:
    Name: Chains of Torment
    Rank: A
    Type: Buff, Death, Supportive, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: At any given point in time, if the user deems it necessary to, they may use this spell upon two (2) given allies in a range of seventy-five (75) meters. Those allies will then have 22.5% of A-rank damage dealt to them over the duration of seven (7) posts until 1.575x A-rank damage has been dealt. This damage is then translated into a 45% magic damage boost for the duration of the spell under the circumstance that the user takes no more than 1.575x A-rank health from both allies. For every extra 25% of health taken from an ally, the user’s magic damage buff is reduced by 15% until the buff is no longer existent. This means that if the user was to take 1.80x health from one ally and 1.575x health from another ally, their buff would be lowered to 30%. Health can only be taken from two (2) allies max, meaning if the user tried taking health from a third ally, the buff would be negated. Allies that move out of range from the spell means that the user will receive only a small portion of the buff or nothing at all.
    Strengths:

    • By taking an extensive amount of health from an ally, the user is able to buff their magic damage for as much as 45% in total
    • The spell has a long range of effect, allowing for the user to be able to cast this spell on any ally that is within the given range
    • Dependent on how much buff is applied, the added damage to magic can be devastating for spells that are used in its duration

    Weaknesses:

    • Allies receive 1.5x A-rank damage to their health in order to provide for a decent buff that is then given to the user of the magic
    • At any point, an ally may walk or otherwise move out of the range of the spell, lowering the effectiveness of the buff
    • Only two allies may have their health taken from them and anymore will result in the user’s buff being negated in its entirety
    • The spell’s effect is rather limiting, only having two effects that provide for one (1) person for the spell’s entire duration

    Necromantic Pact:
    Name: Necromantic Pact
    Rank: A
    Type: Death, Decay, Damage Over Time, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Being in the very vicinity of the user can often be a realization of just how dangerous playing with death can actually be. Those that are equal to or lower in rank to the user will find that their passive regenerative buffs become damage over time. This means that any health regenerative UAs or lineage aspects are reversed into dealing damage to the opponent’s health over time. So, a 5% health regen would change into a 5% damage per post as based upon the duration of this spell; so damage would equate to 35%. It also includes MP regenerative abilities, so any MP regen would be reversed into draining the MP of the opponent for the duration of the spell. Regenerative abilities can stack, so two 5% health regens would turn into a 10% damage per post for the duration of the spell; same goes for MP. Unfortunately, this affects any allies that would be located in the seventy-five (75) meter range of the spell, but does not affect the user.
    Strengths:

    • Anyone that is equal to or lower in rank to the user will find that their passive regens are reversed into being damage over time
    • Passive regens stack, so two 5% health regens would stack to be a 10% damage over time for the duration of the spell
    • Includes reduction of MP over time as well, so a 3% passive MP regen would turn into a 3% MP regen over the spell’s duration

    Weaknesses:

    • Damage that is dealt to the opponent’s health is not returned back to the user in order to heal them; it is simply wasted health
    • Drained MP is not returned to the user, so the MP that is drained is wasted and cannot be re/gained during the spell duration
    • Allies that are located within the range of the spell will find that their passive regens have been reversed like the opponents’
    • Other than consistently draining MP and HP from opponents and allies, this does not benefit the user in any way it can


    ***Start Additional SS Rank Spell Slot***
    Echo of Dissolution:
    Name: Echo of Dissolution
    Rank: A
    Type: Death, Damage Over Time
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Creates a well of souls that sends out souls to attack an opponent.
    Strengths:
    Weaknesses: [/color]

    ***End Additional SS Rank Spell Slot***


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 10th May 2017, 9:26 am; edited 17 times in total

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    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 8:33 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
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    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
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    S and SS Rank Spells

    Call Skeleton Mob:
    Name: Call Skeleton Mob
    Rank: S
    Type: Death, Summon, Undead, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: As a Necromancer, someone who is well-adept in the dead, undead, and the Afterlife, the user can call forth an army of undead beings. These undead beings are humanoid in nature, but vary in size and shape just as any human being would, and are various humanoid species. While not the most efficient and well-thought of undead, they are capable of dealing basic unarmed D-rank melee damage. Each skeletal being has a 1HP health gauge, totaling to 500HP overall (the same amount as an S-rank magus), making them easy to kill off. It also means that there are a total of 500 skeletal beings being summoned and kept track of by their summoner. They are not sentient beings either, not capable of thought or speech, and, let alone, can decipher between friend or foe. If they deem a person a threat to their summoner, they will attack them regardless of whether they are an enemy or not.
    Strengths:

    • Allows the user to summon a large throng of skeletons in order to terrorize the opponent and make their fight difficult
    • While completely useless otherwise, they are capable of dealing unarmed D-rank melee damage to an opponent
    • Great spell to use when needing to terrify an opponent or opponents into backing off from a fight because they mimic a war legion

    Weaknesses:

    • While there is a multitude of skeletons, they have a very low amount of health, making them easy to kill off
    • They are completely and utterly useless, as they are really only useful for being cannon fodder in a battle
    • Only able to deal D-rank unarmed melee damage, making their attacks weak, but still allowing them to attack
    • They cannot decipher from friend or foe, they will attack anyone who they see as a threat to their master

    Mind Extraction:
    Name: Mind Extraction
    Rank: S
    Type: Death, Degenerative, Mana, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: Selecting a target within one-hundred (100) meters, the user can manipulate Nether so that it is placed upon their target's head that works similar to a leech. The Nether particles will begin to absorb the target's soul, draining a small amount of MP as well as a part of their soul. This section of their soul will not be able to be returned to them it will be permanently lost and given back to the user. As a result, this heals the user's MP for 4% and allows them to gain a small portion of their target's soul for future usage/plot. However, things revolving around the stolen part of the soul must be discussed with the other player before it can be considered useful. What this means is that any memories, feelings, etc cannot be seen or felt by the user unless given direct OOC permission by the other player. Otherwise, the soul will remain dormant inside of the player and if discussed, when activated, will give a small part of the other player's personality to the user.
    Strengths:

    • Allows the user to extract a small portion of a person's mind; while it does not affect memories, it does affect magical power
    • Due to extracting a portion of the opponent's mind, 4% of MP will be drained and forfeited straight to the user
    • The user is able to heal themselves with this extracted MP, restoring exactly 4% of MP back to themselves

    Weaknesses:

    • Really only useful to extract mana from a person, as it does not affect an opponent's memories or sense of self
    • Cannot heal others' MP, the 4% MP extracted from an opponent can only be used to heal the user's MP
    • Is only able to extract part of the opponent's soul in order to take MP, it has no other effects than that
    • Can only be used once every eight [8] posts, thus not making it a rather efficient spell to restore MP with


    ***Start Purchased Spell Slot***
    Ilsaria's Swift Sickness:
    Name: Ilsaria's Swift Sickness
    Rank: S
    Type: Area of Effect, Death, Instant, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: The user is capable of casting out their Nether particles in a burst of energy, resulting in a mist-like substance to accumulate. These Nether particles act as a sort of sickness inducer, as well as harbinger for any illnesses already present to spread. Anyone within this mist's range, which is one-hundred (100) meters all around, will be dealt 150% S-rank damage from zero to twenty-five meters (0-25). Those that are twenty-six (26) meters to fifty-one (51) meters away from the user will be dealt 112.5% of S-rank damage the moment the spell hits. From fifty-two (52) meters to seventy-seven (77) meters, targets will only receive 75% of S-rank damage where they stand when the spell hits them. And anyone who is seventy-seven (77) meters to one-hundred (100) meters away from the user will only receive 37.5% of S-rank damage when the spell is cast. Besides pure damage, this spell has no other effects, making it an extremely useless, but also powerful spell in battle.
    Strengths:

    • Creates a sort of mist-like substance in a large vicinity that is used to spread sicknesses/illnesses in an area filled with lots of people
    • Has a wide range of damage set over its range, dealing from a very small amount of damage to a large amount of damage
    • Affects more than one person; in fact, it forces a person to become a catalyst for the spell to completely work

    Weaknesses:

    • While it has a large range of effect, the damage varies throughout the mist, making for little or large amounts of damage
    • Allies are able to be potentially hurt by the spell, especially if they are located inside of it once its cast
    • It only does pure damage and nothing else, making for a rather useless, but also useful spell in some cases
    • Creates a mist that can also make it hard to see through, though does not completely blind those who are in it

    Plexipharia's Pallid Haze:
    Name: Plexipharia's Pallid Haze
    Rank: S
    Type: Death, Illusion, Instant, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: In order for this spell to work, targets must be within close combat range of the user, this means anywhere from three (3) or less meters. This is due to the fact that the spell requires eye contact for it to work, as it induces a chilling feeling into the target. As a result, the target, as long as they are equal to or lower in rank to the user, will be paralyzed upon staring into the user's eyes. Instantaneously to the target being paralyzed, they will also receive 175% S-rank damage upon looking at the user. The catch to this is that the user can only deal full damage to a target once and if used again, must choose a different target or the spell will not cast. It an be used on as many people as the user can catch eye contact with in a single post, but cannot go over in damage. Fortunately, the spell only has two total effects, a paralysis and pure damage, making it simple and easy to use.
    Strengths:

    • Gives the user's eyes a strange and pallid haze that forces those equal to or lower in rank to the user to be paralyzed
    • Also deals damage to those who look in the user's eyes, paralyzing them so they are forced to take full damage
    • A unique way of targeting people and causing damage to them; doesn't split damage, but deals full damage once to every person that looks the user in the eyes

    Weaknesses:

    • Is only able to deal full damage once on a target, meaning if the target looks more than once into the user's eyes, they cannot receive more than the total damage the spell gives
    • Requires eye contact in order for damage to be applied to the target, as well as for the target to be stunned
    • Requires close-combat range due to having to get eye contact with the opponent in order for the spell to work
    • Only lasts for a single post, which is just enough time to be able to stun and deal damage to the target


    ***End Purchased Spell Slots***

    ***Start SS Rank Spell Slot***
    Marmat's Swift Destruction:
    Name: Marmat's Swift Destruction
    Rank: S
    Type: Death, Decay, Instant, Unholy
    Duration: Instant
    Cooldown: 8 posts
    Description: Breaks down a target's body into dust.
    Strengths:
    Weaknesses:

    ***End SS Rank Spell Slot***


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 10th May 2017, 9:21 am; edited 8 times in total

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    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 8:41 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
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    H Rank Spells
    Banish:
    Name: Banish
    Rank: H
    Type: Death, Damage Over Time, Area of Effect
    Duration: Instant
    Cooldown: 3 posts
    Description:
    Strengths:
    Weaknesses:


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 4th June 2016, 10:00 am; edited 1 time in total

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    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 9:06 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah


    Signature and Fusion Spells
    Pact of Fate:
    Name: Pact of Fate
    Rank: D
    Type: Death, Heal, Instant, Unholy
    Duration: N/a
    Cooldown: N/a
    Description: The user is able to call forth a storm of Nether that will surround a selected ally, who is within fifteen (15) meters of where the user stands. This storm will scatter around the ally, though the ally will not be able to see the Nether, as Nether is an invisible essence. However, they will be able to feel the manifested wind of the Nether as it whips and whirls around the selected ally. Their ally is then healed for a 100% D-rank damage, reversing any damage that was done to them while in battle. Wounds will heal, blood will stop trickling, and to the naked eye, it will look as if they simply had a regenerative ability for themselves. It is the only time in which Death will not require something back for having healed the injured ally, granting them this single wish. However, the user is able to heal themselves with this ability as well, choosing to heal themselves over an ally instead. Unfortunately, it can only heal one person at a time, so the user has to choose between healing themselves or healing an ally.
    Strengths:

    • Any targeted ally can be healed for 100% of D-rank damage as long as they are within the given range of where the user stands
    • Despite being such a small heal, the heal has the capability of healing allies that are fifteen (15) meters away from the user
    • While only stagnated to healing one person at a time, the user can choose between healing an ally or themselves

    Weaknesses:

    • Due to the spell only healing for 100% D-rank damage, the restored health can easily be reversed by a spell of equal damage or higher
    • In spite of its considerably long range for a D-rank spell, allies can be too far away for the user to heal them
    • It is only able to heal one person a time, so the user is forced to choose between healing an ally or healing themselves
    • The user does not benefit from the healing spell if it is to be used on an ally, as signature spells are limited to one effect

    Reaper's Call:
    Name: Reaper’s Call
    Rank: S
    Type: Death, Instant, Scream, Unholy
    Duration: N/a
    Cooldown: N/a
    Description: In a way, this spell is a mimic of a Demon Slayer’s howl, allowing for the user to suck in Nether particles enough to expend the Nether into a large blast. This large blast is emitted through a blaring shriek that is able to burst the eardrums of magi who are within vicinity of the blast. Its sound mimics that of a banshee’s wail, casting over everyone that is within one-hundred (100) meters of where the user stands. Anyone who is located in the one-hundred (100) meter radius of the blast will be dealt 100% of S-rank damage in one hit. It can cause the ears of those who are affected to begin to bleed due to the immense sound that has been created. Likewise, the effect of the spell can cause the affected targets to feel disoriented, nauseous, dizzy, et cetera from the piercing sound. Unfortunately, allies who are caught within this attack can often find themselves subject to the blaring voice and side effects as well. However, damage from this attack can easily be negated or reduced by varying means so long as magi are able to.
    Strengths:

    • This spell can burst the eardrums of magi caught in the blasting sound, causing them to bleed out from their eardrums
    • With a range of fifty (50) meters, all magi are able to be affected by the spell who are inside of this range, being dealt 100% S-rank damage
    • Despite being limited to only one effect, this spell is able to cause devastating damage to those who are affected by it

    Weaknesses:

    • Allies are capable of being accidentally caught in the range of the shriek, being dealt full damage alongside the side effects
    • In spite of being a spell, this is spell is limited to only one effect that is able to cause damage to targeted opponents
    • Damage is always capable of somehow being negated or at least reduced, causing not all damage to be dealt
    • The side effects of the spell do not cause anymore damage to a single target, rather they are simply cosmetic effects of the attack



    Link to Fusion Spells:


    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 10th May 2017, 10:07 am; edited 8 times in total

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    Re: The Ravenous Hand

    Post by Guest on 3rd June 2016, 9:16 pm




    HEARTBREAKER
    MY KISS IS A LIFE TAKER

    TAG
    @tag
    OUTFIT
    Polyvore/Google
    WORDS
    000
    NOTES
    Blah


    Raffle-Earned Celestial Keys
    The Invincible Key:
    Name: The Invincible Key
    Rank: Magic Key
    Type: Celestial Key
    Description: A key where the back is shaped like a man's fist; this key summons Saitama. He is so powerful that he can't be defeated, but unfortunately, he can only attack once before he has to return to the Celestial realm.
    Strengths:

    • Saitama can't be defeated or unsummoned
    • Hits for S rank damage

    Weaknesses:

    • Can only attack once, after which, he will leave and can't be summoned for the rest of the thread

    The Pumpkin King:
    Name:
    The Pumpkin King

    Rank:
    Magic Key

    Type:
    Celestial Key

    Description:
    Spoiler:

    Upon opening the cursed celestial gates of the Pumpkin King, Jack Skellington is summoned into the physical reality of the wielder. The skeleton-like ruler of his haunted section of the celestial realm is willing to help the select few who have his key once per thread. He will remain out for 3 posts before returning to his dark kingdom.

    Strengths:
    ♠ Jack will stay in the physical realm for up to three turns to assist the summoner.
    ♠ The Pumpkin King is an S rank summon; extremely powerful and dangerous and immune to unholy, shadow, or death-related magics.
    ♠ Jack is much more powerful in the month of October, which is the moon of the holiday he rules. During this time, he gains a 50% boost in all his physical and magical stats.

    Weaknesses:
    ♠ If Jack feels disrespected in any way, he may leave early or refuse to help the wielder.
    ♠ Jack is weaker against holy and light magic.
    ♠ The Pumpkin King cannot be summoned during the month of December, as he has learned to Respect Santa and leave Christmas alone.
    ♠ Jack has a will of his own, and might attack allies who get in his way.
    ♠ If Jack is summoned to be used against someone who also has his key, he will refuse to help either one.

    Abilities:
    Pumpkin Bombs ♠ Jack can summon up to five pumpkins per post he is out. Each pumpkin can be thrown and explodes with haunted energy on impact, which cannot be resisted and ignores damage resistance. Each pumpkin deals D rank spell damage (20HP) for a total of S rank damage if all pumpkins hit. Or one giant pumpkin can be summoned and thrown, which deals S rank damage (100HP).

    Magic Leech ♠ During the three posts that Jack is in the physical realm, he drains 5% of magic power per post in a hundred meter radius around him, and returns 2% MP to his summoner per post. Unfortunately, this also can effect allies, thus, the Pumpkin King might decide against using his drain if the summoner politely and respectfully asks him not to. As a result, however, the summoner will not receive the MP gain.
    The Ragdoll:
    Name: The Ragdoll
    Rank: Magic Key
    Type: Celestial Key
    Description: This small key is shaped similar to a needle; sharply pointed at the tip and rounded at the top with a small hole in the middle to slip thread through. A thin string of thread is slipped through and tied together in the small hole, creating a band that allows the wielder to wear it as a necklace, bracelet, or use it as a keychain. Obtaining this key allows the user to summon a celestial spirit by the name of Sally, who appears as a patched up ragdoll. She has red, yarn-like hair that goes down to her waist and a multi-patterned, multi-colored dress with rolled up socks and Mary Jane shoes. Gray fabric makes up her body with various stitching on her arms, legs, neck, and face, and when she's ripped or cut open, autumn leaves spill out. Upon summoning Sally, she will heal the user for S-rank damage and induce an immunity to S-rank or lower status effects. Sally will only remain in the wizard realm for one (1) post and the status immunity lasts for a total of two (2) posts; she can only be summoned once per thread.
    Strengths:

    • Sally is capable of healing the wielder for S-rank damage and inducing an immunity to S-rank or lower status effects
    • She cannot be unsummoned, but she may leave the scene whenever she wishes if she doesn't feel like staying around

    Weaknesses:

    • Sally cannot heal the wielder's allies; she is only capable of healing the user for S-rank damage before she leaves
    • Abuse of Sally will result in the summon leaving early and not healing the wielder for the S-rank damage
    • Sally has a mind of her own  if she doesn't feel like healing wielder when they summon her, she can disobey them and do other things



    ISHY of THQ & ADOXOGRAPHY


    Last edited by Marceline Anicetus on 12th January 2017, 9:59 pm; edited 1 time in total

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    Re: The Ravenous Hand

    Post by Guest on 12th March 2017, 8:05 am

    Split off old grading. Everything has been approved thus far.
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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Player -
    Lineage : Inugami
    Position : Rising Star # 6
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    Guild : Black Rose
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    Experience : 36,090

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: The Ravenous Hand

    Post by Jiyu Kazehime on 17th March 2017, 7:34 pm



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    Madame Astrid
     
     

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    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Dragon Slayer [2nd gen] • The Musical Arts

    Re: The Ravenous Hand

    Post by Madame Astrid on 21st April 2017, 10:04 pm

    Too much to quote.

    Moved upon user's request.


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