The Mist of Death

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    The Mist of Death

    Post by Guest on 11th September 2016, 20:27

    Mist of Death
    Description
    Imagine eternal night; light that never filters through, just complete and utter darkness all around your very being. Now, imagine a cold, winter-swept morning, a day that could have been comparatively normal to any other day. However, look all around you, look at those who line the streets, making their way to their next destination, or the vehicles driving along the streets. Do you see, just a block up, where a vehicle crash occurred, the front end of the automobile bent and shaped around a lamppost? Or how about that other vehicle just a few meters away that had spun out of control and slammed into a car just now? Envision those who were driving those vehicles and how they felt as they lost control of the very thing that held their life in its hands? A mist, now, is closing in on them, a mist that only they are able to see, that will lead into the eternal night for them.

    The eternal night is not just another night; the eternal night is the darkness that you see just before your death. It's a misty haze that coats over your eyes, leading you softly into the afterlife so that you may no longer feel pain. You never know when that misty haze sets in until your last moments, where you stare before you into the oncoming darkness. A scary process indeed, but imagine a world where no pain can be felt and where you do not have to fear dying because you're already dead. This is the world of the eternal night, the Mist of Death, and where the very personification of the mist happens to live. She is a haunting presence, a weeping and emaciated-looking being, down on her knees and covered in dirt. Bloody tears trickle down her face, but a closer look shows not a face of sorrow, but a grinning and delighted face.

    You see, the Mist of Death, is a scary thing, not because of the unforetold future that lies ahead of you, but of the woman there. She is a menacing creature, despite the sorrow and pitiful look she displays; a wicked and wretchful woman. The Mist of Death, she must be kept at bay at all costs, or she will leave her domain to take what she pleases. Once she leaves that place, there will be no turning back from the future that is about to unfold for everyone. And that woman? She has left the confines of her domain, where she was trapped by the crucifix of the gods. Oh, and is she angry, and she will take what she wants in revenge for what the gods have done to her. That Mist of Death will come and sweep over the land until all that have seen it will fall to the ground and enter her world.

    Beware the Mist of Death, the hanging fog that creeps over your eyes just before you fall asleep into what could be eternal slumber. She is out and about in the living realm, but her true form is hidden beneath that of a disguise of a wanton beauty. No one will know until it is too late that the Mist of Death has come for them to take what has been taken from her. This wanton beauty she hides behind cries black and blood tears from her eyes and is pale like Death has touched her. But she is not afraid to hurt those who come near her, reaching out for help toward them when they near, only to take their soul. Shiver not at the knees, but stand tall and brave the Mist of Death that is coming for you, and do not keep your guard down. Just as any other, she is a creature of night and will come for you when you least expect it and when you are at your most vulnerable.
    Evidence of Completion: Link
    Strengths


    • Death is absolute, for anything to be able to withstand its destructive powers would mean for it to be stronger
    • The Netherworld is a spontaneous place, what comes from it is not known to those unfamiliar with the dimension
    • All things are able to be manipulated by the essence, known as Nether, which is an infinite energy found in the worlds of both the living and the dead

    Weaknesses


    • If there is to be a singular essence that is as powerful or more powerful than Nether, is that of Aether
    • Even the immortals and eternal of the world are able to surpass the power of which Nether is capable of dealing
    • Death is not able to manipulate itself, as such, it will only grow stronger when combined with other death elements, never weaken them
    • Every aspect of the Nether essence is capable of being reversed in whichever form the essence decides to take

    Legion of the Undead

    The essence of death is a powerful energy, one that is not as easily ignored as other energies are capable of being. As such, this essence allows the one who wields it immanent control over those who are not as efficient of wielders. People who are Necromancers or have a slight control in the aspect of death itself, will find their summons incapable of obeying them. All summons, whether entirely undead or associated with the aspect of death become enslaved to the user instead. However, it is only summons that are equal to or lower in rank to the user that will turn toward the user as their master. Any summon, either undead or associated with death, that is of higher rank than the user, will be safe from the mind control. For as long as the summon is out and under the control of the user, the user is able to wield the summon's abilities and turn them against their original master.

    More so, this ability also allows the user to become immune to summons who are undead or are associated with death. Any summon that is equal to or lower in rank than the user will be rendered useless against them if trying to fight back. Likewise, those that are of a higher rank than the user will have their damage reduced by 50% of the total outcome. If a summon is two ranks higher than the user, then the opponent has no reason to worry about their summon dealing little or no damage. If the summon is under the control of the user, however, the damage reduction will be replaced with a damage increase. Of course, damage dealt to the user will always be ineffective or reduced if the summon is trying to attack them. Under the control of the user, their damage increase is only applied when the summon manages to strike a blow on their original master.
    Vessel of Achlys

    Achlys is the personification of misery and sorrow, the first created being even before Chaos was brought into the world. She is represented on the shield of Heracles as a pale, emaciated woman that is weeping with chattering teeth, swollen knees, long nails, and bloody cheeks, thickly covered in dust. A smiling woman, despite the sadness and pain that she brought, who wanted a second chance at living and thus, sought out a vessel. This vessel was birthed into the world, but along with it came the misery that Achlys brought and the deaths of those she loved. As such, anyone within 30 meters of Achlys's vessel (+15 for every rank after C) will find their buffs and healing aspects reversed. Buffs will become debuffs, healing spells or regenerative abilities will become unhealing spells and degenerative abilities. In this little "world" Achlys had been cursed with, nothing is safe from the impending doom of misery and sorrow.

    If an aspect of healing or buffing cannot be reversed, then it will be merely be reduced by 50% of its total percentage until the person removes themself from the aura. For instance, the natural regenerative healing is not something that can be easily reversed without consequence, and thus, is reduced by 50% of its total percentage. It is only reduced for those who are caught within the aura, excluding the user, but including the user's allies. Anyone outside of the aura will be able to heal themselves and their allies, but no one inside of the aura. As stated, if someone were to cast a healing spell on another that was caught in this aura, it would deal damage rather than heal them. Should a person attempt to buff one of their allies that is caught within the aura, then that buff will turn into a debuff. This does not affect the user of the aura at all, but as such, it affects everyone that is around the user.
    Carnage of Mortality

    Due to the continuous exposure of Nether, the user has become so attuned to the Chthonian Element that it has changed their form. As a result, the user has transcended the effects of both life and death and are considered to be on a different level. Coinciding with this, the user, thus, is not considered to be alive, dead, or even amortal, they are simply an existence. Because of this, they are no longer affected by the likes of life and death magic and are considered to not necessarily be absolutely immortal, but are immortal. In cases of this happening, the user is able to not only become something that is not just a concept of the living realm, but can affect others lives and deaths in a way. The user is able to transfer deaths of others to another whenever they so wish, preventing the death of the chosen person, while killing off another. They are a soulless being, while, who can affect the life and death of those around them, their abilities, in some cases, still require OOC permission.

    In the event that they are simply a concept and something that is not considered to be living, dead, or amortal, they are soulless. Since they are soulless, magics that affect the soul are reduced in effect by 50% of their capable damage. However, they are also able to, not only, change the deaths of those around them, but completely negate them. Even events and fates of a chosen person can be affected so much that Death is able to entirely negate it. Yet, when it comes to world-affecting events, catastrophic or not, Death, in some cases, may not be able to negate it at all. While only a concept of the mortal realm, Death can only affect that which is related to Itself and nothing more. Things of large scale may not always be affected by the works of Death and may continue on as if nothing has changed it.
    Shadow of Death

    Name: Shadow of Death
    Rank: D
    Type: Death, Shadow, Summon, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Nether around the user allows them to manipulate the particles precisely enough to summon their shadow to life. Their shadow is an exact replica of their own self, the only difference is that the shadow is entirely made of darkness. Once this shadow has been pulled free from its entrapment of the ground, it has a limited time it's capable of being summoned. More so, the shadow has a health of 50HP, which means it can easily be dispersed back to its place if it does not reach its complete duration. Along side of the 50HP that it has, the shadow is capable of dealing melee damage that is equal to a D-rank magus's damage. While the shadow is summoned, the Nether particles grant it one active ability that it can use during the time it's out. With the active ability, the shadow is also blessed by the Nether particles with a single passive that boosts something of itself or its master.
    Blessing of Death:
    Nether is not only capable of destroying the living essence, but it is also capable of manipulating itself into healing factors. As such, when the summon is out for the duration of its summoning, it is blessed by the Nether particles around it. For each blow that the summon is capable of dealing, the damage of each attack is increased by an extra 50%. This passive also extends to its master, so any spell, that does not already deal an extra 50-75% in damage, is given a boost. Once the summon's duration is over and the shadow returns to its placed locked inside of the ground, the boost is gone. Of course, if there are types of magic out in the world that are capable of doing so, they can negate this passive. For instance, if a debuff is placed onto the summon, the summon will lose the 50% additional damage to its attacks.
    Absolution:
    Name: Absolution
    Rank: D
    Type: Darkness, Death, Instant, Uholy
    Duration: Instant
    Cooldown: 2 posts
    Description: As the shadow is summoned, the Nether particles grant the shadow access to a single spell for its duration of time. Whenever it so chooses, the shadow can send out a blast of death energy at an opponent that deals full spell-rank damage. Once the blast has been sent out, the active goes onto cooldown for two posts, but can potentially be used again. The blast will only work if the targeted opponent is 15 meters in front of the summon or the blast will not hit them if they are not. Of course, if the blast is fired off and the opponent is not within range of the blast, it will either hit an ally or disintegrate. If the blast were to hit an opponent, it is capable of leaving a "Soul Burn" effect on the opponent that lasts for 3 posts after. Damage dealt by the "Soul Burn" status effect is 5% of damage to the HP of the opponent until it maxes at 15%.
    Strengths:

    • The blast deals full spell-rank damage so long as the opponent is 15 meters in front of the summon
    • If the blast were to hit an opponent, it is capable of dealing an extra 5% in damage for the next 3 posts
    • The user of the summon is capable of expending an extra 5% of MP in order to increase the passive buff to deal an extra 75% in damage instead of 50%

    Weaknesses:

    • At any point in time, the active can be reflected away or back to the summon if the opponent or opponent's ally can reflect spells
    • Magi that are capable of manipulating Life or an aspect of Life are capable of reducing the damage or negating the active ability
    • If the blast does not hit the opponent, neither the status effect nor the damage the spell deals will take effect
    • The active ability is capable of hurting the user's or summon's allies, dealing damage to them instead of the correct target

    Strengths:

    • The shadow is an immaterial thing, it is capable of passing through solid structures without harm to itself
    • Physical attacks to the shadow do not deal any damage to it as the fist or weapon will simply go through it
    • Its passive ability does not only extend to itself, but the boost is also given to its master's magic for its duration

    Weaknesses:

    • As the shadow is made entirely out of darkness, spells that are made of light energy can deal 2x damage to it
    • The shadow is not capable of regenerating its health and as such, once its health is gone, it disperses back to its place on the ground
    • Spells are still capable of hitting the shadow while it is out, just be care of what spell one decides to throw at it
    • Because the shadow is made out of darkness and is what it is called, a shadow, it can be manipulated by darkness or shadow magi

    Deadly Nightmare

    Name: Deadly Nightmare
    Rank: C
    Type: Damage Over Time, Death, Dreamscape, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: By manipulating the Nether around themselves, the user is capable of causing memories to resurface in the minds of those around them. As such, those in a 30-meter radius will be forced to relive one of their nightmares over and over again until it deals damage to them. The nightmare is dependent on the player; however, the nightmare must involve a way that the opponent dies. On the initial start of the spell, the shock of being thrown into a dream world where they are meant to die deals 50% in damage to them. Over the next four (4) posts, the opponent is then dealt 50% in damage the further they succumb to the memory. Effects of the spell can cause mental deterioration to an opponent for an extended period of time thereafter. This allows for the user to take advantaged of the slightly dazed opponent in order to get an upper hand in battle.
    Strengths:

    • The spell causes an opponent to relive a resurfaced memory of a potential death over and over again
    • It can cause mental deterioration to an opponent, which allows for the user to get an upper hand in battle
    • This spell naturally deals 2.5x spell-rank damage throughout the entirety of its duration, but with no effects

    Weaknesses:

    • As this spell is simply a regular spell like everything else, it can be reflected back onto the user and they will receive damage instead
    • If an ally were to get mixed in with the user and their opponent, the ally may be forced to relive a death memory as well
    • Those who have immunity to mental attacks cannot receive the damage to themselves or have the memory resurfaced
    • Should the spell somehow be ended before it can deal it's total amount of damage, damage will essentially be reduced

    Take Your Life

    Name: Take Your Life
    Rank: B
    Type: Death, Instant, Suicide Inducement, Unholy
    Duration: Instant
    Cooldown: 2 posts
    Description: Whenever the user so wishes, they can manipulate the Nether around them in a 50-meter radius in order to induce suicidal thoughts into their opponent. As a result, if the opponent has a weapon, the weapon will be turned on them and plunged into their body instead of the user. Likewise, if the opponent has cast a spell, the Nether in the air will reverse the direction of the spell so it strikes the opponent instead. Any effects that their spells have will then be place on them, rather than being placed upon the user as the spell did not strike them. Suicidal thoughts can remain as a side effect once the spell has ended, since the spell has messed with their emotional and mental state. As this does not bend the will of the opponent, since they are still in their own state of mind, they can ignore its effects. Those of equal to or lower in rank magi to the user are not capable of resisting the suicidal thoughts as higher ranked magi may be able to.
    Strengths:

    • This spell induces suicidal thoughts in an opponent, causing an internal conflict that may divert the opponent's attention elsewhere
    • Damage dealt by the spell is depending on what spell or attack is reflected (e.g. if the opponent is C-rank and attacks with a weapon, it would deal their rank in damage)
    • As lower-ranked magi tend to struggle more against those who are higher-ranked than them, ignoring the spell's effects is not possible

    Weaknesses:

    • This spell is capable of effecting both the user or the user's allies if the spell were to be reflected upon them
    • Damage is dependent on the rank of the opponent, so the spell's damage induced to an opponent can be lower than its rank
    • As Nether particles are used to induce the suicidal thoughts into an opponent, the particles can be diminished into nothing to negate the spell
    • If opponents have a strong will, immune to thought projection and the like, et cetera, they can ignore the effects of the spell no matter what rank they are

    Breathlessness

    Name: Breathlessness
    Rank: A
    Type: Area of Effect, Damage Over Time, Death, Deoxygenization, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: An invisible wave washes over those in a 75-meter radius, with Nether particles beginning to appear around them. As these particles appear one by one, the user and their opponents and/or allies will start to notice a lack of oxygen. These particles nimbly eat away at the oxygen particles in the air until there are none left and the people suffocate from the deoxygenization. Because of this, those in the epicenter of the attack are dealt 16.6% of damage for three (3) posts, while those outside of the epicenter are dealt 12.5%. Once a total amount of 50% and 37.5% has been dealt to the epicenter, they then receive 50% of damage for the next four (4) posts. Those outside of the epicenter will only receive 37.5% damage for the remaining four (4) posts until the spell ends. The remaining Nether particles will start to fade away after the spell has been finished until oxygen has returned again.
    Strengths:

    • Damage dealt to those in the epicenter is 16.6% for a duration of three (3) posts, where those outside of the epicenter receive 12.5%
    • For the remaining four (4) posts, the epicenter will receive 50% in damage, while those outside receive 37.5%
    • The spell affects an area of 75 meters, resulting in a plethora of people being able to be affected by the spell

    Weaknesses:

    • As Life magic can be stronger than that of Death magic, magi who are capable of wielding Aether can negate the spell
    • Since the user can become the epicenter of the spell, they can be dealt full damage or 75% of the damage
    • This spell will affect not only the user and their opponents, but can deal significant damage to the user's allies
    • Because the spell takes away oxygen from the air, those inside of the aura can suffocate to death if they do not remove themselves

    Eternal Night

    Name: Eternal Night
    Rank: S
    Type: Area of Effect, Damage Over Time, Death, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: To those around the user, night will wash over them and black out any possible source of light that may try to penetrate the area. Nether particles surround the user and their opponents and/or allies in a 100-meter radius, eclipsing light sources. The particles will then begin to fall inward on the structure, sprinkling down onto those who were captured in the dome. Once these particles begin to fall, the area around the user and their opponents and/or allies begins to light up with a red glow. As these particles start to glow, the people within the dome will feel a surmount of pain coursing over their body. They will writhe in agony and cry out for the misery to stop as damage begins to be dealt to them over the course of the spell. For the first five (5) posts of the spell, 10% of damage will be dealt to epicenter, while 7.5% is dealt to those outside of the epicenter. After which, 50% of the spell damage is dealt to those in the epicenter for the remaining five (5) posts, while everyone else outside of the epicenter is dealt 37.5%.
    Strengths:

    • Damage dealt to opponents equates to 10% per post for the first 5 posts, unless on the outside of the epicenter, which deals 7.5%
    • For each post after the initial amount of damage is dealt, those in the epicenter receive 50%, while those outside receive 37.5%
    • Damage of the spell is naturally boosted by an extra 50% for the remaining duration post (10th post) with an expense of 5% MP

    Weaknesses:

    • As the dome surrounds the user's allies as well as opponents, the allies will receive damage while trapped inside
    • The dome will encase the user no matter what, but as the user is not the epicenter, they receive only 75% of the damage
    • Since the spell has a duration of 10 posts, an additional 50% in damage is given to it in compensation for 5% of the user's MP
    • Light that is cast inside of the dome can penetrate the Nether particles and reduce the damage the spell deals or completely negate it

    I Am Achlys

    Name: I Am Achlys
    Rank: S
    Type: Death, Instant, Signature, Unholy
    Duration: Instant
    Cooldown: 1 use per post
    Description: As the vessel of Achlys, the user is able to pull out a key card in the manipulation of Nether in order to reduce their opponents to nothing. This ability allows for the user to be able to access a part of their magic that allows for them to control Nether in a magnetic way. By manipulating the essence in a way that allows them to create constructs and formations, they can move the Nether to wash out and away from where an opponent stands. In a 100-meter radius, the user can manipulate the Nether to pulsate in ripples that affect anyone caught within it. The epicenter of the attack deals full spell-rank damage and as the ripples roll out from the opponent, 75% of the total damage is dealt. Since this ability radiates out from wherever it was cast, it is possible for the user's allies to be caught in the wave. Likewise, the user can be dealt full spell-rank damage if they happen to cast the spell with them being the epicenter.
    Strengths:

    • As the spell has a rather large range of attack, a plethora of people are able to be affected by the spell
    • Damage dealt during the spell's cast results in a complete total at the epicenter, while the rest are dealt 75% of the total damage
    • If the user so wishes, they can expend an extra 5% MP in order to boost the total damage of the spell by 75%

    Weaknesses:

    • If allies of the user are caught in the wave, they will be dealt either the full damage or 75% of the full damage
    • If the user casts the spell with themselves being the epicenter, full spell-rank damage will be dealt to them instead
    • Should the user want to increase the total damage of the spell by 75%, they would need to use an extra 5% of their MP

    © - Relove from  Adoxography


    Last edited by Marceline Anicetus on 10th May 2017, 18:00; edited 1 time in total
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    Raiza
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    Re: The Mist of Death

    Post by Raiza on 18th January 2017, 04:59

    After talking it over with them in skype, and other things, I'm approving this


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    Jiyu Kazehime

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    Re: The Mist of Death

    Post by Jiyu Kazehime on 17th May 2017, 02:52

    Unlocked And Moved For You.

    Spoiler:

    @Marceline Anicetus wrote:
    Mist of Death
    Description
    Imagine eternal night; light that never filters through, just complete and utter darkness all around your very being. Now, imagine a cold, winter-swept morning, a day that could have been comparatively normal to any other day. However, look all around you, look at those who line the streets, making their way to their next destination, or the vehicles driving along the streets. Do you see, just a block up, where a vehicle crash occurred, the front end of the automobile bent and shaped around a lamppost? Or how about that other vehicle just a few meters away that had spun out of control and slammed into a car just now? Envision those who were driving those vehicles and how they felt as they lost control of the very thing that held their life in its hands? A mist, now, is closing in on them, a mist that only they are able to see, that will lead into the eternal night for them.

    The eternal night is not just another night; the eternal night is the darkness that you see just before your death. It's a misty haze that coats over your eyes, leading you softly into the afterlife so that you may no longer feel pain. You never know when that misty haze sets in until your last moments, where you stare before you into the oncoming darkness. A scary process indeed, but imagine a world where no pain can be felt and where you do not have to fear dying because you're already dead. This is the world of the eternal night, the Mist of Death, and where the very personification of the mist happens to live. She is a haunting presence, a weeping and emaciated-looking being, down on her knees and covered in dirt. Bloody tears trickle down her face, but a closer look shows not a face of sorrow, but a grinning and delighted face.

    You see, the Mist of Death, is a scary thing, not because of the unforetold future that lies ahead of you, but of the woman there. She is a menacing creature, despite the sorrow and pitiful look she displays; a wicked and wretchful woman. The Mist of Death, she must be kept at bay at all costs, or she will leave her domain to take what she pleases. Once she leaves that place, there will be no turning back from the future that is about to unfold for everyone. And that woman? She has left the confines of her domain, where she was trapped by the crucifix of the gods. Oh, and is she angry, and she will take what she wants in revenge for what the gods have done to her. That Mist of Death will come and sweep over the land until all that have seen it will fall to the ground and enter her world.

    Beware the Mist of Death, the hanging fog that creeps over your eyes just before you fall asleep into what could be eternal slumber. She is out and about in the living realm, but her true form is hidden beneath that of a disguise of a wanton beauty. No one will know until it is too late that the Mist of Death has come for them to take what has been taken from her. This wanton beauty she hides behind cries black and blood tears from her eyes and is pale like Death has touched her. But she is not afraid to hurt those who come near her, reaching out for help toward them when they near, only to take their soul. Shiver not at the knees, but stand tall and brave the Mist of Death that is coming for you, and do not keep your guard down. Just as any other, she is a creature of night and will come for you when you least expect it and when you are at your most vulnerable.
    Evidence of Completion: Link
    Strengths


    • Death is absolute, for anything to be able to withstand its destructive powers would mean for it to be stronger
    • The Netherworld is a spontaneous place, what comes from it is not known to those unfamiliar with the dimension
    • All things are able to be manipulated by the essence, known as Nether, which is an infinite energy found in the worlds of both the living and the dead

    Weaknesses


    • If there is to be a singular essence that is as powerful or more powerful than Nether, is that of Aether
    • Even the immortals and eternal of the world are able to surpass the power of which Nether is capable of dealing
    • Death is not able to manipulate itself, as such, it will only grow stronger when combined with other death elements, never weaken them
    • Every aspect of the Nether essence is capable of being reversed in whichever form the essence decides to take

    Legion of the Undead

    The essence of death is a powerful energy, one that is not as easily ignored as other energies are capable of being. As such, this essence allows the one who wields it immanent control over those who are not as efficient of wielders. People who are Necromancers or have a slight control in the aspect of death itself, will find their summons incapable of obeying them. All summons, whether entirely undead or associated with the aspect of death become enslaved to the user instead. However, it is only summons that are equal to or lower in rank to the user that will turn toward the user as their master. Any summon, either undead or associated with death, that is of higher rank than the user, will be safe from the mind control. For as long as the summon is out and under the control of the user, the user is able to wield the summon's abilities and turn them against their original master.

    More so, this ability also allows the user to become immune to summons who are undead or are associated with death. Any summon that is equal to or lower in rank than the user will be rendered useless against them if trying to fight back. Likewise, those that are of a higher rank than the user will have their damage reduced by 50% of the total outcome. If a summon is two ranks higher than the user, then the opponent has no reason to worry about their summon dealing little or no damage. If the summon is under the control of the user, however, the damage reduction will be replaced with a damage increase. Of course, damage dealt to the user will always be ineffective or reduced if the summon is trying to attack them. Under the control of the user, their damage increase is only applied when the summon manages to strike a blow on their original master.
    Vessel of Achlys

    Achlys is the personification of misery and sorrow, the first created being even before Chaos was brought into the world. She is represented on the shield of Heracles as a pale, emaciated woman that is weeping with chattering teeth, swollen knees, long nails, and bloody cheeks, thickly covered in dust. A smiling woman, despite the sadness and pain that she brought, who wanted a second chance at living and thus, sought out a vessel. This vessel was birthed into the world, but along with it came the misery that Achlys brought and the deaths of those she loved. As such, anyone within 30 meters of Achlys's vessel (+15 for every rank after C) will find their buffs and healing aspects reversed. Buffs will become debuffs, healing spells or regenerative abilities will become unhealing spells and degenerative abilities. In this little "world" Achlys had been cursed with, nothing is safe from the impending doom of misery and sorrow.

    If an aspect of healing or buffing cannot be reversed, then it will be merely be reduced by 50% of its total percentage until the person removes themself from the aura. For instance, the natural regenerative healing is not something that can be easily reversed without consequence, and thus, is reduced by 50% of its total percentage. It is only reduced for those who are caught within the aura, excluding the user, but including the user's allies. Anyone outside of the aura will be able to heal themselves and their allies, but no one inside of the aura. As stated, if someone were to cast a healing spell on another that was caught in this aura, it would deal damage rather than heal them. Should a person attempt to buff one of their allies that is caught within the aura, then that buff will turn into a debuff. This does not affect the user of the aura at all, but as such, it affects everyone that is around the user.
    Carnage of Mortality

    Due to the continuous exposure of Nether, the user has become so attuned to the Chthonian Element that it has changed their form. As a result, the user has transcended the effects of both life and death and are considered to be on a different level. Coinciding with this, the user, thus, is not considered to be alive, dead, or even amortal, they are simply an existence. Because of this, they are no longer affected by the likes of life and death magic and are considered to not necessarily be absolutely immortal, but are immortal. In cases of this happening, the user is able to not only become something that is not just a concept of the living realm, but can affect others lives and deaths in a way. The user is able to transfer deaths of others to another whenever they so wish, preventing the death of the chosen person, while killing off another. They are a soulless being, while, who can affect the life and death of those around them, their abilities, in some cases, still require OOC permission.

    In the event that they are simply a concept and something that is not considered to be living, dead, or amortal, they are soulless. Since they are soulless, magics that affect the soul are reduced in effect by 50% of their capable damage. However, they are also able to, not only, change the deaths of those around them, but completely negate them. Even events and fates of a chosen person can be affected so much that Death is able to entirely negate it. Yet, when it comes to world-affecting events, catastrophic or not, Death, in some cases, may not be able to negate it at all. While only a concept of the mortal realm, Death can only affect that which is related to Itself and nothing more. Things of large scale may not always be affected by the works of Death and may continue on as if nothing has changed it.
    Shadow of Death

    Name: Shadow of Death
    Rank: D
    Type: Death, Shadow, Summon, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Nether around the user allows them to manipulate the particles precisely enough to summon their shadow to life. Their shadow is an exact replica of their own self, the only difference is that the shadow is entirely made of darkness. Once this shadow has been pulled free from its entrapment of the ground, it has a limited time it's capable of being summoned. More so, the shadow has a health of 50HP, which means it can easily be dispersed back to its place if it does not reach its complete duration. Along side of the 50HP that it has, the shadow is capable of dealing melee damage that is equal to a D-rank magus's damage. While the shadow is summoned, the Nether particles grant it one active ability that it can use during the time it's out. With the active ability, the shadow is also blessed by the Nether particles with a single passive that boosts something of itself or its master.
    Blessing of Death:
    Nether is not only capable of destroying the living essence, but it is also capable of manipulating itself into healing factors. As such, when the summon is out for the duration of its summoning, it is blessed by the Nether particles around it. For each blow that the summon is capable of dealing, the damage of each attack is increased by an extra 50%. This passive also extends to its master, so any spell, that does not already deal an extra 50-75% in damage, is given a boost. Once the summon's duration is over and the shadow returns to its placed locked inside of the ground, the boost is gone. Of course, if there are types of magic out in the world that are capable of doing so, they can negate this passive. For instance, if a debuff is placed onto the summon, the summon will lose the 50% additional damage to its attacks.
    Absolution:
    Name: Absolution
    Rank: D
    Type: Darkness, Death, Instant, Uholy
    Duration: Instant
    Cooldown: 2 posts
    Description: As the shadow is summoned, the Nether particles grant the shadow access to a single spell for its duration of time. Whenever it so chooses, the shadow can send out a blast of death energy at an opponent that deals full spell-rank damage. Once the blast has been sent out, the active goes onto cooldown for two posts, but can potentially be used again. The blast will only work if the targeted opponent is 15 meters in front of the summon or the blast will not hit them if they are not. Of course, if the blast is fired off and the opponent is not within range of the blast, it will either hit an ally or disintegrate. If the blast were to hit an opponent, it is capable of leaving a "Soul Burn" effect on the opponent that lasts for 3 posts after. Damage dealt by the "Soul Burn" status effect is 5% of damage to the HP of the opponent until it maxes at 15%.
    Strengths:

    • The blast deals full spell-rank damage so long as the opponent is 15 meters in front of the summon
    • If the blast were to hit an opponent, it is capable of dealing an extra 5% in damage for the next 3 posts
    • The user of the summon is capable of expending an extra 5% of MP in order to increase the passive buff to deal an extra 75% in damage instead of 50%

    Weaknesses:

    • At any point in time, the active can be reflected away or back to the summon if the opponent or opponent's ally can reflect spells
    • Magi that are capable of manipulating Life or an aspect of Life are capable of reducing the damage or negating the active ability
    • If the blast does not hit the opponent, neither the status effect nor the damage the spell deals will take effect
    • The active ability is capable of hurting the user's or summon's allies, dealing damage to them instead of the correct target

    Strengths:

    • The shadow is an immaterial thing, it is capable of passing through solid structures without harm to itself
    • Physical attacks to the shadow do not deal any damage to it as the fist or weapon will simply go through it
    • Its passive ability does not only extend to itself, but the boost is also given to its master's magic for its duration

    Weaknesses:

    • As the shadow is made entirely out of darkness, spells that are made of light energy can deal 2x damage to it
    • The shadow is not capable of regenerating its health and as such, once its health is gone, it disperses back to its place on the ground
    • Spells are still capable of hitting the shadow while it is out, just be care of what spell one decides to throw at it
    • Because the shadow is made out of darkness and is what it is called, a shadow, it can be manipulated by darkness or shadow magi

    Deadly Nightmare

    Name: Deadly Nightmare
    Rank: C
    Type: Damage Over Time, Death, Dreamscape, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: By manipulating the Nether around themselves, the user is capable of causing memories to resurface in the minds of those around them. As such, those in a 30-meter radius will be forced to relive one of their nightmares over and over again until it deals damage to them. The nightmare is dependent on the player; however, the nightmare must involve a way that the opponent dies. On the initial start of the spell, the shock of being thrown into a dream world where they are meant to die deals 50% in damage to them. Over the next four (4) posts, the opponent is then dealt 50% in damage the further they succumb to the memory. Effects of the spell can cause mental deterioration to an opponent for an extended period of time thereafter. This allows for the user to take advantaged of the slightly dazed opponent in order to get an upper hand in battle.
    Strengths:

    • The spell causes an opponent to relive a resurfaced memory of a potential death over and over again
    • It can cause mental deterioration to an opponent, which allows for the user to get an upper hand in battle
    • This spell naturally deals 2.5x spell-rank damage throughout the entirety of its duration, but with no effects

    Weaknesses:

    • As this spell is simply a regular spell like everything else, it can be reflected back onto the user and they will receive damage instead
    • If an ally were to get mixed in with the user and their opponent, the ally may be forced to relive a death memory as well
    • Those who have immunity to mental attacks cannot receive the damage to themselves or have the memory resurfaced
    • Should the spell somehow be ended before it can deal it's total amount of damage, damage will essentially be reduced

    Take Your Life

    Name: Take Your Life
    Rank: B
    Type: Death, Instant, Suicide Inducement, Unholy
    Duration: Instant
    Cooldown: 2 posts
    Description: Whenever the user so wishes, they can manipulate the Nether around them in a 50-meter radius in order to induce suicidal thoughts into their opponent. As a result, if the opponent has a weapon, the weapon will be turned on them and plunged into their body instead of the user. Likewise, if the opponent has cast a spell, the Nether in the air will reverse the direction of the spell so it strikes the opponent instead. Any effects that their spells have will then be place on them, rather than being placed upon the user as the spell did not strike them. Suicidal thoughts can remain as a side effect once the spell has ended, since the spell has messed with their emotional and mental state. As this does not bend the will of the opponent, since they are still in their own state of mind, they can ignore its effects. Those of equal to or lower in rank magi to the user are not capable of resisting the suicidal thoughts as higher ranked magi may be able to.
    Strengths:

    • This spell induces suicidal thoughts in an opponent, causing an internal conflict that may divert the opponent's attention elsewhere
    • Damage dealt by the spell is depending on what spell or attack is reflected (e.g. if the opponent is C-rank and attacks with a weapon, it would deal their rank in damage)
    • As lower-ranked magi tend to struggle more against those who are higher-ranked than them, ignoring the spell's effects is not possible

    Weaknesses:

    • This spell is capable of effecting both the user or the user's allies if the spell were to be reflected upon them
    • Damage is dependent on the rank of the opponent, so the spell's damage induced to an opponent can be lower than its rank
    • As Nether particles are used to induce the suicidal thoughts into an opponent, the particles can be diminished into nothing to negate the spell
    • If opponents have a strong will, immune to thought projection and the like, et cetera, they can ignore the effects of the spell no matter what rank they are

    Breathlessness

    Name: Breathlessness
    Rank: A
    Type: Area of Effect, Damage Over Time, Death, Deoxygenization, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: An invisible wave washes over those in a 75-meter radius, with Nether particles beginning to appear around them. As these particles appear one by one, the user and their opponents and/or allies will start to notice a lack of oxygen. These particles nimbly eat away at the oxygen particles in the air until there are none left and the people suffocate from the deoxygenization. Because of this, those in the epicenter of the attack are dealt 16.6% of damage for three (3) posts, while those outside of the epicenter are dealt 12.5%. Once a total amount of 50% and 37.5% has been dealt to the epicenter, they then receive 50% of damage for the next four (4) posts. Those outside of the epicenter will only receive 37.5% damage for the remaining four (4) posts until the spell ends. The remaining Nether particles will start to fade away after the spell has been finished until oxygen has returned again.
    Strengths:

    • Damage dealt to those in the epicenter is 16.6% for a duration of three (3) posts, where those outside of the epicenter receive 12.5%
    • For the remaining four (4) posts, the epicenter will receive 50% in damage, while those outside receive 37.5%
    • The spell affects an area of 75 meters, resulting in a plethora of people being able to be affected by the spell

    Weaknesses:

    • As Life magic can be stronger than that of Death magic, magi who are capable of wielding Aether can negate the spell
    • Since the user can become the epicenter of the spell, they can be dealt full damage or 75% of the damage
    • This spell will affect not only the user and their opponents, but can deal significant damage to the user's allies
    • Because the spell takes away oxygen from the air, those inside of the aura can suffocate to death if they do not remove themselves

    Eternal Night

    Name: Eternal Night
    Rank: S
    Type: Area of Effect, Damage Over Time, Death, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: To those around the user, night will wash over them and black out any possible source of light that may try to penetrate the area. Nether particles surround the user and their opponents and/or allies in a 100-meter radius, eclipsing light sources. The particles will then begin to fall inward on the structure, sprinkling down onto those who were captured in the dome. Once these particles begin to fall, the area around the user and their opponents and/or allies begins to light up with a red glow. As these particles start to glow, the people within the dome will feel a surmount of pain coursing over their body. They will writhe in agony and cry out for the misery to stop as damage begins to be dealt to them over the course of the spell. For the first five (5) posts of the spell, 10% of damage will be dealt to epicenter, while 7.5% is dealt to those outside of the epicenter. After which, 50% of the spell damage is dealt to those in the epicenter for the remaining five (5) posts, while everyone else outside of the epicenter is dealt 37.5%.
    Strengths:

    • Damage dealt to opponents equates to 10% per post for the first 5 posts, unless on the outside of the epicenter, which deals 7.5%
    • For each post after the initial amount of damage is dealt, those in the epicenter receive 50%, while those outside receive 37.5%
    • Damage of the spell is naturally boosted by an extra 50% for the remaining duration post (10th post) with an expense of 5% MP

    Weaknesses:

    • As the dome surrounds the user's allies as well as opponents, the allies will receive damage while trapped inside
    • The dome will encase the user no matter what, but as the user is not the epicenter, they receive only 75% of the damage
    • Since the spell has a duration of 10 posts, an additional 50% in damage is given to it in compensation for 5% of the user's MP
    • Light that is cast inside of the dome can penetrate the Nether particles and reduce the damage the spell deals or completely negate it

    I Am Achlys

    Name: I Am Achlys
    Rank: S
    Type: Death, Instant, Signature, Unholy
    Duration: Instant
    Cooldown: 1 use per post
    Description: As the vessel of Achlys, the user is able to pull out a key card in the manipulation of Nether in order to reduce their opponents to nothing. This ability allows for the user to be able to access a part of their magic that allows for them to control Nether in a magnetic way. By manipulating the essence in a way that allows them to create constructs and formations, they can move the Nether to wash out and away from where an opponent stands. In a 100-meter radius, the user can manipulate the Nether to pulsate in ripples that affect anyone caught within it. The epicenter of the attack deals full spell-rank damage and as the ripples roll out from the opponent, 75% of the total damage is dealt. Since this ability radiates out from wherever it was cast, it is possible for the user's allies to be caught in the wave. Likewise, the user can be dealt full spell-rank damage if they happen to cast the spell with them being the epicenter.
    Strengths:

    • As the spell has a rather large range of attack, a plethora of people are able to be affected by the spell
    • Damage dealt during the spell's cast results in a complete total at the epicenter, while the rest are dealt 75% of the total damage
    • If the user so wishes, they can expend an extra 5% MP in order to boost the total damage of the spell by 75%

    Weaknesses:

    • If allies of the user are caught in the wave, they will be dealt either the full damage or 75% of the full damage
    • If the user casts the spell with themselves being the epicenter, full spell-rank damage will be dealt to them instead
    • Should the user want to increase the total damage of the spell by 75%, they would need to use an extra 5% of their MP

    © - Relove from  Adoxography


    _____________________________________________________________________________________






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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
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    Posts : 1917
    Guild : Black Rose
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    Experience : 471,710

    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: The Mist of Death

    Post by Jiyu Kazehime on 17th May 2017, 02:52

    Unlocked And Moved For You.

    Spoiler:

    @Marceline Anicetus wrote:
    Mist of Death
    Description
    Imagine eternal night; light that never filters through, just complete and utter darkness all around your very being. Now, imagine a cold, winter-swept morning, a day that could have been comparatively normal to any other day. However, look all around you, look at those who line the streets, making their way to their next destination, or the vehicles driving along the streets. Do you see, just a block up, where a vehicle crash occurred, the front end of the automobile bent and shaped around a lamppost? Or how about that other vehicle just a few meters away that had spun out of control and slammed into a car just now? Envision those who were driving those vehicles and how they felt as they lost control of the very thing that held their life in its hands? A mist, now, is closing in on them, a mist that only they are able to see, that will lead into the eternal night for them.

    The eternal night is not just another night; the eternal night is the darkness that you see just before your death. It's a misty haze that coats over your eyes, leading you softly into the afterlife so that you may no longer feel pain. You never know when that misty haze sets in until your last moments, where you stare before you into the oncoming darkness. A scary process indeed, but imagine a world where no pain can be felt and where you do not have to fear dying because you're already dead. This is the world of the eternal night, the Mist of Death, and where the very personification of the mist happens to live. She is a haunting presence, a weeping and emaciated-looking being, down on her knees and covered in dirt. Bloody tears trickle down her face, but a closer look shows not a face of sorrow, but a grinning and delighted face.

    You see, the Mist of Death, is a scary thing, not because of the unforetold future that lies ahead of you, but of the woman there. She is a menacing creature, despite the sorrow and pitiful look she displays; a wicked and wretchful woman. The Mist of Death, she must be kept at bay at all costs, or she will leave her domain to take what she pleases. Once she leaves that place, there will be no turning back from the future that is about to unfold for everyone. And that woman? She has left the confines of her domain, where she was trapped by the crucifix of the gods. Oh, and is she angry, and she will take what she wants in revenge for what the gods have done to her. That Mist of Death will come and sweep over the land until all that have seen it will fall to the ground and enter her world.

    Beware the Mist of Death, the hanging fog that creeps over your eyes just before you fall asleep into what could be eternal slumber. She is out and about in the living realm, but her true form is hidden beneath that of a disguise of a wanton beauty. No one will know until it is too late that the Mist of Death has come for them to take what has been taken from her. This wanton beauty she hides behind cries black and blood tears from her eyes and is pale like Death has touched her. But she is not afraid to hurt those who come near her, reaching out for help toward them when they near, only to take their soul. Shiver not at the knees, but stand tall and brave the Mist of Death that is coming for you, and do not keep your guard down. Just as any other, she is a creature of night and will come for you when you least expect it and when you are at your most vulnerable.
    Evidence of Completion: Link
    Strengths


    • Death is absolute, for anything to be able to withstand its destructive powers would mean for it to be stronger
    • The Netherworld is a spontaneous place, what comes from it is not known to those unfamiliar with the dimension
    • All things are able to be manipulated by the essence, known as Nether, which is an infinite energy found in the worlds of both the living and the dead

    Weaknesses


    • If there is to be a singular essence that is as powerful or more powerful than Nether, is that of Aether
    • Even the immortals and eternal of the world are able to surpass the power of which Nether is capable of dealing
    • Death is not able to manipulate itself, as such, it will only grow stronger when combined with other death elements, never weaken them
    • Every aspect of the Nether essence is capable of being reversed in whichever form the essence decides to take

    Legion of the Undead

    The essence of death is a powerful energy, one that is not as easily ignored as other energies are capable of being. As such, this essence allows the one who wields it immanent control over those who are not as efficient of wielders. People who are Necromancers or have a slight control in the aspect of death itself, will find their summons incapable of obeying them. All summons, whether entirely undead or associated with the aspect of death become enslaved to the user instead. However, it is only summons that are equal to or lower in rank to the user that will turn toward the user as their master. Any summon, either undead or associated with death, that is of higher rank than the user, will be safe from the mind control. For as long as the summon is out and under the control of the user, the user is able to wield the summon's abilities and turn them against their original master.

    More so, this ability also allows the user to become immune to summons who are undead or are associated with death. Any summon that is equal to or lower in rank than the user will be rendered useless against them if trying to fight back. Likewise, those that are of a higher rank than the user will have their damage reduced by 50% of the total outcome. If a summon is two ranks higher than the user, then the opponent has no reason to worry about their summon dealing little or no damage. If the summon is under the control of the user, however, the damage reduction will be replaced with a damage increase. Of course, damage dealt to the user will always be ineffective or reduced if the summon is trying to attack them. Under the control of the user, their damage increase is only applied when the summon manages to strike a blow on their original master.
    Vessel of Achlys

    Achlys is the personification of misery and sorrow, the first created being even before Chaos was brought into the world. She is represented on the shield of Heracles as a pale, emaciated woman that is weeping with chattering teeth, swollen knees, long nails, and bloody cheeks, thickly covered in dust. A smiling woman, despite the sadness and pain that she brought, who wanted a second chance at living and thus, sought out a vessel. This vessel was birthed into the world, but along with it came the misery that Achlys brought and the deaths of those she loved. As such, anyone within 30 meters of Achlys's vessel (+15 for every rank after C) will find their buffs and healing aspects reversed. Buffs will become debuffs, healing spells or regenerative abilities will become unhealing spells and degenerative abilities. In this little "world" Achlys had been cursed with, nothing is safe from the impending doom of misery and sorrow.

    If an aspect of healing or buffing cannot be reversed, then it will be merely be reduced by 50% of its total percentage until the person removes themself from the aura. For instance, the natural regenerative healing is not something that can be easily reversed without consequence, and thus, is reduced by 50% of its total percentage. It is only reduced for those who are caught within the aura, excluding the user, but including the user's allies. Anyone outside of the aura will be able to heal themselves and their allies, but no one inside of the aura. As stated, if someone were to cast a healing spell on another that was caught in this aura, it would deal damage rather than heal them. Should a person attempt to buff one of their allies that is caught within the aura, then that buff will turn into a debuff. This does not affect the user of the aura at all, but as such, it affects everyone that is around the user.
    Carnage of Mortality

    Due to the continuous exposure of Nether, the user has become so attuned to the Chthonian Element that it has changed their form. As a result, the user has transcended the effects of both life and death and are considered to be on a different level. Coinciding with this, the user, thus, is not considered to be alive, dead, or even amortal, they are simply an existence. Because of this, they are no longer affected by the likes of life and death magic and are considered to not necessarily be absolutely immortal, but are immortal. In cases of this happening, the user is able to not only become something that is not just a concept of the living realm, but can affect others lives and deaths in a way. The user is able to transfer deaths of others to another whenever they so wish, preventing the death of the chosen person, while killing off another. They are a soulless being, while, who can affect the life and death of those around them, their abilities, in some cases, still require OOC permission.

    In the event that they are simply a concept and something that is not considered to be living, dead, or amortal, they are soulless. Since they are soulless, magics that affect the soul are reduced in effect by 50% of their capable damage. However, they are also able to, not only, change the deaths of those around them, but completely negate them. Even events and fates of a chosen person can be affected so much that Death is able to entirely negate it. Yet, when it comes to world-affecting events, catastrophic or not, Death, in some cases, may not be able to negate it at all. While only a concept of the mortal realm, Death can only affect that which is related to Itself and nothing more. Things of large scale may not always be affected by the works of Death and may continue on as if nothing has changed it.
    Shadow of Death

    Name: Shadow of Death
    Rank: D
    Type: Death, Shadow, Summon, Unholy
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Nether around the user allows them to manipulate the particles precisely enough to summon their shadow to life. Their shadow is an exact replica of their own self, the only difference is that the shadow is entirely made of darkness. Once this shadow has been pulled free from its entrapment of the ground, it has a limited time it's capable of being summoned. More so, the shadow has a health of 50HP, which means it can easily be dispersed back to its place if it does not reach its complete duration. Along side of the 50HP that it has, the shadow is capable of dealing melee damage that is equal to a D-rank magus's damage. While the shadow is summoned, the Nether particles grant it one active ability that it can use during the time it's out. With the active ability, the shadow is also blessed by the Nether particles with a single passive that boosts something of itself or its master.
    Blessing of Death:
    Nether is not only capable of destroying the living essence, but it is also capable of manipulating itself into healing factors. As such, when the summon is out for the duration of its summoning, it is blessed by the Nether particles around it. For each blow that the summon is capable of dealing, the damage of each attack is increased by an extra 50%. This passive also extends to its master, so any spell, that does not already deal an extra 50-75% in damage, is given a boost. Once the summon's duration is over and the shadow returns to its placed locked inside of the ground, the boost is gone. Of course, if there are types of magic out in the world that are capable of doing so, they can negate this passive. For instance, if a debuff is placed onto the summon, the summon will lose the 50% additional damage to its attacks.
    Absolution:
    Name: Absolution
    Rank: D
    Type: Darkness, Death, Instant, Uholy
    Duration: Instant
    Cooldown: 2 posts
    Description: As the shadow is summoned, the Nether particles grant the shadow access to a single spell for its duration of time. Whenever it so chooses, the shadow can send out a blast of death energy at an opponent that deals full spell-rank damage. Once the blast has been sent out, the active goes onto cooldown for two posts, but can potentially be used again. The blast will only work if the targeted opponent is 15 meters in front of the summon or the blast will not hit them if they are not. Of course, if the blast is fired off and the opponent is not within range of the blast, it will either hit an ally or disintegrate. If the blast were to hit an opponent, it is capable of leaving a "Soul Burn" effect on the opponent that lasts for 3 posts after. Damage dealt by the "Soul Burn" status effect is 5% of damage to the HP of the opponent until it maxes at 15%.
    Strengths:

    • The blast deals full spell-rank damage so long as the opponent is 15 meters in front of the summon
    • If the blast were to hit an opponent, it is capable of dealing an extra 5% in damage for the next 3 posts
    • The user of the summon is capable of expending an extra 5% of MP in order to increase the passive buff to deal an extra 75% in damage instead of 50%

    Weaknesses:

    • At any point in time, the active can be reflected away or back to the summon if the opponent or opponent's ally can reflect spells
    • Magi that are capable of manipulating Life or an aspect of Life are capable of reducing the damage or negating the active ability
    • If the blast does not hit the opponent, neither the status effect nor the damage the spell deals will take effect
    • The active ability is capable of hurting the user's or summon's allies, dealing damage to them instead of the correct target

    Strengths:

    • The shadow is an immaterial thing, it is capable of passing through solid structures without harm to itself
    • Physical attacks to the shadow do not deal any damage to it as the fist or weapon will simply go through it
    • Its passive ability does not only extend to itself, but the boost is also given to its master's magic for its duration

    Weaknesses:

    • As the shadow is made entirely out of darkness, spells that are made of light energy can deal 2x damage to it
    • The shadow is not capable of regenerating its health and as such, once its health is gone, it disperses back to its place on the ground
    • Spells are still capable of hitting the shadow while it is out, just be care of what spell one decides to throw at it
    • Because the shadow is made out of darkness and is what it is called, a shadow, it can be manipulated by darkness or shadow magi

    Deadly Nightmare

    Name: Deadly Nightmare
    Rank: C
    Type: Damage Over Time, Death, Dreamscape, Unholy
    Duration: 5 posts
    Cooldown: 6 posts
    Description: By manipulating the Nether around themselves, the user is capable of causing memories to resurface in the minds of those around them. As such, those in a 30-meter radius will be forced to relive one of their nightmares over and over again until it deals damage to them. The nightmare is dependent on the player; however, the nightmare must involve a way that the opponent dies. On the initial start of the spell, the shock of being thrown into a dream world where they are meant to die deals 50% in damage to them. Over the next four (4) posts, the opponent is then dealt 50% in damage the further they succumb to the memory. Effects of the spell can cause mental deterioration to an opponent for an extended period of time thereafter. This allows for the user to take advantaged of the slightly dazed opponent in order to get an upper hand in battle.
    Strengths:

    • The spell causes an opponent to relive a resurfaced memory of a potential death over and over again
    • It can cause mental deterioration to an opponent, which allows for the user to get an upper hand in battle
    • This spell naturally deals 2.5x spell-rank damage throughout the entirety of its duration, but with no effects

    Weaknesses:

    • As this spell is simply a regular spell like everything else, it can be reflected back onto the user and they will receive damage instead
    • If an ally were to get mixed in with the user and their opponent, the ally may be forced to relive a death memory as well
    • Those who have immunity to mental attacks cannot receive the damage to themselves or have the memory resurfaced
    • Should the spell somehow be ended before it can deal it's total amount of damage, damage will essentially be reduced

    Take Your Life

    Name: Take Your Life
    Rank: B
    Type: Death, Instant, Suicide Inducement, Unholy
    Duration: Instant
    Cooldown: 2 posts
    Description: Whenever the user so wishes, they can manipulate the Nether around them in a 50-meter radius in order to induce suicidal thoughts into their opponent. As a result, if the opponent has a weapon, the weapon will be turned on them and plunged into their body instead of the user. Likewise, if the opponent has cast a spell, the Nether in the air will reverse the direction of the spell so it strikes the opponent instead. Any effects that their spells have will then be place on them, rather than being placed upon the user as the spell did not strike them. Suicidal thoughts can remain as a side effect once the spell has ended, since the spell has messed with their emotional and mental state. As this does not bend the will of the opponent, since they are still in their own state of mind, they can ignore its effects. Those of equal to or lower in rank magi to the user are not capable of resisting the suicidal thoughts as higher ranked magi may be able to.
    Strengths:

    • This spell induces suicidal thoughts in an opponent, causing an internal conflict that may divert the opponent's attention elsewhere
    • Damage dealt by the spell is depending on what spell or attack is reflected (e.g. if the opponent is C-rank and attacks with a weapon, it would deal their rank in damage)
    • As lower-ranked magi tend to struggle more against those who are higher-ranked than them, ignoring the spell's effects is not possible

    Weaknesses:

    • This spell is capable of effecting both the user or the user's allies if the spell were to be reflected upon them
    • Damage is dependent on the rank of the opponent, so the spell's damage induced to an opponent can be lower than its rank
    • As Nether particles are used to induce the suicidal thoughts into an opponent, the particles can be diminished into nothing to negate the spell
    • If opponents have a strong will, immune to thought projection and the like, et cetera, they can ignore the effects of the spell no matter what rank they are

    Breathlessness

    Name: Breathlessness
    Rank: A
    Type: Area of Effect, Damage Over Time, Death, Deoxygenization, Unholy
    Duration: 7 posts
    Cooldown: 8 posts
    Description: An invisible wave washes over those in a 75-meter radius, with Nether particles beginning to appear around them. As these particles appear one by one, the user and their opponents and/or allies will start to notice a lack of oxygen. These particles nimbly eat away at the oxygen particles in the air until there are none left and the people suffocate from the deoxygenization. Because of this, those in the epicenter of the attack are dealt 16.6% of damage for three (3) posts, while those outside of the epicenter are dealt 12.5%. Once a total amount of 50% and 37.5% has been dealt to the epicenter, they then receive 50% of damage for the next four (4) posts. Those outside of the epicenter will only receive 37.5% damage for the remaining four (4) posts until the spell ends. The remaining Nether particles will start to fade away after the spell has been finished until oxygen has returned again.
    Strengths:

    • Damage dealt to those in the epicenter is 16.6% for a duration of three (3) posts, where those outside of the epicenter receive 12.5%
    • For the remaining four (4) posts, the epicenter will receive 50% in damage, while those outside receive 37.5%
    • The spell affects an area of 75 meters, resulting in a plethora of people being able to be affected by the spell

    Weaknesses:

    • As Life magic can be stronger than that of Death magic, magi who are capable of wielding Aether can negate the spell
    • Since the user can become the epicenter of the spell, they can be dealt full damage or 75% of the damage
    • This spell will affect not only the user and their opponents, but can deal significant damage to the user's allies
    • Because the spell takes away oxygen from the air, those inside of the aura can suffocate to death if they do not remove themselves

    Eternal Night

    Name: Eternal Night
    Rank: S
    Type: Area of Effect, Damage Over Time, Death, Unholy
    Duration: 10 posts
    Cooldown: 11 posts
    Description: To those around the user, night will wash over them and black out any possible source of light that may try to penetrate the area. Nether particles surround the user and their opponents and/or allies in a 100-meter radius, eclipsing light sources. The particles will then begin to fall inward on the structure, sprinkling down onto those who were captured in the dome. Once these particles begin to fall, the area around the user and their opponents and/or allies begins to light up with a red glow. As these particles start to glow, the people within the dome will feel a surmount of pain coursing over their body. They will writhe in agony and cry out for the misery to stop as damage begins to be dealt to them over the course of the spell. For the first five (5) posts of the spell, 10% of damage will be dealt to epicenter, while 7.5% is dealt to those outside of the epicenter. After which, 50% of the spell damage is dealt to those in the epicenter for the remaining five (5) posts, while everyone else outside of the epicenter is dealt 37.5%.
    Strengths:

    • Damage dealt to opponents equates to 10% per post for the first 5 posts, unless on the outside of the epicenter, which deals 7.5%
    • For each post after the initial amount of damage is dealt, those in the epicenter receive 50%, while those outside receive 37.5%
    • Damage of the spell is naturally boosted by an extra 50% for the remaining duration post (10th post) with an expense of 5% MP

    Weaknesses:

    • As the dome surrounds the user's allies as well as opponents, the allies will receive damage while trapped inside
    • The dome will encase the user no matter what, but as the user is not the epicenter, they receive only 75% of the damage
    • Since the spell has a duration of 10 posts, an additional 50% in damage is given to it in compensation for 5% of the user's MP
    • Light that is cast inside of the dome can penetrate the Nether particles and reduce the damage the spell deals or completely negate it

    I Am Achlys

    Name: I Am Achlys
    Rank: S
    Type: Death, Instant, Signature, Unholy
    Duration: Instant
    Cooldown: 1 use per post
    Description: As the vessel of Achlys, the user is able to pull out a key card in the manipulation of Nether in order to reduce their opponents to nothing. This ability allows for the user to be able to access a part of their magic that allows for them to control Nether in a magnetic way. By manipulating the essence in a way that allows them to create constructs and formations, they can move the Nether to wash out and away from where an opponent stands. In a 100-meter radius, the user can manipulate the Nether to pulsate in ripples that affect anyone caught within it. The epicenter of the attack deals full spell-rank damage and as the ripples roll out from the opponent, 75% of the total damage is dealt. Since this ability radiates out from wherever it was cast, it is possible for the user's allies to be caught in the wave. Likewise, the user can be dealt full spell-rank damage if they happen to cast the spell with them being the epicenter.
    Strengths:

    • As the spell has a rather large range of attack, a plethora of people are able to be affected by the spell
    • Damage dealt during the spell's cast results in a complete total at the epicenter, while the rest are dealt 75% of the total damage
    • If the user so wishes, they can expend an extra 5% MP in order to boost the total damage of the spell by 75%

    Weaknesses:

    • If allies of the user are caught in the wave, they will be dealt either the full damage or 75% of the full damage
    • If the user casts the spell with themselves being the epicenter, full spell-rank damage will be dealt to them instead
    • Should the user want to increase the total damage of the spell by 75%, they would need to use an extra 5% of their MP

    © - Relove from  Adoxography


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      Current date/time is 15th December 2018, 14:33