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    Divine Comedy Take-Over

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    Di_Angelo

    Player -
    Lineage : Soldier of Chaos
    Position : None
    Posts : 9
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Experience : 0

    Character Sheet
    Character Name: Domini D'Voglia
    Primary Magic:
    Secondary Magic:

    Completed Divine Comedy Take-Over

    Post by Di_Angelo on Mon 14 Nov - 22:10

    Magic

    Primary Magic: Divine Comedy Take-Over
    Secondary Magic:
    Caster or Holder: Caster
    Description: With the Divine Comedy, the user gains access to a variety of powers. It comes with a total of 4 different full forms (each obtainable as ranks increase). With this magic, the user has the ability to utilize the powers and weapons of Infernal demons and other deities. Not to be confused with re-equip, the weapons of these deities become an actual, spiritual part of the user. Divine Comedy allows the user to control tangible and intangible, spiritual and physical forces. The souls obtained for this magic often come from another realm, mostly Purgatorio, Paradiso, or Inferno. There is a level of absolute power and destruction, which is limited by how much the souls of Divine Comedy drill into the conscience of its user.

    Strengths:

    • Enhanced Physical strength - While the magic is in use, user's physical strength and senses are greatly enhanced. The user can lift more than twice their weight while in a full form, or stand under enormous pressure.


    • Minimal Magic Consumption - Since each form primarily enhances physical attacks, what uses most of the mana is the act of taking over.


    • 6th Sense - Users are able to make contact with invisible or non-material objects, as well as properly see/hear/smell them. Spirits such as ghosts, illusions, and invisible forces can be seen through.


    Weaknesses:

    • Mental Toll - Despite the raw power, the magic itself requires absolute focus and mental capability to be used. It takes an experienced, well-seasoned mind to know this magic well enough to use it without harsh consequences.


    • Sold Soul - In order to use the magic to its full extent, the user's spirit must be traded out for the soul being in Take Over, which often blurs their morality and humanity. However, the weight of the trade depends on the good or bad deeds performed by the user.


    • Irrationality - Without morality, this magic can also influence the user into making rash or destructive decisions, though Domini's collected, levelheaded attitude helps to compensate. Despite that, this magic can cause fatal injuries to both the opponent and the user; major recoil.


    Lineage: Soldier of Chaos

    Unique Abilities:

    • Heaven's Hysteria - A shadowy, fiery aura is carried around the user. When in range, it can cause paranoia or anxiety to the opponent. The feeling of being watched or threatened can be felt when in fighting range of the user. It can make the terrain also appear to be darker, or less lively and bright. It also changes color when in the full forms of the Take-Over. Its main purpose is that it increases opponent's Magic Power usage by 5%.


    • Hell's Sobriety - An peaceful, non-menacing aura is carried by the user. It works exactly opposite to Heaven's Anxiety in that it works for the user and his or her teammates. This ability make it so that the user's environment seems calmer than it may actually be; giving the user a settling feeling in battle. Its main purpose is that it decreases total Magic Power usage by 5%.


    • Oracle's Vision - For a short period, the user can speed up time around them, allowing to attack multiple times in a single movement. It boosts the user's speed and rate of attack by two ranks for a single turn. (Similar to Witch Time in Bayonetta)


    Spells:

    Name: Oculus Inferni
    Rank: D
    Type: Take-Over (Partial)
    Duration: 3 turns (Durability Threshold: 40% of user's health)
    Cooldown: 2 turns
    Description: By forming a connection with the spirit that embodies Inferno, the user gains a bright purple eye on his/her left side. It glows an iridescent purple light, and covers the left side of the face in half of a black drama mask, leaving only the eye to show. Known as the left eye of sin, and evil, it allows for power over darkness and death.
    Passive Ability: Umbran Aura - The user's strength is increased by two ranks, as well as speed, reaction time, and rate of attack. It also adds extra maximum health to the user upon initial use, that cannot be regenerated (Ex: 100% becomes 110%, but can only recovered to 100% after taking damage). Magic power use is decreased by 5%.
    Active Ability: Wave of Force Upon activation, the user sends an immense wave of force in all directions, pushing opponents far away from the user, feeling like a heavy punch. It can be activated at any time afterward.

    Strengths:

    • Physical Strength - The user's physical abilities are increased by two ranks, and allows the user to be on par with stronger opponents.


    • Night/Dark Vision - The user can now see even in complete darkness, as well as through illusions and illusory magic.


    • Increased Perception: With this Take-Over, the user's senses are maximized; sensing magic, hearing, and sight especially.


    Weaknesses:

    • Increased Sensitivity - The user is also noticeably more sensitive to pain, and can be easily overwhelmed by a physical fight if caught off guard.


    • Fear of Fire - An extreme phobia of fire associated with Inferno can cause the user to be stunned by the use of fire magic. Fire magic does 25% more damage.


    • Sensible - With the extremely large amount of magic emanating from the user, he/she is also easier to locate.



    Name: Oculus Caeli
    Rank: D
    Type: Take-Over (Partial)
    Duration: 3 turns
    Cooldown: 2 turns
    Description: The user connects with the embodiment of Paradiso, or Heaven, and gains a golden glowing right eye. It grants power of light, and holy magic. It covers the other half of the user's face in a smiling drama mask, as opposed to the frowning mask of Oculus Inferni.
    Passive Ability: Divination - The user recovers 50% health upon activation, and gets rid of any status ailments. The attack power of the user's spells are increased by one rank. Passive, 5% health regeneration when its the user's turn.
    Active Ability: Light of the Paradiso - The user recovers 50% of their health, and flashes a bright light in all directions. It also blinds the enemy for the duration of the round. The user's magic power is also recovered.

    Strengths:

    • Immunity to ailments - Status ailments no longer affect the user; can only take direct damage.


    • Strength against the dark arts - Attacks used against darkness and black-magic based spells is considerably stronger. (Double damage against dark and unholy magic)


    • Resistance to light-based magic - Light based magic and attacks are halved when held against the user, including holy, angelic, or hallowed magic.


    Weaknesses:

    • Supportive Magic - This spell has little battle purposes, and is used more for support; healing, buffs, etc.


    • Buffering - Upon activation, spells and active abilities cannot be used until a complete turn has been fulfilled.


    • Silence - When used with Oculus Inferni the user does not speak verbally, making any attempts to reason with the user impossible.




    Name: Vinculum Diaboli
    Rank: D
    Type: Offensive
    Duration: 2 turns
    Cooldown: 2 turns
    Description: The user fires a magical, shadowy black harpoon. The chain is the shade of dark gray, and can extend as far as the user concentrates, and the tip is a hard, obsidian point. It is a fast moving, tough spell, and can pierce shields up to two ranks above the user's, as well as pull the enemy toward the user, and cause damage over time. The harpoon can also latch into hard materials such as stone, and remain on the battlefield. Boosted by Oculus Inferni

    Strengths:

    • Penetrating - This spell has the power to break through shields, and break through other spells in the event of a crossfire. It pulls the enemy into physical fighting range of the user. It is also boosted by the Oracle's Vision ability.


    • Stationary - The harpoons cast by the spell remain on the field until hit by a powerful physical attack. It can serve as an obstacle, effective hiding place, or platform to run across.


    • Grappling - This multi-functional spell also works to transport the user up into buildings and high places. It can also function as a platform when it remains in the field.


    Weaknesses:

    • Physical Vulnerability - Though this spell can penetrate magic, the chain be easily cut by slicing spells, or boosted physical strength.


    • Focus - When casting this spell, the user's focus remains on firing the harpoon. The user becomes vulnerable to enemy spells cast during the charge-up.


    • Not for close range - In tight spaces, this spell does more harm than good. It takes up space in a battlefield, and can cause unintentional destruction to buildings and surrounding objects.


    Name: Et Stellæ Cadent
    Rank: D
    Type: Partial-Take Over
    Duration: 3 turns
    Cooldown: 2 turns
    Description: The Stars Will Fall is a partial Take-Over spell that gives the user a pair of Golden Vambraces, increasing the overall size of the user's arms, and arming them in golden armor, hot to the touch. . In this spell, the user connects to a powerful spirit of Paradiso, gaining immense power over the stars. It does not correspond to the Oculus Inferni/Caeli Take-Over.
    Passive Ability: Enlightenment - The user's body is lighter and much faster. Reaction time is twice as fast, and all spell use 10% less MP. Physical attacks are 50% stronger. The user loses their vision, replacing it with the ability to sense living things instead.
    Active Ability: Ethereal Combo - The user can summon giant fists to their defense, capable of performing spells boosted in size and power.. Ethereal Combos can block most spells above the rank of the user's, and can break through spells/shields stronger than the user's. (Again, inspired by Bayonetta's Wicked Weaves)

    Strengths:
    • Huge Power - The user's physical capabilities and strengths are increased greatly. The user can perform inhuman physical stunts.

    • Life-Sense - The user can sense magical based projectiles as they're moving, and projectiles linked to an enemy. Can sense invisible enemies and break through illusions.

    • Effective Spending - The user can perform more spells with less of a cost.


    Weaknesses:
    • Blindness - The user cannot 'see' anything that is not alive. Spirits or undead creatures are invisible to the user's Enlightenment. Geography that the user cannot destroy in their path can still cause harm.

    • Destructive - The lack of vision causes the user to break whatever is in their way, which can cause damage to buildings, and natural barriers around.

    • Achilles Heel - Parts of the user's body not covered by armor is frail. The user can be knocked out of their Take-Over if hit hard enough in an unarmored part of the body.

    Guest
    Guest

    Completed Re: Divine Comedy Take-Over

    Post by Guest on Mon 5 Dec - 9:00

    Hello, Di_Angelo! I'll be grading your magic application, so you can find my edit requests in this color.
    @Di_Angelo wrote:Magic

    Primary Magic: Divine Comedy Take-Over
    Secondary Magic:
    Caster or Holder: Caster
    Description: With the Divine Comedy, the user gains access to a variety of powers.  It comes with a total of 4 different full forms (each obtainable as ranks increase).  With this magic, the user has the ability to utilize the powers and weapons of Infernal demons and other deities.  Not to be confused with re-equip, the weapons of these deities become an actual, spiritual part of the user.  Divine Comedy allows the user to control tangible and intangible, spiritual and physical forces.  The souls obtained for this magic often come from another realm, mostly Purgatorio, Paradiso, or Inferno.  There is a level of absolute power and destruction, which is limited by how much the souls of Divine Comedy drill into the conscience of its user.

    Strengths:

    • Enhanced Physical strength - While the magic is in use, user's physical strength and senses are greatly enhanced.  The user can lift more than twice their weight while in a full form, or stand under enormous pressure.


    • Minimal Magic Consumption - Since each form primarily enhances physical attacks, what uses most of the mana is the act of taking over.


    • 6th Sense - Users are able to make contact with invisible or non-material objects, as well as properly see/hear/smell them.  Spirits such as ghosts, illusions, and invisible forces can be seen through.


    Weaknesses:

    • Mental Toll - Despite the raw power, the magic itself requires absolute focus and mental capability to be used.  It takes an experienced, well-seasoned mind to know this magic well enough to use it without harsh consequences.


    • Sold Soul - In order to use the magic to its full extent, the user's spirit must be traded out for the soul being in Take Over, which often blurs their morality and humanity.  However, the weight of the trade depends on the good or bad deeds performed by the user.


    • Irrationality - Without morality, this magic can also influence the user into making rash or destructive decisions, though Domini's collected, levelheaded attitude helps to compensate.  Despite that, this magic can cause fatal injuries to both the opponent and the user; major recoil.


    You should always have 1 more weakness than strength, so if you have 3 strengths, you should have 4 weaknesses, and so on and so forth.

    Lineage: Soldier of Chaos

    Unique Abilities:

    • Heaven's Hysteria - A shadowy, fiery aura is carried around the user.  When in range, it can cause paranoia or anxiety to the opponent.  The feeling of being watched or threatened can be felt when in fighting range of the user.  It can make the terrain also appear to be darker, or less lively and bright.  It also changes color when in the full forms of the Take-Over.  Its main purpose is that it increases opponent's Magic Power usage by 5%.


    • Hell's Sobriety - An peaceful, non-menacing aura is carried by the user.  It works exactly opposite to Heaven's Anxiety in that it works for the user and his or her teammates.  This ability make it so that the user's environment seems calmer than it may actually be; giving the user a settling feeling in battle.  Its main purpose is that it decreases total Magic Power usage by 5%.


    • Oracle's Vision - For a short period, the user can speed up time around them, allowing to attack multiple times in a single movement.  It boosts the user's speed and rate of attack by two ranks for a single turn.  (Similar to Witch Time in Bayonetta) Unfortunately, an increase of two ranks isn't quite allowed; the most I'd allow for is a 25% increase to speed at your current rank.


    Spells:

    Name: Oculus Inferni
    Rank: D
    Type: Take-Over (Partial)
    Duration: 3 turns (Durability Threshold: 40% of user's health)
    Cooldown: 2 turns Cooldowns must be 1 post longer than the duration.
    Description: By forming a connection with the spirit that embodies Inferno, the user gains a bright purple eye on his/her left side.  It glows an iridescent purple light, and covers the left side of the face in half of a black drama mask, leaving only the eye to show.  Known as the left eye of sin, and evil, it allows for power over darkness and death.
    Passive Ability: Umbran Aura - The user's strength is increased by two ranks, as well as speed, reaction time, and rate of attack.  It also adds extra maximum health to the user upon initial use, that cannot be regenerated (Ex: 100% becomes 110%, but can only recovered to 100% after taking damage).  Magic power use is decreased by 5%. A 100% increase isn't allowed, especially at D-rank, the most I can allow for at your rank is a 25% increase to strength and speed, since reaction time and rate of attack are not calculated stats on the site.
    Active Ability: Wave of Force Upon activation, the user sends an immense wave of force in all directions, pushing opponents far away from the user, feeling like a heavy punch.  It can be activated at any time afterward. Please provide a duration and cooldown for the active ability, as well as a knockback range (max range for D-rank spells is 20 meters).

    Seeing as you have the stat passive, what is the general passive the Takeover? Takeover spells get a normal passive, a passive for a stat boost, and an active now.

    Strengths:

    • Physical Strength - The user's physical abilities are increased by two ranks, and allows the user to be on par with stronger opponents. Please change this upon adjusting your passive.


    • Night/Dark Vision - The user can now see even in complete darkness, as well as through illusions and illusory magic. This sounds like it should be the normal passive of the Takeover.


    • Increased Perception: With this Take-Over, the user's senses are maximized; sensing magic, hearing, and sight especially. This sounds like a passive as well. I would like this changed to something else.


    Weaknesses:

    • Increased Sensitivity - The user is also noticeably more sensitive to pain, and can be easily overwhelmed by a physical fight if caught off guard.


    • Fear of Fire - An extreme phobia of fire associated with Inferno can cause the user to be stunned by the use of fire magic.  Fire magic does 25% more damage.


    • Sensible - With the extremely large amount of magic emanating from the user, he/she is also easier to locate.

    You need one more weakness than strength.

    Name: Oculus Caeli
    Rank: D
    Type: Take-Over (Partial)
    Duration: 3 turns
    Cooldown: 2 turns Cooldowns must be one post longer than the duration.
    Description: The user connects with the embodiment of Paradiso, or Heaven, and gains a golden glowing right eye.  It grants power of light, and holy magic.  It covers the other half of the user's face in a smiling drama mask, as opposed to the frowning mask of Oculus Inferni. What is the durability threshold for this Takeover?
    Passive Ability: Divination - The user recovers 50% health upon activation, and gets rid of any status ailments.  The attack power of the user's spells are increased by one rank.  Passive, 5% health regeneration when its the user's turn. Please remove either the 50% health heal or the 5% health regen. If you choose to keep the 50% health heal, please change this to being healed D-rank damage instead.
    Active Ability: Light of the Paradiso - The user recovers 50% of their health, and flashes a bright light in all directions.  It also blinds the enemy for the duration of the round.  The user's magic power is also recovered. Again, 50% of total health is a lot for a D-rank spell, so I'm going to ask that you change this to being healed for D-rank damage. I would also like you to specify how much MP is restored. 4% MP regen is the max per post. Please also supply a duration and cooldown for the active.

    What is the stat passive for this Takeover?


    Strengths:

    • Immunity to ailments - Status ailments no longer affect the user; can only take direct damage. This sounds like a passive; please remove this and change it to something else.


    • Strength against the dark arts - Attacks used against darkness and black-magic based spells is considerably stronger. (Double damage against dark and unholy magic) Seeing as there is no strength buff to this Takeover, please change this strength.


    • Resistance to light-based magic - Light based magic and attacks are halved when held against the user, including holy, angelic, or hallowed magic. This sounds more like a passive stat ability, so please make this stat passive if you'd like or if not, change this to something else.


    Weaknesses:

    • Supportive Magic - This spell has little battle purposes, and is used more for support; healing, buffs, etc.


    • Buffering - Upon activation, spells and active abilities cannot be used until a complete turn has been fulfilled.


    • Silence - When used with Oculus Inferni the user does not speak verbally, making any attempts to reason with the user impossible.

    You need one more weakness than strength.


    Name: Vinculum Diaboli
    Rank: D
    Type: Offensive
    Duration: 2 turns
    Cooldown: 2 turns Cooldowns must be one post longer than the duration.
    Description: The user fires a magical, shadowy black harpoon.  The chain is the shade of dark gray, and can extend as far as the user concentrates, and the tip is a hard, obsidian point. It is a fast moving, tough spell, and can pierce shields up to two ranks above the user's This is a no, the most I can allow for is piercing through shields that are equal to or lower in rank to the user, as well as pull the enemy toward the user, and cause damage over time How much damage is dealt each post and how close is the enemy pulled toward the user?.  The harpoon can also latch into hard materials such as stone, and remain on the battlefield. Boosted by Oculus Inferni What is the range of the spell? Max range for D-rank spells is 20m.

    Strengths:

    • Penetrating - This spell has the power to break through shields, and break through other spells in the event of a crossfire. It pulls the enemy into physical fighting range of the user.  It is also boosted by the Oracle's Vision ability.


    • Stationary - The harpoons cast by the spell remain on the field until hit by a powerful physical attack.  It can serve as an obstacle, effective hiding place, or platform to run across.


    • Grappling - This multi-functional spell also works to transport the user up into buildings and high places.  It can also function as a platform when it remains in the field.


    Weaknesses:

    • Physical Vulnerability - Though this spell can penetrate magic, the chain be easily cut by slicing spells, or boosted physical strength.


    • Focus - When casting this spell, the user's focus remains on firing the harpoon.  The user becomes vulnerable to enemy spells cast during the charge-up.


    • Not for close range - In tight spaces, this spell does more harm than good.  It takes up space in a battlefield, and can cause unintentional destruction to buildings and surrounding objects.

    You need one more weakness.

    Name: Et Stellæ Cadent
    Rank: D
    Type: Partial-Take Over
    Duration: 3 turns
    Cooldown: 2 turns Cooldowns must be one post longer than the duration.
    Description: The Stars Will Fall is a partial Take-Over spell that gives the user a pair of Golden Vambraces, increasing the overall size of the user's arms, and arming them in golden armor, hot to the touch.  .  In this spell, the user connects to a powerful spirit of Paradiso, gaining immense power over the stars.  It does not correspond to the Oculus Inferni/Caeli Take-Over. What is the durability threshold for this Takeover?
    Passive Ability: Enlightenment - The user's body is lighter and much faster.  Reaction time is twice as fast, and all spell use 10% less MP.  Physical attacks are 50% stronger.  The user loses their vision, replacing it with the ability to sense living things instead. Please choose between the 10% decrease to MP or the 50% increase to physical strength. If you choose the strength increase, please lower it to 25%.
    Active Ability: Ethereal Combo - The user can summon giant fists to their defense, capable of performing spells boosted in size and power..  Ethereal Combos can block most spells above the rank of the user's, and can break through spells/shields stronger than the user's.  (Again, inspired by Bayonetta's Wicked Weaves) This is a lot going on for a D-rank, so the most I'm going to allow for is that you can break through spells and shields of equal to or lower in rank to the user. Likewise, it can only blow up to 1x C-rank spells.

    Strengths:

    • Huge Power - The user's physical capabilities and strengths are increased greatly.  The user can perform inhuman physical stunts.


    • Life-Sense - The user can sense magical based projectiles as they're moving, and projectiles linked to an enemy.  Can sense invisible enemies and break through illusions.


    • Effective Spending - The user can perform more spells with less of a cost. Please change this upon adjusting your passive or leave it if you keep the 10% decrease.


    Weaknesses:

    • Blindness - The user cannot 'see' anything that is not alive.  Spirits or undead creatures are invisible to the user's Enlightenment.  Geography that the user cannot destroy in their path can still cause harm.


    • Destructive - The lack of vision causes the user to break whatever is in their way, which can cause damage to buildings, and natural barriers around.


    • Achilles Heel - Parts of the user's body not covered by armor is frail.  The user can be knocked out of their Take-Over if hit hard enough in an unarmored part of the body.

    You need one more weakness than strength.
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    Desirée Blooms
     
     

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    Completed Re: Divine Comedy Take-Over

    Post by Desirée Blooms on Sat 16 Dec - 17:53



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