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    Requiem magic (wip)

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    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Requiem magic (wip)

    Post by Tamashi on 14th March 2017, 10:14 am


    - Due to wishing his future gradings to be done as PvE only Advent will not be taking part in any site event.

    - I also agree that due to the above it is at any future guild masters discretion on wither Advent may take part in guild events; so must seek permission.

    -Advent is a PvE character he will never take part in PvP.


    Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.

    Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veils but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.



    Strengths:
    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Impure magic, due to using death, life, rebirth and whom knows what else to do his magic a slayer may eat his magic however it they will feel it harming them though it will not hurt them they will gain no benefit from eating the magic.
    -Entwining, when a requiem gains enough knowledge and experience they find that depending on what spells are entwined they will either lessen the burden on mana or cause more burden to it.

    Weaknesses:
    Weaknesses:

    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    -Weaknesses of this magic carry over to the secondary magic in regards to things like requiem sickness.

    Lineage:
    Requiem's Soul:

    Requiem’s Soul


    Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.


    Life's Grace:

    First Requiem: Life's Grace


    This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.


    Nature’s Shelter:

    Second Requiem: Nature’s Shelter


    This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.


    Rebirths Poisoned Flames:

    Third Requiem: Rebirths Poisoned Flames


    This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem.  The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.


    Death’s Eclipse:

    Fourth Requiem: Death’s Eclipse


    The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eerie noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)

    Limbo’s Moon:

    Fifth Requiem: Limbo’s Moon


    This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.


    Character Plot/Development Abilities:

    Plot/Character development abilities


    Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.

    Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.

    Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.

    Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.

    Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.

    Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.

    Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.

    Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.

    Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.

    Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.

    Unique Abilities:

    Unique Abilities:

    Harmony:
    Harmony - Due to his unique way of looking at things Advent can take both the heard and 'unheard' sounds around him and uses them to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make any kind of sound himself as it would throw off the harmony instantly breaking it. Any harmony used will last three turns and requires four turns before it can be used again. Only one harmony can be used at a time.

    - If the harmonising pitch is soft it can make people sleepy within twenty five meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 20% as they would still feel tired
    - If the harmonising pitch is neutral it can ease tension within twenty five meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
    - If the harmonising pitch is harsh it can cause tension within twenty five meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they will most likely turn that anger towards Advent and anyone he is currently with.

    As he gets stronger he will gain twenty additional meters. (Caps at H-Rank)
    (ooc permission must be sought if used on a oc or another persons npc)


    Death's Displacement:
    Death's Displacement

    Due to the complexed and unusual way he protects his mind from his own magic Advent figuratively sees (since he is actually blind), hears, receives/processes information and assesses situations others cannot fathom due to it being what he calls 'behind the veils'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as Advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage but only have 25% the health Advent himself would have) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to Advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to thirty five meters he may add ten additional meters as he gets stronger but anything over twenty meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace:
    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer. (This effects nothing but the corrupting marks Advent's on magic inflicts upon him)

    Death's Guidence:
    Death's Guidance

    Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if at Advent's current rank if spells are cast, if in combat they deal the same armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds.

    1. Zen-Ze - Does multi target heal over time that last three rounds and only covers up to three people. (At 75% Advent's rank maximum this also counts for range)
    2. Yunalesca - Does a buff that lasts one turn but gives 20% additional damage for up to two people
    3. Toshi - Does an multi target mp regen over time that lasts three turns giving 4% mp back and covering up to three people. (Advent's rank counts for range it can cover)
    4. Ari - Deals multi-target air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (At 75% Advent's rank maximum this also counts for range, if she uses lightning at any point the enemy is also paralysed for their next round.)
    5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for a single turn. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one, if he remains for two turns his binds last just as long. Range for Yuui is half of Advent's max range)
    6. Takara - Deals aoe fire damage, lingering searing effects will last three turns (At 50% Advent's rank maximum this also counts for range)
    7. Valanthe - Does either single or aoe elemental damage (At 50%-100% (dependant on what is cast) Advent's rank maximum this also counts for range)
    8 - Ayu - Uses water and ice to restrain up to four people for one turn, slowing them by 50% for two additional turns. (Range for Ayu is half of Advent's max range)
    9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down

    Poisoned magic:

    Due to being tainted with death, life, rebirth and spiritual magics Advent's magic is classed as impure due to this fact any slayer who consumes his magic will gain nothing towards their mp regain or force and will take 25% rank damage from the spell that they had tried to eat.

    Locked till S rank:
    Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)

    Locked until H Rank:
    The requiem is born with a unique spell or spells that only they themselves can read, to use it still requires conditions to met. (i.e vocal, movement and magic.) A healing or protective requiem is 25% stronger on its potency, if the requiem was born with an offensive or destructive spell on them then the will be the same as a spell of the same level but will do 50% more damage than a spell of said level. (Advent's personal requiems are shown within his lineage and this ua is based towards them and not his magic)


    Signature Spells:


    Story Time:
    Name: Story Time
    Rank: D
    Type: Illusion
    Duration:4
    Cooldown: 8
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears thirty meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.


    Strengths:
    -Solid illusion
    -Area of effect

    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown period


    Wraith Puppets:
    Name: Wraith Puppets
    Rank: C
    Type: Offensive
    Duration:4
    Cooldown: 8 (Add two additional to cooldown if used without storytime active)
    Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each needing 10% Advent's over all health in damage to be taken down (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements at Advent's orders. They strangely all keep to the same element and after two turns Advent may decide for another element to be used by them.

    Strengths:
    -Can be used away from the theatre
    -Deals random elemental damage

    Weaknesses:
    -Weaker when not in play with storytime
    -Can only summon half the amount of maximum wraiths when not in use with storytime
    -Long cooldown period



    Last edited by Tamashi on 10th November 2017, 6:40 am; edited 32 times in total
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 3:51 am

    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Three rounds or until the shield is destroyed
    Cooldown: Five rounds
    Description: This spell can protect up to Four people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears twenty meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like; this is what allows two D-Rank spells or a C-Ranks to be sent back to the original owner. (They return at 100% damage if of D or C rank and 50% if his opponent is of one higher rank) His movements, hand placement and the harmony will change in speed and tone dependant on what magic added magic will be added as it is being sent back (additional damage is 50% rank damage.) The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    The shield itself has two functions:
    -The first of these being a shield that can prevent two D-Rank spells or a C-Rank spell of damage before broken
    -The second being the ability to send magic with an added elemental magic of advent's choosing back to its original owner so longs they are within thirty meters of the shield


    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint, that will not leave without purifying.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the 10 meter range of the shield.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Four rounds
    Cooldown: Six rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. The area off effect is within thirty meters of the caster. Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get more confident the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a single 1d6 damage must be rolled and the caster takes the same amount of corrupting wounds, if any allies are harmed then the casters wounds are doubled; in addition due to the immense strain this takes on him he feels faint losing 10% of his over all health. This can fool people of same rank and lower, and if one rank higher it will still have a chance to fool but they'd be likely to question things, two or above ranks can see through this illusion without any issue.

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Takes 10% over all health to use
    -Leaves wielder open to attack
    -Corrupting wounds
    -Long cooldown


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Four rounds
    Cooldown: Six rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to Five people forty meters away from the caster. The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. The delusion will be vary in complexity but most likely to be seen though due to flaws. During this both the caster and the enemy will hear dark, eerie whispers. Though this does no damage in on itself it can only effect people properly of the same rank, those one rank above will question what they see but will still be effected and two ranks above are not effected.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster or a single ally to move through the shadows up to sixty meters away allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to be more precise on where they or an ally they've used it on end up. Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versatility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up (At times)
    -Concentration required
    -Can't be used if there is no shadows

    Fairy Fire:

    Name: Fairy Fire
    Rank: D
    Type: Offensive
    Duration: Three Rounds
    Cooldown: Six rounds
    Description: This spell starts of cold the movements frigid as the requiem continues the movements become more fluidic and the voice becomes warmer and more compassionate. When in full swing the caster starts creating fire that can be shaped into whatever the caster would like causing D Rank of damage if used as a offensive spell but if used more as a utility such as creating light it can not be extinguished. This spell can go up to thirty meters and the color of the fire is prone to changing depending on advent's mood but this is purely cosmetic. This spell however has a unique twist in Advent's case due to he reverence of nature and life in general it will not hurt or burn anything that he does not deem a threat to himself or whom he sees as allies.


    Strengths:
    -Can not cause damage to innocents, nature or property.
    -Flames can be manipulated to be what is needed at the time.
    -Can't be extinguished by water if used as a light source

    Weaknesses:
    -Cool down is long
    -Affects those he believes as an enemy
    -When used as a light source or flare lets enemy's know where you are
    -Causes disorientation in the caster

    Limbo's Cycle:

    Name: Limbo's Cycle
    Rank: D
    Type: Buff (Damage reduction)
    Duration: Four Rounds
    Cooldown: Six Rounds
    Description: This one one is different from most of his other requiem in the fact that he calls on Ayu and Yuui out of their normal function within the ua and this is purely for the fact that they are neither alive nor dead and have a good chemistry with Advent after being with him since he was a newborn. The tempo of this song is quicker than most requiem, the three usually move in unison there are times that they do not but like any dance this is planned within the
    choreography. When this spell is going it can not be entwined with any other spell so he must uses other means to hold other spells going and break free. This spell gives a damage reduction of 20% to Advent's allies within twenty five meters. Advent himself doesn't gain anything from this requiem. Both Ayu and Yuui are immune damage during this dance since advent draws the damage to himself making it easy for him to take more damage than normal if both are attacked at the same time. At the end of the buff Advent must roll 1d6 to see how many corrupting marks he gains.


    Strengths:
    -Gives damage reduction to allies
    -Can effect several people at once

    Weaknesses:
    -Advent takes damage if he or his two guardians are harmed
    -Advent gets corrupting marks
    -Advent doesn't gain any benefits from this buff
    -It has a long cooldown
    -Can't entwine with any other spell

    Elemental Ira:

    Name: Elemental Ira
    Rank: D
    Type: immobilisation/offence/mult-target/single target
    Duration: Four Rounds
    Cooldown: Ten Rounds
    Description: In this requiem advent seems odd... well odder than what he usually is, his mind is all over the place and he seems to segway into different things after only a few notes it seems like the tone has no rhythm or rhyme to it. It's only when the crackling of lightning, the rumble of thunder and other noises that you would be able to hear that he isn't using his normal method of creating a requiem but using the voices of the elements themselves to create this one and to say they seem angry is an understatement. Within the first turn anyone of same rank or lower within twenty meters will find vines/roots would bind them for two turns leaving them sitting ducks. on the third turn just as the enemy believes themselves safe will find will be struck by lightening damage for 25%, on the fourth turn when they think the worst is over will find themselves being hit by fire damage for 50% damage and though will deal no additional damage will be a sore reminder for a further two turns. The cost of calling the wrath of the elements is a steep one on Advent especially as he isn't completely attuned to their veils. He himself takes 20% overall damage to his health, it also costs him double mp to cast this and the elemental veil will give him corrupting wounds for using something he isn't ready for.

    Strengths:
    -Can restrain for 2 turns
    -Does several types of damage
    -Versatile for a single enemy or a group

    Weaknesses:
    -Deals 20% overall hp damage to Advent
    -Takes double mp to cast
    -Deals corrupting wounds
    -Extremely long cooldown in comparison to duration

    Death's Warning:

    Name: Death's Warning
    Rank: D
    Type: Knockback
    Duration: Instant
    Cooldown: n/a
    Description: Unlike most any other of his spells this one is instant, but you'll find Advent reluctant to use it unless he and his allies are in a pinch and need to buy some time for healing, running or some other strange occurrence (cause lets face it anything with Advent near it is going to be strange.) It can knock up to three people of the same rank or a single c rank and a d rank back thirty feet instantly and be used the very next round; however every time he does use it, he swears he can hear death voice clearly causing him to slow by 50%, have disorientation, and take double damage for three turns, on top of this he also gains three corrupting wounds.

    Strengths:
    - Instantly cast
    - no cooldown
    - Can effect several people at once

    Weaknesses:

    - Causes Slow
    - Causes disorientation
    - Takes double damage
    - Gaining of three corrupting wounds

    Rebirth's Warmth:

    Name: Rebirth's Warmth
    Rank: D
    Type: Utility/Healing
    Duration: 3
    Cooldown: 5
    Description: This requiem does not require any movement but will not work unless Advent uses his own voice, though outgoing he doesn't really like to singing and thus this spell is rarely used without prompting by someone. As he starts singing a fire seems to appear on top of it seems to be a pot of warm stew and some cups filled with warm amber liquid. Being near the fire will provide warmth but given how his magic is it might not always be the same colour as a regular fire, (this is purely cosmetic, but it's a good way to judge his health, corruption and mood.) On eating the food those who eat it will find their morals boosted due to regaining 10 hp and mp while the spell is in effect. Due to having to use his own voice Advent is unable to partake in on the small feast and feels somewhat drained as the spell ends having lost 30 hp himself. The range is 1 foot away from Advent since you would be sitting to eat.

    Strengths:
    - Can replenish health
    - Can replenish mana

    Weaknesses:
    - Advent can't partake within the feast
    - Advent has to use his own voice
    - Harmony can not be used while this spell is in uses
    - Advent loses health at the end of the duration


    Nature's Help:

    Name: Nature's Help
    Rank: D
    Type: Utility/Immobilisation
    Duration: 3
    Cooldown: 6
    Description: This Requiem is a strange one even by Advent's strange point of view as it is both a way to restrict up to three enemies of same rank or one c rank and a d rank within ten feet of Advent but if spun correctly it can also be used to make rope bridges or ladders to get those hard to reach places. Regardless of this the immobilisation only lasts for one turn, which would be enough time for Advent and his allies to get out of the area. After use Advent get's a bit disorientated and taps into any nature around him making him hear languages he's still getting use to and it overwhelms him to the point he becomes a sick requiem for two turns.

    Strengths:
    - Can immobilise enemies
    - Can create ways to climb/cross areas that otherwise couldn't happen
    - Advent isn't stuck in the same spot so can escape with his allies

    Weaknesses:
    - Causes disorientation
    - Requiem sickness happens
    - Long cooldown
    - Short distance


    Proof of spell purchase:


    Last edited by Tamashi on 7th July 2017, 10:23 am; edited 11 times in total
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    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 2:11 pm

    C RANK SPELLS


    Shadows of Servitude:

    Name: Shadows of Servitude
    Rank: C
    Type: Supportive/Offensive/Aoe
    Duration: Four Posts
    Cooldown: Eight Posts
    Description: This spell creates up to eight replicas of the the caster to help them pull off more complicated entwining with little of the draw backs. They require at least a d rank worth of damage to take down if they are destroyed by magic they do up to 50% C Rank worth of shadow splash damage to the caster if their close enough and anyone within one meter of said person if they are destroyed. (effect only take place if within fifteen meters of the destroyed Shade.) Shades must stay within five meters of the caster.


    Strengths:
    -Allows more complex entwining to be done slightly easier
    -Shades deal damage when destroyed


    Weaknesses:
    -Long cool down
    -Caster can also be harmed by the splash damage
    -Shades can not stray far from the caster

    Death's Binding:

    Name: Death's Binding
    Rank: C
    Type: Restraining (Single/Multiple)
    Duration: Two Posts
    Cooldown: Six posts
    Description: The whole time that this requiem is in effect the casters eyes must be closed or covered as the caster seems almost to rip a hole into the fabric of existence as the do a single quick motion a loud wailing will be heard causing fear to those equal or lower rank to Advent and will be paralysed for a single post, while those one rank above may hesitate to get closer, and those two or more ranks above will be unaffected. In it's primary function the caster leans into the rift and pulls what seems to be pure black ethereal chains with black smoke like wisps coming off them that may prolong the fear for an additional turn after the duration has ended if it touches the skin. The caster uses the chains as a prop to restrain their enemies (This may be around the body, neck, wrists, legs or ankles. Again it is of same rank or lower) By doing this requiem you are entering a contract with death himself and he will take his pound of flesh once the chains vanish (The caster will lose 10% overall health, if using without your eyes closed/covered death takes 15% overall hp damage because you've likely seen something your not meant to) The chains can only be used up to 60 meters away from the caster before they begin to start dwindling into nothingness.


    Strengths:
    -Causes fear, which can be prolonged if the chains touch even a little skin
    -Can restrain with little way to get free


    Weaknesses:
    -Must keep eyes closed or covered to use effectively
    -You must sacrifice your health to use
    -Limited by how far the chain can go

    Life's Blessing:

    Name: Life's Blessing
    Rank: C
    Type: Healing/multi-target
    Duration: 3
    Cooldown: 7
    Description: This requiem is best done with some sort of nature around the caster to help them a little with its casting though it does not matter if there is or not. At the beginning the caster says a small prayer and moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree. While this will heal or purify (non magical venom/poisons) three allies within sixty meters of the caster for 75% rank of healing each round but it will not heal the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds.

    Strengths:
    -Heals over time
    -Purifies most non magical venoms/poisons
    -Heals multiple people

    Weaknesses:
    -Stationary
    -Extremely long cool down
    -Does not affect the user
    -Caster takes more damage during cool down phase

    Poisoned Life:

    Name: Poisoned life
    Rank: C
    Type: DoT
    Duration: 4 Rounds
    Cooldown: 8 Rounds
    Description: This requiem gives off a calming vibe as the caster dances elegantly the tone of the song gentle, but this is to lead the enemy into a false sense of security. A mist comes from around the hands and sleeves of the caster releasing a fine mist venom that does 50% damage for the first two rounds before weakening to 25% for the last two. The effect of the mist goes to the max allowance of an aoe spell of the rank.


    Strengths:

    - Mist is bright thus deceiving
    - Song/movement seem non threatening
    - Does additional damage

    Weaknesses:

    - Can't be cast if unable to move
    - Long cooldown
    - Mist can be blown away by wind users
    - Mist can be nulled by additional moisture in the air by water users
    - Can be eaten by venom slayers

    Cycles End:

    Name: Cycles End
    Rank: C
    Type: Offensive, aoe
    Duration: 5 Rounds (upto 4 charge, 1 release)
    Cooldown: Varies depending on the release (always double)
    Description:
    This spell is unlike most within the blind wizards arsenal due to the fact it acts more like a make spell than a requiem, however, it still does require both hands to cast and the voice of either advent himself or the unseen forces around him. Moving his hands and fingers in specific motions and signs advent is able to create a spiral of what seems like crystalline ice weapons each, each round he adds more weapons to it the more damage it will do. (50% for each round until used), the created weapons can go the same range as a multi-target spell of the same rank. (A normal dice must be rolled at the end of the duration to decide corrupting marks)

    Strengths:

    -Can go farther than a regular spell
    -Can do additional damage to a vast area

    Weaknesses:

    - Cooldown is double the duration regardless of when released
    - Can be eaten by slayers of ice
    - Needs hands to make movements and gestures
    - Needs sound to complete
    - To do additional damage requires waiting time
    - Unable to move while casting
    - Unable to defend self while casting

    Death's Script:

    Name: Death's Script
    Rank: C
    Type: Containment
    Duration: 3 rounds
    Cooldown: 5 rounds
    Description:
    Another of the unusual ones within his arsenal as it requires no movement, instead the caster remains still picturing the required script within their mind and projecting it, when this happens their will be an eeriness in the containment which covers 30 meters preventing anyone of same rank or lower of this spell leaving, those of one rank higher will be able to break free after one round. In addition any death or darkness spell cast within the scripted area will gain 25% to their damage, healing will be reduced by 25% as will any spells that use light.

    Strengths:
    - Needs no movement
    - Needs no sound
    - Buffs/debuffs certain magics
    - Contains people in a set area

    Weaknesses:

    - Shorter distance that other spells of same rank
    - Contains allies within too
    - Any movement will break the spell
    - Any sound by the caster will break the spell
    - Can be eaten by slayers using shadow
    - Debuffs can backfire on allies

    Spiritual Vortex:

    Name: Spiritual Vortex
    Rank: C
    Type: Nulling
    Duration: 4 
    Cooldown: 6 
    Description:
    Moving his hands in an unusual way his constantly moving but in such a way it can seem almost memorising, this isn't the point to this spell however as the movements continue it allows Advent to open a small pocket into different realms once per round by paying the same amount as the original caster to have it nulled (same rank or lower.) This ability normally doesn't need a distance as it's used to counter an incoming spell however if Advent wishes he can open the pocket in front of an ally up to the max distance of a b rank single target spell. Using this spell gives Advent two corrupting marks per spell nulled.

    Strengths:

    - Can null one spell per round
    - Is used for defence

    Weaknesses:

    - Costs additional mana to use
    - Have to be selective on which spell is nulled
    - If not careful can null an ally's spell
    - Gives corrupting marks for every spell nulled
    - More likely for Advent to become sick using this spell

    Void's Curse:

    Name: Void's Curse
    Rank: C
    Type: Debuff, fear
    Duration: 5
    Cooldown: Once per thread
    Description:
    This spell is easy to spot as Advent seems to start singing a melancholic song hugging his runed arm, three or four of the runes turning black as he starts to give of a purplish-black glow. The aura seems to give dark whispers to anyone within 70m of him instantly making them stop in fear for a turn. (of same rank or lower) The dark whispers to continue, they seem to know dark, hidden secrets that people would rather be left at the back of their closets. Due to this anyone effected for even one round loses 50% to magical potency, physical strength, speed and damage resistance for the duration of the spell while taking 25% rank damage per round due to them trying to get the whispers to stop. This spell gives advent ten points of corruption when used and also makes him sick for two rounds.

    Strengths:

    - Debuffs everything
    - Deals damage
    - Causes fear

    Weaknesses:

    - Makes Advent go up a round of corruption on it's own
    - Can only be used once per thread
    - Can also affect allies if not given prior warning not to listen
    - Shorter distance for a c rank multi-target spell
    - Doesn't affect those who can't hear
    - Gives Requiem sickness

    Proof of Purchase:


    Last edited by Tamashi on 10th November 2017, 7:42 am; edited 10 times in total
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 2:11 pm

    B RANK SPELLS

    Cursed Judgement:

    Name: Cursed Judgement
    Rank: B
    Type: Debuff/Multi-Target/Darkness
    Duration: 5
    Cooldown: 8
    Description:
    The movements of this requiem almost seems like a slow moving waltz in the beginning but the song almost seems like a dirge, soon the requiem changes from the waltz to almost be like a death march. Unlike most of his requiems his hands hang gently at his sides loosely while his fingers move to an almost steady beat but never once do they stretch out fully instead they remain rigid in their movements. As any of his requiem this is also perception based, so it only effects those he deems as a threat to himself or his allies. As the dirge starts a blanket of darkness seems to sweep the area up to 120m of himself. Any of lower rank would have 75% of their vision robbed of them, of same rank and one rank higher 50% visibility and two ranks higher would only have 25% visibility removed; also within the shroud of darkness nothing of the outside world would be able to be heard making it that much more terrifying as those captured are dealt 75% damage per round (this is spread equally amongst those caught in the darkness capping at 25% max per person per round but can go no higher than 2.5x by the end of the duration.) It s clear that this isn't so much do damage but to cause panic and disorientation.

    Strengths:
    - Strong debuff
    - Does vast amounts of damage spread equally amongst enemies
    - Removes/weakens certain senses to cause panic and disorientation

    Weaknesses:

    - Shorter distance
    - Requires a round to create the darkness as the requiems movements need to be that of a death march
    - Can be eaten by slayers of darkness
    - Damage is reliant on how many people are within the shroud of darkness
    - Darkness can be removed by a bright enough light
    - While in the darkness light shields only take 75% damage if of lower rank, 50% if of the same rank and 25% if of higher rank from darkness and shadow magics.

    Suspicious Vindication:

    Name: Suspicious Vindication
    Rank: B
    Type: Cursed Healing/Single target
    Duration: 6
    Cooldown: 12
    Description:
    Unlike most requiem this one doesn't need extravagant movements if anything this one is all about finger placement. Unlike any other requiem his one is so quiet that unless you had heightened hearing you wouldn't hear anything, even then to those who could hear it would seem like buzzing white noise only Advent himself can hear the chilling melody for what it truly is. What appears as a golden bracelet appears on a single target of Advent's choosing within 120m, for the first round the target is healed for 20 health and they gain a buff of 10% to all stats and senses. This however will lead the target into a false sense of security as the golden bracelet turns black and grips tightly dealing 50% rank damage per round, in addition to this the person who has been unfortunate to be marked by this spell also gains a debuff of 10% to all stats and senses, their defence lowered by 25%. This gives Advent three corrupting marks.

    Strengths:

    - Can be done subtly
    - Debuffs
    - Deals damage
    - Lures enemy into false sense of security

    Weaknesses:

    - Distance is shorter than a single rank spell of the same rank
    - Deals three corrupting marks
    - Cooldown is double the duration
    - First round marking can be eaten by light slayers
    - First round marking can be nulled by darkness (same rank or higher)
    - First round marking can be made 50% weaker by shadow magic (same rank or higher)
    - Second round onward marking can be eaten by darkness slayers
    - Second round onward marking can be eaten by shadow slayers but they only gain half the benefit.
    - Second round onward light of same rank or higher reduces damage and debuff by 50%

    Corruptive Exorcists:

    Name: Corruptive Exorcist (ooc permission will be sought)
    Rank: B
    Type: Offensive/perception altering/multi-target/single target.
    Duration: 5
    Cooldown: 12
    Description:
    This requiem is far different from any spell Advent is use to as not only as this spell has no requiem of its own, nor can he himself activate it. This is a spell that activates when his guardians sing together in harmony, unlike most songs this one Advent himself can not hear as it shows the raw emotions of the nine that raised him. Anyone within a 90m area is a potential target but the maximum of three people can be affected by what is to come but can also hit a single target. As they sing they take three of the marks corrupting Advent and place them on the enemy. Each mark is worth 25% b rank damage (This spells damage caps at 2.5x rank damage regardless.) What the opponent may not realise is the damage isn't what is dangerous but what the marks actually do to the mind of those who bare them, they change the perception of a person to where they may see an enemy as a friend and a friend as an enemy depending on how many they end up wearing. For each round this continues Advent loses a single corrupting mark but he will feel lethargic slowing him by 50%.

    Strengths:

    - Removes corruption
    - Deals damage
    - Changes perception of people

    Weaknesses:

    - Makes Advent slower
    - Advent cant activate it
    - Shorter than normal range
    - Can only affect three people at a time
    - Corruption is classed as a poison so can be eaten by poison slayers
    - Can effect allies if they get in the line of fire
    - Can only remove one corruption mark at a time
    - Long cooldown duration


    Last edited by Tamashi on 4th February 2018, 4:21 pm; edited 3 times in total
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 2:12 pm

    A RANK SPELLS
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 2:13 pm

    S RANK SPELLS
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 2:14 pm

    H RANK SPELLS



    Last edited by Tamashi on 19th April 2017, 5:18 am; edited 2 times in total
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 13th April 2017, 2:14 pm

    FUSION SPELLS

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:
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    Julius Seas
     
     

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    Lineage : Knight of Destiny
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    Posts : 1213
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    Age : 20
    Experience : 0

    Character Sheet
    Character Name: Julius Seas
    Primary Magic: Water
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Julius Seas on 20th April 2017, 4:32 am

    Hey Tamashi, Julius here!

    I will be the one to grade your magic! Requests will be in this color!

    If you have any questions feel free to PM me!

    With that being said... Let's dance boy!

    @Tamashi wrote:Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practicing mage to become unhinged and to hear and see things not really there.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.


    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)
    -Damage reduction, with the correct requiem a slight reduction is given to the requiem or an ally. If on the requiem his or herself it will give a 10% reduction slightly more if it is something to do with sound it goes to 15% if it comes from another requiem it goes to 25% but will only last a short while. (Three rounds, takes five to cool down)

    This is more of a unique ability then a strength, please change this.

    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Requiem's soul, the requiem is born with a unique spell or spells that only they can read, to use it still requires conditions to met. (i.e vocal, movement and magic, however the magic cost is half of what a spell of the same level if defensive or healing; if the requiem was born with an offensive or destructive spell on them then the magic cost will be the same as a spell of the same level but will do 25% more damage than a spell of said level.)


    Weaknesses:
    -Entwining, can use more energy when entwining for more than one effect at the same time tiring out the Requiem quicker.
    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -Damage reduction, unlike when casting it on themselves when a requiem casts this on another it only lasts as long as the requiem keeps it going. (continuous cast but the cost is renewed every second turn. Example. post 1 = cast/cost, post 2 = cast/no cost, post 3 = cost if still being cast) which can run the Requiem down quickly if they aren't careful.
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    Lineage:
    Lineage:

    Shinigami Protection:
    Description: The Gods of death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
    Ability: The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution.   Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami lasts until killed,  having 50% of the HP the user has. It can deliver melee attacks equal to the user's rank in melee damage and is considered to wield a legendary weapon.
    Usage: 5 post duration with a 10 post cooldown if the shinigami is slain or if the duration runs out.
    Unique Abilities:

    Unique Abilities:

    Harmony - Due to his unique way of looking at things Advent can take the sounds around him and uses it to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make sound as it would throw off the harmony.

    If the harmonising pitch is soft it can make people sleepy within ten meters around him
    If the harmonising pitch is neutral it can ease tension within ten meters around him
    If the harmonising pitch is harsh it can cause tension within ten meters around him

    As he gets stronger he will gain ten additional meters.


    Reflective Entropic Shield

    No-one likes to be shot at and Advent is no exception to this rule of thumb; but doing it to him he doesn't just want to get even, he wants interest too so as he begins this ability it raises a shiny glowing shield of ice one meter around himself that looks almost completely see through it's only upon further inspection that you can see the tint that makes it look almost mirror like in a way.

    The shield itself has three functions:
    -The first of these being a shield that keeps Advent safe from any massive amount of damage (The shield will start with 100hp and will gain half of what Advent does as he gets stronger so can be broken. The shield will take 25% of the damage received)

    I suggest you change that this shield can only take 3 hits of D-rank spells and 1 hit of C-rank spells.

    -The second being the ability to send magic back to its original owner so longs they are within fifteen meters of the shield

    Please add that it can only reflect spells of your rank and lower.

    -The third is that it adds on an additional magic dependent on song and movement (to begin with it will be one of the four base elements but as he gets stronger his library will get bigger. The additional magic will be classed as a fusion spell and be cast at his current level)

    I think 3 effects on a UA is a bit to much, please delete at least 1 effect!

    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    @Tamashi wrote:
    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Five rounds or until the shield is destroyed
    Cooldown: Seven rounds
    Description: Unlike the unique ability this spell can protect up to three people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears five meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like. His movements, hand placement and voice will change in speed and tone dependant on what magic is being sent back. (As he gets stronger his voice, movement and hand placements might not match allowing up to three different magics to be sent back to the caster at a cost) The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    Please add that it can only reflect spells of the spell's rank and lower. Also since you already have a Unique ability that has the same abilities like this spell, I suggest you can only cast this shield on your allies.

    The shield itself has three functions:
    -The first of these being a shield that keeps Advent safe from any massive amount of damage (The shield will start with 100hp and will gain half of what Advent does as he gets stronger so can be broken. The shield will take 50% of the damage received)

    Normal D-rank spells can't gain power-ups when ranking up unless you change it to a signature spell (which is unlocked at C-rank) or rank up , and change it that it can only take 3 D-rank hits until it's broken.

    -The second being the ability to send magic back to its original owner so longs they are within ten meters of the shield (an additional 5 meters will be added each time he goes up in rank)

    Normal D-rank spells can't get powered up by ranking up, you either must make it a signature spell (which is unlocked when you become C-rank) or rank up the spell to a C-rank spell.

    -The third is that it adds on an additional magic dependent on song and movement (to begin with it will be one of the four base elements but as he gets stronger his library will become larger with the amount of affects he will have access to. Though not an actual fusion spell the additional magic being sent back will be classed if it is for the calculation of magic used)

    3 effects for a D-rank spell is a bit to much, please delete at least 1!

    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the range of the shield.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Three rounds or until concentration is broken
    Cooldown: Four rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. This spell can range between three and six rounds to cast depending on how believable they want the place to seem to their opponent. The area off effect is within fifteen meters of the caster and will gain 10 additional meters with each time the mage becomes stronger.

    Normal D-rank spells can't be powered up by ranking up, you either has to make it a signature spell (which is unlocked at C-rank) or if you rank it up to C-rank.

    Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get stronger the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a dice must be rolled and the caster takes the same amount of corrupting wounds, if any allies are harmed then the casters wounds are doubled.

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Casting time
    -Leaves wielder open to attack
    -Corrupting wounds


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Three rounds or until seen though
    Cooldown: eight rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to three people five meters away from the caster but as the caster becomes stronger it gains an additional five meters and can affect two additional people.

    Normal D-rank spells can't be powered up by ranking up, you either has to make it a signature spell (which is unlocked at C-rank) or if you rank it up to C-rank.

    The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. At D rank the delusion will be relatively simple and most likely to be seen though but as the caster gets stronger the delusions can be more complex and flaws will be harder to see. During this both the caster and the enemy will hear dark, eerie whispers.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster to move through the shadows up to five meters away allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to. Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versitility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up
    -Concentration required
    -Can't be used if there is no shadows

    That was all! When adaptions have been made please bump this thread!

    Again if you have any questions feel free to PM me ^^


    ___________________________________________________________________
    Squable:



    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 20th April 2017, 5:25 am



    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
    Position : None
    Posts : 885
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Aiyana Dominatus
    Experience : 1600

    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 20th April 2017, 7:37 am



    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
    avatar
    Julius Seas
     
     

    Moderator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Novice [250]- Player -
    Lineage : Knight of Destiny
    Position : None
    Posts : 1213
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 0

    Character Sheet
    Character Name: Julius Seas
    Primary Magic: Water
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Julius Seas on 20th April 2017, 8:09 am

    Approved version:
    @Tamashi wrote:Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practicing mage to become unhinged and to hear and see things not really there.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.


    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)
    -Damage reduction, 'If' requiems entwine their spells correctly it can give a slight damage reduction of 10% to themselves and allies within five meters of the caster.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Requiem's soul, the requiem is born with a unique spell or spells that only they can read, to use it still requires conditions to met. (i.e vocal, movement and magic, however the magic cost is half of what a spell of the same level if defensive or healing; if the requiem was born with an offensive or destructive spell on them then the magic cost will be the same as a spell of the same level but will do 25% more damage than a spell of said level.)


    Weaknesses:
    -Entwining, can use more energy when entwining for more than one effect at the same time tiring out the Requiem quicker.
    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -Damage reduction, unlike when casting it on themselves when a requiem casts this on another it only lasts as long as the requiem keeps it going. (continuous cast but the cost is renewed every second turn. Example. post 1 = cast/cost, post 2 = cast/no cost, post 3 = cost if still being cast) which can run the Requiem down quickly if they aren't careful.
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    Lineage:
    Lineage:

    Shinigami Protection:
    Description: The Gods of death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
    Ability: The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution.   Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami lasts until killed,  having 50% of the HP the user has. It can deliver melee attacks equal to the user's rank in melee damage and is considered to wield a legendary weapon.
    Usage: 5 post duration with a 10 post cooldown if the shinigami is slain or if the duration runs out.
    Unique Abilities:

    Unique Abilities:

    Harmony - Due to his unique way of looking at things Advent can take the sounds around him and uses it to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make sound as it would throw off the harmony.

    If the harmonising pitch is soft it can make people sleepy within ten meters around him
    If the harmonising pitch is neutral it can ease tension within ten meters around him
    If the harmonising pitch is harsh it can cause tension within ten meters around him

    As he gets stronger he will gain ten additional meters.


    Death's Displacement

    Due to how he protects his mind from his magic Advent figuratively sees (since he is actually blind), hears things and assesses situations others cannot fathom due to it being what he calls 'behind death's veil'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (four to begin with all classed D rank mages for the calculation of strength but half the hit points two more will turn up each rank advent does one being D rank and the other being of Advent's actual rank at the time again with half the hp of said rank but all the strength) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to fifteen meters he may add two additional meters as he gets stronger but anything over ten meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    @Tamashi wrote:
    C RANK SPELLS



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    In Progress Re: Requiem magic (wip)

    Post by Julius Seas on 8th May 2017, 3:12 pm

    @Tamashi wrote:Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practicing mage to become unhinged and to hear and see things not really there.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.


    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)
    -Damage reduction, 'If' requiems entwine their spells correctly it can give a slight damage reduction of 10% to themselves and allies within five meters of the caster.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Requiem's soul, the requiem is born with a unique spell or spells that only they can read, to use it still requires conditions to met. (i.e vocal, movement and magic, however the magic cost is half of what a spell of the same level if defensive or healing; if the requiem was born with an offensive or destructive spell on them then the magic cost will be the same as a spell of the same level but will do 25% more damage than a spell of said level.)


    Weaknesses:
    -Entwining, can use more energy when entwining for more than one effect at the same time tiring out the Requiem quicker.
    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -Damage reduction, unlike when casting it on themselves when a requiem casts this on another it only lasts as long as the requiem keeps it going. (continuous cast but the cost is renewed every second turn. Example. post 1 = cast/cost, post 2 = cast/no cost, post 3 = cost if still being cast) which can run the Requiem down quickly if they aren't careful.
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    Lineage:
    Lineage:

    Shinigami Protection:
    Description: The Gods of death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
    Ability: The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution.   Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami lasts until killed,  having 50% of the HP the user has. It can deliver melee attacks equal to the user's rank in melee damage and is considered to wield a legendary weapon.
    Usage: 5 post duration with a 10 post cooldown if the shinigami is slain or if the duration runs out.
    Unique Abilities:

    Unique Abilities:

    Harmony - Due to his unique way of looking at things Advent can take the sounds around him and uses it to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make sound as it would throw off the harmony.

    If the harmonising pitch is soft it can make people sleepy within ten meters around him
    If the harmonising pitch is neutral it can ease tension within ten meters around him
    If the harmonising pitch is harsh it can cause tension within ten meters around him

    As he gets stronger he will gain ten additional meters.


    Death's Displacement

    Due to how he protects his mind from his magic Advent figuratively sees (since he is actually blind), hears things and assesses situations others cannot fathom due to it being what he calls 'behind death's veil'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (four to begin with all classed D rank mages for the calculation of strength but half the hit points two more will turn up each rank advent does one being D rank and the other being of Advent's actual rank at the time again with half the hp of said rank but all the strength) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to fifteen meters he may add two additional meters as he gets stronger but anything over ten meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    @Tamashi wrote:
    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Three rounds or until the shield is destroyed
    Cooldown: Five rounds
    Description: This spell can protect up to Four people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears five meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like; this is what allows D rank spells to be sent back to the original owner. His movements, hand placement and voice will change in speed and tone dependant on what magic is being sent back. The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    The shield itself has two functions:
    -The first of these being a shield that can prevent three D rank spells of damage before broken
    -The second being the ability to send magic with an added magic back to its original owner so longs they are within ten meters of the shield


    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the range of the shield.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Three rounds or until concentration is broken
    Cooldown: Four rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. This spell can range between three and six rounds to cast depending on how believable they want the place to seem to their opponent. The area off effect is within fifteen meters of the caster. Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get more confident the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a dice must be rolled and the caster takes the same amount of corrupting wounds, if any allies are harmed then the casters wounds are doubled.

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Casting time
    -Leaves wielder open to attack
    -Corrupting wounds


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Three rounds or until seen though
    Cooldown: eight rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to three people five meters away from the caster. The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. The delusion will be vary in complexity but most likely to be seen though due to flaws. During this both the caster and the enemy will hear dark, eerie whispers.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster to move through the shadows up to five meters away allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to. Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versitility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up
    -Concentration required
    -Can't be used if there is no shadows

    Unlocked upon user's request


    ___________________________________________________________________
    Squable:




    Guest
    Guest

    In Progress Re: Requiem magic (wip)

    Post by Guest on 9th May 2017, 6:41 am

    You can find my requests in this color.
    @Tamashi wrote:Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practicing mage to become unhinged and to hear and see things not really there.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.


    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)
    -Damage reduction, 'If' requiems entwine their spells correctly it can give a slight damage reduction of 10% to themselves and allies within five meters of the caster. I would try to find a way to reword this because it sounds like you're trying to get a buff in your strengths,even though it may not be your intention.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Requiem's soul, the requiem is born with a unique spell or spells that only they can read, to use it still requires conditions to met. (i.e vocal, movement and magic, however the magic cost is half of what a spell of the same level if defensive or healing; if the requiem was born with an offensive or destructive spell on them then the magic cost will be the same as a spell of the same level but will do 25% more damage than a spell of said level.)


    Weaknesses:
    -Entwining, can use more energy when entwining for more than one effect at the same time tiring out the Requiem quicker.
    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -Damage reduction, unlike when casting it on themselves when a requiem casts this on another it only lasts as long as the requiem keeps it going. (continuous cast but the cost is renewed every second turn. Example. post 1 = cast/cost, post 2 = cast/no cost, post 3 = cost if still being cast) which can run the Requiem down quickly if they aren't careful.
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    Lineage:
    Lineage:

    Shinigami Protection:
    Description: The Gods of death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
    Ability: The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution.   Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami lasts until killed,  having 50% of the HP the user has. It can deliver melee attacks equal to the user's rank in melee damage and is considered to wield a legendary weapon.
    Usage: 5 post duration with a 10 post cooldown if the shinigami is slain or if the duration runs out.
    Unique Abilities:

    Unique Abilities:

    Harmony - Due to his unique way of looking at things Advent can take the sounds around him and uses it to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make sound as it would throw off the harmony.

    If the harmonising pitch is soft it can make people sleepy within ten meters around him
    If the harmonising pitch is neutral it can ease tension within ten meters around him
    If the harmonising pitch is harsh it can cause tension within ten meters around him

    As he gets stronger he will gain ten additional meters.
    Because there are multiple effects in this UA, I suggest connecting the UA to the Normal Dice (1-6), so that it's randomized during PvP and not based solely on what you wish to happen. I also suggest going deeper into what each pitch actually does (i.e. the soft pitch can make people sleepy, but how does this affect them in battle? Surely, some of their stats would be lowered, like speed and strength, etc).

    Death's Displacement

    Due to how he protects his mind from his magic Advent figuratively sees (since he is actually blind), hears things and assesses situations others cannot fathom due to it being what he calls 'behind death's veil'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (four to begin with all classed D rank mages for the calculation of strength but half the hit points two more will turn up each rank advent does one being D rank and the other being of Advent's actual rank at the time again with half the hp of said rank but all the strength) You're more than welcome to have the mutilated people the same rank as Advent as he ranks up, but their HP would have to be Advent's current HP divided by how many there are (i.e. C-rank would be 6, so 200/6 would be a health of 33HP per creature) and have their damage only be user-rank unarmed melee damage.would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to fifteen meters he may add two additional meters as he gets stronger but anything over ten meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer.

    You're allowed a fourth UA at C-rank.

    Signature Spells:


    Name: Story Time
    Rank: C
    Type: Offensive/Defensive
    Duration:4
    Cooldown: 10
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears 30 meters around himself. (Add 5 meters for every time he ranks up) Maxes out at S-ran, mind you. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until the duration has ended or Advent has permitted you to leave whichever comes first For those equal or lower rank to Advent they will be unable to escape; however, higher ranking mages should be able to have a way to escape.
    . If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to the owners will.

    In the beginning Advent will have access to six 'actors' who are actually wraiths and will gain two additional each time he ranks up. They will be classed as rank equivalent for the sake of damage or healing and will take one hit of current level damage or more to take down Specify an actual amount they take to bring down, not "one or more to take down.". Their natural appearance will cause fear within 2 meters of them. If an 'actor' touches a person other than advent be it friend or foe they will be paralysed for a round, their nails act if they have been dipped in poison and deal half D rank damage every turn the theatre is up. All right. Unfortunately, signature spells are only allowed one effect total. So, you're going to have to choose whether the wraiths can deal damage, paralyze an opponent, or heal Advent and his allies, as these are three separate effects.
    If the story permits it then the actors will be lighter in colour and will heal Advent and his allies only once for same rank healing. It costs advent half over what the spell of the same level would cost and will take same rank mana every two rounds if it isn't dismissed, after the second round the theatre will also drain hp from the caster if no other blood has been spilt. Signature Spells actually do not take any MP at all. If the unfortunate happens and you are killed within the theatre you have a room waiting for you that you'll never leave This should be left up to the player of the one affected by the theatre, meaning OOC permission is required by that player to kill their character. ; if by some miracle you destroy an actor Advent takes 1/4 of the damage dealt onto himself.


    Strengths:
    -Variation of effects Signature spells are only allowed one effect.
    -Duration
    -Area of effect


    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown
    -Takes hp from the caster each round after the second has passed
    -When 'actors' are harmed it harms the castor too


    (Advent is a PvE oc so he nor his magic will ever take part in PvP)

    You are allowed a D-rank signature spell.

    Guest
    Guest

    In Progress Re: Requiem magic (wip)

    Post by Guest on 9th May 2017, 7:13 am

    @Tamashi wrote:
    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Three rounds or until the shield is destroyed Needs a solid duration, regardless of what happens to the shield.
    Cooldown: Five rounds
    Description: This spell can protect up to Four people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears five meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like; this is what allows D rank spells to be sent back to the original owner Spells that are reflected back to the caster should only be full damage if they are equal rank to Advent or lower in rank, and any spells higher rank than him should only have 50% of their original damage reflected back to the caster.. His movements, hand placement and voice will change in speed and tone dependant on what magic is being sent back. The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    The shield itself has two functions:
    -The first of these being a shield that can prevent three D rank spells of damage before broken Since the shield can cause damage through reflecting spells, I'd like the health to be lowered to 2x D-rank.
    -The second being the ability to send magic with an added magic elaborate on this, please? By added magic, do you mean another effect or additional damage? back to its original owner so longs they are within ten meters of the shield


    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the range of the shield. What is the range of the shield? I know the size, but not the range it affects.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Three rounds or until concentration is broken Needs a solid duration, regardless of what happens to Advent.
    Cooldown: Four rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. This spell can range between three and six rounds to cast depending on how believable they want the place to seem to their opponent Spell needs a solid duration and max D-rank duration is 4 posts, unless discussed with the grader.. The area off effect is within fifteen meters of the caster. Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get more confident the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a dice must be rolled and the caster takes the same amount of corrupting wounds How much damage is received depending on the dice roll?, if any allies are harmed then the casters wounds are doubled. What is the affected range of this spell?

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Casting time
    -Leaves wielder open to attack
    -Corrupting wounds


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Three rounds or until seen though Needs a solid duration. Things like "until broken, etc" are not allowed.
    Cooldown: eight rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to three people five meters away from the caster I suggest increasing the range to 15 or 20m. The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. The delusion will be vary in complexity but most likely to be seen though due to flaws. During this both the caster and the enemy will hear dark, eerie whispers.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster to move through the shadows up to five meters away I suggest increasing the range to 15 or 20m since this is only a "teleportation" spell as it stands. allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to Able to do what? . Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versitility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up
    -Concentration required
    -Can't be used if there is no shadows

    Fairy Fire:

    Name: Fairy Fire
    Rank: D
    Type: Offensive (single/aoe)
    Duration: Three Rounds
    Cooldown: Six rounds
    Description: This spell starts of cold the movements frigid as the requiem continues the movements become more fluidic and the voice becomes warmer and more compassionate. When in full swing the caster starts creating fire that can be shaped into whatever the caster would like causing D Rank of damage if used as a offensive spell but if used more as a utility such as creating light it can not be extinguished. This spell can go up to fifteen meters and the color of the fire is prone to changing depending on advent's mood but this is purely cosmetic. This spell however has a unique twist in Advent's case due to he reverence of nature and life in general it will not hurt or burn anything that he does not deem a threat to himself or whom he sees as allies.


    Strengths:
    -Can not cause damage to innocents, nature or property.
    -Flames can be manipulated to be what is needed at the time.
    -Can't be extinguished by water if used as a light source

    Weaknesses:
    -Cool down is long
    -Affects those he believes as an enemy
    -When used as a light source or flare lets enemy's know where you are
    -Causes disorientation in the caster

    (Advent is a PvE oc so he nor his magic will never be used PvP)

    @Tamashi wrote:
    C RANK SPELLS


    Shadows of Servitude:

    Name: Shadows of Servitude
    Rank: C
    Type: Supportive/Offensive
    Duration: 4
    Cooldown: 10
    Description: This spell creates up to eight replicas of the the caster to help them pull off more complicated entwining with little of the draw backs. They require at least two D rank hits Why not just state 1x C-rank damage then; it's the same as saying 2x D-rank worth of damage to take down if they are destroyed by magic they do a C Rank worth of splash damage What is splash damage exactly? Do they deal C-rank melee damage otherwise to opponents? to the caster and anyone within one meter of said person (effect only take place if within 30 meters of the destroyed Shade) I suggest increasing the range to at least half the range of the spell (i.e. 15m if total range is 30m).


    Strengths:
    -Allows more complex entwining to be done slightly easier
    -Shades deal damage when destroyed


    Weaknesses:
    -Long cool down
    -Caster can also be harmed by the splash damage
    -Shades can not stray far from the caster

    Death's Binding:

    Name: Death's Binding
    Rank: C
    Type: Restraining (Single/Multiple)
    Duration: 4
    Cooldown: 5
    Description: The whole time that this requiem is in effect the casters eyes must be closed or covered as the caster seems almost to rip a hole into the fabric of existence as the do a single quick motion a loud wailing will be heard causing fear for two turns either stopping enemies in their tracks or making them back off as a secondary effect Those equal or lower rank to Advent will be paralyzed for a single post, while those one rank above may hesitate to get closer, and those two or more ranks above will be unaffected. . In it's primary function the caster leans into the rift and pulls what seems to be pure black ethereal chains with black smoke like wisps coming off them that may prolong the fear for an additional turn after the duration has ended At most, paralysis should only last a max of 2 posts. . The caster uses the chains as a prop restrain their enemies (This may be around the body, neck, wrists, legs or ankles.) By doing this requiem you are entering a contract with death himself and he will take his pound of flesh once the chains vanish (Cost is 10% of the casters overall health, if using without your eyes closed/covered death takes 25% because you've likely seen something your not meant to) The chains can only be used up to 5 meters away from the caster before they begin to start dwindling into nothingness. I suggest not taking more than 1.5x C-rank damage to the caster, and I also suggest increasing the chains' range to 30 or 35m.


    Strengths:
    -Causes fear, which can be prolonged if the chains touch even a little skin
    -Can restrain with little way to get free


    Weaknesses:
    -Must keep eyes closed or covered to use effectively
    -You must sacrifice your health to use
    -Limited by how far the chain can go

    Life's Blessing:

    Name: Life's Blessing
    Rank: C
    Type: Healing (aoe/hot)
    Duration: 3
    Cooldown: 7
    Description: This requiem is best done with some sort of nature around the caster to help them a little with its casting though it does not matter if there is or not. At the beginning the caster says a small prayer and moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree. While this will heal or purify (non magical venom/poisons) three allies within 20 meters of the caster for D rank of healing each round but it will not heal the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking half more damage How much damage exactly? than what is normal.


    Strengths:
    -Heals over time
    -Purifies most non magical venoms/poisons
    -Heals multiple people


    Weaknesses:
    -Stationary
    -Extremely long cool down
    -Does not affect the user
    -Caster takes more damage during cool down phase

    (Advent is a PvE oc so he nor his magic will ever take part in PvP)
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    Tamashi

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    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 9th May 2017, 4:18 pm



    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.

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    In Progress Re: Requiem magic (wip)

    Post by Guest on 10th May 2017, 7:35 am

    Approved.
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    Julius Seas
     
     

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    Character Name: Julius Seas
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    In Progress Re: Requiem magic (wip)

    Post by Julius Seas on 28th June 2017, 5:13 pm

    Spoiler:
    @Tamashi wrote:Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.

    Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.



    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Requiem's soul, the requiem is born with a unique spell or spells that only they can read, to use it still requires conditions to met. (i.e vocal, movement and magic, however the magic cost is half of what a spell of the same level if defensive or healing; if the requiem was born with an offensive or destructive spell on them then the magic cost will be the same as a spell of the same level but will do 25% more damage than a spell of said level.)


    Weaknesses:
    -Entwining, can use more energy when entwining for more than one effect at the same time tiring out the Requiem quicker.
    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -Damage reduction, unlike when casting it on themselves when a requiem casts this on another it only lasts as long as the requiem keeps it going. (continuous cast but the cost is renewed every second turn. Example. post 1 = cast/cost, post 2 = cast/no cost, post 3 = cost if still being cast) which can run the Requiem down quickly if they aren't careful.
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    Lineage:
    Requiem's Soul:

    Requiem’s Soul


    Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.


    Life's Grace:

    First Requiem: Life's Grace


    This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.


    Nature’s Shelter:

    Second Requiem: Nature’s Shelter


    This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.


    Rebirths Poisoned Flames:

    Third Requiem: Rebirths Poisoned Flames


    This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem.  The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.


    Death’s Eclipse:

    Fourth Requiem: Death’s Eclipse


    The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eeire noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)

    Limbo’s Moon:

    Fifth Requiem: Limbo’s Moon


    This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.


    Character Plot/Development Abilities:

    Plot/Character development abilities


    Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.

    Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.

    Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.

    Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.

    Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.

    Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.

    Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.

    Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.

    Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.

    Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.
    Unique Abilities:

    Unique Abilities:

    Harmony - Due to his unique way of looking at things Advent can take the sounds around him and uses it to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make sound as it would throw off the harmony. When this ability is in play you must roll a dice, if it lands on 1 the soft pitch will be in effect, if it lands on 2 the neutral pitch will be in affect, if it lands on 3 then you best start running because the harsh tone will be in affect. The effect lasts for three turns before you can try change it. (Advent can however stop the tone at any point but if he starts it again before the third round is up the effect that was in play before he stopped will still be in affect)

    -If the harmonising pitch is soft it can make people sleepy within ten meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 10% as they would still feel tired
    -If the harmonising pitch is neutral it can ease tension within ten meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
    If the harmonising pitch is harsh it can cause tension within ten meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they also turn that anger towards Advent and anyone he is currently with.

    As he gets stronger he will gain ten additional meters. (If used on a job no roll needs to be made to see the harmony outcome as it will be pve)


    Death's Displacement

    Due to how he protects his mind from his magic Advent figuratively sees (since he is actually blind), hears things and assesses situations others cannot fathom due to it being what he calls 'behind death's veil'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to fifteen meters he may add two additional meters as he gets stronger but anything over ten meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer.

    Death's Guidance

    Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if a rank lower than Advent's current rank if spells are cast, if in combat they deal quarter the armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds.

    1. Zen-Ze - Does an aoe heal over time that last three rounds and only covers up to three people. (Advent's rank maximum)
    2. Yunalesca - Does a buff that lasts one turn but gives 10% additional damage for up to two people
    3. Toshi - Does an aoe mp regen over time that lasts two turns giving 4% mp back and covering up to three people.
    4. Ari - Deals aoe air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (Roll a normal dice to see which sword she uses 1 - wind 2 - lightning 3 - both)
    5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for three turns. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one)
    6. Takara - Deals aoe fire damage, lingering searing effects will last two turns
    7. Valanthe - Does either single or aoe elemental damage (2 dice must be rolled. 1 - single, 2 - aoe. 1 - fire, 2 - water, 3 - earth, 4 - wind, 5 - void, 6 - light)
    8 - Ayu - Uses water and ice to restrain up to four people for three turns
    9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down (roll a dice to find which 1 - ninjato, 2 - caltrops, 3 - smoke bomb)

    Signature Spells:


    Name: Story Time
    Rank: D
    Type: Illusion
    Duration:4
    Cooldown: 8
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears 20 meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.


    Strengths:
    -Solid illusion
    -Area of effect

    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown period


    Name: Wraith puppets
    Rank: C
    Type: Offensive
    Duration:4
    Cooldown: 8
    Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each with 100hp (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements (Please roll a dice to find out the element... 1 - fire, 2 - water, 3 - earth, 4 - air, 5 - void, 6 - light, 7 - lightning, 8 - wood, 9 - metal) They all keep to the same element, but each time it comes for them to attack the roll must be redone.

    Strengths:
    -Can be used away from the theatre
    -Deals random elemental damage

    Weaknesses:
    -Weaker when not in play with storytime
    -Can only summon half the amount of maximum wraiths when not in use with storytime
    -Long cooldown period


    @Tamashi wrote:
    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Three rounds or until the shield is destroyed
    Cooldown: Five rounds
    Description: This spell can protect up to Four people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears five meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like; this is what allows D rank spells to be sent back to the original owner. (They return at 100% damage if of advent's rank or lower and 50% if his opponent is of higher rank) His movements, hand placement and voice will change in speed and tone dependant on what magic is being sent back. The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    The shield itself has two functions:
    -The first of these being a shield that can prevent two D rank spells of damage before broken
    -The second being the ability to send magic with an added elemental magic of advent's choosing back to its original owner so longs they are within ten meters of the shield


    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the 5 meter range of the shield.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Three rounds
    Cooldown: Four rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. The area off effect is within fifteen meters of the caster. Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get more confident the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a single 1d6 damage must be rolled and the caster takes the same amount of corrupting wounds, if any allies are harmed then the casters wounds are doubled. The range of this spell is fifteen meters.

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Casting time
    -Leaves wielder open to attack
    -Corrupting wounds


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Three rounds
    Cooldown: eight rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to three people twenty meters away from the caster. The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. The delusion will be vary in complexity but most likely to be seen though due to flaws. During this both the caster and the enemy will hear dark, eerie whispers.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster or a single ally to move through the shadows up to twenty meters away allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to be more precise on where they or an ally they've used it on end up. Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versitility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up
    -Concentration required
    -Can't be used if there is no shadows

    Fairy Fire:

    Name: Fairy Fire
    Rank: D
    Type: Offensive (single/aoe)
    Duration: Three Rounds
    Cooldown: Six rounds
    Description: This spell starts of cold the movements frigid as the requiem continues the movements become more fluidic and the voice becomes warmer and more compassionate. When in full swing the caster starts creating fire that can be shaped into whatever the caster would like causing D Rank of damage if used as a offensive spell but if used more as a utility such as creating light it can not be extinguished. This spell can go up to fifteen meters and the color of the fire is prone to changing depending on advent's mood but this is purely cosmetic. This spell however has a unique twist in Advent's case due to he reverence of nature and life in general it will not hurt or burn anything that he does not deem a threat to himself or whom he sees as allies.


    Strengths:
    -Can not cause damage to innocents, nature or property.
    -Flames can be manipulated to be what is needed at the time.
    -Can't be extinguished by water if used as a light source

    Weaknesses:
    -Cool down is long
    -Affects those he believes as an enemy
    -When used as a light source or flare lets enemy's know where you are
    -Causes disorientation in the caster


    @Tamashi wrote:
    C RANK SPELLS


    Shadows of Servitude:

    Name: Shadows of Servitude
    Rank: C
    Type: Supportive/Offensive
    Duration: 4
    Cooldown: 8
    Description: This spell creates up to eight replicas of the the caster to help them pull off more complicated entwining with little of the draw backs. They require at least a rank worth of damage to take down if they are destroyed by magic they do a C Rank worth of shadow splash damage to the caster and anyone within one meter of said person (effect only take place if within fifteen meters of the destroyed Shade)


    Strengths:
    -Allows more complex entwining to be done slightly easier
    -Shades deal damage when destroyed


    Weaknesses:
    -Long cool down
    -Caster can also be harmed by the splash damage
    -Shades can not stray far from the caster

    Death's Binding:

    Name: Death's Binding
    Rank: C
    Type: Restraining (Single/Multiple)
    Duration: 4
    Cooldown: 5
    Description: The whole time that this requiem is in effect the casters eyes must be closed or covered as the caster seems almost to rip a hole into the fabric of existence as the do a single quick motion a loud wailing will be heard causing fear to those equal or lower rank to Advent and will be paralysed for a single post, while those one rank above may hesitate to get closer, and those two or more ranks above will be unaffected. In it's primary function the caster leans into the rift and pulls what seems to be pure black ethereal chains with black smoke like wisps coming off them that may prolong the fear for an additional turn after the duration has ended if it touches the skin. The caster uses the chains as a prop to restrain their enemies (This may be around the body, neck, wrists, legs or ankles.) By doing this requiem you are entering a contract with death himself and he will take his pound of flesh once the chains vanish (Cost is a C rank of damage, if using without your eyes closed/covered death takes x1.5 C rank of damage because you've likely seen something your not meant to) The chains can only be used up to 35 meters away from the caster before they begin to start dwindling into nothingness.


    Strengths:
    -Causes fear, which can be prolonged if the chains touch even a little skin
    -Can restrain with little way to get free


    Weaknesses:
    -Must keep eyes closed or covered to use effectively
    -You must sacrifice your health to use
    -Limited by how far the chain can go

    Life's Blessing:

    Name: Life's Blessing
    Rank: C
    Type: Healing (aoe/hot)
    Duration: 3
    Cooldown: 7
    Description: This requiem is best done with some sort of nature around the caster to help them a little with its casting though it does not matter if there is or not. At the beginning the caster says a small prayer and moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree. While this will heal or purify (non magical venom/poisons) three allies within 20 meters of the caster for D rank of healing each round but it will not heal the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds.


    Strengths:
    -Heals over time
    -Purifies most non magical venoms/poisons
    -Heals multiple people


    Weaknesses:
    -Stationary
    -Extremely long cool down
    -Does not affect the user
    -Caster takes more damage during cool down phase

    Unlocked upon user's request


    ___________________________________________________________________
    Squable:



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    Madame Astrid
     
     

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    Age : 21
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 633,210.75
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    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    In Progress Re: Requiem magic (wip)

    Post by Madame Astrid on 10th July 2017, 6:49 pm

    Iza is currently busy dealing with the Photobucket problem so i'll be taking over this for her.
    The spells are fine, only a few things need changing.
    You know how this works, my comments will be in this color.

    Spoiler:
    @Tamashi wrote:
    - Due to wishing his future gradings to be done as PvE only Advent will not be taking part in any site event.

    - I also agree that due to the above it is at any future guild masters discretion on wither Advent may take part in guild events; so must seek permission.

    -Advent is a PvE character he will never take part in PvP.


    Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.

    Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veils but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.



    Strengths:
    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26) This is an ability and does not belong in strengths
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%) This is an ability and does not belong in strengths
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Requiem's soul, the requiem is born with a unique spell or spells that only they can read, to use it still requires conditions to met. (i.e vocal, movement and magic, however the magic cost is half of what a spell of the same level if defensive or healing; if the requiem was born with an offensive or destructive spell on them then the magic cost will be the same as a spell of the same level but will do 25% more damage than a spell of said level.) This is an ability and does not belong in strengths
    -Due to being tainted with death, life and rebirth magics Advent's magic is classed as impure due to this fact any slayer who consumes his magic will gain half rank damage and lose force equal to half rank damage. This is an ability and does not belong in strengths. But if you really want to keep it, state instead that slayers get hurt, but don't actually get damaged

    Weaknesses:
    Weaknesses:
    -Entwining, can use more energy when entwining for more than one effect at the same time tiring out the Requiem quicker.
    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -Damage reduction, unlike when casting it on themselves when a requiem casts this on another it only lasts as long as the requiem keeps it going. (continuous cast but the cost is renewed every second turn. Example. post 1 = cast/cost, post 2 = cast/no cost, post 3 = cost if still being cast) which can run the Requiem down quickly if they aren't careful.
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    -Weaknesses of this magic carry over to the secondary magic in regards to things like requiem sickness.

    Lineage:
    Requiem's Soul:

    Requiem’s Soul


    Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.


    Life's Grace:

    First Requiem: Life's Grace


    This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.


    Nature’s Shelter:

    Second Requiem: Nature’s Shelter


    This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.


    Rebirths Poisoned Flames:

    Third Requiem: Rebirths Poisoned Flames


    This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem.  The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.


    Death’s Eclipse:

    Fourth Requiem: Death’s Eclipse


    The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eerie noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)

    Limbo’s Moon:

    Fifth Requiem: Limbo’s Moon


    This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.


    Character Plot/Development Abilities:

    Plot/Character development abilities


    Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.

    Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.

    Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.

    Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.

    Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.

    Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.

    Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.

    Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.

    Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.

    Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.

    Unique Abilities:

    Unique Abilities:

    Harmony:
    Harmony - Due to his unique way of looking at things Advent can take both the heard and 'unheard' sounds around him and uses them to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make any kind of sound himself as it would throw off the harmony instantly breaking it. Any harmony used will last three turns and requires four turns before it can be used again. Only one harmony can be used at a time.

    - If the harmonising pitch is soft it can make people sleepy within twenty five meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 20% as they would still feel tired
    - If the harmonising pitch is neutral it can ease tension within twenty five meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
    - If the harmonising pitch is harsh it can cause tension within twenty five meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they will most likely turn that anger towards Advent and anyone he is currently with.

    For these abilities state the changing moods can only be done with ooc permission if used on played characters

    As he gets stronger he will gain twenty additional meters. (Caps at H-Rank)


    Death's Displacement:
    Death's Displacement

    Due to the complexed and unusual way he protects his mind from his own magic Advent figuratively sees (since he is actually blind), hears, receives/processes information and assesses situations others cannot fathom due to it being what he calls 'behind the veils'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as Advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage but only have 25% the health Advent himself would have) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to Advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to thirty five meters he may add ten additional meters as he gets stronger but anything over twenty meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace:
    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer. (This effects nothing but the corrupting marks Advent's on magic inflicts upon him)

    Death's Guidence:
    Death's Guidance

    Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if at Advent's current rank if spells are cast, if in combat they deal the same armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds. (Rolling for who comes forth will be done in a site event I'd recommend changing this as you stated he cannot participate in site events, not during socials or jobs)

    1. Zen-Ze - Does multi target heal over time that last three rounds and only covers up to three people. (At 75% Advent's rank maximum this also counts for range)
    2. Yunalesca - Does a buff that lasts one turn but gives 20% additional damage for up to two people
    3. Toshi - Does an multi target mp regen over time that lasts three turns giving 4% mp back and covering up to three people. (Advent's rank counts for range it can cover)
    4. Ari - Deals multi-target air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (At 75% Advent's rank maximum this also counts for range, if she uses lightning at any point the enemy is also paralysed for their next round.)
    5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for a single turn. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one, if he remains for two turns his binds last just as long. Range for Yuui is half of Advent's max range)
    6. Takara - Deals aoe fire damage, lingering searing effects will last three turns (At 50% Advent's rank maximum this also counts for range)
    7. Valanthe - Does either single or aoe elemental damage (At 50%-100% (dependant on what is cast) Advent's rank maximum this also counts for range)
    8 - Ayu - Uses water and ice to restrain up to four people for one turn, slowing them by 50% for two additional turns. (Range for Ayu is half of Advent's max range)
    9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down

    Signature Spells:


    Story Time:
    Name: Story Time
    Rank: D
    Type: Illusion
    Duration:4
    Cooldown: 8
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears thirty meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.


    Strengths:
    -Solid illusion
    -Area of effect

    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown period


    Wraith Puppets:
    Name: Wraith Puppets
    Rank: C
    Type: Offensive
    Duration:4
    Cooldown: 8 (Add two additional to cooldown if used without storytime active)
    Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each needing 10% Advent's over all health in damage to be taken down (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements at Advent's orders. They strangely all keep to the same element and after two turns Advent may decide for another element to be used by them.

    Strengths:
    -Can be used away from the theatre
    -Deals random elemental damage

    Weaknesses:
    -Weaker when not in play with storytime
    -Can only summon half the amount of maximum wraiths when not in use with storytime
    -Long cooldown period



    ___________________________________________________________________

    Now she knows she'll never be afraid


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    Golden Lacrima until 3/25/2019


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    Madame Astrid
     
     

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    Lineage : A Soul's Wrath
    Position : Saint of Repentance
    Posts : 3896
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 21
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 633,210.75
    Brownie Points : 1337

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

    In Progress Re: Requiem magic (wip)

    Post by Madame Astrid on 10th July 2017, 8:12 pm

    Spoiler:
    @Tamashi wrote:
    - Due to wishing his future gradings to be done as PvE only Advent will not be taking part in any site event.

    - I also agree that due to the above it is at any future guild masters discretion on wither Advent may take part in guild events; so must seek permission.

    -Advent is a PvE character he will never take part in PvP.


    Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.

    Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veils but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.



    Strengths:
    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Impure magic, due to using death, life, rebirth and whom knows what else to do his magic a slayer may eat his magic however it they will feel it harming them though it will not hurt them they will gain no benefit from eating the magic.
    -Entwining, when a requiem gains enough knowledge and experience they find that depending on what spells are entwined they will either lessen the burden on mana or cause more burden to it.

    Weaknesses:
    Weaknesses:

    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    -Weaknesses of this magic carry over to the secondary magic in regards to things like requiem sickness.

    Lineage:
    Requiem's Soul:

    Requiem’s Soul


    Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.


    Life's Grace:

    First Requiem: Life's Grace


    This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.


    Nature’s Shelter:

    Second Requiem: Nature’s Shelter


    This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.


    Rebirths Poisoned Flames:

    Third Requiem: Rebirths Poisoned Flames


    This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem.  The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.


    Death’s Eclipse:

    Fourth Requiem: Death’s Eclipse


    The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eerie noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)

    Limbo’s Moon:

    Fifth Requiem: Limbo’s Moon


    This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.


    Character Plot/Development Abilities:

    Plot/Character development abilities


    Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.

    Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.

    Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.

    Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.

    Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.

    Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.

    Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.

    Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.

    Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.

    Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.

    Unique Abilities:

    Unique Abilities:

    Harmony:
    Harmony - Due to his unique way of looking at things Advent can take both the heard and 'unheard' sounds around him and uses them to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make any kind of sound himself as it would throw off the harmony instantly breaking it. Any harmony used will last three turns and requires four turns before it can be used again. Only one harmony can be used at a time.

    - If the harmonising pitch is soft it can make people sleepy within twenty five meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 20% as they would still feel tired
    - If the harmonising pitch is neutral it can ease tension within twenty five meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
    - If the harmonising pitch is harsh it can cause tension within twenty five meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they will most likely turn that anger towards Advent and anyone he is currently with.

    As he gets stronger he will gain twenty additional meters. (Caps at H-Rank)
    (ooc permission must be sought if used on a oc or another persons npc)


    Death's Displacement:
    Death's Displacement

    Due to the complexed and unusual way he protects his mind from his own magic Advent figuratively sees (since he is actually blind), hears, receives/processes information and assesses situations others cannot fathom due to it being what he calls 'behind the veils'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as Advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage but only have 25% the health Advent himself would have) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to Advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to thirty five meters he may add ten additional meters as he gets stronger but anything over twenty meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace:
    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer. (This effects nothing but the corrupting marks Advent's on magic inflicts upon him)

    Death's Guidence:
    Death's Guidance

    Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if at Advent's current rank if spells are cast, if in combat they deal the same armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds.

    1. Zen-Ze - Does multi target heal over time that last three rounds and only covers up to three people. (At 75% Advent's rank maximum this also counts for range)
    2. Yunalesca - Does a buff that lasts one turn but gives 20% additional damage for up to two people
    3. Toshi - Does an multi target mp regen over time that lasts three turns giving 4% mp back and covering up to three people. (Advent's rank counts for range it can cover)
    4. Ari - Deals multi-target air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (At 75% Advent's rank maximum this also counts for range, if she uses lightning at any point the enemy is also paralysed for their next round.)
    5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for a single turn. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one, if he remains for two turns his binds last just as long. Range for Yuui is half of Advent's max range)
    6. Takara - Deals aoe fire damage, lingering searing effects will last three turns (At 50% Advent's rank maximum this also counts for range)
    7. Valanthe - Does either single or aoe elemental damage (At 50%-100% (dependant on what is cast) Advent's rank maximum this also counts for range)
    8 - Ayu - Uses water and ice to restrain up to four people for one turn, slowing them by 50% for two additional turns. (Range for Ayu is half of Advent's max range)
    9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down

    Locked until B Rank:
    Due to being tainted with death, life and rebirth magics Advent's magic is classed as impure due to this fact any slayer who consumes his magic will gain half rank damage and lose force equal to half rank damage.

    Locked till S rank:
    Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)

    Locked until H Rank:
    The requiem is born with a unique spell or spells that only they themselves can read, to use it still requires conditions to met. (i.e vocal, movement and magic.) A healing or protective requiem is 25% stronger on its potency, if the requiem was born with an offensive or destructive spell on them then the will be the same as a spell of the same level but will do 50% more damage than a spell of said level. (Advent's personal requiems are shown within his lineage and this ua is based towards them and not his magic)


    Signature Spells:


    Story Time:
    Name: Story Time
    Rank: D
    Type: Illusion
    Duration:4
    Cooldown: 8
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears thirty meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.


    Strengths:
    -Solid illusion
    -Area of effect

    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown period


    Wraith Puppets:
    Name: Wraith Puppets
    Rank: C
    Type: Offensive
    Duration:4
    Cooldown: 8 (Add two additional to cooldown if used without storytime active)
    Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each needing 10% Advent's over all health in damage to be taken down (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements at Advent's orders. They strangely all keep to the same element and after two turns Advent may decide for another element to be used by them.

    Strengths:
    -Can be used away from the theatre
    -Deals random elemental damage

    Weaknesses:
    -Weaker when not in play with storytime
    -Can only summon half the amount of maximum wraiths when not in use with storytime
    -Long cooldown period


    @Tamashi wrote:
    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Three rounds or until the shield is destroyed
    Cooldown: Five rounds
    Description: This spell can protect up to Four people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears twenty meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like; this is what allows two D-Rank spells or a C-Ranks to be sent back to the original owner. (They return at 100% damage if of D or C rank and 50% if his opponent is of one higher rank) His movements, hand placement and the harmony will change in speed and tone dependant on what magic added magic will be added as it is being sent back (additional damage is 50% rank damage.) The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    The shield itself has two functions:
    -The first of these being a shield that can prevent two D-Rank spells or a C-Rank spell of damage before broken
    -The second being the ability to send magic with an added elemental magic of advent's choosing back to its original owner so longs they are within thirty meters of the shield


    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint, that will not leave without purifying.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the 10 meter range of the shield.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Four rounds
    Cooldown: Six rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. The area off effect is within thirty meters of the caster. Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get more confident the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a single 1d6 damage must be rolled and the caster takes the same amount of corrupting wounds, if any allies are harmed then the casters wounds are doubled; in addition due to the immense strain this takes on him he feels faint losing 10% of his over all health. This can fool people of same rank and lower, and if one rank higher it will still have a chance to fool but they'd be likely to question things, two or above ranks can see through this illusion without any issue.

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Takes 10% over all health to use
    -Leaves wielder open to attack
    -Corrupting wounds
    -Long cooldown


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Four rounds
    Cooldown: Six rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to Five people forty meters away from the caster. The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. The delusion will be vary in complexity but most likely to be seen though due to flaws. During this both the caster and the enemy will hear dark, eerie whispers. Though this does no damage in on itself it can only effect people properly of the same rank, those one rank above will question what they see but will still be effected and two ranks above are not effected.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster or a single ally to move through the shadows up to sixty meters away allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to be more precise on where they or an ally they've used it on end up. Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versatility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up (At times)
    -Concentration required
    -Can't be used if there is no shadows

    Fairy Fire:

    Name: Fairy Fire
    Rank: D
    Type: Offensive
    Duration: Three Rounds
    Cooldown: Six rounds
    Description: This spell starts of cold the movements frigid as the requiem continues the movements become more fluidic and the voice becomes warmer and more compassionate. When in full swing the caster starts creating fire that can be shaped into whatever the caster would like causing D Rank of damage if used as a offensive spell but if used more as a utility such as creating light it can not be extinguished. This spell can go up to thirty meters and the color of the fire is prone to changing depending on advent's mood but this is purely cosmetic. This spell however has a unique twist in Advent's case due to he reverence of nature and life in general it will not hurt or burn anything that he does not deem a threat to himself or whom he sees as allies.


    Strengths:
    -Can not cause damage to innocents, nature or property.
    -Flames can be manipulated to be what is needed at the time.
    -Can't be extinguished by water if used as a light source

    Weaknesses:
    -Cool down is long
    -Affects those he believes as an enemy
    -When used as a light source or flare lets enemy's know where you are
    -Causes disorientation in the caster

    Limbo's Cycle:

    Name: Limbo's Cycle
    Rank: D
    Type: Buff (Damage reduction)
    Duration: Four Rounds
    Cooldown: Six Rounds
    Description: This one one is different from most of his other requiem in the fact that he calls on Ayu and Yuui out of their normal function within the ua and this is purely for the fact that they are neither alive nor dead and have a good chemistry with Advent after being with him since he was a newborn. The tempo of this song is quicker than most requiem, the three usually move in unison there are times that they do not but like any dance this is planned within the
    choreography. When this spell is going it can not be entwined with any other spell so he must uses other means to hold other spells going and break free. This spell gives a damage reduction of 20% to Advent's allies within twenty five meters. Advent himself doesn't gain anything from this requiem. Both Ayu and Yuui are immune damage during this dance since advent draws the damage to himself making it easy for him to take more damage than normal if both are attacked at the same time. At the end of the buff Advent must roll 1d6 to see how many corrupting marks he gains.


    Strengths:
    -Gives damage reduction to allies
    -Can effect several people at once

    Weaknesses:
    -Advent takes damage if he or his two guardians are harmed
    -Advent gets corrupting marks
    -Advent doesn't gain any benefits from this buff
    -It has a long cooldown
    -Can't entwine with any other spell

    Elemental Ira:

    Name: Elemental Ira
    Rank: D
    Type: immobilisation/offence/mult-target/single target
    Duration: Four Rounds
    Cooldown: Ten Rounds
    Description: In this requiem advent seems odd... well odder than what he usually is, his mind is all over the place and he seems to segway into different things after only a few notes it seems like the tone has no rhythm or rhyme to it. It's only when the crackling of lightning, the rumble of thunder and other noises that you would be able to hear that he isn't using his normal method of creating a requiem but using the voices of the elements themselves to create this one and to say they seem angry is an understatement. Within the first turn anyone of same rank or lower within twenty meters will find vines/roots would bind them for two turns leaving them sitting ducks. on the third turn just as the enemy believes themselves safe will find will be struck by lightening damage for 25%, on the fourth turn when they think the worst is over will find themselves being hit by fire damage for 50% damage and though will deal no additional damage will be a sore reminder for a further two turns. The cost of calling the wrath of the elements is a steep one on Advent especially as he isn't completely attuned to their veils. He himself takes 20% overall damage to his health, it also costs him double mp to cast this and the elemental veil will give him corrupting wounds for using something he isn't ready for.

    Strengths:
    -Can restrain for 2 turns
    -Does several types of damage
    -Versatile for a single enemy or a group

    Weaknesses:
    -Deals 20% overall hp damage to Advent
    -Takes double mp to cast
    -Deals corrupting wounds
    -Extremely long cooldown in comparison to duration

    Death's Warning:

    Name: Death's Warning
    Rank: D
    Type: Knockback
    Duration: Instant
    Cooldown: n/a
    Description: Unlike most any other of his spells this one is instant, but you'll find Advent reluctant to use it unless he and his allies are in a pinch and need to buy some time for healing, running or some other strange occurrence (cause lets face it anything with Advent near it is going to be strange.) It can knock up to three people of the same rank or a single c rank and a d rank back thirty feet instantly and be used the very next round; however every time he does use it, he swears he can hear death voice clearly causing him to slow by 50%, have disorientation, and take double damage for three turns, on top of this he also gains three corrupting wounds.

    Strengths:
    - Instantly cast
    - no cooldown
    - Can effect several people at once

    Weaknesses:

    - Causes Slow
    - Causes disorientation
    - Takes double damage
    - Gaining of three corrupting wounds

    Rebirth's Warmth:

    Name: Rebirth's Warmth
    Rank: D
    Type: Utility/Healing
    Duration: 3
    Cooldown: 5
    Description: This requiem does not require any movement but will not work unless Advent uses his own voice, though outgoing he doesn't really like to singing and thus this spell is rarely used without prompting by someone. As he starts singing a fire seems to appear on top of it seems to be a pot of warm stew and some cups filled with warm amber liquid. Being near the fire will provide warmth but given how his magic is it might not always be the same colour as a regular fire, (this is purely cosmetic, but it's a good way to judge his health, corruption and mood.) On eating the food those who eat it will find their morals boosted due to regaining 10 hp and mp while the spell is in effect. Due to having to use his own voice Advent is unable to partake in on the small feast and feels somewhat drained as the spell ends having lost 30 hp himself. The range is 1 foot away from Advent since you would be sitting to eat.

    Strengths:
    - Can replenish health
    - Can replenish mana

    Weaknesses:
    - Advent can't partake within the feast
    - Advent has to use his own voice
    - Harmony can not be used while this spell is in uses
    - Advent loses health at the end of the duration


    Nature's Help:

    Name: Nature's Help
    Rank: D
    Type: Utility/Immobilisation
    Duration: 3
    Cooldown: 6
    Description: This Requiem is a strange one even by Advent's strange point of view as it is both a way to restrict up to three enemies of same rank or one c rank and a d rank within ten feet of Advent but if spun correctly it can also be used to make rope bridges or ladders to get those hard to reach places. Regardless of this the immobilisation only lasts for one turn, which would be enough time for Advent and his allies to get out of the area. After use Advent get's a bit disorientated and taps into any nature around him making him hear languages he's still getting use to and it overwhelms him to the point he becomes a sick requiem for two turns.

    Strengths:
    - Can immobilise enemies
    - Can create ways to climb/cross areas that otherwise couldn't happen
    - Advent isn't stuck in the same spot so can escape with his allies

    Weaknesses:
    - Causes disorientation
    - Requiem sickness happens
    - Long cooldown
    - Short distance


    Proof of spell purchase:

    @Tamashi wrote:
    C RANK SPELLS


    Shadows of Servitude:

    Name: Shadows of Servitude
    Rank: C
    Type: Supportive/Offensive/Aoe
    Duration: Four Posts
    Cooldown: Eight Posts
    Description: This spell creates up to eight replicas of the the caster to help them pull off more complicated entwining with little of the draw backs. They require at least a d rank worth of damage to take down if they are destroyed by magic they do up to 50% C Rank worth of shadow splash damage to the caster if their close enough and anyone within one meter of said person if they are destroyed. (effect only take place if within fifteen meters of the destroyed Shade.) Shades must stay within five meters of the caster.


    Strengths:
    -Allows more complex entwining to be done slightly easier
    -Shades deal damage when destroyed


    Weaknesses:
    -Long cool down
    -Caster can also be harmed by the splash damage
    -Shades can not stray far from the caster

    Death's Binding:

    Name: Death's Binding
    Rank: C
    Type: Restraining (Single/Multiple)
    Duration: Two Posts
    Cooldown: Six posts
    Description: The whole time that this requiem is in effect the casters eyes must be closed or covered as the caster seems almost to rip a hole into the fabric of existence as the do a single quick motion a loud wailing will be heard causing fear to those equal or lower rank to Advent and will be paralysed for a single post, while those one rank above may hesitate to get closer, and those two or more ranks above will be unaffected. In it's primary function the caster leans into the rift and pulls what seems to be pure black ethereal chains with black smoke like wisps coming off them that may prolong the fear for an additional turn after the duration has ended if it touches the skin. The caster uses the chains as a prop to restrain their enemies (This may be around the body, neck, wrists, legs or ankles. Again it is of same rank or lower) By doing this requiem you are entering a contract with death himself and he will take his pound of flesh once the chains vanish (The caster will lose 10% overall health, if using without your eyes closed/covered death takes 15% overall hp damage because you've likely seen something your not meant to) The chains can only be used up to 60 meters away from the caster before they begin to start dwindling into nothingness.


    Strengths:
    -Causes fear, which can be prolonged if the chains touch even a little skin
    -Can restrain with little way to get free


    Weaknesses:
    -Must keep eyes closed or covered to use effectively
    -You must sacrifice your health to use
    -Limited by how far the chain can go

    Life's Blessing:

    Name: Life's Blessing
    Rank: C
    Type: Healing/multi-target
    Duration: 3
    Cooldown: 7
    Description: This requiem is best done with some sort of nature around the caster to help them a little with its casting though it does not matter if there is or not. At the beginning the caster says a small prayer and moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree. While this will heal or purify (non magical venom/poisons) three allies within sixty meters of the caster for 75% rank of healing each round but it will not heal the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds.


    Strengths:
    -Heals over time
    -Purifies most non magical venoms/poisons
    -Heals multiple people


    Weaknesses:
    -Stationary
    -Extremely long cool down
    -Does not affect the user
    -Caster takes more damage during cool down phase



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    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
    Position : None
    Posts : 974
    Guild : Sabertooth
    Cosmic Coins : 155
    Dungeon Tokens : 0
    Age : 22
    Experience : 2,012.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Aura on 18th October 2017, 11:45 am

    Unlocked at the user's request:
    @Tamashi wrote:
    - Due to wishing his future gradings to be done as PvE only Advent will not be taking part in any site event.

    - I also agree that due to the above it is at any future guild masters discretion on wither Advent may take part in guild events; so must seek permission.

    -Advent is a PvE character he will never take part in PvP.


    Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.

    Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veils but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.



    Strengths:
    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Impure magic, due to using death, life, rebirth and whom knows what else to do his magic a slayer may eat his magic however it they will feel it harming them though it will not hurt them they will gain no benefit from eating the magic.
    -Entwining, when a requiem gains enough knowledge and experience they find that depending on what spells are entwined they will either lessen the burden on mana or cause more burden to it.

    Weaknesses:
    Weaknesses:

    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    -Weaknesses of this magic carry over to the secondary magic in regards to things like requiem sickness.

    Lineage:
    Requiem's Soul:

    Requiem’s Soul


    Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.


    Life's Grace:

    First Requiem: Life's Grace


    This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.


    Nature’s Shelter:

    Second Requiem: Nature’s Shelter


    This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.


    Rebirths Poisoned Flames:

    Third Requiem: Rebirths Poisoned Flames


    This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem.  The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.


    Death’s Eclipse:

    Fourth Requiem: Death’s Eclipse


    The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eerie noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)

    Limbo’s Moon:

    Fifth Requiem: Limbo’s Moon


    This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.


    Character Plot/Development Abilities:

    Plot/Character development abilities


    Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.

    Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.

    Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.

    Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.

    Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.

    Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.

    Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.

    Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.

    Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.

    Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.

    Unique Abilities:

    Unique Abilities:

    Harmony:
    Harmony - Due to his unique way of looking at things Advent can take both the heard and 'unheard' sounds around him and uses them to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make any kind of sound himself as it would throw off the harmony instantly breaking it. Any harmony used will last three turns and requires four turns before it can be used again. Only one harmony can be used at a time.

    - If the harmonising pitch is soft it can make people sleepy within twenty five meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 20% as they would still feel tired
    - If the harmonising pitch is neutral it can ease tension within twenty five meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
    - If the harmonising pitch is harsh it can cause tension within twenty five meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they will most likely turn that anger towards Advent and anyone he is currently with.

    As he gets stronger he will gain twenty additional meters. (Caps at H-Rank)
    (ooc permission must be sought if used on a oc or another persons npc)


    Death's Displacement:
    Death's Displacement

    Due to the complexed and unusual way he protects his mind from his own magic Advent figuratively sees (since he is actually blind), hears, receives/processes information and assesses situations others cannot fathom due to it being what he calls 'behind the veils'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as Advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage but only have 25% the health Advent himself would have) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to Advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to thirty five meters he may add ten additional meters as he gets stronger but anything over twenty meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace:
    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer. (This effects nothing but the corrupting marks Advent's on magic inflicts upon him)

    Death's Guidence:
    Death's Guidance

    Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if at Advent's current rank if spells are cast, if in combat they deal the same armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds.

    1. Zen-Ze - Does multi target heal over time that last three rounds and only covers up to three people. (At 75% Advent's rank maximum this also counts for range)
    2. Yunalesca - Does a buff that lasts one turn but gives 20% additional damage for up to two people
    3. Toshi - Does an multi target mp regen over time that lasts three turns giving 4% mp back and covering up to three people. (Advent's rank counts for range it can cover)
    4. Ari - Deals multi-target air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (At 75% Advent's rank maximum this also counts for range, if she uses lightning at any point the enemy is also paralysed for their next round.)
    5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for a single turn. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one, if he remains for two turns his binds last just as long. Range for Yuui is half of Advent's max range)
    6. Takara - Deals aoe fire damage, lingering searing effects will last three turns (At 50% Advent's rank maximum this also counts for range)
    7. Valanthe - Does either single or aoe elemental damage (At 50%-100% (dependant on what is cast) Advent's rank maximum this also counts for range)
    8 - Ayu - Uses water and ice to restrain up to four people for one turn, slowing them by 50% for two additional turns. (Range for Ayu is half of Advent's max range)
    9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down

    Locked until B Rank:
    Due to being tainted with death, life and rebirth magics Advent's magic is classed as impure due to this fact any slayer who consumes his magic will gain half rank damage and lose force equal to half rank damage.

    Locked till S rank:
    Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)

    Locked until H Rank:
    The requiem is born with a unique spell or spells that only they themselves can read, to use it still requires conditions to met. (i.e vocal, movement and magic.) A healing or protective requiem is 25% stronger on its potency, if the requiem was born with an offensive or destructive spell on them then the will be the same as a spell of the same level but will do 50% more damage than a spell of said level. (Advent's personal requiems are shown within his lineage and this ua is based towards them and not his magic)


    Signature Spells:


    Story Time:
    Name: Story Time
    Rank: D
    Type: Illusion
    Duration:4
    Cooldown: 8
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears thirty meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.


    Strengths:
    -Solid illusion
    -Area of effect

    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown period


    Wraith Puppets:
    Name: Wraith Puppets
    Rank: C
    Type: Offensive
    Duration:4
    Cooldown: 8 (Add two additional to cooldown if used without storytime active)
    Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each needing 10% Advent's over all health in damage to be taken down (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements at Advent's orders. They strangely all keep to the same element and after two turns Advent may decide for another element to be used by them.

    Strengths:
    -Can be used away from the theatre
    -Deals random elemental damage

    Weaknesses:
    -Weaker when not in play with storytime
    -Can only summon half the amount of maximum wraiths when not in use with storytime
    -Long cooldown period


    @Tamashi wrote:
    D RANK SPELLS

    Reflective Entropic Shield:

    Name: Reflective Entropic Shield
    Rank: D
    Type: Offensive, Defensive
    Duration: Three rounds or until the shield is destroyed
    Cooldown: Five rounds
    Description: This spell can protect up to Four people including the caster. Advent seems to keep a neutral tone to begin with as he starts moving his arms in a fluidic motion as a gentle glowing shield appears twenty meters around the group it's meant to protect, his movement will stop abruptly as within the glow what seems to be ice seems to form almost like a see through barrier; on closer inspection it is easy to see the faint tint within the barrier showing that the shield is more mirror like; this is what allows two D-Rank spells or a C-Ranks to be sent back to the original owner. (They return at 100% damage if of D or C rank and 50% if his opponent is of one higher rank) His movements, hand placement and the harmony will change in speed and tone dependant on what magic added magic will be added as it is being sent back (additional damage is 50% rank damage.) The shield takes two rounds to be fully cast to which Advent would be fully open and unable to defend himself.

    The shield itself has two functions:
    -The first of these being a shield that can prevent two D-Rank spells or a C-Rank spell of damage before broken
    -The second being the ability to send magic with an added elemental magic of advent's choosing back to its original owner so longs they are within thirty meters of the shield


    Strengths:
    -Passively attacks opponents who attack those shielded by it
    -Can tide turn a battle under the right circumstances
    -Versatility on the magic sent back

    Weaknesses:
    -On the hit that destroys the shield Advent will gain one purple cut on his body for each 25 points of additional damage causing a slight taint, that will not leave without purifying.
    -On casting Advent must let his defences down as he moves making him a literal sitting duck so he has to rely on others to protect him.
    -Reflective ability of the spell doesn't take affect if attacked from outside the 10 meter range of the shield.
    -As Advent can not move from where he cast the shield making it stationary, if a person moves out of the shield's protective range they gain no protection.
    -Can be destroyed

    Fairy Illusion:


    Name: Fairy Illusion
    Rank: D
    Type: Defensive area of effect
    Duration: Four rounds
    Cooldown: Six rounds
    Description: The caster of this spell's voice should be low and faint almost sounding as if they are not completely in control of themselves as the movements will seem gentle but sporadic as a eerie mist starts to move from the wielder creating solid, vivid scenes depending on what they have pictured in their mind and the area they are in. The area off effect is within thirty meters of the caster. Unlike most requiem this one allows the caster to move while the illusion is active though they must keep their concentration or the illusion is broken instantly. As a D rank mage the illusions would be basic and mostly from things they themselves have seen but as they get more confident the illusions can be come more complex even forming from the imagination of the wielder or if mastered taken from information gained about the opponent to give them the upper hand; however it has been said that some people who use this spell have fallen victim to their own magic if this happens a single 1d6 damage must be rolled and the caster takes the same amount of corrupting wounds, if any allies are harmed then the casters wounds are doubled; in addition due to the immense strain this takes on him he feels faint losing 10% of his over all health. This can fool people of same rank and lower, and if one rank higher it will still have a chance to fool but they'd be likely to question things, two or above ranks can see through this illusion without any issue.

    Strengths:
    -Allows for escape
    -Can tide turn a battle under the right circumstances
    -Able to move to help allies
    -Can manipulate the scene

    Weaknesses:
    -Each round the illusion is up, the wielder has a chance of turning on their own allies.
    -Relies on the concentration of the wielder
    -Takes 10% over all health to use
    -Leaves wielder open to attack
    -Corrupting wounds
    -Long cooldown


    Delusional Infection:

    Name: Delusional Infection
    Rank: D
    Type: Offensive, singular or area of affect
    Duration: Four rounds
    Cooldown: Six rounds
    Description: The caster's voice must remain calm at all times however the movement starts off slowly gradually becoming more manic over time as it does a black mist seems to stem from the caster engulfing up to Five people forty meters away from the caster. The hand placement differs depending on what the caster wants their opponent to see be it lumps moving within their arm or them being attacked by giant fire ants. The delusion will be vary in complexity but most likely to be seen though due to flaws. During this both the caster and the enemy will hear dark, eerie whispers. Though this does no damage in on itself it can only effect people properly of the same rank, those one rank above will question what they see but will still be effected and two ranks above are not effected.


    Strengths:
    -The ability to distract the enemies for a short amount of time
    -Can be used on a single opponent or a group of people
    -Sense of dread/fear seeing the dark mist

    Weaknesses:
    -Long cool down
    -Affects both caster and opponent
    -Can be seen through
    -Concentration/calm tone must be kept while in effect


    Shadow Dance:

    Name: Shadow Dance
    Rank: D
    Type: Defensive
    Duration: one round
    Cooldown: four rounds
    Description: The caster of this spell must remain completely silent singing the words within their mind as they dance; though it only lasts one turn it allows the caster or a single ally to move through the shadows up to sixty meters away allowing them to flee a fight or gain a better vantage point so they could be more effective or gain the upper hand, as the caster gets stronger they're able to be more precise on where they or an ally they've used it on end up. Unlike most requiem this does not leave the caster open and is instantly cast but if you've never been to the area before you don't know where you'll end up.


    Strengths:
    -Instantly cast
    -Versatility as it can be use to flee or gain the upper hand
    -Mobility
    -Stronger if used in the darkness

    Weaknesses:
    -Can only be used for distances
    -Short duration
    -Long cooldown compared to the duration
    -Don't know exactly where you'll turn up (At times)
    -Concentration required
    -Can't be used if there is no shadows

    Fairy Fire:

    Name: Fairy Fire
    Rank: D
    Type: Offensive
    Duration: Three Rounds
    Cooldown: Six rounds
    Description: This spell starts of cold the movements frigid as the requiem continues the movements become more fluidic and the voice becomes warmer and more compassionate. When in full swing the caster starts creating fire that can be shaped into whatever the caster would like causing D Rank of damage if used as a offensive spell but if used more as a utility such as creating light it can not be extinguished. This spell can go up to thirty meters and the color of the fire is prone to changing depending on advent's mood but this is purely cosmetic. This spell however has a unique twist in Advent's case due to he reverence of nature and life in general it will not hurt or burn anything that he does not deem a threat to himself or whom he sees as allies.


    Strengths:
    -Can not cause damage to innocents, nature or property.
    -Flames can be manipulated to be what is needed at the time.
    -Can't be extinguished by water if used as a light source

    Weaknesses:
    -Cool down is long
    -Affects those he believes as an enemy
    -When used as a light source or flare lets enemy's know where you are
    -Causes disorientation in the caster

    Limbo's Cycle:

    Name: Limbo's Cycle
    Rank: D
    Type: Buff (Damage reduction)
    Duration: Four Rounds
    Cooldown: Six Rounds
    Description: This one one is different from most of his other requiem in the fact that he calls on Ayu and Yuui out of their normal function within the ua and this is purely for the fact that they are neither alive nor dead and have a good chemistry with Advent after being with him since he was a newborn. The tempo of this song is quicker than most requiem, the three usually move in unison there are times that they do not but like any dance this is planned within the
    choreography. When this spell is going it can not be entwined with any other spell so he must uses other means to hold other spells going and break free. This spell gives a damage reduction of 20% to Advent's allies within twenty five meters. Advent himself doesn't gain anything from this requiem. Both Ayu and Yuui are immune damage during this dance since advent draws the damage to himself making it easy for him to take more damage than normal if both are attacked at the same time. At the end of the buff Advent must roll 1d6 to see how many corrupting marks he gains.


    Strengths:
    -Gives damage reduction to allies
    -Can effect several people at once

    Weaknesses:
    -Advent takes damage if he or his two guardians are harmed
    -Advent gets corrupting marks
    -Advent doesn't gain any benefits from this buff
    -It has a long cooldown
    -Can't entwine with any other spell

    Elemental Ira:

    Name: Elemental Ira
    Rank: D
    Type: immobilisation/offence/mult-target/single target
    Duration: Four Rounds
    Cooldown: Ten Rounds
    Description: In this requiem advent seems odd... well odder than what he usually is, his mind is all over the place and he seems to segway into different things after only a few notes it seems like the tone has no rhythm or rhyme to it. It's only when the crackling of lightning, the rumble of thunder and other noises that you would be able to hear that he isn't using his normal method of creating a requiem but using the voices of the elements themselves to create this one and to say they seem angry is an understatement. Within the first turn anyone of same rank or lower within twenty meters will find vines/roots would bind them for two turns leaving them sitting ducks. on the third turn just as the enemy believes themselves safe will find will be struck by lightening damage for 25%, on the fourth turn when they think the worst is over will find themselves being hit by fire damage for 50% damage and though will deal no additional damage will be a sore reminder for a further two turns. The cost of calling the wrath of the elements is a steep one on Advent especially as he isn't completely attuned to their veils. He himself takes 20% overall damage to his health, it also costs him double mp to cast this and the elemental veil will give him corrupting wounds for using something he isn't ready for.

    Strengths:
    -Can restrain for 2 turns
    -Does several types of damage
    -Versatile for a single enemy or a group

    Weaknesses:
    -Deals 20% overall hp damage to Advent
    -Takes double mp to cast
    -Deals corrupting wounds
    -Extremely long cooldown in comparison to duration

    Death's Warning:

    Name: Death's Warning
    Rank: D
    Type: Knockback
    Duration: Instant
    Cooldown: n/a
    Description: Unlike most any other of his spells this one is instant, but you'll find Advent reluctant to use it unless he and his allies are in a pinch and need to buy some time for healing, running or some other strange occurrence (cause lets face it anything with Advent near it is going to be strange.) It can knock up to three people of the same rank or a single c rank and a d rank back thirty feet instantly and be used the very next round; however every time he does use it, he swears he can hear death voice clearly causing him to slow by 50%, have disorientation, and take double damage for three turns, on top of this he also gains three corrupting wounds.

    Strengths:
    - Instantly cast
    - no cooldown
    - Can effect several people at once

    Weaknesses:

    - Causes Slow
    - Causes disorientation
    - Takes double damage
    - Gaining of three corrupting wounds

    Rebirth's Warmth:

    Name: Rebirth's Warmth
    Rank: D
    Type: Utility/Healing
    Duration: 3
    Cooldown: 5
    Description: This requiem does not require any movement but will not work unless Advent uses his own voice, though outgoing he doesn't really like to singing and thus this spell is rarely used without prompting by someone. As he starts singing a fire seems to appear on top of it seems to be a pot of warm stew and some cups filled with warm amber liquid. Being near the fire will provide warmth but given how his magic is it might not always be the same colour as a regular fire, (this is purely cosmetic, but it's a good way to judge his health, corruption and mood.) On eating the food those who eat it will find their morals boosted due to regaining 10 hp and mp while the spell is in effect. Due to having to use his own voice Advent is unable to partake in on the small feast and feels somewhat drained as the spell ends having lost 30 hp himself. The range is 1 foot away from Advent since you would be sitting to eat.

    Strengths:
    - Can replenish health
    - Can replenish mana

    Weaknesses:
    - Advent can't partake within the feast
    - Advent has to use his own voice
    - Harmony can not be used while this spell is in uses
    - Advent loses health at the end of the duration


    Nature's Help:

    Name: Nature's Help
    Rank: D
    Type: Utility/Immobilisation
    Duration: 3
    Cooldown: 6
    Description: This Requiem is a strange one even by Advent's strange point of view as it is both a way to restrict up to three enemies of same rank or one c rank and a d rank within ten feet of Advent but if spun correctly it can also be used to make rope bridges or ladders to get those hard to reach places. Regardless of this the immobilisation only lasts for one turn, which would be enough time for Advent and his allies to get out of the area. After use Advent get's a bit disorientated and taps into any nature around him making him hear languages he's still getting use to and it overwhelms him to the point he becomes a sick requiem for two turns.

    Strengths:
    - Can immobilise enemies
    - Can create ways to climb/cross areas that otherwise couldn't happen
    - Advent isn't stuck in the same spot so can escape with his allies

    Weaknesses:
    - Causes disorientation
    - Requiem sickness happens
    - Long cooldown
    - Short distance


    Proof of spell purchase:

    @Tamashi wrote:
    C RANK SPELLS


    Shadows of Servitude:

    Name: Shadows of Servitude
    Rank: C
    Type: Supportive/Offensive/Aoe
    Duration: Four Posts
    Cooldown: Eight Posts
    Description: This spell creates up to eight replicas of the the caster to help them pull off more complicated entwining with little of the draw backs. They require at least a d rank worth of damage to take down if they are destroyed by magic they do up to 50% C Rank worth of shadow splash damage to the caster if their close enough and anyone within one meter of said person if they are destroyed. (effect only take place if within fifteen meters of the destroyed Shade.) Shades must stay within five meters of the caster.


    Strengths:
    -Allows more complex entwining to be done slightly easier
    -Shades deal damage when destroyed


    Weaknesses:
    -Long cool down
    -Caster can also be harmed by the splash damage
    -Shades can not stray far from the caster

    Death's Binding:

    Name: Death's Binding
    Rank: C
    Type: Restraining (Single/Multiple)
    Duration: Two Posts
    Cooldown: Six posts
    Description: The whole time that this requiem is in effect the casters eyes must be closed or covered as the caster seems almost to rip a hole into the fabric of existence as the do a single quick motion a loud wailing will be heard causing fear to those equal or lower rank to Advent and will be paralysed for a single post, while those one rank above may hesitate to get closer, and those two or more ranks above will be unaffected. In it's primary function the caster leans into the rift and pulls what seems to be pure black ethereal chains with black smoke like wisps coming off them that may prolong the fear for an additional turn after the duration has ended if it touches the skin. The caster uses the chains as a prop to restrain their enemies (This may be around the body, neck, wrists, legs or ankles. Again it is of same rank or lower) By doing this requiem you are entering a contract with death himself and he will take his pound of flesh once the chains vanish (The caster will lose 10% overall health, if using without your eyes closed/covered death takes 15% overall hp damage because you've likely seen something your not meant to) The chains can only be used up to 60 meters away from the caster before they begin to start dwindling into nothingness.


    Strengths:
    -Causes fear, which can be prolonged if the chains touch even a little skin
    -Can restrain with little way to get free


    Weaknesses:
    -Must keep eyes closed or covered to use effectively
    -You must sacrifice your health to use
    -Limited by how far the chain can go

    Life's Blessing:

    Name: Life's Blessing
    Rank: C
    Type: Healing/multi-target
    Duration: 3
    Cooldown: 7
    Description: This requiem is best done with some sort of nature around the caster to help them a little with its casting though it does not matter if there is or not. At the beginning the caster says a small prayer and moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree. While this will heal or purify (non magical venom/poisons) three allies within sixty meters of the caster for 75% rank of healing each round but it will not heal the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds.


    Strengths:
    -Heals over time
    -Purifies most non magical venoms/poisons
    -Heals multiple people


    Weaknesses:
    -Stationary
    -Extremely long cool down
    -Does not affect the user
    -Caster takes more damage during cool down phase


    ___________________________________________________________________



    And be she but Small,
    she is Fierce




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    Desirée Blooms
     
     

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    Character Name: ☆ Desirée Blooms ☆
    Primary Magic: ☆ Stellae Aurōrae ;; Aurora Demon Slayer ☆
    Secondary Magic: ☆ Lux Alba ;; White Dragon Slayer ☆ Tertiary Magic: Musicum Talentum ☆

    In Progress Re: Requiem magic (wip)

    Post by Desirée Blooms on 16th December 2017, 7:12 pm



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    Tamashi

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    Character Sheet
    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    In Progress Re: Requiem magic (wip)

    Post by Tamashi on 17th December 2017, 4:28 am

    Please don't archive, I'm still working on this very slowly


    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
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    Izayuki

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    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
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    In Progress Re: Requiem magic (wip)

    Post by Izayuki on 7th February 2018, 10:23 am

    Spoiler:
    @Tamashi wrote:
    - Due to wishing his future gradings to be done as PvE only Advent will not be taking part in any site event.

    - I also agree that due to the above it is at any future guild masters discretion on wither Advent may take part in guild events; so must seek permission.

    -Advent is a PvE character he will never take part in PvP.


    Magic

    Primary Magic: Requiem
    Caster or Holder: Lost forbidden caster magic
    Description:

    Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.

    Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veils but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.

    Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.

    Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.



    Strengths:
    Strengths:

    -Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
    -Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
    -Impure magic, due to using death, life, rebirth and whom knows what else to do his magic a slayer may eat his magic however it they will feel it harming them though it will not hurt them they will gain no benefit from eating the magic.
    -Entwining, when a requiem gains enough knowledge and experience they find that depending on what spells are entwined they will either lessen the burden on mana or cause more burden to it.

    Weaknesses:
    Weaknesses:

    -Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
    -Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
    -State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
    -Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
    -Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
    -Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
    -Weaknesses of this magic carry over to the secondary magic in regards to things like requiem sickness.

    Lineage:
    Requiem's Soul:

    Requiem’s Soul


    Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.


    Life's Grace:

    First Requiem: Life's Grace


    This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.


    Nature’s Shelter:

    Second Requiem: Nature’s Shelter


    This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.


    Rebirths Poisoned Flames:

    Third Requiem: Rebirths Poisoned Flames


    This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem.  The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.


    Death’s Eclipse:

    Fourth Requiem: Death’s Eclipse


    The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eerie noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)

    Limbo’s Moon:

    Fifth Requiem: Limbo’s Moon


    This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.


    Character Plot/Development Abilities:

    Plot/Character development abilities


    Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.

    Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.

    Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.

    Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.

    Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.

    Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.

    Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.

    Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.

    Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.

    Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.

    Unique Abilities:

    Unique Abilities:

    Harmony:
    Harmony - Due to his unique way of looking at things Advent can take both the heard and 'unheard' sounds around him and uses them to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make any kind of sound himself as it would throw off the harmony instantly breaking it. Any harmony used will last three turns and requires four turns before it can be used again. Only one harmony can be used at a time.

    - If the harmonising pitch is soft it can make people sleepy within twenty five meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 20% as they would still feel tired
    - If the harmonising pitch is neutral it can ease tension within twenty five meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
    - If the harmonising pitch is harsh it can cause tension within twenty five meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they will most likely turn that anger towards Advent and anyone he is currently with.

    As he gets stronger he will gain twenty additional meters. (Caps at H-Rank)
    (ooc permission must be sought if used on a oc or another persons npc)


    Death's Displacement:
    Death's Displacement

    Due to the complexed and unusual way he protects his mind from his own magic Advent figuratively sees (since he is actually blind), hears, receives/processes information and assesses situations others cannot fathom due to it being what he calls 'behind the veils'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as Advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage but only have 25% the health Advent himself would have) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to Advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to thirty five meters he may add ten additional meters as he gets stronger but anything over twenty meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.


    Inner Peace:
    Inner Peace

    Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer. (This effects nothing but the corrupting marks Advent's on magic inflicts upon him)

    Death's Guidence:
    Death's Guidance

    Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if at Advent's current rank if spells are cast, if in combat they deal the same armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds.

    1. Zen-Ze - Does multi target heal over time that last three rounds and only covers up to three people. (At 75% Advent's rank maximum this also counts for range)
    2. Yunalesca - Does a buff that lasts one turn but gives 20% additional damage for up to two people
    3. Toshi - Does an multi target mp regen over time that lasts three turns giving 4% mp back and covering up to three people. (Advent's rank counts for range it can cover)
    4. Ari - Deals multi-target air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (At 75% Advent's rank maximum this also counts for range, if she uses lightning at any point the enemy is also paralysed for their next round.)
    5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for a single turn. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one, if he remains for two turns his binds last just as long. Range for Yuui is half of Advent's max range)
    6. Takara - Deals aoe fire damage, lingering searing effects will last three turns (At 50% Advent's rank maximum this also counts for range)
    7. Valanthe - Does either single or aoe elemental damage (At 50%-100% (dependant on what is cast) Advent's rank maximum this also counts for range)
    8 - Ayu - Uses water and ice to restrain up to four people for one turn, slowing them by 50% for two additional turns. (Range for Ayu is half of Advent's max range)
    9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down

    Poisoned magic:

    Due to being tainted with death, life, rebirth and spiritual magics Advent's magic is classed as impure due to this fact any slayer who consumes his magic will gain nothing towards their mp regain or force and will take 25% rank damage from the spell that they had tried to eat.

    Locked till S rank:
    Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
    -Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)

    Locked until H Rank:
    The requiem is born with a unique spell or spells that only they themselves can read, to use it still requires conditions to met. (i.e vocal, movement and magic.) A healing or protective requiem is 25% stronger on its potency, if the requiem was born with an offensive or destructive spell on them then the will be the same as a spell of the same level but will do 50% more damage than a spell of said level. (Advent's personal requiems are shown within his lineage and this ua is based towards them and not his magic)


    Signature Spells:


    Story Time:
    Name: Story Time
    Rank: D
    Type: Illusion
    Duration:4
    Cooldown: 8
    Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears thirty meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.


    Strengths:
    -Solid illusion
    -Area of effect

    Weaknesses:
    -Costs more mana than normal
    -Mana continues to drain the longer it's up
    -Long cooldown period


    Wraith Puppets:
    Name: Wraith Puppets
    Rank: C
    Type: Offensive
    Duration:4
    Cooldown: 8 (Add two additional to cooldown if used without storytime active)
    Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each needing 10% Advent's over all health in damage to be taken down (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements at Advent's orders. They strangely all keep to the same element and after two turns Advent may decide for another element to be used by them.

    Strengths:
    -Can be used away from the theatre
    -Deals random elemental damage

    Weaknesses:
    -Weaker when not in play with storytime
    -Can only summon half the amount of maximum wraiths when not in use with storytime
    -Long cooldown period


    @Tamashi wrote:
    C RANK SPELLS


    Shadows of Servitude:

    Name: Shadows of Servitude
    Rank: C
    Type: Supportive/Offensive/Aoe
    Duration: Four Posts
    Cooldown: Eight Posts
    Description: This spell creates up to eight replicas of the the caster to help them pull off more complicated entwining with little of the draw backs. They require at least a d rank worth of damage to take down if they are destroyed by magic they do up to 50% C Rank worth of shadow splash damage to the caster if their close enough and anyone within one meter of said person if they are destroyed. (effect only take place if within fifteen meters of the destroyed Shade.) Shades must stay within five meters of the caster.


    Strengths:
    -Allows more complex entwining to be done slightly easier
    -Shades deal damage when destroyed


    Weaknesses:
    -Long cool down
    -Caster can also be harmed by the splash damage
    -Shades can not stray far from the caster

    Death's Binding:

    Name: Death's Binding
    Rank: C
    Type: Restraining (Single/Multiple)
    Duration: Two Posts
    Cooldown: Six posts
    Description: The whole time that this requiem is in effect the casters eyes must be closed or covered as the caster seems almost to rip a hole into the fabric of existence as the do a single quick motion a loud wailing will be heard causing fear to those equal or lower rank to Advent and will be paralysed for a single post, while those one rank above may hesitate to get closer, and those two or more ranks above will be unaffected. In it's primary function the caster leans into the rift and pulls what seems to be pure black ethereal chains with black smoke like wisps coming off them that may prolong the fear for an additional turn after the duration has ended if it touches the skin. The caster uses the chains as a prop to restrain their enemies (This may be around the body, neck, wrists, legs or ankles. Again it is of same rank or lower) By doing this requiem you are entering a contract with death himself and he will take his pound of flesh once the chains vanish (The caster will lose 10% overall health, if using without your eyes closed/covered death takes 15% overall hp damage because you've likely seen something your not meant to) The chains can only be used up to 60 meters away from the caster before they begin to start dwindling into nothingness.


    Strengths:
    -Causes fear, which can be prolonged if the chains touch even a little skin
    -Can restrain with little way to get free


    Weaknesses:
    -Must keep eyes closed or covered to use effectively
    -You must sacrifice your health to use
    -Limited by how far the chain can go

    Life's Blessing:

    Name: Life's Blessing
    Rank: C
    Type: Healing/multi-target
    Duration: 3
    Cooldown: 7
    Description: This requiem is best done with some sort of nature around the caster to help them a little with its casting though it does not matter if there is or not. At the beginning the caster says a small prayer and moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree. While this will heal or purify (non magical venom/poisons) three allies within sixty meters of the caster for 75% rank of healing each round but it will not heal the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds.

    Strengths:
    -Heals over time
    -Purifies most non magical venoms/poisons
    -Heals multiple people

    Weaknesses:
    -Stationary
    -Extremely long cool down
    -Does not affect the user
    -Caster takes more damage during cool down phase

    Poisoned Life:

    Name: Poisoned life
    Rank: C
    Type: DoT
    Duration: 4 Rounds
    Cooldown: 8 Rounds
    Description: This requiem gives off a calming vibe as the caster dances elegantly the tone of the song gentle, but this is to lead the enemy into a false sense of security. A mist comes from around the hands and sleeves of the caster releasing a fine mist venom that does 50% damage for the first two rounds before weakening to 25% for the last two. The effect of the mist goes to the max allowance of an aoe spell of the rank.


    Strengths:

    - Mist is bright thus deceiving
    - Song/movement seem non threatening
    - Does additional damage

    Weaknesses:

    - Can't be cast if unable to move
    - Long cooldown
    - Mist can be blown away by wind users
    - Mist can be nulled by additional moisture in the air by water users
    - Can be eaten by venom slayers

    Cycles End:

    Name: Cycles End
    Rank: C
    Type: Offensive, aoe
    Duration: 5 Rounds (upto 4 charge, 1 release)
    Cooldown: Varies depending on the release (always double)
    Description:
    This spell is unlike most within the blind wizards arsenal due to the fact it acts more like a make spell than a requiem, however, it still does require both hands to cast and the voice of either advent himself or the unseen forces around him. Moving his hands and fingers in specific motions and signs advent is able to create a spiral of what seems like crystalline ice weapons each, each round he adds more weapons to it the more damage it will do. (50% for each round until used), the created weapons can go the same range as a multi-target spell of the same rank. (A normal dice must be rolled at the end of the duration to decide corrupting marks)

    Strengths:

    -Can go farther than a regular spell
    -Can do additional damage to a vast area

    Weaknesses:

    - Cooldown is double the duration regardless of when released
    - Can be eaten by slayers of ice
    - Needs hands to make movements and gestures
    - Needs sound to complete
    - To do additional damage requires waiting time
    - Unable to move while casting
    - Unable to defend self while casting

    Death's Script:

    Name: Death's Script
    Rank: C
    Type: Containment
    Duration: 3 rounds
    Cooldown: 5 rounds
    Description:
    Another of the unusual ones within his arsenal as it requires no movement, instead the caster remains still picturing the required script within their mind and projecting it, when this happens their will be an eeriness in the containment which covers 30 meters preventing anyone of same rank or lower of this spell leaving, those of one rank higher will be able to break free after one round. In addition any death or darkness spell cast within the scripted area will gain 25% to their damage, healing will be reduced by 25% as will any spells that use light.

    Strengths:
    - Needs no movement
    - Needs no sound
    - Buffs/debuffs certain magics
    - Contains people in a set area

    Weaknesses:

    - Shorter distance that other spells of same rank
    - Contains allies within too
    - Any movement will break the spell
    - Any sound by the caster will break the spell
    - Can be eaten by slayers using shadow
    - Debuffs can backfire on allies

    Spiritual Vortex:

    Name: Spiritual Vortex
    Rank: C
    Type: Nulling
    Duration: 4 
    Cooldown: 6 
    Description:
    Moving his hands in an unusual way his constantly moving but in such a way it can seem almost memorising, this isn't the point to this spell however as the movements continue it allows Advent to open a small pocket into different realms once per round by paying the same amount as the original caster to have it nulled (same rank or lower.) This ability normally doesn't need a distance as it's used to counter an incoming spell however if Advent wishes he can open the pocket in front of an ally up to the max distance of a b rank single target spell. Using this spell gives Advent two corrupting marks per spell nulled.

    Strengths:

    - Can null one spell per round
    - Is used for defence

    Weaknesses:

    - Costs additional mana to use
    - Have to be selective on which spell is nulled
    - If not careful can null an ally's spell
    - Gives corrupting marks for every spell nulled
    - More likely for Advent to become sick using this spell

    Void's Curse:

    Name: Void's Curse
    Rank: C
    Type: Debuff, fear
    Duration: 5
    Cooldown: Once per thread
    Description:
    This spell is easy to spot as Advent seems to start singing a melancholic song hugging his runed arm, three or four of the runes turning black as he starts to give of a purplish-black glow. The aura seems to give dark whispers to anyone within 70m of him instantly making them stop in fear for a turn. (of same rank or lower) The dark whispers to continue, they seem to know dark, hidden secrets that people would rather be left at the back of their closets. Due to this anyone effected for even one round loses 50% to magical potency, physical strength, speed and damage resistance for the duration of the spell while taking 25% rank damage per round due to them trying to get the whispers to stop. This spell gives advent ten points of corruption when used and also makes him sick for two rounds.

    Strengths:

    - Debuffs everything
    - Deals damage
    - Causes fear

    Weaknesses:

    - Makes Advent go up a round of corruption on it's own
    - Can only be used once per thread
    - Can also affect allies if not given prior warning not to listen
    - Shorter distance for a c rank multi-target spell
    - Doesn't affect those who can't hear
    - Gives Requiem sickness

    Proof of Purchase:

    @Tamashi wrote:
    B RANK SPELLS

    Cursed Judgement:

    Name: Cursed Judgement
    Rank: B
    Type: Debuff/Multi-Target/Darkness
    Duration: 5
    Cooldown: 8
    Description:
    The movements of this requiem almost seems like a slow moving waltz in the beginning but the song almost seems like a dirge, soon the requiem changes from the waltz to almost be like a death march. Unlike most of his requiems his hands hang gently at his sides loosely while his fingers move to an almost steady beat but never once do they stretch out fully instead they remain rigid in their movements. As any of his requiem this is also perception based, so it only effects those he deems as a threat to himself or his allies. As the dirge starts a blanket of darkness seems to sweep the area up to 120m of himself. Any of lower rank would have 75% of their vision robbed of them, of same rank and one rank higher 50% visibility and two ranks higher would only have 25% visibility removed; also within the shroud of darkness nothing of the outside world would be able to be heard making it that much more terrifying as those captured are dealt 75% damage per round (this is spread equally amongst those caught in the darkness capping at 25% max per person per round but can go no higher than 2.5x by the end of the duration.) It s clear that this isn't so much do damage but to cause panic and disorientation.

    Strengths:
    - Strong debuff
    - Does vast amounts of damage spread equally amongst enemies
    - Removes/weakens certain senses to cause panic and disorientation

    Weaknesses:

    - Shorter distance
    - Requires a round to create the darkness as the requiems movements need to be that of a death march
    - Can be eaten by slayers of darkness
    - Damage is reliant on how many people are within the shroud of darkness
    - Darkness can be removed by a bright enough light
    - While in the darkness light shields only take 75% damage if of lower rank, 50% if of the same rank and 25% if of higher rank from darkness and shadow magics.

    Suspicious Vindication:

    Name: Suspicious Vindication
    Rank: B
    Type: Cursed Healing/Single target
    Duration: 6
    Cooldown: 12
    Description:
    Unlike most requiem this one doesn't need extravagant movements if anything this one is all about finger placement. Unlike any other requiem his one is so quiet that unless you had heightened hearing you wouldn't hear anything, even then to those who could hear it would seem like buzzing white noise only Advent himself can hear the chilling melody for what it truly is. What appears as a golden bracelet appears on a single target of Advent's choosing within 120m, for the first round the target is healed for 20 health and they gain a buff of 10% to all stats and senses. This however will lead the target into a false sense of security as the golden bracelet turns black and grips tightly dealing 50% rank damage per round, in addition to this the person who has been unfortunate to be marked by this spell also gains a debuff of 10% to all stats and senses, their defence lowered by 25%. This gives Advent three corrupting marks.

    Strengths:

    - Can be done subtly
    - Debuffs
    - Deals damage
    - Lures enemy into false sense of security

    Weaknesses:

    - Distance is shorter than a single rank spell of the same rank
    - Deals three corrupting marks
    - Cooldown is double the duration
    - First round marking can be eaten by light slayers
    - First round marking can be nulled by darkness (same rank or higher)
    - First round marking can be made 50% weaker by shadow magic (same rank or higher)
    - Second round onward marking can be eaten by darkness slayers
    - Second round onward marking can be eaten by shadow slayers but they only gain half the benefit.
    - Second round onward light of same rank or higher reduces damage and debuff by 50%

    Corruptive Exorcists:

    Name: Corruptive Exorcist (ooc permission will be sought)
    Rank: B
    Type: Offensive/perception altering/multi-target/single target.
    Duration: 5
    Cooldown: 12
    Description:
    This requiem is far different from any spell Advent is use to as not only as this spell has no requiem of its own, nor can he himself activate it. This is a spell that activates when his guardians sing together in harmony, unlike most songs this one Advent himself can not hear as it shows the raw emotions of the nine that raised him. Anyone within a 90m area is a potential target but the maximum of three people can be affected by what is to come but can also hit a single target. As they sing they take three of the marks corrupting Advent and place them on the enemy. Each mark is worth 25% b rank damage (This spells damage caps at 2.5x rank damage regardless.) What the opponent may not realise is the damage isn't what is dangerous but what the marks actually do to the mind of those who bare them, they change the perception of a person to where they may see an enemy as a friend and a friend as an enemy depending on how many they end up wearing. For each round this continues Advent loses a single corrupting mark but he will feel lethargic slowing him by 50%.

    Strengths:

    - Removes corruption
    - Deals damage
    - Changes perception of people

    Weaknesses:

    - Makes Advent slower
    - Advent cant activate it
    - Shorter than normal range
    - Can only affect three people at a time
    - Corruption is classed as a poison so can be eaten by poison slayers
    - Can effect allies if they get in the line of fire
    - Can only remove one corruption mark at a time
    - Long cooldown duration



    Approved for PvE / OOC Permission only. <3


    ___________________________________________________________________


    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]


      Current date/time is 27th May 2018, 2:47 am