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    Ancient Guardians

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    Noheme

    Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- God Slayer- Legal Guild Ace- S-Rank- A-Rank- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Fallen- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- Player -
    Lineage : Armoured Beast
    Position : None
    Posts : 1053
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 611,375

    Character Sheet
    Character Name: Eris Sytry
    Primary Magic: N/A
    Secondary Magic: N/A

    Ancient Guardians

    Post by Noheme on Sat 8 Apr - 13:18


    Ancient Guardians

    Secondary Magic:
    Nuclear Fusion

    Magic Change:
    Magic Shop

    Caster or Holder:
    Caster

    Description:
    Joya is an old nation surrounded by mountains that act as natural defenses and swallowed by the merciless jungle. And yet, this nation is still inhabited by folk with cat-like features who fight through each day with smiles on their faces. After all, anyone who was to the official settlements of this land would confirm that you wouldn’t be able to meet friendlier people than in Joya. However, that is how things are in the officially accessible portions of the nation. Deeper in the jungle, there are more ferocious tribes, some even composed of people that boast features akin to different animals that cats. One such Tribe was formed under the protection of nameless and forgotten goddess. Eris is part of this tribe, it’s huntress and protector. And just like any other, she was thought magic powerful enough to repel any outsiders that may wish to destroy the tiny village or steal it’s supplies. However, Eris had a talent for magic of different kind, one that is connected to the entirety of this nation and it’s history itself.

    Ancient guardians are powerful beings that acted as protectors of Joya in the past. Most of them were animals that grew stronger than others, as well as sentient. However, anyone can be a guardian regardless of their race, gender or anything else. The only thing that is required of them is to keep a watchful eye on the jungle, protect anyone who might be in danger from outside forces but never intervene in internal conflicts. Across the ages, there have been many different guardians that took on this duty, most willingly but some also forced. They each excelled in something else and protected the land with their own methods that none would truly question, as inhabitants of the jungle were far too grateful for the protection. But with time, every single one of the guardians succumbed to the sweet embrace of death, only for a new one to be placed in their stead. However, this chain was broken several years back when no one would step up as a new guardian for the jungle.

    And so Joya entered a new age where people would have to fend for themselves, living without the protection of greater beings. At least until the day Eris returned to her tribe with newfound powers she discovered in Fiore, land far away. She is the very first one capable of calling forth the souls of previous guardians and communicating with them or even draining their power for her own. Her tribe saw this as a perfect chance to rise on top, for the ones wielding power of a new guardian would be respected by all. Unfortunately, Eris is too wild of a soul herself, unable to be bound by others. She never accepted the duty as a new guardian, but she did absorb a great deal of souls that rested in the Earth, claiming their power as her own. But she did not do this for selfish or evil reasons. If it becomes necessary, she is still willing and capable to defend the land from outside forces just as much as those that came before her.

    These innermost desires that could not be seen with naked eye were what convinced most of the ancient souls to lend her their power willingly. And while several dozens of souls now rest inside of the girl’s body, only three were powerful enough to properly retain their ego. These are Aileen, the Earth dragon. Kaya, the Underwater terror. And finally Visor, the Abyssal Wolf and the strongest guardian there ever was. With guidance of these three, Eris became the chosen huntress who managed to learn how to control power of souls, a takeover unlike any other, perfectly unique to the land she was born in. Of course there are many other souls resting inside of her, as was already mentioned. But it is nearly impossible to communicate with those, even if the girl can call forth their strength. It is not impossible, however, and can be achieved under special circumstances. Such was the start of her new adventure, guidance and hold on a great power that would surely make her go down in history.

    Strengths:

    • Very versatile as different takeovers focus on something else and can deal with different situations
    • Because full takeovers combine several partial ones together, they can bring forth a great power in a single surge
    • Multiple different full takeovers can be used at once, covering one another’s weaknesses and combining their strengths to crush the enemy

    Weaknesses:

    • Due to the nature of takeover magic, Eris’ power is greatly limited when outside of partial or full takeover, dependant solely on her signature spells and unique abilities
    • Each of the full takeovers, no matter how powerful, has a set durability threshold. Once this is achieved, the takeover will be broken, leaving Eris extremely vulnerable.
    • There is no such thing as perfect takeover. Each one of them focuses on something different and becomes useful in different situations. This forces Eris to choose appropriate one and can even get her into situation where she is in improper takeover
    • Due to the connection between partial and full takeovers, both enter cooldown once the second one expires it’s duration

    ♦ Lineage ♦:

    Armoured Beast
    Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
    Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
    Usage: Passive
    Unique Abilities:

    ♦ Force of Ancients ♦:

    The souls of Ancient guardians are always present within Eris, even if she is not actively taking their power. Among other benefits, every single one of the ancient guardians also offers tiny bit of their magical power to the chose huntress. With all of their power combined, eight different beads of black mass are formed, completely pitch-black in color and creating no reflection whatsoever no matter how much light is exposed to them.

    Each of them is about as big as regular ball used in competitive sports and they all float in circular formation behind the huntress’ back. She can control them with the flow of her magical energy and can use them with ease for nearly any situation she may find herself in. Each bead will deal regular light melee damage of Eris upon contact (50% of regular melee damage). and they can be shaped freely into anything that is not bigger than 2 meters in any dimension, even sometimes taking shape of different weapons. But even when taking forms like that, they will still deal the same damage per hit as if they were in their default shape. When at least four of these beads form together to take a shape of a shield, they can block one single spell of Eris’ rank with exception of H-ranked spells that cannot be blocked under any circumstances. However, this will make them shatter into pieces and they won’t come back for next five posts, creating cooldown for this ability if used defensively.

    If multiple beads create a singular shape to attack, that attack will deal damage that all present beads would do together. Same goes for the defensive mechanic, meaning if all eight form together to create a shield, that shield can block two different spells, but all of the orbs will be also shattered at once. They fly through the air at speed of 50 meters per second and cannot go any further than 100 meters away from Eris. If they are somehow forced outside of this range, she will lose control over them and has to get back into the appropriate range to regain control. And while their appearance would suggest that these beads are formed of dark element, they are actually completely elementless and thus cannot be devoured by slayers of any kind, nor do they suffer from elemental strengths / weaknesses.

    ♦ Feral Speed ♦:

    Joya is nation covered in a thick jungle that can be sometimes unforgiving towards any and all intruders. Because of this, it should be of no surprise that most of the ancient guardians were usually animals of some sort. And while there were some of different origins, such as demons, angels and even gods, the feral power and dominance is certainly there. With so many guardian souls being held by the chosen huntress, it is also quite natural that some of the more animalistic traits would seep out and enter her body as well. Though she already has a body of half-human and half-fox, member of a small tribe within the land covered mostly by cat-folk. That means the energy had to find a different area of influence.

    Thankfully, this area became a positive one for the huntress, as her muscles grew stronger and closer to those of stamina filled animals that might never even tire. With energy like this flowing through her body, Eris’ speed is permanently increased by 50% in any and all situations. That is not the only benefit however. The girl’s body is also incredibly athletic and now capable of bending at angles though impossible, for if normal human would try to move in such way, their bones would surely break and muscles tear apart. Skill like that can come in rather handy when one has to squeeze between two trees or roots that are everywhere in this merciless jungle. Let us only pray that she never gets into a position where she gets stuck over her own bent body.

    ♦ Hunter’s Sense ♦:

    Anyone can become the guardian of Joya’s jungle as long as they are properly devoted to their duties and are powerful enough to actually perform them. However, it holds true that most of the guardians were in fact animals that grew more intelligent and stronger than others. The feral dominance of this brings a lot of specific changes to the body of chosen huntress, even physical ones. This is already manifested in form of enhanced speed, but that is not the only benefit. Paired with the fact that Eris was born in Joya and is part of the folk that live there, she already naturally possesses animalistic features such as ears and better eyes. These are further empowered by the flow of feral magic from the souls of ancient guardians, pushing the girl’s limits even further.

    As a result, all of her senses are way above those of regular human beings and even her fellow Joyans. Eris’ eyesight is much stronger, capable of grasping things that are even kilometers away nearly perfectly, strong sense of hearing that allows her to even hear heartbeat of people that are near her, sense of smell that could be compared to the one of trained tracking dogs and enhanced reflexes that are at least 25% faster than the ones of regular mages. Her sense of touch is also enhanced in a certain sense, as she can simply place her hand on the ground and sense any and all vibration in the range of 100 meters around her, allowing her to locate all moving targets in that area and even possibly judge what the target could be based on the vibration’s intensity.
     
    ♦ Soul Communion ♦:

    Many takeover users gain their powers by defeating specific beasts and taking away their form so that they can use it themselves. But the takeover of Ancient Guardians is different, as the souls accepted the chosen huntress and offered their powers willingly. With their very beings being now transformed into raw power and abilities for Eris, there is not much left of their sense of ego. However, the strongest of spirits managed to persevere even through a destructive process like that and their minds are now one with their user. The three egos being Aileen, the Earth Dragon; Kaya, the chaos Undine and finally Visor, the Abyssal Wolf. Connected to the girl, they are free to talk inside of her mind, their voices inaudible to all other living beings. This allows them to offer advice in both combat and day to day life, or just nagging the poor lass in everything that she’s doing wrong. Other souls can sometimes be brought back as well, though this happens only on very rare occasions and not without the help of external sources more often than not.

    But there is also a proper combat advantage to having three other minds. While they are firmly connected to the huntress, their ego is their own, as well as the gaze they have on the real world. Because of that, all illusions of equal or lower rank to Eris are rendered nearly useless as the guardians can see right through them and offer the very same for their user as well. This does not render the girl completely immune to illusions cast at her, but 50% resistant. Especially for those that are of lower rank than she is, most effects that go after one’s mind will have very little to no effect on her. This ability can be disabled, however, if one manages to silence the guardians inside of Eris by any means. Though such a feat would be truly impressive in it’s own way.

    ♦ Orion’s Step ♦:

    Orion the weightless is one of the oldest creatures to roam Joya, even among the ancient guardians. It is said that he took on a form of bird-like creature, but never even had to use his wings because of the special power that his body held. Others could often see him simply “walking” on air as if he had solid ground beneath his talons. Not only that, he could also traverse normally impossible terrains such as water or muddy lands. This god-like ability was nothing more than a simple trick of infusing his unique magic with the environment around him, making it cooperate more than it normally would. And yet, it could bring about a great convenience every time he had to move through the thick jungle and aid someone.

    This power now rests deep within his soul, held by the chosen huntress Eris. At any point in time, she can draw this power and perform a partial takeover, which will form an invisible aura around her body. This aura cannot be sensed by any means and will fuse itself with the landscape around it instantly. In day to day situations, this does nothing at all. However, the girl can gain the ability to fluidly move around in any environment or conditions, allowing feats such as kicking off any and all surfaces, including even ever-changing ones. She can move with complete ease on land, air, water or anything else that might get beneath her feet. Thanks to this, it is also much harder to seal her movements by spells that are of a lower or equal rank that she is as they become 50% less effective. The ability itself is toggle on / off and when active, ornamental blue markings will appear beneath Eris’ eyes as sign of the ongoing takeover.

    ♦ Lucifina’s Remedy ♦:

    Souls are delicate things that can often be shattered rather easily. They are the exposed cores of someone’s very being. This can make work with them somewhat difficult at times, even if they gain physical manifestation which could shield them. The Joyan huntress was chosen by the ancient guardians as the very first being to wield their power. But even these ancient souls are not invincible. Every takeover can be broken into pieces if enough damage is dealt. Pair that with the limited number of souls that Eris can use to their maximal potential and you could easily imagine a dreadful situation where the girl is overrun by enemies and eventually defeated. However, one of the souls has partial solution for this problem. Licifina, the demon of growth was another ancient guardian in the past. And despite of her nature, she wielded power that could make the jungle grow, power that allowed wounds to be healed. And now, she offers this power to the chosen huntress.

    Infusing pieces of her own soul into the rest, the ones that wield true power and potential, Lucifina achieved something that could be called unbreakable eternal takeover. This empowers all the other takeovers within this magic, allowing their durability to be “healed”. In simple terms, every healing ability performed on the chosen huntress will not only affect the girl’s actual health, but also durability of her currently active full takeover. Repairing an active takeover is not so simple however, as there are magical barriers that sometimes simply cannot be conquered. Because of that, durability will be only healed by 50% of the healing spell’s actual value. On the bright side, there is another bonus that shards of Lucifina’s soul bring. As long as Eris is in an active full takeover, her health will be recovered by extra 5% every other post. This does not affect durability in any way, however.

    ♦ Meteor’s Benevolence ♦:

    Meteor, a forgotten god of sun who once descended onto the land of mortals to watch his “children” grow from closer distance. Meteor was an unbelievably powerful being, said to be on par with the Abyssal Wolf Visor. However, his own existence was his downfall. While this god was benevolent and kind, others were still afraid of his great power. And thus, god slayers were put forth and after a long struggle, they managed to slay this being. However, Meteor’s soul went on and became part of the Earth in Joyan jungle, joining the ranks of ancient guardians. There, he simply went to sleep. That concludes the tale mostly lost to time, one passed down in certain tribes of the nation and still very much loved by those that know of it. However, there is actually much more to what actually happened than what is told. After the god’s soul fell asleep, it’s power started seeping out and seeking other vessels that still had the will to continue. This was quite difficult, as the only thing that was around were other souls or already deceased creatures.

    But three of those were different to the rest. The three main takeovers that the chosen huntress now possesses come from the strongest souls that never lost their will to continue moving forward, even in their death. The power of Sun god recognized these feelings and fused itself together with the guardians. A mixture of their own powers and elements with energies of a deity resulted in unpredictable results that did not show themselves for a long time. But as the chosen huntress reached the very peak of magical power, it was finally unlocked. A benevolent and gentle shining sun that would allow a special link between two individuals. This link can now be formed at any time when Eris is in an active full takeover and whoever receives her blessing will now share 50% of the stat bonuses from the active full takeover as long as they remain in the radius of 100 meters away from the girl. This bond can be at any point broken and renewed without any complications whatsoever.

    ✯ Signature spells ✯:


    Name: Boundless Potential
    Rank: S
    Type: Offense
    Duration: Instant
    Cooldown: Instant
    Description: Each of the ancient guardians specialized in a certain area, mastering it completely. Something like that is simply necessary if one wishes to obtain perfection and enough power to watch over an entire nation and everyone inside of it. However, now all of the guardians are connected inside of Eris who is capable of taking over their souls and using their power without too many limitations. Even outside of such state, the guardians are happy with the chosen huntress and are more than just willing to lend her their powers, ones that they perfected over the years when they were still roaming the jungle of Joya. Because of this bond, magical energy can flow between her and the souls freely even outside of full and partial takeovers.

    This essentially allows Eris to summon any element she desires and mold it freely. However, there are several restrictions as to what she can do with these. While she can form them into pretty much anything she desires, her attacks can only reach up to 100 meters away from her body at all times. Each attack can also move up to 50 meters per second no matter it’s form and deal full S-ranked damage, regardless of how many strikes are performed and successfully landed on the enemy. If multiple enemies are attacked with this spell in single turn, that damage is equally split between all of them. This ability can also suffer from elemental weakness/superiority. If element that the enemy is weak against is used, the damage is increased by 25% (unless the affected target specifies different number), but when an element is used against someone who is strong against it, the damage is lowered by the same amount. There is also another restriction. Once Eris enters full takeover, she’ll be able to use only elements assigned to that transformation.
    Strengths:

    • Very versatile, as any existing element can be used for attack
    • Can deal extra damage against enemies with elemental weaknesses
    • Mixing multiple elements together is a good way of making sure that slayers cannot devour attacks formed

    Weaknesses:

    • Cannot be used for defense in any way, even when using solid elements such as stone
    • Eris has to know her enemy's weakness in order to use this spell to it’s fullest effect and runs the risk of using incorrect element, lowering her damage
    • Because of the offensive nature of this spell, nothing tangible that could be used in day to day life can be formed
    • If multiple enemies are attacked, the damage is always divided equally and cannot be adjusted to where one would be damaged than another
    • Damage of this spell cannot go over 100% of S-ranked damage without buffs, no matter how many strikes are performed in a single post
    • Once Eris enters full takeover, the freedom of choosing her element with this ability becomes unavailable


    Slot proof: Armory
    Name: Asriel’s light
    Rank: S
    Type: Support ; healing
    Duration: Instant
    Cooldown: Once per post
    Description: Asriel was an angel that descended from the heavens when he saw the suffering of Joyans that could not fight against newly appeared diseases that were brought by insects and creatures traversing the entire world, seeking warmer climates. Despite the warning of his kin, he decided to aid these mortal creatures, healing their sickness and wounds, not wanting anything in return. This, however, was a great mistake on his part. The rest of his kin looked down at him for interfering with those who roam Earthland and eventually, he was deemed a Fallen. This did not bother him much, though. As he figured that if he was not allowed to help those in need, then what point was there to even part part of the angelic circle? From that point on, he became the first heavenly being that acted as the Guardian of Joya.

    But even angels eventually perish and Asriel’s soul now slumbers deep within the chosen huntress. She too can bring forth his power, releasing the heavenly light that cured all illness and injuries that plagued the residence of Joyan jungle centuries ago. It’s not as powerful as it used to be, but still very much capable of healing one single target, Eris included, for full S-ranked damage. But there is one grand restriction for this spell. As the light comes from an angelic creature, it is naturally in conflict with anything made out of pure darkness and thus incapable of affecting beings whom’s bodies are made formed by pure dark. Thankfully, those who are only partially involved with such element can still benefit from this light. The range of this light is also 100 meters and anyone beyond this radius cannot be healed.
    Strengths:

    • Fairly strong healing ability that can affect nearly anyone as long as they are within it’s range

    Weaknesses:

    • Can only affect one target at a time, forcing others in need to wait additional post before they can be healed as well
    • Beings with bodies made out of pure darkness magic and energy cannot benefit from this healing spell under any circumstances


    Slot proof: Armory
    Name: Ellen’s reflection
    Rank: A
    Type: Defensive ; environment manipulation
    Duration: Instant
    Cooldown: Once per post
    Description: Ellen was a strange little being who came to the jungles of Joya, only to become a permanent resident and eventually it’s guardian. Even now, no one really knows what she truly was. With appearance of a young humanoid female, yet powers hidden within her that could never be wielded by humans. But despite having magic that focused so horridly on exterminating one specific species, the girl never harmed even one of them. Instead, she directed all her focus into discovering new way of using this power, a way to make it capable of defending the nation she came to love. And eventually, she finally found it. But at what price? Great power always comes with something undesirable and after everything was finished, Ellen could no longer even look at herself in the mirror for her deformed figure was simply far too frightening.

    Hidden beneath a thick layer of cloth, she eventually perished all alone, in a room filled with mirrors that represented her new powers. Power that now resides deep within the chosen huntress, as she ever so carefully hides the girl’s frail ancient soul. When cast forth, the power manifests itself as a translucent magical circle, almost reminiscent of clear water’s surface. This magical circle has the power to completely reflect and change direction of one singular spell that is equal or lower to it’s own rank, as long as the spell does indeed travel in a direction and is not instant, such as aura. In some cases, the deflected spell can also be aimed back at the one who casted it, though this is usually completely ineffective as most mages are immune to their own magic.
    Strengths:

    • Spell capable of redirecting a single attack that is of equal or lower rank than this one, essentially blocking it

    Weaknesses:

    • Only works on spells that actually travel towards Eris, attacks that are of different nature usually cannot be deflected
    • Sending spells back at their user is almost always completely ineffective as nearly all mages are immune to their own magic


    Slot proof: Armory
    Name: Soul substitution
    Rank: B
    Type: Teleportation ; movement support
    Duration: Instant
    Cooldown: Once per post
    Description: Souls of the ancient guardians that Eris uses for her takeovers are hidden deep within the core of her very being. But that does not mean they’re permanently stuck there, as the relationship in this specific magic is rather friendly and open. This can even have benefits on the battlefield, as the chosen huntress can expel one of the ancient souls within herself, letting it freely roam the battlefield. It doesn’t truly matter which soul is let out in this way, as they are all completely invisible to the eyes of other living beings unless they have magic that permits them to see what normally goes unseen.

    The combat benefit of this is the fact that Eris can switch her position with one of these freely roaming souls. This essentially creates teleport where her body is replaced with the spirit that cannot be harmed by any existing means. However, there are limitations to this. First, the switch can be performed only once every post, as the teleportation does put some strain on both the soul and chosen huntress. Second, the soul cannot go any further than 50 meters away from the girl, as the teleportation would simply fail to activate otherwise. Though this limitation is removed outside of combat where neither the soul or it’s owner have to focus on other matters, mainly survival.
    Strengths:

    • Simple and swift teleportation with relatively long range
    • Has absolutely no range limit outside of combat

    Weaknesses:

    • Those with ability to see souls can easily predict where Eris will teleport to
    • Teleportation range cannot be extended by any means, even through external boosts and enhancements
    • Can only be performed once per post, not more
    • It is possible for the soul to rebel against Eris if somehow influenced by enemy’s magic, teleporting her to undesirable location


    Name: Vandheer’s rage
    Rank: D
    Type: Offense
    Duration: Instant
    Cooldown: Instant
    Description: Vandheer was one of the very few humans that took on the role of Joya’s guardian. Though as many expected, his power was hardly great enough for him to actually perform these duties. Still, he persevered and continued to enhance his power by any means available to him. One of those being transforming his anger of others mocking him into an actual force that could aid him in combat. This force appeared as crimson aura, almost looking like bloodied ribbons surrounding his body and cutting apart flesh of those that came into contact with his strikes. In the end, he was feared for his anger and was struck down by the a being that took his place as a new guardian.

    But despite him giving into the wrathful sin, he still was one of the ancient guardians and his magic now rests deep within the chosen huntress. Calling it forth, she can enhance any and all of her limbs or body parts with this blood red aura, almost having her hands and legs appear and claws and talons that can perform deadly strikes. In simpler terms, this enhances Eris’ melee damage by 50% for the post of usage, but only that alone. Other sources of damage such as weapons or magical attacks are not affected by this deadly aura in any way, shape or form.
    Strengths:

    • Gives Eris little bit more melee force without the need to perform heavy attacks that impair one’s speed

    Weaknesses:

    • The aura does not deal any actual damage by itself and is completely dependant on the huntress’ own melee force
    • Limbs and body parts affected by the aura are still vulnerable as much as they were beforehand, meaning this enhancement does not have any defensive properties at all



    Last edited by Eris Sytry on Thu 11 May - 2:54; edited 2 times in total
    avatar
    Noheme

    Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- God Slayer- Legal Guild Ace- S-Rank- A-Rank- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Fallen- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- Player -
    Lineage : Armoured Beast
    Position : None
    Posts : 1053
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 611,375

    Character Sheet
    Character Name: Eris Sytry
    Primary Magic: N/A
    Secondary Magic: N/A

    Re: Ancient Guardians

    Post by Noheme on Sun 16 Apr - 6:43


    Takeover - Harpy

    Partial takeover:


    Name: Harpy’s wings
    Rank: C
    Type: Partial takeover
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Wings are a major part of any harpy as is probably rather apparent by simply looking at them. However, wings of these creatures are different from the usual ones, as they completely replace the creature’s hands and only leave a singe thumb in the mid-section. This clearly impairs their ability to grab and hold things, though it is not impossible for them.

    Such a transformation can be quite drastic even for the chosen huntress who is more humanoid in her form and thus not used to such body structure. Obviously this is common for all takeover forms, but this one can be quite extreme considering just how much are one’s hands used during absolutely every action.
    Active ability - Sonic Blast:
    Wings of a Harpy are powerful, capable of flight at high speeds. With this ability, the chosen huntress can focus all of her power, as well as her magical energy into the wings and swing them so fast that they break apart the sound barrier, sending out of wave of energy that crushes into the enemy. This wave is 25 meters in size and can travel the same distance before disappearing while it’s speed is roughly 15 meters per second. Those hit by it will receive full C-ranked damage (40) and will become slightly disoriented for few seconds.
    Duration / Cooldown - Instant / 3 posts
    Passive ability - Wind Cutter:
    Given the absence of hands, it can be somewhat difficult to perform melee strikes with this partial or full takeover active. In order to fix that, the Harpy’s wings are permanently infused with magic energy and each swing of them will send out a blade of compressed wind capable of cutting the opponent. These work as regular melee strikes, but are capable of traveling up to 25 meters away from the huntress, as well as having a cutting property if the enemy shows weakness or strength against such method of attack. It should also be mentioned that these wings do give Eris the ability of flight at her regular speed.
    Stat boost: 20% speed up

    Strengths:

    • Sonic blast can cause enemies to become disoriented. However, this will be decided by the other person if player character is affected
    • Gives the chosen huntress ability to send out blades of wind that can travel certain distance instead of being purely melee oriented

    Weaknesses:

    • Limited range and speed make the sonic blast attack somewhat limiting in how many enemies can be affected, despite the attack being formed by breaking sound barrier
    • Having wings instead of hands makes it impossible to perform regular melee strikes
    • Due to the nature of these wings, it also becomes extremely difficult to hold objects of any kind


    Name: Harpy’s bones
    Rank: C
    Type: Partial takeover
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Any bird requires light body to be able to fly. This is usually achieved by having semi-hollow bones that support flight way more than a pair of powerful wings. Harpies are the same way, and despite this, their bones are still strong and very durable against impact. This gives the takeover quite an arrange of ways it could become powerful.
    Active ability - Rapid Movement:
    Harpy’s body will already be plenty light with the bone structure of this partial takeover. However, the chosen huntress can make it even lighter and stronger by infusing her magical power with the bones for a moment. This will result in ability to move at nearly instant speed, making it appear as if the girl was teleporting from one spot to another. Maximal range of this movement is 25 meters. Though the range limit disappears when used outside of combat.
    Duration / Cooldown - Instant / 3 posts
    Passive ability - Light Bones:
    Quite self explanatory ability. As already mentioned, bones of harpies are mostly hollow and thus lighter, allowing for their wings to lift them up into the air easier. This also increases their speed and as such, the chosen huntress will gain additional 50% speed up for as long as this takeover is active. However, because of that, she will also suffer from knockbacks far more often, as they become twice as effective against her.
    Stat boost: 20% speed up

    Strengths:

    • Gives Eris an instant transportation ability that can easily get her out of a tight spot
    • Solid increase to her overall speed, be it on land or in the air

    Weaknesses:

    • Range of the teleportation ability cannot be extended through any means, external or internal
    • As the Rapid movement is not a literal teleportation ability, it means Eris cannot get past solid objects with it
    • The partial takeover makes the chosen huntress extremely vulnerable to knockback for as long as it remains active


    Name: Harpy’s Talons
    Rank: C
    Type: Partial takeover
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Not only talons, but entire legs of harpies are the same as those of birds rather than those of humans. While this can appear somewhat odd to the outsiders, it brings the chosen huntress some extra power as these are much stronger than legs of humans. After all, harpies have no proper hands so they have to try and make do without them.
    Active ability - Crushing Impact:
    Imbuing her newly acquired bird legs with magic of wind, the chosen huntress can form a deadly weapon that is capable of utterly crushing the enemy. But rather than dealing direct damage, she designed this strike to damage internal structure of her targets and temporarily lower their fighting prowess. Once the limbs are coated in a raging gale, she can dive into the enemy and send a crushing blow through them, forcing their muscles and organs to resonate violently. This will damage them for full C-ranked damage (40) and leave them feeling weak. While this does not have any real effect on the target, some might have problems properly moving afterwards.
    Duration / Cooldown - Instant / 3 posts
    Passive ability - One with Nature:
    It goes without saying that most of the ancient guardians were connected to the nature in some way. This goes for the harpy as well. When perched atop something of organic origin, such as a tree, the magic of Earth itself will start flowing into the chosen huntress where she stores it and thus accelerates her MP regeneration by 2% per post. This only works for as long as she remains perched and her overall MP regeneration does not exceed 4% per post.
    Stat boost: 20% speed up

    Strengths:

    • Allows for a powerful strike that will temporarily lower enemy’s damage output of all kinds
    • Grands Eris additional MP recovery for as long as certain criteria are met

    Weaknesses:

    • One with Nature will lose the additional MP regeneration effect if Eris’ MP regeneration already rests at 4% per post when this partial takeover activates or if she’s in the air or on top of inorganic object
    • Effect of Crushing impact can make enemies feel weak, but not enough to be an actual debuff
    • As a direct attack, crushing impact is also a spell without set speed, as that is determined by the speed of Eris herself. This means the attack can sometimes be slower than other times


    Name: Harpy’s Voice
    Rank: C
    Type: Partial takeover
    Duration: 5 posts
    Cooldown: 6 posts
    Description: While the name may be fancy, the reality is that the takeover changes vocal cords of the chosen huntress to fit those of a harpy. These creatures are not exactly known for singing, but for screeching. However, it is said that Iris, the harpy with golden hair had a beautiful voice that managed to captivate hearts of many every time she started singing. This is one of the few takeovers that are not represented with any visual change whatsoever.
    Active ability - Mighty Scream:
    Even someone who can sing in a beautiful voice is capable of ears tearing screech. And so was Iris. With her power, the chosen huntress can focus her voice and release it in a powerful and rather loud wave of noise that will travel forth, it’s diameter being 25 meters, the same as it’s range. The wave’s speed is about 15 meters per second and whoever is hit will receive full C-ranked damage as well as become somewhat disoriented for couple of seconds.
    Duration / Cooldown - Instant / 3 posts
    Passive ability - Song of Salvation:
    Almost as if the spirit of Iris herself from within Eris was singing, a melody can be heard for as long as this takeover is active. A song that will fill nearby allies with encouragement and power to keep on going. It’s range s only 25 meters around the chosen huntress, but all who hear it will have their damage increased by 25% as long as they remain within that range.
    Stat boost: 20% damage up

    Strengths:

    • Provides simple attack that can be used relatively frequently and can cause few seconds of disorientation if the enemy is weak enough
    • Capable of increasing morale and damage of nearby allies, no matter their actual level of power

    Weaknesses:

    • While the mighty scream of a harpy can disorient the opponent, this effect is not as powerful as spells that focus on it
    • Range of Iris’ song is only 25 meters, forcing allies to remain rather close to Eris if they wish to have their attack increased
    • The song does not affect Eris’ own damage in any way

    Full takeover:


    Name: Iris, Commander of Skies
    Rank: B
    Type: Full takeover
    Durability: 50%
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Iris was said to be one of the most beautiful harpies and their leader for the longest time. However, she never wished to truly lead her people as she was more of a solitary creature. For that reason, she often traveled into the Joyan jungle where she could remain alone. However, she encountered a great man hunting beast one day trying to attack powerless tribalists. After defeating the beast with nearly no effort at all, people started pleading her to become the new guardian. She was swayed by their pleas and agreed, now becoming the leader of harpies as well as guardian of Joya.

    Unlike the other takeovers that the chosen huntress possesses, this one is very humanoid with different parts of a bird-like creature combined instead of forming one complete form that is different from humans from head to toe. But that is simply the nature of harpies and the full takeover is not affected by such matter, still bringing forth it’s full power, power of Iris who was given the nickname “Commander of Skies”.
    Appearance:
    Active ability - Commander of Wind:
    As one named Commander of Skies, it is rather obvious that Iris had a strong connection with wind and it’s magic. Even Eris gainst his power when calling forth this full takeover, as the gale will start raging all around her. When activated, something akin to a small tornado will start forming around the girl, roughly 50 meters in size. Everything found in this area will be cut by the wind and thus receive full B-ranked damage (60). There is not much else to this spell, but it acts as a great way of cutting apart all enemies that get too close. There is one weakness however. This specific wind cannot recognize friend from foe and this friendly fire is possible and very likely of someone gets too close.
    Duration / Cooldown - Instant / 4 posts
    Passive ability - Air command:
    Air itself is composed from many different aspects. This is not exactly something that the harpies were worried about, but Iris became capable of controlling such aspects without even properly realizing what she was doing. Now that this power rests with Eris, the chosen huntress, she can use it to it’s full effect. For as long as this takeover is active, the area of 50 meters all around her is under her complete control as she can reduce or increase the amount of oxygen to her liking. This can cause nausea, sleepiness and disorientation among many different effects. She cannot reduce the amount of oxygen to complete zero however, meaning the enemy will always be capable of breathing to some extent. She can also saturate her body with the oxygen, increasing the effectiveness of her muscles and thus boosting her speed by additional 25%.
    Total stat boost (all parts included): 100% speed up & 25% damage increase
    (125/125)

    Strengths:

    • Gives a powerful, yet simple to use AoE that can quickly deal with multiple weaker enemies at once
    • Capable of constantly giving nearby enemies a good headache and thus lowering their battle prowess. Though it is ultimately up to them what effects exactly this will have

    Weaknesses:

    • Commander of Wind is a simple AoE that only deals damage without any additional effects, something uncommon for the specific takeover
    • The damage of Commander of Wind also extends to all allies, meaning everything in 50 meter range will be damaged without mercy
    • It is impossible for Eris to reduce the oxygen around her to absolute nothing, meaning she cannot completely suffocate the enemy



    Last edited by Noheme on Sun 23 Apr - 12:54; edited 2 times in total
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    Noheme

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    Lineage : Armoured Beast
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    Character Sheet
    Character Name: Eris Sytry
    Primary Magic: N/A
    Secondary Magic: N/A

    Re: Ancient Guardians

    Post by Noheme on Sun 16 Apr - 6:45


    Takeover - Dragon

    Partial takeover:


    Name: Earth dragon’s wings
    Rank: B
    Type: Partial takeover
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Wings are big part of the mighty dragons, allowing them to soar high in the air, above the head of portal humans that can only stare in awe. They can form storms with single motion as well as protect and shield those who hide beneath them. Aileen was an Earth dragon who wished to protect Joya with her wings that were made out of rocks and soil, heavier than any others. And yet, they could still take her to the skies as she became the ancient guardian.

    Upon activation, Eris grows a pair of heavy wings made out of rocks and packet dirt, their wingspan even larger than her own body. These obviously serve to gain ability of flight, despite their weight and size, as well as the possibility of generating extremely powerful gusts of wind that are capable of lifting even the heaviest of foes from their feet.
    Active ability - Gale:
    When in air, Eris can focus all her power into the wings and flap them forward, generating a wave of air that crashes into everyone ahead of her. The cone and distance this gust of wind travels is 50 meters and moves at the speed of 25 meters per second. All living beings caught in this blast are dealt only C-ranked damage, but also suffer from extreme knockback, being lifted into the air and send flying at least another 50 meters away. This works against all opponents, regardless of their size and sturdiness. However, those that are one or more ranks above this spell will only suffer knockback of 25 meters.
    Duration / Cooldown - Instant / 4 posts
    Passive ability - Soaring:
    Despite their heavy appearance and material, the rock wings are indeed capable of flight. When in the air, they allow Eris completely free movement at her regular sprinting speed further enhanced by 50% at all times. However, it can be difficult to maneuver with such large wings, especially when there is not all that much space to move around, making these extra appendages get in the way from time to time.
    Stat boost: 25% endurance

    Strengths:

    • The Gale ability offers strong attack for the cost of attack power, even capable of affecting those with immunity to such effect to a certain degree
    • While Eris already has ability that allows her to move in the air, the wings offer greater speed when used for flight

    Weaknesses:

    • When trying to use the Gale active ability, Eris has to completely stop her movement and focus on the power in her wings. This makes her an easy still target for few moments
    • Despite their appearance, the rock wings cannot actually be used for proper defense, or even direct attack
    • The sheer size of rock wings can sometimes pose a problem, especially inside of smaller rooms or arenas as their size cannot be changed through any means


    Name: Earth dragon’s horns
    Rank: B
    Type: Partial takeover
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Many different creatures possess horns, but what purpose do they truly serve? Many say that smaller creatures have them so that they can defend themselves against predators, or even show dominance among their own kind. But is that the very same reason why dragons have horns as well? The mighty creatures that boast great powers, sometimes even beyond the mortal comprehension. Aileen was an Earth dragon whom’s horns were greater than any other dragon’s and almost appeared as a crown sitting atop of her head.

    And as other creatures living in the jungles of Joya wished to worship this dragonic being because of the protection she provided, perhaps this rocky crown accumulated new special power, one that feels superiority over all else. And while Aileen never used power like that, lowering herself to the same height as others, the same cannot be said about someone who possesses the dragon’s soul now, capable of drawing from it’s power.
    Active ability - Dominion:
    The past holds many events, some quite questionable in their nature. And there are assured to be at least few rulers that were not content enough with simply having mortal creatures bow to them, as they wished to rule even the Earth itself, controlling it however they pleased. The horned crown attained such greed at some point as well, only with it’s magic, it actually achieved it’s goal. And once the chosen huntress gains it’s powers, she becomes capable of occasionally commanding even the environment around her, transforming it to gain advantage over the enemy. This usually entails turning solid ground around her into one that will impair enemy’s movement or maybe even get them completely stuck. Alternatively she can form natural barriers, though these are usually not capable of blocking proper attacks and merely allow Eris to hide from the enemy’s sight or gain higher ground for what’s it worth. Range of this ability is 50 meters.
    Duration / Cooldown - 3 post / 4 posts
    Passive ability - Dominance:
    Crown is the sign of superiority and Aileen’s horns took on the appearance of one, or at least those around her saw them as such item. Perhaps it was because of them, or maybe the dragon gave in into the temptation one day. Whatever the true cause was, the horns started gathering and generating specific type of magical energy that is constantly projected into the nearby area, rendering all living creatures in 50 meters radius feel the dragon’s superiority. As if they had a constant need to kneel in front of this might, their body will become sluggish and their overall speed decreased by 50%. This affects the huntress’ allies just as much as it affects her enemies, such is the nature of absolute dominance.
    Stat boost: 25% damage reduction

    Strengths:

    • Ability to change the lands around her allows Eris to occasionally trap those who were not careful enough in less than desirable environment
    • Provides decently strong aura that slows down all living creatures that approach the huntress and try to attack her

    Weaknesses:

    • While capable of transforming and commanding the land around her, the Dominion ability does not serve defensive purpose
    • The Dominance ability affects all present living creatures, no matter if they are allies, foes or bystanders
    • While the horns do make others feel like they should kneel in front of the chosen huntress, it is rather easy to overcome this desire and only suffer from the lowered speed effect


    Slot proof: Armory
    Name: Earth dragon’s scales
    Rank: B
    Type: Partial takeover
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Scales are rather large part of every dragon’s body, as they cover their entire figure and provide most of their defense. Especially the scales of Earth dragon are like surface of mountain, unmoving and impossible to break apart by normal means. Aileen used her own body to protect everyone who was part of Joya, these scales acting as shields against those with ill intents. In the end, the dragon had to pay the ultimate price, her very own life. But not before she saved many others from the claws of despair and devastation, ensuring that the life in these jungles would continue on in peace and happiness. For that is the duty of all guardians, ancient or otherwise - to protect the smiles of those that depend on you. A duty heavier than any mountain there is.

    When called forth, these very scales will cover nearly the entirety of Eris’ body, acting as a defensive layer before the attacks aimed at her reach her skin and actually harm her. It goes without question that their speciality is shielding not only her, but also everyone else, from any and all harm. For the chosen huntress has one great advantage that Aileen the Earth dragon did not have. The scales are not necessarily part of her body even after the takeover activates, meaning they can actually effectively protect more than just the user of this power.
    Active ability - Guardian’s Duty:
    Aileen used her scales and body to protect everyone who could possibly be in danger, and so can the chosen huntress once she calls forth these scales. Upon activation, several of them leave the girl’s body and start forming a golden bubble around her, a barrier that can completely block all incoming attacks, as long as they’re not powerful enough to completely break through. The barrier will always follow Eris as the scales cannot move further than 25 meters away from the huntress, also marking the range of this ability. This barrier is capable of deflecting three incoming attacks of this spell’s rank, six incoming spells of one or more ranks below this spell’s, or one incoming spell one rank above this spell’s. Allies can freely enter and leave this barrier at their convenience.
    Duration / Cooldown - 5 post / 6 posts
    Passive ability - Scales of Soil:
    As one would expect, Aileen’s scales are made out of rocky material as well, something that is perfectly natural for dragon of Earth. Soil, dirt and stone being seemingly the primary elements contained in this natural shielding coat, the scales are actually surprisingly attuned to the nature and it’s “growing” attribute. Thanks to this, they can amplify power of nourishment and increase all healing that is performed on the chosen huntress by 25%.
    Stat boost: 25% endurance

    Strengths:

    • Provides strong defensive spell that can even deflect limited number of spells above it’s own rank
    • Enhances all healing directed at the chosen huntress, regardless of it’s form or source

    Weaknesses:

    • The barrier of scales will always have Eris as it’s center, moving when she does. This means all allies that want protection need to remain by her no matter what
    • Limited space in the barrier means that larger crowds or beings simply cannot fit inside. Coupled with the fact that the dragon takeover can fly, many allies can often be left behind
    • While the scales provide enhancement to healing, this only applies to the chosen huntress alone. Even when allies are protected by her scales, they will not benefit from this


    Slot proof: Job Reward
    Name: Earth dragon’s tail
    Rank: B
    Type: Partial takeover
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Tails can serve multitude of purposes depending on the creature that owns one. Capable of supporting balance and even capable of being used as an additional limp or weapon, these can be quite handy and it’s rather surprising that humans lost theirs during evolution, as they could surely use one at this age. Though not all went down that route, as Eris herself is part of a species that retained this animalistic appendage. And yet, she is capable of obtaining even stronger one with the power of Aileen’s soul, gaining tail akin to the one of Earth dragon.

    While her regular one is simply just fluffy and mostly used to increase her sense of balance, the tail of Earth dragon is more sleek and covered in scales that render it usable in many different situations. It’s original purpose remains, allowing the chosen huntress’ body remain balanced in different situations and thus capable of using her mobility to the fullest. Possessing traits of Earth magic, it can also be used as yet another weapon, or even additional limb in day to day life. Several smaller thorn-like bones adorn the top of this tail which ends in a sleek and rounded tip.
    Active ability - Earth’s hold:
    While the tail can be used as a weapon on it’s own being swung at the enemy when chance presents itself, that is nothing more effective than using one’s own hand to punch someone. Earth’s hold is the tail’s true power, even though it has no offensive power of it’s own at all. Whenever the chosen huntress finds herself on the solid land, she can bury the tail into the soil, no matter how hard, and fuse it’s magic with the Earth itself. This will cause a copy of said tail to form beneath the enemy as long as they’re within the range of 50 meters, shooting out of the ground and binding their legs, rendering them completely stuck in one place for a single post, though they obviously have to stand on the ground as well for this to actually work. The hold is strong enough to restrain enemies of all ranks, however, it is possible to break free before the full duration is up if an impact of at least B-ranked damage is performed on the earth copy holding one in place. This will break the fake tail and freeing the affected opponent.
    Duration / Cooldown - 1 post / 4 posts
    Passive ability - Balance:
    The tail’s solid structure and position function perfectly as an additional part of a body that shifts around one’s balance. In this case, this is a positive trait and allows the chosen huntress to move with greater ease, making her muscles more relaxed and thus capable of greater feats when it truly counts. Thanks to this, Eris’ speed is increased by 50% as long as she possesses this tail. This appendages’ strength is also greater than most other tails, making it perfectly viable option as an additional limb. It can be used to grab things, perform strikes that deal regular melee damage and even instead of legs when necessary.
    Stat boost: 25% damage reduction

    Strengths:

    • Provides additional limb that can be used for a multitude of tasks, just like one’s normal hand could be
    • Enhances the chosen huntress’ mobility and speed, making it much more difficult for her to be knocked off balance

    Weaknesses:

    • Earth’s hold requires both Eris and her opponent to be touching the ground, rendering the ability completely useless in aerial or underwater battles
    • While the earth’s tail can hold opponents of any power, it is rather easily destructible with anything that has power greater or equal to B-ranked damage. This might cause problems for those with little offensive power, but higher ranked opponents most likely won’t have any issues breaking free
    • Even though the tail can function as an offensive tool, it’s completely useless if used for defense as it is part of Eris’ body as well. All strikes will thus deal regular damage to the huntress, even if they only hit the tail

    Full takeover:


    Name: Aileen, the Earth Dragon
    Rank: A
    Type: Full takeover
    Durability: 50%
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Aileen was a kind dragon that descended onto the jungles of Joya one day, only to remain in this nation for the rest of her life, guarding it. Force of dragons is one to be expected, as can be confirmed by the existence of dragonslayers, wielders of magic specifically designed to slay these mighty creatures. However, the Earth dragon of Joya never provided any reasons for that, as she only wished to save those that managed to survive in the sometimes merciless jungle of Joya. As they respected her as their guardian deity, she too respected them back for their determination and perseverance. And until her last breath, she shielded those that could not defend themselves with her own scales, dying happy as she knew that she did all she could to help those in need. Some call her foolish for something like that, but others know that even creatures like dragons often merely wish to have a role within this world that can be their own.

    Once the chosen huntress calls the dragon’s soul forth, her body goes through drastic changes as all the partial takeovers are applied along with new additions. Once the transformation is complete, her entire skin is replaced with one made out of packed dirt and soil, yet sturdy as an unmoving mountain. Scales shield her entire body as there will be no humanoid spot left, leaving the girl completely transformed into something that can be only described as a hybrid of man and a dragon. Reflecting the powers that Aileen wielded in her life, this takeover focuses greatly on defense and survivability, making it a good option when the chosen huntress requires a retreat or few moments of breathing room. Not many are capable of piercing through the scales of a dragon after all. Furthermore, the soul fusion makes Eris into an existence defying all known laws. This results in dragon slaying magic not taking on it’s full effect and simply dealing damage as normal instead of gaining it’s otherwise powerful boost against dragons.
    Appearance:
    Active ability - Earth dragon’s roar:
    A signature move of any dragon or even dragon slayer. Breath is a powerful tool of these creatures and Aileen was no exception, capable of using it as well. Though she was not fond of the destruction that it could bring, such ability will certainly come in handy to the chosen huntress amidst battle. When taking in air into her lungs, Eris can infuse it with the magic of this takeover’s soul and release a great gust of siwling wind that will damage all that it hits for B-ranked damage (60) which is a bit less than ability of this rank would normally do, however, Small crystals and rocks will grow on the affected person’s body. These crystals will quickly become solid, making it nearly impossible to move for whoever who was unfortunate enough to be hit. If the breath strikes anyone at full force, they will become completely incapable of movement in their next post. Unfortunately this only works against enemies of equal or lower rank, as those who are above this spell’s rank will merely have their speed reduced by 25% instead. The range of this breath attack is 75 meters while the tornado itself has width of rough 30 meters and travels at the speed of 35 meters per second.
    Duration / Cooldown - 1 post / 5 posts
    Passive ability - Earthen bones:
    Dragons are often seen as mighty beasts that create destruction everywhere they go. Of course this is not the rule as each creature is unique and excels in something else. However, power is in the nature of draconic beasts and the same goes for Aileen, the Earth dragon. And while she only wished to protect those around her, she ralised that those who threaten their lives could never be repelled without at least some offensive power. And so, the dragoness combined her powers with the destructive force sleeping inside of her, forming countless bone-like structures on her body. It’s not exactly what one would call a proper offensive ability, but it helped her repel all enemies as they felt pain after striking her body. When the chosen huntress activates the full takeover, she too gains this bone-like armor on top of her scales. With this armor, all attacks that are directed at Eris and land a hit will return 25% of their damage to the attacker. This is taken from the default damage headed the girl’s way before her defensive abilities kick in. The bones also infuse the air around with magic, meaning the damage will be return even if the enemy is attacking from distance.
    Total stat boost (all parts included): 60% endurance, 50% damage reduction, 5% HP regeneration & 35% speed up
    (150/150)

    Strengths:

    • Because of the fusion of souls and bodies, Eris will not be considered a full dragon in this state and thus, dragon slaying magic used against her will not receive any additional boosts
    • Breath attack not only deals some damage to the enemy that is hit by it, but also makes them unable to move in their next post as long as they’re of equal or lower rank to the spell
    • Even if the enemy is above A-rank, the breath will still affect them in some way, reducing their overall speed by a little bit
    • With the bone armor constantly active, each attack performed against Eris will damage the attackers as well, contributing to the offensive power of this otherwise very defensive takeover

    Weaknesses:

    • Earth dragon’s breath does not deal full damage for it’s rank in order to implement another special effect to the attack
    • Due to the nature of breath attacks, the active ability of this full takeover is more focused and similar to a beam rather than something which could affect a greater area around the user
    • Once fired, it is impossible to further adjust the direction in which the breath attack moves or even stop it if someone undesirable gets in it’s way
    • As Eris has to take some breath into her body and then mix her magic with it, there is a little bit of time lag before she actually attacks, rendering her highly vulnerable to any incoming strikes
    • The bone armor and it’s aura only work on limited range, meaning attacks performed from great enough distance will go unpunished



    Last edited by Noheme on Sun 23 Apr - 12:59; edited 1 time in total
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    Noheme

    Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- God Slayer- Legal Guild Ace- S-Rank- A-Rank- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Fallen- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- Player -
    Lineage : Armoured Beast
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    Age : 20
    Experience : 611,375

    Character Sheet
    Character Name: Eris Sytry
    Primary Magic: N/A
    Secondary Magic: N/A

    Re: Ancient Guardians

    Post by Noheme on Sun 16 Apr - 6:46


    Takeover - Undine

    Partial takeover:


    Name: Undine’s lungs
    Rank: A
    Type: Partial takeover
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Undine is a strange and mythical creature that is mostly associated with the element of water. Just like with anything in this vast world, Kaya was but one unique being and is by no means representative of the other Undines. However, she did indeed mostly live in the waters that the Juyan jungle provided. Even though she had absolutely no problems moving and even fighting on the dry land, absolutely nothing could stand up to her for as long as she was connected to a body of water. And only thanks to her special inner structure was she able to actually live in an area where others would drown sooner or later.

    Once activated, gills will appear on the chosen huntress’ body, adorning her sides just below the area of her chest. This is the only visual effect that can be observed from the outside, but the transformation is actually much more extensive as several other organs within the girl’s body are altered. Something like this changes her whole metabolism and prepares it for a new style of battle that becomes viable to Eris with the takeover of mighty Undine, Kaya.
    Active ability - Water cutter:
    Ability that is somewhat similar to the breath of slayers and dragons. With the inner structure of Undine, the underwater terror, the chosen huntress will be able to gather  water inside of her lungs and then force it back up her throat, essentially spitting it out and high speed that will make the water appear as a powerful cutting laser. This limits the range of this spell as the laser is only couple of centimeters wide, but can travel up to 50 meters in distance. Anyone who is touched by this water cutter receives A-ranked damage (80) and probably a very painful bleeding wound. This bleeding is never strong enough to cause additional damage, however, it does put focus on the fact that the laser has a strong piercing properties, allowing it to go through the body of the enemy and hit someone else behind them. The laser also remains for several seconds, allowing the chosen huntress to jerk her head and shift it’s direction.
    Duration / Cooldown - Instant / 5 posts
    Passive ability - Undine’s breath:
    With gills on her sides, it is only natural that Eris becomes capable of breathing when submerged in the water of any kind. Or rather, it should be said that she can now breath in any liquid at all, as the mythical creature Undine can adapt rather quickly to anything that is capable of absorbing oxygen. Not only that but her inner structure has adapted and is now capable of not only absorbing essential things from the water and air, but also ethernano particles. This grants the chosen huntress a passive regeneration of 2% MP per post for as long as this partial takeover is active in any shape or form. However, Eris’ magical regeneration can never exceed 4% per post if other means of doing this are active along with this ability.
    Stat boost: 35% speed up

    Strengths:

    • Water cutter has a piercing property, meaning the attack goes through environment and enemies which can be quite useful in certain situations
    • Undine’s breath helps Eris regain some of her lost power along with giving her several other more minor bonuses

    Weaknesses:

    • Active ability provides attack with extremely small diameter which can greatly reduce chance of hitting multiple enemies at once
    • The water cutting also does not travel as far as other offensive spells of the same rank could
    • Undine’s breath will lose the additional MP regeneration effect if Eris’ MP regeneration already rests at 4% per post when this partial takeover activates


    Name: Undine’s skin
    Rank: A
    Type: Partial takeover
    Duration: 7 posts
    Cooldown: 8 posts
    Description: While Undine is a humanoid creature shape-wise, that’s roughly about where the similarities end. Especially the skin of this water loving being is rather different from the one that covers regular and even irregular humans. When calling forth this partial takeover, skin of the chosen huntress will turn completely blue in color and start changing it’s properties, becoming rather similar to the skin of fishes or sleek scales of larger beasts. It will also start expelling slimy transparent and nearly invisible liquid that keeps the newly acquired body away from dehydration that could come rather fast otherwise.

    As one would expect, body like this is designed for movement in water and thus brings different benefits when the user enters contact with water or any other acceptable liquid. When on land, there is truly no visible benefit to this form at all, marking a great weakness of this ability and the specific takeover as a whole. It is known that Kaya, the underwater terror was capable of fighting both in water and on land, but sometimes things simply do not work in all situations when used alone and without the aid of other parts. This specific partial takeover would be such a case, showcasing just how peculiar such magic can be sometimes.
    Active ability - Purification:
    Undine’s body is one with the water that she loves to swim in, her natural habitat. It is also widely known and accepted that water is the element of health and purification. After all, most of the life originally came from the seas and oceans, did it not? Undine’s body can draw out it’s true potential as well, absorbing the pure water from all around the girl’s body and essentially using it to filter out any negative substances that might be plaguing her being. This of course only works if Eris is fully submerged in water and only as long as the effects are internal such as poison. It is also impossible to cleanse any effects caused by spells of higher rank that the one of Eris.
    Duration / Cooldown - Instant / 5 posts
    Passive ability - Sleek Skin:
    Body that was made for movement inside of water and other liquids will naturally gain certain benefits when in such environment. As soon as the chosen huntress becomes fully submerged, her speed will increase by 25% and her skin will start absorbing magical power that can be naturally found inside of liquids. This grants the girl additional 2% MP recovery per post  for as long as this partial takeover is active in any shape or form and she remains in water. However, Eris’ magical regeneration can never exceed 4% per post if other means of doing this are active along with this ability.
    Stat boost: 35% speed up

    Strengths:

    • Provides the ability to purify oneself from negative effects, as long as they affect the girl’s body internally rather than externally
    • Further enhances Eris’ MP regeneration and speed for as long as she remains below water’s surface

    Weaknesses:

    • Because Undine’s body is designed to be effective beneath the water’s surface, both abilities of this spell only activate when such condition is met
    • Purification can only cleanse internal effects such as poison and will not affect external effects such as burning or freezing in the slightest
    • Undine’s breath will lose the additional MP regeneration effect if Eris’ MP regeneration already rests at 4% per post when this partial takeover activates


    Name: Undine’s tail
    Rank: A
    Type: Partial takeover
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Tails can serve multitude of purposes depending on the creature that owns one. Capable of supporting balance and even capable of being used as an additional limp or weapon, these can be quite handy and it’s rather surprising that humans lost theirs during evolution, as they could surely use one at this age. Though not all went down that route, as Eris herself is part of a species that retained this animalistic appendage. And yet, she is capable of obtaining even stronger one with the power of Kaya’s soul, gaining tail akin to the one of the underwater terror.

    Undine’s tail is much longer than one would imagine, it’s total length exceeding one of Eris’ whole body. It is covered in sleek barely visible scales and blue fur. Just like majority of these body parts, this tail focuses primarily on enhancing creature’s balance and thus rendering in capable of greater mobility and speed. Though it cannot be ruled out that this tail will be used in many other situations, as it’s length makes it a perfect tool for coiling around objects and transporting them that way, or even striking others like a whip.
    Active ability - Water Whip:
    Undine’s tail is much longer than the tail of other creatures for reasons that are not quite explained in any books and studies about these beings. One things is known however, the fact that this can be used to form a special attack where the chosen huntress envelops said tail with water and essentially creates a whip that reaches up to 25 meters away from her. A proper strike with this ability will easily deal full A-ranked damage (80) to the hit opponent, even if performed from the biggest possible distance. It is necessary to be careful while performing this attack as well, since the tail does remain vulnerable even when surrounded it the attacking water and can be harmed if counterattack is performed.
    Duration / Cooldown - Instant / 5 posts
    Passive ability - Mobility:
    The tail’s solid structure and position function perfectly as an additional part of a body that shifts around one’s balance. In this case, this is a positive trait and allows the chosen huntress to move with greater ease, making her muscles more relaxed and thus capable of greater feats when it truly counts. Thanks to this, Eris’ speed is increased by 50% as long as she possesses this tail. This appendages’ strength is also greater than most other tails, making it perfectly viable option as an additional limb. It can be used to grab things, perform strikes that deal regular melee damage and even instead of legs when necessary.
    Stat boost: 35% speed up

    Strengths:

    • Provides additional limb that can be used for a multitude of tasks, just like one’s normal hand could be
    • Enhances the chosen huntress’ mobility and speed, making it much more difficult for her to be knocked off balance

    Weaknesses:

    • Water whip does not protect the tail that is used for the attack, meaning it is still vulnerable and can be harmed just like the rest of Eris
    • The range on water whip is also quite limiting compared to range of other possible attacks and spells of the same rank
    • Given the tail’s length, it can be sometimes easy for the enemy to grab Eris by this extra limb and thus reach her easier or impair her movement a bit


    Slot proof: Armory
    Name: Undine’s claws
    Rank: A
    Type: Partial takeover
    Duration: 7 posts
    Cooldown: 8 posts
    Description: Claws are often quite essential for any predator and Undine, the terror of deep down is no exception to that. And even though they are normally not quite visible even after this partial takeover becomes active, they are indeed there. Only once they are used for an actual attack do they become properly revealed to a naked eye, the girl’s nails becoming like razor sharp knives that shield most of her fingers. It is also worth mentioning that just like anything that is part of Undine, these claws are greatly infused with the element of water that is ever-present when one chooses to engage in close ranged combat.
    Active ability - Crushing Strike:
    Rather simple looking ability that is easy to use and serves to deal pure damage. The chosen huntress utilizes the element of water that is within these claws and covers her entire hand in a whirl of razor-sharp water. This can appear almost like a water tornado to outsiders, which probably already gives an impression of how painful it can be. Once this preparation is finished, using the attack is as simple as striking an enemy with her water covered hand to deal full A-ranked damage (80) instantly and knocking the enemy back about 10 meters, unless they are of higher rank in which case the knockback becomes merely 5 meters. If the enemy is two or more rank above this spell’s, the knockback becomes completely ineffective.
    Duration / Cooldown - Instant / 5 posts
    Passive ability - Water Edge:
    As stated before, these claws are very infused with the element of water just like anything connected to Undine. So much in fact that a portion of water comes out of them every time the chosen huntress decides to swipe these claws. With a little bit of focus, this expelled water can take shape and mimic the claws themselves, essentially extending the range of Eris’ melee strikes as well as enhancing them by additional 50%. This of course only works with regular non-spell attacks and thus only the girl’s melee damage is increased. The range of her strikes can now be extended anywhere from 1 to 15 meters away from her body.
    Stat boost: 35% speed up

    Strengths:

    • Crushing strikes is simple, but effective attack that allows the chosen huntress to deal swift damage and force the enemy to back away for a moment
    • Increases Eris’ melee attack power and range without forcing her to sacrifice any speed, something that heavy attacks do

    Weaknesses:

    • Crushing strike has no range at all, meaning Eris has to be extremely close to the enemy if she wishes to attack them with this spell
    • The expelled water does not deal any actual damage by itself and is completely dependant on the huntress’ own melee force
    • Even when the girl’s melee strikes obtain extended range, tougher enemies can still simply dash through the water while taking the hit and then repaying the favor swiftly

    Full takeover:


    Name: Kaya, Terror of the Deep
    Rank: S
    Type: Full takeover
    Durability: 75%
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Undine is a mythical creature that one day appeared in the water of Joya, swimming in the greatest of rivers and hunting even the largest of fishes. Once the fisherman noticed this, they started gathering hunters from various huntress that would band together to hunt down this unknown thread that was making their main supply of food at the time dwindle. However, no matter how many showed up, they were eventually all defeated by this unknown beast which appeared humanoid but bestial enough to not be anywhere near human. But it never took anyone’s live to everyone’s surprise, which eventually lead to one of the tribal priestesses trying to communicate with this being. Turned out that was actually a viable tactic as the Undine named Kaya was more than willing to talk. And in the end, a deal was made. For a steady supply for fish to feed her, she would use her powers to protect the jungle where they all lived. She was certainly powerful enough for something like that. And so, the legend of Undine, terror of the deep was born, along with a new ancient guardian.

    Upon activation, the chosen huntress takes on this form as her skin turns shades of blue and black, her hair growing longer as well as fur appearing on the entire path of her spine all the way to the end of her tail. This takeover is of a creature that mainly lives in water, meaning her body will become adapted to it instantly and even capable of utilizing her powers in other liquids that are not directly meant to hurt others, such as magma. But despite the nickname “terror of the deep”, this form is in fact very much capable of fighting on dry land with still greater efficiency than regular humans. However, access to several specific abilities might be lost in such case, meaning water environments are indeed preferred for this full takeover.
    Appearance:
    Active ability - Undine’s Spear:
    it is said that there was once a ruler of seas who used a Trident as his weapon of choice. Kaya the Undine came to like this legend and formed a spell that is similar to such a tale, as she starts gathering water from around her. This water will quickly form a spike in front of the chosen huntress as she sends it forward, essentially as if she threw a spear that covers about 40 meters in width and length, moving forward for 100 meters before falling apart and turning into regular water. Everyone hit by this spell will receive full S-ranked damage. The spear will also continue moving forward after the impact as the water will then freely flow around the target once they received damage, essentially adding a piercing effect to this attack. The water spear travels at the speed of 30 meters per second.
    Duration / Cooldown - Instant / 8 posts
    Passive ability - Moving Ocean:
    Water is not always present on the battlefield, which can be quite a problem for someone like Undine. Thankfully her soul and body grew powerful enough to convert ethernano in the air into raw energy and physical form. The chosen huntress has learned how to channel this power once her full takeover activates as the newly acquired form starts expelling medicated water into the area, quickly forming a bubble of water in the range of 100 meters all around her. This bubble partially defies laws of movement, but will remain always connected to the ground at all times, meaning it call fall if a solid surface is removed. There is no resistance when entering or leaving this bubble as it also does not impede one’s movement at all. Thanks to the special properties of this water, the chosen huntress will also recover 5% HP every other post she remains inside of hit. However, this also affects all others trapped inside of this water as they will never start drowning, no matter how long they remain inside. All attacks of water element used in this bubble will also appear as strong torrents. This will not change them at all, aside from the physical appearance. The water bubble can also move around somewhat, as it tries to keep Eris at it’s center at all times. Though t cannot move faster than 50 meters per second.
    Total stat boost (all parts included): 175% speed up
    (175/175)

    Strengths:

    • Water spear has a piercing effect to it, meaning the attack travels through enemies and thus making someone shielding another rather ineffective
    • Moving ocean is an ability that allows the chosen huntress to fight in the best possible environment for her in this takeover form

    Weaknesses:

    • The water spear’s range is somewhat limited in it’s size, meaning it’s harder to hit multiple enemies at once unless they’re all standing behind one another
    • Speed of the water spear is slower than most other spells of the same rank, rendering it somewhat easier to dodge. Especially if the enemy focuses on their speed
    • The water bubble passive ability does not actually affect enemies sucked into it in any negative way. They simply just have to get used to being able to “float” in the water
    • All water is weak against freezing element, the water bubble included. This can allow the enemy to trap Eris in her own spell if she’s not careful enough



    Last edited by Noheme on Mon 24 Apr - 12:39; edited 2 times in total
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    Noheme

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    Lineage : Armoured Beast
    Position : None
    Posts : 1053
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 611,375

    Character Sheet
    Character Name: Eris Sytry
    Primary Magic: N/A
    Secondary Magic: N/A

    Re: Ancient Guardians

    Post by Noheme on Sun 16 Apr - 6:47


    Takeover - Wolf

    Partial takeover:


    Name: Wolf’s Mask
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: What wolf wears a mask you ask? The Abyssal One. Visor was a wolf that came from the abyss, his face always adorned with a mask made out of bleached bones and crimson red markings. A sight quite frightening without a doubt. After all, the mask became the wolf’s symbol and almost a calling card, as anyone who saw it and returned back sane was someone who could now happily enter legends.

    Over the years, the mask itself gain new magical abilities too, ones tied to the fact that most were afraid to gaze upon it. This powers now manifest themselves as something the chosen huntress can use to her own advantage whenever she calls this takeover forth, forcing even the bravest of enemies to shake and rattle like little babes. After all, no one, even death itself, is completely immune to the terror of absolute demise and endless void.
    Active ability - Gaze of Void:
    When one peers into the abyss, the abyss will peer back. Or so the folk say anyway. But the gaze of void and abyss is one that no mortal creature should experience, for it could shatter that being’s soul in an instant. The Abyss from which Visor came is one that exist separately from even the realm of death itself, it’s own unique domain that consumes all and returns none. The mask that this wolf wears on it’s face was once pitch-black in color as it was made from withered and tainted bones, but the magical powers of Abyss bleached it completely white. During this process, some of the magic was absorbed into the mask and is now usable. For a very brief moment, the chosen huntress can turn her eyes crimson red and let those who take a look at her peer into the darkness of Abyss itself. This will completely paralyze bodies of those that are of equal or lower rank to this spell while slowing down those above it’s rank by 75% for same duration.
    Duration / Cooldown - 1 posts / 8 posts
    Passive ability - Presence of Fear:
    Fear is a powerful weapon if used correctly, as in it’s essence, fear can overcome even death and life themselves. The Abyssal wolf’s mask bleached white by the Abyss itself feeds of the enemy’s fear and constantly makes the chosen huntress grow stronger as this power flows through her veins. This happens regardless of the situation, as fear will always be present in Earthland somewhere. Once the fear power is converted inside of the girl’s body, her damage is permanently increased by 50% on all of her attacks. However, this only works against enemies with no damage reduction whatsoever. If enemy has any damage resistance at all, this power will instead lower these defenses on every single strike Eris performs. This can be both advantageous and disadvantageous depending on the circumstances.
    Stat boost: 50% increased damage

    Strengths:

    • Gaze of Void is perfectly capable of completely freezing up enemies of equal or lower rank, placing them at the huntress’ mercy
    • Even if the enemy avoids being stunned by the Gaze of Void, they can still be majorly slowed down
    • Presence of fear as a backup effect in case enemies do not posses any damage reduction. However, it is impossible for both effects to activate on one enemy

    Weaknesses:

    • If the targeted enemy is of higher rank than the Gaze of Void, the desired effect of stunning them will be changed into being slowed down, state where it is still possible to continue on fighting
    • The opponent has to be looking directly at the wolf’s mask for Gaze of Void to actually be castable, as they have to peer directly into it’s abyssal eyes
    • Presence of Fear does create fear in nearby enemies, but such effect does not prevent them from fighting like normal or even cancelling it through abilities of their own
    • Damage boost created by Presence of Fear only aids Eris herself, as all her allies will still deal regular damage to the affected enemy
    • If the enemy has damage resistance lower than 50%, a good chunk of the passive spell’s effectiveness can be simply lost


    Name: Wolf’s Claws
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Claws, something that most predators possess. Of course the Abyssal Wolf is no exception to this, as his dark claws tear apart the earth and shatter his enemies. It is also said that wherever the wolf steps, the ground withers and plants catch ablaze. These are not exactly the precise effects of claws themselves, though they are indeed very destructive and will crush anything that comes in their path!

    Once the chosen huntress calls this partial takeover forth, her own hands legs will start transforming, becoming pitch-black in color and gaining small amount of ethereal fur that glows in menacing crimson light. However, they still remain humanoid in shape will all five fingers, so her ability to perform regular melee strikes and kicks, along with the ability to still hold objects is not impaired at all.
    Active ability - Strike of Void:
    Rather simple looking attack, though it does hold much force behind it. Gathering the energy of darkness and nothingness, the chosen huntress can perform a singular strike that will partially shatter the reality itself apart in order to harm the enemy. After all, no regular punch could ever be this powerful. From outside, it may look like any other ordinary punch, but the impact creates a small explosion of dark purple energy, power of the void that will deal full S-ranked damage to the enemy as well as sending them pack good 50 or so meters, unless they are of higher rank in which case the knockback becomes 25 meters. The explosion that happens on contact can damage other enemies as well, but they would have to be extremely close for that to happen as it’s range is only about half of one single meter. This happens nearly instantly due to the small scale of the explosion and it expanding at speed of 50 meters per second.
    Duration / Cooldown - Instant / 8 posts
    Passive ability - Wolf’s Agility:
    With limbs that are meant to mimic those of a great wolf, it is only natural that the body of chosen huntress would become even faster once this partial takeover activates. Having more power in her limbs and body as a whole, she can easily move with her speed increased by 50% in any way she desires. This also has another effect, though it is more aesthetic than useful. To the eyes of others, the girl’s movement will become so fast at moments, that when she is simply just sidestepping or moving very short distances, her entire body will become a blur of black mass, as if she was teleporting in a different position. This can somewhat confuse the enemy or help avoid smaller attacks, but other than that it aid nothing else.
    Stat boost: 50% increased damage

    Strengths:

    • Offers a simple and fast attack for great damage and low cooldown, meaning it can be repeated quite often
    • Further enhances the huntress’ speed, making her even more of a deadly warrior that she already is

    Weaknesses:

    • Strike of Void has very small range and can usually be used to hit only one single enemy without the chance of harming multiple targets at once
    • It is possible for the void explosion to harm allies as well, which means the attack should never be used an ally is extremely close to the target as well
    • As a spell without any extended range, the huntress has to get very close to the enemy and risk getting damaged in return to perform the Strike of Void
    • Blurring effect of Wolf’s agility is mostly just for show and to confuse enemies with poor eyesight, as it doesn’t actually make Eris teleport in any way


    Slot proof: Magic Shop
    Name: Wolf’s Fur
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Fur is normally something that protects animals from the cold or perhaps even heat. However, the fur of Abyssal Wolf is nowhere near being a protective object, as the beast itself is avatar of destruction. It’s furt is of great black color and often capable of generating and expelling great amount of magical energy that often takes form of black or crimson red flames. With something like this, it was quite understandable people misunderstood the wolf for giant hellhound or even cerberus, despite his lack of additional heads.

    When the chosen huntress activates this partial takeover, she will not grow any furt however. Instead, her body will somewhat darken in color and her hair turn completely black, being suddenly engulfed in black and red flames. These do not burn, but they are magical in nature as they are in fact nothing more than dark ethernano manifested. Further bending and manipulating this energy gives the intended power to the soul’s owner.
    Active ability - Flames of Void:
    Instead of constantly releasing the dark energy into the ether and not really having any use of it, the chosen huntress can try to bottle it up inside of her body for a moment and then release it all at once, essentially causing a giant explosion of dark magic with the radius of 100 meters, damaging all enemies and allies caught in it for full S-ranked damage (100). The explosion travels at the speed of 50 meters per second and makes all things alive such as plants or animals wither in rather horrific manner.
    Duration / Cooldown - Instant / 8 posts
    Passive ability - Aura of Annihilation:
    Not only does the dark magic and flames adorn huntress’ body, it can also affects all of nearby area quite heavily and destructively. Every post, a nearly invisible wave of black ethernano particles that are floating around freely is send out against all nearby living and non-living objects at the speed of 50 meters per second. In most cases, it enters bodies of the girl’s enemies and affects them in rather negative manner. Range of the circular wave that goes in all directions from the huntress is 50 meters and if any enemy is caught in it, these particles will start entering their body and cause damage in form of 50% of regular S-ranked spell (50). This continues to happen every single post for as long as the partial takeover itself remains active. The wave itself can be send out at any point, as long as it’s not used multiple times per post.
    Stat boost: 50% increased speed

    Strengths:

    • Offers a strong and large-scale attack that can deal with great number of enemies at once, though the cooldown is longer than other spells
    • Provides aura that constantly damages those that get too close to the huntress, provided she sees them as a threat

    Weaknesses:

    • Flames of Void is large and strong attack, however, it also affects allies just as much as it affects enemies. This makes it rather hard to use due to it’s large scale
    • Aura of Annihilation has fairly limited range compared to other spells of equal rank
    • The aura also does not deal full damage of it’s rank but only half of it in order to keep it going at all times


    Slot proof: Magic Shop
    Name: Wolf’s Mark
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: The Abyssal Wolf was marked with a crimson tattoo that forms a magical formula in language unknown to any living mind. Over the years, this mark became part of the wolf’s body, empowering it with the force of Abyss itself even further. If this should be taken as a curse or blessing is entirely up to the one affected by it, as their power is indeed increased. But darkness can easily consume those with meem minds, so it’s best to stay on your guard when around magic such as this one.

    When called forth by the chosen huntress, the mark spreads across her entire body as a black and red tattoo that shines with crimson illumination. It clearly radiates with magical power, showing to everyone that this mark is nothing ordinary but an ancient and powerful dark magic.
    Active ability - Sigil of Void:
    Anything can be corroded by the power of Void and Abyss, no matter it’s origin and power. Every now and then, the chosen huntress will be able to imbue any object, organic or otherwise, with this power and her mark. Any weapon, completely regular object or even someone’s limb can be marked with the Sigil of Void. Marked objects will have the same markings that Eris has on her body and upon next contact with hostile forces, the mark will use it’s corrosive force to deal full S-ranked damage to the enemy. After the damage is dealt, the mark completely disappears from whatever it was on and the spell enters it’s cooldown. If nothing is hit after a single post of duration, the mark will disappear on it’s own without accomplishing it’s goal. In order to empower an ally directly with the sigil, Eris has to touch them with her own physical body and just like to objects, this is limited to only one existing sigil at once.
    Duration / Cooldown - 1 post / 8 posts
    Passive ability - Shape of Void:
    The markings that will cover huntress’ body are an entity in it’s own right, capable of being formed and shaped separately from all else. With ability like that, it becomes entirely possible for Eris to form weapons or shapes of any kind that she can use to extend her range and prowess in melee combat. From swords to spears and even chains that she can swing, there are absolutely no limits as to what she can create with the marks. However, nothing formed this way can have range greater than 100 meters and damage of this creations is equal to Eris' melee damage, stacking on top of her regular one, or weaker if she so chooses. All creations will be made of pure black matter with crimson red glow and marks covering it, same in appearance as those that will be on the girl’s body in this takeover.
    Stat boost: 50% increased speed

    Strengths:

    • Sigil of Void gives the chosen huntress element of surprise as any object at all can be affected by it and thus capable of dealing damage
    • It is possible to improve damage of allies though these means as well if Eris decides to mark them with the Sigil of Void
    • Shape of Void gives the huntress great freedom in choosing the best weapon for her fighting style and the opponent she is facing, as well as extending her melee range
    • Weapons formed through the Shape of Void can only be used by the one who made them. Even if the enemy tries to grab them from her, they will simply fall apart in their hands

    Weaknesses:

    • If the Sigil of Void is used to empower an ally’s limb or weapon and they do not act quickly enough, the spell will be wasted
    • Only one object can be affected by the Sigil per spell use, no more
    • While the Shape of Void allows Eris to create any weapon she wants, it’s damage will only be equal to whatever rank of weapon would be appropriate for the girl’s rank without having any other extra abilities like regular weapons
    • Weapons formed through the Shape of Void can only be used by the one who made them. Even if the girl tries to give them to her allies, they will simply fall apart in their hands
    • Throwing and shooting weapons are not an option of creation, as they will fall apart of the remain outside of the huntress’ hand for too long

    Full takeover:


    Name: Visor, Abyssal Wolf
    Rank: H
    Type: Full takeover
    Durability: 100%
    Duration: 20 posts
    Cooldown: 40 posts
    Description: Visor, a great wolf that came from the Abyssal void. A beast of power that often cannot even be imagined by mere mortals, creature that had enough force to wipe the entirety of Joya from the map of Earthland. But he did not do so. Instead, he simply found himself a nice place in the Jungle where he started resting without a worry in the world. His ghastly appearance forced fright into the hearts of local civilisation, but as time went on, even they realized that this wolf did not mean them any harm. So instead, the priests and priestesses approached the terror and ask him if he would be willing to serve as a guardian of this nation. He merely scoffed at the offer, but never left and in the end, he accepted without even knowing it by defending the place that he loved, for it was perfect for naps.

    It is without a doubt that Visor was the strongest of all guardians that ever were present in Joya, a soul that easily retained it’s ego and power even after his physical body perished. It is also said that he was the first ever guardian to die from an old age, as no one ever managed to actually defeat him, or even bring him to the edge of losing. All of this only goes to show just how much power can be gained from a forbidden place such as the Void, an ever expanding dimension of nothing but magical energies. However, such power can easily corrupt those who are greedy enough to try and take it for themselves. Visor was born in such place and thus became immune to effects of corruption and decay, yet he too was unable to avoid his own mortality. But that is precisely what drove him forward and even now, he greatly enjoys the company of a chosen huntress that is somewhat like him, capable of great feats and doing exactly what she herself wants without looking at the consequences. Not exactly the best of things.

    When the wolf’s soul is called forward, Eris’ body gains all the effects and appearances of partial takeovers that are pieces of Visor’s soul, but unlike most of her takeovers, regains her humanoid form. Her skin grows slightly darker in it’s shade, as well as her hair that turns completely black. Crimson red markings will start adorning her body, as well as giving a ghastly glow to her claws. The wolf’s mask that is usually worn on the girl’s face moves onto one of her ears that actually transforms into a wolf’s head, a conscious piece of Visor’s soul that only goes to show just how much power he holds if not even the owner of his soul can completely take over.
    Appearance:
    Active ability - Abyssal Rush:
    A well known attack of Visor, the Abyssal Wolf. Simply embracing the darkness, letting it surround you and consume any and all enemies that come into contact with it. In the hands of the chosen huntress, it cannot work quite the same, but she’s trying to uphold this move’s power. Letting the darkness form something akin to an ever-changing and swirling shield of mass, she starts her sprint and essentially transforms herself into a moving spear. This spear is 75 meters wide and long, moving at the same speed of the huntress’ sprint for the length of 200 meters or less. Everyone who gets caught up in this attack will receive full H-ranked damage (140) and be pushed to the side of the spear as the girl continues on running forward and hopefully ramming into more targets along the way.
    Duration / Cooldown - Instant / 10 posts
    Passive ability - True power of Ancients:
    Unique Ability connected to the magic as whole “Force of Ancients” comes from all of the guardians that reside inside of Eris. However, each one of them can contribute to this power only so much. Naturally, as the strongest of all guardians, Visor provides most of the power that the dark mass uses. And once his full takeover is active, that power becomes capable of flowing freely, empowering the ability even further. The very moment this takeover activates, the orbs generated by Force of Ancients start radiating with power, engulfed in darkness that takes on the shape of flames. Their overall damage is increased to match the huntress’ regular melee damage. However, all other limitations remain in place and the ability has to abide by them still.
    Total stat boost (all parts included): 100% speed up, 50% damage up & 50% damage resistance
    (200/200)

    Strengths:

    • The strongest takeover of this magic, providing powerful boost to both speed and all outgoing damage, transforming the huntress into a true death machine
    • Abyssal Rush is an unstoppable force moving forward and ramming into enemies, allowing to hit multiple targets if they are standing close enough to one another
    • Due to the focus on speed of this takeover, the active attack becomes fast as well unless the enemy focuses on debuffing magic
    • Visor has his own mind and can attack approaching enemies without the huntress’ knowledge. While this can be two-edged sword, the wolf trusts and believes in his master, thus having no reason to not help her
    • With jaws that could tear apart nations, each one of Visor’s attacks can deal high amounts of damage
    • Long duration can often make it so that Eris is capable of finishing her jobs and fights with this takeover alone, especially considering it’s power

    Weaknesses:

    • Once  the Abyssal Rush starts, Eris cannot change the direction in which she is sprinting, forming herself into a moving ramming mass
    • As a spell that uses the girl’s own body, Abyssal Rush has no set speed of it’s own and can be slowed down if the huntress herself is slowed down by any means
    • It is also perfectly possible to harm allies with the Rush attack, which can be sometimes problematic because of it’s size and speed
    • While the Abyssal wolf is capable of filling Eris with great deal of power and increasing her damage, portion of this boost can be lost when fighting against enemies resistant to dark element
    • Visor’s head also now wears the mask of his partial takeover instead of Eris, which means she has to work with the wolf if she wants to use it’s active ability
    • The extreme magical power that flows through the huntress’ body in this takeover means she can be sensed just about by anyone for miles
    • Unlike other takeovers of this magic, this one places extreme pressure on one’s body and soul itself, thus making it’s cooldown extremely long



    Last edited by Eris Sytry on Tue 9 May - 12:21; edited 5 times in total
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    Noheme

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    Character Name: Eris Sytry
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    Re: Ancient Guardians

    Post by Noheme on Sun 16 Apr - 7:00


    Spell fusions

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    Izayuki

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    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Re: Ancient Guardians

    Post by Izayuki on Thu 11 May - 8:42

    Spoiler:
    Eris Sytry wrote:

    Ancient Guardians

    Secondary Magic:
    Nuclear Fusion

    Magic Change:
    Magic Shop

    Caster or Holder:
    Caster

    Description:
    Joya is an old nation surrounded by mountains that act as natural defenses and swallowed by the merciless jungle. And yet, this nation is still inhabited by folk with cat-like features who fight through each day with smiles on their faces. After all, anyone who was to the official settlements of this land would confirm that you wouldn’t be able to meet friendlier people than in Joya. However, that is how things are in the officially accessible portions of the nation. Deeper in the jungle, there are more ferocious tribes, some even composed of people that boast features akin to different animals that cats. One such Tribe was formed under the protection of nameless and forgotten goddess. Eris is part of this tribe, it’s huntress and protector. And just like any other, she was thought magic powerful enough to repel any outsiders that may wish to destroy the tiny village or steal it’s supplies. However, Eris had a talent for magic of different kind, one that is connected to the entirety of this nation and it’s history itself.

    Ancient guardians are powerful beings that acted as protectors of Joya in the past. Most of them were animals that grew stronger than others, as well as sentient. However, anyone can be a guardian regardless of their race, gender or anything else. The only thing that is required of them is to keep a watchful eye on the jungle, protect anyone who might be in danger from outside forces but never intervene in internal conflicts. Across the ages, there have been many different guardians that took on this duty, most willingly but some also forced. They each excelled in something else and protected the land with their own methods that none would truly question, as inhabitants of the jungle were far too grateful for the protection. But with time, every single one of the guardians succumbed to the sweet embrace of death, only for a new one to be placed in their stead. However, this chain was broken several years back when no one would step up as a new guardian for the jungle.

    And so Joya entered a new age where people would have to fend for themselves, living without the protection of greater beings. At least until the day Eris returned to her tribe with newfound powers she discovered in Fiore, land far away. She is the very first one capable of calling forth the souls of previous guardians and communicating with them or even draining their power for her own. Her tribe saw this as a perfect chance to rise on top, for the ones wielding power of a new guardian would be respected by all. Unfortunately, Eris is too wild of a soul herself, unable to be bound by others. She never accepted the duty as a new guardian, but she did absorb a great deal of souls that rested in the Earth, claiming their power as her own. But she did not do this for selfish or evil reasons. If it becomes necessary, she is still willing and capable to defend the land from outside forces just as much as those that came before her.

    These innermost desires that could not be seen with naked eye were what convinced most of the ancient souls to lend her their power willingly. And while several dozens of souls now rest inside of the girl’s body, only three were powerful enough to properly retain their ego. These are Aileen, the Earth dragon. Kaya, the Underwater terror. And finally Visor, the Abyssal Wolf and the strongest guardian there ever was. With guidance of these three, Eris became the chosen huntress who managed to learn how to control power of souls, a takeover unlike any other, perfectly unique to the land she was born in. Of course there are many other souls resting inside of her, as was already mentioned. But it is nearly impossible to communicate with those, even if the girl can call forth their strength. It is not impossible, however, and can be achieved under special circumstances. Such was the start of her new adventure, guidance and hold on a great power that would surely make her go down in history.

    Strengths:

    • Very versatile as different takeovers focus on something else and can deal with different situations
    • Because full takeovers combine several partial ones together, they can bring forth a great power in a single surge
    • Multiple different full takeovers can be used at once, covering one another’s weaknesses and combining their strengths to crush the enemy

    Weaknesses:

    • Due to the nature of takeover magic, Eris’ power is greatly limited when outside of partial or full takeover, dependant solely on her signature spells and unique abilities
    • Each of the full takeovers, no matter how powerful, has a set durability threshold. Once this is achieved, the takeover will be broken, leaving Eris extremely vulnerable.
    • There is no such thing as perfect takeover. Each one of them focuses on something different and becomes useful in different situations. This forces Eris to choose appropriate one and can even get her into situation where she is in improper takeover
    • Due to the connection between partial and full takeovers, both enter cooldown once the second one expires it’s duration

    ♦ Lineage ♦:

    Armoured Beast
    Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
    Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
    Usage: Passive
    Unique Abilities:

    ♦ Force of Ancients ♦:

    The souls of Ancient guardians are always present within Eris, even if she is not actively taking their power. Among other benefits, every single one of the ancient guardians also offers tiny bit of their magical power to the chose huntress. With all of their power combined, eight different beads of black mass are formed, completely pitch-black in color and creating no reflection whatsoever no matter how much light is exposed to them.

    Each of them is about as big as regular ball used in competitive sports and they all float in circular formation behind the huntress’ back. She can control them with the flow of her magical energy and can use them with ease for nearly any situation she may find herself in. Each bead will deal regular light melee damage of Eris upon contact (50% of regular melee damage). and they can be shaped freely into anything that is not bigger than 2 meters in any dimension, even sometimes taking shape of different weapons. But even when taking forms like that, they will still deal the same damage per hit as if they were in their default shape. When at least four of these beads form together to take a shape of a shield, they can block one single spell of Eris’ rank with exception of H-ranked spells that cannot be blocked under any circumstances. However, this will make them shatter into pieces and they won’t come back for next five posts, creating cooldown for this ability if used defensively.

    If multiple beads create a singular shape to attack, that attack will deal damage that all present beads would do together. Same goes for the defensive mechanic, meaning if all eight form together to create a shield, that shield can block two different spells, but all of the orbs will be also shattered at once. They fly through the air at speed of 50 meters per second and cannot go any further than 100 meters away from Eris. If they are somehow forced outside of this range, she will lose control over them and has to get back into the appropriate range to regain control. And while their appearance would suggest that these beads are formed of dark element, they are actually completely elementless and thus cannot be devoured by slayers of any kind, nor do they suffer from elemental strengths / weaknesses.

    ♦ Feral Speed ♦:

    Joya is nation covered in a thick jungle that can be sometimes unforgiving towards any and all intruders. Because of this, it should be of no surprise that most of the ancient guardians were usually animals of some sort. And while there were some of different origins, such as demons, angels and even gods, the feral power and dominance is certainly there. With so many guardian souls being held by the chosen huntress, it is also quite natural that some of the more animalistic traits would seep out and enter her body as well. Though she already has a body of half-human and half-fox, member of a small tribe within the land covered mostly by cat-folk. That means the energy had to find a different area of influence.

    Thankfully, this area became a positive one for the huntress, as her muscles grew stronger and closer to those of stamina filled animals that might never even tire. With energy like this flowing through her body, Eris’ speed is permanently increased by 50% in any and all situations. That is not the only benefit however. The girl’s body is also incredibly athletic and now capable of bending at angles though impossible, for if normal human would try to move in such way, their bones would surely break and muscles tear apart. Skill like that can come in rather handy when one has to squeeze between two trees or roots that are everywhere in this merciless jungle. Let us only pray that she never gets into a position where she gets stuck over her own bent body.

    ♦ Hunter’s Sense ♦:

    Anyone can become the guardian of Joya’s jungle as long as they are properly devoted to their duties and are powerful enough to actually perform them. However, it holds true that most of the guardians were in fact animals that grew more intelligent and stronger than others. The feral dominance of this brings a lot of specific changes to the body of chosen huntress, even physical ones. This is already manifested in form of enhanced speed, but that is not the only benefit. Paired with the fact that Eris was born in Joya and is part of the folk that live there, she already naturally possesses animalistic features such as ears and better eyes. These are further empowered by the flow of feral magic from the souls of ancient guardians, pushing the girl’s limits even further.

    As a result, all of her senses are way above those of regular human beings and even her fellow Joyans. Eris’ eyesight is much stronger, capable of grasping things that are even kilometers away nearly perfectly, strong sense of hearing that allows her to even hear heartbeat of people that are near her, sense of smell that could be compared to the one of trained tracking dogs and enhanced reflexes that are at least 25% faster than the ones of regular mages. Her sense of touch is also enhanced in a certain sense, as she can simply place her hand on the ground and sense any and all vibration in the range of 100 meters around her, allowing her to locate all moving targets in that area and even possibly judge what the target could be based on the vibration’s intensity.
     
    ♦ Soul Communion ♦:

    Many takeover users gain their powers by defeating specific beasts and taking away their form so that they can use it themselves. But the takeover of Ancient Guardians is different, as the souls accepted the chosen huntress and offered their powers willingly. With their very beings being now transformed into raw power and abilities for Eris, there is not much left of their sense of ego. However, the strongest of spirits managed to persevere even through a destructive process like that and their minds are now one with their user. The three egos being Aileen, the Earth Dragon; Kaya, the chaos Undine and finally Visor, the Abyssal Wolf. Connected to the girl, they are free to talk inside of her mind, their voices inaudible to all other living beings. This allows them to offer advice in both combat and day to day life, or just nagging the poor lass in everything that she’s doing wrong. Other souls can sometimes be brought back as well, though this happens only on very rare occasions and not without the help of external sources more often than not.

    But there is also a proper combat advantage to having three other minds. While they are firmly connected to the huntress, their ego is their own, as well as the gaze they have on the real world. Because of that, all illusions of equal or lower rank to Eris are rendered nearly useless as the guardians can see right through them and offer the very same for their user as well. This does not render the girl completely immune to illusions cast at her, but 50% resistant. Especially for those that are of lower rank than she is, most effects that go after one’s mind will have very little to no effect on her. This ability can be disabled, however, if one manages to silence the guardians inside of Eris by any means. Though such a feat would be truly impressive in it’s own way.

    ♦ Orion’s Step ♦:

    Orion the weightless is one of the oldest creatures to roam Joya, even among the ancient guardians. It is said that he took on a form of bird-like creature, but never even had to use his wings because of the special power that his body held. Others could often see him simply “walking” on air as if he had solid ground beneath his talons. Not only that, he could also traverse normally impossible terrains such as water or muddy lands. This god-like ability was nothing more than a simple trick of infusing his unique magic with the environment around him, making it cooperate more than it normally would. And yet, it could bring about a great convenience every time he had to move through the thick jungle and aid someone.

    This power now rests deep within his soul, held by the chosen huntress Eris. At any point in time, she can draw this power and perform a partial takeover, which will form an invisible aura around her body. This aura cannot be sensed by any means and will fuse itself with the landscape around it instantly. In day to day situations, this does nothing at all. However, the girl can gain the ability to fluidly move around in any environment or conditions, allowing feats such as kicking off any and all surfaces, including even ever-changing ones. She can move with complete ease on land, air, water or anything else that might get beneath her feet. Thanks to this, it is also much harder to seal her movements by spells that are of a lower or equal rank that she is as they become 50% less effective. The ability itself is toggle on / off and when active, ornamental blue markings will appear beneath Eris’ eyes as sign of the ongoing takeover.

    ♦ Lucifina’s Remedy ♦:

    Souls are delicate things that can often be shattered rather easily. They are the exposed cores of someone’s very being. This can make work with them somewhat difficult at times, even if they gain physical manifestation which could shield them. The Joyan huntress was chosen by the ancient guardians as the very first being to wield their power. But even these ancient souls are not invincible. Every takeover can be broken into pieces if enough damage is dealt. Pair that with the limited number of souls that Eris can use to their maximal potential and you could easily imagine a dreadful situation where the girl is overrun by enemies and eventually defeated. However, one of the souls has partial solution for this problem. Licifina, the demon of growth was another ancient guardian in the past. And despite of her nature, she wielded power that could make the jungle grow, power that allowed wounds to be healed. And now, she offers this power to the chosen huntress.

    Infusing pieces of her own soul into the rest, the ones that wield true power and potential, Lucifina achieved something that could be called unbreakable eternal takeover. This empowers all the other takeovers within this magic, allowing their durability to be “healed”. In simple terms, every healing ability performed on the chosen huntress will not only affect the girl’s actual health, but also durability of her currently active full takeover. Repairing an active takeover is not so simple however, as there are magical barriers that sometimes simply cannot be conquered. Because of that, durability will be only healed by 50% of the healing spell’s actual value. On the bright side, there is another bonus that shards of Lucifina’s soul bring. As long as Eris is in an active full takeover, her health will be recovered by extra 5% every other post. This does not affect durability in any way, however.

    ♦ Meteor’s Benevolence ♦:

    Meteor, a forgotten god of sun who once descended onto the land of mortals to watch his “children” grow from closer distance. Meteor was an unbelievably powerful being, said to be on par with the Abyssal Wolf Visor. However, his own existence was his downfall. While this god was benevolent and kind, others were still afraid of his great power. And thus, god slayers were put forth and after a long struggle, they managed to slay this being. However, Meteor’s soul went on and became part of the Earth in Joyan jungle, joining the ranks of ancient guardians. There, he simply went to sleep. That concludes the tale mostly lost to time, one passed down in certain tribes of the nation and still very much loved by those that know of it. However, there is actually much more to what actually happened than what is told. After the god’s soul fell asleep, it’s power started seeping out and seeking other vessels that still had the will to continue. This was quite difficult, as the only thing that was around were other souls or already deceased creatures.

    But three of those were different to the rest. The three main takeovers that the chosen huntress now possesses come from the strongest souls that never lost their will to continue moving forward, even in their death. The power of Sun god recognized these feelings and fused itself together with the guardians. A mixture of their own powers and elements with energies of a deity resulted in unpredictable results that did not show themselves for a long time. But as the chosen huntress reached the very peak of magical power, it was finally unlocked. A benevolent and gentle shining sun that would allow a special link between two individuals. This link can now be formed at any time when Eris is in an active full takeover and whoever receives her blessing will now share 50% of the stat bonuses from the active full takeover as long as they remain in the radius of 100 meters away from the girl. This bond can be at any point broken and renewed without any complications whatsoever.

    ✯ Signature spells ✯:


    Name: Boundless Potential
    Rank: S
    Type: Offense
    Duration: Instant
    Cooldown: Instant
    Description: Each of the ancient guardians specialized in a certain area, mastering it completely. Something like that is simply necessary if one wishes to obtain perfection and enough power to watch over an entire nation and everyone inside of it. However, now all of the guardians are connected inside of Eris who is capable of taking over their souls and using their power without too many limitations. Even outside of such state, the guardians are happy with the chosen huntress and are more than just willing to lend her their powers, ones that they perfected over the years when they were still roaming the jungle of Joya. Because of this bond, magical energy can flow between her and the souls freely even outside of full and partial takeovers.

    This essentially allows Eris to summon any element she desires and mold it freely. However, there are several restrictions as to what she can do with these. While she can form them into pretty much anything she desires, her attacks can only reach up to 100 meters away from her body at all times. Each attack can also move up to 50 meters per second no matter it’s form and deal full S-ranked damage, regardless of how many strikes are performed and successfully landed on the enemy. If multiple enemies are attacked with this spell in single turn, that damage is equally split between all of them. This ability can also suffer from elemental weakness/superiority. If element that the enemy is weak against is used, the damage is increased by 25% (unless the affected target specifies different number), but when an element is used against someone who is strong against it, the damage is lowered by the same amount. There is also another restriction. Once Eris enters full takeover, she’ll be able to use only elements assigned to that transformation.
    Strengths:

    • Very versatile, as any existing element can be used for attack
    • Can deal extra damage against enemies with elemental weaknesses
    • Mixing multiple elements together is a good way of making sure that slayers cannot devour attacks formed

    Weaknesses:

    • Cannot be used for defense in any way, even when using solid elements such as stone
    • Eris has to know her enemy's weakness in order to use this spell to it’s fullest effect and runs the risk of using incorrect element, lowering her damage
    • Because of the offensive nature of this spell, nothing tangible that could be used in day to day life can be formed
    • If multiple enemies are attacked, the damage is always divided equally and cannot be adjusted to where one would be damaged than another
    • Damage of this spell cannot go over 100% of S-ranked damage without buffs, no matter how many strikes are performed in a single post
    • Once Eris enters full takeover, the freedom of choosing her element with this ability becomes unavailable


    Slot proof: Armory
    Name: Asriel’s light
    Rank: S
    Type: Support ; healing
    Duration: Instant
    Cooldown: Once per post
    Description: Asriel was an angel that descended from the heavens when he saw the suffering of Joyans that could not fight against newly appeared diseases that were brought by insects and creatures traversing the entire world, seeking warmer climates. Despite the warning of his kin, he decided to aid these mortal creatures, healing their sickness and wounds, not wanting anything in return. This, however, was a great mistake on his part. The rest of his kin looked down at him for interfering with those who roam Earthland and eventually, he was deemed a Fallen. This did not bother him much, though. As he figured that if he was not allowed to help those in need, then what point was there to even part part of the angelic circle? From that point on, he became the first heavenly being that acted as the Guardian of Joya.

    But even angels eventually perish and Asriel’s soul now slumbers deep within the chosen huntress. She too can bring forth his power, releasing the heavenly light that cured all illness and injuries that plagued the residence of Joyan jungle centuries ago. It’s not as powerful as it used to be, but still very much capable of healing one single target, Eris included, for full S-ranked damage. But there is one grand restriction for this spell. As the light comes from an angelic creature, it is naturally in conflict with anything made out of pure darkness and thus incapable of affecting beings whom’s bodies are made formed by pure dark. Thankfully, those who are only partially involved with such element can still benefit from this light. The range of this light is also 100 meters and anyone beyond this radius cannot be healed.
    Strengths:

    • Fairly strong healing ability that can affect nearly anyone as long as they are within it’s range

    Weaknesses:

    • Can only affect one target at a time, forcing others in need to wait additional post before they can be healed as well
    • Beings with bodies made out of pure darkness magic and energy cannot benefit from this healing spell under any circumstances


    Slot proof: Armory
    Name: Ellen’s reflection
    Rank: A
    Type: Defensive ; environment manipulation
    Duration: Instant
    Cooldown: Once per post
    Description: Ellen was a strange little being who came to the jungles of Joya, only to become a permanent resident and eventually it’s guardian. Even now, no one really knows what she truly was. With appearance of a young humanoid female, yet powers hidden within her that could never be wielded by humans. But despite having magic that focused so horridly on exterminating one specific species, the girl never harmed even one of them. Instead, she directed all her focus into discovering new way of using this power, a way to make it capable of defending the nation she came to love. And eventually, she finally found it. But at what price? Great power always comes with something undesirable and after everything was finished, Ellen could no longer even look at herself in the mirror for her deformed figure was simply far too frightening.

    Hidden beneath a thick layer of cloth, she eventually perished all alone, in a room filled with mirrors that represented her new powers. Power that now resides deep within the chosen huntress, as she ever so carefully hides the girl’s frail ancient soul. When cast forth, the power manifests itself as a translucent magical circle, almost reminiscent of clear water’s surface. This magical circle has the power to completely reflect and change direction of one singular spell that is equal or lower to it’s own rank, as long as the spell does indeed travel in a direction and is not instant, such as aura. In some cases, the deflected spell can also be aimed back at the one who casted it, though this is usually completely ineffective as most mages are immune to their own magic.
    Strengths:

    • Spell capable of redirecting a single attack that is of equal or lower rank than this one, essentially blocking it

    Weaknesses:

    • Only works on spells that actually travel towards Eris, attacks that are of different nature usually cannot be deflected
    • Sending spells back at their user is almost always completely ineffective as nearly all mages are immune to their own magic


    Slot proof: Armory
    Name: Soul substitution
    Rank: B
    Type: Teleportation ; movement support
    Duration: Instant
    Cooldown: Once per post
    Description: Souls of the ancient guardians that Eris uses for her takeovers are hidden deep within the core of her very being. But that does not mean they’re permanently stuck there, as the relationship in this specific magic is rather friendly and open. This can even have benefits on the battlefield, as the chosen huntress can expel one of the ancient souls within herself, letting it freely roam the battlefield. It doesn’t truly matter which soul is let out in this way, as they are all completely invisible to the eyes of other living beings unless they have magic that permits them to see what normally goes unseen.

    The combat benefit of this is the fact that Eris can switch her position with one of these freely roaming souls. This essentially creates teleport where her body is replaced with the spirit that cannot be harmed by any existing means. However, there are limitations to this. First, the switch can be performed only once every post, as the teleportation does put some strain on both the soul and chosen huntress. Second, the soul cannot go any further than 50 meters away from the girl, as the teleportation would simply fail to activate otherwise. Though this limitation is removed outside of combat where neither the soul or it’s owner have to focus on other matters, mainly survival.
    Strengths:

    • Simple and swift teleportation with relatively long range
    • Has absolutely no range limit outside of combat

    Weaknesses:

    • Those with ability to see souls can easily predict where Eris will teleport to
    • Teleportation range cannot be extended by any means, even through external boosts and enhancements
    • Can only be performed once per post, not more
    • It is possible for the soul to rebel against Eris if somehow influenced by enemy’s magic, teleporting her to undesirable location


    Name: Vandheer’s rage
    Rank: D
    Type: Offense
    Duration: Instant
    Cooldown: Instant
    Description: Vandheer was one of the very few humans that took on the role of Joya’s guardian. Though as many expected, his power was hardly great enough for him to actually perform these duties. Still, he persevered and continued to enhance his power by any means available to him. One of those being transforming his anger of others mocking him into an actual force that could aid him in combat. This force appeared as crimson aura, almost looking like bloodied ribbons surrounding his body and cutting apart flesh of those that came into contact with his strikes. In the end, he was feared for his anger and was struck down by the a being that took his place as a new guardian.

    But despite him giving into the wrathful sin, he still was one of the ancient guardians and his magic now rests deep within the chosen huntress. Calling it forth, she can enhance any and all of her limbs or body parts with this blood red aura, almost having her hands and legs appear and claws and talons that can perform deadly strikes. In simpler terms, this enhances Eris’ melee damage by 50% for the post of usage, but only that alone. Other sources of damage such as weapons or magical attacks are not affected by this deadly aura in any way, shape or form.
    Strengths:

    • Gives Eris little bit more melee force without the need to perform heavy attacks that impair one’s speed

    Weaknesses:

    • The aura does not deal any actual damage by itself and is completely dependant on the huntress’ own melee force
    • Limbs and body parts affected by the aura are still vulnerable as much as they were beforehand, meaning this enhancement does not have any defensive properties at all


    Eris Sytry wrote:

    Takeover - Wolf

    Partial takeover:


    Name: Wolf’s Mask
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: What wolf wears a mask you ask? The Abyssal One. Visor was a wolf that came from the abyss, his face always adorned with a mask made out of bleached bones and crimson red markings. A sight quite frightening without a doubt. After all, the mask became the wolf’s symbol and almost a calling card, as anyone who saw it and returned back sane was someone who could now happily enter legends.

    Over the years, the mask itself gain new magical abilities too, ones tied to the fact that most were afraid to gaze upon it. This powers now manifest themselves as something the chosen huntress can use to her own advantage whenever she calls this takeover forth, forcing even the bravest of enemies to shake and rattle like little babes. After all, no one, even death itself, is completely immune to the terror of absolute demise and endless void.
    Active ability - Gaze of Void:
    When one peers into the abyss, the abyss will peer back. Or so the folk say anyway. But the gaze of void and abyss is one that no mortal creature should experience, for it could shatter that being’s soul in an instant. The Abyss from which Visor came is one that exist separately from even the realm of death itself, it’s own unique domain that consumes all and returns none. The mask that this wolf wears on it’s face was once pitch-black in color as it was made from withered and tainted bones, but the magical powers of Abyss bleached it completely white. During this process, some of the magic was absorbed into the mask and is now usable. For a very brief moment, the chosen huntress can turn her eyes crimson red and let those who take a look at her peer into the darkness of Abyss itself. This will completely paralyze bodies of those that are of equal or lower rank to this spell while slowing down those above it’s rank by 75% for same duration.
    Duration / Cooldown - 1 posts / 8 posts
    Passive ability - Presence of Fear:
    Fear is a powerful weapon if used correctly, as in it’s essence, fear can overcome even death and life themselves. The Abyssal wolf’s mask bleached white by the Abyss itself feeds of the enemy’s fear and constantly makes the chosen huntress grow stronger as this power flows through her veins. This happens regardless of the situation, as fear will always be present in Earthland somewhere. Once the fear power is converted inside of the girl’s body, her damage is permanently increased by 50% on all of her attacks. However, this only works against enemies with no damage reduction whatsoever. If enemy has any damage resistance at all, this power will instead lower these defenses on every single strike Eris performs. This can be both advantageous and disadvantageous depending on the circumstances.
    Stat boost: 50% increased damage

    Strengths:

    • Gaze of Void is perfectly capable of completely freezing up enemies of equal or lower rank, placing them at the huntress’ mercy
    • Even if the enemy avoids being stunned by the Gaze of Void, they can still be majorly slowed down
    • Presence of fear as a backup effect in case enemies do not posses any damage reduction. However, it is impossible for both effects to activate on one enemy

    Weaknesses:

    • If the targeted enemy is of higher rank than the Gaze of Void, the desired effect of stunning them will be changed into being slowed down, state where it is still possible to continue on fighting
    • The opponent has to be looking directly at the wolf’s mask for Gaze of Void to actually be castable, as they have to peer directly into it’s abyssal eyes
    • Presence of Fear does create fear in nearby enemies, but such effect does not prevent them from fighting like normal or even cancelling it through abilities of their own
    • Damage boost created by Presence of Fear only aids Eris herself, as all her allies will still deal regular damage to the affected enemy
    • If the enemy has damage resistance lower than 50%, a good chunk of the passive spell’s effectiveness can be simply lost


    Name: Wolf’s Claws
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Claws, something that most predators possess. Of course the Abyssal Wolf is no exception to this, as his dark claws tear apart the earth and shatter his enemies. It is also said that wherever the wolf steps, the ground withers and plants catch ablaze. These are not exactly the precise effects of claws themselves, though they are indeed very destructive and will crush anything that comes in their path!

    Once the chosen huntress calls this partial takeover forth, her own hands legs will start transforming, becoming pitch-black in color and gaining small amount of ethereal fur that glows in menacing crimson light. However, they still remain humanoid in shape will all five fingers, so her ability to perform regular melee strikes and kicks, along with the ability to still hold objects is not impaired at all.
    Active ability - Strike of Void:
    Rather simple looking attack, though it does hold much force behind it. Gathering the energy of darkness and nothingness, the chosen huntress can perform a singular strike that will partially shatter the reality itself apart in order to harm the enemy. After all, no regular punch could ever be this powerful. From outside, it may look like any other ordinary punch, but the impact creates a small explosion of dark purple energy, power of the void that will deal full S-ranked damage to the enemy as well as sending them pack good 50 or so meters, unless they are of higher rank in which case the knockback becomes 25 meters. The explosion that happens on contact can damage other enemies as well, but they would have to be extremely close for that to happen as it’s range is only about half of one single meter. This happens nearly instantly due to the small scale of the explosion and it expanding at speed of 50 meters per second.
    Duration / Cooldown - Instant / 8 posts
    Passive ability - Wolf’s Agility:
    With limbs that are meant to mimic those of a great wolf, it is only natural that the body of chosen huntress would become even faster once this partial takeover activates. Having more power in her limbs and body as a whole, she can easily move with her speed increased by 50% in any way she desires. This also has another effect, though it is more aesthetic than useful. To the eyes of others, the girl’s movement will become so fast at moments, that when she is simply just sidestepping or moving very short distances, her entire body will become a blur of black mass, as if she was teleporting in a different position. This can somewhat confuse the enemy or help avoid smaller attacks, but other than that it aid nothing else.
    Stat boost: 50% increased damage

    Strengths:

    • Offers a simple and fast attack for great damage and low cooldown, meaning it can be repeated quite often
    • Further enhances the huntress’ speed, making her even more of a deadly warrior that she already is

    Weaknesses:

    • Strike of Void has very small range and can usually be used to hit only one single enemy without the chance of harming multiple targets at once
    • It is possible for the void explosion to harm allies as well, which means the attack should never be used an ally is extremely close to the target as well
    • As a spell without any extended range, the huntress has to get very close to the enemy and risk getting damaged in return to perform the Strike of Void
    • Blurring effect of Wolf’s agility is mostly just for show and to confuse enemies with poor eyesight, as it doesn’t actually make Eris teleport in any way


    Slot proof: Magic Shop
    Name: Wolf’s Fur
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Fur is normally something that protects animals from the cold or perhaps even heat. However, the fur of Abyssal Wolf is nowhere near being a protective object, as the beast itself is avatar of destruction. It’s furt is of great black color and often capable of generating and expelling great amount of magical energy that often takes form of black or crimson red flames. With something like this, it was quite understandable people misunderstood the wolf for giant hellhound or even cerberus, despite his lack of additional heads.

    When the chosen huntress activates this partial takeover, she will not grow any furt however. Instead, her body will somewhat darken in color and her hair turn completely black, being suddenly engulfed in black and red flames. These do not burn, but they are magical in nature as they are in fact nothing more than dark ethernano manifested. Further bending and manipulating this energy gives the intended power to the soul’s owner.
    Active ability - Flames of Void:
    Instead of constantly releasing the dark energy into the ether and not really having any use of it, the chosen huntress can try to bottle it up inside of her body for a moment and then release it all at once, essentially causing a giant explosion of dark magic with the radius of 100 meters, damaging all enemies and allies caught in it for full S-ranked damage (100). The explosion travels at the speed of 50 meters per second and makes all things alive such as plants or animals wither in rather horrific manner.
    Duration / Cooldown - Instant / 8 posts
    Passive ability - Aura of Annihilation:
    Not only does the dark magic and flames adorn huntress’ body, it can also affects all of nearby area quite heavily and destructively. Every post, a nearly invisible wave of black ethernano particles that are floating around freely is send out against all nearby living and non-living objects at the speed of 50 meters per second. In most cases, it enters bodies of the girl’s enemies and affects them in rather negative manner. Range of the circular wave that goes in all directions from the huntress is 50 meters and if any enemy is caught in it, these particles will start entering their body and cause damage in form of 50% of regular S-ranked spell (50). This continues to happen every single post for as long as the partial takeover itself remains active. The wave itself can be send out at any point, as long as it’s not used multiple times per post.
    Stat boost: 50% increased speed

    Strengths:

    • Offers a strong and large-scale attack that can deal with great number of enemies at once, though the cooldown is longer than other spells
    • Provides aura that constantly damages those that get too close to the huntress, provided she sees them as a threat

    Weaknesses:

    • Flames of Void is large and strong attack, however, it also affects allies just as much as it affects enemies. This makes it rather hard to use due to it’s large scale
    • Aura of Annihilation has fairly limited range compared to other spells of equal rank
    • The aura also does not deal full damage of it’s rank but only half of it in order to keep it going at all times


    Slot proof: Magic Shop
    Name: Wolf’s Mark
    Rank: S
    Type: Partial takeover
    Duration: 10 posts
    Cooldown: 11 posts
    Description: The Abyssal Wolf was marked with a crimson tattoo that forms a magical formula in language unknown to any living mind. Over the years, this mark became part of the wolf’s body, empowering it with the force of Abyss itself even further. If this should be taken as a curse or blessing is entirely up to the one affected by it, as their power is indeed increased. But darkness can easily consume those with meem minds, so it’s best to stay on your guard when around magic such as this one.

    When called forth by the chosen huntress, the mark spreads across her entire body as a black and red tattoo that shines with crimson illumination. It clearly radiates with magical power, showing to everyone that this mark is nothing ordinary but an ancient and powerful dark magic.
    Active ability - Sigil of Void:
    Anything can be corroded by the power of Void and Abyss, no matter it’s origin and power. Every now and then, the chosen huntress will be able to imbue any object, organic or otherwise, with this power and her mark. Any weapon, completely regular object or even someone’s limb can be marked with the Sigil of Void. Marked objects will have the same markings that Eris has on her body and upon next contact with hostile forces, the mark will use it’s corrosive force to deal full S-ranked damage to the enemy. After the damage is dealt, the mark completely disappears from whatever it was on and the spell enters it’s cooldown. If nothing is hit after a single post of duration, the mark will disappear on it’s own without accomplishing it’s goal. In order to empower an ally directly with the sigil, Eris has to touch them with her own physical body and just like to objects, this is limited to only one existing sigil at once.
    Duration / Cooldown - 1 post / 8 posts
    Passive ability - Shape of Void:
    The markings that will cover huntress’ body are an entity in it’s own right, capable of being formed and shaped separately from all else. With ability like that, it becomes entirely possible for Eris to form weapons or shapes of any kind that she can use to extend her range and prowess in melee combat. From swords to spears and even chains that she can swing, there are absolutely no limits as to what she can create with the marks. However, nothing formed this way can have range greater than 100 meters and damage of this creations is equal to Eris' melee damage, stacking on top of her regular one, or weaker if she so chooses. All creations will be made of pure black matter with crimson red glow and marks covering it, same in appearance as those that will be on the girl’s body in this takeover.
    Stat boost: 50% increased speed

    Strengths:

    • Sigil of Void gives the chosen huntress element of surprise as any object at all can be affected by it and thus capable of dealing damage
    • It is possible to improve damage of allies though these means as well if Eris decides to mark them with the Sigil of Void
    • Shape of Void gives the huntress great freedom in choosing the best weapon for her fighting style and the opponent she is facing, as well as extending her melee range
    • Weapons formed through the Shape of Void can only be used by the one who made them. Even if the enemy tries to grab them from her, they will simply fall apart in their hands

    Weaknesses:

    • If the Sigil of Void is used to empower an ally’s limb or weapon and they do not act quickly enough, the spell will be wasted
    • Only one object can be affected by the Sigil per spell use, no more
    • While the Shape of Void allows Eris to create any weapon she wants, it’s damage will only be equal to whatever rank of weapon would be appropriate for the girl’s rank without having any other extra abilities like regular weapons
    • Weapons formed through the Shape of Void can only be used by the one who made them. Even if the girl tries to give them to her allies, they will simply fall apart in their hands
    • Throwing and shooting weapons are not an option of creation, as they will fall apart of the remain outside of the huntress’ hand for too long

    Full takeover:


    Name: Visor, Abyssal Wolf
    Rank: H
    Type: Full takeover
    Durability: 100%
    Duration: 20 posts
    Cooldown: 40 posts
    Description: Visor, a great wolf that came from the Abyssal void. A beast of power that often cannot even be imagined by mere mortals, creature that had enough force to wipe the entirety of Joya from the map of Earthland. But he did not do so. Instead, he simply found himself a nice place in the Jungle where he started resting without a worry in the world. His ghastly appearance forced fright into the hearts of local civilisation, but as time went on, even they realized that this wolf did not mean them any harm. So instead, the priests and priestesses approached the terror and ask him if he would be willing to serve as a guardian of this nation. He merely scoffed at the offer, but never left and in the end, he accepted without even knowing it by defending the place that he loved, for it was perfect for naps.

    It is without a doubt that Visor was the strongest of all guardians that ever were present in Joya, a soul that easily retained it’s ego and power even after his physical body perished. It is also said that he was the first ever guardian to die from an old age, as no one ever managed to actually defeat him, or even bring him to the edge of losing. All of this only goes to show just how much power can be gained from a forbidden place such as the Void, an ever expanding dimension of nothing but magical energies. However, such power can easily corrupt those who are greedy enough to try and take it for themselves. Visor was born in such place and thus became immune to effects of corruption and decay, yet he too was unable to avoid his own mortality. But that is precisely what drove him forward and even now, he greatly enjoys the company of a chosen huntress that is somewhat like him, capable of great feats and doing exactly what she herself wants without looking at the consequences. Not exactly the best of things.

    When the wolf’s soul is called forward, Eris’ body gains all the effects and appearances of partial takeovers that are pieces of Visor’s soul, but unlike most of her takeovers, regains her humanoid form. Her skin grows slightly darker in it’s shade, as well as her hair that turns completely black. Crimson red markings will start adorning her body, as well as giving a ghastly glow to her claws. The wolf’s mask that is usually worn on the girl’s face moves onto one of her ears that actually transforms into a wolf’s head, a conscious piece of Visor’s soul that only goes to show just how much power he holds if not even the owner of his soul can completely take over.
    Appearance:
    Active ability - Abyssal Rush:
    A well known attack of Visor, the Abyssal Wolf. Simply embracing the darkness, letting it surround you and consume any and all enemies that come into contact with it. In the hands of the chosen huntress, it cannot work quite the same, but she’s trying to uphold this move’s power. Letting the darkness form something akin to an ever-changing and swirling shield of mass, she starts her sprint and essentially transforms herself into a moving spear. This spear is 75 meters wide and long, moving at the same speed of the huntress’ sprint for the length of 200 meters or less. Everyone who gets caught up in this attack will receive full H-ranked damage (140) and be pushed to the side of the spear as the girl continues on running forward and hopefully ramming into more targets along the way.
    Duration / Cooldown - Instant / 10 posts
    Passive ability - True power of Ancients:
    Unique Ability connected to the magic as whole “Force of Ancients” comes from all of the guardians that reside inside of Eris. However, each one of them can contribute to this power only so much. Naturally, as the strongest of all guardians, Visor provides most of the power that the dark mass uses. And once his full takeover is active, that power becomes capable of flowing freely, empowering the ability even further. The very moment this takeover activates, the orbs generated by Force of Ancients start radiating with power, engulfed in darkness that takes on the shape of flames. Their overall damage is increased to match the huntress’ regular melee damage. However, all other limitations remain in place and the ability has to abide by them still.
    Total stat boost (all parts included): 100% speed up, 50% damage up & 50% damage resistance
    (200/200)

    Strengths:

    • The strongest takeover of this magic, providing powerful boost to both speed and all outgoing damage, transforming the huntress into a true death machine
    • Abyssal Rush is an unstoppable force moving forward and ramming into enemies, allowing to hit multiple targets if they are standing close enough to one another
    • Due to the focus on speed of this takeover, the active attack becomes fast as well unless the enemy focuses on debuffing magic
    • Visor has his own mind and can attack approaching enemies without the huntress’ knowledge. While this can be two-edged sword, the wolf trusts and believes in his master, thus having no reason to not help her
    • With jaws that could tear apart nations, each one of Visor’s attacks can deal high amounts of damage
    • Long duration can often make it so that Eris is capable of finishing her jobs and fights with this takeover alone, especially considering it’s power

    Weaknesses:

    • Once  the Abyssal Rush starts, Eris cannot change the direction in which she is sprinting, forming herself into a moving ramming mass
    • As a spell that uses the girl’s own body, Abyssal Rush has no set speed of it’s own and can be slowed down if the huntress herself is slowed down by any means
    • It is also perfectly possible to harm allies with the Rush attack, which can be sometimes problematic because of it’s size and speed
    • While the Abyssal wolf is capable of filling Eris with great deal of power and increasing her damage, portion of this boost can be lost when fighting against enemies resistant to dark element
    • Visor’s head also now wears the mask of his partial takeover instead of Eris, which means she has to work with the wolf if she wants to use it’s active ability
    • The extreme magical power that flows through the huntress’ body in this takeover means she can be sensed just about by anyone for miles
    • Unlike other takeovers of this magic, this one places extreme pressure on one’s body and soul itself, thus making it’s cooldown extremely long




    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Ishval ]
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    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Dragon Slayer- Legal Guild Ace- S-Rank- A-Rank- Richie Rich- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Light- The Sacred- The Beast- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Have Seijin On Your Friends List- Be on Elyx's friends list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : A Soul's Wrath
    Position : Saint of Diligence
    Posts : 2403
    Guild : Golden Phoenix [Guild Master]
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 167,935.75
    Brownie Points : 666

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

    Re: Ancient Guardians

    Post by Madame Astrid on Sat 1 Jul - 22:03

    moved upon user's request.

    Eris Sytry wrote:

    Ancient Guardians

    Secondary Magic:
    Nuclear Fusion

    Magic Change:
    Magic Shop

    Caster or Holder:
    Caster

    Description:
    Joya is an old nation surrounded by mountains that act as natural defenses and swallowed by the merciless jungle. And yet, this nation is still inhabited by folk with cat-like features who fight through each day with smiles on their faces. After all, anyone who was to the official settlements of this land would confirm that you wouldn’t be able to meet friendlier people than in Joya. However, that is how things are in the officially accessible portions of the nation. Deeper in the jungle, there are more ferocious tribes, some even composed of people that boast features akin to different animals that cats. One such Tribe was formed under the protection of nameless and forgotten goddess. Eris is part of this tribe, it’s huntress and protector. And just like any other, she was thought magic powerful enough to repel any outsiders that may wish to destroy the tiny village or steal it’s supplies. However, Eris had a talent for magic of different kind, one that is connected to the entirety of this nation and it’s history itself.

    Ancient guardians are powerful beings that acted as protectors of Joya in the past. Most of them were animals that grew stronger than others, as well as sentient. However, anyone can be a guardian regardless of their race, gender or anything else. The only thing that is required of them is to keep a watchful eye on the jungle, protect anyone who might be in danger from outside forces but never intervene in internal conflicts. Across the ages, there have been many different guardians that took on this duty, most willingly but some also forced. They each excelled in something else and protected the land with their own methods that none would truly question, as inhabitants of the jungle were far too grateful for the protection. But with time, every single one of the guardians succumbed to the sweet embrace of death, only for a new one to be placed in their stead. However, this chain was broken several years back when no one would step up as a new guardian for the jungle.

    And so Joya entered a new age where people would have to fend for themselves, living without the protection of greater beings. At least until the day Eris returned to her tribe with newfound powers she discovered in Fiore, land far away. She is the very first one capable of calling forth the souls of previous guardians and communicating with them or even draining their power for her own. Her tribe saw this as a perfect chance to rise on top, for the ones wielding power of a new guardian would be respected by all. Unfortunately, Eris is too wild of a soul herself, unable to be bound by others. She never accepted the duty as a new guardian, but she did absorb a great deal of souls that rested in the Earth, claiming their power as her own. But she did not do this for selfish or evil reasons. If it becomes necessary, she is still willing and capable to defend the land from outside forces just as much as those that came before her.

    These innermost desires that could not be seen with naked eye were what convinced most of the ancient souls to lend her their power willingly. And while several dozens of souls now rest inside of the girl’s body, only three were powerful enough to properly retain their ego. These are Aileen, the Earth dragon. Kaya, the Underwater terror. And finally Visor, the Abyssal Wolf and the strongest guardian there ever was. With guidance of these three, Eris became the chosen huntress who managed to learn how to control power of souls, a takeover unlike any other, perfectly unique to the land she was born in. Of course there are many other souls resting inside of her, as was already mentioned. But it is nearly impossible to communicate with those, even if the girl can call forth their strength. It is not impossible, however, and can be achieved under special circumstances. Such was the start of her new adventure, guidance and hold on a great power that would surely make her go down in history.

    Strengths:

    • Very versatile as different takeovers focus on something else and can deal with different situations
    • Because full takeovers combine several partial ones together, they can bring forth a great power in a single surge
    • Multiple different full takeovers can be used at once, covering one another’s weaknesses and combining their strengths to crush the enemy

    Weaknesses:

    • Due to the nature of takeover magic, Eris’ power is greatly limited when outside of partial or full takeover, dependant solely on her signature spells and unique abilities
    • Each of the full takeovers, no matter how powerful, has a set durability threshold. Once this is achieved, the takeover will be broken, leaving Eris extremely vulnerable.
    • There is no such thing as perfect takeover. Each one of them focuses on something different and becomes useful in different situations. This forces Eris to choose appropriate one and can even get her into situation where she is in improper takeover
    • Due to the connection between partial and full takeovers, both enter cooldown once the second one expires it’s duration

    ♦ Lineage ♦:

    Armoured Beast
    Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
    Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
    Usage: Passive
    Unique Abilities:

    ♦ Force of Ancients ♦:

    The souls of Ancient guardians are always present within Eris, even if she is not actively taking their power. Among other benefits, every single one of the ancient guardians also offers tiny bit of their magical power to the chose huntress. With all of their power combined, eight different beads of black mass are formed, completely pitch-black in color and creating no reflection whatsoever no matter how much light is exposed to them.

    Each of them is about as big as regular ball used in competitive sports and they all float in circular formation behind the huntress’ back. She can control them with the flow of her magical energy and can use them with ease for nearly any situation she may find herself in. Each bead will deal regular light melee damage of Eris upon contact (50% of regular melee damage). and they can be shaped freely into anything that is not bigger than 2 meters in any dimension, even sometimes taking shape of different weapons. But even when taking forms like that, they will still deal the same damage per hit as if they were in their default shape. When at least four of these beads form together to take a shape of a shield, they can block one single spell of Eris’ rank with exception of H-ranked spells that cannot be blocked under any circumstances. However, this will make them shatter into pieces and they won’t come back for next five posts, creating cooldown for this ability if used defensively.

    If multiple beads create a singular shape to attack, that attack will deal damage that all present beads would do together. Same goes for the defensive mechanic, meaning if all eight form together to create a shield, that shield can block two different spells, but all of the orbs will be also shattered at once. They fly through the air at speed of 50 meters per second and cannot go any further than 100 meters away from Eris. If they are somehow forced outside of this range, she will lose control over them and has to get back into the appropriate range to regain control. And while their appearance would suggest that these beads are formed of dark element, they are actually completely elementless and thus cannot be devoured by slayers of any kind, nor do they suffer from elemental strengths / weaknesses.

    ♦ Feral Speed ♦:

    Joya is nation covered in a thick jungle that can be sometimes unforgiving towards any and all intruders. Because of this, it should be of no surprise that most of the ancient guardians were usually animals of some sort. And while there were some of different origins, such as demons, angels and even gods, the feral power and dominance is certainly there. With so many guardian souls being held by the chosen huntress, it is also quite natural that some of the more animalistic traits would seep out and enter her body as well. Though she already has a body of half-human and half-fox, member of a small tribe within the land covered mostly by cat-folk. That means the energy had to find a different area of influence.

    Thankfully, this area became a positive one for the huntress, as her muscles grew stronger and closer to those of stamina filled animals that might never even tire. With energy like this flowing through her body, Eris’ speed is permanently increased by 50% in any and all situations. That is not the only benefit however. The girl’s body is also incredibly athletic and now capable of bending at angles though impossible, for if normal human would try to move in such way, their bones would surely break and muscles tear apart. Skill like that can come in rather handy when one has to squeeze between two trees or roots that are everywhere in this merciless jungle. Let us only pray that she never gets into a position where she gets stuck over her own bent body.

    ♦ Hunter’s Sense ♦:

    Anyone can become the guardian of Joya’s jungle as long as they are properly devoted to their duties and are powerful enough to actually perform them. However, it holds true that most of the guardians were in fact animals that grew more intelligent and stronger than others. The feral dominance of this brings a lot of specific changes to the body of chosen huntress, even physical ones. This is already manifested in form of enhanced speed, but that is not the only benefit. Paired with the fact that Eris was born in Joya and is part of the folk that live there, she already naturally possesses animalistic features such as ears and better eyes. These are further empowered by the flow of feral magic from the souls of ancient guardians, pushing the girl’s limits even further.

    As a result, all of her senses are way above those of regular human beings and even her fellow Joyans. Eris’ eyesight is much stronger, capable of grasping things that are even kilometers away nearly perfectly, strong sense of hearing that allows her to even hear heartbeat of people that are near her, sense of smell that could be compared to the one of trained tracking dogs and enhanced reflexes that are at least 25% faster than the ones of regular mages. Her sense of touch is also enhanced in a certain sense, as she can simply place her hand on the ground and sense any and all vibration in the range of 100 meters around her, allowing her to locate all moving targets in that area and even possibly judge what the target could be based on the vibration’s intensity.
     
    ♦ Soul Communion ♦:

    Many takeover users gain their powers by defeating specific beasts and taking away their form so that they can use it themselves. But the takeover of Ancient Guardians is different, as the souls accepted the chosen huntress and offered their powers willingly. With their very beings being now transformed into raw power and abilities for Eris, there is not much left of their sense of ego. However, the strongest of spirits managed to persevere even through a destructive process like that and their minds are now one with their user. The three egos being Aileen, the Earth Dragon; Kaya, the chaos Undine and finally Visor, the Abyssal Wolf. Connected to the girl, they are free to talk inside of her mind, their voices inaudible to all other living beings. This allows them to offer advice in both combat and day to day life, or just nagging the poor lass in everything that she’s doing wrong. Other souls can sometimes be brought back as well, though this happens only on very rare occasions and not without the help of external sources more often than not.

    But there is also a proper combat advantage to having three other minds. While they are firmly connected to the huntress, their ego is their own, as well as the gaze they have on the real world. Because of that, all illusions of equal or lower rank to Eris are rendered nearly useless as the guardians can see right through them and offer the very same for their user as well. This does not render the girl completely immune to illusions cast at her, but 50% resistant. Especially for those that are of lower rank than she is, most effects that go after one’s mind will have very little to no effect on her. This ability can be disabled, however, if one manages to silence the guardians inside of Eris by any means. Though such a feat would be truly impressive in it’s own way.

    ♦ Orion’s Step ♦:

    Orion the weightless is one of the oldest creatures to roam Joya, even among the ancient guardians. It is said that he took on a form of bird-like creature, but never even had to use his wings because of the special power that his body held. Others could often see him simply “walking” on air as if he had solid ground beneath his talons. Not only that, he could also traverse normally impossible terrains such as water or muddy lands. This god-like ability was nothing more than a simple trick of infusing his unique magic with the environment around him, making it cooperate more than it normally would. And yet, it could bring about a great convenience every time he had to move through the thick jungle and aid someone.

    This power now rests deep within his soul, held by the chosen huntress Eris. At any point in time, she can draw this power and perform a partial takeover, which will form an invisible aura around her body. This aura cannot be sensed by any means and will fuse itself with the landscape around it instantly. In day to day situations, this does nothing at all. However, the girl can gain the ability to fluidly move around in any environment or conditions, allowing feats such as kicking off any and all surfaces, including even ever-changing ones. She can move with complete ease on land, air, water or anything else that might get beneath her feet. Thanks to this, it is also much harder to seal her movements by spells that are of a lower or equal rank that she is as they become 50% less effective. The ability itself is toggle on / off and when active, ornamental blue markings will appear beneath Eris’ eyes as sign of the ongoing takeover.

    ♦ Lucifina’s Remedy ♦:

    Souls are delicate things that can often be shattered rather easily. They are the exposed cores of someone’s very being. This can make work with them somewhat difficult at times, even if they gain physical manifestation which could shield them. The Joyan huntress was chosen by the ancient guardians as the very first being to wield their power. But even these ancient souls are not invincible. Every takeover can be broken into pieces if enough damage is dealt. Pair that with the limited number of souls that Eris can use to their maximal potential and you could easily imagine a dreadful situation where the girl is overrun by enemies and eventually defeated. However, one of the souls has partial solution for this problem. Licifina, the demon of growth was another ancient guardian in the past. And despite of her nature, she wielded power that could make the jungle grow, power that allowed wounds to be healed. And now, she offers this power to the chosen huntress.

    Infusing pieces of her own soul into the rest, the ones that wield true power and potential, Lucifina achieved something that could be called unbreakable eternal takeover. This empowers all the other takeovers within this magic, allowing their durability to be “healed”. In simple terms, every healing ability performed on the chosen huntress will not only affect the girl’s actual health, but also durability of her currently active full takeover. Repairing an active takeover is not so simple however, as there are magical barriers that sometimes simply cannot be conquered. Because of that, durability will be only healed by 50% of the healing spell’s actual value. On the bright side, there is another bonus that shards of Lucifina’s soul bring. As long as Eris is in an active full takeover, her health will be recovered by extra 5% every other post. This does not affect durability in any way, however.

    ♦ Meteor’s Benevolence ♦:

    Meteor, a forgotten god of sun who once descended onto the land of mortals to watch his “children” grow from closer distance. Meteor was an unbelievably powerful being, said to be on par with the Abyssal Wolf Visor. However, his own existence was his downfall. While this god was benevolent and kind, others were still afraid of his great power. And thus, god slayers were put forth and after a long struggle, they managed to slay this being. However, Meteor’s soul went on and became part of the Earth in Joyan jungle, joining the ranks of ancient guardians. There, he simply went to sleep. That concludes the tale mostly lost to time, one passed down in certain tribes of the nation and still very much loved by those that know of it. However, there is actually much more to what actually happened than what is told. After the god’s soul fell asleep, it’s power started seeping out and seeking other vessels that still had the will to continue. This was quite difficult, as the only thing that was around were other souls or already deceased creatures.

    But three of those were different to the rest. The three main takeovers that the chosen huntress now possesses come from the strongest souls that never lost their will to continue moving forward, even in their death. The power of Sun god recognized these feelings and fused itself together with the guardians. A mixture of their own powers and elements with energies of a deity resulted in unpredictable results that did not show themselves for a long time. But as the chosen huntress reached the very peak of magical power, it was finally unlocked. A benevolent and gentle shining sun that would allow a special link between two individuals. This link can now be formed at any time when Eris is in an active full takeover and whoever receives her blessing will now share 50% of the stat bonuses from the active full takeover as long as they remain in the radius of 100 meters away from the girl. This bond can be at any point broken and renewed without any complications whatsoever.

    ✯ Signature spells ✯:


    Name: Boundless Potential
    Rank: S
    Type: Offense
    Duration: Instant
    Cooldown: Instant
    Description: Each of the ancient guardians specialized in a certain area, mastering it completely. Something like that is simply necessary if one wishes to obtain perfection and enough power to watch over an entire nation and everyone inside of it. However, now all of the guardians are connected inside of Eris who is capable of taking over their souls and using their power without too many limitations. Even outside of such state, the guardians are happy with the chosen huntress and are more than just willing to lend her their powers, ones that they perfected over the years when they were still roaming the jungle of Joya. Because of this bond, magical energy can flow between her and the souls freely even outside of full and partial takeovers.

    This essentially allows Eris to summon any element she desires and mold it freely. However, there are several restrictions as to what she can do with these. While she can form them into pretty much anything she desires, her attacks can only reach up to 100 meters away from her body at all times. Each attack can also move up to 50 meters per second no matter it’s form and deal full S-ranked damage, regardless of how many strikes are performed and successfully landed on the enemy. If multiple enemies are attacked with this spell in single turn, that damage is equally split between all of them. This ability can also suffer from elemental weakness/superiority. If element that the enemy is weak against is used, the damage is increased by 25% (unless the affected target specifies different number), but when an element is used against someone who is strong against it, the damage is lowered by the same amount. There is also another restriction. Once Eris enters full takeover, she’ll be able to use only elements assigned to that transformation.
    Strengths:

    • Very versatile, as any existing element can be used for attack
    • Can deal extra damage against enemies with elemental weaknesses
    • Mixing multiple elements together is a good way of making sure that slayers cannot devour attacks formed

    Weaknesses:

    • Cannot be used for defense in any way, even when using solid elements such as stone
    • Eris has to know her enemy's weakness in order to use this spell to it’s fullest effect and runs the risk of using incorrect element, lowering her damage
    • Because of the offensive nature of this spell, nothing tangible that could be used in day to day life can be formed
    • If multiple enemies are attacked, the damage is always divided equally and cannot be adjusted to where one would be damaged than another
    • Damage of this spell cannot go over 100% of S-ranked damage without buffs, no matter how many strikes are performed in a single post
    • Once Eris enters full takeover, the freedom of choosing her element with this ability becomes unavailable


    Slot proof: Armory
    Name: Asriel’s light
    Rank: S
    Type: Support ; healing
    Duration: Instant
    Cooldown: Once per post
    Description: Asriel was an angel that descended from the heavens when he saw the suffering of Joyans that could not fight against newly appeared diseases that were brought by insects and creatures traversing the entire world, seeking warmer climates. Despite the warning of his kin, he decided to aid these mortal creatures, healing their sickness and wounds, not wanting anything in return. This, however, was a great mistake on his part. The rest of his kin looked down at him for interfering with those who roam Earthland and eventually, he was deemed a Fallen. This did not bother him much, though. As he figured that if he was not allowed to help those in need, then what point was there to even part part of the angelic circle? From that point on, he became the first heavenly being that acted as the Guardian of Joya.

    But even angels eventually perish and Asriel’s soul now slumbers deep within the chosen huntress. She too can bring forth his power, releasing the heavenly light that cured all illness and injuries that plagued the residence of Joyan jungle centuries ago. It’s not as powerful as it used to be, but still very much capable of healing one single target, Eris included, for full S-ranked damage. But there is one grand restriction for this spell. As the light comes from an angelic creature, it is naturally in conflict with anything made out of pure darkness and thus incapable of affecting beings whom’s bodies are made formed by pure dark. Thankfully, those who are only partially involved with such element can still benefit from this light. The range of this light is also 100 meters and anyone beyond this radius cannot be healed.
    Strengths:

    • Fairly strong healing ability that can affect nearly anyone as long as they are within it’s range

    Weaknesses:

    • Can only affect one target at a time, forcing others in need to wait additional post before they can be healed as well
    • Beings with bodies made out of pure darkness magic and energy cannot benefit from this healing spell under any circumstances


    Slot proof: Armory
    Name: Ellen’s reflection
    Rank: A
    Type: Defensive ; environment manipulation
    Duration: Instant
    Cooldown: Once per post
    Description: Ellen was a strange little being who came to the jungles of Joya, only to become a permanent resident and eventually it’s guardian. Even now, no one really knows what she truly was. With appearance of a young humanoid female, yet powers hidden within her that could never be wielded by humans. But despite having magic that focused so horridly on exterminating one specific species, the girl never harmed even one of them. Instead, she directed all her focus into discovering new way of using this power, a way to make it capable of defending the nation she came to love. And eventually, she finally found it. But at what price? Great power always comes with something undesirable and after everything was finished, Ellen could no longer even look at herself in the mirror for her deformed figure was simply far too frightening.

    Hidden beneath a thick layer of cloth, she eventually perished all alone, in a room filled with mirrors that represented her new powers. Power that now resides deep within the chosen huntress, as she ever so carefully hides the girl’s frail ancient soul. When cast forth, the power manifests itself as a translucent magical circle, almost reminiscent of clear water’s surface. This magical circle has the power to completely reflect and change direction of one singular spell that is equal or lower to it’s own rank, as long as the spell does indeed travel in a direction and is not instant, such as aura. In some cases, the deflected spell can also be aimed back at the one who casted it, though this is usually completely ineffective as most mages are immune to their own magic.
    Strengths:

    • Spell capable of redirecting a single attack that is of equal or lower rank than this one, essentially blocking it

    Weaknesses:

    • Only works on spells that actually travel towards Eris, attacks that are of different nature usually cannot be deflected
    • Sending spells back at their user is almost always completely ineffective as nearly all mages are immune to their own magic


    Slot proof: Armory
    Name: Soul substitution
    Rank: B
    Type: Teleportation ; movement support
    Duration: Instant
    Cooldown: Once per post
    Description: Souls of the ancient guardians that Eris uses for her takeovers are hidden deep within the core of her very being. But that does not mean they’re permanently stuck there, as the relationship in this specific magic is rather friendly and open. This can even have benefits on the battlefield, as the chosen huntress can expel one of the ancient souls within herself, letting it freely roam the battlefield. It doesn’t truly matter which soul is let out in this way, as they are all completely invisible to the eyes of other living beings unless they have magic that permits them to see what normally goes unseen.

    The combat benefit of this is the fact that Eris can switch her position with one of these freely roaming souls. This essentially creates teleport where her body is replaced with the spirit that cannot be harmed by any existing means. However, there are limitations to this. First, the switch can be performed only once every post, as the teleportation does put some strain on both the soul and chosen huntress. Second, the soul cannot go any further than 50 meters away from the girl, as the teleportation would simply fail to activate otherwise. Though this limitation is removed outside of combat where neither the soul or it’s owner have to focus on other matters, mainly survival.
    Strengths:

    • Simple and swift teleportation with relatively long range
    • Has absolutely no range limit outside of combat

    Weaknesses:

    • Those with ability to see souls can easily predict where Eris will teleport to
    • Teleportation range cannot be extended by any means, even through external boosts and enhancements
    • Can only be performed once per post, not more
    • It is possible for the soul to rebel against Eris if somehow influenced by enemy’s magic, teleporting her to undesirable location


    Name: Vandheer’s rage
    Rank: D
    Type: Offense
    Duration: Instant
    Cooldown: Instant
    Description: Vandheer was one of the very few humans that took on the role of Joya’s guardian. Though as many expected, his power was hardly great enough for him to actually perform these duties. Still, he persevered and continued to enhance his power by any means available to him. One of those being transforming his anger of others mocking him into an actual force that could aid him in combat. This force appeared as crimson aura, almost looking like bloodied ribbons surrounding his body and cutting apart flesh of those that came into contact with his strikes. In the end, he was feared for his anger and was struck down by the a being that took his place as a new guardian.

    But despite him giving into the wrathful sin, he still was one of the ancient guardians and his magic now rests deep within the chosen huntress. Calling it forth, she can enhance any and all of her limbs or body parts with this blood red aura, almost having her hands and legs appear and claws and talons that can perform deadly strikes. In simpler terms, this enhances Eris’ melee damage by 50% for the post of usage, but only that alone. Other sources of damage such as weapons or magical attacks are not affected by this deadly aura in any way, shape or form.
    Strengths:

    • Gives Eris little bit more melee force without the need to perform heavy attacks that impair one’s speed

    Weaknesses:

    • The aura does not deal any actual damage by itself and is completely dependant on the huntress’ own melee force
    • Limbs and body parts affected by the aura are still vulnerable as much as they were beforehand, meaning this enhancement does not have any defensive properties at all



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      Current date/time is Wed 22 Nov - 17:54