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    Eris
     
     

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishval- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Senior [500]- The Yato Achievement Badge- Player -
    Lineage : Devil's Conquest
    Position : None
    Posts : 1400
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 675075

    Character Sheet
    Character Name: Eris/Sanguinoth | Red/Denielle
    Primary Magic: Sunset Eclipse - The Sandstorm GS
    Secondary Magic: Titan Eclipse • Devil Pact

    It means no worries, for the rest of your daaays.

    Post by Eris on 6th July 2017, 11:52 am

    G o d  S l a y e r



    Primary Magic: Sunset Eclipse - Sandstorm God Slayer
    Secondary Magic: Titan Eclipse • Devil Pact
    Caster or Holder: Caster
    Description: 

      This unusual lacrima seems to have taken on the properties of the surrounding area. Upon first glance a person may be willing to over look this item as nothing more than a magically charged sunstone due to the golden sparkle and warm yet dull sandy glow. It is only with close further examination that a raging sandstorm can be seen stirring up the sand and glinting sunstone within.

      The lacrima was found deep within the ruins of a desert temple said to have been the at the heart of the sand and sun. It was a pilgrimage many where said to have tried within the ancient world and none ever managed to have fore-filled due to the harsh almost ungodly heat, shifting expanses and unpredictable sandstorms. It was said that the person whom got the closest to the gift of the gods was a young prince looking to make a better future for his people. What happened to this young royal is sadly left up to speculation as no information was ever found about him returning to his home and as the chamber this lacrima was found undisturbed it is obvious he never reached the end of his journey.

      The overall history of this enigmatic lacrima is shrouded in mystery; even now no-one knows just where it originated from, whom made it, for what purpose or how old the lacrima itself truly is. It is thought that this ancient lacrima is at least a few thousand years old wither this is truly the case or not is yet to be authenticated within the magical community

    Cosmic Coin Price: 250
    Jewel Price: 4,000,000

      Eris obtained the lacrima after learning of its location from the archives of a Faerie King's court which lead her through a nondescript cave with a small entrance no larger than a beach ball hidden in the dunes of Desierto.  The caves would have been too narrow after the passage of time for a human to fit through without getting themselves trapped unable to get back up or getting themselves wedged in the gradually slimming passage.  Indeed, the skeleton of one such would-be spelunker would warn of one's fate to come,  as at that point it would be too late to turn back if not sufficiently prepared with magic or long lengths of rope.     

      Bypassing the majority of the cave's natural obstacles and hazards,  such as a steep slope leading straight to a several hundred meter long sheer drop off into a deep crevasse and a section of the cave that was filled near to the ceiling with a fast flowing underground river,  Eris made her way to a system of widening tunnels that became more and more man-made with slabs of stone in large bricks the size of wagons and tiles laid out as foundation to a whole underground city populated by a people who had been self sufficient for thousands of years under the rule of an ancient enemy to Eris in times civilizations past in the budding years of Eris's first golden age where her influence first began to truly thrive,  becoming a part of an Ancient Desiertian pantheon of gods as a goddess of blood sacrifice and flesh tangled in a hostile relationship with the god of the Dunes and the Sun, a ruling god of the pantheon.    

      Naturally their stories were embellished,  but they were based on whispers of truth.  There was never resolution to their conflict,  they were never able to meet in a true fight.  It was a battle of wills and the reach of their influence,  acting through the followers of their faith.  Priests and Priestesses dedicated to them,  monuments, temples,  and a lot of politics.   But now here Eris strode in the flesh, more or less,  into the gods retreat.   To survive the decline of that ancient civilization his priests invoked his power to swallow a whole city deep into the earth where it remained all these years.   In the early generations it may have been easier to get to the city with wider passages, tunnels, and bridges built underground allowing faithful to travel too and from the city, but over time the caves shifted and bridges crumbled and the city was forgotten to the surface.    The sun god managed to give himself a body of flesh of his own by creating a line of godkings born of his power and kept in a tight royal family, each generation slightly more capable of hosting more of his divine will.  A small burning sun lighting the whole city slowly spinning in a ring around the top of the great cavern and crops grew from the river that flowed from one end of the cavern to the other.  

      Eris tore through the city and ripped the hearts from the godking and royal family, and plucked the sun from the sky,  a sunstone orb throbbing with the power of the Dune God.   In a blood sacrifice with glowing runes expanding out over the whole city Eris sacrificed the lives of the faithful citizens and with the blood of the godking drained the sun god of his divine might,  channeling it into the sunstone that had been the focal point of his power for millennia,  forging a Lacrima that was twisted and corrupted with the act of evil that brought about its existence and forced it into bending to Eris's will.    Using it like a tether, Eris drew the god out of his divine throne and cannibalized his Essence,  devouring his divinity to invigorate her own.

      When it was done,  the sands were stained and the river ran red with blood.   Golden ichor of the slain god flowed form the steps of the pyramid-like temple in the center.    With a word, the husks of the citizens stirred and rose with new life,   a new sun rose over the temple to illuminate the city-cavern;  a dark sun with a reddish-gold glow casting a grim light down upon the faces of the undead rising.

       Eris uses this magic with extreme force and brutality. She is not subtle with it, wielding it like a hammer.  Its effects are large and extravagant,  impactful, designed to instill fear and hopeless awe.   This is indicative of a change in Eris's personality at large.  She is less willing to be patient and toy with people.  If slighted or angered,  Eris employs Scorched Earth tactics.     

       The magic governs the light of the sun and the sands of the earth,  wielding dark golden Sunfire flames with light that emulates the golden light of the setting sun with the guise of the solar eclipse.    On occasion the light and the sands may be black,  but generally are just black tinged making them a deeper dark orange, red, and yellow.   It depends on the situation. 

    Spoiler:

    Sun, or Sunfire,  is a state between Light and Fire. 


    Slayers innately gain:

    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:

    • 2 ranks above: 0%
    • 1 rank above: 10%
    • • Same rank: 25%
    • 1 rank below: 30%
    • 2 ranks below: 50%



    A Slayer must consume at least 70% magical energy from her respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.


    Strengths: 

    ⛧ Strong vs things weak to Fire, and things weak to Light.   Of note are Metal, Ice, and Darkness.
    ⛧ Sunfire is stronger in the presence of fire magic,  its heat and energy feeding the sunfire. 

    Weaknesses: 
    ⛧ Weak vs Water,  some forms of plant magics,  and hard / heavy stone. 
    ⛧ Sunfire can cause natural fires to ignite within 15 meters / rank of the spell or effect, while living things might get a sunburn.   The fires can spread and cause unintended collateral.   Sunfire itself however does not spread like fire does.
    ⛧ Eris is a literal Dark God,  both a Devil and a Deity.  She is vulnerable to God Slaying and Devil Slaying.
    Lineage: Devil's Conquest (Sacred)





    ___________________

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: 


    Weaknesses: 






    Code:

    [color=#ff6600][b][color=#ff3300]Name[/color]:[/b] ( Name of the Spell )
    [b][color=#ff3300]Rank[/color]:[/b] (What rank is your spell? H, S, A, B, C, or D)
    [b][color=#ff3300]Type[/color]: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)
    [b][color=#ff3300]Duration[/color]:[/b](How long does the spell last?)
    [b][color=#ff3300]Cooldown[/color]:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    [b][color=#ff3300]Description[/color]:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    [b][color=#ff3300]Strengths[/color]:[/b]

    [color=#ff3300]Weaknesses[/color]:[/b]

    ⛧[/color]
    ____________________

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Fused Spells
    Type( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)

    Strengths: 

    Weaknesses: 





    Code:
    [color=#ff6600][b][color=#ff3300]Name[/color]:[/b] ( Name of the Spell )
    [b][color=#ff3300]Rank[/color]:[/b] (What rank is your spell? H, S, A, B, C, or D)
    [color=#ff3300][b]Fused Spells[/b][/color]: 
    [b][color=#ff3300]Type[/color]: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)
    [b][color=#ff3300]Duration[/color]:[/b](How long does the spell last?)
    [b][color=#ff3300]Cooldown[/color]:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    [b][color=#ff3300]Description[/color]:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    [b][color=#ff3300]Strengths[/color]:[/b]

    [color=#ff3300]Weaknesses[/color]:[/b]

    ⛧[/color]


    Last edited by Eris on 21st July 2017, 8:07 pm; edited 13 times in total
    avatar
    Eris
     
     

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishval- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Senior [500]- The Yato Achievement Badge- Player -
    Lineage : Devil's Conquest
    Position : None
    Posts : 1400
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 675075

    Character Sheet
    Character Name: Eris/Sanguinoth | Red/Denielle
    Primary Magic: Sunset Eclipse - The Sandstorm GS
    Secondary Magic: Titan Eclipse • Devil Pact

    Re: It means no worries, for the rest of your daaays.

    Post by Eris on 6th July 2017, 11:52 am

    U n i q u e  A b i l i t i e s 

    T h e  S a n d s t o r m




    D u s t  t o  D u s t 

    Eris emanates an aura that makes life crumble to dust, or rather, sand, weakening those who resist.
    ⛧ Usage- Within an area of 100 meters living and nonliving things in the environment disintegrate at one rate or another into dust,  visibly cracking and falling, breaking apart like a sand sculpture being toppled or really dry earth wafting off in clouds and scattered away like ashes to the wind.     By deliberately focusing she can reach out and specifically disintegrate something within 600 meters of her, with thin streams of sand zipping out from the area of this aura to snake along the ground or through the air to touch the desired target, and it might spread in a chain reaction like a plague to new targets within 100m of that.    Like a plague, Dust to Dust's effects will cling for 2 posts after exposure.   
    Eris may choose to not let them crumble, and remain petrified as statues instead, in which case she can reverse the effect at any time though their souls will have been in Eris's afterlife- dead - in the meantime, which they will forget but may have nightmares about in the future. 
    ⛧ Effect- This will instantly slay unimportant NPCs / NPCs up to two ranks equivalent less than Eris.  Does not slay Strong+ enemies in S or greater jobs, or Normal enemies in 100y jobs.
    Those who are not slain (Since that effects only canon-fodder) instead build up a Dune Count.  Enemies within range of Dust to Dust build Dune Counters per post they enter or start the post (Eris's post if they are NPCs or job mosters),  or when within 5 meters of a spell Eris cast.   They represent grains of sand building up on and inside of them with an increasingly oppressive magic aura building around them like a weight in the air that gives a sense of impending doom and makes it so they sense Eris's presence everywhere around and within them.
     While marked with a Dune Counter,  they will be weakened (More vulnerable to damage, opposite to damage resistance) by 15% per counter.   
    With a Dune Count of 2, Half of the % applies to the amount of damage delt by Eris that returns as life drain.  The other half applies to healing they receive.  
    With a Dune Count of 3, the % applies to sources of buffs they possess (To a minimum of 0, no negative numbers).  
    With a Dune Count of 4,  they become unable to effect Eris or Eris's effects with passive abilities / UAs, though it doesn't keep them from using them or possessing them or benefiting from personal effects or effects used on anyone else.  Does not effect abilities that create something which is then used to inflict damage like a normal attack, such as creating an arrow, or a sword,  and using it to attempt to shoot or stab her.
    This does not apply to Resistances,  if they possess Damage Resistance or Elemental Resistance, that still applies.
    With a Dune Count of 5,  they are Petrified for 1 post, losing 1 Dune Counter there after and cannot gain a new Dune Counter for 3 posts.   They may choose to remain petrified,  becoming a statue.   If they are not a PC and have less than 20% HP remaining,  they will not recover from petrification.

    Enemies lose 1 Dune Counter per full post, at the end of said post, that they are out of range of Dust to Dust,  or do not take damage from a spell cast by Eris.
     


    R a d i a n t  D a w n
    Eris radiates the heat of a sun from her own high-energy core.
    ⛧ Usage- Eris's body can be hot to the touch, so hot as to radiate a damaging aura (With or without visible solar flames or her body itself seeming to combust) dealing user-ranked damage on direct contact with her body with a hot aura out to 100 meters, staggered in, for simplicity's sake, two halves.  Near vs Reach.  The first 50 meters is full power while the second half is half power.   Once per post she can self-destruct in a flash of golden light to instantly disappear and reappear as a user-ranked lightspeed teleport using the Burst ranges for her rank.   This can be used to teleport in a pillar of fire anywhere she has been before or has clearly seen,  though it charges with her body visibly roiling with the flames of the sun for a dramatic long moment enough that any enemy can deal damage to her and interrupt it, preventing her from leaving.  She'd arrive in a similar pillar of sunfire  (This is effectively a dramatic entrance or exit tool), this is done at light-speed (While her secondary magic bends gravity/space to push it past light speed) allowing travel between planets as well. 

    ⛧ Effect- The aura deals user-ranked damage on contact with her or a non-ranged weapon she uses,  1 rank less than her rank for the Near half of the aura,  and 2 ranks less for the Reach half of the aura.   By letting the core loose to perform a high energy flash-step she teleports as per the burst rules for her rank.   Eris must always dedicate some small sliver of her consciousness to suppressing this effect if she doesn't want it.   Damage this deals to enemies is stored as a pool of life force she can distribute to allies within the aura.  Cannot heal allies if she hasn't damaged enemies, as she cannot give life- only take it, or sacrifice it. 


    D e s e r t   L e g i o n s

    The dead rise to serve the command of the Dune goddess.
    ⛧ Usage- Creatures slain through Dust to Dust find themselves in Eris's afterlife realm where they are bound to her for eternity.   Being her possessions, she can pull them back from the realm of the dead to force them to reanimate the sand that once was their body,  pulling the sand back into the a shape Eris dictates, often a skeleton or recreation of their past appearance.     Generic cannonfodder NPC's are considered to have 25hp and deal damage as though they were D-rank using the physical damage rules, usually with a Weak weapon.   
    ⛧ Effect-  That is practically just for theme and flavor.     So the more useful version of this ability is to reanimate unique monsters.   
    Eris has a pool of HP equal to a user-ranked summon she can distribute among monsters created out of compacted sand with a pool of user-ranked damage she can distribute to them.  Either split among multiple elite monsters or concentrated to a single threat.    They're considered to be a user-ranked summon for the purposes of rank calculation for abilities or spells.    They do not have any active or passive abilities unless she uses this ability to reanimate the body of a Unique enemy she killed which would have access to its abilities, but Eris must pay the MP cost if any on their behalf.  This only works once on each creature within the same topic, as Eris cannot reanimate the sands of their body a second time within the same topic unless significant IC time passes that it may as well be a new topic.




    D i v i n e   W i l l 
    Eris's divine will resists manipulations and infringements of self.
    ⛧ Usage- Divine Will forms a defensive layer around Eris's Ego, her being or essence,  like a protective field in an unseen bubble in the air around her on a psychological level of existence that if seen would appear like an intricate golden weave.    The strength of this Divine Will reinforces Eris's words and commands giving her a golden tongue,  in which she can command NPC's of her rank or less as her divine will overrides their own mortal will.  Requires permission to command PCs, PC summons, or important NPCs a PC has created or relies on.  Does not work against Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs.   
    ⛧ Effect- It protects Eris from spells that would manifest inside her body or within a few meters from her, particularly preventing hostile effects that would alter her perception, emotion, mind, or soul.  Basically protecting the sense of Self, warding against infringements on her identity and who she is,  and protecting her agency to use her own abilities.  If an effect would negate an ability of Eris's, including the ability to cast spells, she may spend the same amount of MP they spent in doing so to avoid it.    In general this similarly  prevents unintended MP loss, as the god heart does not respond or cater to any other being.   
    This doesn't effect others in any way, it's only a protection of herself to prevent things that would undermine Eris's existence as a divine entity.
    Enemies may still benefit from effects that would be protected against by this, but Eris suffers no loss. ie; If they would drain 10% MP and regain 5%, they'd still regain 5% for example. 



    E t e r n a l  S t o r m

    Eris's aura as a goddess of the dunes causes sandstorms to sweep the land in her wake.
    ⛧ Usage- Eris can passively influence the weather of the location at large to replace the natural weather cycle with a sandstorm of varying severity, but still just considered a natural sandstorm, to serve as a backdrop / setting tone shift for a topic.   Storm mages would still be capable of doing their own things adding their own weather to the mix or creating their own storm clouds normally.   It can naturally reduce vision similar to as though it were a foggy day (as normal for a sandstorm weather phenomena) and grains of sand may irritate eyes and skin.
    ⛧ Effect- Within 100 meters of Eris the sandstorm would be a swirling vortex obscuring vision beyond 10 meters into the sphere or out from an individual caught within it.  They can still see vague dark shapes beyond that out to another 20 meters, though human sized shapes will be harder to make out.  If they have special vision abilities they could potentially see 25 additional meters and see dark shapes 40 meters out, significantly lessening the effect of the sandstorm.   The sands still will deal a low D-rank damage to those in the area as sand rips through the air abrasively,  making goggles a very wise decision as nobody likes sand in their eyes.   She can shape sand within this range, like how the Desert Legions are formed, into any shape or consistency which can result in Weak weapons or armor, or structures with user-ranked HP, and since she controls the sand she could use individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs).     Makes it difficult to sense things in general due to the sound of the heavy winds and sands,  the winds and sands/dust making it difficult to taste or smell,  and sands pelting you making it harder to notice something specific touching you.


    G o d  K i l l e r
    With a divine spark, Eris's body is invigorated with the cursed might of a god slayer.
    ⛧ Usage- Eris is a killer of gods,  a devil with a history of divine assimilation and conquest.  She is, of course,  extremely effective at waging wars and engaging in battle.  Martial prowess and heightened peak physical conditioning are the result of lifetimes of conflict with incredible senses that allow her to sense things around a mile away with some concentration.  Though the distance is lesser or greater depending on the strength of the source,  as well as environmental factors that can amplify or subdue something, such as heavy rain.   

    ⛧ Effect- Eris's body is heightened to extremes.   Her physical attributes in general are augmented by 30%,  while she has a much more significant increase to her accuracy and reflexes from more training than could be matched by a mortal army.    Her senses are acute, pushed beyond natural means.  Capable of catching the faintest scent from a distance,  hearing a pin drop in a forest,  and tasting faint traces of substances in the air.  Touch is similarly heightened to feel disturbances in the air and pressure caused by sound waves varying on intensity, very good at determining the temperature of something with precision.    These senses combined with her training allows her to perform feats such as catching projectiles and responding to threats at a moments notice,  partly out of finely honed instincts, but largely due to the processing speed of her mind and conscious thought capable of passively sorting through the massive influx of information that makes every action she takes one performed with calculated risk and measured precision.    When she fights, with the speed at which she processes information,  it's as though a scene plays out in slow motion for her (Including herself).  



    D u n e   W r a i t h

    Eris is a spirit entity and possesses sand or creature to walk the mortal world.
    ⛧ Usage- Eris's body is not flesh and blood.  Where she was before an animated construct of Immortal Ice,  Eris's crystal body has been abandoned entirely.   She is purely a spiritual being now, a ghost.  A wraith.   
    ⛧ Effect- In order to effect anything Eris must create a physical body for herself,  otherwise she's just an indistinct "Presence".  While a spirit nothing costs MP or has a cooldown but literally doesn't effect anything,  neither can they be seen (So they don't work as illusions either).  So, she must make a physical body.   To make a body she must see an area either through her own sight or vision granted by the invocation of her name, or through a creature connected to her.    Within 50m, she makes the body appear out of swirling sands which she can compact into a normal looking (In any appearance she desires, even animal or beast) and feeling body with imitated senses given color and warmth or so on at her leisure, she wouldn't be distinguishable to the touch either.  But the body can break apart into a swirling sandstorm given her shape or not if she wants.   Since it is a swarm of sand grains and incorporeal in nature,  she cannot be harmed by non-magical attacks.  Magic weapons work, such as a flame sword,  or weapons coated in magic such as with a flame coat, but she can move her body in ways to attempt to avoid attacks, such as opening holes in her body or splitting apart,  giving her a significant boost to her evasion (People list percentages,  but you cannot measure evasion.  A percentage is ridiculous and unproductive here). 
    She can abandon the body to make it discorporate into sand and make a new one somewhere within 50m, or she can leave as a spirit.   It takes about 2 full seconds for a body to be made,  and about 1 to leave it.   Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire,  for the second body to also somehow be on fire).
    She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs)  to inhabit its body instead,  in which case it would take damage first and not her.  Possessing it,  she can make it use its own abilities or she can use her own.  She can let it use her own abilities instead if she wants to stay in a back seat, so to speak.


    Last edited by Eris on 22nd July 2017, 8:42 am; edited 47 times in total
    avatar
    Eris
     
     

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishval- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Senior [500]- The Yato Achievement Badge- Player -
    Lineage : Devil's Conquest
    Position : None
    Posts : 1400
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 675075

    Character Sheet
    Character Name: Eris/Sanguinoth | Red/Denielle
    Primary Magic: Sunset Eclipse - The Sandstorm GS
    Secondary Magic: Titan Eclipse • Devil Pact

    Re: It means no worries, for the rest of your daaays.

    Post by Eris on 6th July 2017, 11:52 am

    Signature spells  3/3+1/1
    Spoiler:


    Name: Mantle of the Sun
    Rank: S
    Type: Sun
    DurationInstant | Offense/Support
    CooldownN/A
    Description: Cast before casting another spell, Mantle of the Sun creates a brilliant orange-gold image of a solar eclipse behind her like a large burning ring with a blackened center.  From that ring following along with whatever motions or actions Eris takes what looks like a solar flare extends out from the ring to follow her action (Such as if the action for a spell is to punch, it'd "Punch" along side her hand to propel itself.  It's just visual).  Adds 100 Sun Damage to the spell used immediately after it.  If it's a multi-attack, it is divided equally among all those hit.  If it's a DoT,  it occurs all at once when they are first hit.

    The ring remains like an after image behind her slowly fading out only to flare back to full intensity when she casts a spell.
    Strengths: 
    ⛧ | It basically means that this spell is just pure damage with no Range or Speed,  and must acquire Range and Speed by using another spell to mirror its range and speed. 
    Weaknesses: 

    | Requires another spell to piggy back on.
    | No effect on its own, other than looking fancy
     | Makes it very obvious when she's casting a spell due to the glow behind her.
    ⛧ | Increases the effective casting time of the spell this attaches to by a second.


    Artifact Armor
    Name: Sand Shell
    Rank: S | Artifact | Armor
    Type: Sand | Defense
    DurationLess than 1 post.
    Cooldown: 1/post
    Description: Eris creates a 3 inch thick hardened sphere of sand around her to block attacks remaining up for around half her post unless broken early.  Has a diameter equal to Eris's height + 15%  Base HP of 200. 

    Strengths: 
    | 360 protection.
    Weaknesses: 

    | Brief.
    | Can be broken through early.


    Bonus A-rank spell from Armor transfer.
    Name: Desert Rose
    Rank: A
    Type: Sand | Chained
    Duration: 7 
    Cooldown8
    Description: Casting this causes a petal shaped plate of sand to form within 75m (Burst) as she desires with an immediate response.  She can continuously cast chains of Desert Rose to add 1 petal per casting,  or store petals to release them all at once.    The petals remain where they were created or in a fixed position relative to a target.   They do not have to be touching, but she could instead have multiple petals that orbit her like a shield wall.  They last for 7 posts or until destroyed.

    Each petal is as tall as she is and about twice as wide, made of sand compacted into a hard stone. 

    They have 160hp.
    Strengths: 
    | Sufficient in size to productive complete cover for a standing target against a threat from a single direction.  
    Weaknesses: 

    ⛧ | Requires a bunch of petals to enclose someone,  otherwise some effects may be able to "Roll", "Flow", or "Bend" around the petal;  such as a fiery explosion,  or a flood.
    | Gets really expensive where it's easy to cast it too many times and end up at a disadvantage.


    Name: Radiant Waltz
    Rank: D
    Type: Sun - Sand | Burst
    Duration:
    Instant
    CooldownN/A
    Description: Eris flickers in a flash of light to appear 15m (Burst) away, her body radiating light as her body smolders with sunfire.  

    Strengths: 
    | Instant movement.
    Weaknesses: 

    | Short range.  
    | It isn't a true teleport.  She has to be capable of traveling the distance normally, albeit including any special movement effects and the fact that she can fly.   (Non-Earthen physical or energetic obstruction.)
    | Has a 1 second wind up, so it isn't actually instant and there will always be that moment of vulnerability. 
    | Indication of the effect having occurred. ie; it's not subtle / hard to miss what happened, which can be an advantage to teleports that have no visible effect resulting in a jarring confusion.




    H-Spell  1/1
    Spoiler:

    Name: Dune God's Ascendant Bellow
    Rank: H
    Type: Sun - Sand | Charged Spell
    Duration: Up to 9
    Cooldown: 10
    Description: When Eris casts this she devours all light from the sun for miles with a persistent suppression leaving the area dark as night before she releases a soul-piercing cry that reaches for miles,  sounding something akin to a
    hawk's screech and a mountain lion's roar, with an echoing reverb reminiscent of thousands of tortured souls screaming in chorus with her.    Those who hear the sound,  and are within the area of Eris's Dust to Dust aura,  are paralyzed for 1 post.   
    While bellowing,  a swirling bubble of sunfire and sandstorm spins around her like a vortex enough to make her a bit indistinct and hard to see but not opaque.   The upper hemisphere has a spinning ring of sunfire while the bottom hemisphere has a swirling vortex of sand spinning across the ground (or in a ring around the bottom of the bubble if in the air).
    After charging for a significant portion of her post to the end of the start of her next post  in which Eris gathers and concentrates power into a spinning bead just in front of her mouth.  Then like the crack of an atom, the bead bursts erupting into a rapidly widening beam of destructive energy.    A core beam of sunfire is 10 meters wide while a swirling twister of sand spins around the sunfire core to form a ripping and tearing outer shell of an additional 20 meters.    The ground along the path of the beam cracks and spreads into a fissure as wide as the beam is, 50 meters deep. 
    The beam travels 600 meters where,  or at the point of impact in general,  it scatters and swirls into a growing sphere up to 300 meters in diameter growing by 100m/s,  the beam traveling at 450m/s.  
    The beam deals 75 base damage if released immediately rather than letting it charge.   If it charges until Eris's next post it has 120 base damage.    The nova at the end does 50 damage, 80 if charged.
    For every post Eris charges this spell, in which she cannot move on her own,  it gains +25% damage and range,  to a max of 9 posts.
    Strengths: 
    | Ignores physical obstruction caused by Eris's own spells.
    Weaknesses: 

    | Eris cannot move on her own while charging.
    | If Eris moves her head while firing the beam,  it will deal 33% less damage to anything it passes over and the sphere at the end wont have time to fully form, only being about half size.




    S-rank spells. 6/6
    Spoiler:


    Name: Sahara Cyclone
    Rank: S
    Type: Sand - Sun | Grand Summon
    Duration10
    Cooldown11
    Description: Eris expels a twisting vortex of sands rushing out from her in a torrent as it spins upwards into a pillar above her that rapidly expands and grows into a 300 meter wide twister, a cyclone stretching upwards towards the sky and travels at 60mph.   Among the roaring of the sands is heard the wailing of bound souls fed into the cyclone as she imparts within the cyclone a spark of her own divine will animating the twister with a sinister presence;  Not a mere tornado,  the storm moves with a malevolent intent to cause harm and seek out destruction.

    This presence concentrates in the center of the cyclone about 300 meters off the ground taking the appearance of a burning sun that is the "Body" of Sahara with 300 base hp
    It deals its basic attack damage to things within the area.  Like a creature would be able to strike someone with multiple bites, punches, or sword slashes,  Sahara deals 1/4th of the basic attack value of its rank but deals damage repeatedly per roughly every second one remains in the area.   
    ACTIVE: Solar Flare.  Sahara's heart roils and intensifies to burn with a corona of sunfire that bleeds out to get caught in the spinning cyclone,  igniting the full cyclone with ribbons of dark golden flames to deal 100bd to enemies in the area.  This isn't used normally,  this ability only activates when Sahara is defeated and its heart destroyed,  or when the time runs out.   The golden flames incinerate rubble and sand in the cyclone,  making it rain a sparkling rain of glass particulates.  While beautiful,  you really shouldn't inhale it.
    PASSIVE: Gale Force.   Enemies and objects in the area of the Cyclone are subject to S-rank force winds/sands that maintain a constant pull towards the center of the cyclone and upwards.   At the top of the cyclone they may be thrown high into the sky away from it.  Objects,  sand, and collisions within this gale force can deal C-rank spell damage per post to enemies caught in it.  
    Strengths: 
    ⛧ | Hard to see within the cyclone due to, well, all the sand,  and other debris.  You could probably see about a 10 meters inside the cyclone before accumulated physical obstruction bars vision.   The winds are rather deafening as well. 
    Weaknesses: 

    | The core in the center would literally fit the definition of a weak point.  So yeah, that.
    | Even if vision is lost other magical forms of senses would still be working just fine, probably.   Tremorsense, Blindsense/Blindsight,  or any magical variation thereof. 
    | Cover is very effective against Sahara.   A cave or heavy stone building could protect you very easily.  Wooden buildings would be shredded however and become debris.   
    | Completely unusable in cramped underground systems.   It would take a truly massive cavern to sustain Sahara.



    Name: Lot's Plague
    Rank: S
    Type: Sand | Curse, Multi-Target
    Duration10
    Cooldown: 11
    Description: A more insidious spell.  Lot's Plague releases single particles of sand silently with no fanfare,  these single particles of sand seek out living beings within 300 meters at a speed of 50m/s.    Once the cursed sand touches a victim, they are stricken by an ancient virus that was buried away beneath the sands in a lost tomb which Eris raided.   The virus takes 2 weeks to set in starting with a mild cough and minor nausea,  but they are capable of spreading the virus to anyone else that gets within 100 meters of them after just 3 hours.  Internally small portions of their bones will start degrading into more grains of the sand.    After 3 weeks pass,  the last week escalating with dehydration, anxiety, paranoia,  and eventually insanity,  they will start to bleed from their pores as grains of sand work their way to the surface and exit through their skin.   After 7 days after the second week mark,  they will fall into a coma as their flesh is drained of moisture and starts turning into sand,  eventually they will collapse into a pile.   

    From the pile,  grains of sand form together into animated scarabs that feed on what dried meet and crisp skin remains.
    Livestock will die within days when exposed.
    Small animals and insects will be effected by the insanity sooner than others,  within days becoming extremely erratic and behaving oddly such as swarming and gathering in areas of civilization.
    Children will usually die spontaneously when infected,  roughly 1 week into it.  Once one dies the plague seems to react and others also die the same day.   Their families having one week to grieve before the plague fully takes hold.

    Those baring magic tend to resist the plague, but instead go through a very brief but violent reaction.   For 10 posts they'll take D-rank damage per post and lose any immunities and resistances to damage they possess.   A headache and vertigo make it awkward to stand or run, reducing evasion by 30%,  while grains of sand rapidly growing beneath their skin cause pain in the joints and when gripping things.  (Said sand once the spell ends disintegrates and is absorbed by their internal magics to dissipate entirely)
    Strengths: 
    | Subtle spell that's hard to notice.
    Weaknesses: 

    | Takes a long time (Weeks) for it to take major effect, except against mages.
    ⛧ | non-passive, Active healing abilities will eliminate the effects for the post in which they were exposed. 
    | Has a very faint magical signature that can be detected by individuals who have an actual ability in their magic or lineage to detect magic, the default passive everyone gets is not enough.   Even then, they may not register this as threatening,  or obvious enough to notice the first time.  They would be much more likely to notice it with repeated exposure (If Eris ends up being a reoccurring villain for them)






    Name: Dune God's Golden Raiment 
    Rank: S
    Type: Sun - Sand | Support
    Duration10
    Cooldown: 11
    Description: For 10 posts Eris is endowed with an aura of glittering golden light and sands that snuggly fits to her form like a second layer of skin,  making her look like a golden statue of herself.   Incoming damage is reduced by -40,  outgoing damage is increased by +40, and she may spend MP equal to the MP an enemy spent to shrug it off, up to S-rank, with the spell scattering across her golden body.    She cannot be directly targeted while this spell is active, as though she herself were physically not there,  but she can still be damaged indirectly by attacking the Raiment and thus hitting her.

    Strengths: 
    | She isn't subject to knockback or staggers while clad in gold.
    Weaknesses: 

    | Requires her to match spell costs with her own MP, and no free counter to start it off.
    | Every time she takes damage she loses -1 from the -40.  Recovers by +2 per post.  To a minimum of -10.


    Name: Dune God's Bombardment
    Rank: S
    Type: Sand - Sun | Offense
    Duration: 5
    Cooldown: 8
    Description: Targeting individuals within 400 meters,  Eris calls down vertical pillars of golden light encasing a compact ball of sand from the sky.  Eight individual pillars slam into 25 meter areas totally 200 meters in all,  with no overlap.    They deal 50 base damage / each (Up to x2.5/base as the rules allow for sustained damage over multiple posts).  If someone is hit by more than one in the same post the other hit will deal 50% less damage (Possible because the four pillars do not strike all at once but in succession, so someone may get hit by one and move into the area of another).

    The rays of light will shine down from the sun but only come into focus when they're within 200 meters of the ground/target.  
    They fall from that 200 meter height at 150m/s.
    Strengths: 
     | Could theoretically do massive damage to targets large enough to receive multiple strikes without area overlap.
    Weaknesses: 
    | No overlap,   smaller individual areas.
    | Reduced damage.   Dealing only 50 damage,  they are less damaging by default than a B-rank spell.


    Name: Dune God's Concentrated Might
    Rank: S
    Type: Sun - Sand | Support
    DurationInstant
    Cooldown8
    Description: This spell is only usable immediately before another spell and has no use on its own.

    Concentrated Might gathers power within Eris to increase the range and damage of her next offensive spell by S-rank proportions,  which is to say +300m,  and +100 base damage.   Increases its velocity by 100m/s to account for new increased distance it needs to cover.
    Strengths: 
    | Magnifies the power of her next spell.
    Weaknesses: 

    | No use for anything else. 
    | Doesn't get much simpler than this.



    Name: Piercing Scarab
    Rank: S
    Type: Sand - Sun | Support Summon
    Duration: 3
    Cooldown: 8
    Description: Eris collects swirling sands into the air above the palm of her hand that concentrate into a hard compact sphere that morphs into a scarab sculpted out of compressed sand that is then lit with the light of the sun, imparting in it bound souls to animate it, giving it life and synchronizing it with her magic.

    It flies at 50m/s on its own but can "Ride" a spell so its speed matches a spell it is synced to. 
    The Scarab is 12 inches from wing tip to wing tip.
    ACTIVE: Rekindle.  Resets the Range of a spell, to make it start as though from 0.  A Rekindled spell gains + S-rank base damage.  The Scarab can only do this once.
    PASSIVE: Sync. The next offensive spell cast by Eris will link to the Scarab.   The Scarab becomes the focus point for areas of effect that have a duration.  Ranged attacks will follow in the path of the Scarab.
    Strengths: 
    | Excels at magnifying the range of an attack. 
    Weaknesses: 

    | The Scarab is useless on its own.  It has no attacks, and cannot basic attack.
    | The scarab can be killed to prevent it from seeking someone out.







    Last edited by Eris on 21st July 2017, 1:36 pm; edited 28 times in total
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    Eris
     
     

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    Lineage : Devil's Conquest
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    Experience : 675075

    Character Sheet
    Character Name: Eris/Sanguinoth | Red/Denielle
    Primary Magic: Sunset Eclipse - The Sandstorm GS
    Secondary Magic: Titan Eclipse • Devil Pact

    Re: It means no worries, for the rest of your daaays.

    Post by Eris on 6th July 2017, 11:54 am

    Placeholder
    A-B and some C's.


    A's  7/7
    Spoiler:


    Name: Mass Rite
    Rank: A
    TypeSun - Sand | DoT
    Duration5
    Cooldown6
    Description: Eris snaps her fingers or claps her hands,  causing all light to disappear within 600 meters in just an instant,  a reverse flash,  before it returns dimmer than before.   An orange-gold ring of light faintly outlines a 150 meter area centered on Eris or a point within 300 meters.  Sands whirl around the ground making the ground indistinct so it's hard to be sure-footed, the swirls hiding hazards.   

    The bodies of enemies wither as though drying up with stolen moisture, dehydrating them as they are drained.  Tendrils of dark light and sands waft away from their bodies towards allies of Eris to gift them that which was taken from the enemy.
    Enemies in the area take 40 base damage per post for 5 posts while allies in the area heal 40 base per post for 5 posts (For a total of 2.5% rank base damage as the rules allow, 4-8-12-16-20).
    Strengths: 
     | Shift a battle by draining enemies and recovering allies.
    Weaknesses: 

     | Drawn out over time rather than all at once.
     | Requires enemies to drain from to heal allies.



    Name: Slaying Sun Spear
    Rank: A
    TypeSun | Offense
    DurationInstant
    Cooldown: 5
    Description: Eris's body takes on a glow as she visibly blurs in the process of throwing a weapon of any kind which shoots out from her with an intense burst of speed.   Adds A-rank damage, range, and speed to a thrown weapon attack.  The weapon leaves a visible laser-like trail of light in its wake that slowly fades away.

    If she uses this on a melee weapon (And doesn't throw it) or her own fist / horns, ect,   then she herself will be projected to deliver the blow adding A-rank 225 m/s to Eris's speed to a distance of 300 meters.
    Strengths: 
     | A single more impressive and effective attack with any thrown weapon.
    Weaknesses: 

     | Requires a weapon to throw,  or she puts herself directly in harms way.
     | Requires the freedom of movement necessary to throw a weapon with full force.
     | The A-rank values are applied after any buffs to strength/speed, ect,  and not before.  Meaning it doesn't benefit from them,  though it will benefit from magic/spell buffs instead.



    Name: King's Tomb
    Rank: A
    TypeSand - Sun | AoE Defense
    Duration: 7
    Cooldown: 8
    Description: Eris snaps her fingers or raises a weapon to the sky.  A pillar of light slams down into the area within 150 meters of Eris.  For 1 full post the area is bathed with intense light and washed out to the point that nothing can be seen but white.  The ground cracks and rapidly becomes sand,  sand that rises up to form a great domed shell encompassing the area.  It is 1 meter thick, even below ground level.   Within the dome,  more walls are formed within to create compact surfaces harder than steel.   The entire interior becomes a labyrinth of hallways and rooms with many floors,  a three dimensional labyrinth where you can get lost vertically as well as horizontally,  with some areas of floors only accessible from lower levels and so on.   


    The interior of the labyrinth is lit by star like motes of sunfire that line walls like torches or ceilings like chandeliers. 

    Individuals within the labyrinth when the spell is cast are encased in the same hard sands, immobilizing them for 1 post before the sand crumbles,  and the sands that form around them making the walls and floors can separate even a group of people within a few meters of one another moving them anywhere else within the labyrinth as it forms.

    The walls of the labyrinth have 80 base hp per section, but take half damage from B-rank or less spells/sources.

    The entire labyrinth sinks 50 meters lower into the earth each post, though the movement isn't noticeable within it.
    Strengths: 
     | Eris and those she deigns allies can walk through the walls.
    Weaknesses: 
     | Not hard to break through the walls. 
     | A lot of enemies that might get caught in it might have not very fun abilities completely negating the entertainment.   Wall walking, phasing, teleporting without requiring line of sight, portals,  burrowing,  brute force thuggery,  ect.






    Name: Jericho Rise
    Rank: A
    TypeSand | Support
    Duration7
    Cooldown: 8
    Description: Eris creates a 150 meter long and tall wall of compact sand, with a second wall 150 meters away.    It grows by 25% per post.   The wall self-repairs,  but they only have 50HP before a spell punches straight through with the whole then closing after a few seconds.   Enough time to walk through the hole you made.   As you might have noticed,  the purpose isn't to resist damage like a wall spell.

    Instead of being defensive,  these walls are Offensive.   Any spell Eris casts will be mirrored by the walls, filling the space between the two with the spell cast.   A laser spell for example would turn the inside of the walls into a car wash of doom.    Only one instance of damage is applied however,  being hit by multiples wont repeat the damage.   It increases the damage by 50 bd, but otherwise is essentially just an extension.
    Strengths: 
     | Create a choke room of of doooooom.    Adapts to the available space,  such as a hallway.
    Weaknesses: 

     | Multiple hits from the same spell don't apply more damage,  they only take damage once.
     | The walls are not very useful for defense.





    Name: Jericho Fall
    Rank: A
    TypeSand | Offense
    Duration7
    Cooldown: 8
    Description: Eris generates shockwaves of sand that ripples through the earth within 150 meters.   Any structure, wall, or barrier within the area receives a base 80 damage per post. Effects not in contact with the ground have sand gush up to meet them.

    Strengths: 
     | Suppress or weaken defensive measures.
    Weaknesses: 

     | Deals full damage to obstructions because this does not harm or target enemies themselves. 
     | Creations in the air have an opportunity to avoid the effect, as the sands erupt from the ground to reach them at 75 m/s.





    Name: Sand Maelstrom
    Rank: A
    TypeSand | Offensupport
    Duration7
    Cooldown: 8
    Description: Eris projects a thin ray from her forehead or the space between her horns if visible,  about as thick as a string of yarn but with bursts of sand forming rings around it as it travels.    The ray strikes a spot within 300 meters where it bursts into a whirling orb of sunfire that intensifies into a glowing star 25 meters wide while the ground within 75 meters of it disintegrates into Sand, which starts swirling around the star in a spiral feeding into it.    By the end of the origin post the star will completely terraform the 150 meter area and the star will have sunk 50 meters down,  turning that area into a pit with what would be, if it were not a swirling vortex actively pulling things in,  a slick sand slope.  

    It continues to lower by another 50 meters each post,  which causes the ground beyond the area of its reach to naturally collapse into the maelstrom continuing to feed the vortex and widening the area by another 30 meters. 
    Enemies caught by the sand vortex must resist A-rank pulling force that drags them towards the star in the center,  not directly but in a spiral.   It is not immobilization as they may still struggle against it,  or use the force to move closer to it,  and moving diagonally against it is easier than trying to move directly away,  and it isn't a paralysis effect meaning they still have full use of their magic unless it requires some movement that is hard to do.\
    Deals D-rank damage to things within the area per post starting when they're in contact.   If they manage to get dragged into the sun in the center they take C-rank damage per post instead and Eris may, once per post,  spend A-rank MP to deal A-rank damage to them while they're in the star similar to a chained spell.
    Strengths: 
     | Slowly growing maelstrom that can be difficult to escape. 
    Weaknesses: 

     | Low damage unless they can be drawn to the center..  
     | Movement abilities.





    Name: Star Blazing
    Rank: A
    TypeSun | Support
    Duration7
    Cooldown: 8
    Description: For the duration when Eris casts a spell she fragments in a flash of light to create four echoes of herself, all of which appear to be made of blazing sunfire,  in four locations within 225 meters.   Each echo mirrors whatever spell Eris casts,  and then the echoes disappear leaving one behind which is the true Eris. 

    The four echoes of the spell are all considered extensions of the one,  meaning that their damage does not stack,  but may deal up to A-rank equivalent bonus damage if two or more hit the same target.
    Strengths: 
     | Allows a spell to target multiple areas or individuals.
    Weaknesses: 

     | Creates only three echoes for S-rank spells,  and only two for an H-rank spell.  No echoes if she uses a guild spell.
     | Areas don't overlap or if the same target is subject to multiple,  the damage doesn't stack as though they were individual spells but as though a single spell with up to an A-rank addition.






    B  -  8/8
    Spoiler:






    Name: False Earth
    Rank: B
    TypeSand | Supplemental
    DurationInstant
    Cooldown: 4
    Description: Eris reaches with her sands to alter an area of sand or earth to change the consistency and behavior of up to a 100 meter area.   The earth in that area becomes a trojan horse.  It looks normal,  but is completely flat and level with itself and bare of vegetation or rocks-  as the ground has been remade to become quicksand.    Stepping onto this ground is like stepping off the edge of a pool straight into the deep end,  but unlike water nothing floats on it and you'll maintain a not-so-slow descent rather than slowing and returning to the surface due to buoyancy like you would with water.    It takes quite a bit of force to remove someone from the quicksand and not possible for a normal human to remove themselves,  like being stuck in mud but worse with that wet suction.    Generally a mage will have something they could do to rectify the situation. 

    Strengths: 
     | Creates quicksand.
    Weaknesses: 

     | It is natural quicksand,  other earth mages could fix it easily.
     | No damage, no magical bindings, no special features.  Just a natural hazard.





    Name: Crescent Dune
    Rank: B
    TypeSand | Defensive
    Duration6
    Cooldown: 7
    Description: 

    While active every attack Eris uses that involves the physical damage rules will also create a slash of hard sand that follows the motion from below.  Extends the range of melee by 15 meters, following melee attacks through with sand spikes that jut from the ground mirroring the speed of her swings or punches.  Leaves the sand behind as a stone obstruction with HP equal to the damage of the melee strike she dealt.
    Strengths: 
     | The sand spikes could potentially impale enemies leaving them "Pinned" until broken or they rip themselves or the sand free.
    Weaknesses: 

     | Short range?
     | The sand left behind is narrow and easily aimed around and wont be too annoying except in cramped spaces.
     | Doesn't buff the damage at all.
     | Range doesn't stack with Crescent Sun.





    Name: Crescent Sun
    Rank: B
    TypeSun | Offensive
    Duration6
    Cooldown: 7
    Description: While active every attack Eris uses that involves physical damage rules will also create a slash of dark orange-gold light that follows the motion from above.  Extends the range of melee attacks by 15 meters, following melee attacks through with crescent blades of sunfire that arch down in from the sky mirroring the speed of her swings or punches.  The blades of light increase the damage of those strikes by 20% and disables health regen for the post they received damage in.  If the regen source is greater than B,  it instead reduces by 4%,  -1 per rank higher.  

    Strengths: 
     | Helps against regenerating enemies.  Great against trolls, traditionally,
    Weaknesses: 

     | Just regeneration, doesn't directly hinder actual healing effects.
     | Range doesn't stack with Crescent Dune.






    Name: Radiant Visions
    Rank: B
    TypeSand - Sun | Supplemental
    Duration6
    Cooldown: 7
    Description: Creates an ever shifting cloud of sand and light in a 100m area within 200m that shifts and alters in real time to create actual physical scenes mirroring the effect of illusions,  but with substance and they are a physical presence allowing one to interact with them.  If they interact with a hazardous illusion they'll receive damage as though Eris punched them using the physical damage rules but that isn't the purpose anyway. 

    Strengths: 
     | A portable holodeck, ish.
    Weaknesses: 

     | If you can sense an element,  you wouldn't sense it if you saw it due to Radiant Visions.  A water slayer wouldn't be able to sense anything from a fake river.
     | Doesn't provide buffs or debuff anyone and you can just leave the area.    Walls or obstruction are still just sand and you can force your way through. 






    Name: Blast Step
    Rank: B
    TypeSun | Supplemental
    Duration3
    Cooldown: 4
    Description: For the duration whenever Eris uses any sort of movement ability,  she can chose to emit a burst of Sunfire on arrival or Exit, or both.   This comes with 3 charges of a 30 meter burst teleport she can use until the duration ends. The Visual of the teleport is a flicker of light with a thin beam and blur effect from start to finish.  

    The burst of sunfire is 15 meters at 35 meters per second, and does C-rank base damage.
    Strengths: 
     | Turns her movement abilities into an attack in and of themselves. 
    Weaknesses: 

     | The teleport using this provides leaves a clear path to wherever she just teleported towards, limiting surprise and confusion factor teleport would normally provide.
     | The maximum damage on a person that Blast Step can result in is 2.5x B-rank, similar to a DoT. After which, they will not take any more damage from this source.






    Name: Star Cluster
    Rank: B
    TypeSun | Offensive
    Duration3
    Cooldown: 4
    Description: Eris creates three miniature stars in the palm of her hand,  each the size of ping pong balls.  She can throw these based on her own throwing ability,  or project them as projectiles up to 200 meters at 150m/s.    Allies or Eris may carry them.  

    They will explode in a C-rank / 40 base damage 25 meter diameter nova of Sunfire when an enemy gets within 5 meters of the star, like a proximity mine.   Also applies while it is flying,  so any enemy that gets near its path of flight could detonate it prematurely.
    Strengths: 
     | Function as traps or a cluster-bomb effect. 
    Weaknesses: 

     | Doesn't damage Eris, naturally,  but will damage allies.  They don't trigger them, but if an enemy triggers one and they're in range then they'll be subject to the attack as well. 
     | They have 40hp and can be destroyed prematurely if seen before they are triggered.






    Name: Havoc Burst
    Rank: B
    TypeSun - Sand | Offensive
    Duration3
    Cooldown: 4
    Description: Eris generates a small vortex of whirling sands in her hand that feeds into a small marble sized point in the center building up heat as they're highly pressurized into a glowing core that ignites with sunfire after 3 seconds, the palmtop sandstorm gone having fully concentrated into a glowing molten ball that cools into a jagged glass sphere.  

    When directed,  it will suddenly crack and disappear to teleport somewhere within 50 meters and shatter, bursting into a 25 meter area (expanding at 35m/s) of intense whirling sands with a large burning sphere in the center. 
    For the duration, the area will remain shrouded in the chaotic blaze of sand and sun, which obscurs vision beyond 3 meters.
    Deals 60 base damage.
    Strengths: 
     | No travel time, a teleporting bomb. 
    Weaknesses: 

     | While it doesn't have a travel time, it has a long and very obvious charge-up time. 
     | While it doesn't have a travel time, the explosion itself does.  Kind of like if the burst emanated from Eris, but it instead emanates from an origin point within 50 meters.




    Name: Sand Nebula 
    Rank: B
    TypeSand - Sun | Defensive
    DurationInstant
    Cooldown: 4
    Description: Sends a streaking star to a point within 200 meters at 150m/s.    When it gets within 25 meters of someone or when detonated at her discretion or at max range,   the star explodes with ribbons of sand and sunfire in a massive chaotic network filling a 100 meter area. 

    The ribbons are hot and molten at first causing 30 damage, after which they cool down into hard bands of rough stone-like concentrations of sand and sparkling glass making it look somewhat like a nebula,  thick and physically barring movement like trying to move through  
    Strengths: 
     | Physically bars movement in the area.
    Weaknesses: 

     | They're "Natural" and not magically reinforced, though endure roughly 60 damage.
     | Small creatures.   Incorporeal bodies (Sand, Fire, Light, Water, ect,  as opposed to Ice, Stone, or Metal)



    Last edited by Eris on 21st July 2017, 2:30 pm; edited 11 times in total
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    Eris
     
     

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishval- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Senior [500]- The Yato Achievement Badge- Player -
    Lineage : Devil's Conquest
    Position : None
    Posts : 1400
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 675075

    Character Sheet
    Character Name: Eris/Sanguinoth | Red/Denielle
    Primary Magic: Sunset Eclipse - The Sandstorm GS
    Secondary Magic: Titan Eclipse • Devil Pact

    Re: It means no worries, for the rest of your daaays.

    Post by Eris on 6th July 2017, 11:54 am

    Placeholder
    C's  9/9
    Spoiler:


    Eris is permanently down 15% MP (25% total, more than the price of an H-rank spell):


    Name: Stellar Reactor
    Description: With the power of a sun inside of her, Eris generates high amounts of magical power and has a refined mana supply manifested as a golden burning aura with a dark center. 

    Whenever Eris would lose MP, she loses half the amount.  (Minimum 1).  Meaning low losses aren't erased, 2% doesn't become 0 for example, if it were simply -2.  
    Unfortunately this also means Eris's aura is extremely intense and her spells can be detected, unless in a disguise or not using magic.  This doesn't mean that the aura is easily identifiable though, as she can alter the "signature" of the aura. (Separate effects elsewhere)


    Name: Edgeguard 
    Description: Eris's body of sand has a hard surface in response to hostile effects.  Individual attacks lose their edge,  a thin barrier forming and shattering in response to a threat,  reducing incoming damage by 20 +15% of the attack.
    Edgeguard can be seen visibly by attackers as cracks and a soft crunch on impact that disappear after a moment.   As such, very rapid attacks striking the same spot in immediate succession (Like a machine gun or some beams depending on how they were designed) will reduce the Edgeguard by a 2 per hit, making the crack larger and larger allowing more damage through for the remainder of the attack.


    Name: Sands of Retribution
    Description: Whenever Eris receives damage the sands in the air around Eris or from her own body lash out at the attacker to deliver a mirrored wound (In the same spot / angle, ect.) of 40 damage + their own modifier (If they have +25% strength and the mirrored attack is physical,  then that applies for example), but she can only sync with enemies within range of Eris's Eternal Storm limiting the use against ranged enemies.   Enemies effected by this mentally see in their minds eye themselves attacking themselves in a flash instant, a figment of their imagination surely.




    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



    Name: Star Burst
    Rank: C
    Type: Sun | Offense
    Duration: 1 Post
    Cooldown: 3 Posts
    Description: Eris cloaks her hands in radiant sunfire that leaves trailing tails of light behind them like ribbons, extending to envelop any weapon she wields as well.  The next melee strike she lands deals an extra 40 base damage, and 20 base damage on the post after they got hit from the searing burns.

    Strengths:
    ⛧ Augment a Melee strike with Sunfire.
    Weaknesses:

    ⛧ No Range.  
    ⛧ Visible indicator of effect.


    Name: Dune God's Lance
    Rank: C
    TypeSand - Sun | Offense
    Duration1
    Cooldown3
    Description: From a hand, mouth, horns, tail, or pretty much anywhere Eris casts a quick ray of sunlight surrounded by a high speed swirl of sand around the core shaft that cuts like a saw or high powered sander.  The beam is a ray 6 inches wide 120 meters long traveling at 90m/s.    40 base damage.   Lasts 3 seconds.  The beam follows her movement,  like a long blade.  Or more accurately like a fire hose,  as the ray visible bends and distorts with the movement as the speed of the ray tries to keep up with the movement of her head or hand or so on.  

    Strengths:
    ⛧ Beam effect.
    Weaknesses:

     | Though the ray hangs in the air for a moment she can't redirect it like a laser. 
     | It's narrow, only 6 inches wide.  About as wide as a lance.
    ⛧ | Deals only half damage to something that is quickly passed over as the beam is moving, as opposed to something directly targeted.


    Name: Sand Saw
    Rank: C
    Type: Sand | Offense

    Duration: 1
    Cooldown: 3
    Description: Eris cloaks her hands in swirling sands that leave sand particulates falling in a trail behind her like rain.   Extends to envelop any weapon she wields as well.   The sands flow at high speeds along the striking face of her weapons or her fist,  acting like a chainsaw.

    The next melee strike she lands deals an extra 40 base damage,  and grains of sand are embedded in the wounds and may slip through exposed veins causing blockage.    The attack made with Sand Saw are 50% harder to heal.   So,  if she dealt 60 damage with the attack and they were healed by 60, they'd instead heal by 30.  Only applies to the damage caused by Sand Saw)
    Strengths:
    ⛧ Augments a melee strike with Sand. 
    Weaknesses:

    ⛧ No Range.
    ⛧ Visible indicator of effect.


    Name: Dune God's Smite
    Rank: C
    Type: Sun | Offense
    Duration: Instant
    Cooldown: 3
    Description: Eris narrows her eyes, thrusts a palm or points a finger at a designated enemy within 120 meters.   Far above their head a flat disk, looking like a 2D solar eclipse,  appears facing down at them.   A pillar of light then crashes down upon them,  looking like a simple spotlight for the majority of its length that stretches high into the sky as just a visual effect,  then the 120 meters closing in on the enemy intensifies becoming a vivid burning beam of Sunfire as though it just came into focus and slams the enemy with a 5 meter wide pillar.

    Deals 40 base damage.
    Strengths:
    ⛧ Coming from above, it may be unexpected or a surprise attack unless they know she possesses this effect so they can be aware of it.
    Weaknesses:

    ⛧ | Because it comes from above it pretty much either hits or it misses;  it's not exactly going to hit someone along the way to the target,  or hit someone behind the target if it misses them. 
    ⛧ | Tends to require that the target be outdoors,  though normal buildings wont be able to stop it.  (A protected fortification or an armored Ship could, however,  if sufficient.)


    Name: Dune God's Grasping Hand
    Rank: C
    Type: Sand | Offense
    Duration: 2
    Cooldown: 3
    Description: Eris reaches out with an open hand at a target within 120 meters,  the hand disappearing and breaking apart into sand that falls to the ground.   A mass of sand within 120 meters gushes forth with its own grasping fingers,  a whole arm of sand reaches to grab the enemy Eris reached for, mirroring her movement.    So long as the enemy is within range the Grasping Hand's own range is indefinite and will continue to stretch throughout the area.  

    Eris can perform melee attacks through the hand using her strength modifier and her base physical damage + C-rank spell value (40 base damage).    
    If the hand grabs someone it becomes solid like stone keeping them trapped for 1 post before the hard sand turns brittle.   
    Strengths:
    ⛧ Persistent for 2 posts. 
    Weaknesses:

    ⛧ | Requires Eris's actual limb to use.    Though it occurs to me that she can just make a new one.  But at least for a moment Eris loses a limb. 
    ⛧ Once the sand hardens it has 80 base HP and can be destroyed to end the immobilization early, if they have a means of attacking it while restrained.



    Name: Sand Locusts
    Rank: C
    Type: Sand | Swarm Summon
    Duration: 2
    Cooldown: 3
    Description: Within 60 meters Eris animates sand causing what look like cat sized locusts to crawl from the ground,  made of compacted sand.   The locusts can fly and have 5 HP each, and deal 1 base damage per attack.    Each post for 2 posts an enemy might be targeted by up to 10 attacks.

    ACTIVE:  The Swarm can lay tiny clumped bundles of sand within the body of bitten enemies.  Activated when Sand Locusts ends, a new swarm of Sand Flies erupt from those bitten by the locusts.   The Sand Flies deal 30 damage to those in the immediate area (Within 5 meters) before the swarm disperses.  They violently emerge from the host,  killing generic NPCs.
    PASSIVE: Plague Bite.   The Locusts carry diseases and their bites can inject grains of sand into the target's body.   Cannonfodder-tier NPCs rapidly turn pale and sickly, experiencing vertigo, nausea,  and cough puffs of sand. 
    Strengths:
    ⛧ Numbers!  It's a swarm!  NOT THE BEES!   
    Weaknesses:

    ⛧ AoEs can quickly clear out a large swath of them.    For every 20 damage delt to the general area of the swarm by an AoE spell,  those within the area are subject to 4 less attacks per post.
    ⛧ Locusts are fragile.






    D's  11/11
    Spoiler:


    Eris is down by 10% of her max MP permanently (25% total, more than the price of an H-rank spell):

    Name: Dune Wraith's Grace
    Description: Eris produces no sound or scent unless she desires it, in which case she can produce any sound or scent she pleases.   She leaves no tracks when she passes.  No footsteps,  no shadows,  and no reflections, unless she deigns it.  Her movements are particularly lithe and weightless with an unnatural grace to them.



    Name: Dune Wraith Extended
    Description: Because Eris's body is made of shaped sand,  she naturally does not have the same organs or perceptions of others.   All her senses are basically translated,  like raw data,  from calculations of the environment.    She physically does not possess real eyes, ears, nose,  taste buds, or nerves.  




    Name: Wither
    Description: Whenever Eris kills an enemy the body is completely shriveled and drained of moisture- and their magical energy cannibalized.  For the topic itself, Eris gains 2% max mp per enemy she kills within 3 ranks of herself.  Starts at 0% at the beginning of a topic.



    Name: Burrowing Sands
    Description: Whenever Eris deals damage with a spell containing Sand, the victim takes a damage equal to 5% of the damage delt by the spell each post for 10 posts.  While taking this damage healing is reduced by a flat 10 + -20%.  (A spell healing by 100 heals by 70)
    The sands from the damage they took embed themselves and dig into the body like parasites. 



    Name: Blazing Sun
    Description: Whenever Eris deals damage with a spell containing Sun / Sunfire,  the victim burns with an internal warmth that deals damage equal to 5% of the damage delt by the spell each post for 10 posts.  While taking this damage they lose 1% MP/post as their mana supply slowly burns and they lose 1% MP recovery per 3%.  (3% becomes 2%.  6% becomes 4%. 15% becomes 10%) which goes to Eris instead.
    The heat from the spell sinks into the target and smolders within and rides the arcane channels within a mage.




    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _


    Name: Brilliant Rain
    Rank: D
    Type: Sun | Multi-Target
    Duration: 1
    Cooldown: 2
    Description: Eris releases a pulse of light that collects into spiraling marble sized suns that propel themselves in arcs to strike out at up to 20 targets dealing 1.5 damage each.   They fly at 45 m/s to strike enemies within 60 meters.   Due to angles and flight paths they may not all land at once but in succession, especially if targets are at different ranges or are moving in different ways.

    Strengths:
    ⛧ The arc can make them curve around cover / obstacles in their way, potentially assaulting from all angles.
    Weaknesses:

    ⛧ Minuscule damage.  Multi-Target spells are actually pretty terrible at damaging multiple targets.
    ⛧ The projectiles have varying paths of movement but they are not homing.  After setting their course in the moment of casting, they only deviate from their course by about 30 degrees.



    Name: Sand Pit
    Rank: D
    Type: Sand - Sun | AoE
    Duration: Instant
    Cooldown: 2
    Description: Eris sends a small few grains of self multiplying sands that travel below ground towards a target spot within 60 meters at 45m/s.   When it arrives,  it grows explosively, exponentially increasing in quantity while cannibalizing the surrounding earth.  Leaves a hollow 30 meter by 30 meter cube beneath the surface with a thin sand shell at the top.   When someone steps on the land above it or takes a step if they were already on it , the thin ground collapses into the pit.

    The sands are heated by a flash of light (Inside the pit, not yet visible, so the flash isn't seen by the victim(s) in the moment that the sand crust is broken,  flash frying the walls to cook things in contact with it, dealing 10 base damage.
    Strengths:
    ⛧ A hidden trap.
    Weaknesses:

    ⛧ Flying enemies.
    ⛧ Teleporting/Leaping/Climbing enemies.


    Name: Sand Whirl
    Rank: D
    Type: Sand - Sun | AoE
    Duration: Instant
    Cooldown: 2
    Description: Eris casts a globular mass of sand the size of a small melon that swirls and sands rain down behind it like a comet,  and glows from an internal burning core.   The mass travels up to 60 meters at 45m/s,  then bursts into a 30 meter explosion of whirling sands that stream out from the core like a storm of ribbons of sand like slicing blades at 23m/s dealing 10 base damage.

    The sand ribbons will wrap around enemies caught in the area, binding them with hardened bands that have 30hp.
    Strengths:
    ⛧ Can restrain a small crowd.
    Weaknesses:

    ⛧ 10 base damage is literally weaker than a D-rank's unbuffed melee attack.  like, wtf.
    ⛧ Energy/gaseous/liquid elemental bodies and some teleportation / teleportation like effects that can leave stuff behind.


    Name: Sand Passage
    Rank: D
    Type: Sand | sup
    Duration: 1
    Cooldown: 2
    Description: For one post allows Eris to pass through any earthen matter as though a ghost,  passing through while leaving the ground completely undisturbed.  

    Strengths:
    ⛧ Pass silently through the earth.
    Weaknesses:

    ⛧ One post
    ⛧ Doesn't apply to vegetation.  Some areas may have thick wide ranging root structures below ground,  or the wooden structures of buildings, basements, tunnel supports, ect.


    Name: Star Streak
    Rank: D
    Type: Sun | sup
    Duration: 1
    Cooldown: 2
    Description: Eris generates a mild glow from her chest a moment before breaking apart into a mass of erupting sunfire, becoming mostly light and plasma, and shooting away at a base of 45m/s up to 60 meters away, she adds her own speed augments/boosts/enhancements to this.

    If she collides or utilizes the momentum with a melee attack, she adds 20 damage to the base damage of the attack.
    Strengths:
    ⛧ Speedy movement.
    Weaknesses:

    ⛧ She deals 20 damage to herself if she crashes into something like this.
    | A streak of light isn't exactly subtle/stealthy.


    Name: Dark Life
    Rank: D
    Type: Sand - Sun | Sup
    Duration: Instant
    Cooldown: 2
    Description: Damages one target within both Eris's Radiant Dawn and Eternal Storm auras,  to heal a different target within range by 20 base hp.  They will have a faint thorn-like halo-disk hovering above their heads, and a similar one faintly of sand around their feet, two pairs for both targets warning them, allowing them a window to leave the area of the aura(s), for 2 seconds.

    Strengths:
    ⛧ | Drain life from one enemy to restore a different target.
    Weaknesses:

    ⛧ | Two full seconds of forewarning, displayed on both targets. 
    ⛧ | Requires a target to take life from in order to heal anyone.




    Spell Fusions.

    Spoiler:



    Name: Dune God's Apocalyptic Storm
    Spells:  Ascendant Bellow + Bombardment
    Rank: H+
    TypeSand - Sun | Offense
    Duration: 5
    Cooldown11
    Description: Targeting individuals within 1000 meters,  Eris calls down vertical pillars of golden light encasing a compact ball of sand from the sky.  Fourteen individual pillars slam into 25 meter areas totally 350 meters in all,  with no overlap.    They deal 80 base damage / each.  If someone is hit by more than one in the same post the other hit will deal 50% less damage (Unlikely but possible because the four pillars do not strike all at once but in succession, so someone may get hit by one and move into the area of another).
    The rays of light will shine down from the sun but only come into focus when they're within 300 meters of the ground/target.  
    They fall from that 300 meter height at 200m/s.
    Strengths: 
     | Could theoretically do massive damage to targets large enough to receive multiple strikes without area overlap.
    Weaknesses: 
     | No overlap,   smaller individual areas.
     | Reduced damage individually for greater damage over all.




    Name: Dune God's Obliteration Pyramid
    Spells:  Ascendant Bellow + Desert Rose
    Rank: H+
    TypeSand - Sun | Offense - Defense
    Duration: Instant
    Cooldown11
    Description: -Fusing the power of the Ascendant Bellow with the protective barriers of Desert Rose,  Eris begins charging her Bellow.   A pyramid of hardened sand compressed into stone bricks forms a wall around her,  encasing her in a five sided pyramid.  Four to each side, one below.   Each side of the pyramid can withstand 280 damage.   As a chained spell,  Eris can cast this in succession, a new pyramid encases the one before it with each successive casting,  and a second bead-sized sun of energy wells within Eris's mouth.   As a charged spell,  each usage charges along side the others to be used all at once when the charging stops.  Spells of lower rank cannot be created by enemies within the area of a Pyramid,  as though the area within is cut off from the world,  unless they break their way through.
    The Pyramid is 5 meters long, wide, and tall,  or Eris's height + 5 meters,  whichever is greater.   Each pyramid building onto the last is spaced so that it is 10 meters separated from the last one, with a hollow space.    Allies can choose to remain in the pyramid,  or be ejected to the nearest unoccupied space.
    Eris cannot move while charging this spell.
    When Eris is ready to fire she may move again and the pyramid moves with her.   The stone tiles of the pyramid all expand shooting out away from each other to float in the air in the same relative positions to one another but spaced out,  forming a gigantic pyramid of sorts that you can see through with lots of floating stone blocks that will still intercept damage as though it were a solid structure but it allows everyone to see Eris fully charged,  from wherein Eris releases her Bellow, firing the destructive beam as normal but it deals 200 base damage +25% per post charged x times this spell was chained (Recast).  
    All the stones of the pyramid follow along with the roar,  adding to the blasting sands and beam of light a multitude of giant stone blocks. 
    The beam is 900 meters long traveling 600m/s while the explosion at the end is now 300 meters in diameter traveling 225m/s.   The beam is 25m wide.
    Strengths:
    ⛧ | Protection while charging for a high damage mana-depleting attack.
    Weaknesses:

    ⛧ | Can't move while charging.
    ⛧ | If Eris moves her head while firing the beam,  it will deal 33% less damage to anything it passes over and the sphere at the end wont have time to fully form, only being about half size.
    | Extremely costly.





    Name: Celestial Maelstrom
    Spell: Singularity + Sand Maelstrom
    Rank: A+
    TypeCosmic - Sun - Sand | Offense
    Duration8
    Cooldown: 9
    Description: Mirrors the effects of Sand Maelstrom,  but the effects of Singularity overlay it.  Rather than a sun,  there is a Dark Star in the core of the Maelstrom.   The area is increased by 50 meters out from the star,  while the damage is increased by 10.

    Strengths: 
     | The strengths of Singularity and Maelstrom.
    Weaknesses: 

     | The weaknesses of Singularity and Maelstrom.
     | Just a tiny increase in damage.




    Name: Sandstorm Cross

    Spell: Crescent Sun - Crescent Dune
    Rank: A
    TypeSand - Sun | Sup
    Duration7
    Cooldown: 8
    Description: Provides the effects of both spells at once, both effects running in mirror to the other and meeting in the middle forming X's with an edge of glass to them as the sunfire meets the sand heats up forming a molten point at the point of contact which cools into glass fragments that get carried along the striking face of the two Crescents. 

    Both crescents carry the same effects overall.
    Strengths: 
     | As the spells.
    Weaknesses: 

     | As the spells.
     | The added glass is just visual.



    Name: God Killing Spear

    Spell: Sun Slaying Spear x Titan's Void
    Rank: S+
    TypeCosmic - Sun | Offense
    Duration10
    Cooldown: 11
    Description: Manifests as Sun Slaying Spear but the effects are all black with a glowing event horizon as she generates a black mass of cosmic energy that is used as per Sun Slaying Spear.

    Bares the effects of Sun Slaying Spear, but adds 100 base damage,  and rather than increasing the speed and range by A-rank values it increases them by S-rank + 25% values.  
    Enemies struck with God Killing Spear will have a pitch black mass appear to drive itself through their torso,  regardless of where or with what they got wounded by.  It's purely a visual.  It hurts as though real but their hands would pass right through it for example.  
    Like a shard of the void itself,  the God Killing Spear will drain the enemy's MP by 3% per post and whenever they would cast a spell, Eris may match their MP they are spending to cause the God  Killing Spear to suck the magic away as it tries to form the spell in question.  
    While the God Killing Spear is in them, immortals become mortal.  Effects that would spare the enemy from death do not work- and they will feel it, instinctively know it, and acquire a natural sense of impending doom. 
    Strengths: 
     | Effects apply to the first successful attack while God Killing Spear's duration is ongoing.   She could, while the duration persists,  create a new God Killing Spear, causing a new weapon to take on the black hole aesthetic while the visual mark fades from the previous victim.
    Weaknesses: 

     | H-rank "break enchantment" type spells.
     | If an absorbed effect is persistent, mostly non-spell effects, then it is just disabled for 5 posts before it restarts.





    Last edited by Eris on 21st July 2017, 7:30 pm; edited 5 times in total (Reason for editing : <3 It hasn't been keeping count, but this is like the 30th edit lmao.)
    avatar
    Eris
     
     

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishval- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Senior [500]- The Yato Achievement Badge- Player -
    Lineage : Devil's Conquest
    Position : None
    Posts : 1400
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 675075

    Character Sheet
    Character Name: Eris/Sanguinoth | Red/Denielle
    Primary Magic: Sunset Eclipse - The Sandstorm GS
    Secondary Magic: Titan Eclipse • Devil Pact

    Re: It means no worries, for the rest of your daaays.

    Post by Eris on 22nd July 2017, 8:45 am

    Complete :ego1:

    Also,  reserve post in case I need to move Spell Fusions to their own post some day (Since spell fusions are the only way to make new spells as I've just filled every slot I own, which is every slot I CAN own, and then some thanks to event rewards).

    Also, here's the extra spell slots:

    (I never got that 1cc btw.  Even though it was one of the rarest event rewards with similar odds to the fancy special items and stuff...)


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    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n

      Current date/time is 26th July 2017, 3:47 am