Welcome Guest! You last visited . You have 99 posts! Please welcome the newest player Cables

Patch Notes:URL.
For all new members:URL.
Halloween Events:Night of Eternal Darkness.
Check Here After Completeing Jobs: URL.

    Jar of Evil[Canceled Don't Check]

    Share
    avatar
    Hype Man

    Player -
    Lineage : None
    Position : None
    Posts : 8
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Jar of Evil[Canceled Don't Check]

    Post by Hype Man on 20th October 2017, 8:16 pm

    Magic

    Primary Magic: Jar of Evil
    Secondary Magic:
    Caster or Holder: Caster
    Description: Veil is a magical golem whose true form is a magical jar designed to contain and destroy evil. Ironically that normally means he fights with the power of evil as his only offensive capabilities is weaponizing the evil he’s absorbed. Veil contains within him a single “Great evil,” which he was originally created to seal away and generally leeches off of it’s power to reach his baseline power level but can create power spikes for himself by capturing lesser evils and consuming them.

    As the Jar of Evil he can passively absorb the evil in the air and convert it into weaponizable energy. Upon defeating monsters and ghouls he absorbs their evil essence and can weaponize that as well. He can create a dark purple smoke of evil energy and fire it as if a projectile with some concussive force. But the real damage comes when he ignites the evil gas with purifying fire he can produce to create evil annihilating explosions. To accent this he is capable of forming evil essence into summonable minions composed of the evil gas.
    Strengths:
    -Evil Absorption: The Jar of Evil’s primary function is to trap evil in itself which allows Veil to destroy many threats as easily as inhaling.
    -Unleash The Beast: The Jar of Evil contains terrible monsters for Veil to unleash on his foes.
    -Power Spikes: By consuming evil tokens the potency of his spells can be dramatically increased.
    Weaknesses:
    -Magical Pottery: In combat Veil is a magic flying jar, and as such is fragile. He has only half as much HP as most individuals of his rank.
    -Battle Form: Veil must be in his jar form to do battle if he is trapped in his human form for any reason he is powerless.
    -Fuel Economy: Veil must actively manage his input of evil trapped with his output of evil used as ammo to ensure he doesn’t burn himself out of resources.
    -Self Contradicting Power: Despite being an anti-evil magic as the Jar of Evil is a jar full of evil it is actually susceptible to effects that target or damage evil magic.
    -Blood of Clay: As a magic jar, Veil has no lineage.
    Lineage: Pottery does not have a lineage
    Unique Abilities:
    -Jar Form: By drinking an elixir that Veil carries on himself in his human form Veil transforms into his jar form in the blink of an eye. In Jar Form Veil can float around the battlefield and use his primary magic. When he runs out of health he is forcibly reverted to his human form and knocked unconscious. Passively, while in Jar Form he will absorb evil around him gaining 1 evil token per turn. In areas of enhanced evil(dark guilds, ritual sites, graveyards, monster lairs) he gains 2 evil tokens per turn. Evil tokens can be consumed at any time in conjunction with the casting of spells to augment their effects. If Veil is hit by a "holy," or "purifying," spell he loses all Evil Tokens he has stock piled.


    -Evil Containment: Upon defeating a monster, demon, ghost, or anything of that nature Veil absorbs their evil essence and stores them inside himself. These things are tracked  here:
    https://www.fairytail-rp.com/t29798-inside-the-jar#310716
    Evil essence can be used as fuel for spells and abilities later on by Veil.
    *At D-Rank no spells make use of Evil Containment.

    -Evil Exhaust: Every turn Veil siphons enough evil energy off the great evil stored in him to create up to 3 imp minions as form of exhaust. The imp minions are very weak and be destroyed with anything worth calling an attack. They’re small ghostly looking creatures who Veil can throw at enemies. The imp minions substitute Veil's melee combat which all humanoid character's inherently have just for being human. As such each imp is best conceptualized as a sentient punch, a full body tackle from such an imp is comparable to a baseline human punch and they can be destroyed with about the force it takes to deflect a baseline human's punch. Each turn Veil can forgo summoning the imps and sacrifice one creature trapped with Evil Containment in order to create a "great imp," a greater imp is a mildly durable creature but is still more or less harmless. But it is durable enough to block a D-Rank spell as a human shield, such damage would pass right through even all 3 lesser imps lined up in front of it.

    Notes on Jar Form and Evil Exhaust: In the Jar Form Veil is unable to utilize melee attacks as he has no arms or limbs or anything of that sort. In that capacity Evil Exhaust represents all of his non-spell based combat ability. Any spells cast on him that enhance or impair physical attacks will instead impact the summoned imp minions. Similarly as physical exhaustion would limit the ability of another mage to throw out melee attacks for every 30% of his health that Veil loses his max imp summon count decreases by 1.

    Spells:


    Name: Evil Punch
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 3 posts
    Description: Veil taps into the power of the great evil inside of him and releases a massive shadow arm from the mouth of his jar. The arm shoots out and punches whatever is directly in front of it before it retracts back into the jar. This spell deals D-Rank damage with a direct hit. This spell can hit targets as far as 15 meters away.

    By sacrificing an evil token before casting the spell gains a 20% increase in damage(as in it deals 24 hp of damage instead of 20). The shadow arm will glow red when this effect is activated indicating it is the enhanced form of the spell.
    OOC Note: The player must specify in the post in which the spell is cast that the upgraded version was used, the evil token must be in Veil's inventory at the start of the turn.
    Strengths:
    -Spam Damage: The reducible cooldown on this spell let’s Veil really throw out the damage.
    Weaknesses:
    -Predictable: Veil has to point the mouth of his jar at his target immediately before firing making the attack easy to read.
    -Token Burner: The temptation to spam this ability will rapidly burn through Veil’s tokens.

    Name: Evil Serpent
    Rank:  D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 4 Posts
    Description: Veil unleashes a large shadowy snake from the mouth of his jar. The snake will lunge at a target before biting it with it’s massive jaw to deal D-Rank damage. Evil entities executed with this spell will be absorbed as 3 evil tokens.

    By burning 3 evil tokens the spell gains a life stealing effect healing Veil for half the damage he dealt on a hit. If this is the enhanced version of the spell the serpent's eyes glow red when cast. *The life steal effect does not augment the damage of the spell, the heal restores health based on the base damage of the spell. As such any damage empowering effects used on this spell will not increase the life steal.
    Strengths:
    -Sustained Damage: Evil Serpent’s mana costs can be mitigated by evil tokens, while it simultaneously restocks evil tokens when it executes a target. That’ll keep the fight going nice and long.
    Weaknesses:
    -Limited Range: The spell can only hit 10 meters away.
    -Destructible: The shadow snake can be destroyed with another D-rank spell before it hits.

    Name: Evil Wings
    Rank: D-Rank
    Type: Defensive
    Duration: Instant
    Cooldown: 3 posts
    Description: Veil is momentarily surrounded by darkness until the darkness swings outward revealing itself to be a pair of incredibly oversized shadow wings sprouting from Veil’s back. Enemies within 5 meters take a D-rank spell of damage, enemies within 10 meters take half of that. The outward swing of the wings creates a potent wind gust damage and pushing back all targets within 10 meters to the outer edge of the spell's range.

    Upon burning an evil token to use this spell the range is doubled.
    Strengths:
    -A Good Offense Is The Best Defense: Evil Wings is great for creating space for our favorite fragile jar man.
    Weaknesses:
    -Unideal Scenario: For Evil Wings to be usable Veil has to be closer to his foes then he already wants to be.
    -Slight Delay: Despite being primarily a zoning tool for Veil it takes a little longer than an ability of that nature should take to cast.

    Name: Evil Army
    Rank: D-Rank
    Type: Offensive
    Duration: 3 post
    Cooldown: 5 posts
    Description: Veil pours a puddle of darkness into the ground. Under the ground the darkness forms into vile creatures. This takes long enough that stage two of the spell cannot be activated in the same post that Evil Army was initially cast. Then any time in the next 3 post he can call upon the creatures to attack, they'll attack from under the ground shooting demonic clawed hands out to rake at any targets directly above them for a D-Rank spell of damage. This spell can reach as far as 5 meters in the air. After being called up once the clawed hands will retreat into the ground and disintegrate. To be clear: while the delayed damage can be activated any time in the 3 post window they can only be called upon once regardless of if they hit or miss. To be painfully clear: This spell does not hit more than once.  

    By consuming an evil token this spell gains a rooting effect, the demonic hands will latch onto a target if they hit and unless the hands are destroyed with a half of a D-rank spell or more, or a mobility based spell is used to free their victim the target will be stuck in place for the turn that the ability hits.
    Strengths:
    -Sneak Attack: Attacks originating from the ground make this ability hard to predict and evade, especially when they could come at any time in a large time window.
    Weaknesses:
    -Elevate: Get to the high ground and you are immortal.
    -Delayed Effect: Veil must use this ability at least 1 post in advanced before he wants the damage to come through.


    Last edited by Hype Man on 22nd October 2017, 1:15 am; edited 3 times in total
    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Player -
    Lineage : Inugami
    Position : Rising Star # 6
    Posts : 1450
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 50,715

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Jar of Evil[Canceled Don't Check]

    Post by Jiyu Kazehime on 21st October 2017, 5:42 pm

    So you already know me on the discord as Den Mother Kitty, thus no need for excessive intros. let's get to grading your magic in this color, so it can be ready to use soon~

    Hype Man wrote:Magic

    Primary Magic: Jar of Evil
    Secondary Magic:
    Caster or Holder: Caster
    Description: Veil is a magical golem whose true form is a magical jar designed to contain and destroy evil. Ironically that normally means he fights with the power of evil as his only offensive capabilities is weaponizing the evil he’s absorbed. Veil contains within him a single “Great evil,” which he was originally created to seal away and generally leeches off of it’s power to reach his baseline power level but can create power spikes for himself by capturing lesser evils and consuming them.

    As the Jar of Evil he can passively absorb the evil in the air and convert it into weaponizable energy. Upon defeating monsters and ghouls he absorbs their evil essence and can weaponize that as well. He can create a dark purple smoke of evil energy and fire it as if a projectile with some concussive force. But the real damage comes when he ignites the evil gas with purifying fire he can produce to create evil annihilating explosions. To accent this he is capable of forming evil essence into summonable minions composed of the evil gas.
    Strengths:
    -Evil Absorption: The Jar of Evil’s primary function is to trap evil in itself which allows Veil to destroy many threats as easily as inhaling.
    -Unleash The Beast: The Jar of Evil contains terrible monsters for Veil to unleash on his foes.
    -Power Spikes: By consuming evil tokens the potency of his spells can be dramatically increased.
    Weaknesses:
    -Magical Pottery: In combat Veil is a magic flying jar, and as such is fragile. He has only half as much HP as most individuals of his rank.
    -Battle Form: Veil must be in his jar form to do battle if he is trapped in his human form for any reason he is powerless.
    -Fuel Economy: Veil must actively manage his input of evil trapped with his output of evil used as ammo to ensure he doesn’t burn himself out of resources.
    -Self Contradicting Power: Despite being an anti-evil magic as the Jar of Evil is a jar full of evil it is actually susceptible to effects that target or damage evil magic.
    -Blood of Clay: As a magic jar, Veil has no lineage.
    Lineage: Pottery does not have a lineage
    Unique Abilities:
    -Jar Form: By drinking an elixir that Veil carries on himself in his human form Veil transforms into his jar form in the blink of an eye. In Jar Form Veil can float around the battlefield and use his primary magic. Ambiently while in Jar Form he will absorb evil around him gaining 1 evil token per turn. In areas of enhanced evil(dark guilds, ritual sites, graveyards, monster lairs) he gains 2 evil tokens per turn. When he runs out of health he is forcibly reverted to his human form and knocked unconscious.
    -Evil Containment: Upon defeating a monster, demon, ghost, or anything of that nature Veil absorbs their evil essence and stores them inside himself. These things are tracked  here:
    https://www.fairytail-rp.com/t29798-inside-the-jar#310716
    Evil essence can be used as fuel for spells and abilities later on by Veil.
    -Evil Exhaust: Every turn Veil siphons enough evil energy off the great evil stored in him to create up to 3 imp minions as form of exhaust. The imp minions are very weak and be destroyed with anything worth calling an attack. They’re small ghostly looking creatures who just jump around and lightly punch enemies. They are more or less harmless unless large amounts build up. Veil can forgo summoning the imps, and instead choose to release a stored monster’s evil essence as a summoned monster. Summoned monsters only have a quarter of the strength of their original selves at most, and if they were a higher rank then Veil himself they will be scaled down accordingly.
    Alright, first these abilities leave me needing to clarify something. Are you using evil energy/tokens as your version of Mana? Also for evil exhaust you can not have multiple summons in an ability, most times summons as UA's are permitted to begin with unless balanced right.
    Spells:


    Name: Evil Punch
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 3 posts
    Description: Veil taps into the power of the great evil inside of him and releases a massive shadow arm from the mouth of his jar. The arm shoots out and punches whatever is directly in front of it before it retracts back into the jar. This spell can hit targets as far as 15 meters away.

    The cooldown of this spell can be reduced by burning evil tokens at a rate of 1 post of cooldown per token. Please remove the effect of reducing cooldown's, it's not a permitted thing pretty much in its entirety. Also how much damage does this deal?
    Strengths:
    -Spam Damage: The reducible cooldown on this spell let’s Veil really throw out the damage.
    Weaknesses:
    -Predictable: Veil has to point the mouth of his jar at his target immediately before firing making the attack easy to read.
    -Token Burner: The temptation to spam this ability will rapidly burn through Veil’s tokens.

    Name: Evil Serpent
    Rank:  D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 4 Posts
    Description: Veil unleashes a large shadowy snake from the mouth of his jar. The snake will lunge at a target before biting it with it’s massive jaw to deal D-Rank damage. Evil entities executed with this spell will be absorbed as 3 evil tokens.

    By burning 3 evil tokens before casting this spell it becomes mana cost free. The mana cost of a spell cannot be negated
    Strengths:
    -Sustained Damage: Evil Serpent’s mana costs can be mitigated by evil tokens, while it simultaneously restocks evil tokens when it executes a target. That’ll keep the fight going nice and long.
    Weaknesses:
    -Limited Range: The spell can only hit 10 meters away.
    -Destructible: The shadow snake can be destroyed with another D-rank spell before it hits.

    Name: Evil Wings
    Rank: D-Rank
    Type: Defensive
    Duration: Instant
    Cooldown: 3 posts
    Description: Veil is momentarily surrounded by darkness until the darkness swings outward revealing itself to be a pair of incredibly oversized shadow wings sprouting from Veil’s back. The outward swing of the wings creates a potent wind gust damage and pushing back all targets within 10 meters. How far are they pushed back? Is any damage done?

    Upon burning an evil token to use this spell the range is doubled.
    Strengths:
    -A Good Offense Is The Best Defense: Evil Wings is great for creating space for our favorite fragile jar man.
    Weaknesses:
    -Unideal Scenario: For Evil Wings to be usable Veil has to be closer to his foes then he already wants to be.
    -Slight Delay: Despite being primarily a zoning tool for Veil it takes a little longer than an ability of that nature should take to cast.

    Name: Evil Minions
    Rank: D-Rank
    Type: Offensive
    Duration: 3 post
    Cooldown: 5 posts
    Description: Veil shoots out two blobs of darkness from the mouth of his jar. The two blobs rapidly take shape into two gargoyle like creatures. For two turns they’ll fly around on Veil’s orders slicing at enemies with sharp claws. Any decent D-Rank spell should destroy them, both at once if you’re a good shot. What type of damage and how much damage is dealt.

    By consuming an evil token a third gargoyle can be spawned.
    Strengths:
    -Pain and Panic: The gargoyles are rather zippy and can really be a nuisance if left unchecked.
    Weaknesses:
    -Strong Winds” The gargoyles are surprisingly not very strong flyers and can be tossed around by heavy winds.
    -Damage over Time: If the gargoyles are quickly destroyed Veil can be denied the value of his spell.

    Signature Spell Do note you can't use this until C rank when Signature's are unlocked.
    Name: Evil Consumption
    Rank: D-Rank
    Type: Utility
    Duration: 1 Post
    Cooldown: 2 posts
    Description: Veil violently inhales evil around him. This spell dispels all curses, evil magic, and absorbs any weak ghosts or demons within 10 meters. Veil gains an evil token for every significant source of evil he consumed. Veil cannot break down spells of a higher rank than himself. This can potentially affect too many thing's, it could take out a curse placed on someone, a dark elemented spell, and an enemy at the same time, please reduce this to one affect as signature spells are only permitted a single effect.
    Strengths:
    -Purification: Veil’s evil sealing magic is very potent and can really limit what any dark magic user is trying to do.
    Weaknesses:
    -Overload: Veil can only consume one magic projectile per casting of this spell, if there are multiple flying around at time of casting he is going to make a pin cushion of himself.


    ___________________________________________________________________



    For my ref:
    1320000 then 775000, 2095000 total.
    avatar
    Hype Man

    Player -
    Lineage : None
    Position : None
    Posts : 8
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Re: Jar of Evil[Canceled Don't Check]

    Post by Hype Man on 21st October 2017, 7:30 pm

    I made a handful of modifications here. Firstly clarifications were made to the passive effects. The exact impacts of Jar Form and Evil Tokens is elaborated on. Evil containment was also elaborated on, however it is not terribly important at D-Rank, most of the spells it impacts will be added later on.

    Evil Exhaust was the most heavily modified ability description. You can see the changes yourself so I want to take a moment to explain what the ability does at a conceptual level. As a floating piece of pottery in combat Veil has no basic melee power. I've seen browsing around other magics many characters are able to deal considerable damage without casting spells just by waving their fists at people. Since most character's get that more or less for free I thought it appropriate for Veil to have some kind of thematically appropriate counter part. While yes it is technically a summon ability upon reading the summoning rules it is clearly designed with a different vision in mind then traditional summoning magics. Traditional summons have a unique passive ability and actively ability of their own, they have durability, duration, and are just bigger in scale then what Evil Exhaust does.

    So I understand it would be making an exception to common guidelines here, but I hope you agree that the imp minions of
    Evil Exhaust are in an entirely different category of summon from what the summoning rules detail and as such it may
    not be appropriate to judge them by the same rules. Again I have redrafted the ability, modified what it does a little bit,
    clarified its interactions with Evil Containment and nerfed down said interaction a bit.

    On the spells Evil Punch, and Evil Serpent had their enhanced effects altered to be more within the standard guide lines for magic. The visual effects of using Evil Tokens were also elaborated on.

    Evil Wings had the knock back range specified and damage numbers added.

    Evil Minions was replaced with Evil Army. As I had to respect that standard summoning rules at least in regards to my
    spells and they did not fit with my vision for what Evil Minions did I figured it best to replace it then to fight the rules here. Evil Army was created with the requested changes to Evil Punch and Evil Serpent in mind.

    Evil Consumption was removed in regards to signature spell rules.

    I hope these changes are sufficient and I am willing to discuss them. I am willing to be particularly flexible with Evil Exhaust as I am aware of how abnormal it is, but I do hope that however I need to change the mechanics of the ability the core idea of summoning petty minions to substitute melee attack damage can be left more or less intact.

    avatar
    Hype Man

    Player -
    Lineage : None
    Position : None
    Posts : 8
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Re: Jar of Evil[Canceled Don't Check]

    Post by Hype Man on 21st October 2017, 9:46 pm

    In accordance with recent developments I will not be going forward with the development of this magic or character. I apologize for the time and inconvenience.

      Current date/time is 22nd November 2017, 4:53 pm