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    Cursed Existence

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    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Cursed Existence

    Post by Yuiisai on 21st October 2017, 4:47 am

    Primary Magic:
    Cursed Existence

    Caster or Holder:
    Lost Caster

    Description:
    Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.

    As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.

    Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.

    Strengths:

    - Can eat all types of slayer magics
    - Can use four elements
    - Is classed as both god and demon slayer
    - Due to it's uniqueness classed as impure to other slayers
    - Versatile
    - Caster is immune to their spells unless stated

    Weaknesses:

    - Primary elements consumed at 50% compared to single slayer types
    - Secondary elements consumed at 25% compared to single slayer, single element types
    - Attacks may hit allies if in the way
    - If silenced or incapacitated some spells may not be usable
    - Can't go outside the four elements stated within the lacrima
    - Spells visually show traits of being holy and unholy
    - Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types

    Lineage:
    Time Keeper's Curse:
    Time Keeper's Curse:
    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
    Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Unique Abilities:

    Unique Abilities:


    Demon's Contract:

    Demon's Contract:
    Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.

    God's Blessing:

    God's Blessing:
    Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.

    Elemental Gifts:

    Elemental Gifts:
    Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in questions original mana cost.

    Slayer Corruption:

    Slayer Corruption
    Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.

    Deceitful Elements:

    Deceitful Elements
    Though the caster is only allowed to use four elements, this ability allows them to disguise those elements as any other element they so choose, though they will not gain the same merits as the element they're being disguised as. When this ability is used it will give a 20% debuff magical potency and overall speed to anyone who is hit with a masked element for three rounds requiring five round cooldown (Cooldown and duration is pvp only as the ability itself is more for plot)

    Signature Spells

    Signature Spells:


    Paradise Lost:

    Name:
    Paradise Lost

    Rank:
    Raises with user (Caps at S)

    Type:
    Offensive, AoE

    Duration:
    1

    Cooldown:
    3

    Description:
    Surrounding their body within the elements (that the lacrima allow) they release a mass of entwined stored energy within an area which appears as two distinct seals, on in the sky one on the ground. The range of the spell is equal to the max allowed meters of the casters current burst rank. Once released it creates mass amounts of destruction to the area around it easily making buildings topple and fall. Damage done is 1.5x current rank damage spread throughout any enemies that didn't manage to escape. Caster becomes 25% weaker and slower for the 3 rounds it takes for this spell to cooldown due to the sudden release of energy.

    Strengths:

    - Does additional damage
    - Hard to avoid
    - Does a lot of damage to the landscape
    - Quick release

    Weaknesses:

    - Easily seen
    - More used for demolition of land than an actual attack
    - Knocking the caster out prevents it's use
    - Debuffs caster
    - Correct type of slayers can eat this magic with no drawback to them


    Corrupted Healing:

    Name:
    Corrupted Healing

    Rank:
    D

    Type:
    Self Regeneration, Fear

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.

    Strengths:

    - Regains mana
    - Regains health
    - Causes fear

    Weaknesses:

    - Can only heal caster
    - Regenerates only a little
    - Does no harm to anyone
    - Has long cooldown in comparison to duration


    Last edited by Yuiisai on 1st November 2017, 4:27 am; edited 4 times in total
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:21 am

    D Rank Spells


    Shadow's Disillusion:
    Name:
    Shadow's Disillusion

    Rank:
    D

    Type:
    Shadow, Illusion, Multi-target, Defensive, Fear

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear for the first round alone. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves.

    Strengths:

    - Can shroud caster and allies
    - Can cause fear
    - Movements to cast can be subtle
    - Can potentially effect one rank higher

    Weaknesses:

    - Does no damage
    - Has shorter range than a usual multi target spell
    - Requires additional mana to affect higher rank mages
    - Allies must remain close to caster or lose the benefits of being shrouded
    - Doesn't mask any sound by those shrouded
    - Deals no damage
    - Can be eaten by slayers of shadow (though not advisable)
    - Must be able to move hands to cast

    Elemental Shards:

    Name:
    Elemental Shards

    Rank:
    D

    Type:
    Multi-Target, Offensive

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.

    Strengths:

    - Uses multiple elements at once
    - Can hit multiple enemies or a single target
    - Can do additional damage

    Weaknesses:

    - Can be eaten by designated slayers (Though not advisable)
    - Must be able to see the enemy or attack is useless
    - Must be able to move limbs
    - Easy to know caster is casting due to movements
    - Easy to see coming
    - Can avoid shards
    - Once released unable to manipulate their path
    - Can only cast forward

    Creeping Mist:

    Name:
    Creeping Mist

    Rank:
    D

    Type:
    Offensive, Immobilisation, AoE, DoT

    Duration:
    3

    Cooldown:
    4

    Description:
    The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours for the first round alone. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. The mist can spread 25m from the caster.

    Strengths:

    - Does damage over time
    - Enemies within range can't avoid the attack
    - Does additional damage
    - Lasts an additional round after duration ends

    Weaknesses:

    - Must be able to move to use
    - Wind users of same rank or higher can move the mist away from them
    - Water users of same rank or higher can dampen the area making the mist useless
    - Immobilisation may not work on same ranks higher
    - Additional mana required if wanting to use immmobilisation on higher ranks
    - Spiritual slayers may eat this mist (but not advisable)

    Spiritual Healing:

    Name:
    Spiritual Healing

    Rank:
    D

    Type:
    Single Target, Healing

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.

    Strengths:

    - Can heal for a full rank of damage
    - Only touch is required
    - Quick to activate
    - Short cooldown

    Weaknesses:

    - Can only heal one person at a time
    - Need to be within arms length
    - Can be eaten by slayers that use spirit (Not advisable)
    - Seal can be seen by the enemy
    - Must be able to move to use

    Light's Deceit:

    Name:
    Light Deceit

    Rank:
    D

    Type:
    Illusion

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster leaves a near invisible seal on any surface that when activated either by touch or passing it. When activated the surrounding area up to 20 meters will change to look like a midi city or the place the caster themselves were raised. This spell effects same ranks and lower with ease, one rank higher question certain things but may still be fooled (it's only a 100% certainty with elemental gifts in use) 2 ranks and higher can see through the illusion due to the flaws.

    Strengths:

    - Gives caster upper hand due to being of areas they know
    - Can fool one rank higher
    - User only needs to leave a seal and activates when the enemy activates it

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage
    - Must be able to leave a seal on a surface
    - Can be seen through by higher ranks
    - Shorter range than spells of the same rank

    Coexistence:

    Name:
    Coexistence

    Rank:
    D

    Type:
    Self shield

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Using two opposed elements be it Darkness/Light or Shadow/Spirit the caster is able to create a shield two meters around themselves that embodies these two elements that can take up to sixty damage before breaking; if the caster is attacked physically it does rank damage to the one silly enough to do it.

    Strengths:

    - Shields caster
    - Can absorb a set amount of damage
    - Requires no movement only thought to create
    - Can do damage

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage on it's own
    - Can't be cast if unconscious
    - Damage is dependant on the enemy hitting the shield
    - Can be broken before duration runs out
    - Can only protect caster
    - Has a very short distance

    Twisted Tendrils:

    Name:
    Twisted Tendrils

    Rank:
    D

    Type:
    Immobilisation

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Bringing their hands together so the wrists meet and twisting them around creates a seal on the ground that twists of the four elements under the wielders control up to thirty meters, from the seal mist like tendrils begin twisting around the casters enemies. These tendrils emit a fraction of each element, they do no damage and prevent any movement for one round.


    Strengths:

    - Immobilises
    - Can effect multiple enemies
    - Quick cast
    - Short cooldown

    Weaknesses:

    - Does no damage
    - Short duration
    - Can be eaten by proper slayers
    - Due to being made of mist wind users can prevent the spell if strong enough
    - Due to being made of mist water users can prevent the spell if strong enough
    - Must be able to move to use
    - Can't effect two ranks or higher

    Lotus Blossom:

    Name:
    Lotus Blossom

    Rank:
    D

    Type:
    Offensive

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Opening their hands the caster can create lotus blossoms that are closed, these are clearly made out of shadow. As the caster throws them they begin to open, when they reach fully open they seem to somewhat implode dealing 1.5x damage to a single target. This spell can be used up to 45 meters.

    Strengths:

    - Does more damage than normal
    - Instantly cast
    - quick cooldown

    Weaknesses:

    - Can be eaten by shadow slayers
    - Can only effect a single opponent
    - Must be able to throw
    - Blossom can be cancelled by light of same rank

    Dark Boom:

    Name:
    Dark Boom

    Rank:
    D

    Type:
    Knockback

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    with subtle hand gestures (seen or unseen) black text seems to appear in front of the caster that almost look like gibberish, this however is far from the truth. It is text from a long forgotten time by long forgotten deities. As the last piece of text appears it sends out a shock wave 360 knocking back everyone for thirty meters. (20 meters if one rank higher, 5 meters for anything higher)

    Strengths:

    - Instantly cast
    - Way of casting can be hidden
    - Knocks enemies away
    - Is an area of effect

    Weaknesses:

    - Does no damage
    - Text can be seen by everyone
    - Distance of knockback is dependant on opponents rank
    - Shadow slayers may eat the text
    - When restricted unable to cast


    Light's Guidance:

    Name:
    Light's guidence

    Rank:
    D

    Type:
    Utility

    Duration:
    1 Round

    Cooldown:
    4 Rounds

    Description:
    Cupping their hands the caster can make a small ball of light that is able to show the way when lost. The light can move no more than ten meters from the caster and can be neutralised by darkness.

    Strengths:

    - Used to guide the caster when lost
    - Instantly cast
    - Easy to manoeuvre
    - Can be used to distract enemies

    Weaknesses:

    - Can be eaten by light slayers
    - Does no damage
    - Short range
    - Only lasts for a single turn
    - Has a long cooldown
    - Easily seen by opponents
    - If unable to move their hands the caster can not use this spell

    Proof of purchase:


    Last edited by Yuiisai on 7th November 2017, 4:56 am; edited 3 times in total
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:22 am

    C Rank Spells


    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Movement

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position, with the use of elemental gift one rank higher may not be able to track the user however without it's use they see a vague outline of the caster two ranks and above see the movements with ease.

    Strengths:

    - Instantly able to be used
    - Allows for sneak attacks
    - Can move in any direction so longs there is shadow/darkness where they intend to be

    Weaknesses:

    - Does no damage
    - Only effects user
    - Can't be used if there's no darkness or shadow to begin with
    - Doesn't mask sounds made by the user

    Unwanted Gift:

    Name:
    Unwanted Gift

    Rank:
    C

    Type:
    Offensive, Multi-Target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round (max dmg per round an enemy can take is 25% rank), targets must be within 70m of the caster to be affected.

    Strengths:

    - Can affect several targets at once
    - Does more damage than normal
    - Very hard to see the corrupted light spores

    Weaknesses:

    - Shorter distance than a spell of same rank
    - Darkness can null the light
    - Needs item to be used
    - Need to be able to move to use
    - Can only work on the living
    - Can be eaten by the correct slayer (not advised though)

    Deceptive Elements:

    Name:
    Deceptive Elements

    Rank:
    C

    Type:
    Offensive, Single target

    Duration:
    4 Rounds

    Cooldown:
    5 Rounds

    Description:
    The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.

    Strengths:

    - Enemies can prepare for what they don't know what's happening
    - Does additional damage
    - New orb can be created each round

    Weaknesses:

    - Only affects a single enemy per round
    - Can be seen coming
    - Direction can't be changed
    - Can be dodged
    - Have to have use of arms
    - Shorter distance than other spells this rank
    - Can be eaten by correct slayers though not advised

    Cursed Tanto:

    Name:
    Cursed Tanto

    Rank:
    C

    Type:
    Offensive

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    The caster need only clench their hands for a the tanto to appear within them, the handle seems to be made of a black wood however the blade itself is what really draws a person's eyes as it seems to have a glow that changes colours, as does the swirling mist inside the blade itself almost as if it is fighting or unable to make up it's mind. The blade is able to strike a single person per round and only does 50% damage per round capping at 2.5x damage. Due to this being a tanto the caster needs to be up close and personal to use.

    Strengths:

    - Does a lot of damage over time
    - Lasts long
    - Can distract the opponent due to the way the blade is

    Weaknesses:

    - So longs the blade is within a set element it can be eaten by slayers
    - Is close combat
    - If the blade is knocked out of the casters hand it fades
    - Only does aoe rank damage per round
    - If the caster can't close their hands they can't call the weapon to their aid
    - Opposite elements force an elemental change instantly

    Shadow Healing:

    Name:
    Shadow Healing

    Rank:
    C

    Type:
    False healing, single target

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Shadow healing isn't exactly what you would expect from a healing spell as it doesn't heal the user but give them 10% more health for the duration in the hopes that allies can get around to healing them if badly injured. The caster touches the intended target and they glow with a darkened aura for the duration showing they are under the effects. This is a touch ability so intended target has to be within arms reach.

    Strengths:

    - Gives the target health
    - Can be cast instantly, but lasts the duration
    - Buys time so others may heal hurt ally

    Weaknesses:

    - Does no damage
    - Must be with in arms reach to create the seal
    - Can only do this to one person at a time
    - Additional health is only temporary
    - Can be eaten by shadow slayers
    - Aura is easily seen by enemies

    Glistening Mist:

    Name:
    Glistening Mist

    Rank:
    C

    Type:
    Light, AoE, Distraction

    Duration:
    2 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder begins to dance elegantly a seemingly harmless twinkling mist coming from their fingers and around their feet as they continue to do so, the enamour of such a thing stopping people up to 40m in their tracks for two rounds. It is during the dance that the mist seems to take shape almost showing them their deepest desires changing colour as it does so making them fall into the illusion that one day this desire will be a reality. (This spell effects one rank higher perfectly when elemental gifts is in use but can not effect those of two ranks or higher, though they may be curious.)

    Strengths:

    - Distracts people for two turns instead of the normal one
    - Can distract many people at once

    Weaknesses:

    - Shorter distance
    - Double the cooldown
    - Does no damage
    - Can be eaten by appropriate slayer but not advised
    - Leaves the caster vulnerable to attack
    - If can dance the spell is ended prematurely

    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    This spell is deceitful even from the beginning given it's name, not only is it not shadow based but spirit based, but the wielder doesn't need to dance they only need to make certain hand movements a mist coming from their hands and going to the feet of allies making them not only 25% faster but 25% stronger within their magic potency. The range of this spell is the max for a multi target spell of this rank.

    Strengths:

    - Makes allies faster
    - Makes allies stronger
    - Can be used on all allies within range

    Weaknesses:

    - Does no harm
    - Mist can be seen around allies feet
    - Can be eaten by spirit eaters
    - Hand movements must be precise
    - Can't be used in a place that spiritually void

    Mist's Shield:

    Name:
    Mist's Shield

    Rank:
    C

    Type:
    Shield, single target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder need only wish to protect something for this mist to swirl around them, unlike most shields that the wielder may produce this one will show four elements. Though in a mist like form it acts more like a solid making it near impossible for water or wind users to effect it like other mists. The shield can take up to 120 points of damage (3 c rank hits) before dispersing and can be used on an ally within 60m

    Strengths:

    - Can be used to protect allies
    - No movement required
    - Harder for water/wind users to disperse (1 rank higher needed at least)

    Weaknesses:

    - Can be eaten by 4 different elemental slayers
    - Half the distance of a normal single target spell of this rank
    - Must be awake to be used
    - If under the influence of mind control will be used on enemies
    - Water/Wind users still do 25% more damage than other elements against the mist

    Proof of purchase:


    Last edited by Yuiisai on 6th November 2017, 3:53 pm; edited 5 times in total
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:23 am

    B Rank Spells

    Light Breath:

    Name:
    Light Breath

    Rank:
    B

    Type:
    Multi target, HoT

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Managing to find a way to separate the light from the other elements their magic possesses the breath out a glowing light filled mist in a 45 degree arc that reaches up to 120 meters. Those that are surrounded by this mist get a feeling of warmth and caring and gain back 50% rank damage as health per round.

    Strengths:

    - Heals many targets at once
    - Is able to heal more than a regular spell

    Weaknesses:

    - Cancelled by darkness of same rank or higher
    - Slightly shorter distance
    - Can also heal enemies
    - Can be eaten by element appropriate slayer


    Spirit Breath:

    Name:
    Spirit Breath

    Rank:
    B

    Type:
    Multi target, Defensive, buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Again the wielder finds away to split spiritual from the rest of their elements and breath out what can only be described as an ice blue glowing wind of a mist that seems to sparkle, this breath only goes 100 meters and like before it only has a 30 degree arc. This gives allies a 25% resistance to any damage take while buffing their speed and magical potency by 15% each.

    Strengths:

    - Gives a resistance to damage for allies
    - Gives a buff to speed and magic

    Weaknesses:

    - Buff can effect enemies
    - Shorter distance than other spells of the same rank
    - Can be nulled by shadow users of at least same rank or higher
    - Some what narrow arc


    Shadow Breath:

    Name:
    Shadow Breath

    Rank:
    B

    Type:
    Offensive

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Now separating the shadow from the other elements their magic possesses they release a purple mist which has a 90 degree that reaches 80 meters dealing 50% damage each round divided amongst those within the shadowed mist.

    Strengths:

    - Deals more damage over all
    - Hits many targets at once

    Weaknesses:

    - Has far shorter range
    - Shadow can be nulled by light of same rank or higher
    - Shadow can be eaten by the correct slayer
    - Can't be used in a place that is nothing but shadow

    Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Illusion, immobilisation

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Separating the darkness from the rest of the elements, this darkened mist reaches 80m and has a 15 degree arc that play with a person's mind as the believe they see and hear thing that can't be possible making them freeze in fear for a turn (can effect one round higher if elemental gifts is in use, doesn't effect two rounds or higher but makes them feel at ill ease) but as this is happening they are breathing in this menacing mist dealing 50% rank damage per round

    Strengths:

    - Immobilization
    - Deals more damage over all

    Weaknesses:

    - Narrower stream for the mist
    - Shorter than other spells
    - Easy to avoid

    Light's Spirit Breath:

    Name:
    Light's Spirit Breath

    Rank:
    B

    Type:
    Defence, Regeneration

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Combining light and spirit the user breathes out a mist that seems to almost winkle in a 20 degree arc and up to 50% of the allowed range of a multi-target spell. This gives the allies it hits a shield that can absorb 120 points of damage (2 b rank spells) and allows them to regain 4% mana and 25% rank damage back as health. Using this breath weapon requires the wielder to spend an additional 25% of the original spell cost to use.

    Strengths:

    - Creates a shield
    - Regains mana and health

    Weaknesses:

    - Costs more to cast
    - Short range
    - Wind/water users can weaken the abilities (one rank lower by 25%)
    - Wind/water users of the same rank or higher can throw the mist off course

    Shadow's Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Debuff

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Combining the shadow and darkness elements of their magic they release a mist that seems eerie even when colourful. It has a 45 degrees arc and reached the max allowed range of a multi target spell of the same rank. It debuffs damage resistance, speed, magical and physical strength by 25% each (this effects same rank or lower, it fully effects one rank higher when elemental gifts is in use, doesn't effect 2 ranks or above) while dealing 50% damage each round. Due to its unusual strength the caster has to pay 50% additional mana to use this mist.

    Strengths:

    - Multi-Target Debuff
    - Deals increased damage

    Weaknesses:

    - Additional mana needed to use
    - Can affect allies within its arc
    - Cooldown is double the duration
    - Wind users of the same rank can shift where the mist goes
    - Water users of the same rank can make it half as effective

    Silent Bloom:

    Name:
    Silent Bloom

    Rank:
    B

    Type:
    Nulling

    Duration:
    3 Rounds

    Cooldown:
    7 Rounds

    Description:
    Combining two of the opposing elements the wielder releases a mist that takes the shape of a random blossom of the casters choosing. Once per round the caster can opt to cancel a spell of same rank or lower. (One rank higher if elemental gifts is used) if they pay the original cost they want to null. Every time a spell is nulled it will simply be captured by one of the blossoms and both will fade. As a defensive spell these blossoms need no range due to capturing incoming spells however to protect allies from dangerous spells the blossoms can travel the max distance of a single target B rank spell

    Strengths:

    - Can null spells
    - Can be used to protect allies

    Weaknesses:

    - Requires additional magic to be used
    - Can only null one spell per round
    - Needs to be able to see the spell in question coming to null it

    Proof of purchase:


    Last edited by Yuiisai on 7th November 2017, 4:48 am; edited 2 times in total
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:23 am

    A Rank Spells


    Garden Myst:

    Name:
    Garden Myst

    Rank:
    A

    Type:
    Illusion/Debuff/Light/Spirit/Shadow

    Duration:
    6 Rounds

    Cooldown:
    7 Rounds

    Description:
    Bringing a hand above their head the caster cups the hand lightly slowly having it come down, their wrist moving elegantly making the hand almost seem like a delicate blossom falling from a tree; as this happens a colourful mist forms in their hand and travel down to the ground creating an almost glowing green seal up to 75m from the caster. From this seal grass, trees and flowers seem to sprout into a solid illusion that gives of the scents and such of the real thing; though as they twinkle lightly it is clear that the garden is an illusion thus doesn't fade regardless of rank, however two ranks and above's spells can move through everything as if it wasn't there. While within the seal enemies are debuffed by 30% to speed, physical attack, magical potency, speed and resistance to defence. The spell takes one round to solidify, requires 25% additional mana to activate, as its both a mist and seal the caster becomes weaker and slower for three rounds after the spell goes into cooldown.


    Strengths:

    - Debuffs many enemies
    - Solid illusion
    - Illusion can be used for allies benefit

    Weaknesses:

    - Illusion can be a hindrance for spells that need line of sight
    - Takes a round to create the seal
    - Takes additional magic to activate
    - Debuffs caster at cooldown
    - Half the range of a spell the same rank
    - Spell is classed as light/shadow/spirit so can be consumed by relevant slayers

    Spiritual Jian:

    Name:
    Spiritual Jian

    Rank:
    A

    Type:
    Single-Target/Spiritual

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    Placing their hand together a solid glowing white mist creates what seems to be a spiritual jian with an ice blue tassel appears in the casters hand. The jian is 28" long and so the user must be close to use it. The weapon does 50% rank damage per round maxing at 2.5x by the end of the duration.

    Strengths:

    - Does more damage over all
    - Is precise

    Weaknesses:

    - Caster needs to be up close to use it
    - Caster must be able to move to create it
    - Spell immediately goes into cooldown if the jian is dropped
    - Only effects one target at a time
    - Can be eaten by spiritual users

    Starlight Seal:

    Name:
    Starlight Seal

    Rank:
    A

    Type:
    Defensive

    Duration:
    6 Rounds

    Cooldown:
    7 Rounds

    Description:
    This requires the user to do an complex set of hand gestures that are fluidic in nature, once complete seal will appears on two people of the Casters choice. When attacked the seals will activate and a colour changing mist will appear to take the damage. The seals will vanish after they take the equivalent of three A rank spells worth in damage (240 hp). The seal can be placed on a user who is up to 150m away from the caster so longs they can see them.

    Strengths:

    - Can protect multiple people at the same time
    - Can take a few hits before fading
    - Unlike most seals direct touch isn't needed to be placed on an ally

    Weaknesses:

    - Can't be used on caster
    - Only goes as far as an aoe spell of the same rank
    - Light based so can be eaten by relevant slayers
    - Requires movement to cast
    - Any interruption during the first round ends the spell

    Deaths Veil:

    Name:
    Death's Veil

    Rank:
    A

    Type:
    Solid illusion/summoning/fear/shadow/darkness/aoe

    Duration:
    5 Rounds

    Cooldown:
    10 Rounds

    Description:
    Due to the complex and unusual way this magic was created and performs the caster from time to time hears, sees, receives, processes information and assesses situations others cannot fathom this is due to the part of the magic coming from an insane fallen god who became a demon. The magic makes the caster uncomfortable as it is but this spell just plain frightens them so never goes into exactly what goes on before, during or after it. Bringing their arms to themselves they cover their eyes as a black seal appears underneath them, unlike every other spell they have this one they can not hide it's darkness, but the position the caster takes is clear they're trying to protect themselves from what is to come. Keeping in that position they shake violently as deep crimson almost black tears drip from their hands they whisper something in a long forgotten tongue as dark whispered voices are easily heard though seemingly at times speaking as a single voice though each individual can still be heard. Taking a deep breath the uses these dark, insane voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog buildings, streets, fixtures all seen as ruins nothing of nature would be seen, this would would be enough to stop anyone in their tracks (same rank or lower, with elemental gifts a single rank higher can be affected, doesn't affect two ranks or higher) but in truth that isn't what should be feared as from the shadows of the mist like fog covered ruins mutilated, disease ridden people seem to appear and instantly attack anyone the caster views as an enemy. The illusion can create up to 8 summons that share the hp of an A rank summon and the damage of an A rank spell between them (so if all 8 where called each summon could do 10dmg each and have 25 health) Due to seeing this it will give a second round of fear to any encountering them. The distance of the illusion is 75m and requires 10 additional mana to cast. When the spell comes to an end the caster becomes immobilised for a turn due to whatever they just seen or heard and for three rounds there after their magical potency is halved.

    Strengths:

    - Allows for two rounds of immobilisation
    - Illusion is solid so can work to the benefit of the caster and their allie
    - Summons can hit multiple people at once

    Weaknesses:

    - Caster can't move while in effect
    - Costs more mana than a regular spell of the same rank
    - Illusions can effect allies if not told what to expect before hand
    - Shadow slayers can eat
    - Can't hide the dark seal under the normal bright colours
    - Half the rage of an aoe spell of the same rank
    - Summons don't have much health
    - Immobilises user for a round when spell goes into cooldown
    - Casters spells become weaker for three rounds after the immobilisation
    - Requires a round to create the illusion

    Spectral Push:

    Name:
    Spectral Push

    Rank:
    A

    Type:
    Knockback

    Duration:
    Instant

    Cooldown:
    3 Rounds

    Description:
    The caster extends their arms twirling, their hands moving like a windmill in a graceful dance creating an almost solid mist. The spell can knockback up to five people within 75m of the caster for an additional 30m. The spell can do no damage on its own but hits with enough force to put people through non magical stone walls. The spell effects same rank or lower, when elemental gifts are not in use it effects one rank higher at 50% efficiency and has no effect on two ranks or higher.

    Strengths:

    - Instantly cast
    - Can effect up to five people

    Weaknesses:

    - Effects enemies and allies alike
    - Spell is shadow based so can be eaten by shadow slayers
    - Deals no damage on it's own
    - Doesn't effect some mages as well as others

    Divine Light:

    Name:
    Divine Light

    Rank:
    A

    Type:
    Multi-target/heal over time/light/purifier

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    At the beginning the caster moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree that creates a gentle warm feeling mist. While this will heal or purify three allies within 175m of the caster for 75% rank of healing each round (25% per target, per round max) but it will not heal or purify the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds. (If used to purify debuffs it can only take away one at a time)

    Strengths:

    - Heals for more over time
    - Can purify

    Weaknesses:

    - Unable to purify and heal at the same time
    - Caster can't move while using spell
    - Caster is unable to defend themselves when using the spell
    - Spell doesn't effect the caster
    - If used to purify debuffs can only do one at a time
    - Makes the caster frail for 3 turns after the spell has ended

    Proof of purchase:


    Last edited by Yuiisai on 17th November 2017, 8:35 am; edited 1 time in total


    ___________________________________________________________________
    Under a tree at quarter three, I had some hope in me
    But life was taken from me, but I did not feel peace
    What is this, a painful twist,  is this a bitter kiss?
    My dreams were slain, my face was stained with memories of my pain
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:23 am

    S Rank Spells


    ___________________________________________________________________
    Under a tree at quarter three, I had some hope in me
    But life was taken from me, but I did not feel peace
    What is this, a painful twist,  is this a bitter kiss?
    My dreams were slain, my face was stained with memories of my pain
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:23 am

    H Rank Spells


    ___________________________________________________________________
    Under a tree at quarter three, I had some hope in me
    But life was taken from me, but I did not feel peace
    What is this, a painful twist,  is this a bitter kiss?
    My dreams were slain, my face was stained with memories of my pain
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:24 am

    Fusion Spells


    ___________________________________________________________________
    Under a tree at quarter three, I had some hope in me
    But life was taken from me, but I did not feel peace
    What is this, a painful twist,  is this a bitter kiss?
    My dreams were slain, my face was stained with memories of my pain
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:24 am

    Reserved for other things


    ___________________________________________________________________
    Under a tree at quarter three, I had some hope in me
    But life was taken from me, but I did not feel peace
    What is this, a painful twist,  is this a bitter kiss?
    My dreams were slain, my face was stained with memories of my pain
    avatar
    Yuiisai
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 114
    Guild : Basilisk Fang
    Cosmic Coins : 65
    Dungeon Tokens : 0
    Mentor : Sol
    Experience : 450

    Character Sheet
    Character Name: Yuiisai
    Primary Magic: Cursed Existence
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Yuiisai on 21st October 2017, 9:25 am

    Notes For Grader

    - A Rank spells are all new.


    Last edited by Yuiisai on 17th November 2017, 8:36 am; edited 2 times in total


    ___________________________________________________________________
    Under a tree at quarter three, I had some hope in me
    But life was taken from me, but I did not feel peace
    What is this, a painful twist,  is this a bitter kiss?
    My dreams were slain, my face was stained with memories of my pain
    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

    In Progress Re: Cursed Existence

    Post by Jiyu Kazehime on 22nd October 2017, 5:31 pm

    Approved
    Spoiler:

    Yuiisai wrote:Primary Magic:
    Cursed Existence

    Caster or Holder:
    Lost Caster

    Description:
    Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.

    As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.

    Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.

    Strengths:

    - Can eat all types of slayer magics
    - Can use four elements
    - Is classed as both god and demon slayer
    - Due to it's uniqueness classed as impure to other slayers
    - Versatile
    - Caster is immune to their spells unless stated

    Weaknesses:

    - Primary elements consumed at 50% compared to single slayer types
    - Secondary elements consumed at 25% compared to single slayer, single element types
    - Attacks may hit allies if in the way
    - If silenced or incapacitated some spells may not be usable
    - Can't go outside the four elements stated within the lacrima
    - Spells visually show traits of being holy and unholy
    - Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types

    Lineage:
    Time Keeper's Curse:
    Time Keeper's Curse:
    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
    Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Unique Abilities:

    Unique Abilities:


    Demon's Contract:

    Demon's Contract:
    Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.

    God's Blessing:

    God's Blessing:
    Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.

    Elemental Gifts:

    Elemental Gifts:
    Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in questions original mana cost.

    Slayer Corruption:

    Slayer Corruption
    Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.

    Signature Spells

    Signature Spells:


    Paradise Lost:

    Name:
    Paradise Lost

    Rank:
    Raises with user (Caps at S)

    Type:
    Offensive, AoE

    Duration:
    1

    Cooldown:
    3

    Description:
    Surrounding their body within the elements (that the lacrima allow) they release a mass of entwined stored energy within an area which appears as two distinct seals, on in the sky one on the ground. The range of the spell is equal to the max allowed meters of the casters current burst rank. Once released it creates mass amounts of destruction to the area around it easily making buildings topple and fall. Damage done is 1.5x current rank damage spread throughout any enemies that didn't manage to escape. Caster becomes 25% weaker and slower for the 3 rounds it takes for this spell to cooldown due to the sudden release of energy.

    Strengths:

    - Does additional damage
    - Hard to avoid
    - Does a lot of damage to the landscape
    - Quick release

    Weaknesses:

    - Easily seen
    - More used for demolition of land than an actual attack
    - Knocking the caster out prevents it's use
    - Debuffs caster
    - Correct type of slayers can eat this magic with no drawback to them


    Corrupted Healing:

    Name:
    Corrupted Healing

    Rank:
    D

    Type:
    Self Regeneration, Fear

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.

    Strengths:

    - Regains mana
    - Regains health
    - Causes fear

    Weaknesses:

    - Can only heal caster
    - Regenerates only a little
    - Does no harm to anyone
    - Has long cooldown in comparison to duration

    Yuiisai wrote:
    D Rank Spells


    Shadow's Disillusion:
    Name:
    Shadow's Disillusion

    Rank:
    D

    Type:
    Shadow, Illusion, Multi-target, Defensive, Fear

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear for the first round alone. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves.

    Strengths:

    - Can shroud caster and allies
    - Can cause fear
    - Movements to cast can be subtle
    - Can potentially effect one rank higher

    Weaknesses:

    - Does no damage
    - Has shorter range than a usual multi target spell
    - Requires additional mana to affect higher rank mages
    - Allies must remain close to caster or lose the benefits of being shrouded
    - Doesn't mask any sound by those shrouded
    - Deals no damage
    - Can be eaten by slayers of shadow (though not advisable)
    - Must be able to move hands to cast

    Elemental Shards:

    Name:
    Elemental Shards

    Rank:
    D

    Type:
    Multi-Target, Offensive

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.

    Strengths:

    - Uses multiple elements at once
    - Can hit multiple enemies or a single target
    - Can do additional damage

    Weaknesses:

    - Can be eaten by designated slayers (Though not advisable)
    - Must be able to see the enemy or attack is useless
    - Must be able to move limbs
    - Easy to know caster is casting due to movements
    - Easy to see coming
    - Can avoid shards
    - Once released unable to manipulate their path
    - Can only cast forward

    Creeping Mist:

    Name:
    Creeping Mist

    Rank:
    D

    Type:
    Offensive, Immobilisation, AoE, DoT

    Duration:
    3

    Cooldown:
    4

    Description:
    The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours for the first round alone. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. The mist can spread 25m from the caster.

    Strengths:

    - Does damage over time
    - Enemies within range can't avoid the attack
    - Does additional damage
    - Lasts an additional round after duration ends

    Weaknesses:

    - Must be able to move to use
    - Wind users of same rank or higher can move the mist away from them
    - Water users of same rank or higher can dampen the area making the mist useless
    - Immobilisation may not work on same ranks higher
    - Additional mana required if wanting to use immmobilisation on higher ranks
    - Spiritual slayers may eat this mist (but not advisable)

    Spiritual Healing:

    Name:
    Spiritual Healing

    Rank:
    D

    Type:
    Single Target, Healing

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.

    Strengths:

    - Can heal for a full rank of damage
    - Only touch is required
    - Quick to activate
    - Short cooldown

    Weaknesses:

    - Can only heal one person at a time
    - Need to be within arms length
    - Can be eaten by slayers that use spirit (Not advisable)
    - Seal can be seen by the enemy
    - Must be able to move to use

    Yuiisai wrote:
    C Rank Spells


    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Movement

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position, with the use of elemental gift one rank higher may not be able to track the user however without it's use they see a vague outline of the caster two ranks and above see the movements with ease.

    Strengths:

    - Instantly able to be used
    - Allows for sneak attacks
    - Can move in any direction so longs there is shadow/darkness where they intend to be

    Weaknesses:

    - Does no damage
    - Only effects user
    - Can't be used if there's no darkness or shadow to begin with
    - Doesn't mask sounds made by the user

    Unwanted Gift:

    Name:
    Unwanted Gift

    Rank:
    C

    Type:
    Offensive, Multi-Target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round (max dmg per round an enemy can take is 25% rank), targets must be within 70m of the caster to be affected.

    Strengths:

    - Can affect several targets at once
    - Does more damage than normal
    - Very hard to see the corrupted light spores

    Weaknesses:

    - Shorter distance than a spell of same rank
    - Darkness can null the light
    - Needs item to be used
    - Need to be able to move to use
    - Can only work on the living
    - Can be eaten by the correct slayer (not advised though)

    Deceptive Elements:

    Name:
    Deceptive Elements

    Rank:
    C

    Type:
    Offensive, Single target

    Duration:
    4 Rounds

    Cooldown:
    5 Rounds

    Description:
    The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.

    Strengths:

    - Enemies can prepare for what they don't know what's happening
    - Does additional damage
    - New orb can be created each round

    Weaknesses:

    - Only affects a single enemy per round
    - Can be seen coming
    - Direction can't be changed
    - Can be dodged
    - Have to have use of arms
    - Shorter distance than other spells this rank
    - Can be eaten by correct slayers though not advised


    ___________________________________________________________________



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

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
    Position : None
    Posts : 760
    Guild : Sabertooth
    Cosmic Coins : 185
    Dungeon Tokens : 0
    Age : 22
    Experience : 1,512.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: The Etherborn - Barbardium
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Aura on 1st November 2017, 3:48 am

    Unlocked upon the user's request:
    Yuiisai wrote:Primary Magic:
    Cursed Existence

    Caster or Holder:
    Lost Caster

    Description:
    Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.

    As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.

    Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.

    Strengths:

    - Can eat all types of slayer magics
    - Can use four elements
    - Is classed as both god and demon slayer
    - Due to it's uniqueness classed as impure to other slayers
    - Versatile
    - Caster is immune to their spells unless stated

    Weaknesses:

    - Primary elements consumed at 50% compared to single slayer types
    - Secondary elements consumed at 25% compared to single slayer, single element types
    - Attacks may hit allies if in the way
    - If silenced or incapacitated some spells may not be usable
    - Can't go outside the four elements stated within the lacrima
    - Spells visually show traits of being holy and unholy
    - Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types

    Lineage:
    Time Keeper's Curse:
    Time Keeper's Curse:
    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
    Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Unique Abilities:

    Unique Abilities:


    Demon's Contract:

    Demon's Contract:
    Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.

    God's Blessing:

    God's Blessing:
    Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.

    Elemental Gifts:

    Elemental Gifts:
    Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in questions original mana cost.

    Slayer Corruption:

    Slayer Corruption
    Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.

    Signature Spells

    Signature Spells:


    Paradise Lost:

    Name:
    Paradise Lost

    Rank:
    Raises with user (Caps at S)

    Type:
    Offensive, AoE

    Duration:
    1

    Cooldown:
    3

    Description:
    Surrounding their body within the elements (that the lacrima allow) they release a mass of entwined stored energy within an area which appears as two distinct seals, on in the sky one on the ground. The range of the spell is equal to the max allowed meters of the casters current burst rank. Once released it creates mass amounts of destruction to the area around it easily making buildings topple and fall. Damage done is 1.5x current rank damage spread throughout any enemies that didn't manage to escape. Caster becomes 25% weaker and slower for the 3 rounds it takes for this spell to cooldown due to the sudden release of energy.

    Strengths:

    - Does additional damage
    - Hard to avoid
    - Does a lot of damage to the landscape
    - Quick release

    Weaknesses:

    - Easily seen
    - More used for demolition of land than an actual attack
    - Knocking the caster out prevents it's use
    - Debuffs caster
    - Correct type of slayers can eat this magic with no drawback to them


    Corrupted Healing:

    Name:
    Corrupted Healing

    Rank:
    D

    Type:
    Self Regeneration, Fear

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.

    Strengths:

    - Regains mana
    - Regains health
    - Causes fear

    Weaknesses:

    - Can only heal caster
    - Regenerates only a little
    - Does no harm to anyone
    - Has long cooldown in comparison to duration

    Yuiisai wrote:
    D Rank Spells


    Shadow's Disillusion:
    Name:
    Shadow's Disillusion

    Rank:
    D

    Type:
    Shadow, Illusion, Multi-target, Defensive, Fear

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear for the first round alone. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves.

    Strengths:

    - Can shroud caster and allies
    - Can cause fear
    - Movements to cast can be subtle
    - Can potentially effect one rank higher

    Weaknesses:

    - Does no damage
    - Has shorter range than a usual multi target spell
    - Requires additional mana to affect higher rank mages
    - Allies must remain close to caster or lose the benefits of being shrouded
    - Doesn't mask any sound by those shrouded
    - Deals no damage
    - Can be eaten by slayers of shadow (though not advisable)
    - Must be able to move hands to cast

    Elemental Shards:

    Name:
    Elemental Shards

    Rank:
    D

    Type:
    Multi-Target, Offensive

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.

    Strengths:

    - Uses multiple elements at once
    - Can hit multiple enemies or a single target
    - Can do additional damage

    Weaknesses:

    - Can be eaten by designated slayers (Though not advisable)
    - Must be able to see the enemy or attack is useless
    - Must be able to move limbs
    - Easy to know caster is casting due to movements
    - Easy to see coming
    - Can avoid shards
    - Once released unable to manipulate their path
    - Can only cast forward

    Creeping Mist:

    Name:
    Creeping Mist

    Rank:
    D

    Type:
    Offensive, Immobilisation, AoE, DoT

    Duration:
    3

    Cooldown:
    4

    Description:
    The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours for the first round alone. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. The mist can spread 25m from the caster.

    Strengths:

    - Does damage over time
    - Enemies within range can't avoid the attack
    - Does additional damage
    - Lasts an additional round after duration ends

    Weaknesses:

    - Must be able to move to use
    - Wind users of same rank or higher can move the mist away from them
    - Water users of same rank or higher can dampen the area making the mist useless
    - Immobilisation may not work on same ranks higher
    - Additional mana required if wanting to use immmobilisation on higher ranks
    - Spiritual slayers may eat this mist (but not advisable)

    Spiritual Healing:

    Name:
    Spiritual Healing

    Rank:
    D

    Type:
    Single Target, Healing

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.

    Strengths:

    - Can heal for a full rank of damage
    - Only touch is required
    - Quick to activate
    - Short cooldown

    Weaknesses:

    - Can only heal one person at a time
    - Need to be within arms length
    - Can be eaten by slayers that use spirit (Not advisable)
    - Seal can be seen by the enemy
    - Must be able to move to use

    Yuiisai wrote:
    C Rank Spells


    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Movement

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position, with the use of elemental gift one rank higher may not be able to track the user however without it's use they see a vague outline of the caster two ranks and above see the movements with ease.

    Strengths:

    - Instantly able to be used
    - Allows for sneak attacks
    - Can move in any direction so longs there is shadow/darkness where they intend to be

    Weaknesses:

    - Does no damage
    - Only effects user
    - Can't be used if there's no darkness or shadow to begin with
    - Doesn't mask sounds made by the user

    Unwanted Gift:

    Name:
    Unwanted Gift

    Rank:
    C

    Type:
    Offensive, Multi-Target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round (max dmg per round an enemy can take is 25% rank), targets must be within 70m of the caster to be affected.

    Strengths:

    - Can affect several targets at once
    - Does more damage than normal
    - Very hard to see the corrupted light spores

    Weaknesses:

    - Shorter distance than a spell of same rank
    - Darkness can null the light
    - Needs item to be used
    - Need to be able to move to use
    - Can only work on the living
    - Can be eaten by the correct slayer (not advised though)

    Deceptive Elements:

    Name:
    Deceptive Elements

    Rank:
    C

    Type:
    Offensive, Single target

    Duration:
    4 Rounds

    Cooldown:
    5 Rounds

    Description:
    The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.

    Strengths:

    - Enemies can prepare for what they don't know what's happening
    - Does additional damage
    - New orb can be created each round

    Weaknesses:

    - Only affects a single enemy per round
    - Can be seen coming
    - Direction can't be changed
    - Can be dodged
    - Have to have use of arms
    - Shorter distance than other spells this rank
    - Can be eaten by correct slayers though not advised


    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |The Etherborn - Barbardium | Kenna Terrynhain {:.
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    avatar
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
    Position : None
    Posts : 760
    Guild : Sabertooth
    Cosmic Coins : 185
    Dungeon Tokens : 0
    Age : 22
    Experience : 1,512.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: The Etherborn - Barbardium
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Aura on 7th November 2017, 10:52 am

    Approved:
    Yuiisai wrote:Primary Magic:
    Cursed Existence

    Caster or Holder:
    Lost Caster

    Description:
    Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.

    As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.

    Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.

    Strengths:

    - Can eat all types of slayer magics
    - Can use four elements
    - Is classed as both god and demon slayer
    - Due to it's uniqueness classed as impure to other slayers
    - Versatile
    - Caster is immune to their spells unless stated

    Weaknesses:

    - Primary elements consumed at 50% compared to single slayer types
    - Secondary elements consumed at 25% compared to single slayer, single element types
    - Attacks may hit allies if in the way
    - If silenced or incapacitated some spells may not be usable
    - Can't go outside the four elements stated within the lacrima
    - Spells visually show traits of being holy and unholy
    - Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types

    Lineage:
    Time Keeper's Curse:
    Time Keeper's Curse:
    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
    Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Unique Abilities:

    Unique Abilities:


    Demon's Contract:

    Demon's Contract:
    Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.

    God's Blessing:

    God's Blessing:
    Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.

    Elemental Gifts:

    Elemental Gifts:
    Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in questions original mana cost.

    Slayer Corruption:

    Slayer Corruption
    Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.

    Deceitful Elements:

    Deceitful Elements
    Though the caster is only allowed to use four elements, this ability allows them to disguise those elements as any other element they so choose, though they will not gain the same merits as the element they're being disguised as. When this ability is used it will give a 20% debuff magical potency and overall speed to anyone who is hit with a masked element for three rounds requiring five round cooldown (Cooldown and duration is pvp only as the ability itself is more for plot)

    Signature Spells

    Signature Spells:


    Paradise Lost:

    Name:
    Paradise Lost

    Rank:
    Raises with user (Caps at S)

    Type:
    Offensive, AoE

    Duration:
    1

    Cooldown:
    3

    Description:
    Surrounding their body within the elements (that the lacrima allow) they release a mass of entwined stored energy within an area which appears as two distinct seals, on in the sky one on the ground. The range of the spell is equal to the max allowed meters of the casters current burst rank. Once released it creates mass amounts of destruction to the area around it easily making buildings topple and fall. Damage done is 1.5x current rank damage spread throughout any enemies that didn't manage to escape. Caster becomes 25% weaker and slower for the 3 rounds it takes for this spell to cooldown due to the sudden release of energy.

    Strengths:

    - Does additional damage
    - Hard to avoid
    - Does a lot of damage to the landscape
    - Quick release

    Weaknesses:

    - Easily seen
    - More used for demolition of land than an actual attack
    - Knocking the caster out prevents it's use
    - Debuffs caster
    - Correct type of slayers can eat this magic with no drawback to them


    Corrupted Healing:

    Name:
    Corrupted Healing

    Rank:
    D

    Type:
    Self Regeneration, Fear

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.

    Strengths:

    - Regains mana
    - Regains health
    - Causes fear

    Weaknesses:

    - Can only heal caster
    - Regenerates only a little
    - Does no harm to anyone
    - Has long cooldown in comparison to duration

    Yuiisai wrote:
    D Rank Spells


    Shadow's Disillusion:
    Name:
    Shadow's Disillusion

    Rank:
    D

    Type:
    Shadow, Illusion, Multi-target, Defensive, Fear

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear for the first round alone. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves.

    Strengths:

    - Can shroud caster and allies
    - Can cause fear
    - Movements to cast can be subtle
    - Can potentially effect one rank higher

    Weaknesses:

    - Does no damage
    - Has shorter range than a usual multi target spell
    - Requires additional mana to affect higher rank mages
    - Allies must remain close to caster or lose the benefits of being shrouded
    - Doesn't mask any sound by those shrouded
    - Deals no damage
    - Can be eaten by slayers of shadow (though not advisable)
    - Must be able to move hands to cast

    Elemental Shards:

    Name:
    Elemental Shards

    Rank:
    D

    Type:
    Multi-Target, Offensive

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.

    Strengths:

    - Uses multiple elements at once
    - Can hit multiple enemies or a single target
    - Can do additional damage

    Weaknesses:

    - Can be eaten by designated slayers (Though not advisable)
    - Must be able to see the enemy or attack is useless
    - Must be able to move limbs
    - Easy to know caster is casting due to movements
    - Easy to see coming
    - Can avoid shards
    - Once released unable to manipulate their path
    - Can only cast forward

    Creeping Mist:

    Name:
    Creeping Mist

    Rank:
    D

    Type:
    Offensive, Immobilisation, AoE, DoT

    Duration:
    3

    Cooldown:
    4

    Description:
    The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours for the first round alone. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. The mist can spread 25m from the caster.

    Strengths:

    - Does damage over time
    - Enemies within range can't avoid the attack
    - Does additional damage
    - Lasts an additional round after duration ends

    Weaknesses:

    - Must be able to move to use
    - Wind users of same rank or higher can move the mist away from them
    - Water users of same rank or higher can dampen the area making the mist useless
    - Immobilisation may not work on same ranks higher
    - Additional mana required if wanting to use immmobilisation on higher ranks
    - Spiritual slayers may eat this mist (but not advisable)

    Spiritual Healing:

    Name:
    Spiritual Healing

    Rank:
    D

    Type:
    Single Target, Healing

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.

    Strengths:

    - Can heal for a full rank of damage
    - Only touch is required
    - Quick to activate
    - Short cooldown

    Weaknesses:

    - Can only heal one person at a time
    - Need to be within arms length
    - Can be eaten by slayers that use spirit (Not advisable)
    - Seal can be seen by the enemy
    - Must be able to move to use

    Light's Deceit:

    Name:
    Light Deceit

    Rank:
    D

    Type:
    Illusion

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster leaves a near invisible seal on any surface that when activated either by touch or passing it. When activated the surrounding area up to 20 meters will change to look like a midi city or the place the caster themselves were raised. This spell effects same ranks and lower with ease, one rank higher question certain things but may still be fooled (it's only a 100% certainty with elemental gifts in use) 2 ranks and higher can see through the illusion due to the flaws.

    Strengths:

    - Gives caster upper hand due to being of areas they know
    - Can fool one rank higher
    - User only needs to leave a seal and activates when the enemy activates it

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage
    - Must be able to leave a seal on a surface
    - Can be seen through by higher ranks
    - Shorter range than spells of the same rank

    Coexistence:

    Name:
    Coexistence

    Rank:
    D

    Type:
    Self shield

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Using two opposed elements be it Darkness/Light or Shadow/Spirit the caster is able to create a shield two meters around themselves that embodies these two elements that can take up to sixty damage before breaking; if the caster is attacked physically it does rank damage to the one silly enough to do it.

    Strengths:

    - Shields caster
    - Can absorb a set amount of damage
    - Requires no movement only thought to create
    - Can do damage

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage on it's own
    - Can't be cast if unconscious
    - Damage is dependant on the enemy hitting the shield
    - Can be broken before duration runs out
    - Can only protect caster
    - Has a very short distance

    Twisted Tendrils:

    Name:
    Twisted Tendrils

    Rank:
    D

    Type:
    Immobilisation

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Bringing their hands together so the wrists meet and twisting them around creates a seal on the ground that twists of the four elements under the wielders control up to thirty meters, from the seal mist like tendrils begin twisting around the casters enemies. These tendrils emit a fraction of each element, they do no damage and prevent any movement for one round.


    Strengths:

    - Immobilises
    - Can effect multiple enemies
    - Quick cast
    - Short cooldown

    Weaknesses:

    - Does no damage
    - Short duration
    - Can be eaten by proper slayers
    - Due to being made of mist wind users can prevent the spell if strong enough
    - Due to being made of mist water users can prevent the spell if strong enough
    - Must be able to move to use
    - Can't effect two ranks or higher

    Lotus Blossom:

    Name:
    Lotus Blossom

    Rank:
    D

    Type:
    Offensive

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Opening their hands the caster can create lotus blossoms that are closed, these are clearly made out of shadow. As the caster throws them they begin to open, when they reach fully open they seem to somewhat implode dealing 1.5x damage to a single target. This spell can be used up to 45 meters.

    Strengths:

    - Does more damage than normal
    - Instantly cast
    - quick cooldown

    Weaknesses:

    - Can be eaten by shadow slayers
    - Can only effect a single opponent
    - Must be able to throw
    - Blossom can be cancelled by light of same rank

    Dark Boom:

    Name:
    Dark Boom

    Rank:
    D

    Type:
    Knockback

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    with subtle hand gestures (seen or unseen) black text seems to appear in front of the caster that almost look like gibberish, this however is far from the truth. It is text from a long forgotten time by long forgotten deities. As the last piece of text appears it sends out a shock wave 360 knocking back everyone for thirty meters. (20 meters if one rank higher, 5 meters for anything higher)

    Strengths:

    - Instantly cast
    - Way of casting can be hidden
    - Knocks enemies away
    - Is an area of effect

    Weaknesses:

    - Does no damage
    - Text can be seen by everyone
    - Distance of knockback is dependant on opponents rank
    - Shadow slayers may eat the text
    - When restricted unable to cast


    Light's Guidance:

    Name:
    Light's guidence

    Rank:
    D

    Type:
    Utility

    Duration:
    1 Round

    Cooldown:
    4 Rounds

    Description:
    Cupping their hands the caster can make a small ball of light that is able to show the way when lost. The light can move no more than ten meters from the caster and can be neutralised by darkness.

    Strengths:

    - Used to guide the caster when lost
    - Instantly cast
    - Easy to manoeuvre
    - Can be used to distract enemies

    Weaknesses:

    - Can be eaten by light slayers
    - Does no damage
    - Short range
    - Only lasts for a single turn
    - Has a long cooldown
    - Easily seen by opponents
    - If unable to move their hands the caster can not use this spell

    Proof of purchase:

    Yuiisai wrote:
    C Rank Spells


    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Movement

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position, with the use of elemental gift one rank higher may not be able to track the user however without it's use they see a vague outline of the caster two ranks and above see the movements with ease.

    Strengths:

    - Instantly able to be used
    - Allows for sneak attacks
    - Can move in any direction so longs there is shadow/darkness where they intend to be

    Weaknesses:

    - Does no damage
    - Only effects user
    - Can't be used if there's no darkness or shadow to begin with
    - Doesn't mask sounds made by the user

    Unwanted Gift:

    Name:
    Unwanted Gift

    Rank:
    C

    Type:
    Offensive, Multi-Target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round (max dmg per round an enemy can take is 25% rank), targets must be within 70m of the caster to be affected.

    Strengths:

    - Can affect several targets at once
    - Does more damage than normal
    - Very hard to see the corrupted light spores

    Weaknesses:

    - Shorter distance than a spell of same rank
    - Darkness can null the light
    - Needs item to be used
    - Need to be able to move to use
    - Can only work on the living
    - Can be eaten by the correct slayer (not advised though)

    Deceptive Elements:

    Name:
    Deceptive Elements

    Rank:
    C

    Type:
    Offensive, Single target

    Duration:
    4 Rounds

    Cooldown:
    5 Rounds

    Description:
    The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.

    Strengths:

    - Enemies can prepare for what they don't know what's happening
    - Does additional damage
    - New orb can be created each round

    Weaknesses:

    - Only affects a single enemy per round
    - Can be seen coming
    - Direction can't be changed
    - Can be dodged
    - Have to have use of arms
    - Shorter distance than other spells this rank
    - Can be eaten by correct slayers though not advised

    Cursed Tanto:

    Name:
    Cursed Tanto

    Rank:
    C

    Type:
    Offensive

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    The caster need only clench their hands for a the tanto to appear within them, the handle seems to be made of a black wood however the blade itself is what really draws a person's eyes as it seems to have a glow that changes colours, as does the swirling mist inside the blade itself almost as if it is fighting or unable to make up it's mind. The blade is able to strike a single person per round and only does 50% damage per round capping at 2.5x damage. Due to this being a tanto the caster needs to be up close and personal to use.

    Strengths:

    - Does a lot of damage over time
    - Lasts long
    - Can distract the opponent due to the way the blade is

    Weaknesses:

    - So longs the blade is within a set element it can be eaten by slayers
    - Is close combat
    - If the blade is knocked out of the casters hand it fades
    - Only does aoe rank damage per round
    - If the caster can't close their hands they can't call the weapon to their aid
    - Opposite elements force an elemental change instantly

    Shadow Healing:

    Name:
    Shadow Healing

    Rank:
    C

    Type:
    False healing, single target

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Shadow healing isn't exactly what you would expect from a healing spell as it doesn't heal the user but give them 10% more health for the duration in the hopes that allies can get around to healing them if badly injured. The caster touches the intended target and they glow with a darkened aura for the duration showing they are under the effects. This is a touch ability so intended target has to be within arms reach.

    Strengths:

    - Gives the target health
    - Can be cast instantly, but lasts the duration
    - Buys time so others may heal hurt ally

    Weaknesses:

    - Does no damage
    - Must be with in arms reach to create the seal
    - Can only do this to one person at a time
    - Additional health is only temporary
    - Can be eaten by shadow slayers
    - Aura is easily seen by enemies

    Glistening Mist:

    Name:
    Glistening Mist

    Rank:
    C

    Type:
    Light, AoE, Distraction

    Duration:
    2 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder begins to dance elegantly a seemingly harmless twinkling mist coming from their fingers and around their feet as they continue to do so, the enamour of such a thing stopping people up to 40m in their tracks for two rounds. It is during the dance that the mist seems to take shape almost showing them their deepest desires changing colour as it does so making them fall into the illusion that one day this desire will be a reality. (This spell effects one rank higher perfectly when elemental gifts is in use but can not effect those of two ranks or higher, though they may be curious.)

    Strengths:

    - Distracts people for two turns instead of the normal one
    - Can distract many people at once

    Weaknesses:

    - Shorter distance
    - Double the cooldown
    - Does no damage
    - Can be eaten by appropriate slayer but not advised
    - Leaves the caster vulnerable to attack
    - If can dance the spell is ended prematurely

    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    This spell is deceitful even from the beginning given it's name, not only is it not shadow based but spirit based, but the wielder doesn't need to dance they only need to make certain hand movements a mist coming from their hands and going to the feet of allies making them not only 25% faster but 25% stronger within their magic potency. The range of this spell is the max for a multi target spell of this rank.

    Strengths:

    - Makes allies faster
    - Makes allies stronger
    - Can be used on all allies within range

    Weaknesses:

    - Does no harm
    - Mist can be seen around allies feet
    - Can be eaten by spirit eaters
    - Hand movements must be precise
    - Can't be used in a place that spiritually void

    Mist's Shield:

    Name:
    Mist's Shield

    Rank:
    C

    Type:
    Shield, single target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder need only wish to protect something for this mist to swirl around them, unlike most shields that the wielder may produce this one will show four elements. Though in a mist like form it acts more like a solid making it near impossible for water or wind users to effect it like other mists. The shield can take up to 120 points of damage (3 c rank hits) before dispersing and can be used on an ally within 60m

    Strengths:

    - Can be used to protect allies
    - No movement required
    - Harder for water/wind users to disperse (1 rank higher needed at least)

    Weaknesses:

    - Can be eaten by 4 different elemental slayers
    - Half the distance of a normal single target spell of this rank
    - Must be awake to be used
    - If under the influence of mind control will be used on enemies
    - Water/Wind users still do 25% more damage than other elements against the mist

    Proof of purchase:

    Yuiisai wrote:
    B Rank Spells

    Light Breath:

    Name:
    Light Breath

    Rank:
    B

    Type:
    Multi target, HoT

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Managing to find a way to separate the light from the other elements their magic possesses the breath out a glowing light filled mist in a 45 degree arc that reaches up to 120 meters. Those that are surrounded by this mist get a feeling of warmth and caring and gain back 50% rank damage as health per round.

    Strengths:

    - Heals many targets at once
    - Is able to heal more than a regular spell

    Weaknesses:

    - Cancelled by darkness of same rank or higher
    - Slightly shorter distance
    - Can also heal enemies
    - Can be eaten by element appropriate slayer


    Spirit Breath:

    Name:
    Spirit Breath

    Rank:
    B

    Type:
    Multi target, Defensive, buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Again the wielder finds away to split spiritual from the rest of their elements and breath out what can only be described as an ice blue glowing wind of a mist that seems to sparkle, this breath only goes 100 meters and like before it only has a 30 degree arc. This gives allies a 25% resistance to any damage take while buffing their speed and magical potency by 15% each.

    Strengths:

    - Gives a resistance to damage for allies
    - Gives a buff to speed and magic

    Weaknesses:

    - Buff can effect enemies
    - Shorter distance than other spells of the same rank
    - Can be nulled by shadow users of at least same rank or higher
    - Some what narrow arc


    Shadow Breath:

    Name:
    Shadow Breath

    Rank:
    B

    Type:
    Offensive

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Now separating the shadow from the other elements their magic possesses they release a purple mist which has a 90 degree that reaches 80 meters dealing 50% damage each round divided amongst those within the shadowed mist.

    Strengths:

    - Deals more damage over all
    - Hits many targets at once

    Weaknesses:

    - Has far shorter range
    - Shadow can be nulled by light of same rank or higher
    - Shadow can be eaten by the correct slayer
    - Can't be used in a place that is nothing but shadow

    Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Illusion, immobilisation

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Separating the darkness from the rest of the elements, this darkened mist reaches 80m and has a 15 degree arc that play with a person's mind as the believe they see and hear thing that can't be possible making them freeze in fear for a turn (can effect one round higher if elemental gifts is in use, doesn't effect two rounds or higher but makes them feel at ill ease) but as this is happening they are breathing in this menacing mist dealing 50% rank damage per round

    Strengths:

    - Immobilization
    - Deals more damage over all

    Weaknesses:

    - Narrower stream for the mist
    - Shorter than other spells
    - Easy to avoid

    Light's Spirit Breath:

    Name:
    Light's Spirit Breath

    Rank:
    B

    Type:
    Defence, Regeneration

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Combining light and spirit the user breathes out a mist that seems to almost winkle in a 20 degree arc and up to 50% of the allowed range of a multi-target spell. This gives the allies it hits a shield that can absorb 120 points of damage (2 b rank spells) and allows them to regain 4% mana and 25% rank damage back as health. Using this breath weapon requires the wielder to spend an additional 25% of the original spell cost to use.

    Strengths:

    - Creates a shield
    - Regains mana and health

    Weaknesses:

    - Costs more to cast
    - Short range
    - Wind/water users can weaken the abilities (one rank lower by 25%)
    - Wind/water users of the same rank or higher can throw the mist off course

    Shadow's Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Debuff

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Combining the shadow and darkness elements of their magic they release a mist that seems eerie even when colourful. It has a 45 degrees arc and reached the max allowed range of a multi target spell of the same rank. It debuffs damage resistance, speed, magical and physical strength by 25% each (this effects same rank or lower, it fully effects one rank higher when elemental gifts is in use, doesn't effect 2 ranks or above) while dealing 50% damage each round. Due to its unusual strength the caster has to pay 50% additional mana to use this mist.

    Strengths:

    - Multi-Target Debuff
    - Deals increased damage

    Weaknesses:

    - Additional mana needed to use
    - Can affect allies within its arc
    - Cooldown is double the duration
    - Wind users of the same rank can shift where the mist goes
    - Water users of the same rank can make it half as effective

    Silent Bloom:

    Name:
    Silent Bloom

    Rank:
    B

    Type:
    Nulling

    Duration:
    3 Rounds

    Cooldown:
    7 Rounds

    Description:
    Combining two of the opposing elements the wielder releases a mist that takes the shape of a random blossom of the casters choosing. Once per round the caster can opt to cancel a spell of same rank or lower. (One rank higher if elemental gifts is used) if they pay the original cost they want to null. Every time a spell is nulled it will simply be captured by one of the blossoms and both will fade. As a defensive spell these blossoms need no range due to capturing incoming spells however to protect allies from dangerous spells the blossoms can travel the max distance of a single target B rank spell

    Strengths:

    - Can null spells
    - Can be used to protect allies

    Weaknesses:

    - Requires additional magic to be used
    - Can only null one spell per round
    - Needs to be able to see the spell in question coming to null it

    Proof of purchase:




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    kittykool75

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    Character Sheet
    Character Name: Lucius Foss
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    In Progress Re: Cursed Existence

    Post by kittykool75 on 14th November 2017, 4:40 pm

    Spoiler:

    Yuiisai wrote:Primary Magic:
    Cursed Existence

    Caster or Holder:
    Lost Caster

    Description:
    Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.

    As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.

    Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.

    Strengths:

    - Can eat all types of slayer magics
    - Can use four elements
    - Is classed as both god and demon slayer
    - Due to it's uniqueness classed as impure to other slayers
    - Versatile
    - Caster is immune to their spells unless stated

    Weaknesses:

    - Primary elements consumed at 50% compared to single slayer types
    - Secondary elements consumed at 25% compared to single slayer, single element types
    - Attacks may hit allies if in the way
    - If silenced or incapacitated some spells may not be usable
    - Can't go outside the four elements stated within the lacrima
    - Spells visually show traits of being holy and unholy
    - Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types

    Lineage:
    Time Keeper's Curse:
    Time Keeper's Curse:
    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
    Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Unique Abilities:

    Unique Abilities:


    Demon's Contract:

    Demon's Contract:
    Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.

    God's Blessing:

    God's Blessing:
    Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.

    Elemental Gifts:

    Elemental Gifts:
    Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in questions original mana cost.

    Slayer Corruption:

    Slayer Corruption
    Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.

    Deceitful Elements:

    Deceitful Elements
    Though the caster is only allowed to use four elements, this ability allows them to disguise those elements as any other element they so choose, though they will not gain the same merits as the element they're being disguised as. When this ability is used it will give a 20% debuff magical potency and overall speed to anyone who is hit with a masked element for three rounds requiring five round cooldown (Cooldown and duration is pvp only as the ability itself is more for plot)

    Signature Spells

    Signature Spells:


    Paradise Lost:

    Name:
    Paradise Lost

    Rank:
    Raises with user (Caps at S)

    Type:
    Offensive, AoE

    Duration:
    1

    Cooldown:
    3

    Description:
    Surrounding their body within the elements (that the lacrima allow) they release a mass of entwined stored energy within an area which appears as two distinct seals, on in the sky one on the ground. The range of the spell is equal to the max allowed meters of the casters current burst rank. Once released it creates mass amounts of destruction to the area around it easily making buildings topple and fall. Damage done is 1.5x current rank damage spread throughout any enemies that didn't manage to escape. Caster becomes 25% weaker and slower for the 3 rounds it takes for this spell to cooldown due to the sudden release of energy.

    Strengths:

    - Does additional damage
    - Hard to avoid
    - Does a lot of damage to the landscape
    - Quick release

    Weaknesses:

    - Easily seen
    - More used for demolition of land than an actual attack
    - Knocking the caster out prevents it's use
    - Debuffs caster
    - Correct type of slayers can eat this magic with no drawback to them


    Corrupted Healing:

    Name:
    Corrupted Healing

    Rank:
    D

    Type:
    Self Regeneration, Fear

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.

    Strengths:

    - Regains mana
    - Regains health
    - Causes fear

    Weaknesses:

    - Can only heal caster
    - Regenerates only a little
    - Does no harm to anyone
    - Has long cooldown in comparison to duration

    Spoiler:

    Yuiisai wrote:D Rank Spells


    Shadow's Disillusion:
    Name:
    Shadow's Disillusion

    Rank:
    D

    Type:
    Shadow, Illusion, Multi-target, Defensive, Fear

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear for the first round alone. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves.

    Strengths:

    - Can shroud caster and allies
    - Can cause fear
    - Movements to cast can be subtle
    - Can potentially effect one rank higher

    Weaknesses:

    - Does no damage
    - Has shorter range than a usual multi target spell
    - Requires additional mana to affect higher rank mages
    - Allies must remain close to caster or lose the benefits of being shrouded
    - Doesn't mask any sound by those shrouded
    - Deals no damage
    - Can be eaten by slayers of shadow (though not advisable)
    - Must be able to move hands to cast

    Elemental Shards:

    Name:
    Elemental Shards

    Rank:
    D

    Type:
    Multi-Target, Offensive

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.

    Strengths:

    - Uses multiple elements at once
    - Can hit multiple enemies or a single target
    - Can do additional damage

    Weaknesses:

    - Can be eaten by designated slayers (Though not advisable)
    - Must be able to see the enemy or attack is useless
    - Must be able to move limbs
    - Easy to know caster is casting due to movements
    - Easy to see coming
    - Can avoid shards
    - Once released unable to manipulate their path
    - Can only cast forward

    Creeping Mist:

    Name:
    Creeping Mist

    Rank:
    D

    Type:
    Offensive, Immobilisation, AoE, DoT

    Duration:
    3

    Cooldown:
    4

    Description:
    The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours for the first round alone. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. The mist can spread 25m from the caster.

    Strengths:

    - Does damage over time
    - Enemies within range can't avoid the attack
    - Does additional damage
    - Lasts an additional round after duration ends

    Weaknesses:

    - Must be able to move to use
    - Wind users of same rank or higher can move the mist away from them
    - Water users of same rank or higher can dampen the area making the mist useless
    - Immobilisation may not work on same ranks higher
    - Additional mana required if wanting to use immmobilisation on higher ranks
    - Spiritual slayers may eat this mist (but not advisable)

    Spiritual Healing:

    Name:
    Spiritual Healing

    Rank:
    D

    Type:
    Single Target, Healing

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.

    Strengths:

    - Can heal for a full rank of damage
    - Only touch is required
    - Quick to activate
    - Short cooldown

    Weaknesses:

    - Can only heal one person at a time
    - Need to be within arms length
    - Can be eaten by slayers that use spirit (Not advisable)
    - Seal can be seen by the enemy
    - Must be able to move to use

    Light's Deceit:

    Name:
    Light Deceit

    Rank:
    D

    Type:
    Illusion

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster leaves a near invisible seal on any surface that when activated either by touch or passing it. When activated the surrounding area up to 20 meters will change to look like a midi city or the place the caster themselves were raised. This spell effects same ranks and lower with ease, one rank higher question certain things but may still be fooled (it's only a 100% certainty with elemental gifts in use) 2 ranks and higher can see through the illusion due to the flaws.

    Strengths:

    - Gives caster upper hand due to being of areas they know
    - Can fool one rank higher
    - User only needs to leave a seal and activates when the enemy activates it

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage
    - Must be able to leave a seal on a surface
    - Can be seen through by higher ranks
    - Shorter range than spells of the same rank

    Coexistence:

    Name:
    Coexistence

    Rank:
    D

    Type:
    Self shield

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Using two opposed elements be it Darkness/Light or Shadow/Spirit the caster is able to create a shield two meters around themselves that embodies these two elements that can take up to sixty damage before breaking; if the caster is attacked physically it does rank damage to the one silly enough to do it.

    Strengths:

    - Shields caster
    - Can absorb a set amount of damage
    - Requires no movement only thought to create
    - Can do damage

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage on it's own
    - Can't be cast if unconscious
    - Damage is dependant on the enemy hitting the shield
    - Can be broken before duration runs out
    - Can only protect caster
    - Has a very short distance

    Twisted Tendrils:

    Name:
    Twisted Tendrils

    Rank:
    D

    Type:
    Immobilisation

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Bringing their hands together so the wrists meet and twisting them around creates a seal on the ground that twists of the four elements under the wielders control up to thirty meters, from the seal mist like tendrils begin twisting around the casters enemies. These tendrils emit a fraction of each element, they do no damage and prevent any movement for one round.


    Strengths:

    - Immobilises
    - Can effect multiple enemies
    - Quick cast
    - Short cooldown

    Weaknesses:

    - Does no damage
    - Short duration
    - Can be eaten by proper slayers
    - Due to being made of mist wind users can prevent the spell if strong enough
    - Due to being made of mist water users can prevent the spell if strong enough
    - Must be able to move to use
    - Can't effect two ranks or higher

    Lotus Blossom:

    Name:
    Lotus Blossom

    Rank:
    D

    Type:
    Offensive

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Opening their hands the caster can create lotus blossoms that are closed, these are clearly made out of shadow. As the caster throws them they begin to open, when they reach fully open they seem to somewhat implode dealing 1.5x damage to a single target. This spell can be used up to 45 meters.

    Strengths:

    - Does more damage than normal
    - Instantly cast
    - quick cooldown

    Weaknesses:

    - Can be eaten by shadow slayers
    - Can only effect a single opponent
    - Must be able to throw
    - Blossom can be cancelled by light of same rank

    Dark Boom:

    Name:
    Dark Boom

    Rank:
    D

    Type:
    Knockback

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    with subtle hand gestures (seen or unseen) black text seems to appear in front of the caster that almost look like gibberish, this however is far from the truth. It is text from a long forgotten time by long forgotten deities. As the last piece of text appears it sends out a shock wave 360 knocking back everyone for thirty meters. (20 meters if one rank higher, 5 meters for anything higher)

    Strengths:

    - Instantly cast
    - Way of casting can be hidden
    - Knocks enemies away
    - Is an area of effect

    Weaknesses:

    - Does no damage
    - Text can be seen by everyone
    - Distance of knockback is dependant on opponents rank
    - Shadow slayers may eat the text
    - When restricted unable to cast


    Light's Guidance:

    Name:
    Light's guidence

    Rank:
    D

    Type:
    Utility

    Duration:
    1 Round

    Cooldown:
    4 Rounds

    Description:
    Cupping their hands the caster can make a small ball of light that is able to show the way when lost. The light can move no more than ten meters from the caster and can be neutralised by darkness.

    Strengths:

    - Used to guide the caster when lost
    - Instantly cast
    - Easy to manoeuvre
    - Can be used to distract enemies

    Weaknesses:

    - Can be eaten by light slayers
    - Does no damage
    - Short range
    - Only lasts for a single turn
    - Has a long cooldown
    - Easily seen by opponents
    - If unable to move their hands the caster can not use this spell

    Proof of purchase:

    Spoiler:

    Yuiisai wrote:C Rank Spells


    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Movement

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position, with the use of elemental gift one rank higher may not be able to track the user however without it's use they see a vague outline of the caster two ranks and above see the movements with ease.

    Strengths:

    - Instantly able to be used
    - Allows for sneak attacks
    - Can move in any direction so longs there is shadow/darkness where they intend to be

    Weaknesses:

    - Does no damage
    - Only effects user
    - Can't be used if there's no darkness or shadow to begin with
    - Doesn't mask sounds made by the user

    Unwanted Gift:

    Name:
    Unwanted Gift

    Rank:
    C

    Type:
    Offensive, Multi-Target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round (max dmg per round an enemy can take is 25% rank), targets must be within 70m of the caster to be affected.

    Strengths:

    - Can affect several targets at once
    - Does more damage than normal
    - Very hard to see the corrupted light spores

    Weaknesses:

    - Shorter distance than a spell of same rank
    - Darkness can null the light
    - Needs item to be used
    - Need to be able to move to use
    - Can only work on the living
    - Can be eaten by the correct slayer (not advised though)

    Deceptive Elements:

    Name:
    Deceptive Elements

    Rank:
    C

    Type:
    Offensive, Single target

    Duration:
    4 Rounds

    Cooldown:
    5 Rounds

    Description:
    The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.

    Strengths:

    - Enemies can prepare for what they don't know what's happening
    - Does additional damage
    - New orb can be created each round

    Weaknesses:

    - Only affects a single enemy per round
    - Can be seen coming
    - Direction can't be changed
    - Can be dodged
    - Have to have use of arms
    - Shorter distance than other spells this rank
    - Can be eaten by correct slayers though not advised

    Cursed Tanto:

    Name:
    Cursed Tanto

    Rank:
    C

    Type:
    Offensive

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    The caster need only clench their hands for a the tanto to appear within them, the handle seems to be made of a black wood however the blade itself is what really draws a person's eyes as it seems to have a glow that changes colours, as does the swirling mist inside the blade itself almost as if it is fighting or unable to make up it's mind. The blade is able to strike a single person per round and only does 50% damage per round capping at 2.5x damage. Due to this being a tanto the caster needs to be up close and personal to use.

    Strengths:

    - Does a lot of damage over time
    - Lasts long
    - Can distract the opponent due to the way the blade is

    Weaknesses:

    - So longs the blade is within a set element it can be eaten by slayers
    - Is close combat
    - If the blade is knocked out of the casters hand it fades
    - Only does aoe rank damage per round
    - If the caster can't close their hands they can't call the weapon to their aid
    - Opposite elements force an elemental change instantly

    Shadow Healing:

    Name:
    Shadow Healing

    Rank:
    C

    Type:
    False healing, single target

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Shadow healing isn't exactly what you would expect from a healing spell as it doesn't heal the user but give them 10% more health for the duration in the hopes that allies can get around to healing them if badly injured. The caster touches the intended target and they glow with a darkened aura for the duration showing they are under the effects. This is a touch ability so intended target has to be within arms reach.

    Strengths:

    - Gives the target health
    - Can be cast instantly, but lasts the duration
    - Buys time so others may heal hurt ally

    Weaknesses:

    - Does no damage
    - Must be with in arms reach to create the seal
    - Can only do this to one person at a time
    - Additional health is only temporary
    - Can be eaten by shadow slayers
    - Aura is easily seen by enemies

    Glistening Mist:

    Name:
    Glistening Mist

    Rank:
    C

    Type:
    Light, AoE, Distraction

    Duration:
    2 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder begins to dance elegantly a seemingly harmless twinkling mist coming from their fingers and around their feet as they continue to do so, the enamour of such a thing stopping people up to 40m in their tracks for two rounds. It is during the dance that the mist seems to take shape almost showing them their deepest desires changing colour as it does so making them fall into the illusion that one day this desire will be a reality. (This spell effects one rank higher perfectly when elemental gifts is in use but can not effect those of two ranks or higher, though they may be curious.)

    Strengths:

    - Distracts people for two turns instead of the normal one
    - Can distract many people at once

    Weaknesses:

    - Shorter distance
    - Double the cooldown
    - Does no damage
    - Can be eaten by appropriate slayer but not advised
    - Leaves the caster vulnerable to attack
    - If can dance the spell is ended prematurely

    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    This spell is deceitful even from the beginning given it's name, not only is it not shadow based but spirit based, but the wielder doesn't need to dance they only need to make certain hand movements a mist coming from their hands and going to the feet of allies making them not only 25% faster but 25% stronger within their magic potency. The range of this spell is the max for a multi target spell of this rank.

    Strengths:

    - Makes allies faster
    - Makes allies stronger
    - Can be used on all allies within range

    Weaknesses:

    - Does no harm
    - Mist can be seen around allies feet
    - Can be eaten by spirit eaters
    - Hand movements must be precise
    - Can't be used in a place that spiritually void

    Mist's Shield:

    Name:
    Mist's Shield

    Rank:
    C

    Type:
    Shield, single target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder need only wish to protect something for this mist to swirl around them, unlike most shields that the wielder may produce this one will show four elements. Though in a mist like form it acts more like a solid making it near impossible for water or wind users to effect it like other mists. The shield can take up to 120 points of damage (3 c rank hits) before dispersing and can be used on an ally within 60m

    Strengths:

    - Can be used to protect allies
    - No movement required
    - Harder for water/wind users to disperse (1 rank higher needed at least)

    Weaknesses:

    - Can be eaten by 4 different elemental slayers
    - Half the distance of a normal single target spell of this rank
    - Must be awake to be used
    - If under the influence of mind control will be used on enemies
    - Water/Wind users still do 25% more damage than other elements against the mist

    Proof of purchase:

    Spoiler:

    Yuiisai wrote:B Rank Spells

    Light Breath:

    Name:
    Light Breath

    Rank:
    B

    Type:
    Multi target, HoT

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Managing to find a way to separate the light from the other elements their magic possesses the breath out a glowing light filled mist in a 45 degree arc that reaches up to 120 meters. Those that are surrounded by this mist get a feeling of warmth and caring and gain back 50% rank damage as health per round.

    Strengths:

    - Heals many targets at once
    - Is able to heal more than a regular spell

    Weaknesses:

    - Cancelled by darkness of same rank or higher
    - Slightly shorter distance
    - Can also heal enemies
    - Can be eaten by element appropriate slayer


    Spirit Breath:

    Name:
    Spirit Breath

    Rank:
    B

    Type:
    Multi target, Defensive, buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Again the wielder finds away to split spiritual from the rest of their elements and breath out what can only be described as an ice blue glowing wind of a mist that seems to sparkle, this breath only goes 100 meters and like before it only has a 30 degree arc. This gives allies a 25% resistance to any damage take while buffing their speed and magical potency by 15% each.

    Strengths:

    - Gives a resistance to damage for allies
    - Gives a buff to speed and magic

    Weaknesses:

    - Buff can effect enemies
    - Shorter distance than other spells of the same rank
    - Can be nulled by shadow users of at least same rank or higher
    - Some what narrow arc


    Shadow Breath:

    Name:
    Shadow Breath

    Rank:
    B

    Type:
    Offensive

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Now separating the shadow from the other elements their magic possesses they release a purple mist which has a 90 degree that reaches 80 meters dealing 50% damage each round divided amongst those within the shadowed mist.

    Strengths:

    - Deals more damage over all
    - Hits many targets at once

    Weaknesses:

    - Has far shorter range
    - Shadow can be nulled by light of same rank or higher
    - Shadow can be eaten by the correct slayer
    - Can't be used in a place that is nothing but shadow

    Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Illusion, immobilisation

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Separating the darkness from the rest of the elements, this darkened mist reaches 80m and has a 15 degree arc that play with a person's mind as the believe they see and hear thing that can't be possible making them freeze in fear for a turn (can effect one round higher if elemental gifts is in use, doesn't effect two rounds or higher but makes them feel at ill ease) but as this is happening they are breathing in this menacing mist dealing 50% rank damage per round

    Strengths:

    - Immobilization
    - Deals more damage over all

    Weaknesses:

    - Narrower stream for the mist
    - Shorter than other spells
    - Easy to avoid

    Light's Spirit Breath:

    Name:
    Light's Spirit Breath

    Rank:
    B

    Type:
    Defence, Regeneration

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Combining light and spirit the user breathes out a mist that seems to almost winkle in a 20 degree arc and up to 50% of the allowed range of a multi-target spell. This gives the allies it hits a shield that can absorb 120 points of damage (2 b rank spells) and allows them to regain 4% mana and 25% rank damage back as health. Using this breath weapon requires the wielder to spend an additional 25% of the original spell cost to use.

    Strengths:

    - Creates a shield
    - Regains mana and health

    Weaknesses:

    - Costs more to cast
    - Short range
    - Wind/water users can weaken the abilities (one rank lower by 25%)
    - Wind/water users of the same rank or higher can throw the mist off course

    Shadow's Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Debuff

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Combining the shadow and darkness elements of their magic they release a mist that seems eerie even when colourful. It has a 45 degrees arc and reached the max allowed range of a multi target spell of the same rank. It debuffs damage resistance, speed, magical and physical strength by 25% each (this effects same rank or lower, it fully effects one rank higher when elemental gifts is in use, doesn't effect 2 ranks or above) while dealing 50% damage each round. Due to its unusual strength the caster has to pay 50% additional mana to use this mist.

    Strengths:

    - Multi-Target Debuff
    - Deals increased damage

    Weaknesses:

    - Additional mana needed to use
    - Can affect allies within its arc
    - Cooldown is double the duration
    - Wind users of the same rank can shift where the mist goes
    - Water users of the same rank can make it half as effective

    Silent Bloom:

    Name:
    Silent Bloom

    Rank:
    B

    Type:
    Nulling

    Duration:
    3 Rounds

    Cooldown:
    7 Rounds

    Description:
    Combining two of the opposing elements the wielder releases a mist that takes the shape of a random blossom of the casters choosing. Once per round the caster can opt to cancel a spell of same rank or lower. (One rank higher if elemental gifts is used) if they pay the original cost they want to null. Every time a spell is nulled it will simply be captured by one of the blossoms and both will fade. As a defensive spell these blossoms need no range due to capturing incoming spells however to protect allies from dangerous spells the blossoms can travel the max distance of a single target B rank spell

    Strengths:

    - Can null spells
    - Can be used to protect allies

    Weaknesses:

    - Requires additional magic to be used
    - Can only null one spell per round
    - Needs to be able to see the spell in question coming to null it

    Proof of purchase:

    Unlocked at user's request


    ___________________________________________________________________

    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "




    Lucius FossContrôleur des TénèbresBank

    avatar
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
    Position : None
    Posts : 760
    Guild : Sabertooth
    Cosmic Coins : 185
    Dungeon Tokens : 0
    Age : 22
    Experience : 1,512.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: The Etherborn - Barbardium
    Secondary Magic:

    In Progress Re: Cursed Existence

    Post by Aura on 19th November 2017, 4:53 am

    Approved:
    Yuiisai wrote:Primary Magic:
    Cursed Existence

    Caster or Holder:
    Lost Caster

    Description:
    Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.

    As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.

    Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.

    Strengths:

    - Can eat all types of slayer magics
    - Can use four elements
    - Is classed as both god and demon slayer
    - Due to it's uniqueness classed as impure to other slayers
    - Versatile
    - Caster is immune to their spells unless stated

    Weaknesses:

    - Primary elements consumed at 50% compared to single slayer types
    - Secondary elements consumed at 25% compared to single slayer, single element types
    - Attacks may hit allies if in the way
    - If silenced or incapacitated some spells may not be usable
    - Can't go outside the four elements stated within the lacrima
    - Spells visually show traits of being holy and unholy
    - Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types

    Lineage:
    Time Keeper's Curse:
    Time Keeper's Curse:
    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
    Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Unique Abilities:

    Unique Abilities:


    Demon's Contract:

    Demon's Contract:
    Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.

    God's Blessing:

    God's Blessing:
    Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.

    Elemental Gifts:

    Elemental Gifts:
    Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in questions original mana cost.

    Slayer Corruption:

    Slayer Corruption
    Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.

    Deceitful Elements:

    Deceitful Elements
    Though the caster is only allowed to use four elements, this ability allows them to disguise those elements as any other element they so choose, though they will not gain the same merits as the element they're being disguised as. When this ability is used it will give a 20% debuff magical potency and overall speed to anyone who is hit with a masked element for three rounds requiring five round cooldown (Cooldown and duration is pvp only as the ability itself is more for plot)

    Signature Spells

    Signature Spells:


    Paradise Lost:

    Name:
    Paradise Lost

    Rank:
    Raises with user (Caps at S)

    Type:
    Offensive, AoE

    Duration:
    1

    Cooldown:
    3

    Description:
    Surrounding their body within the elements (that the lacrima allow) they release a mass of entwined stored energy within an area which appears as two distinct seals, on in the sky one on the ground. The range of the spell is equal to the max allowed meters of the casters current burst rank. Once released it creates mass amounts of destruction to the area around it easily making buildings topple and fall. Damage done is 1.5x current rank damage spread throughout any enemies that didn't manage to escape. Caster becomes 25% weaker and slower for the 3 rounds it takes for this spell to cooldown due to the sudden release of energy.

    Strengths:

    - Does additional damage
    - Hard to avoid
    - Does a lot of damage to the landscape
    - Quick release

    Weaknesses:

    - Easily seen
    - More used for demolition of land than an actual attack
    - Knocking the caster out prevents it's use
    - Debuffs caster
    - Correct type of slayers can eat this magic with no drawback to them


    Corrupted Healing:

    Name:
    Corrupted Healing

    Rank:
    D

    Type:
    Self Regeneration, Fear

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.

    Strengths:

    - Regains mana
    - Regains health
    - Causes fear

    Weaknesses:

    - Can only heal caster
    - Regenerates only a little
    - Does no harm to anyone
    - Has long cooldown in comparison to duration

    Yuiisai wrote:
    D Rank Spells


    Shadow's Disillusion:
    Name:
    Shadow's Disillusion

    Rank:
    D

    Type:
    Shadow, Illusion, Multi-target, Defensive, Fear

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear for the first round alone. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves.

    Strengths:

    - Can shroud caster and allies
    - Can cause fear
    - Movements to cast can be subtle
    - Can potentially effect one rank higher

    Weaknesses:

    - Does no damage
    - Has shorter range than a usual multi target spell
    - Requires additional mana to affect higher rank mages
    - Allies must remain close to caster or lose the benefits of being shrouded
    - Doesn't mask any sound by those shrouded
    - Deals no damage
    - Can be eaten by slayers of shadow (though not advisable)
    - Must be able to move hands to cast

    Elemental Shards:

    Name:
    Elemental Shards

    Rank:
    D

    Type:
    Multi-Target, Offensive

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.

    Strengths:

    - Uses multiple elements at once
    - Can hit multiple enemies or a single target
    - Can do additional damage

    Weaknesses:

    - Can be eaten by designated slayers (Though not advisable)
    - Must be able to see the enemy or attack is useless
    - Must be able to move limbs
    - Easy to know caster is casting due to movements
    - Easy to see coming
    - Can avoid shards
    - Once released unable to manipulate their path
    - Can only cast forward

    Creeping Mist:

    Name:
    Creeping Mist

    Rank:
    D

    Type:
    Offensive, Immobilisation, AoE, DoT

    Duration:
    3

    Cooldown:
    4

    Description:
    The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours for the first round alone. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. The mist can spread 25m from the caster.

    Strengths:

    - Does damage over time
    - Enemies within range can't avoid the attack
    - Does additional damage
    - Lasts an additional round after duration ends

    Weaknesses:

    - Must be able to move to use
    - Wind users of same rank or higher can move the mist away from them
    - Water users of same rank or higher can dampen the area making the mist useless
    - Immobilisation may not work on same ranks higher
    - Additional mana required if wanting to use immmobilisation on higher ranks
    - Spiritual slayers may eat this mist (but not advisable)

    Spiritual Healing:

    Name:
    Spiritual Healing

    Rank:
    D

    Type:
    Single Target, Healing

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.

    Strengths:

    - Can heal for a full rank of damage
    - Only touch is required
    - Quick to activate
    - Short cooldown

    Weaknesses:

    - Can only heal one person at a time
    - Need to be within arms length
    - Can be eaten by slayers that use spirit (Not advisable)
    - Seal can be seen by the enemy
    - Must be able to move to use

    Light's Deceit:

    Name:
    Light Deceit

    Rank:
    D

    Type:
    Illusion

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster leaves a near invisible seal on any surface that when activated either by touch or passing it. When activated the surrounding area up to 20 meters will change to look like a midi city or the place the caster themselves were raised. This spell effects same ranks and lower with ease, one rank higher question certain things but may still be fooled (it's only a 100% certainty with elemental gifts in use) 2 ranks and higher can see through the illusion due to the flaws.

    Strengths:

    - Gives caster upper hand due to being of areas they know
    - Can fool one rank higher
    - User only needs to leave a seal and activates when the enemy activates it

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage
    - Must be able to leave a seal on a surface
    - Can be seen through by higher ranks
    - Shorter range than spells of the same rank

    Coexistence:

    Name:
    Coexistence

    Rank:
    D

    Type:
    Self shield

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    Using two opposed elements be it Darkness/Light or Shadow/Spirit the caster is able to create a shield two meters around themselves that embodies these two elements that can take up to sixty damage before breaking; if the caster is attacked physically it does rank damage to the one silly enough to do it.

    Strengths:

    - Shields caster
    - Can absorb a set amount of damage
    - Requires no movement only thought to create
    - Can do damage

    Weaknesses:

    - Can be eaten by relevant slayers
    - Does no damage on it's own
    - Can't be cast if unconscious
    - Damage is dependant on the enemy hitting the shield
    - Can be broken before duration runs out
    - Can only protect caster
    - Has a very short distance

    Twisted Tendrils:

    Name:
    Twisted Tendrils

    Rank:
    D

    Type:
    Immobilisation

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Bringing their hands together so the wrists meet and twisting them around creates a seal on the ground that twists of the four elements under the wielders control up to thirty meters, from the seal mist like tendrils begin twisting around the casters enemies. These tendrils emit a fraction of each element, they do no damage and prevent any movement for one round.


    Strengths:

    - Immobilises
    - Can effect multiple enemies
    - Quick cast
    - Short cooldown

    Weaknesses:

    - Does no damage
    - Short duration
    - Can be eaten by proper slayers
    - Due to being made of mist wind users can prevent the spell if strong enough
    - Due to being made of mist water users can prevent the spell if strong enough
    - Must be able to move to use
    - Can't effect two ranks or higher

    Lotus Blossom:

    Name:
    Lotus Blossom

    Rank:
    D

    Type:
    Offensive

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    Opening their hands the caster can create lotus blossoms that are closed, these are clearly made out of shadow. As the caster throws them they begin to open, when they reach fully open they seem to somewhat implode dealing 1.5x damage to a single target. This spell can be used up to 45 meters.

    Strengths:

    - Does more damage than normal
    - Instantly cast
    - quick cooldown

    Weaknesses:

    - Can be eaten by shadow slayers
    - Can only effect a single opponent
    - Must be able to throw
    - Blossom can be cancelled by light of same rank

    Dark Boom:

    Name:
    Dark Boom

    Rank:
    D

    Type:
    Knockback

    Duration:
    1 Round

    Cooldown:
    2 Rounds

    Description:
    with subtle hand gestures (seen or unseen) black text seems to appear in front of the caster that almost look like gibberish, this however is far from the truth. It is text from a long forgotten time by long forgotten deities. As the last piece of text appears it sends out a shock wave 360 knocking back everyone for thirty meters. (20 meters if one rank higher, 5 meters for anything higher)

    Strengths:

    - Instantly cast
    - Way of casting can be hidden
    - Knocks enemies away
    - Is an area of effect

    Weaknesses:

    - Does no damage
    - Text can be seen by everyone
    - Distance of knockback is dependant on opponents rank
    - Shadow slayers may eat the text
    - When restricted unable to cast


    Light's Guidance:

    Name:
    Light's guidence

    Rank:
    D

    Type:
    Utility

    Duration:
    1 Round

    Cooldown:
    4 Rounds

    Description:
    Cupping their hands the caster can make a small ball of light that is able to show the way when lost. The light can move no more than ten meters from the caster and can be neutralised by darkness.

    Strengths:

    - Used to guide the caster when lost
    - Instantly cast
    - Easy to manoeuvre
    - Can be used to distract enemies

    Weaknesses:

    - Can be eaten by light slayers
    - Does no damage
    - Short range
    - Only lasts for a single turn
    - Has a long cooldown
    - Easily seen by opponents
    - If unable to move their hands the caster can not use this spell

    Proof of purchase:

    Yuiisai wrote:
    C Rank Spells


    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Movement

    Duration:
    Instant

    Cooldown:
    2 Rounds

    Description:
    This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position, with the use of elemental gift one rank higher may not be able to track the user however without it's use they see a vague outline of the caster two ranks and above see the movements with ease.

    Strengths:

    - Instantly able to be used
    - Allows for sneak attacks
    - Can move in any direction so longs there is shadow/darkness where they intend to be

    Weaknesses:

    - Does no damage
    - Only effects user
    - Can't be used if there's no darkness or shadow to begin with
    - Doesn't mask sounds made by the user

    Unwanted Gift:

    Name:
    Unwanted Gift

    Rank:
    C

    Type:
    Offensive, Multi-Target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round (max dmg per round an enemy can take is 25% rank), targets must be within 70m of the caster to be affected.

    Strengths:

    - Can affect several targets at once
    - Does more damage than normal
    - Very hard to see the corrupted light spores

    Weaknesses:

    - Shorter distance than a spell of same rank
    - Darkness can null the light
    - Needs item to be used
    - Need to be able to move to use
    - Can only work on the living
    - Can be eaten by the correct slayer (not advised though)

    Deceptive Elements:

    Name:
    Deceptive Elements

    Rank:
    C

    Type:
    Offensive, Single target

    Duration:
    4 Rounds

    Cooldown:
    5 Rounds

    Description:
    The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.

    Strengths:

    - Enemies can prepare for what they don't know what's happening
    - Does additional damage
    - New orb can be created each round

    Weaknesses:

    - Only affects a single enemy per round
    - Can be seen coming
    - Direction can't be changed
    - Can be dodged
    - Have to have use of arms
    - Shorter distance than other spells this rank
    - Can be eaten by correct slayers though not advised

    Cursed Tanto:

    Name:
    Cursed Tanto

    Rank:
    C

    Type:
    Offensive

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    The caster need only clench their hands for a the tanto to appear within them, the handle seems to be made of a black wood however the blade itself is what really draws a person's eyes as it seems to have a glow that changes colours, as does the swirling mist inside the blade itself almost as if it is fighting or unable to make up it's mind. The blade is able to strike a single person per round and only does 50% damage per round capping at 2.5x damage. Due to this being a tanto the caster needs to be up close and personal to use.

    Strengths:

    - Does a lot of damage over time
    - Lasts long
    - Can distract the opponent due to the way the blade is

    Weaknesses:

    - So longs the blade is within a set element it can be eaten by slayers
    - Is close combat
    - If the blade is knocked out of the casters hand it fades
    - Only does aoe rank damage per round
    - If the caster can't close their hands they can't call the weapon to their aid
    - Opposite elements force an elemental change instantly

    Shadow Healing:

    Name:
    Shadow Healing

    Rank:
    C

    Type:
    False healing, single target

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Shadow healing isn't exactly what you would expect from a healing spell as it doesn't heal the user but give them 10% more health for the duration in the hopes that allies can get around to healing them if badly injured. The caster touches the intended target and they glow with a darkened aura for the duration showing they are under the effects. This is a touch ability so intended target has to be within arms reach.

    Strengths:

    - Gives the target health
    - Can be cast instantly, but lasts the duration
    - Buys time so others may heal hurt ally

    Weaknesses:

    - Does no damage
    - Must be with in arms reach to create the seal
    - Can only do this to one person at a time
    - Additional health is only temporary
    - Can be eaten by shadow slayers
    - Aura is easily seen by enemies

    Glistening Mist:

    Name:
    Glistening Mist

    Rank:
    C

    Type:
    Light, AoE, Distraction

    Duration:
    2 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder begins to dance elegantly a seemingly harmless twinkling mist coming from their fingers and around their feet as they continue to do so, the enamour of such a thing stopping people up to 40m in their tracks for two rounds. It is during the dance that the mist seems to take shape almost showing them their deepest desires changing colour as it does so making them fall into the illusion that one day this desire will be a reality. (This spell effects one rank higher perfectly when elemental gifts is in use but can not effect those of two ranks or higher, though they may be curious.)

    Strengths:

    - Distracts people for two turns instead of the normal one
    - Can distract many people at once

    Weaknesses:

    - Shorter distance
    - Double the cooldown
    - Does no damage
    - Can be eaten by appropriate slayer but not advised
    - Leaves the caster vulnerable to attack
    - If can dance the spell is ended prematurely

    Shadow Dance:

    Name:
    Shadow Dance

    Rank:
    C

    Type:
    Buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    This spell is deceitful even from the beginning given it's name, not only is it not shadow based but spirit based, but the wielder doesn't need to dance they only need to make certain hand movements a mist coming from their hands and going to the feet of allies making them not only 25% faster but 25% stronger within their magic potency. The range of this spell is the max for a multi target spell of this rank.

    Strengths:

    - Makes allies faster
    - Makes allies stronger
    - Can be used on all allies within range

    Weaknesses:

    - Does no harm
    - Mist can be seen around allies feet
    - Can be eaten by spirit eaters
    - Hand movements must be precise
    - Can't be used in a place that spiritually void

    Mist's Shield:

    Name:
    Mist's Shield

    Rank:
    C

    Type:
    Shield, single target

    Duration:
    3 Rounds

    Cooldown:
    4 Rounds

    Description:
    The wielder need only wish to protect something for this mist to swirl around them, unlike most shields that the wielder may produce this one will show four elements. Though in a mist like form it acts more like a solid making it near impossible for water or wind users to effect it like other mists. The shield can take up to 120 points of damage (3 c rank hits) before dispersing and can be used on an ally within 60m

    Strengths:

    - Can be used to protect allies
    - No movement required
    - Harder for water/wind users to disperse (1 rank higher needed at least)

    Weaknesses:

    - Can be eaten by 4 different elemental slayers
    - Half the distance of a normal single target spell of this rank
    - Must be awake to be used
    - If under the influence of mind control will be used on enemies
    - Water/Wind users still do 25% more damage than other elements against the mist

    Proof of purchase:

    Yuiisai wrote:
    B Rank Spells

    Light Breath:

    Name:
    Light Breath

    Rank:
    B

    Type:
    Multi target, HoT

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Managing to find a way to separate the light from the other elements their magic possesses the breath out a glowing light filled mist in a 45 degree arc that reaches up to 120 meters. Those that are surrounded by this mist get a feeling of warmth and caring and gain back 50% rank damage as health per round.

    Strengths:

    - Heals many targets at once
    - Is able to heal more than a regular spell

    Weaknesses:

    - Cancelled by darkness of same rank or higher
    - Slightly shorter distance
    - Can also heal enemies
    - Can be eaten by element appropriate slayer


    Spirit Breath:

    Name:
    Spirit Breath

    Rank:
    B

    Type:
    Multi target, Defensive, buff

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Again the wielder finds away to split spiritual from the rest of their elements and breath out what can only be described as an ice blue glowing wind of a mist that seems to sparkle, this breath only goes 100 meters and like before it only has a 30 degree arc. This gives allies a 25% resistance to any damage take while buffing their speed and magical potency by 15% each.

    Strengths:

    - Gives a resistance to damage for allies
    - Gives a buff to speed and magic

    Weaknesses:

    - Buff can effect enemies
    - Shorter distance than other spells of the same rank
    - Can be nulled by shadow users of at least same rank or higher
    - Some what narrow arc


    Shadow Breath:

    Name:
    Shadow Breath

    Rank:
    B

    Type:
    Offensive

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Now separating the shadow from the other elements their magic possesses they release a purple mist which has a 90 degree that reaches 80 meters dealing 50% damage each round divided amongst those within the shadowed mist.

    Strengths:

    - Deals more damage over all
    - Hits many targets at once

    Weaknesses:

    - Has far shorter range
    - Shadow can be nulled by light of same rank or higher
    - Shadow can be eaten by the correct slayer
    - Can't be used in a place that is nothing but shadow

    Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Illusion, immobilisation

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Separating the darkness from the rest of the elements, this darkened mist reaches 80m and has a 15 degree arc that play with a person's mind as the believe they see and hear thing that can't be possible making them freeze in fear for a turn (can effect one round higher if elemental gifts is in use, doesn't effect two rounds or higher but makes them feel at ill ease) but as this is happening they are breathing in this menacing mist dealing 50% rank damage per round

    Strengths:

    - Immobilization
    - Deals more damage over all

    Weaknesses:

    - Narrower stream for the mist
    - Shorter than other spells
    - Easy to avoid

    Light's Spirit Breath:

    Name:
    Light's Spirit Breath

    Rank:
    B

    Type:
    Defence, Regeneration

    Duration:
    3 Rounds

    Cooldown:
    5 Rounds

    Description:
    Combining light and spirit the user breathes out a mist that seems to almost winkle in a 20 degree arc and up to 50% of the allowed range of a multi-target spell. This gives the allies it hits a shield that can absorb 120 points of damage (2 b rank spells) and allows them to regain 4% mana and 25% rank damage back as health. Using this breath weapon requires the wielder to spend an additional 25% of the original spell cost to use.

    Strengths:

    - Creates a shield
    - Regains mana and health

    Weaknesses:

    - Costs more to cast
    - Short range
    - Wind/water users can weaken the abilities (one rank lower by 25%)
    - Wind/water users of the same rank or higher can throw the mist off course

    Shadow's Darkness Breath:

    Name:
    Darkness Breath

    Rank:
    B

    Type:
    Offensive, Debuff

    Duration:
    3 Rounds

    Cooldown:
    6 Rounds

    Description:
    Combining the shadow and darkness elements of their magic they release a mist that seems eerie even when colourful. It has a 45 degrees arc and reached the max allowed range of a multi target spell of the same rank. It debuffs damage resistance, speed, magical and physical strength by 25% each (this effects same rank or lower, it fully effects one rank higher when elemental gifts is in use, doesn't effect 2 ranks or above) while dealing 50% damage each round. Due to its unusual strength the caster has to pay 50% additional mana to use this mist.

    Strengths:

    - Multi-Target Debuff
    - Deals increased damage

    Weaknesses:

    - Additional mana needed to use
    - Can affect allies within its arc
    - Cooldown is double the duration
    - Wind users of the same rank can shift where the mist goes
    - Water users of the same rank can make it half as effective

    Silent Bloom:

    Name:
    Silent Bloom

    Rank:
    B

    Type:
    Nulling

    Duration:
    3 Rounds

    Cooldown:
    7 Rounds

    Description:
    Combining two of the opposing elements the wielder releases a mist that takes the shape of a random blossom of the casters choosing. Once per round the caster can opt to cancel a spell of same rank or lower. (One rank higher if elemental gifts is used) if they pay the original cost they want to null. Every time a spell is nulled it will simply be captured by one of the blossoms and both will fade. As a defensive spell these blossoms need no range due to capturing incoming spells however to protect allies from dangerous spells the blossoms can travel the max distance of a single target B rank spell

    Strengths:

    - Can null spells
    - Can be used to protect allies

    Weaknesses:

    - Requires additional magic to be used
    - Can only null one spell per round
    - Needs to be able to see the spell in question coming to null it

    Proof of purchase:

    Yuiisai wrote:
    A Rank Spells


    Garden Myst:

    Name:
    Garden Myst

    Rank:
    A

    Type:
    Illusion/Debuff/Light/Spirit/Shadow

    Duration:
    6 Rounds

    Cooldown:
    7 Rounds

    Description:
    Bringing a hand above their head the caster cups the hand lightly slowly having it come down, their wrist moving elegantly making the hand almost seem like a delicate blossom falling from a tree; as this happens a colourful mist forms in their hand and travel down to the ground creating an almost glowing green seal up to 75m from the caster. From this seal grass, trees and flowers seem to sprout into a solid illusion that gives of the scents and such of the real thing; though as they twinkle lightly it is clear that the garden is an illusion thus doesn't fade regardless of rank, however two ranks and above's spells can move through everything as if it wasn't there. While within the seal enemies are debuffed by 30% to speed, physical attack, magical potency, speed and resistance to defence. The spell takes one round to solidify, requires 25% additional mana to activate, as its both a mist and seal the caster becomes weaker and slower for three rounds after the spell goes into cooldown.


    Strengths:

    - Debuffs many enemies
    - Solid illusion
    - Illusion can be used for allies benefit

    Weaknesses:

    - Illusion can be a hindrance for spells that need line of sight
    - Takes a round to create the seal
    - Takes additional magic to activate
    - Debuffs caster at cooldown
    - Half the range of a spell the same rank
    - Spell is classed as light/shadow/spirit so can be consumed by relevant slayers

    Spiritual Jian:

    Name:
    Spiritual Jian

    Rank:
    A

    Type:
    Single-Target/Spiritual

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    Placing their hand together a solid glowing white mist creates what seems to be a spiritual jian with an ice blue tassel appears in the casters hand. The jian is 28" long and so the user must be close to use it. The weapon does 50% rank damage per round maxing at 2.5x by the end of the duration.

    Strengths:

    - Does more damage over all
    - Is precise

    Weaknesses:

    - Caster needs to be up close to use it
    - Caster must be able to move to create it
    - Spell immediately goes into cooldown if the jian is dropped
    - Only effects one target at a time
    - Can be eaten by spiritual users

    Starlight Seal:

    Name:
    Starlight Seal

    Rank:
    A

    Type:
    Defensive

    Duration:
    6 Rounds

    Cooldown:
    7 Rounds

    Description:
    This requires the user to do an complex set of hand gestures that are fluidic in nature, once complete seal will appears on two people of the Casters choice. When attacked the seals will activate and a colour changing mist will appear to take the damage. The seals will vanish after they take the equivalent of three A rank spells worth in damage (240 hp). The seal can be placed on a user who is up to 150m away from the caster so longs they can see them.

    Strengths:

    - Can protect multiple people at the same time
    - Can take a few hits before fading
    - Unlike most seals direct touch isn't needed to be placed on an ally

    Weaknesses:

    - Can't be used on caster
    - Only goes as far as an aoe spell of the same rank
    - Light based so can be eaten by relevant slayers
    - Requires movement to cast
    - Any interruption during the first round ends the spell

    Deaths Veil:

    Name:
    Death's Veil

    Rank:
    A

    Type:
    Solid illusion/summoning/fear/shadow/darkness/aoe

    Duration:
    5 Rounds

    Cooldown:
    10 Rounds

    Description:
    Due to the complex and unusual way this magic was created and performs the caster from time to time hears, sees, receives, processes information and assesses situations others cannot fathom this is due to the part of the magic coming from an insane fallen god who became a demon. The magic makes the caster uncomfortable as it is but this spell just plain frightens them so never goes into exactly what goes on before, during or after it. Bringing their arms to themselves they cover their eyes as a black seal appears underneath them, unlike every other spell they have this one they can not hide it's darkness, but the position the caster takes is clear they're trying to protect themselves from what is to come. Keeping in that position they shake violently as deep crimson almost black tears drip from their hands they whisper something in a long forgotten tongue as dark whispered voices are easily heard though seemingly at times speaking as a single voice though each individual can still be heard. Taking a deep breath the uses these dark, insane voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog  buildings, streets, fixtures all seen as ruins nothing of nature would be seen, this would would be enough to stop anyone in their tracks (same rank or lower, with elemental gifts a single rank higher can be affected, doesn't affect two ranks or higher) but in truth that isn't what should be feared as from the shadows of the mist like fog covered ruins mutilated, disease ridden people seem to appear and instantly attack anyone the caster views as an enemy. The illusion can create up to 8 summons that share the hp of an A rank summon and the damage of an A rank spell between them (so if all 8 where called each summon could do 10dmg each and have 25 health) Due to seeing this it will give a second round of fear to any encountering them. The distance of the illusion is 75m and requires 10 additional mana to cast. When the spell comes to an end the caster becomes immobilised for a turn due to whatever they just seen or heard and for three rounds there after their magical potency is halved.

    Strengths:

    - Allows for two rounds of immobilisation
    - Illusion is solid so can work to the benefit of the caster and their allie
    - Summons can hit multiple people at once

    Weaknesses:

    - Caster can't move while in effect
    - Costs more mana than a regular spell of the same rank
    - Illusions can effect allies if not told what to expect before hand
    - Shadow slayers can eat
    - Can't hide the dark seal under the normal bright colours
    - Half the rage of an aoe spell of the same rank
    - Summons don't have much health
    - Immobilises user for a round when spell goes into cooldown
    - Casters spells become weaker for three rounds after the immobilisation
    - Requires a round to create the illusion

    Spectral Push:

    Name:
    Spectral Push

    Rank:
    A

    Type:
    Knockback

    Duration:
    Instant

    Cooldown:
    3 Rounds

    Description:
    The caster extends their arms twirling, their hands moving like a windmill in a graceful dance creating an almost solid mist. The spell can knockback up to five people within 75m of the caster for an additional 30m. The spell can do no damage on its own but hits with enough force to put people through non magical stone walls. The spell effects same rank or lower, when elemental gifts are not in use it effects one rank higher at 50% efficiency and has no effect on two ranks or higher.

    Strengths:

    - Instantly cast
    - Can effect up to five people

    Weaknesses:

    - Effects enemies and allies alike
    - Spell is shadow based so can be eaten by shadow slayers
    - Deals no damage on it's own
    - Doesn't effect some mages as well as others

    Divine Light:

    Name:
    Divine Light

    Rank:
    A

    Type:
    Multi-target/heal over time/light/purifier

    Duration:
    5 Rounds

    Cooldown:
    6 Rounds

    Description:
    At the beginning the caster moves to their knees, during the cast they will not move from this position and their arm and finger movements will become almost like the limbs of a willow tree that creates a gentle warm feeling mist. While this will heal or purify three allies within 175m of the caster for 75% rank of healing each round (25% per target, per round max) but it will not heal or purify the caster themselves as the caster will be seen as the link between life and death, when the duration ends the caster will feel nauseated and frail taking x1.5 more damage than what is normal for three rounds. (If used to purify debuffs it can only take away one at a time)

    Strengths:

    - Heals for more over time
    - Can purify

    Weaknesses:

    - Unable to purify and heal at the same time
    - Caster can't move while using spell
    - Caster is unable to defend themselves when using the spell
    - Spell doesn't effect the caster
    - If used to purify debuffs can only do one at a time
    - Makes the caster frail for 3 turns after the spell has ended

    Proof of purchase:




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      Current date/time is 22nd November 2017, 4:57 pm