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    Tarot of the Second Realm.

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    Rosemary Ginseng

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
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    Character Sheet
    Character Name: ✥ Rosemary Indigo Ginseng ✥
    Primary Magic: ✥ Quintessential Sorcery ✥
    Secondary Magic:

    Tarot of the Second Realm.

    Post by Rosemary Ginseng on 29th October 2017, 6:58 pm





    Primary Magic: Tarot of the Second Realm
    Secondary Magic: -
    Caster or Holder: Lost Magic | Holder Magic | Summoning Magic
    Description:
    "Rain. The small droplets of water which sprinkle down from the sky on dark days, causing life to bloom and oceans to rise. It can be seen as a blessing to those in which it aids, and a curse to those whose lives revolve around where it should not be. Diabolus, Latin for the term "devil," as well as "Satan," is what she can be seen as, but chose to inherit the singular word "Rain," with a period, for her identification. A woman who has existed as a singular entity in a realm of 78 cards not including herself, she functions as the designated leader and evil commander of those there."

    This realm is commonly known as 'The Second Tarot Realm,' which is the second of four. These realms, three evil and one good, consist of 79 higher beings, 78 being Tarot Cards and one being the high witch. Rain is that high witch, and is in possession of each card in which she can use magically as well as for casual tarot reading. However, only 22 cards of these are magical and able to be summoned through them, known as The Major Arcana. These are the more powerful beings, while the Minor Arcana coexist as servants or helpers of this realm. This realm lies millions of miles away from Earthland in a small rift of the universe, along with the three others. These four realms were produced by Satan at the beginning of time, and each of his four daughters were brainwashed and placed inside them to rule. Rain, being the second daughter, rules this realm in her mischievous ways. In being the ruler and high witch of this dimension, she has learned how to control the Major Arcana in a way which the high witches tend to learn: summoning. Owning a contract of each card from the start, she begins with a complete deck. However, she is unable to use certain ones until she hits her ultimate reign. (This is the rank system).

    Now that Rain travels Earthland, she is capable of using these summoning cards in full effect. To do so, she must pull the card she wishes to summon from her deck and raise it high into the air, causing a shadow to cast out of the card right in-front of her. This will be the same being that is shown on the card, and will each possess a unique power. They will be able to take commands from Rain and will follow them without doubt, because they know that they will face her wrath if they do otherwise. Possessing a special bond, all can communicate with Rain telepathically, causing no verbiage to be shown between them. Each come with a variety of uses, making Rain's life constantly easier due to their presence. They would never doubt the ruler of their realm, it would be insanely unintelligent for their lives.

    Strengths:
    - Provides a plethora of uses for Rain's daily life.
    - Allows Rain to have many uses in battle, considering without her summons she wouldn't have much.

    Weaknesses:
    - Being a summoner, Rain suffers at close range from enemy attacks.
    - Her Tarot Spirits are extremely vulnerable if their abilities are on cooldown.
    - If a summon is defeated, they will return back to their summoning dimension.

    Lineage:
    Caine's Descent:

    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
    During this state, the user becomes insane, and will attack anything they see.
    Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
    Rain's Demonic Form:




    Blessing of the Moth (D): Rain is capable of speaking back and forth with her summons while they are on the battlefield, thus making verbal speaking unnecessary. This is a must, considering verbal speaking is impossible of Rain in every realm besides her own.

    Sending a Butterfly (D): Rain is capable of talking to others through their mind, but cannot read minds. Therefore, when she speaks to them in their mind, she is only able to speak, but she will not be able to hear back through the mind unless the other is capable of speaking telepathically. However, she can listen to them if they do speak verbally.

    Demons in the Night (D): During the night, Rain's Summons do 25% more damage than they would during the day.

    Terrain of the Tarot (C): If a Summon that specializes in a certain element is situated in the same environment of said element, they will get a 20% damage boost to their attacks.

    The High Witch (B): Being the High Witch and Ruler of The Second Tarot Realm, she has learned how to use each card's abilities as if she were a caster and not a summoner. However, if she wishes to do so, she will have to use the same amount of MP as the summon costs, as well as follow the cooldowns / durations of that kind of spell. Also, the summon cannot be out if she wishes to do so. This only works with the active, and not the passive. If this has to do with using an active that has to do with a weapon, such as Justice's attack with a sword, the sword will appear as an "illusion / memory" in Rain's hands which will act just how hers would. This does not count toward the amount of summons on the battlefield.



    Spells:


    Signature Spells:


    Name: Card 0 || The Fool.
    Rank: D.
    Type: Offensive. || Signature D-Rank Summon.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Fool is the first card in a Tarot deck because he is the most vulnerable of all the Tarot's archetypes. He has not yet experienced the ups and downs of life, leaving him unaware of the magnitude of life's challenges, and the strength and potential he holds. When The Fool comes up in a Tarot reading, you are encouraged to take on his open, willing energy and embrace all that lies ahead of you without worry.

    The Fool:

    The Fool's Abilities:

    Active:
    Name: Dog-stick.
    Rank: D.
    Type: Earth. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The fool begins to sprint towards a singular enemy, stabbing them with his sharpened sick which has been channeled with the essence of dogs for 20 hp damage. This stick is beautiful and glows a dull shade of blue when attacking, symbolizing the energy it is channeling. The Fool has 50 hp.

    Strengths:
    - Can deal an efficient and quick slice of damage at close range.
    Weaknesses:
    - Glows while attacking, thus causing the enemy to know if he is preparing to attack or not.
    - The Fool is vulnerable after attacking, since he will still be in close range.

    Name: Card 1 || The Magician.
    Rank: B (Current Rank).
    Type: Offensive. || Signature Summon that Scales.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: The Magician card is a reminder that you are a unique being, and have many gifts that others do not hold. These skills set you apart from the crowd, and can help you begin new projects or overcome adversity. When The Magician comes up in your Tarot reading, it's a reminder that you needn't wait -- you already hold everything you need to move forward and accomplish what you've set out to do.

    The Magician:


    The Magician's Abilities:

    Active:
    Name: Dagger of Winds and Fire Alike.
    Rank: B. (Current Rank).
    Type: Wind and Fire. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Magician channels the winds around him into his dagger, causing it to erupt into flames infused with wind alike. He then runs toward the enemy and deals a slash of damage through the air in a cone shape which produces a blast of fire and warm air that is 30 meters wide, which totals out to 60 hp onto the main target and 30 hp onto the enemies around it. This cone travels up to 150 meters away at 112.5 meters per second. The Magician has 150 hp.

    Strengths:
    - Can hit multiple enemies if positioned correctly.
    Weaknesses:
    - Can hit allies if in the way.
    - Doesn't deal much damage to enemies which are not the main target.

    D Rank Spells:


    Name: Card 2 || The High Priestess.
    Rank: D.
    Type: Utility.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The most intuitive, connected card in the whole Tarot deck, The High Priestess is a card of awareness and subconsciousness. This card urges you to listen to your inner voice and to follow your instincts. Your mind knows far, far more than you think it does, and The High Priestess embodies this concept. When she arises in your Tarot reading, stop looking for answers in the outside world and instead, turn within for the guidance you seek.

    The High Priestess:

    The High Priestess' Abilities:

    Passive: Due to her natural instincts in nature, The High Priestess is capable of functioning as a compass. Therefore, she can lead the way if lost.

    Active:
    Name: A Split Between Dimensions.
    Rank: D.
    Type: Utility.
    Duration: Instant
    Cooldown: 2 posts.
    Description: The High Priestess holds a beautiful and powerful scroll of Tarot Runes, which is capable of traveling between dimensions and bringing others with it. To use this, The High Priestess swings the scroll in-front of her and releases it, causing a portal to appear leading to any desired location. The High Priestess has 50 hp.

    Strengths:
    - This can bring Rain and her allies to other places in an instant, including her own realm.
    Weaknesses:
    - This can only transport six people at once, not including The High Priestess and the pets of travelers.
    - This emits a large light, making their location known.

    Name: Card 3 || The Empress.
    Rank: D.
    Type: Supportive.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Empress is the most feminine card in the Tarot, and greatly encourages compassion, beauty, and love. She is deeply connected to Mother Nature, and her influence is powerful when you absorb the energy of the natural world around you.

    The Empress:


    The Empress' Abilities:

    Passive: Due to her feminine presence, she grants a 25% buff to all women in a 30 meter radius of her.

    Active:
    Name: Heal of Nature.
    Rank: D.
    Type: Nature. || Supportive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Empress channels her magic into her staff, causing it to glow a beautiful green and emit flowers from above. She then rubs the tip on an ally's head or herself, healing them for 20 hp. The Empress has 50 hp.

    Strengths:
    - This provides a way of health regeneration between allies and Rain.
    Weaknesses:
    - She has no offensive or defensive spells, thus making her very defenseless.
    - Her staff glows, thus making herself known in the darkness of the night.

    Name: Card 4 || The Emperor.
    Rank: D
    Type: Offensive.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Emperor is a card of leadership and power. He is an authoritative force who has been through many experiences to achieve this status. He represents structure and solidity, and reminds you that you, too, hold immense amounts of power over your own life, and what happens to it.

    The Emperor:

    The Emperor's Abilities:

    Passive: Due to his masculine nature, he grants a 25% damage buff to all men around him in a 30 meter radius.

    Active:
    Name: Lash of Water.
    Rank: D
    Type: Water. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Emperor swings his staff, causing a whip of water to emit from the head and slap an enemy with tremendous force. This 'lash' of water deals 20 hp damage, and travels up to 60 meters away at 45 meters per second. This strike of water is a beautiful array of blue hues, and glows faintly due to its energy. The Emperor has 50 hp.

    Strengths:

    - Deals quick damage in the form of water.
    Weaknesses:
    - Can only strike one enemy.
    - Can easily be consumed by water slayers.

    Name: Card 5 || The Hierophant.
    Rank: D.
    Type: Offensive.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Hierophant is like a messenger from the heavens. He is experienced in spirituality and guidance, and his job is to bring these lessons down to us here in the real world. When The Hierophant comes up in your Tarot reading, you're encouraged to follow the rules, and to find a spiritual perspective on your current situation.

    The Hierophant:

    The Hierophant's Abilities:

    Passive: Due to The Hierophant's Heavenly ways, he is able to emit waves of light that can illuminate pitch-black areas if necessary from his staff.

    Active:
    Name: Blast of the Heavens.
    Rank: D.
    Type: Light. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Hierophant launches a large-scale beam of light which is condensed out of his staff, which deals 20 hp damage to the main enemy and 10 hp damage to the enemies struck around it which were not the main targets. This beautiful beam of sparkling light can travel up to 45 meters away at 33.75 meters per second, and the beam is 5 meters wide. The Hierophant has 50 hp.
    Strengths:
    - Can strike multiple enemies if in a condensed area.
    Weaknesses:
    - Can strike allies if in the way.
    - Can be easily consumed by light slayers.

    C Rank Spells:


    Name: Card 6 || The Lovers.
    Rank: C.
    Type: Defensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: It's no surprise The Lovers card represents the close relationships in your life. If it comes up in your Tarot reading, your love life is in need of extra focus and attention. However, this is just as much a card about your values and decisions. You may find The Lovers come up when you are at a crossroads, and must consider all the possible consequences of your choices.

    The Lovers:

    The Lovers' Abilities:

    Passive: Due to the angel that represents this card's attention to detail, it can fly overhead and scope into locations of enemies easily. Therefore, it has the capability of flight.

    Active:
    Name: The Wall of Lovers.
    Rank: C.
    Type: Light. || Offensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: The Lovers' Angel summons a wall of light with shimmering hearts inside, which spans straight for 40 meters width. This is able to block 40 hp damage, and when it is defeated, it will shatter into iridescence. The Lovers has 100 hp.

    Strengths:
    - Is able to block damage from the front of a battle.
    Weaknesses:
    - Does not shield a full 360 degrees, therefore 180 degrees of space is still open.
    - The Lovers does not contain any offensive spells.

    Name: Card 7 || The Chariot.
    Rank: C.
    Type: Offensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: The Chariot card is connected to your natural drive and determination, and can indicate an upcoming victory. This card reminds you that your greatest successes won't come through limited thinking -- when you combine the knowledge of your mind with that of your heart and spirit, you are an unstoppable force.

    The Chariot:

    The Chariot's Abilities:

    Passive: Being a very royal individual, The Chariot rides upon one, and very fast at that. Therefore, his presence grants a 25% speed increase of all allies within a 40 meter radius of the summon.

    Active:
    Name: Ride of the Century.
    Rank: C.
    Type: Fire. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Chariot bursts into flames, sprinting full force toward a group of enemies. When it finally meet the enemies, it turns completely transparent, thus igniting them all with a gust of fire and physical contact. This deals 40 hp damage to the main target, and 20 hp to the other effected targets besides the main. The Chariot has 100 hp.

    Strengths:
    - Can strike multiple enemies.
    Weaknesses:
    - Can be dodged quickly, as the noise the chariot makes is very noticeable.
    - Can injure allies if in the way.

    Name: Card 8 || The Justice.
    Rank: C.
    Type: Offensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: Justice is your firm-but-fair reminder that karma is real, and there is a consequence for every action. Whatever life is handing you at this moment comes from decisions you've made in the past, and whether it's a punishment or a reward, it is exactly what you deserve. When this card comes up in your Tarot reading, make sure you are acting fairly in all your interactions with others.

    The Justice:

    The Justice's Abilities:

    Passive: Despite appearing to be blind due to her blindfolded eyes, The Justice can see all. She has increased senses including sight, and can hear and see anything approaching from a far ways away.

    Active:
    Name: The Slice of Wind's Keep.
    Rank: C.
    Type: Wind. || Offensive.
    Duration: Instant
    Cooldown: 2 posts.
    Description: Justice quickly sprints towards an enemy while wind bursts out of her blade, flying towards the enemy via sprints and delivering a harsh blow. When this hits, sharp winds power the slice, and deals 40 hp damage to a single target. The Justice has 100 hp.

    Strengths:
    - Deals quick and elegant damage to a single enemy.
    Weaknesses:
    - Cannot hit more than one enemy.
    - Can be blocked by higher-ranked shields and other defensive spells easily.

    B Rank Spells:


    Name: Card 9 || The Hermit.
    Rank: B.
    Type: Offensive.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: The Hermit yearns to be alone. He knows that the only way to process what is happening in life is to withdraw from the noise of the world and create a quiet space of solitude. When The Hermit comes up in your reading, the answers you need will come from within. Be very still, and listen...

    The Hermit:

    The Hermit's Abilities:

    Passive: Due to his desire to be alone, he does 20% more damage when he is the only summon on the battlefield.

    Active:
    Name: Cold Front.
    Rank: B.
    Type: Ice. || Offensive.
    Duration: Instant.
    Cooldown: 3 posts.
    Description: The Hermit blows a large wind of icy cold air out of his mouth, which crystallizes into sharp shards of ice. This deals 60 damage to the main target in which it is aimed toward, and 30 damage to anyone else that succumbs to the blast. These shards fly up to 150 meters away at 112.5 meters per second. The Hermit has 150 hp.

    Strengths:
    - Is able to attack multiples at once.
    Weaknesses:
    - Can be resisted easily by ice and wind slayers.
    - Can hit allies if in the blast zone.

    Name: Card 10 || The Wheel of Fortune.
    Rank: B.
    Type: Offensive.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: The Wheel of Fortune is constantly revolving -- sometimes you will be at the top, and sometimes you will be at the bottom. This Tarot card reminds you that nothing is permanent, and, good or bad, you must cherish the lessons that this moment is bringing you.

    The Wheel of Fortune:


    The Wheel of Fortune's Abilities:

    Passive: Due to The Wheel of Fortune bearing a clock-like device, it is able to increase the speed of allies by 25% in a 50 meter radius around her.

    Active:
    Name: The Ground's Orbital Spin.
    Rank: B.
    Type: Rock. || Offensive.
    Duration: 1 post charge, next post fire.
    Cooldown: 3 posts.
    Description: The Wheel of Fortune's wheel begins to spin, conjuring a perfect magical circle in-front of it. It then releases a long beam of rock toward a group of enemies, dealing 75 damage to the main target and 40 damage to the rest of the enemies caught in the blast. This beam spans 10 meters in width, and can travel up to 150 meters away at 112.5 meters per second. The Wheel of Fortune has 150 hp.

    Strengths:
    - Can hit multiple enemies if in a condensed space.
    Weaknesses:
    - Can harm allies for a fair amount of damage, which can be fatal.
    - Can be consumed by Earth slayers easily and efficiently.

    Name: Card 11 || The Strength.
    Rank: B.
    Type: Offensive. || B Rank Grand Summon.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: One of the most obviously named cards in a Tarot deck, Strength is most definitely a card about strength -- but not physical strength. The Strength card represents the fortitude of your heart, your level of courage, and your ability to withstand anything life hands you. If this card arises in your Tarot reading, you are reminded that you are strong enough to handle whatever you are facing -- and will come out of it with even more power than you had before.

    The Strength:

    The Strength's Abilities:

    Passive: Due to The Strength's Courage, her presence beams through the battlefield and amplifies attack speed of all allies within a 50 meter radius of her by 25%.

    Active:
    Name: The Watery Flag.
    Rank: B.
    Type: Water. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Strength runs towards an enemy at insane speed, producing water from her large flag as she runs. Once she reaches the enemy, this circling water forms into a sharp spears and slices into the enemy at great speeds. This water forms a clean yet deep wound, and deals 60 hp damage at close range.

    Strengths:
    - Can deal quick damage to a single target at close range.
    Weaknesses:
    - After attacking The Strength is very slow, therefore is susceptible to damage.
    - This attack can be deflected easily by shields of higher rank.

    I am using descriptions from the tarot website, where all credit is due for each summon's description.


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    Aura

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

    Re: Tarot of the Second Realm.

    Post by Aura on 1st November 2017, 3:08 pm

    Approved:
    Rain. wrote:




    Primary Magic: Tarot of the Second Realm
    Secondary Magic: -
    Caster or Holder: Lost Magic | Holder Magic | Summoning Magic
    Description:
    "Rain. The small droplets of water which sprinkle down from the sky on dark days, causing life to bloom and oceans to rise. It can be seen as a blessing to those in which it aids, and a curse to those whose lives revolve around where it should not be. Diabolus, Latin for the term "devil," as well as "Satan," is what she can be seen as, but chose to inherit the singular word "Rain," with a period, for her identification. A woman who has existed as a singular entity in a realm of 78 cards not including herself, she functions as the designated leader and evil commander of those there."

    This realm is commonly known as 'The Second Tarot Realm,' which is the second of four. These realms, three evil and one good, consist of 79 higher beings, 78 being Tarot Cards and one being the high witch. Rain is that high witch, and is in possession of each card in which she can use magically as well as for casual tarot reading. However, only 22 cards of these are magical and able to be summoned through them, known as The Major Arcana. These are the more powerful beings, while the Minor Arcana coexist as servants or helpers of this realm. This realm lies millions of miles away from Earthland in a small rift of the universe, along with the three others. These four realms were produced by Satan at the beginning of time, and each of his four daughters were brainwashed and placed inside them to rule. Rain, being the second daughter, rules this realm in her mischievous ways. In being the ruler and high witch of this dimension, she has learned how to control the Major Arcana in a way which the high witches tend to learn: summoning. Owning a contract of each card from the start, she begins with a complete deck. However, she is unable to use certain ones until she hits her ultimate reign. (This is the rank system).

    Now that Rain travels Earthland, she is capable of using these summoning cards in full effect. To do so, she must pull the card she wishes to summon from her deck and raise it high into the air, causing a shadow to cast out of the card right in-front of her. This will be the same being that is shown on the card, and will each possess a unique power. They will be able to take commands from Rain and will follow them without doubt, because they know that they will face her wrath if they do otherwise. Possessing a special bond, all can communicate with Rain telepathically, causing no verbiage to be shown between them. Each come with a variety of uses, making Rain's life constantly easier due to their presence. They would never doubt the ruler of their realm, it would be insanely unintelligent for their lives.

    Strengths:
    - Provides a plethora of uses for Rain's daily life.
    - Allows Rain to have many uses in battle, considering without her summons she wouldn't have much.

    Weaknesses:
    - Being a summoner, Rain suffers at close range from enemy attacks.
    - Her Tarot Spirits are extremely vulnerable if their abilities are on cooldown.
    - If a summon is defeated, they will return back to their summoning dimension.

    Lineage:
    Caine's Descent:

    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
    During this state, the user becomes insane, and will attack anything they see.
    Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
    Rain's Demonic Form:




    Blessing of the Moth (D): Rain is capable of speaking back and forth with her summons while they are on the battlefield, thus making verbal speaking unnecessary. This is a must, considering verbal speaking is impossible of Rain in every realm besides her own.

    Sending a Butterfly (D): Rain is capable of talking to others through their mind, but cannot read minds. Therefore, when she speaks to them in their mind, she is only able to speak, but she will not be able to hear back through the mind unless the other is capable of speaking telepathically. However, she can listen to them if they do speak verbally.

    Demons in the Night (D): During the night, Rain's Summons do 25% more damage than they would during the day.

    Terrain of the Tarot (C): If a Summon that specializes in a certain element is situated in the same environment of said element, they will get a 20% damage boost to their attacks.

    The High Witch (B): Being the High Witch and Ruler of The Second Tarot Realm, she has learned how to use each card's abilities as if she were a caster and not a summoner. However, if she wishes to do so, she will have to use the same amount of MP as the summon costs, as well as follow the cooldowns / durations of that kind of spell. Also, the summon cannot be out if she wishes to do so. This only works with the active, and not the passive. If this has to do with using an active that has to do with a weapon, such as Justice's attack with a sword, the sword will appear as an "illusion / memory" in Rain's hands which will act just how hers would. This does not count toward the amount of summons on the battlefield.



    Spells:


    Signature Spells:


    Name: Card 0 || The Fool.
    Rank: D.
    Type: Offensive. || Signature D-Rank Summon.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Fool is the first card in a Tarot deck because he is the most vulnerable of all the Tarot's archetypes. He has not yet experienced the ups and downs of life, leaving him unaware of the magnitude of life's challenges, and the strength and potential he holds. When The Fool comes up in a Tarot reading, you are encouraged to take on his open, willing energy and embrace all that lies ahead of you without worry.

    The Fool:

    The Fool's Abilities:

    Active:
    Name: Dog-stick.
    Rank: D.
    Type: Earth. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The fool begins to sprint towards a singular enemy, stabbing them with his sharpened sick which has been channeled with the essence of dogs for 20 hp damage. This stick is beautiful and glows a dull shade of blue when attacking, symbolizing the energy it is channeling. The Fool has 50 hp.

    Strengths:
    - Can deal an efficient and quick slice of damage at close range.
    Weaknesses:
    - Glows while attacking, thus causing the enemy to know if he is preparing to attack or not.
    - The Fool is vulnerable after attacking, since he will still be in close range.

    Name: Card 1 || The Magician.
    Rank: B (Current Rank).
    Type: Offensive. || Signature Summon that Scales.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: The Magician card is a reminder that you are a unique being, and have many gifts that others do not hold. These skills set you apart from the crowd, and can help you begin new projects or overcome adversity. When The Magician comes up in your Tarot reading, it's a reminder that you needn't wait -- you already hold everything you need to move forward and accomplish what you've set out to do.

    The Magician:


    The Magician's Abilities:

    Active:
    Name: Dagger of Winds and Fire Alike.
    Rank: B. (Current Rank).
    Type: Wind and Fire. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Magician channels the winds around him into his dagger, causing it to erupt into flames infused with wind alike. He then runs toward the enemy and deals a slash of damage through the air in a cone shape which produces a blast of fire and warm air that is 30 meters wide, which totals out to 60 hp onto the main target and 30 hp onto the enemies around it. This cone travels up to 150 meters away at 112.5 meters per second. The Magician has 150 hp.

    Strengths:
    - Can hit multiple enemies if positioned correctly.
    Weaknesses:
    - Can hit allies if in the way.
    - Doesn't deal much damage to enemies which are not the main target.

    D Rank Spells:


    Name: Card 2 || The High Priestess.
    Rank: D.
    Type: Utility.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The most intuitive, connected card in the whole Tarot deck, The High Priestess is a card of awareness and subconsciousness. This card urges you to listen to your inner voice and to follow your instincts. Your mind knows far, far more than you think it does, and The High Priestess embodies this concept. When she arises in your Tarot reading, stop looking for answers in the outside world and instead, turn within for the guidance you seek.

    The High Priestess:

    The High Priestess' Abilities:

    Passive: Due to her natural instincts in nature, The High Priestess is capable of functioning as a compass. Therefore, she can lead the way if lost.

    Active:
    Name: A Split Between Dimensions.
    Rank: D.
    Type: Utility.
    Duration: Instant
    Cooldown: 2 posts.
    Description: The High Priestess holds a beautiful and powerful scroll of Tarot Runes, which is capable of traveling between dimensions and bringing others with it. To use this, The High Priestess swings the scroll in-front of her and releases it, causing a portal to appear leading to any desired location. The High Priestess has 50 hp.

    Strengths:
    - This can bring Rain and her allies to other places in an instant, including her own realm.
    Weaknesses:
    - This can only transport six people at once, not including The High Priestess and the pets of travelers.
    - This emits a large light, making their location known.

    Name: Card 3 || The Empress.
    Rank: D.
    Type: Supportive.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Empress is the most feminine card in the Tarot, and greatly encourages compassion, beauty, and love. She is deeply connected to Mother Nature, and her influence is powerful when you absorb the energy of the natural world around you.

    The Empress:


    The Empress' Abilities:

    Passive: Due to her feminine presence, she grants a 25% buff to all women in a 30 meter radius of her.

    Active:
    Name: Heal of Nature.
    Rank: D.
    Type: Nature. || Supportive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Empress channels her magic into her staff, causing it to glow a beautiful green and emit flowers from above. She then rubs the tip on an ally's head or herself, healing them for 20 hp. The Empress has 50 hp.

    Strengths:
    - This provides a way of health regeneration between allies and Rain.
    Weaknesses:
    - She has no offensive or defensive spells, thus making her very defenseless.
    - Her staff glows, thus making herself known in the darkness of the night.

    Name: Card 4 || The Emperor.
    Rank: D
    Type: Offensive.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Emperor is a card of leadership and power. He is an authoritative force who has been through many experiences to achieve this status. He represents structure and solidity, and reminds you that you, too, hold immense amounts of power over your own life, and what happens to it.

    The Emperor:

    The Emperor's Abilities:

    Passive: Due to his masculine nature, he grants a 25% damage buff to all men around him in a 30 meter radius.

    Active:
    Name: Lash of Water.
    Rank: D
    Type: Water. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Emperor swings his staff, causing a whip of water to emit from the head and slap an enemy with tremendous force. This 'lash' of water deals 20 hp damage, and travels up to 60 meters away at 45 meters per second. This strike of water is a beautiful array of blue hues, and glows faintly due to its energy. The Emperor has 50 hp.

    Strengths:

    - Deals quick damage in the form of water.
    Weaknesses:
    - Can only strike one enemy.
    - Can easily be consumed by water slayers.

    Name: Card 5 || The Hierophant.
    Rank: D.
    Type: Offensive.
    Duration: 3 posts.
    Cooldown: 4 posts.
    Description: The Hierophant is like a messenger from the heavens. He is experienced in spirituality and guidance, and his job is to bring these lessons down to us here in the real world. When The Hierophant comes up in your Tarot reading, you're encouraged to follow the rules, and to find a spiritual perspective on your current situation.

    The Hierophant:

    The Hierophant's Abilities:

    Passive: Due to The Hierophant's Heavenly ways, he is able to emit waves of light that can illuminate pitch-black areas if necessary from his staff.

    Active:
    Name: Blast of the Heavens.
    Rank: D.
    Type: Light. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Hierophant launches a large-scale beam of light which is condensed out of his staff, which deals 20 hp damage to the main enemy and 10 hp damage to the enemies struck around it which were not the main targets. This beautiful beam of sparkling light can travel up to 45 meters away at 33.75 meters per second, and the beam is 5 meters wide. The Hierophant has 50 hp.
    Strengths:
    - Can strike multiple enemies if in a condensed area.
    Weaknesses:
    - Can strike allies if in the way.
    - Can be easily consumed by light slayers.

    C Rank Spells:


    Name: Card 6 || The Lovers.
    Rank: C.
    Type: Defensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: It's no surprise The Lovers card represents the close relationships in your life. If it comes up in your Tarot reading, your love life is in need of extra focus and attention. However, this is just as much a card about your values and decisions. You may find The Lovers come up when you are at a crossroads, and must consider all the possible consequences of your choices.

    The Lovers:

    The Lovers' Abilities:

    Passive: Due to the angel that represents this card's attention to detail, it can fly overhead and scope into locations of enemies easily. Therefore, it has the capability of flight.

    Active:
    Name: The Wall of Lovers.
    Rank: C.
    Type: Light. || Offensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: The Lovers' Angel summons a wall of light with shimmering hearts inside, which spans straight for 40 meters width. This is able to block 40 hp damage, and when it is defeated, it will shatter into iridescence. The Lovers has 100 hp.

    Strengths:
    - Is able to block damage from the front of a battle.
    Weaknesses:
    - Does not shield a full 360 degrees, therefore 180 degrees of space is still open.
    - The Lovers does not contain any offensive spells.

    Name: Card 7 || The Chariot.
    Rank: C.
    Type: Offensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: The Chariot card is connected to your natural drive and determination, and can indicate an upcoming victory. This card reminds you that your greatest successes won't come through limited thinking -- when you combine the knowledge of your mind with that of your heart and spirit, you are an unstoppable force.

    The Chariot:

    The Chariot's Abilities:

    Passive: Being a very royal individual, The Chariot rides upon one, and very fast at that. Therefore, his presence grants a 25% speed increase of all allies within a 40 meter radius of the summon.

    Active:
    Name: Ride of the Century.
    Rank: C.
    Type: Fire. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Chariot bursts into flames, sprinting full force toward a group of enemies. When it finally meet the enemies, it turns completely transparent, thus igniting them all with a gust of fire and physical contact. This deals 40 hp damage to the main target, and 20 hp to the other effected targets besides the main. The Chariot has 100 hp.

    Strengths:
    - Can strike multiple enemies.
    Weaknesses:
    - Can be dodged quickly, as the noise the chariot makes is very noticeable.
    - Can injure allies if in the way.

    Name: Card 8 || The Justice.
    Rank: C.
    Type: Offensive.
    Duration: 5 posts.
    Cooldown: 6 posts.
    Description: Justice is your firm-but-fair reminder that karma is real, and there is a consequence for every action. Whatever life is handing you at this moment comes from decisions you've made in the past, and whether it's a punishment or a reward, it is exactly what you deserve. When this card comes up in your Tarot reading, make sure you are acting fairly in all your interactions with others.

    The Justice:

    The Justice's Abilities:

    Passive: Despite appearing to be blind due to her blindfolded eyes, The Justice can see all. She has increased senses including sight, and can hear and see anything approaching from a far ways away.

    Active:
    Name: The Slice of Wind's Keep.
    Rank: C.
    Type: Wind. || Offensive.
    Duration: Instant
    Cooldown: 2 posts.
    Description: Justice quickly sprints towards an enemy while wind bursts out of her blade, flying towards the enemy via sprints and delivering a harsh blow. When this hits, sharp winds power the slice, and deals 40 hp damage to a single target. The Justice has 100 hp.

    Strengths:
    - Deals quick and elegant damage to a single enemy.
    Weaknesses:
    - Cannot hit more than one enemy.
    - Can be blocked by higher-ranked shields and other defensive spells easily.

    B Rank Spells:


    Name: Card 9 || The Hermit.
    Rank: B.
    Type: Offensive.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: The Hermit yearns to be alone. He knows that the only way to process what is happening in life is to withdraw from the noise of the world and create a quiet space of solitude. When The Hermit comes up in your reading, the answers you need will come from within. Be very still, and listen...

    The Hermit:

    The Hermit's Abilities:

    Passive: Due to his desire to be alone, he does 20% more damage when he is the only summon on the battlefield.

    Active:
    Name: Cold Front.
    Rank: B.
    Type: Ice. || Offensive.
    Duration: Instant.
    Cooldown: 3 posts.
    Description: The Hermit blows a large wind of icy cold air out of his mouth, which crystallizes into sharp shards of ice. This deals 60 damage to the main target in which it is aimed toward, and 30 damage to anyone else that succumbs to the blast. These shards fly up to 150 meters away at 112.5 meters per second. The Hermit has 150 hp.

    Strengths:
    - Is able to attack multiples at once.
    Weaknesses:
    - Can be resisted easily by ice and wind slayers.
    - Can hit allies if in the blast zone.

    Name: Card 10 || The Wheel of Fortune.
    Rank: B.
    Type: Offensive.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: The Wheel of Fortune is constantly revolving -- sometimes you will be at the top, and sometimes you will be at the bottom. This Tarot card reminds you that nothing is permanent, and, good or bad, you must cherish the lessons that this moment is bringing you.

    The Wheel of Fortune:


    The Wheel of Fortune's Abilities:

    Passive: Due to The Wheel of Fortune bearing a clock-like device, it is able to increase the speed of allies by 25% in a 50 meter radius around her.

    Active:
    Name: The Ground's Orbital Spin.
    Rank: B.
    Type: Rock. || Offensive.
    Duration: 1 post charge, next post fire.
    Cooldown: 3 posts.
    Description: The Wheel of Fortune's wheel begins to spin, conjuring a perfect magical circle in-front of it. It then releases a long beam of rock toward a group of enemies, dealing 75 damage to the main target and 40 damage to the rest of the enemies caught in the blast. This beam spans 10 meters in width, and can travel up to 150 meters away at 112.5 meters per second. The Wheel of Fortune has 150 hp.

    Strengths:
    - Can hit multiple enemies if in a condensed space.
    Weaknesses:
    - Can harm allies for a fair amount of damage, which can be fatal.
    - Can be consumed by Earth slayers easily and efficiently.

    Name: Card 11 || The Strength.
    Rank: B.
    Type: Offensive. || B Rank Grand Summon.
    Duration: 6 posts.
    Cooldown: 7 posts.
    Description: One of the most obviously named cards in a Tarot deck, Strength is most definitely a card about strength -- but not physical strength. The Strength card represents the fortitude of your heart, your level of courage, and your ability to withstand anything life hands you. If this card arises in your Tarot reading, you are reminded that you are strong enough to handle whatever you are facing -- and will come out of it with even more power than you had before.

    The Strength:

    The Strength's Abilities:

    Passive: Due to The Strength's Courage, her presence beams through the battlefield and amplifies attack speed of all allies within a 50 meter radius of her by 25%.

    Active:
    Name: The Watery Flag.
    Rank: B.
    Type: Water. || Offensive.
    Duration: Instant.
    Cooldown: 2 posts.
    Description: The Strength runs towards an enemy at insane speed, producing water from her large flag as she runs. Once she reaches the enemy, this circling water forms into a sharp spears and slices into the enemy at great speeds. This water forms a clean yet deep wound, and deals 60 hp damage at close range.

    Strengths:
    - Can deal quick damage to a single target at close range.
    Weaknesses:
    - After attacking The Strength is very slow, therefore is susceptible to damage.
    - This attack can be deflected easily by shields of higher rank.

    I am using descriptions from the tarot website, where all credit is due for each summon's description.



    ___________________________________________________________________



    And be she but Small,
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      Current date/time is 26th May 2018, 3:00 am