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    Arc of Embodiment

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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
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    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Arc of Embodiment

    Post by Oswald on Wed 1 Nov 2017 - 4:26




    ARC OF EMBODIMENT
    Secondary Magic: N/A
    Caster or Holder: Solitary Lost Magic (+15% magic damage, +15% MP costs)
    Description: Enclosed in the average person's skull is the brain, dubbed across the centuries as a formidable asset in humanity's prolonged survival against the world and every other natural law that abides to it. And it is exactly this mortal tool that separates the Arc of Embodiment from some of the more usual forms of magic. Inside the human head are possibilities born from unhindered thoughts, imagination and fantastical dreams alike; and by partaking in the Arc, these once abstract thoughts are given forms, and concreteness that is to be used to the caster's benefit, shaping the surrounding realities with their constructs so that situations may better fit their endeavors. While this alludes to a widespread popularity among the masses, there are very few who are actually compatible with the Arc's fundamental principles, having need an intelligence of at least above average. The scattered practitioners are also at blame for the general public's lack of knowledge on this particular art.

    Reaching a decent proficiency in the Arc not only promotes healthy brain activity, but also develops a special subspace native to the caster, where all the construct 'blueprints' are stored in a manner similar to memories, which are then synthesized into spells whenever the need arises. It is believed that this cognitive space is located on an entirely different plane of existence, but that doesn't inhibit its function to store constructs as much as the caster pleases. It's to be noted, however, that the subspace is heavily dependent on the host body's mental capacity and strength - a weaker mental and emotional fortitude results in a weaker cognitive space at the risk of crumbling, but this also means there will be a significant growth to it whenever the caster experiences a development in their mentality.

    Restrictions on constructs are not endemic to the original practice, but are instead tailored by their caster accordingly. They say the limits of a construct speaks a lot about the host's current psyche and confidence.

    STRENGTHS:
    ◆The creative liberty allows the magic to fare in almost any situation.
    ◆Any flashy magic sequence/process prior to the creation has been comically omitted under the current user's insistence, eliminating the need to pause between attacks.
    ◆Utilizing it outside of combat is just as good as a decision as any, since the caster is fully capable of materializing even the most mundane objects for daily routine work.

    WEAKNESSES:
    ◆All constructs cannot be altered once they are made.
    ◆Item-related creations are not indestructible, and may break accordingly.
    ◆The magic is predominantly reliant on the caster's mental state - without focus, the constructs would collapse prior to their creation.
    ◆Trauma to the head has shown to impede casting time and further degrades the quality of each construct.

    LINEAGE:
    Description:
    DRAGON SPIRIT
    Description:  In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.

    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future.  Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echos.   If the enemy predict your own actions or has a similar ability this may cause multiple echos to the point that they are useless.

    Usage: The ability lasts 1 post with a 10 post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see a into the future as a passive.

    UNIQUE ABILITIES:
    Alpha Principle [1 Post CD]: However versed in the construction of magically-imbued objects, the Arc does not limit its user's cognitive dominion or their creativity to this theme. As they see fit, the caster is allowed to embody constructs that don't possess any magical property, which may be used for smaller functions or the more menial of jobs. All objects created under the influence of the Alpha Principle will not demand a respective amount of MP to manifest or a CD - unless within a battle setting, where each construct will instead cost the caster a relative amount of MP for a proper embodiment. The cost is largely dependent on the area that the object consumes, which will follow ranked burst spell areas, with the base price being 2 MP for everything within D-rank burst area and bellow. The amount increases by 4 MP once the object's area goes BEYOND the threshold of each of the burst ranks (ex. for constructs reaching 16-30 meters, they will cost 6 MP and so on). In terms of durability, each object will manage at least 1 spell worth of damage from their respective burst area rank: constructs within and below 15 meters will break when hit with 1-D rank spell, things with an area of 16-30 meters will break with cumulative damage amounting to 1 C-rank spell etc. If the construct is a weapon/armor, then the damage follows the rank of the caster (e.g. D = weak melee damage). *Note: The user cannot access the burst areas above their own rank, thusly limiting them to their own rank's extent. This ability is limited to real-world objects, and all the objects will remain in existence outside combat unless the caster revokes it of their own accord. Otherwise, they will disintegrate when broken. 20 per construct is the current limit of the Alpha Principle.

    Beta Principle [2 Post CD]: Prior to the constructs existing in the physical plane, the caster must first achieve a preconceived mental image of their desired product. While it is recommended to immediately 'drop' the image out into reality, the caster is allowed an alternative method: instead of aptly making an embodiment of the construct, it may instead be presented to an audience through projection. The object as a projection is essentially an illusion of the caster's design, displaying an ability to mimic everyday objects, scenes, or even people. The Beta Principle may also extend to abstract concepts like emotions, and can be 'projected' unto a  target/environment accordingly. Concrete projections cast at a rate of 2 MP and affect a burst area equivalent to the caster's own, whilst Abstract projections go for 4 MP with the same burst area terms as their concrete counterpart. Higher-ranked mages may easily disperse the projection and, should emotions be projected, ignore the effects induced by them. *Note: The Abstract Projection's effects have a total duration of 1 post. This can increase by 1 per rank-up, but will also add 1 post to the CD accordingly.

    Cognitive Authority: As it was, the founders of the Arc weighted their strength on their intellectual skill, and chose to prove that the mind has a dominion on the world that we occupy. Similarly, the original casters stressed the relevance of conviction in their art, labeling the power of belief as one of the pivotal characteristics of the mind's eye. Cognitive Authority works in relation to what is applied to the caster as a result of the construct's effect or through an external source - with self-conviction, all buffs made through the Arc will remain viable regardless of the user's rank, along with a 50% increase to their magic power. Cognitive Authority does not extend towards buffs made to other parties.

    Metasynthesis I [2 Post CD]: Ordinarily, because the magic does not incline toward a particular element, it's up to the discretion of the caster to attach them to their constructs during the conceiving phase. Yet it is entirely possible to embody a basic element through sheer memory. Provided that the caster is aware of how the element works on an atomic level, the Arc can enable them to briefly release it in a geometrical form of the user's devising through their palm. Metasynthesis I is limited to the four primary elements: fire, water, earth, and air; whilst their structure and travel numbers cannot deviate from 3 meters in width, 3 meters in height, a total distance of 15 meters and a speed of 15 m/s. Only one elemental embodiment made from Metasynthesis I can be released in a single post with each cast amounting to 5 MP and a burst damage equivalent to the caster's rank. *Note: The elemental construct traces a very linear path, and may not change course, nor move through obstacles.
    Spell Code:

    Code:
    [color=#990000][b]Name:[/b][/color]
    [color=#990000][b]Rank:[/b][/color]
    [color=#990000][b]Type: [/b][/color]
    [color=#990000][b]Damage:[/b][/color]  
    [color=#990000][b]Range:[/b][/color]
    [color=#990000][b]Speed:[/b][/color]
    [color=#990000][b]Duration:[/b][/color]
    [color=#990000][b]Cooldown:[/b][/color]
    [color=#990000][b]Description:[/b][/color]
    [color=#990000][b]Strengths:[/b][/color]

    [color=#990000][b]Weaknesses:[/b][/color]


    Last edited by Oswald on Sun 29 Jul 2018 - 8:16; edited 33 times in total


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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 10:56


    SIGNATURE SPELLS [2/6]:

    Lapis Philosophorum:
    Name: Lapis Philosophorum | The Philospher's Stone
    Rank: User-ranked (max S)
    Type: Multi-target/Single Target
    Damage: User-ranked (split)
    Range: D-S Burst range
    Speed: D-S Burst speed
    Construct Limit: 1-5 per cast (increases by 5 for every rank above D, caps at S)
    Duration: 1 post
    Cooldown: Once per post
    Description: The Philosopher's Stone is every alchemist's pipe dream, however, amusingly, it seems the caster needn't strain for a mortal sacrifice in order to conceive their version of the coveted stone. Much to the digress of every other dead alchemist,  this version doesn't grant immortality or turn things into gold, and instead opts to serve a combat-heavy purpose. The stone construct now acts accordingly to the caster's desires, stretching out like needles from their orbs and moving in coordinated forms as they attack targets, much like how a sword would.
    Strengths:
    ◆Serves as an extra source of damage.
    Weaknesses:
    ◆Can be blocked, or reflected, or broken when hit with a spell of equal rank to the caster.
    Transmigration Module:
    Name: Transmigration Module
    Rank: D
    Type: Burst
    Damage: --
    Range: 15 meters
    Speed: 15 m/s
    Duration: Instant
    Construct Limit: 1 per cast
    Cooldown: --
    Description: The construct that manifests is a special compass that shows a detailed 3D layout of the surrounding area, the glowing blue dot at the center a designation for the host body. By moving the dot to a direction, the caster is able to immediately reconfigure their position to a place of their choice within the spell ranges. The module doesn't fade back into the Arc after usage unless prompted by the caster, and may not be used to teleport anything else apart from them.
    Strengths:
    ◆While it does seem tedious, it may all be done within the scope of a few seconds so long as the module has been made beforehand.
    Weaknesses:
    ◆Limited range


    Last edited by Oswald on Sat 28 Jul 2018 - 0:59; edited 7 times in total


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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 10:57



    D-RANK SPELLS [10/10]:
    [P]: Passive | [AS] : Advanced Spell

    Cristatis Crucible [AS]:
    Name: Cristatis Crucible
    Rank: D+
    Type: Construct, Buff
    Range: Hovers up to 1 meter from caster
    Speed: Follows caster at a rate of 15 m/s
    Construct Limit: 1 per cast
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: Though this glorified container is in the running for the most unconventional design, the Cristasis Crucible persists as a reinvention of an alchemist's usual crucible, made to sustain its own heat as it hovers close to the host. By inserting a stone formed under the influence of the arc through the top, the construct is able to smelt it instantaneously, refining the material into a liquid that now has a 50% increase to previous buffing properties that the stone might've held beforehand. This construct takes two D-ranks before its prompt destruction.
    Strengths:
    ◆Doesn't need to be carried by hand, because it floats.
    Weaknesses:
    ◆The caster still has to manually insert the stone through the nozzle.
    The Altessa [P]:
    Name: The Altessa
    Rank: D
    Type: Passive, Seal
    Description: Situated within the depths of the caster's cognitive space is The Altessa, one of the Hermetic Seals that steadily feed power into its host. Whether or not it was common practice to erect seals of such nature amongst the scholars is unknown, though the only certainty here is how The Altessa applies an additional 50% buff to their spell power unconsciously.
    -
    -
    -

    The Coil [P]:
    Name: The Coil
    Rank: D
    Type: Passive, Seal
    Description: Like The Altessa, this seal, known formally as 'The Coil', is a permanent fixture inside the caster's Arc as means of padding the host with the necessary abilities to remain viable in any sort of combat. The caster benefits from The Coil through its subsequent 50% increase to their overall strength.
    -
    -
    -

    The Laurels [P]:

    Name: The Laurels
    Rank: D
    Type: Passive, Seal
    Description: The subspace of the caster's mind currently inhabits many things, and alongside the mundane clutter are the hums of the Hermetic Seals as they continue to churn energies capable of enhancing their host to the Arc's befitting. The Laurels is  third among seals of five, and it currently augments the caster's resistance to magical damage by 50%. The Laurels cannot be used to go past the 50% resistance cap.
    -
    -
    -

    The Facetted [P]:
    Name: The Facetted
    Rank: D
    Type: Passive, Seal
    Description: Fourth in line to the Hermetic Seals is a sigil known to its caster as The Facetted. There isn't a particular difference between this one and the other five, yet it as empirical as the rest, heralding an increase to the caster's resistance to melee damage by 50%. The Facetted cannot be used to go beyond the 50% resistance cap.
    -
    -
    -
    -
    -

    The Noctis:
    Slot Purchase: This
    Name: The Noctis
    Rank: D
    Type: Buff, Seal
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The fifth seal is a largely peculiar one, functioning independently of its own accord in a manner unlike its four neighbors. The Noctis cannot be left unhindered by its host, and instead must be summoned within the subspace accordingly. Upon calling, the seal enacts an increase to the caster's overall speed at around 50%. Its 'incomplete' state as a Hermetic Seal is believed to be a result of the caster's lack of capability to withhold all five seals at the same time, either due to the overpowering strain of the action on their cognitive processes or something else entirely.
    Strengths:
    ◆The Noctis doesn't need any fancy prerequisite to switch on, apart from the host simply desiring its benefit.
    Weaknesses:
    ◆While all the other Hermetic Seals do not have a set duration, this seal will ultimately return to its inactive state after a certain period of time, leaving the caster unable to reap its full potential.
    Green Tourmaline:
    Slot Purchase: This
    Name: Green Tourmaline
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: At the caster's prompting, a cushion-cut, vibrant green Tourmaline gem is produced and eventually occupies a relevant space close to the host body. During its duration, it's expected to remain on their person at all times in order for it to grant its 50% buff to spell power.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Tanzanite:
    Slot Purchase: This
    Name: Tanzanite
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: A momentary pause for focus and a clear depiction of the gem would be done before it is dropped into reality, and, with success, the Tanzanite gem construct will be injected with a small dose of the Arc's energies, allowing a 50% increase to the caster's melee output so long as the stone stays close.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Sapphire:
    Slot Purchase: This
    Name: Sapphire
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The signature blue pigment of this stone rarely goes without praise, and while it seems to allude a sense of repose and stability, this construct is anything but. Imbued with the Arc's magical influence, the Sapphire is now fully capable of supplying a 50% increase to the caster's speed until it is revoked or removed from the host body.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Ruby:
    Slot Purchase: This
    Name: Ruby
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The Ruby construct, true to its form, is as real and enticing as any gemstone of its caliber. What primarily sets this slab of deep red from the others is its ability to coat the host body in a protective essence (however invisible), layering an external +50% to the caster's spell power.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Citrine:
    Slot Purchase: This
    Name: Citrine
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: However uncommon, this orange gemstone holds some sentimentality for the caster and is hence slightly more precious than the others. Regardless of whatever attachment the host has, the Citrine construct performs as it is meant to - by slapping on a +50% to the host body's strength.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.


    Last edited by Oswald on Sat 28 Jul 2018 - 23:10; edited 31 times in total


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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 10:59



    C-RANK SPELLS [4/8]
    [P]: Passive | [AS] : Advanced Spell

    The Little Prince [AS]:
    Name: The Little Prince
    Rank: C+
    Type: Single Target, DOT
    Damage: 45 HP (157.5 HP total, +22.5 when hit with final launch)
    Range: Melee (180 meters when launched)
    Speed: -- (180 m/s when launched)
    Construct Limit: 1 per cast
    Duration: 6 posts
    Cooldown: 7 posts
    Description: What is essential is invisible to the eye - and so is the silent poison trickling from this mimicry of The Little Prince's beloved rose. Once cast, the host body is immediately covered in a spiral of thorny roses that augments all of the caster's attacks with a poison-type DOT. The poison can only be applied to a target once (therefor successive hits would not equal a stronger DOT). The poison evaporates from the target body after reaching a total of 2.5x in damage, completely resetting the DOT. It is up to the caster to apply it again at their own discretion. More importantly, once the spell reaches its final post, the host must split the roses from their person by launching it at a single enemy. This attack does another 50% of the spell's ranked damage upon contact. Failure to do so results in the caster receiving damage amounting to the full amount of this spell's ranked damage.
    Strengths:
    ◆Adds an extra kick to the caster's damage.
    Weaknesses:
    ◆The launched rose can be blocked/deflected/destroyed.
    To Kill a Mockingbird:
    Name: To Kill a Mockingbird
    Rank: C
    Type: Multi-target, Immobilization
    Damage: 45 HP
    Range: 90 Meters
    Speed: 65 m/s
    Construct Limit: 5 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: The caster fires a small burst of energy from their fingertips, the blast splitting into five as it travels across a distance. The 'splinters' of light are to immediately hit the closest target to where the energy fractured prior, dealing a subsequent damage before reducing the captured into tiny birds enclosed in five beautifully ornate cages. When successful, the host has full discretion of the direction to which the cages are to fly off to, including but not to limited to their current location, or farther (within the range). During the entire duration, the experience would be similar to full-body paralysis that'll last for 1 post in relation to the targets.
    Strengths:
    ◆Targets caught in this spell still receive damage from outside sources.
    Weaknesses:
    ◆The initial phase/blast can be blocked/reflected.
    The Portrait of Dorian Gray:
    Name: The Portrait of Dorian Gray
    Rank: C
    Type: Single Target, Immobilazation
    Damage: 20-60 HP 
    Range: 120 meters
    Speed: 120 m/s
    Construct Limit: 1 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: When activated, this spell manifests an artistic pair of constructs: a paintbrush in the host body's hand, and a grand metal frame in front of a selected target, which binds the enemy down to their current location through full-body paralysis so long as the construct remains between them and the caster. The paintbrush construct functions like a weapon in a sense that dragging it across the 'surface' of the metal frame does damage to the target behind it. One stroke is equivalent to 20 HP, two being the max. Upon receiving the full damage, the frame 'shatters' with a knockback effect of 30 meters, applying a final 20 HP in knockback damage.
    Strengths:
    ◆The process is done in rapid bursts, leaving no second wasted for idleness.
    Weaknesses:
    ◆The frame can be destroyed by outside sources, negating the spell.
    A Midsummer Night's Dream:
    Name: A Midsummer Night's Dream
    Rank: C
    Type: AoE, Immobilization, Debuff
    Damage: 30 HP
    Range: 60 meters from the point of activation
    Speed: 30 m/s
    Construct Limit: 1 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: The whimsical nonsense that is the Midsummer Night's Dream is both amusing and profound, and this spell is the physical equivalent of such a fantastical 'dream' (as described by Puck) - and in a fancy bottle, nonetheless. Dislodging the top will trigger the pure essence to escape and spread at an alarming speed, enveloping the surrounding area in a metric ton of shimmery blue. All enemies in the vicinity are swept into a deep slumber by the haze, and as they sleep, the dream construct retrieves 30 HP from the targets and applies a 55% reduction to their spell power for 1 post before it retreats into the bottle. The sleep status may only last for a single post.
    Strengths:
    ◆All enemies are still susceptible to damage from external sources as they sleep.
    Weaknesses:
    ◆It is possible to negate the sleep status if one were to contain themselves in a barrier.
    Invictus:
    Slot Purchase: This
    Name: Invictus
    Rank: C
    Type: Burst
    Damage:  --
    Range: 30 meters
    Speed: 30 m/s
    Construct Limit: 1 per cast
    Duration: Instant
    Cooldown: 2 posts
    Description: "I am the master of my fate, I am the captain of my soul." the poem says, and it holds more than just a small bearing on many of the caster's battles. The Invictus construct is crafted to look like a bright red quill that writes in gold ink, and with it in the host's possession, they are able to 'rewrite' their body's current orientation and position to either dodge an attack or to teleport elsewhere within the spell's range. The process consists of writing the word 'Invictus', shorthand or not, in front of the target or on the host body's skin. The quill is applicable to enemy targets (max 5), allies (max 3) and obstacles (max 2) as well, so long as they are within peripheral range.
    Strengths:
    ◆Can teleport things or enemies out of the way for convenience sake.
    Weaknesses:
    ◆Staying hidden is the best tactic against this.



    Last edited by Oswald on Sat 28 Jul 2018 - 23:12; edited 16 times in total


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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 10:59



    B-RANK SPELLS HERE



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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 11:00



    A-RANK SPELLS HERE



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    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 11:00



    S-RANK SPELLS HERE



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    Oswald

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    Lineage : Dragon Spirit
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    Mentor : Eliezer de Botelle
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    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 10 Feb 2018 - 11:01



    FUSIONS/H-RANK SPELL HERE



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    Lilium

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    Lineage : Right to Rule
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    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Relics of Arcadia
    Secondary Magic: Mana Burst

    Re: Arc of Embodiment

    Post by Lilium on Mon 19 Feb 2018 - 20:36

    Hi Aerith! You already know who I am and that my edits will be in this colour. Without further ado, let's get started!

    Spoiler:
    Aeris wrote:



    OATH TO THE EXALTED
    Also known as: Children of Sigrun
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:

    For the longest time, old legends that have since passed the physical world are remembered in a number of ways, efforts being made by their living brethren that allowed them to leave a portion of their existences ingrained into the memory of the masses despite the circumstance of death. Reveled for the causes they upheld to the bitter end, 'they' are no short of heroes - though dead still, and no man past his time is safe from the fate of being forgotten. Though it had previously been the minstrels' responsibility to condense their lives into song, the profession itself is a withering art that threatens to disappear altogether. It's in this current age that historians live to recollect the past, but they can only do so much with their methods, where a common injustice  is served to those who failed to leave tangible evidences of their time in Ishval.

    In their despair, these ancient souls began to weep for their memory, knowing no one else will. Their combined efforts created such a haunting melody that it attracted the immediate concern of a valkyrie who stood guard at the threshold to Valhalla. With the aid of the gods she served, she'd relinquish her position in order to be reborn within the plains of Ishval, where she would exhaust most of her known power to fabricate a branch of magic dedicated to her attempt at reviving the fallen. Her endeavors blessed her fruitfully with success, but not without a dire price. Due to the strain that she endured in the crafting process, her physical body would have 'dissolved' completely, leaving her spirit to roam without a means of completing her purpose.

    The setback drove her to opt for a human vessel for the magic, finding compatibility in those borne without an already innate magic, ordinary people that would go on to become her apprentice until their final breaths - they, her children, and she, their mother, Sigrun. Under her dutiful care, they are taught the art of revering the fallen, verses of promise that Sigrun refers to as the Oaths to the Exalted. In return for reviving their names and breathing life into their stories, the exalted aid the chosen vessel in battle, briefly manifesting themselves within the physical plane of existence. With their borrowed time, they are free to assist in the battle by any means until their return to the Otherworld. Her children have taken a liking to calling themselves Minstrels, and it has been that way ever since.

    As eons end, the cycle repeats, and Sigrun watches the rise and fall of her chosen vessel along with the passage of time, her spirit waning in the process. With the new age continuing to chip at her soul, she hopes to find a stronger, more potent human to serve the task. And perhaps she has, as Miss Sinclair has proven brilliant even in the first phases of her training. As the current minstrel, Iris demonstrates her usage of the Oaths both strategically and efficiently, choosing to fight alongside the exalted fallen. Having appreciated her choice, the summons have chosen to repay her by supporting her wholeheartedly, their abilities allowing for buffs and heals of varied quality and purpose.

    STRENGTHS:
    ◆Instead of being rendered useless without her summons, Iris remains fully capable considering how the exalted make it a point to pepper her with several buffs or supports before their departure.
    ◆Invoking the spirits is a simple process that can be done in any situation, at any given time, without a requirement. The recitation of the oaths are what the exalted desire, and nothing else.
    ◆Speech between her and her summon is shared telepathically, allowing smooth transitions between each move.

    WEAKNESSES:
    ◆The Oaths are voice-dependent. If silenced or gagged, Iris will be unable to summon.
    ◆There is still a time constraint (CD) that needs to be minded every now and then.
    ◆Every summon has a relative affinity assigned to them. Every attack made is not immune to the abilities of a slayer with the same affinity.
    ◆The magic has proved to be slightly inefficient in solo fights, taking much longer than what could be achieved in a group.

    LINEAGE:
    Description:
    SPIRIT LINK
    Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.

    Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat.

    The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This axe ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the axe to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the axe will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.

    The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.

    The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage.   Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.

    Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.

    UNIQUE ABILITIES:
    Embellished Verses: It's no surprise that our heroes are a little hungry for compliments after years of being ignored. By reciting the exalted's oath twice (one for summoning, two for when they're active), a boost in morale is automatically generated, enhancing a summon's damage output by 50% for the rest of their duration. This may not stack and will immediately end with the summon's subsequent CD.

    For this, could you specify whether it increases the summons physical or magical damage? As it can only increase one.

    Revival Shroud (CD: 2 posts): Being dead for a long time surely makes you miss the fleshy padding of human bodies, and certainly, the exalted are not exempted in the slightest. With agreement from both parties, Iris and her summon may briefly combine into one solitary entity, the union being represented by the girl donning the summon's clothes, costing the same amount of MP used to call out the summon in question (it also possible to use a summon currently on cooldown). In this state, she is free to demonstrate all of the exalted's abilities, and is not counted to the limit of summons active on the field. Only one fusion may be performed at a given time, however.
    Adamant Towers: The exalted have been lonely blokes for god-knows-how-long, and while they're still angsty ghosts, nothing makes them more chipper than being summoned in pairs. When two summons are present on the field (either by being called simultaneously or between a set number of intervals), a 50% damage resistance (25% magical, 25% physical) is issued for both summons for any attack with the same rank as the minstrel. If a second pair were to appear, the prior summons must activate their CD before the benefit is passed unto the more recent ones.
    Spell Code:
    Name:
    Rank:
    Type: Summon
    Duration:
    Cooldown:
    Description:
    Abilities:
    Appearance:


    Active:
    Passive:
    Strengths:

    Weaknesses:


    Aeris wrote:


    D-RANK SPELLS:

    Nizhoni:


    OATH:
    "The beasts have come to conquer Father
    But they shan't survive beneath your power
    May they tremble as your arrows fly
    May your kin remain and all but die."


    Name: Nizhoni, the Shepard
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Fire
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Amongst the elders of a nomadic tribe housing in the bountiful wilderness of Joya is the valiant epic of their Mother, Nizhoni, said to be a 'Great Shepard' who paved the way for their civilization to live on when a great famine plagued their original territory. Being the daughter of their second Chieftain, she took responsibility of leading their migration after her father had perished in battle against a hostile 'beast' that attempted to invade their land while some of their people were starving to death. Though the monster's body went cold, it's spirit did not. And so would the Chieftain contract a deadly, terminal disease after being infected by the beast's poison, dying promptly after he passed leadership unto his beloved daughter.

    While their migration was mostly conducted to hunt for better territory, Nizhoni saw it fit to bury the Chieftain at the edge to the Spring of Beginnings, a location that is yet to be re-discovered by civilization. Those who have lived long enough to retell Nizhoni's story picture her to be a strong, unwavering woman, refusing to yield not only in the face of grief, but in the face of the complete unknown. Unfortunately, the original tribe of Nizhoni's descendants would become victims to inter-tribe marriages, the blood thinning as some become the interest of other races. With the passage of time, those who remain within the Shepard's people dwindled, the story ultimately being forgotten in place of other tribe heroes.

    ABILITIES:
    The Shepard's Hound (Active || 2 post CD): Nizhoni edges her arrow into the quiver, drawing back the bow string as far as she could before launching it unto a target. The arrow will seemingly catch fire as it leaves Nizhoni's fingers, which should swirl into a long streak of flames, as if taking on the form of a hound as it flies. Anyone within the trajectory of the arrow receives melee damage equivalent to the Minstrel's current rank (up to S-rank), as well as a supplementary D-rank fire damage for the first and last person hit. The arrow travels up to 32 meters per second, and has a max distance of 45 meters. Nizhoni, along with the Minstrel, must remain stationary prior to the launch. Should the summon receive damage before she releases the arrow, the attack will then be cancelled.
    The Shepard's People (Passive): So long as the summon remains active, a constant barrage of fire-touched arrows will be launched at a single target at an interval of 30 seconds per shot (three shots max per post). Each attack consists of three arrows, all dealing a collective 1.5 D-rank damage.

    Since the passive is a constant damage source, it needs to be lowered to a burst range radius as well as the damage being lowered to one D-rank damage.

    Strengths:
    ◆ Nizhoni is greatly advantageous when it comes to range-based combat.
    ◆ The summon moves with the Minstrel, and therefor can adjust to positions she deems appropriate for her passive to be at an advantage.

    Weaknesses:
    ◆Her active ability puts a stop to mobility, and slightly raises the bar on being ambushed.
    ◆Her active ability's CD is activated even if it was merely cancelled.
    ◆Nizhoni's arrows are still tangible projectiles, and may be blocked, dodged, or parried in any manner.
    Eloise:


    OATH:
    "Blossoms of white that which you were made
    Gave you the kindness that pushed you to aid
    And while it was man who erased your name
    Let man light your spirit aflame."


    Name: Eloise, the Miracle Lily
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Nature
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    In a small, sleepy nook of the forest within Seven's borders was a reclusive druid. His was the image of contentment as he thrived among the very ebb and flow of nature untouched, far from the bustle of other Elven folk. And while he expected to live in solitude for a good portion of his life, there came a time when the gods intervened in his selfish desires, for the old druid would come to discover an abandoned Elven baby, crying in a sickly tone as it shook underneath a Juniper tree. While shrill to others but himself, the druid took pity on the little one, and immediately took her in as his own daughter.

    There, in his cottage, the baby would mature into Eloise, a young woman that appeared to have been loved by the forest, her steps flourished with the growth of flowers as she walked, the trees bending to shade her when she needed it. Perhaps her greatest talent, however, was her great knowledge in any form of medicine, be it magical or not, surpassing the likes of her adoptive father. The druid, once cold and resentful, allowed himself to love his Eloise as the family he never had, even going as far as allowing her to leave for the capital to aid Pergrande in it's war against a neighboring threat as a nurse for the soldiers. In her time there, Eloise is constantly regarded as a valuable asset for her inhumane knowledge of herbs, nursing, and surgery. She would cause even the most hopeless of soldiers to regain their bearings, as if miracles blossomed at her fingertips.

    Then the war ended, and so did her reputation with Eloise's abrupt disappearance from the face of humanity, never seeming to return home even as soldiers retired. It is said that in his grief, the druid lost all semblance of sanity, his screams haunting the far corners of Seven's forest. All of this, however, is regarded as nothing more than a folktale by the Elven people, who chose to busy themselves with other things.

    ABILITIES:
    The Lily's Crown (Active ||  CD: 2 posts): Eloise twirls once as a pulsating white aura appears to cloak her form, moving to do a tiny little happy dance with a few skips here and there. This action cause three druid circles to above the heads of the Minstrel along with two other allies, healing them for a total of 1.5 D-ranks towards their HP. If a status/debuff had been inflicted upon them, Eloise may revert the negative energy into an extra D-rank heal provided that they are the same rank as the user or below.

    Just to clarify, the heal doesn't remove negative status effects if they are afflicted with one correct? Just provides the bonus heal?

    The Lily's Affection (Passive): This summon's presence is often termed as a 'cleansing, comforting aura' that spreads to everyone around her. While she is active on the battlefield, all allies including the Minstrel and any other summons present receive an extra 10% HP regen and 5% MP regen alongside any of their existing regeneration abilities. The ability will remain in effect so long as they remain within 15 meters of Eloise.

    You can only regen HP or MP. It cannot be both.

    Strengths:
    ◆She is incredibly useful as a support unit, considering she can choose to stay close to everyone as opposed to staying stationary, which doesn't hinder the mobility of the group.

    Weaknesses:
    ◆Because she lacks any offensive or defensive capabilities, Eloise can be easily attacked and 'killed'.
    ◆Due to her incredibly gullible nature, the summon is susceptible to trickery, and distractions.
    Cyril:


    OATH:
    "With your brother you have fought
    Revered as a pair, or so you thought
    Though witchery has long damned you to the void
    The truth in your soul has yet to be destroyed."


    Name: Cyril, the Damocles Sword
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Holy Light
    Duration: 2 posts
    Cooldown: 3 posts
    Description: In a time that had perhaps long escaped the memories of those who reside in Fiore was a primeval tale of kings, considered an epic legend from far before the emergence of Dragon Slayers. When the first human settlements appeared in the beautiful, abundant landscapes of Fiore, the people saw it as an opportunity to create a society where any sort of magic was permitted - no sort of tyranny or societal difference to undermine the flouring of the arts. Many mages from neighboring countries began to immigrate to the new territory in hopes of a better, much more concrete life as wizards, unaware that the rise in popularity caused a rise in population, where the villages grew and conflict brewed within to the question of who would be ruling power over the entirety of this newfound land.

    This became the precursor to a series of wars that stretched for many years a time, naming king after king, overthrowing many families in a race for power. It wasn't until the sixth family, which is now the current bloodline for the royal family of Fiore, managed to condense as many brilliant warriors in their army as they could at the leadership of their two eldest sons, Cyril and Malcolm. It was said that the brothers, when combined, would form the perfect example of a revered king: charisma and power from Malcolm, skills and wits from Cyril. It was in their efforts that made it possible for their father to attain kingship, and for their family to control Fiore as much as they had earned the love of its people.

    Upon their father's death, however, rose a tension among the elected council as to who would come to rule the throne as the new king. It was at that time that they appeared to have large favor for Malcolm for the title, not because of his abilities, but because he hadn't the same intelligence as his brother, and he could be easily disposed of or controlled to the council's devisings. To eradicate the problem that was Cyril's far too perceptive brain, the council would hire an obscure witch, who'd erase the memory of Cyril's involvement in the war and his relation to Malcom. It was to the young man's horror to discover the morning after that no one, not even his beloved brother and mother, had the slightest recollection of him, pronouncing him a threat to the name of the former king and a disgrace to the people of Fiore.

    In the weeks that followed, Malcolm was elected king as the only, and rightful heir to Fiore's kingdom. No one knows what happened to the delusional blonde swordsman who claimed, over and over again, that he was King Malcolm's brother, where history would go on to forget him completely, any trace of his existence, how he lived and died, appearing to vanish tragically as time practiced its cruel machinations on Cyril's image.

    ABILITIES:
    The Sword's Edge (Active || 2 post CD): Cyril unsheathes his sword, the weapon seemingly catching the sunlight's glow as it starts to bathe in a 'commanding light'. Upon this ability's activation, the summon will able to create crescent slashes of light (up to five meters long) that will serve as his attacks as opposed to direct melee contact.These light crescents travel up to a maximum of 45 meters at a rate of 31 meters per second, all dealing a relative 1.5x D-rank Holy Light damage that may only apply to a target once during the entire duration of the ability. Should he attack a target twice while this ability is activated, it will instead cause melee damage relative to the summon's rank. In the case of the enemy having the same affinity as the summon, the crescent will instead lose all manner of damage whether or not the enemy is the same rank or lower than the Minstrel.

    Reduce the damage to one hit of D-Rank damage as the drawback isn't large enough to warrant the 1.5 damage.

    The Sword's Divinity (Passive): While this summon remains in combat, anyone within a 15 meter radius is protected by an 'auric' protection that coats their entire person in a glow reminiscent of sunshine by day, and moonlight by night. This give all allies present including the Minstrel and any other summon currently active an increase to their physical and magical damage resistance by 25% (individually), alongside any other resistances they might have until Cyril's CD is triggered.

    Just state that allies who are affected can't go above their damage resistance cap. (50%)

    Strengths:
    ◆Due to Cyril's actual combat experience, most of his attacks are carefully timed and clean. Apart from the mandatory sword play here and there, he is also adept in his footwork and dexterity, further contributing to his status as a compitent offensive unit.

    Weaknesses:
    ◆His close-combat preference often puts him at a disadvantage, since he absorbs most of the damage first.
    ◆The light crescents he generates through his active ability may be dodged, blocked, or parried accordingly.
    ◆Slayers with an affinity to light are free to consume the crescents like some sort of snack.
    Hakan:


    OATH:
    "An ode to protect creates your creed
    An ode to love is what you heed
    To the princess you will forever swear
    A loyalty you keep with utmost care."


    Name: Hakan, the Silver Queen's Sentinel
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Wind
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Prior to Ministrel's current glory, it was once a land with no name, and no king. There, among the stretch of grasslands, were small, distant villages that scattered themselves across the area, some others being natives there, while the rest were but immigrants who came to seek new territory, and build settlements. The nation that was coined a buzzing hive for the rich and pompous wouldn't have acquired its prestige had it not been for the combined efforts of a runaway bride and her retainer, a Joyan outcast who appropriated the skills of a warrior from his old culture. 'Her' being Princess Gwendolyn, and 'Him' being Hakan, a peasant.

    What drove Gwendolyn to her decision was, unremarkably, the lack of freedom and independence in her dull, restricted castle life. To her, her name meant nothing, her riches all but pointless as she is limited to what can only be enjoyed at a physical stand point, while those who lived beyond the hallowing walls of her 'home' could experience such ethereal things, like the thrill of an adventure, or the liberty of carelessness, where there was no royal duty to behold. Most of her time would have been spent in her room, or in the garden, or in the library, the space beside her always being filled with Hakan's comforting presence. To the princess, the Joyan was her friend, not simply her shield.

    Perhaps the ultimate trigger for her scheme was the announcement that she were soon to be wed to a prince in the neighboring kingdom, which would fortify their relationship in the long run. The prospect gravely saddened the princess, causing her hair to adopt a ghastly white color from its previously beautiful, golden shine. Distraught at the site of his lady, Hakan would move to negotiate with the King, only to be denied an audience, which greatly infuriated him. Some several weeks would past with the same routine, but it wasn't until the fourth week where the princess decided to strip herself of her luxuries, her name and her identity for the world beyond them. Together, the princess and her retainer would flee the castle a month before the planned wedding ceremony, wondering the wilderness for several months until they encounter a small farming village, situated in a beautiful area far, far away from 'home'.

    Gwendolyn had long discarded her birth name for another, Noelle, and this was how she was known for many centuries to come as she became the first queen to unite the people, and those who would settle in the coming future. Though many kings yearned to conquer her lands as their own, her defenses were regarded with high praise for their efficiency, and skill. Her people often assumed that it was her own devising and talent to manage an incredible army - yet they were all short on the truth, because the strange Joyan native that came with Queen Noelle was the real ringmaster for every 'victory' that his lady accomplished.

    Due to his persona being obscured by Noelle's name, Hakan the Retainer would simply escape the people's mind, society burying him beneath the one he considered most dear.

    ABILITIES:
    The Sentinel's Heart (Active || CD: 2 posts) : Hakan prepares his sword, lifting it up to a position parallel to his arm as wind gathers and twirls beneath his feet. He turns once, his sword rotating with him, and he does this three times until the wind consumes him entirely. The action generates a sphere of wind around Hakan, where, upon 'tearing' through it with the use of his sword, would cause razor sharp winds to bleed out in a frenzy from built up pressure, resembling an invisible 'explosion' that stretches outward over a 30 meter circumference with a speed of 21 meters per second from Hakan's current position. The gusty burst deals 50% D-rank damage to all hostile targets inside the area of effect, dealing an additional knockback to anyone with a lower or equal rank as the Minstrel. Once the winds settle, any subsequent action taken by the hit enemies will appear to briefly cause them pain, since even the smallest movement causes the breezes around them to stir, the winds sharp as they cut through their bodies, leaving some tiny scratches along their skin that would amount to 1 D-rank in wind damage. The winds would eventually disperse after the first action taken, however. During its entire duration, Hakan must remain perfectly still to make sure the wind doesn't react towards non-hostile targets. Perhaps the biggest weakness of the ability is that, with every iteration of this spell, the affected area gradually shrinks, the minimum being 5 meters from the summon (which will reset once it reaches this minimum).

    Please reduce the damage taken by the cutting aspect to 0.5 of D-Rank damage as it adds up to 1.5 of D-Rank damage

    The Sentinel's Promise (Passive): The very air around Hakan always appears to be in constant motion, small gusts of wind billowing from his movements as he goes about his business. Once summoned, all allies (the Minstrel and any other summon being no exception) will be regarded by Hakan's winds accordingly, moving to extend over them. While he is present, everyone affected by this ability will feel a lightness in their steps, granting them an additional 50% to their overall speed that is calculated after other additional speed buffs are added to their base speed.

    Strengths:
    ◆Hakan is a simple, easy-going soul, and he has no trouble understanding what his Minstrel needs to be done as soon as he is released. He has proved many a times that he is capable and efficient, following orders as they are dictated. If at all, he is very protective of Iris, choosing to immediately intercept any coming attack that may hurt her, so much so that it reaches a point where he doesn't hesitate to 'die' for her. If Cyril is not on the battlefield, it is usually Hakan who absorbs most of the damage directed at her.

    Weaknesses:
    ◆His active ability does not affect wizards stronger than his Minstrel by two or more ranks.
    ◆The casting process of The Sentinel's Heart may be disrupted if an enemy moves to direct all their power at Aeris, which will cause Hakan to react out of instinct and pure drive, blindly even.

    With that, please bump this thread once the appropriate changes have been made and I'll get back to you as soon as I can.


    _____________________________________________________________________________________



    avatar
    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
    Lineage : Dragon Spirit
    Position : None
    Posts : 68
    Guild : Crystal Swan
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Thu 22 Feb 2018 - 5:32

    Bump!

    ◆For Eloise's active, I lowered the heal and what it did to the statuses.
    ◆Followed the other comments accordingly.


    _____________________________________________________________________________________


    charactermagicpets ◆ theme ◆ bank ◆
    avatar
    Lilium

    Moderator- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Legal Guild Ace- A-Rank- Fan Art Contest Participant- Haiku Contest Participant- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Light- The Sacred- The Fallen- Senior [500]- Novice [250]- Advertisement Achievement Badge- Forever Alone Achievement- Cookie Achievement- Banana- Rainbow- Hero- Summer Special Participant- Be On Lester's Friends List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : Right to Rule
    Position : Saint of Sacrifice
    Posts : 793
    Guild : Black Rose [Ace]
    Cosmic Coins : 0
    Dungeon Tokens : 6
    Experience : 322,065
    Brownie Points : owo

    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Relics of Arcadia
    Secondary Magic: Mana Burst

    Re: Arc of Embodiment

    Post by Lilium on Fri 23 Feb 2018 - 21:04

    Spoiler:
    Aeris wrote:


    D-RANK SPELLS:

    Nizhoni:


    OATH:
    "The beasts have come to conquer Father
    But they shan't survive beneath your power
    May they tremble as your arrows fly
    May your kin remain and all but die."


    Name: Nizhoni, the Shepard
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Fire
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Amongst the elders of a nomadic tribe housing in the bountiful wilderness of Joya is the valiant epic of their Mother, Nizhoni, said to be a 'Great Shepard' who paved the way for their civilization to live on when a great famine plagued their original territory. Being the daughter of their second Chieftain, she took responsibility of leading their migration after her father had perished in battle against a hostile 'beast' that attempted to invade their land while some of their people were starving to death. Though the monster's body went cold, it's spirit did not. And so would the Chieftain contract a deadly, terminal disease after being infected by the beast's poison, dying promptly after he passed leadership unto his beloved daughter.

    While their migration was mostly conducted to hunt for better territory, Nizhoni saw it fit to bury the Chieftain at the edge to the Spring of Beginnings, a location that is yet to be re-discovered by civilization. Those who have lived long enough to retell Nizhoni's story picture her to be a strong, unwavering woman, refusing to yield not only in the face of grief, but in the face of the complete unknown. Unfortunately, the original tribe of Nizhoni's descendants would become victims to inter-tribe marriages, the blood thinning as some become the interest of other races. With the passage of time, those who remain within the Shepard's people dwindled, the story ultimately being forgotten in place of other tribe heroes.

    ABILITIES:
    The Shepard's Hound (Active || 2 post CD): Nizhoni edges her arrow into the quiver, drawing back the bow string as far as she could before launching it unto a target. The arrow will seemingly catch fire as it leaves Nizhoni's fingers, which should swirl into a long streak of flames, as if taking on the form of a hound as it flies. Anyone within the trajectory of the arrow receives melee damage equivalent to the Minstrel's current rank (up to S-rank), as well as a supplementary D-rank fire damage for the first and last person hit. The arrow travels up to 32 meters per second, and has a max distance of 45 meters. Nizhoni, along with the Minstrel, must remain stationary prior to the launch. Should the summon receive damage before she releases the arrow, the attack will then be cancelled.
    The Shepard's People (Passive): So long as the summon remains active, a constant barrage of fire-touched arrows will be launched at a single target at an interval of 30 seconds per shot (three shots max per post) with a speed of 10 m/s and a max distance of 15 meters. Each attack consists of three arrows, all dealing a collective 1 D-rank damage.

    Strengths:
    ◆ Nizhoni is greatly advantageous when it comes to range-based combat.
    ◆ The summon moves with the Minstrel, and therefor can adjust to positions she deems appropriate for her passive to be at an advantage.

    Weaknesses:
    ◆Her active ability puts a stop to mobility, and slightly raises the bar on being ambushed.
    ◆Her active ability's CD is activated even if it was merely cancelled.
    ◆Nizhoni's arrows are still tangible projectiles, and may be blocked, dodged, or parried in any manner.
    Eloise:


    OATH:
    "Blossoms of white that which you were made
    Gave you the kindness that pushed you to aid
    And while it was man who erased your name
    Let man light your spirit aflame."


    Name: Eloise, the Miracle Lily
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Nature
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    In a small, sleepy nook of the forest within Seven's borders was a reclusive druid. His was the image of contentment as he thrived among the very ebb and flow of nature untouched, far from the bustle of other Elven folk. And while he expected to live in solitude for a good portion of his life, there came a time when the gods intervened in his selfish desires, for the old druid would come to discover an abandoned Elven baby, crying in a sickly tone as it shook underneath a Juniper tree. While shrill to others but himself, the druid took pity on the little one, and immediately took her in as his own daughter.

    There, in his cottage, the baby would mature into Eloise, a young woman that appeared to have been loved by the forest, her steps flourished with the growth of flowers as she walked, the trees bending to shade her when she needed it. Perhaps her greatest talent, however, was her great knowledge in any form of medicine, be it magical or not, surpassing the likes of her adoptive father. The druid, once cold and resentful, allowed himself to love his Eloise as the family he never had, even going as far as allowing her to leave for the capital to aid Pergrande in it's war against a neighboring threat as a nurse for the soldiers. In her time there, Eloise is constantly regarded as a valuable asset for her inhumane knowledge of herbs, nursing, and surgery. She would cause even the most hopeless of soldiers to regain their bearings, as if miracles blossomed at her fingertips.

    Then the war ended, and so did her reputation with Eloise's abrupt disappearance from the face of humanity, never seeming to return home even as soldiers retired. It is said that in his grief, the druid lost all semblance of sanity, his screams haunting the far corners of Seven's forest. All of this, however, is regarded as nothing more than a folktale by the Elven people, who chose to busy themselves with other things.

    ABILITIES:
    The Lily's Crown (Active ||  CD: 2 posts): Eloise twirls once as a pulsating white aura appears to cloak her form, moving to do a tiny little happy dance with a few skips here and there. This action cause three druid circles to above the heads of the Minstrel along with two other allies, healing them for a total of 1.5 D-ranks towards their HP. If a status/debuff had been inflicted upon them, Eloise may revert cut the total its effectiveness by reducing their duration by 1 post.

    Just state it reverts only the effectiveness of statuses that are equal rank or lower.

    The Lily's Affection (Passive): This summon's presence is often termed as a 'cleansing, comforting aura' that spreads to everyone around her. While she is active on the battlefield, all allies including the Minstrel and any other summons present receive an extra 10% HP regen alongside any of their existing regeneration abilities. The ability will remain in effect so long as they remain within 15 meters of Eloise.

    Strengths:
    ◆She is incredibly useful as a support unit, considering she can choose to stay close to everyone as opposed to staying stationary, which doesn't hinder the mobility of the group.

    Weaknesses:
    ◆Because she lacks any offensive or defensive capabilities, Eloise can be easily attacked and 'killed'.
    ◆Due to her incredibly gullible nature, the summon is susceptible to trickery, and distractions.
    Cyril:


    OATH:
    "With your brother you have fought
    Revered as a pair, or so you thought
    Though witchery has long damned you to the void
    The truth in your soul has yet to be destroyed."


    Name: Cyril, the Damocles Sword
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Holy Light
    Duration: 2 posts
    Cooldown: 3 posts
    Description: In a time that had perhaps long escaped the memories of those who reside in Fiore was a primeval tale of kings, considered an epic legend from far before the emergence of Dragon Slayers. When the first human settlements appeared in the beautiful, abundant landscapes of Fiore, the people saw it as an opportunity to create a society where any sort of magic was permitted - no sort of tyranny or societal difference to undermine the flouring of the arts. Many mages from neighboring countries began to immigrate to the new territory in hopes of a better, much more concrete life as wizards, unaware that the rise in popularity caused a rise in population, where the villages grew and conflict brewed within to the question of who would be ruling power over the entirety of this newfound land.

    This became the precursor to a series of wars that stretched for many years a time, naming king after king, overthrowing many families in a race for power. It wasn't until the sixth family, which is now the current bloodline for the royal family of Fiore, managed to condense as many brilliant warriors in their army as they could at the leadership of their two eldest sons, Cyril and Malcolm. It was said that the brothers, when combined, would form the perfect example of a revered king: charisma and power from Malcolm, skills and wits from Cyril. It was in their efforts that made it possible for their father to attain kingship, and for their family to control Fiore as much as they had earned the love of its people.

    Upon their father's death, however, rose a tension among the elected council as to who would come to rule the throne as the new king. It was at that time that they appeared to have large favor for Malcolm for the title, not because of his abilities, but because he hadn't the same intelligence as his brother, and he could be easily disposed of or controlled to the council's devisings. To eradicate the problem that was Cyril's far too perceptive brain, the council would hire an obscure witch, who'd erase the memory of Cyril's involvement in the war and his relation to Malcom. It was to the young man's horror to discover the morning after that no one, not even his beloved brother and mother, had the slightest recollection of him, pronouncing him a threat to the name of the former king and a disgrace to the people of Fiore.

    In the weeks that followed, Malcolm was elected king as the only, and rightful heir to Fiore's kingdom. No one knows what happened to the delusional blonde swordsman who claimed, over and over again, that he was King Malcolm's brother, where history would go on to forget him completely, any trace of his existence, how he lived and died, appearing to vanish tragically as time practiced its cruel machinations on Cyril's image.

    ABILITIES:
    The Sword's Edge (Active || 2 post CD): Cyril unsheathes his sword, the weapon seemingly catching the sunlight's glow as it starts to bathe in a 'commanding light'. Upon this ability's activation, the summon will able to create crescent slashes of light (up to five meters long) that will serve as his attacks as opposed to direct melee contact.These light crescents travel up to a maximum of 45 meters at a rate of 31 meters per second, all dealing a relative D-rank Holy Light damage that may only apply to a target once during the entire duration of the ability. Should he attack a target twice while this ability is activated, it will instead cause melee damage relative to the summon's rank. In the case of the enemy having the same affinity as the summon, the crescent will instead lose all manner of damage whether or not the enemy is the same rank or lower than the Minstrel.
    The Sword's Divinity (Passive): While this summon remains in combat, anyone within a 15 meter radius is protected by an 'auric' protection that coats their entire person in a glow reminiscent of sunshine by day, and moonlight by night. This give all allies present including the Minstrel and any other summon currently active an increase to their physical and magical damage resistance by 25% (individually), alongside any other resistances they might have until Cyril's CD is triggered. This cannot be used to go above the resistance limit, which is 50%.

    Strengths:
    ◆Due to Cyril's actual combat experience, most of his attacks are carefully timed and clean. Apart from the mandatory sword play here and there, he is also adept in his footwork and dexterity, further contributing to his status as a compitent offensive unit.

    Weaknesses:
    ◆His close-combat preference often puts him at a disadvantage, since he absorbs most of the damage first.
    ◆The light crescents he generates through his active ability may be dodged, blocked, or parried accordingly.
    ◆Slayers with an affinity to light are free to consume the crescents like some sort of snack.
    Hakan:


    OATH:
    "An ode to protect creates your creed
    An ode to love is what you heed
    To the princess you will forever swear
    A loyalty you keep with utmost care."


    Name: Hakan, the Silver Queen's Sentinel
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Wind
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Prior to Ministrel's current glory, it was once a land with no name, and no king. There, among the stretch of grasslands, were small, distant villages that scattered themselves across the area, some others being natives there, while the rest were but immigrants who came to seek new territory, and build settlements. The nation that was coined a buzzing hive for the rich and pompous wouldn't have acquired its prestige had it not been for the combined efforts of a runaway bride and her retainer, a Joyan outcast who appropriated the skills of a warrior from his old culture. 'Her' being Princess Gwendolyn, and 'Him' being Hakan, a peasant.

    What drove Gwendolyn to her decision was, unremarkably, the lack of freedom and independence in her dull, restricted castle life. To her, her name meant nothing, her riches all but pointless as she is limited to what can only be enjoyed at a physical stand point, while those who lived beyond the hallowing walls of her 'home' could experience such ethereal things, like the thrill of an adventure, or the liberty of carelessness, where there was no royal duty to behold. Most of her time would have been spent in her room, or in the garden, or in the library, the space beside her always being filled with Hakan's comforting presence. To the princess, the Joyan was her friend, not simply her shield.

    Perhaps the ultimate trigger for her scheme was the announcement that she were soon to be wed to a prince in the neighboring kingdom, which would fortify their relationship in the long run. The prospect gravely saddened the princess, causing her hair to adopt a ghastly white color from its previously beautiful, golden shine. Distraught at the site of his lady, Hakan would move to negotiate with the King, only to be denied an audience, which greatly infuriated him. Some several weeks would past with the same routine, but it wasn't until the fourth week where the princess decided to strip herself of her luxuries, her name and her identity for the world beyond them. Together, the princess and her retainer would flee the castle a month before the planned wedding ceremony, wondering the wilderness for several months until they encounter a small farming village, situated in a beautiful area far, far away from 'home'.

    Gwendolyn had long discarded her birth name for another, Noelle, and this was how she was known for many centuries to come as she became the first queen to unite the people, and those who would settle in the coming future. Though many kings yearned to conquer her lands as their own, her defenses were regarded with high praise for their efficiency, and skill. Her people often assumed that it was her own devising and talent to manage an incredible army - yet they were all short on the truth, because the strange Joyan native that came with Queen Noelle was the real ringmaster for every 'victory' that his lady accomplished.

    Due to his persona being obscured by Noelle's name, Hakan the Retainer would simply escape the people's mind, society burying him beneath the one he considered most dear.

    ABILITIES:
    The Sentinel's Heart (Active || CD: 2 posts) : Hakan prepares his sword, lifting it up to a position parallel to his arm as wind gathers and twirls beneath his feet. He turns once, his sword rotating with him, and he does this three times until the wind consumes him entirely. The action generates a sphere of wind around Hakan, where, upon 'tearing' through it with the use of his sword, would cause razor sharp winds to bleed out in a frenzy from built up pressure, resembling an invisible 'explosion' that stretches outward over a 30 meter circumference with a speed of 21 meters per second from Hakan's current position. The gusty burst deals 50% D-rank damage to all hostile targets inside the area of effect, dealing an additional knockback to anyone with a lower or equal rank as the Minstrel. Once the winds settle, any subsequent action taken by the hit enemies will appear to briefly cause them pain, since even the smallest movement causes the breezes around them to stir, the winds sharp as they cut through their bodies, leaving some tiny scratches along their skin that would amount to 0.5 D-rank in wind damage. The winds would eventually disperse after the first action taken, however. During its entire duration, Hakan must remain perfectly still to make sure the wind doesn't react towards non-hostile targets. Perhaps the biggest weakness of the ability is that, with every iteration of this spell, the affected area gradually shrinks, the minimum being 5 meters from the summon (which will reset once it reaches this minimum).
    The Sentinel's Promise (Passive): The very air around Hakan always appears to be in constant motion, small gusts of wind billowing from his movements as he goes about his business. Once summoned, all allies (the Minstrel and any other summon being no exception) will be regarded by Hakan's winds accordingly, moving to extend over them. While he is present, everyone affected by this ability will feel a lightness in their steps, granting them an additional 50% to their overall speed that is calculated after other additional speed buffs are added to their base speed.

    Strengths:
    ◆Hakan is a simple, easy-going soul, and he has no trouble understanding what his Minstrel needs to be done as soon as he is released. He has proved many a times that he is capable and efficient, following orders as they are dictated. If at all, he is very protective of Iris, choosing to immediately intercept any coming attack that may hurt her, so much so that it reaches a point where he doesn't hesitate to 'die' for her. If Cyril is not on the battlefield, it is usually Hakan who absorbs most of the damage directed at her.

    Weaknesses:
    ◆His active ability does not affect wizards stronger than his Minstrel by two or more ranks.
    ◆The casting process of The Sentinel's Heart may be disrupted if an enemy moves to direct all their power at Aeris, which will cause Hakan to react out of instinct and pure drive, blindly even.

    This should be last of it! Just bump this thread when you are ready for this to be evaluated again.


    _____________________________________________________________________________________



    avatar
    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
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    Guild : Crystal Swan
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    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sun 25 Feb 2018 - 3:46

    Bump!


    _____________________________________________________________________________________


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    Lilium

    Moderator- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Legal Guild Ace- A-Rank- Fan Art Contest Participant- Haiku Contest Participant- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Light- The Sacred- The Fallen- Senior [500]- Novice [250]- Advertisement Achievement Badge- Forever Alone Achievement- Cookie Achievement- Banana- Rainbow- Hero- Summer Special Participant- Be On Lester's Friends List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : Right to Rule
    Position : Saint of Sacrifice
    Posts : 793
    Guild : Black Rose [Ace]
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    Brownie Points : owo

    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Relics of Arcadia
    Secondary Magic: Mana Burst

    Re: Arc of Embodiment

    Post by Lilium on Sun 25 Feb 2018 - 10:06

    Spoiler:
    Aeris wrote:


    SIGNATURE SPELLS HERE

    Aeris wrote:


    D-RANK SPELLS:

    Nizhoni:


    OATH:
    "The beasts have come to conquer Father
    But they shan't survive beneath your power
    May they tremble as your arrows fly
    May your kin remain and all but die."


    Name: Nizhoni, the Shepard
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Fire
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Amongst the elders of a nomadic tribe housing in the bountiful wilderness of Joya is the valiant epic of their Mother, Nizhoni, said to be a 'Great Shepard' who paved the way for their civilization to live on when a great famine plagued their original territory. Being the daughter of their second Chieftain, she took responsibility of leading their migration after her father had perished in battle against a hostile 'beast' that attempted to invade their land while some of their people were starving to death. Though the monster's body went cold, it's spirit did not. And so would the Chieftain contract a deadly, terminal disease after being infected by the beast's poison, dying promptly after he passed leadership unto his beloved daughter.

    While their migration was mostly conducted to hunt for better territory, Nizhoni saw it fit to bury the Chieftain at the edge to the Spring of Beginnings, a location that is yet to be re-discovered by civilization. Those who have lived long enough to retell Nizhoni's story picture her to be a strong, unwavering woman, refusing to yield not only in the face of grief, but in the face of the complete unknown. Unfortunately, the original tribe of Nizhoni's descendants would become victims to inter-tribe marriages, the blood thinning as some become the interest of other races. With the passage of time, those who remain within the Shepard's people dwindled, the story ultimately being forgotten in place of other tribe heroes.

    ABILITIES:
    The Shepard's Hound (Active || 2 post CD): Nizhoni edges her arrow into the quiver, drawing back the bow string as far as she could before launching it unto a target. The arrow will seemingly catch fire as it leaves Nizhoni's fingers, which should swirl into a long streak of flames, as if taking on the form of a hound as it flies. Anyone within the trajectory of the arrow receives melee damage equivalent to the Minstrel's current rank (up to S-rank), as well as a supplementary D-rank fire damage for the first and last person hit. The arrow travels up to 32 meters per second, and has a max distance of 45 meters. Nizhoni, along with the Minstrel, must remain stationary prior to the launch. Should the summon receive damage before she releases the arrow, the attack will then be cancelled.
    The Shepard's People (Passive): So long as the summon remains active, a constant barrage of fire-touched arrows will be launched at a single target at an interval of 30 seconds per shot (three shots max per post) with a speed of 10 m/s and a max distance of 15 meters. Each attack consists of three arrows, all dealing a collective 1 D-rank damage.

    Strengths:
    ◆ Nizhoni is greatly advantageous when it comes to range-based combat.
    ◆ The summon moves with the Minstrel, and therefor can adjust to positions she deems appropriate for her passive to be at an advantage.

    Weaknesses:
    ◆Her active ability puts a stop to mobility, and slightly raises the bar on being ambushed.
    ◆Her active ability's CD is activated even if it was merely cancelled.
    ◆Nizhoni's arrows are still tangible projectiles, and may be blocked, dodged, or parried in any manner.
    Eloise:


    OATH:
    "Blossoms of white that which you were made
    Gave you the kindness that pushed you to aid
    And while it was man who erased your name
    Let man light your spirit aflame."


    Name: Eloise, the Miracle Lily
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Nature
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    In a small, sleepy nook of the forest within Seven's borders was a reclusive druid. His was the image of contentment as he thrived among the very ebb and flow of nature untouched, far from the bustle of other Elven folk. And while he expected to live in solitude for a good portion of his life, there came a time when the gods intervened in his selfish desires, for the old druid would come to discover an abandoned Elven baby, crying in a sickly tone as it shook underneath a Juniper tree. While shrill to others but himself, the druid took pity on the little one, and immediately took her in as his own daughter.

    There, in his cottage, the baby would mature into Eloise, a young woman that appeared to have been loved by the forest, her steps flourished with the growth of flowers as she walked, the trees bending to shade her when she needed it. Perhaps her greatest talent, however, was her great knowledge in any form of medicine, be it magical or not, surpassing the likes of her adoptive father. The druid, once cold and resentful, allowed himself to love his Eloise as the family he never had, even going as far as allowing her to leave for the capital to aid Pergrande in it's war against a neighboring threat as a nurse for the soldiers. In her time there, Eloise is constantly regarded as a valuable asset for her inhumane knowledge of herbs, nursing, and surgery. She would cause even the most hopeless of soldiers to regain their bearings, as if miracles blossomed at her fingertips.

    Then the war ended, and so did her reputation with Eloise's abrupt disappearance from the face of humanity, never seeming to return home even as soldiers retired. It is said that in his grief, the druid lost all semblance of sanity, his screams haunting the far corners of Seven's forest. All of this, however, is regarded as nothing more than a folktale by the Elven people, who chose to busy themselves with other things.

    ABILITIES:
    The Lily's Crown (Active ||  CD: 2 posts): Eloise twirls once as a pulsating white aura appears to cloak her form, moving to do a tiny little happy dance with a few skips here and there. This action cause three druid circles to above the heads of the Minstrel along with two other allies, healing them for a total of 1.5 D-ranks towards their HP. If a status/debuff (same rank or lower) had been inflicted upon them, Eloise may revert cut the total its effectiveness by reducing their duration by 1 post.
    The Lily's Affection (Passive): This summon's presence is often termed as a 'cleansing, comforting aura' that spreads to everyone around her. While she is active on the battlefield, all allies including the Minstrel and any other summons present receive an extra 10% HP regen alongside any of their existing regeneration abilities. The ability will remain in effect so long as they remain within 15 meters of Eloise.

    Strengths:
    ◆She is incredibly useful as a support unit, considering she can choose to stay close to everyone as opposed to staying stationary, which doesn't hinder the mobility of the group.

    Weaknesses:
    ◆Because she lacks any offensive or defensive capabilities, Eloise can be easily attacked and 'killed'.
    ◆Due to her incredibly gullible nature, the summon is susceptible to trickery, and distractions.
    Cyril:


    OATH:
    "With your brother you have fought
    Revered as a pair, or so you thought
    Though witchery has long damned you to the void
    The truth in your soul has yet to be destroyed."


    Name: Cyril, the Damocles Sword
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Holy Light
    Duration: 2 posts
    Cooldown: 3 posts
    Description: In a time that had perhaps long escaped the memories of those who reside in Fiore was a primeval tale of kings, considered an epic legend from far before the emergence of Dragon Slayers. When the first human settlements appeared in the beautiful, abundant landscapes of Fiore, the people saw it as an opportunity to create a society where any sort of magic was permitted - no sort of tyranny or societal difference to undermine the flouring of the arts. Many mages from neighboring countries began to immigrate to the new territory in hopes of a better, much more concrete life as wizards, unaware that the rise in popularity caused a rise in population, where the villages grew and conflict brewed within to the question of who would be ruling power over the entirety of this newfound land.

    This became the precursor to a series of wars that stretched for many years a time, naming king after king, overthrowing many families in a race for power. It wasn't until the sixth family, which is now the current bloodline for the royal family of Fiore, managed to condense as many brilliant warriors in their army as they could at the leadership of their two eldest sons, Cyril and Malcolm. It was said that the brothers, when combined, would form the perfect example of a revered king: charisma and power from Malcolm, skills and wits from Cyril. It was in their efforts that made it possible for their father to attain kingship, and for their family to control Fiore as much as they had earned the love of its people.

    Upon their father's death, however, rose a tension among the elected council as to who would come to rule the throne as the new king. It was at that time that they appeared to have large favor for Malcolm for the title, not because of his abilities, but because he hadn't the same intelligence as his brother, and he could be easily disposed of or controlled to the council's devisings. To eradicate the problem that was Cyril's far too perceptive brain, the council would hire an obscure witch, who'd erase the memory of Cyril's involvement in the war and his relation to Malcom. It was to the young man's horror to discover the morning after that no one, not even his beloved brother and mother, had the slightest recollection of him, pronouncing him a threat to the name of the former king and a disgrace to the people of Fiore.

    In the weeks that followed, Malcolm was elected king as the only, and rightful heir to Fiore's kingdom. No one knows what happened to the delusional blonde swordsman who claimed, over and over again, that he was King Malcolm's brother, where history would go on to forget him completely, any trace of his existence, how he lived and died, appearing to vanish tragically as time practiced its cruel machinations on Cyril's image.

    ABILITIES:
    The Sword's Edge (Active || 2 post CD): Cyril unsheathes his sword, the weapon seemingly catching the sunlight's glow as it starts to bathe in a 'commanding light'. Upon this ability's activation, the summon will able to create crescent slashes of light (up to five meters long) that will serve as his attacks as opposed to direct melee contact.These light crescents travel up to a maximum of 45 meters at a rate of 31 meters per second, all dealing a relative D-rank Holy Light damage that may only apply to a target once during the entire duration of the ability. Should he attack a target twice while this ability is activated, it will instead cause melee damage relative to the summon's rank. In the case of the enemy having the same affinity as the summon, the crescent will instead lose all manner of damage whether or not the enemy is the same rank or lower than the Minstrel.
    The Sword's Divinity (Passive): While this summon remains in combat, anyone within a 15 meter radius is protected by an 'auric' protection that coats their entire person in a glow reminiscent of sunshine by day, and moonlight by night. This give all allies present including the Minstrel and any other summon currently active an increase to their physical and magical damage resistance by 25% (individually), alongside any other resistances they might have until Cyril's CD is triggered. This cannot be used to go above the resistance limit, which is 50%.

    Strengths:
    ◆Due to Cyril's actual combat experience, most of his attacks are carefully timed and clean. Apart from the mandatory sword play here and there, he is also adept in his footwork and dexterity, further contributing to his status as a compitent offensive unit.

    Weaknesses:
    ◆His close-combat preference often puts him at a disadvantage, since he absorbs most of the damage first.
    ◆The light crescents he generates through his active ability may be dodged, blocked, or parried accordingly.
    ◆Slayers with an affinity to light are free to consume the crescents like some sort of snack.
    Hakan:


    OATH:
    "An ode to protect creates your creed
    An ode to love is what you heed
    To the princess you will forever swear
    A loyalty you keep with utmost care."


    Name: Hakan, the Silver Queen's Sentinel
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Wind
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Prior to Ministrel's current glory, it was once a land with no name, and no king. There, among the stretch of grasslands, were small, distant villages that scattered themselves across the area, some others being natives there, while the rest were but immigrants who came to seek new territory, and build settlements. The nation that was coined a buzzing hive for the rich and pompous wouldn't have acquired its prestige had it not been for the combined efforts of a runaway bride and her retainer, a Joyan outcast who appropriated the skills of a warrior from his old culture. 'Her' being Princess Gwendolyn, and 'Him' being Hakan, a peasant.

    What drove Gwendolyn to her decision was, unremarkably, the lack of freedom and independence in her dull, restricted castle life. To her, her name meant nothing, her riches all but pointless as she is limited to what can only be enjoyed at a physical stand point, while those who lived beyond the hallowing walls of her 'home' could experience such ethereal things, like the thrill of an adventure, or the liberty of carelessness, where there was no royal duty to behold. Most of her time would have been spent in her room, or in the garden, or in the library, the space beside her always being filled with Hakan's comforting presence. To the princess, the Joyan was her friend, not simply her shield.

    Perhaps the ultimate trigger for her scheme was the announcement that she were soon to be wed to a prince in the neighboring kingdom, which would fortify their relationship in the long run. The prospect gravely saddened the princess, causing her hair to adopt a ghastly white color from its previously beautiful, golden shine. Distraught at the site of his lady, Hakan would move to negotiate with the King, only to be denied an audience, which greatly infuriated him. Some several weeks would past with the same routine, but it wasn't until the fourth week where the princess decided to strip herself of her luxuries, her name and her identity for the world beyond them. Together, the princess and her retainer would flee the castle a month before the planned wedding ceremony, wondering the wilderness for several months until they encounter a small farming village, situated in a beautiful area far, far away from 'home'.

    Gwendolyn had long discarded her birth name for another, Noelle, and this was how she was known for many centuries to come as she became the first queen to unite the people, and those who would settle in the coming future. Though many kings yearned to conquer her lands as their own, her defenses were regarded with high praise for their efficiency, and skill. Her people often assumed that it was her own devising and talent to manage an incredible army - yet they were all short on the truth, because the strange Joyan native that came with Queen Noelle was the real ringmaster for every 'victory' that his lady accomplished.

    Due to his persona being obscured by Noelle's name, Hakan the Retainer would simply escape the people's mind, society burying him beneath the one he considered most dear.

    ABILITIES:
    The Sentinel's Heart (Active || CD: 2 posts) : Hakan prepares his sword, lifting it up to a position parallel to his arm as wind gathers and twirls beneath his feet. He turns once, his sword rotating with him, and he does this three times until the wind consumes him entirely. The action generates a sphere of wind around Hakan, where, upon 'tearing' through it with the use of his sword, would cause razor sharp winds to bleed out in a frenzy from built up pressure, resembling an invisible 'explosion' that stretches outward over a 30 meter circumference with a speed of 21 meters per second from Hakan's current position. The gusty burst deals 50% D-rank damage to all hostile targets inside the area of effect, dealing an additional knockback to anyone with a lower or equal rank as the Minstrel. Once the winds settle, any subsequent action taken by the hit enemies will appear to briefly cause them pain, since even the smallest movement causes the breezes around them to stir, the winds sharp as they cut through their bodies, leaving some tiny scratches along their skin that would amount to 0.5 D-rank in wind damage. The winds would eventually disperse after the first action taken, however. During its entire duration, Hakan must remain perfectly still to make sure the wind doesn't react towards non-hostile targets. Perhaps the biggest weakness of the ability is that, with every iteration of this spell, the affected area gradually shrinks, the minimum being 5 meters from the summon (which will reset once it reaches this minimum).
    The Sentinel's Promise (Passive): The very air around Hakan always appears to be in constant motion, small gusts of wind billowing from his movements as he goes about his business. Once summoned, all allies (the Minstrel and any other summon being no exception) will be regarded by Hakan's winds accordingly, moving to extend over them. While he is present, everyone affected by this ability will feel a lightness in their steps, granting them an additional 50% to their overall speed that is calculated after other additional speed buffs are added to their base speed.

    Strengths:
    ◆Hakan is a simple, easy-going soul, and he has no trouble understanding what his Minstrel needs to be done as soon as he is released. He has proved many a times that he is capable and efficient, following orders as they are dictated. If at all, he is very protective of Iris, choosing to immediately intercept any coming attack that may hurt her, so much so that it reaches a point where he doesn't hesitate to 'die' for her. If Cyril is not on the battlefield, it is usually Hakan who absorbs most of the damage directed at her.

    Weaknesses:
    ◆His active ability does not affect wizards stronger than his Minstrel by two or more ranks.
    ◆The casting process of The Sentinel's Heart may be disrupted if an enemy moves to direct all their power at Aeris, which will cause Hakan to react out of instinct and pure drive, blindly even.



    _____________________________________________________________________________________



    avatar
    Lilium

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    Lineage : Right to Rule
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    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Relics of Arcadia
    Secondary Magic: Mana Burst

    Re: Arc of Embodiment

    Post by Lilium on Fri 6 Apr 2018 - 23:18

    Spoiler:
    Aeris wrote:



    OATH TO THE EXALTED
    Also known as: Children of Sigrun
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:

    For the longest time, old legends that have since passed the physical world are remembered in a number of ways, efforts being made by their living brethren that allowed them to leave a portion of their existences ingrained into the memory of the masses despite the circumstance of death. Reveled for the causes they upheld to the bitter end, 'they' are no short of heroes - though dead still, and no man past his time is safe from the fate of being forgotten. Though it had previously been the minstrels' responsibility to condense their lives into song, the profession itself is a withering art that threatens to disappear altogether. It's in this current age that historians live to recollect the past, but they can only do so much with their methods, where a common injustice  is served to those who failed to leave tangible evidences of their time in Ishval.

    In their despair, these ancient souls began to weep for their memory, knowing no one else will. Their combined efforts created such a haunting melody that it attracted the immediate concern of a valkyrie who stood guard at the threshold to Valhalla. With the aid of the gods she served, she'd relinquish her position in order to be reborn within the plains of Ishval, where she would exhaust most of her known power to fabricate a branch of magic dedicated to her attempt at reviving the fallen. Her endeavors blessed her fruitfully with success, but not without a dire price. Due to the strain that she endured in the crafting process, her physical body would have 'dissolved' completely, leaving her spirit to roam without a means of completing her purpose.

    The setback drove her to opt for a human vessel for the magic, finding compatibility in those borne without an already innate magic, ordinary people that would go on to become her apprentice until their final breaths - they, her children, and she, their mother, Sigrun. Under her dutiful care, they are taught the art of revering the fallen, verses of promise that Sigrun refers to as the Oaths to the Exalted. In return for reviving their names and breathing life into their stories, the exalted aid the chosen vessel in battle, briefly manifesting themselves within the physical plane of existence. With their borrowed time, they are free to assist in the battle by any means until their return to the Otherworld. Her children have taken a liking to calling themselves Minstrels, and it has been that way ever since.

    As eons end, the cycle repeats, and Sigrun watches the rise and fall of her chosen vessel along with the passage of time, her spirit waning in the process. With the new age continuing to chip at her soul, she hopes to find a stronger, more potent human to serve the task. And perhaps she has, as Miss Sinclair has proven brilliant even in the first phases of her training. As the current minstrel, Iris demonstrates her usage of the Oaths both strategically and efficiently, choosing to fight alongside the exalted fallen. Having appreciated her choice, the summons have chosen to repay her by supporting her wholeheartedly, their abilities allowing for buffs and heals of varied quality and purpose.

    STRENGTHS:
    ◆Instead of being rendered useless without her summons, Iris remains fully capable considering how the exalted make it a point to pepper her with several buffs or supports before their departure.
    ◆Invoking the spirits is a simple process that can be done in any situation, at any given time, without a requirement. The recitation of the oaths are what the exalted desire, and nothing else.
    ◆Speech between her and her summon is shared telepathically, allowing smooth transitions between each move.

    WEAKNESSES:
    ◆The Oaths are voice-dependent. If silenced or gagged, Iris will be unable to summon.
    ◆There is still a time constraint (CD) that needs to be minded every now and then.
    ◆Every summon has a relative affinity assigned to them. Every attack made is not immune to the abilities of a slayer with the same affinity.
    ◆The magic has proved to be slightly inefficient in solo fights, taking much longer than what could be achieved in a group.

    LINEAGE:
    Description:
    SPIRIT LINK
    Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.

    Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat.

    The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This axe ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the axe to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the axe will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.

    The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.

    The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage.   Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.

    Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.

    UNIQUE ABILITIES:
    Embellished Verses: It's no surprise that our heroes are a little hungry for compliments after years of being ignored. By reciting the exalted's oath twice (one for summoning, two for when they're active), a boost in morale is automatically generated, enhancing a summon's magical damage output by 50% for the rest of their duration. This may not stack and will immediately end with the summon's subsequent CD.
    Revival Shroud (CD: 2 posts): Being dead for a long time surely makes you miss the fleshy padding of human bodies, and certainly, the exalted are not exempted in the slightest. With agreement from both parties, Iris and her summon may briefly combine into one solitary entity, the union being represented by the girl donning the summon's clothes, costing the same amount of MP used to call out the summon in question (it also possible to use a summon currently on cooldown). In this state, she is free to demonstrate all of the exalted's abilities, and is not counted to the limit of summons active on the field. Only one fusion may be performed at a given time, however.
    Adamant Towers: The exalted have been lonely blokes for god-knows-how-long, and while they're still angsty ghosts, nothing makes them more chipper than being summoned in pairs. When two summons are present on the field (either by being called simultaneously or between a set number of intervals), a 50% damage resistance (25% magical, 25% physical) is issued for both summons for any attack with the same rank as the minstrel. If a second pair were to appear, the prior summons must activate their CD before the benefit is passed unto the more recent ones.
    Spell Code:
    Name:
    Rank:
    Type: Summon
    Duration:
    Cooldown:
    Description:
    Abilities:
    Appearance:


    Active:
    Passive:
    Strengths:

    Weaknesses:


    Aeris wrote:


    D-RANK SPELLS:

    Nizhoni:


    OATH:
    "The beasts have come to conquer Father
    But they shan't survive beneath your power
    May they tremble as your arrows fly
    May your kin remain and all but die."


    Name: Nizhoni, the Shepard
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Fire
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Amongst the elders of a nomadic tribe housing in the bountiful wilderness of Joya is the valiant epic of their Mother, Nizhoni, said to be a 'Great Shepard' who paved the way for their civilization to live on when a great famine plagued their original territory. Being the daughter of their second Chieftain, she took responsibility of leading their migration after her father had perished in battle against a hostile 'beast' that attempted to invade their land while some of their people were starving to death. Though the monster's body went cold, it's spirit did not. And so would the Chieftain contract a deadly, terminal disease after being infected by the beast's poison, dying promptly after he passed leadership unto his beloved daughter.

    While their migration was mostly conducted to hunt for better territory, Nizhoni saw it fit to bury the Chieftain at the edge to the Spring of Beginnings, a location that is yet to be re-discovered by civilization. Those who have lived long enough to retell Nizhoni's story picture her to be a strong, unwavering woman, refusing to yield not only in the face of grief, but in the face of the complete unknown. Unfortunately, the original tribe of Nizhoni's descendants would become victims to inter-tribe marriages, the blood thinning as some become the interest of other races. With the passage of time, those who remain within the Shepard's people dwindled, the story ultimately being forgotten in place of other tribe heroes.

    ABILITIES:
    The Shepard's Hound (Active || 2 post CD): Nizhoni edges her arrow into the quiver, drawing back the bow string as far as she could before launching it unto a target. The arrow will seemingly catch fire as it leaves Nizhoni's fingers, which should swirl into a long streak of flames, as if taking on the form of a hound as it flies. Anyone within the trajectory of the arrow receives melee damage equivalent to the Minstrel's current rank (up to S-rank), as well as a supplementary D-rank fire damage for the first and last person hit. The arrow travels up to 32 meters per second, and has a max distance of 45 meters. Nizhoni, along with the Minstrel, must remain stationary prior to the launch. Should the summon receive damage before she releases the arrow, the attack will then be cancelled.
    The Shepard's People (Passive): So long as the summon remains active, a constant barrage of fire-touched arrows will be launched at a single target at an interval of 30 seconds per shot (three shots max per post) with a speed of 10 m/s and a max distance of 15 meters. Each attack consists of three arrows, all dealing a collective 1 D-rank damage.

    Strengths:
    ◆ Nizhoni is greatly advantageous when it comes to range-based combat.
    ◆ The summon moves with the Minstrel, and therefor can adjust to positions she deems appropriate for her passive to be at an advantage.

    Weaknesses:
    ◆Her active ability puts a stop to mobility, and slightly raises the bar on being ambushed.
    ◆Her active ability's CD is activated even if it was merely cancelled.
    ◆Nizhoni's arrows are still tangible projectiles, and may be blocked, dodged, or parried in any manner.
    Eloise:


    OATH:
    "Blossoms of white that which you were made
    Gave you the kindness that pushed you to aid
    And while it was man who erased your name
    Let man light your spirit aflame."


    Name: Eloise, the Miracle Lily
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Nature
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    In a small, sleepy nook of the forest within Seven's borders was a reclusive druid. His was the image of contentment as he thrived among the very ebb and flow of nature untouched, far from the bustle of other Elven folk. And while he expected to live in solitude for a good portion of his life, there came a time when the gods intervened in his selfish desires, for the old druid would come to discover an abandoned Elven baby, crying in a sickly tone as it shook underneath a Juniper tree. While shrill to others but himself, the druid took pity on the little one, and immediately took her in as his own daughter.

    There, in his cottage, the baby would mature into Eloise, a young woman that appeared to have been loved by the forest, her steps flourished with the growth of flowers as she walked, the trees bending to shade her when she needed it. Perhaps her greatest talent, however, was her great knowledge in any form of medicine, be it magical or not, surpassing the likes of her adoptive father. The druid, once cold and resentful, allowed himself to love his Eloise as the family he never had, even going as far as allowing her to leave for the capital to aid Pergrande in it's war against a neighboring threat as a nurse for the soldiers. In her time there, Eloise is constantly regarded as a valuable asset for her inhumane knowledge of herbs, nursing, and surgery. She would cause even the most hopeless of soldiers to regain their bearings, as if miracles blossomed at her fingertips.

    Then the war ended, and so did her reputation with Eloise's abrupt disappearance from the face of humanity, never seeming to return home even as soldiers retired. It is said that in his grief, the druid lost all semblance of sanity, his screams haunting the far corners of Seven's forest. All of this, however, is regarded as nothing more than a folktale by the Elven people, who chose to busy themselves with other things.

    ABILITIES:
    The Lily's Crown (Active ||  CD: 2 posts): Eloise twirls once as a pulsating white aura appears to cloak her form, moving to do a tiny little happy dance with a few skips here and there. This action cause three druid circles to above the heads of the Minstrel along with two other allies, healing them for a total of 1.5 D-ranks towards their HP. If a status/debuff (same rank or lower) had been inflicted upon them, Eloise may revert cut the total its effectiveness by reducing their duration by 1 post.
    The Lily's Affection (Passive): This summon's presence is often termed as a 'cleansing, comforting aura' that spreads to everyone around her. While she is active on the battlefield, all allies including the Minstrel and any other summons present receive an extra 10% HP regen alongside any of their existing regeneration abilities. The ability will remain in effect so long as they remain within 15 meters of Eloise.

    Strengths:
    ◆She is incredibly useful as a support unit, considering she can choose to stay close to everyone as opposed to staying stationary, which doesn't hinder the mobility of the group.

    Weaknesses:
    ◆Because she lacks any offensive or defensive capabilities, Eloise can be easily attacked and 'killed'.
    ◆Due to her incredibly gullible nature, the summon is susceptible to trickery, and distractions.
    Cyril:


    OATH:
    "With your brother you have fought
    Revered as a pair, or so you thought
    Though witchery has long damned you to the void
    The truth in your soul has yet to be destroyed."


    Name: Cyril, the Damocles Sword
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Holy Light
    Duration: 2 posts
    Cooldown: 3 posts
    Description: In a time that had perhaps long escaped the memories of those who reside in Fiore was a primeval tale of kings, considered an epic legend from far before the emergence of Dragon Slayers. When the first human settlements appeared in the beautiful, abundant landscapes of Fiore, the people saw it as an opportunity to create a society where any sort of magic was permitted - no sort of tyranny or societal difference to undermine the flouring of the arts. Many mages from neighboring countries began to immigrate to the new territory in hopes of a better, much more concrete life as wizards, unaware that the rise in popularity caused a rise in population, where the villages grew and conflict brewed within to the question of who would be ruling power over the entirety of this newfound land.

    This became the precursor to a series of wars that stretched for many years a time, naming king after king, overthrowing many families in a race for power. It wasn't until the sixth family, which is now the current bloodline for the royal family of Fiore, managed to condense as many brilliant warriors in their army as they could at the leadership of their two eldest sons, Cyril and Malcolm. It was said that the brothers, when combined, would form the perfect example of a revered king: charisma and power from Malcolm, skills and wits from Cyril. It was in their efforts that made it possible for their father to attain kingship, and for their family to control Fiore as much as they had earned the love of its people.

    Upon their father's death, however, rose a tension among the elected council as to who would come to rule the throne as the new king. It was at that time that they appeared to have large favor for Malcolm for the title, not because of his abilities, but because he hadn't the same intelligence as his brother, and he could be easily disposed of or controlled to the council's devisings. To eradicate the problem that was Cyril's far too perceptive brain, the council would hire an obscure witch, who'd erase the memory of Cyril's involvement in the war and his relation to Malcom. It was to the young man's horror to discover the morning after that no one, not even his beloved brother and mother, had the slightest recollection of him, pronouncing him a threat to the name of the former king and a disgrace to the people of Fiore.

    In the weeks that followed, Malcolm was elected king as the only, and rightful heir to Fiore's kingdom. No one knows what happened to the delusional blonde swordsman who claimed, over and over again, that he was King Malcolm's brother, where history would go on to forget him completely, any trace of his existence, how he lived and died, appearing to vanish tragically as time practiced its cruel machinations on Cyril's image.

    ABILITIES:
    The Sword's Edge (Active || 2 post CD): Cyril unsheathes his sword, the weapon seemingly catching the sunlight's glow as it starts to bathe in a 'commanding light'. Upon this ability's activation, the summon will able to create crescent slashes of light (up to five meters long) that will serve as his attacks as opposed to direct melee contact.These light crescents travel up to a maximum of 45 meters at a rate of 31 meters per second, all dealing a relative D-rank Holy Light damage that may only apply to a target once during the entire duration of the ability. Should he attack a target twice while this ability is activated, it will instead cause melee damage relative to the summon's rank. In the case of the enemy having the same affinity as the summon, the crescent will instead lose all manner of damage whether or not the enemy is the same rank or lower than the Minstrel.
    The Sword's Divinity (Passive): While this summon remains in combat, anyone within a 15 meter radius is protected by an 'auric' protection that coats their entire person in a glow reminiscent of sunshine by day, and moonlight by night. This give all allies present including the Minstrel and any other summon currently active an increase to their physical and magical damage resistance by 25% (individually), alongside any other resistances they might have until Cyril's CD is triggered. This cannot be used to go above the resistance limit, which is 50%.

    Strengths:
    ◆Due to Cyril's actual combat experience, most of his attacks are carefully timed and clean. Apart from the mandatory sword play here and there, he is also adept in his footwork and dexterity, further contributing to his status as a compitent offensive unit.

    Weaknesses:
    ◆His close-combat preference often puts him at a disadvantage, since he absorbs most of the damage first.
    ◆The light crescents he generates through his active ability may be dodged, blocked, or parried accordingly.
    ◆Slayers with an affinity to light are free to consume the crescents like some sort of snack.
    Hakan:


    OATH:
    "An ode to protect creates your creed
    An ode to love is what you heed
    To the princess you will forever swear
    A loyalty you keep with utmost care."


    Name: Hakan, the Silver Queen's Sentinel
    Rank: D
    Type: Normal Summon
    Elemental Affinity: Wind
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Prior to Ministrel's current glory, it was once a land with no name, and no king. There, among the stretch of grasslands, were small, distant villages that scattered themselves across the area, some others being natives there, while the rest were but immigrants who came to seek new territory, and build settlements. The nation that was coined a buzzing hive for the rich and pompous wouldn't have acquired its prestige had it not been for the combined efforts of a runaway bride and her retainer, a Joyan outcast who appropriated the skills of a warrior from his old culture. 'Her' being Princess Gwendolyn, and 'Him' being Hakan, a peasant.

    What drove Gwendolyn to her decision was, unremarkably, the lack of freedom and independence in her dull, restricted castle life. To her, her name meant nothing, her riches all but pointless as she is limited to what can only be enjoyed at a physical stand point, while those who lived beyond the hallowing walls of her 'home' could experience such ethereal things, like the thrill of an adventure, or the liberty of carelessness, where there was no royal duty to behold. Most of her time would have been spent in her room, or in the garden, or in the library, the space beside her always being filled with Hakan's comforting presence. To the princess, the Joyan was her friend, not simply her shield.

    Perhaps the ultimate trigger for her scheme was the announcement that she were soon to be wed to a prince in the neighboring kingdom, which would fortify their relationship in the long run. The prospect gravely saddened the princess, causing her hair to adopt a ghastly white color from its previously beautiful, golden shine. Distraught at the site of his lady, Hakan would move to negotiate with the King, only to be denied an audience, which greatly infuriated him. Some several weeks would past with the same routine, but it wasn't until the fourth week where the princess decided to strip herself of her luxuries, her name and her identity for the world beyond them. Together, the princess and her retainer would flee the castle a month before the planned wedding ceremony, wondering the wilderness for several months until they encounter a small farming village, situated in a beautiful area far, far away from 'home'.

    Gwendolyn had long discarded her birth name for another, Noelle, and this was how she was known for many centuries to come as she became the first queen to unite the people, and those who would settle in the coming future. Though many kings yearned to conquer her lands as their own, her defenses were regarded with high praise for their efficiency, and skill. Her people often assumed that it was her own devising and talent to manage an incredible army - yet they were all short on the truth, because the strange Joyan native that came with Queen Noelle was the real ringmaster for every 'victory' that his lady accomplished.

    Due to his persona being obscured by Noelle's name, Hakan the Retainer would simply escape the people's mind, society burying him beneath the one he considered most dear.

    ABILITIES:
    The Sentinel's Heart (Active || CD: 2 posts) : Hakan prepares his sword, lifting it up to a position parallel to his arm as wind gathers and twirls beneath his feet. He turns once, his sword rotating with him, and he does this three times until the wind consumes him entirely. The action generates a sphere of wind around Hakan, where, upon 'tearing' through it with the use of his sword, would cause razor sharp winds to bleed out in a frenzy from built up pressure, resembling an invisible 'explosion' that stretches outward over a 30 meter circumference with a speed of 21 meters per second from Hakan's current position. The gusty burst deals 50% D-rank damage to all hostile targets inside the area of effect, dealing an additional knockback to anyone with a lower or equal rank as the Minstrel. Once the winds settle, any subsequent action taken by the hit enemies will appear to briefly cause them pain, since even the smallest movement causes the breezes around them to stir, the winds sharp as they cut through their bodies, leaving some tiny scratches along their skin that would amount to 0.5 D-rank in wind damage. The winds would eventually disperse after the first action taken, however. During its entire duration, Hakan must remain perfectly still to make sure the wind doesn't react towards non-hostile targets. Perhaps the biggest weakness of the ability is that, with every iteration of this spell, the affected area gradually shrinks, the minimum being 5 meters from the summon (which will reset once it reaches this minimum).
    The Sentinel's Promise (Passive): The very air around Hakan always appears to be in constant motion, small gusts of wind billowing from his movements as he goes about his business. Once summoned, all allies (the Minstrel and any other summon being no exception) will be regarded by Hakan's winds accordingly, moving to extend over them. While he is present, everyone affected by this ability will feel a lightness in their steps, granting them an additional 50% to their overall speed that is calculated after other additional speed buffs are added to their base speed.

    Strengths:
    ◆Hakan is a simple, easy-going soul, and he has no trouble understanding what his Minstrel needs to be done as soon as he is released. He has proved many a times that he is capable and efficient, following orders as they are dictated. If at all, he is very protective of Iris, choosing to immediately intercept any coming attack that may hurt her, so much so that it reaches a point where he doesn't hesitate to 'die' for her. If Cyril is not on the battlefield, it is usually Hakan who absorbs most of the damage directed at her.

    Weaknesses:
    ◆His active ability does not affect wizards stronger than his Minstrel by two or more ranks.
    ◆The casting process of The Sentinel's Heart may be disrupted if an enemy moves to direct all their power at Aeris, which will cause Hakan to react out of instinct and pure drive, blindly even.

    Moved upon the user's request.


    _____________________________________________________________________________________



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    Lilium

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    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Relics of Arcadia
    Secondary Magic: Mana Burst

    Re: Arc of Embodiment

    Post by Lilium on Sat 28 Jul 2018 - 14:47

    Hi Oswald! My name is Lilium, as you know, and I'll be the mod in charge of grading your magic today! My comments will be in this colour and without further ado, let's get started, shall we?

    Spoiler:

    @Oswald wrote:



    ARC OF EMBODIMENT
    Secondary Magic: N/A
    Caster or Holder: Solitary Lost Magic (+15% magic damage, +15% MP costs)
    Description:

    Enclosed in the average person's skull is the brain, dubbed across the centuries as a formidable asset in humanity's prolonged survival against the world and every other natural law that abides to it. And it is exactly this mortal tool that separates the Arc of Embodiment from some of the more usual forms of magic. Inside the human head are possibilities born from unhindered thoughts, imagination and fantastical dreams alike; and by partaking in the Arc, these once abstract thoughts are given forms, and concreteness that is to be used to the caster's benefit, shaping the surrounding realities with their constructs so that situations may better fit their endeavors. While this alludes to a widespread popularity among the masses, there are very few who are actually compatible with the Arc's fundamental principles, having need an intelligence of at least above average. The scattered practitioners are also at blame for the general public's lack of knowledge on this particular art.

    Reaching a decent proficiency in the Arc not only promotes healthy brain activity, but also develops a special subspace native to the caster, where all the construct 'blueprints' are stored in a manner similar to memories, which are then synthesized into spells whenever the need arises. It is believed that this cognitive space is located on an entirely different plane of existence, but that doesn't inhibit its function to store constructs as much as the caster pleases. It's to be noted, however, that the subspace is heavily dependent on the host body's mental capacity and strength - a weaker mental and emotional fortitude results in a weaker cognitive space at the risk of crumbling, but this also means there will be a significant growth to it whenever the caster experiences a development in their mentality.

    Restrictions on constructs are not endemic to the original practice, but are instead tailored by their caster accordingly. They say the limits of a construct speaks a lot about the host's current psyche and confidence.

    STRENGTHS:
    ◆The creative liberty allows the magic to fare in almost any situation.
    ◆Any flashy magic sequence/process prior to the creation has been comically omitted under the current user's insistence, eliminating the need to pause between attacks.
    ◆Utilizing it outside of combat is just as good as a decision as any, since the caster is fully capable of materializing even the most mundane objects for daily routine work.

    WEAKNESSES:
    ◆All constructs cannot be altered once they are made.
    ◆Item-related creations are not indestructible, and may break accordingly.
    ◆The magic is predominantly reliant on the caster's mental state - without focus, the constructs would collapse prior to their creation.
    ◆Trauma to the head has shown to impede casting time and further degrades the quality of each construct.

    LINEAGE:
    Description:
    DRAGON SPIRIT
    Description:  In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.

    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future.  Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echos.   If the enemy predict your own actions or has a similar ability this may cause multiple echos to the point that they are useless.

    Usage: The ability lasts 1 post with a 10 post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see a into the future as a passive.

    UNIQUE ABILITIES:
    Alpha Principle [1 Post CD]: However versed in the construction of magically-imbued objects, the Arc does not limit its user's cognitive dominion or their creativity to this theme. As they see fit, the caster is allowed to embody constructs that don't possess any magical property, which may be used for smaller functions or the more menial of jobs. All objects created under the influence of the Alpha Principle will not demand a respective amount of MP to manifest or a CD - unless within a battle setting, where each construct will instead cost the caster a relative amount of MP for a proper embodiment - with each post limited to 20 copies in a combat thread. The cost is largely dependent on the area that the object consumes, which will follow ranked burst spell areas, with the base price being 2 MP for everything within D-rank burst area and bellow. The amount increases by 4 MP once the object's area goes BEYOND the threshold of each of the burst ranks (ex. for constructs reaching 16-30 meters, they will cost 6 MP and so on). In terms of durability, each object will manage at least 1 spell worth of damage from their respective burst area rank: constructs within and below 15 meters will break when hit with 1-D rank spell, things with an area of 16-30 meters will break with cumulative damage amounting to 1 C-rank spell etc. If the construct is a weapon/armor, then the damage follows the rank of the caster (e.g. D = weak melee damage). *Note: The user cannot access the burst areas above their own rank, thusly limiting them to their own rank's extent. This ability is limited to real-world objects, and all the objects will remain in existence outside combat unless the caster revokes it of their own accord. Otherwise, they will disintegrate when broken. 20 per construct is the current limit of the Alpha Principle.

    Beta Principle [2 Post CD]: Prior to the constructs existing in the physical plane, the caster must first achieve a preconceived mental image of their desired product. While it is recommended to immediately 'drop' the image out into reality, the caster is allowed an alternative method: instead of aptly making an embodiment of the construct, it may instead be presented to an audience through projection. The object as a projection is essentially an illusion of the caster's design, displaying an ability to mimic everyday objects, scenes, or even people. The Beta Principle may also extend to abstract concepts like emotions, and can be 'projected' unto a  target/environment accordingly. Concrete projections cast at a rate of 2 MP and affect a burst area equivalent to the caster's own, whilst Abstract projections go for 4 MP with the same burst area terms as their concrete counterpart. Higher-ranked mages may easily disperse the projection and, should emotions be projected, ignore the effects induced by them. *Note: The Abstract Projection's effects have a total duration of 1 post. This can increase by 1 per rank-up, but will also add 1 post to the CD accordingly.

    Cognitive Authority: As it was, the founders of the Arc weighted their strength on their intellectual skill, and chose to prove that the mind has a dominion on the world that we occupy. Similarly, the original casters stressed the relevance of conviction in their art, labeling the power of belief as one of the pivotal characteristics of the mind's eye. Cognitive Authority works in relation to what is applied to the caster as a result of the construct's effect or through an external source - with self-conviction, all buffs made through the Arc will remain viable regardless of the user's rank, along with a 50% increase to their magic power. Cognitive Authority does not extend towards buffs made to other parties.

    Metasynthesis I [2 Post CD]: Ordinarily, because the magic does not incline toward a particular element, it's up to the discretion of the caster to attach them to their constructs during the conceiving phase. Yet it is entirely possible to embody a basic element through sheer memory. Provided that the caster is aware of how the element works on an atomic level, the Arc can enable them to briefly release it in a geometrical form of the user's devising through their palm. Metasynthesis I is limited to the four primary elements: fire, water, earth, and air; whilst their structure and travel numbers cannot deviate from 3 meters in width, 3 meters in height, a total distance of 15 meters and a speed of 15 m/s. Only one elemental embodiment made from Metasynthesis I can be released in a single post with each cast amounting to 5 MP and a burst damage equivalent to the caster's rank. *Note: The elemental construct traces a very linear path, and may not change course, nor move through obstacles.
    Spell Code:

    Code:
    [color=#990000][b]Name:[/b][/color]
    [color=#990000][b]Rank:[/b][/color]
    [color=#990000][b]Type: [/b][/color]
    [color=#990000][b]Damage:[/b][/color]  
    [color=#990000][b]Range:[/b][/color]
    [color=#990000][b]Speed:[/b][/color]
    [color=#990000][b]Duration:[/b][/color]
    [color=#990000][b]Cooldown:[/b][/color]
    [color=#990000][b]Description:[/b][/color]
    [color=#990000][b]Strengths:[/b][/color]

    [color=#990000][b]Weaknesses:[/b][/color]

    @Oswald wrote:

    SIGNATURE SPELLS [2/6]:

    Lapis Philosophorum:
    Name: Lapis Philosophorum | The Philospher's Stone
    Rank: User-ranked (max S)
    Type: Multi-target/Single Target
    Damage: User-ranked (split)
    Range: D-S Burst range
    Speed: D-S Burst speed
    Construct Limit: 1-5 per cast (increases by 5 for every rank above D, caps at S)
    Duration: 1 post
    Cooldown: Once per post
    Description: The Philosopher's Stone is every alchemist's pipe dream, however, amusingly, it seems the caster needn't strain for a mortal sacrifice in order to conceive their version of the coveted stone. Much to the digress of every other dead alchemist,  this version doesn't grant immortality or turn things into gold, and instead opts to serve a combat-heavy purpose. The stone construct now acts accordingly to the caster's desires, stretching out like needles from their orbs and moving in coordinated forms as they attack targets, much like how a sword would.
    Strengths:
    ◆Serves as an extra source of damage.
    Weaknesses:
    ◆Can be blocked, or reflected, or broken when hit with a spell of equal rank to the caster.
    Transmigration Module:
    Name: Transmigration Module
    Rank: D
    Type: Burst
    Damage: --
    Range: 15 meters
    Speed: 15 m/s
    Duration: Instant
    Construct Limit: 1 per cast
    Cooldown: --
    Description: The construct that manifests is a special compass that shows a detailed 3D layout of the surrounding area, the glowing blue dot at the center a designation for the host body. By moving the dot to a direction, the caster is able to immediately reconfigure their position to a place of their choice within the spell ranges. The module doesn't fade back into the Arc after usage unless prompted by the caster, and may not be used to teleport anything else apart from them.
    Strengths:
    ◆While it does seem tedious, it may all be done within the scope of a few seconds so long as the module has been made beforehand.
    Weaknesses:
    ◆Limited range

    @Oswald wrote:


    D-RANK SPELLS [10/10]:
    [P]: Passive | [AS] : Advanced Spell

    Cristatis Crucible [AS]:
    Name: Cristatis Crucible
    Rank: D+
    Type: Construct, Buff
    Range: Hovers up to 1 meter from caster
    Speed: Follows caster at a rate of 15 m/s
    Construct Limit: 1 per cast
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: Though this glorified container is in the running for the most unconventional design, the Cristasis Crucible persists as a reinvention of an alchemist's usual crucible, made to sustain its own heat as it hovers close to the host. By inserting a stone formed under the influence of the arc through the top, the construct is able to smelt it instantaneously, refining the material into a liquid that now has a 50% increase to previous buffing properties that the stone might've held beforehand. This construct takes two D-ranks before its prompt destruction.
    Strengths:
    ◆Doesn't need to be carried by hand, because it floats.
    Weaknesses:
    ◆The caster still has to manually insert the stone through the nozzle.
    The Altessa [P]:
    Name: The Altessa
    Rank: D
    Type: Passive, Seal
    Description: Situated within the depths of the caster's cognitive space is The Altessa, one of the Hermetic Seals that steadily feed power into its host. Whether or not it was common practice to erect seals of such nature amongst the scholars is unknown, though the only certainty here is how The Altessa applies an additional 50% buff to their spell power unconsciously.
    -
    -
    -

    The Coil [P]:
    Name: The Coil
    Rank: D
    Type: Passive, Seal
    Description: Like The Altessa, this seal, known formally as 'The Coil', is a permanent fixture inside the caster's Arc as means of padding the host with the necessary abilities to remain viable in any sort of combat. The caster benefits from The Coil through its subsequent 50% increase to their overall strength.
    -
    -
    -

    The Laurels [P]:

    Name: The Laurels
    Rank: D
    Type: Passive, Seal
    Description: The subspace of the caster's mind currently inhabits many things, and alongside the mundane clutter are the hums of the Hermetic Seals as they continue to churn energies capable of enhancing their host to the Arc's befitting. The Laurels is  third among seals of five, and it currently augments the caster's resistance to magical damage by 50%.
    -
    -
    -

    State that this buff cannot allow the user to go above the cap of 50% in resistances.
    The Facetted [P]:
    Name: The Facetted
    Rank: D
    Type: Passive, Seal
    Description: Fourth in line to the Hermetic Seals is a sigil known to its caster as The Facetted. There isn't a particular difference between this one and the other five, yet it as empirical as the rest, heralding an increase to the caster's resistance to melee damage by 50%.
    -
    -
    -
    -
    -

    State that this buff cannot allow the user to go above the cap of 50% in resistances.
    The Noctis:
    Slot Purchase: This
    Name: The Noctis
    Rank: D
    Type: Buff, Seal
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The fifth seal is a largely peculiar one, functioning independently of its own accord in a manner unlike its four neighbors. The Noctis cannot be left unhindered by its host, and instead must be summoned within the subspace accordingly. Upon calling, the seal enacts an increase to the caster's overall speed at around 50%. Its 'incomplete' state as a Hermetic Seal is believed to be a result of the caster's lack of capability to withhold all five seals at the same time, either due to the overpowering strain of the action on their cognitive processes or something else entirely.
    Strengths:
    ◆The Noctis doesn't need any fancy prerequisite to switch on, apart from the host simply desiring its benefit.
    Weaknesses:
    ◆While all the other Hermetic Seals do not have a set duration, this seal will ultimately return to its inactive state after a certain period of time, leaving the caster unable to reap its full potential.
    Green Tourmaline:
    Slot Purchase: This
    Name: Green Tourmaline
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: At the caster's prompting, a cushion-cut, vibrant green Tourmaline gem is produced and eventually occupies a relevant space close to the host body. During its duration, it's expected to remain on their person at all times in order for it to grant its 50% buff to spell power.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Tanzanite:
    Slot Purchase: This
    Name: Tanzanite
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: A momentary pause for focus and a clear depiction of the gem would be done before it is dropped into reality, and, with success, the Tanzanite gem construct will be injected with a small dose of the Arc's energies, allowing a 50% increase to the caster's melee output so long as the stone stays close.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Sapphire:
    Slot Purchase: This
    Name: Sapphire
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The signature blue pigment of this stone rarely goes without praise, and while it seems to allude a sense of repose and stability, this construct is anything but. Imbued with the Arc's magical influence, the Sapphire is now fully capable of supplying a 50% increase to the caster's speed until it is revoked or removed from the host body.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Ruby:
    Slot Purchase: This
    Name: Ruby
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The Ruby construct, true to its form, is as real and enticing as any gemstone of its caliber. What primarily sets this slab of deep red from the others is its ability to coat the host body in a protective essence (however invisible), layering an external +50% to the caster's spell power.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Citrine:
    Slot Purchase: This
    Name: Citrine
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: However uncommon, this orange gemstone holds some sentimentality for the caster and is hence slightly more precious than the others. Regardless of whatever attachment the host has, the Citrine construct performs as it is meant to - by slapping on a +50% to the host body's strength.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.

    @Oswald wrote:


    C-RANK SPELLS [4/8]
    [P]: Passive | [AS] : Advanced Spell

    The Little Prince [AS]:
    Name: The Little Prince
    Rank: C+
    Type: Single Target, DOT
    Damage: 45 HP (157.5 HP total, +22.5 when hit with final launch)
    Range: Melee (180 meters when launched)
    Speed: -- (180 m/s when launched)
    Construct Limit: 1 per cast
    Duration: 6 posts
    Cooldown: 7 posts
    Description: What is essential is invisible to the eye - and so is the silent poison trickling from this mimicry of The Little Prince's beloved rose. Once cast, the host body is immediately covered in a spiral of thorny roses that augments all of the caster's attacks with a poison-type DOT. The poison can only be applied to a target once (therefor successive hits would not equal a stronger DOT). The poison evaporates from the target body after reaching a total of 2.5x in damage, completely resetting the DOT. It is up to the caster to apply it again at their own discretion. More importantly, once the spell reaches its final post, the host must split the roses from their person by launching it at a single enemy. This attack does another 50% of the spell's ranked damage upon contact. Failure to do so results in the caster receiving damage amounting to the full amount of this spell's ranked damage.
    Strengths:
    ◆Adds an extra kick to the caster's damage.
    Weaknesses:
    ◆The launched rose can be blocked/deflected/destroyed.
    To Kill a Mockingbird:
    Name: To Kill a Mockingbird
    Rank: C
    Type: Multi-target, Immobilization
    Damage: 45 HP
    Range: 90 Meters
    Speed: 65 m/s
    Construct Limit: 5 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: The caster fires a small burst of energy from their fingertips, the blast splitting into five as it travels across a distance. The 'splinters' of light are to immediately hit the closest target to where the energy fractured prior, dealing a subsequent damage before reducing the captured into tiny birds enclosed in five beautifully ornate cages. When successful, the host has full discretion of the direction to which the cages are to fly off to, including but not to limited to their current location, or farther (within the range). During the entire duration, the experience would be similar to full-body paralysis in relation to the targets.
    Strengths:
    ◆Targets caught in this spell still receive damage from outside sources.
    Weaknesses:
    ◆The initial phase/blast can be blocked/reflected.
    Just state that the stun/immobilization can only last for 1 post.
    The Portrait of Dorian Gray:
    Name: The Portrait of Dorian Gray
    Rank: C
    Type: Single Target, Immobilazation
    Damage: 20-60 HP 
    Range: 120 meters
    Speed: 120 m/s
    Construct Limit: 1 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: When activated, this spell manifests an artistic pair of constructs: a paintbrush in the host body's hand, and a grand metal frame in front of a selected target, which binds the enemy down to their current location through full-body paralysis so long as the construct remains between them and the caster. The paintbrush construct functions like a weapon in a sense that dragging it across the 'surface' of the metal frame does damage to the target behind it. One stroke is equivalent to 20 HP, two being the max. Upon receiving the full damage, the frame 'shatters' with a knockback effect of 30 meters, applying a final 20 HP in knockback damage.
    Strengths:
    ◆The process is done in rapid bursts, leaving no second wasted for idleness.
    Weaknesses:
    ◆The frame can be destroyed by outside sources, negating the spell.
    A Midsummer Night's Dream:
    Name: A Midsummer Night's Dream
    Rank: C
    Type: AoE, Immobilization, Debuff
    Damage: 30 HP
    Range: 60 meters from the point of activation
    Speed: 30 m/s
    Construct Limit: 1 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: The whimsical nonsense that is the Midsummer Night's Dream is both amusing and profound, and this spell is the physical equivalent of such a fantastical 'dream' (as described by Puck) - and in a fancy bottle, nonetheless. Dislodging the top will trigger the pure essence to escape and spread at an alarming speed, enveloping the surrounding area in a metric ton of shimmery blue. All enemies in the vicinity are swept into a deep slumber by the haze, and as they sleep, the dream construct retrieves 30 HP from the targets and applies a 55% reduction to their spell power for 1 post before it retreats into the bottle.
    Strengths:
    ◆All enemies are still susceptible to damage from external sources as they sleep.
    Weaknesses:
    ◆It is possible to negate the sleep status if one were to contain themselves in a barrier.

    State that the sleep can only last one post.
    Invictus:
    Slot Purchase: This
    Name: Invictus
    Rank: C
    Type: Burst
    Damage:  --
    Range: 30 meters
    Speed: 30 m/s
    Construct Limit: 1 per cast
    Duration: Instant
    Cooldown: 2 posts
    Description: "I am the master of my fate, I am the captain of my soul." the poem says, and it holds more than just a small bearing on many of the caster's battles. The Invictus construct is crafted to look like a bright red quill that writes in gold ink, and with it in the host's possession, they are able to 'rewrite' their body's current orientation and position to either dodge an attack or to teleport elsewhere within the spell's range. The process consists of writing the word 'Invictus', shorthand or not, in front of the target or on the host body's skin. The quill is applicable to enemy targets (max 5), allies (max 3) and obstacles (max 2) as well, so long as they are within peripheral range.
    Strengths:
    ◆Can teleport things or enemies out of the way for convenience sake.
    Weaknesses:
    ◆Staying hidden is the best tactic against this.


    When the following changes have been made, please bump this thread and I'll get back to you as soon as possible.


    _____________________________________________________________________________________



    avatar
    Oswald

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Get A Pet!- Player -
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    Position : None
    Posts : 68
    Guild : Crystal Swan
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    Mentor : Eliezer de Botelle
    Experience : 0

    Character Sheet
    Character Name: Oswald Croll
    Primary Magic: Arc of Embodiment
    Secondary Magic: TBA

    Re: Arc of Embodiment

    Post by Oswald on Sat 28 Jul 2018 - 23:14

    Bump.


    _____________________________________________________________________________________


    charactermagicpets ◆ theme ◆ bank ◆
    avatar
    Lilium

    Moderator- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Legal Guild Ace- A-Rank- Fan Art Contest Participant- Haiku Contest Participant- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Light- The Sacred- The Fallen- Senior [500]- Novice [250]- Advertisement Achievement Badge- Forever Alone Achievement- Cookie Achievement- Banana- Rainbow- Hero- Summer Special Participant- Be On Lester's Friends List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : Right to Rule
    Position : Saint of Sacrifice
    Posts : 793
    Guild : Black Rose [Ace]
    Cosmic Coins : 0
    Dungeon Tokens : 6
    Experience : 322,065
    Brownie Points : owo

    Character Sheet
    Character Name: Lilium Santiais
    Primary Magic: Relics of Arcadia
    Secondary Magic: Mana Burst

    Re: Arc of Embodiment

    Post by Lilium on Sun 29 Jul 2018 - 12:47

    Spoiler:

    @Oswald wrote:



    ARC OF EMBODIMENT
    Secondary Magic: N/A
    Caster or Holder: Solitary Lost Magic (+15% magic damage, +15% MP costs)
    Description: Enclosed in the average person's skull is the brain, dubbed across the centuries as a formidable asset in humanity's prolonged survival against the world and every other natural law that abides to it. And it is exactly this mortal tool that separates the Arc of Embodiment from some of the more usual forms of magic. Inside the human head are possibilities born from unhindered thoughts, imagination and fantastical dreams alike; and by partaking in the Arc, these once abstract thoughts are given forms, and concreteness that is to be used to the caster's benefit, shaping the surrounding realities with their constructs so that situations may better fit their endeavors. While this alludes to a widespread popularity among the masses, there are very few who are actually compatible with the Arc's fundamental principles, having need an intelligence of at least above average. The scattered practitioners are also at blame for the general public's lack of knowledge on this particular art.

    Reaching a decent proficiency in the Arc not only promotes healthy brain activity, but also develops a special subspace native to the caster, where all the construct 'blueprints' are stored in a manner similar to memories, which are then synthesized into spells whenever the need arises. It is believed that this cognitive space is located on an entirely different plane of existence, but that doesn't inhibit its function to store constructs as much as the caster pleases. It's to be noted, however, that the subspace is heavily dependent on the host body's mental capacity and strength - a weaker mental and emotional fortitude results in a weaker cognitive space at the risk of crumbling, but this also means there will be a significant growth to it whenever the caster experiences a development in their mentality.

    Restrictions on constructs are not endemic to the original practice, but are instead tailored by their caster accordingly. They say the limits of a construct speaks a lot about the host's current psyche and confidence.

    STRENGTHS:
    ◆The creative liberty allows the magic to fare in almost any situation.
    ◆Any flashy magic sequence/process prior to the creation has been comically omitted under the current user's insistence, eliminating the need to pause between attacks.
    ◆Utilizing it outside of combat is just as good as a decision as any, since the caster is fully capable of materializing even the most mundane objects for daily routine work.

    WEAKNESSES:
    ◆All constructs cannot be altered once they are made.
    ◆Item-related creations are not indestructible, and may break accordingly.
    ◆The magic is predominantly reliant on the caster's mental state - without focus, the constructs would collapse prior to their creation.
    ◆Trauma to the head has shown to impede casting time and further degrades the quality of each construct.

    LINEAGE:
    Description:
    DRAGON SPIRIT
    Description:  In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.

    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future.  Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echos.   If the enemy predict your own actions or has a similar ability this may cause multiple echos to the point that they are useless.

    Usage: The ability lasts 1 post with a 10 post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see a into the future as a passive.

    UNIQUE ABILITIES:
    Alpha Principle [1 Post CD]: However versed in the construction of magically-imbued objects, the Arc does not limit its user's cognitive dominion or their creativity to this theme. As they see fit, the caster is allowed to embody constructs that don't possess any magical property, which may be used for smaller functions or the more menial of jobs. All objects created under the influence of the Alpha Principle will not demand a respective amount of MP to manifest or a CD - unless within a battle setting, where each construct will instead cost the caster a relative amount of MP for a proper embodiment. The cost is largely dependent on the area that the object consumes, which will follow ranked burst spell areas, with the base price being 2 MP for everything within D-rank burst area and bellow. The amount increases by 4 MP once the object's area goes BEYOND the threshold of each of the burst ranks (ex. for constructs reaching 16-30 meters, they will cost 6 MP and so on). In terms of durability, each object will manage at least 1 spell worth of damage from their respective burst area rank: constructs within and below 15 meters will break when hit with 1-D rank spell, things with an area of 16-30 meters will break with cumulative damage amounting to 1 C-rank spell etc. If the construct is a weapon/armor, then the damage follows the rank of the caster (e.g. D = weak melee damage). *Note: The user cannot access the burst areas above their own rank, thusly limiting them to their own rank's extent. This ability is limited to real-world objects, and all the objects will remain in existence outside combat unless the caster revokes it of their own accord. Otherwise, they will disintegrate when broken. 20 per construct is the current limit of the Alpha Principle.

    Beta Principle [2 Post CD]: Prior to the constructs existing in the physical plane, the caster must first achieve a preconceived mental image of their desired product. While it is recommended to immediately 'drop' the image out into reality, the caster is allowed an alternative method: instead of aptly making an embodiment of the construct, it may instead be presented to an audience through projection. The object as a projection is essentially an illusion of the caster's design, displaying an ability to mimic everyday objects, scenes, or even people. The Beta Principle may also extend to abstract concepts like emotions, and can be 'projected' unto a  target/environment accordingly. Concrete projections cast at a rate of 2 MP and affect a burst area equivalent to the caster's own, whilst Abstract projections go for 4 MP with the same burst area terms as their concrete counterpart. Higher-ranked mages may easily disperse the projection and, should emotions be projected, ignore the effects induced by them. *Note: The Abstract Projection's effects have a total duration of 1 post. This can increase by 1 per rank-up, but will also add 1 post to the CD accordingly.

    Cognitive Authority: As it was, the founders of the Arc weighted their strength on their intellectual skill, and chose to prove that the mind has a dominion on the world that we occupy. Similarly, the original casters stressed the relevance of conviction in their art, labeling the power of belief as one of the pivotal characteristics of the mind's eye. Cognitive Authority works in relation to what is applied to the caster as a result of the construct's effect or through an external source - with self-conviction, all buffs made through the Arc will remain viable regardless of the user's rank, along with a 50% increase to their magic power. Cognitive Authority does not extend towards buffs made to other parties.

    Metasynthesis I [2 Post CD]: Ordinarily, because the magic does not incline toward a particular element, it's up to the discretion of the caster to attach them to their constructs during the conceiving phase. Yet it is entirely possible to embody a basic element through sheer memory. Provided that the caster is aware of how the element works on an atomic level, the Arc can enable them to briefly release it in a geometrical form of the user's devising through their palm. Metasynthesis I is limited to the four primary elements: fire, water, earth, and air; whilst their structure and travel numbers cannot deviate from 3 meters in width, 3 meters in height, a total distance of 15 meters and a speed of 15 m/s. Only one elemental embodiment made from Metasynthesis I can be released in a single post with each cast amounting to 5 MP and a burst damage equivalent to the caster's rank. *Note: The elemental construct traces a very linear path, and may not change course, nor move through obstacles.
    Spell Code:

    Code:
    [color=#990000][b]Name:[/b][/color]
    [color=#990000][b]Rank:[/b][/color]
    [color=#990000][b]Type: [/b][/color]
    [color=#990000][b]Damage:[/b][/color]  
    [color=#990000][b]Range:[/b][/color]
    [color=#990000][b]Speed:[/b][/color]
    [color=#990000][b]Duration:[/b][/color]
    [color=#990000][b]Cooldown:[/b][/color]
    [color=#990000][b]Description:[/b][/color]
    [color=#990000][b]Strengths:[/b][/color]

    [color=#990000][b]Weaknesses:[/b][/color]

    @Oswald wrote:

    SIGNATURE SPELLS [2/6]:

    Lapis Philosophorum:
    Name: Lapis Philosophorum | The Philospher's Stone
    Rank: User-ranked (max S)
    Type: Multi-target/Single Target
    Damage: User-ranked (split)
    Range: D-S Burst range
    Speed: D-S Burst speed
    Construct Limit: 1-5 per cast (increases by 5 for every rank above D, caps at S)
    Duration: 1 post
    Cooldown: Once per post
    Description: The Philosopher's Stone is every alchemist's pipe dream, however, amusingly, it seems the caster needn't strain for a mortal sacrifice in order to conceive their version of the coveted stone. Much to the digress of every other dead alchemist,  this version doesn't grant immortality or turn things into gold, and instead opts to serve a combat-heavy purpose. The stone construct now acts accordingly to the caster's desires, stretching out like needles from their orbs and moving in coordinated forms as they attack targets, much like how a sword would.
    Strengths:
    ◆Serves as an extra source of damage.
    Weaknesses:
    ◆Can be blocked, or reflected, or broken when hit with a spell of equal rank to the caster.
    Transmigration Module:
    Name: Transmigration Module
    Rank: D
    Type: Burst
    Damage: --
    Range: 15 meters
    Speed: 15 m/s
    Duration: Instant
    Construct Limit: 1 per cast
    Cooldown: --
    Description: The construct that manifests is a special compass that shows a detailed 3D layout of the surrounding area, the glowing blue dot at the center a designation for the host body. By moving the dot to a direction, the caster is able to immediately reconfigure their position to a place of their choice within the spell ranges. The module doesn't fade back into the Arc after usage unless prompted by the caster, and may not be used to teleport anything else apart from them.
    Strengths:
    ◆While it does seem tedious, it may all be done within the scope of a few seconds so long as the module has been made beforehand.
    Weaknesses:
    ◆Limited range

    @Oswald wrote:


    D-RANK SPELLS [10/10]:
    [P]: Passive | [AS] : Advanced Spell

    Cristatis Crucible [AS]:
    Name: Cristatis Crucible
    Rank: D+
    Type: Construct, Buff
    Range: Hovers up to 1 meter from caster
    Speed: Follows caster at a rate of 15 m/s
    Construct Limit: 1 per cast
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: Though this glorified container is in the running for the most unconventional design, the Cristasis Crucible persists as a reinvention of an alchemist's usual crucible, made to sustain its own heat as it hovers close to the host. By inserting a stone formed under the influence of the arc through the top, the construct is able to smelt it instantaneously, refining the material into a liquid that now has a 50% increase to previous buffing properties that the stone might've held beforehand. This construct takes two D-ranks before its prompt destruction.
    Strengths:
    ◆Doesn't need to be carried by hand, because it floats.
    Weaknesses:
    ◆The caster still has to manually insert the stone through the nozzle.
    The Altessa [P]:
    Name: The Altessa
    Rank: D
    Type: Passive, Seal
    Description: Situated within the depths of the caster's cognitive space is The Altessa, one of the Hermetic Seals that steadily feed power into its host. Whether or not it was common practice to erect seals of such nature amongst the scholars is unknown, though the only certainty here is how The Altessa applies an additional 50% buff to their spell power unconsciously.
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    The Coil [P]:
    Name: The Coil
    Rank: D
    Type: Passive, Seal
    Description: Like The Altessa, this seal, known formally as 'The Coil', is a permanent fixture inside the caster's Arc as means of padding the host with the necessary abilities to remain viable in any sort of combat. The caster benefits from The Coil through its subsequent 50% increase to their overall strength.
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    The Laurels [P]:

    Name: The Laurels
    Rank: D
    Type: Passive, Seal
    Description: The subspace of the caster's mind currently inhabits many things, and alongside the mundane clutter are the hums of the Hermetic Seals as they continue to churn energies capable of enhancing their host to the Arc's befitting. The Laurels is  third among seals of five, and it currently augments the caster's resistance to magical damage by 50%. The Laurels cannot be used to go past the 50% resistance cap.
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    The Facetted [P]:
    Name: The Facetted
    Rank: D
    Type: Passive, Seal
    Description: Fourth in line to the Hermetic Seals is a sigil known to its caster as The Facetted. There isn't a particular difference between this one and the other five, yet it as empirical as the rest, heralding an increase to the caster's resistance to melee damage by 50%. The Facetted cannot be used to go beyond the 50% resistance cap.
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    The Noctis:
    Slot Purchase: This
    Name: The Noctis
    Rank: D
    Type: Buff, Seal
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The fifth seal is a largely peculiar one, functioning independently of its own accord in a manner unlike its four neighbors. The Noctis cannot be left unhindered by its host, and instead must be summoned within the subspace accordingly. Upon calling, the seal enacts an increase to the caster's overall speed at around 50%. Its 'incomplete' state as a Hermetic Seal is believed to be a result of the caster's lack of capability to withhold all five seals at the same time, either due to the overpowering strain of the action on their cognitive processes or something else entirely.
    Strengths:
    ◆The Noctis doesn't need any fancy prerequisite to switch on, apart from the host simply desiring its benefit.
    Weaknesses:
    ◆While all the other Hermetic Seals do not have a set duration, this seal will ultimately return to its inactive state after a certain period of time, leaving the caster unable to reap its full potential.
    Green Tourmaline:
    Slot Purchase: This
    Name: Green Tourmaline
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: At the caster's prompting, a cushion-cut, vibrant green Tourmaline gem is produced and eventually occupies a relevant space close to the host body. During its duration, it's expected to remain on their person at all times in order for it to grant its 50% buff to spell power.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Tanzanite:
    Slot Purchase: This
    Name: Tanzanite
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: A momentary pause for focus and a clear depiction of the gem would be done before it is dropped into reality, and, with success, the Tanzanite gem construct will be injected with a small dose of the Arc's energies, allowing a 50% increase to the caster's melee output so long as the stone stays close.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Sapphire:
    Slot Purchase: This
    Name: Sapphire
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The signature blue pigment of this stone rarely goes without praise, and while it seems to allude a sense of repose and stability, this construct is anything but. Imbued with the Arc's magical influence, the Sapphire is now fully capable of supplying a 50% increase to the caster's speed until it is revoked or removed from the host body.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Ruby:
    Slot Purchase: This
    Name: Ruby
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: The Ruby construct, true to its form, is as real and enticing as any gemstone of its caliber. What primarily sets this slab of deep red from the others is its ability to coat the host body in a protective essence (however invisible), layering an external +50% to the caster's spell power.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.
    Citrine:
    Slot Purchase: This
    Name: Citrine
    Rank: D
    Type: Construct, Buff
    Range: Must remain within 1 meter relative to caster
    Construct Limit: 1 per cast
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: However uncommon, this orange gemstone holds some sentimentality for the caster and is hence slightly more precious than the others. Regardless of whatever attachment the host has, the Citrine construct performs as it is meant to - by slapping on a +50% to the host body's strength.
    Strengths:
    ◆Relatively small, so it can be carried around in a pocket or a bag.
    Weaknesses:
    ◆Can be lost or stolen.

    @Oswald wrote:


    C-RANK SPELLS [4/8]
    [P]: Passive | [AS] : Advanced Spell

    The Little Prince [AS]:
    Name: The Little Prince
    Rank: C+
    Type: Single Target, DOT
    Damage: 45 HP (157.5 HP total, +22.5 when hit with final launch)
    Range: Melee (180 meters when launched)
    Speed: -- (180 m/s when launched)
    Construct Limit: 1 per cast
    Duration: 6 posts
    Cooldown: 7 posts
    Description: What is essential is invisible to the eye - and so is the silent poison trickling from this mimicry of The Little Prince's beloved rose. Once cast, the host body is immediately covered in a spiral of thorny roses that augments all of the caster's attacks with a poison-type DOT. The poison can only be applied to a target once (therefor successive hits would not equal a stronger DOT). The poison evaporates from the target body after reaching a total of 2.5x in damage, completely resetting the DOT. It is up to the caster to apply it again at their own discretion. More importantly, once the spell reaches its final post, the host must split the roses from their person by launching it at a single enemy. This attack does another 50% of the spell's ranked damage upon contact. Failure to do so results in the caster receiving damage amounting to the full amount of this spell's ranked damage.
    Strengths:
    ◆Adds an extra kick to the caster's damage.
    Weaknesses:
    ◆The launched rose can be blocked/deflected/destroyed.
    To Kill a Mockingbird:
    Name: To Kill a Mockingbird
    Rank: C
    Type: Multi-target, Immobilization
    Damage: 45 HP
    Range: 90 Meters
    Speed: 65 m/s
    Construct Limit: 5 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: The caster fires a small burst of energy from their fingertips, the blast splitting into five as it travels across a distance. The 'splinters' of light are to immediately hit the closest target to where the energy fractured prior, dealing a subsequent damage before reducing the captured into tiny birds enclosed in five beautifully ornate cages. When successful, the host has full discretion of the direction to which the cages are to fly off to, including but not to limited to their current location, or farther (within the range). During the entire duration, the experience would be similar to full-body paralysis that'll last for 1 post in relation to the targets.
    Strengths:
    ◆Targets caught in this spell still receive damage from outside sources.
    Weaknesses:
    ◆The initial phase/blast can be blocked/reflected.
    The Portrait of Dorian Gray:
    Name: The Portrait of Dorian Gray
    Rank: C
    Type: Single Target, Immobilazation
    Damage: 20-60 HP 
    Range: 120 meters
    Speed: 120 m/s
    Construct Limit: 1 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: When activated, this spell manifests an artistic pair of constructs: a paintbrush in the host body's hand, and a grand metal frame in front of a selected target, which binds the enemy down to their current location through full-body paralysis so long as the construct remains between them and the caster. The paintbrush construct functions like a weapon in a sense that dragging it across the 'surface' of the metal frame does damage to the target behind it. One stroke is equivalent to 20 HP, two being the max. Upon receiving the full damage, the frame 'shatters' with a knockback effect of 30 meters, applying a final 20 HP in knockback damage.
    Strengths:
    ◆The process is done in rapid bursts, leaving no second wasted for idleness.
    Weaknesses:
    ◆The frame can be destroyed by outside sources, negating the spell.
    A Midsummer Night's Dream:
    Name: A Midsummer Night's Dream
    Rank: C
    Type: AoE, Immobilization, Debuff
    Damage: 30 HP
    Range: 60 meters from the point of activation
    Speed: 30 m/s
    Construct Limit: 1 per cast
    Duration: 1 post
    Cooldown: 2 posts
    Description: The whimsical nonsense that is the Midsummer Night's Dream is both amusing and profound, and this spell is the physical equivalent of such a fantastical 'dream' (as described by Puck) - and in a fancy bottle, nonetheless. Dislodging the top will trigger the pure essence to escape and spread at an alarming speed, enveloping the surrounding area in a metric ton of shimmery blue. All enemies in the vicinity are swept into a deep slumber by the haze, and as they sleep, the dream construct retrieves 30 HP from the targets and applies a 55% reduction to their spell power for 1 post before it retreats into the bottle. The sleep status may only last for a single post.
    Strengths:
    ◆All enemies are still susceptible to damage from external sources as they sleep.
    Weaknesses:
    ◆It is possible to negate the sleep status if one were to contain themselves in a barrier.
    Invictus:
    Slot Purchase: This
    Name: Invictus
    Rank: C
    Type: Burst
    Damage:  --
    Range: 30 meters
    Speed: 30 m/s
    Construct Limit: 1 per cast
    Duration: Instant
    Cooldown: 2 posts
    Description: "I am the master of my fate, I am the captain of my soul." the poem says, and it holds more than just a small bearing on many of the caster's battles. The Invictus construct is crafted to look like a bright red quill that writes in gold ink, and with it in the host's possession, they are able to 'rewrite' their body's current orientation and position to either dodge an attack or to teleport elsewhere within the spell's range. The process consists of writing the word 'Invictus', shorthand or not, in front of the target or on the host body's skin. The quill is applicable to enemy targets (max 5), allies (max 3) and obstacles (max 2) as well, so long as they are within peripheral range.
    Strengths:
    ◆Can teleport things or enemies out of the way for convenience sake.
    Weaknesses:
    ◆Staying hidden is the best tactic against this.




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      Current date/time is Tue 18 Sep 2018 - 16:11