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    The Fool, Madman's Codex

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    The Fool

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    The Fool, Madman's Codex

    Post by The Fool on 24th December 2017, 10:03 pm




    MAGIC // MADMAN'S CODEX





    //PRIMARY MAGIC


    Liar's Treachery


    //SECONDARY MAGIC


    Devil's Truth


    //CASTER OR HOLDER


    Caster


    //DESCRIPTION


    Liar's Treachery is a unique application of magic focused on altering a person's reality. In every day life we use our rationality and understanding to define what we consider true. Chester's magic focuses on altering that perception and a person's senses to fit his own narrative. By altering a person's fundamental understanding of objects or an attack you can cause hallucinations that force the victim to interact differently than they would otherwise.

    Chester's magic formed when he was a young child as his synesthesia and horrible parents forced an escapist personality to arise. This quickly turned to pathological lying that he would use to cover for parent's abuse both physical and psychological. Over time his lies grew more elaborate and magic began to bleed into them giving them real power for the first time. Liar's Treachery allows the person to create and manipulate reality through lies. However this manipulation is exclusive to the victim as it directly interacts with a person's perceptions rather than actually manipulating reality. With a greater understanding of how magic and the world itself works Chester hopes to lie to reality itself.

    The Fool's power originates from words though it affects the target differently based on the method used. The first form of Liar's Treachery is in its ability to be spoken of which is the auditory method. The second method is through visual stimulation such as reading words of power while the third and most dangerous method is through direct physical contact. If a word of power is felt it will have incredibly potent effects that are far more severe when they begin and end on flesh.

    Liar's Treachery will gain access to the Devil's Truth as it grows. These techniques are for more dangerous as Chester begins to forge his own twisted truths. This allows for very minor reality manipulation causing real effects.

    (For future reference Devil's Truth is deliberately quite vague at the moment as I have no idea what I might need in future. I haven't interacted with the site yet in a proper sense. I do intend to keep it designed very similarly to Liar's Treachery but far more restrictive and specific as it could be an absolute nightmare to balance.)

    All spells in the Madman's Codex have an inherent chance of failure represented through a dice roll. The roll will be done immediately on the casting of the spell. This dice roll will be a six sided die as is available on site. The roll will have adjustments made to it based on a number of factors. All dice rolls have a minimum they must achieve or the spell will automatically fail, go on cooldown, and then consume MP.


    //STRENGTHS

     

    ♠️ Can be stored for future use
    ♠️ Has no inherent magical traits such as an element or alignment and thus cannot be consumed by slayers
    ♠️ Extreme versatility as words have many forms.


    //WEAKNESSES

    ♠️ If a person understands how Mad Scripts work they gain a +2 resistance to the respective DC.
    ♠️ To access the Madman's Codex you must be deranged.
    ♠️ All Mad Scripts have an inherent chance of failure.
    ♠️ Target must be aware of the spell or ability through sensory interaction.


    //LINEAGE

    Name: Knight Of Honor
    Description: One of the Seven Knights of King Kuroryu, this Knight was from a foreign land to the King and the other knights. He was found washed up by the beach and pulled ashore. He became a knight after saving the king's life from an assassination attempt. This knight had the ability to become invulnerable to spells and physical damage, but due to his specific fighting beliefs he only used this lineage in times of need. However, his descendents either followed his beliefs, or were against them - abusing the ability constantly.
    Ability: The user of this lineage can become invulnerable for 1 post. After usage, the user loses ability to use both arms for 1 post after.
    Usage: The user of this lineage turns invulnerable for 1 post which is shown by a barrier of light outlining their body. After usage the user is suffers temporary paralysis in both arms for 1 post.  5 post cooldown between uses and can only be used twice per thread.


    //UNIQUE ABILITIES

    Name: Inversive Poetry
    Description: This ability directly influences Chester's aura and by extension his spells. It is called upon automatically when a spell from either the Liar's Treachery or Devil's Truth is activated. When activated by Liar's Treachery his aura changes to an irridescent black with a red tinge. This aura will remain red until a Devil's Truth spell is cast which will shift the colour red to white. It will remain this way for five turns before it will return to a neutral black state. In the red form it will give a +2 to all die rolls pertaining to Liar's Treachery spells while lowering all Devil's Truth rolls by -2. In the white form this is reversed giving an additional +2 to Devil's Truth while lowering Liar's Treachery by -2. The neutral state of his aura grants an additional magical power regen of +2% per turn.

    Name: Devil's Lexicon
    Description: This ability is rather simple. It allows Chester to store his spells in or on an object for future use. This however gives the object a -2 to all of its ineractions and is not affected by the aura bonus of Inversive poetry. The only way to circumvent this -2 is by physical interaction with said object. When a person comes into contact with a physical form of this written format it will have no negatives to the application. In order for spells to be stored into an object it must display the appropriate Mad Script upon its body. All restrictions of the desired Mad Script apply except for MP costs. In order to store spells it causes an equal amount of MP but activation does not require one. It must If an object has no infusion of Devil Script. The user of the Devil's Lexicon can only hold the equivalent of half their overall MP in storage.

    Name: Outsider's Madness
    Description: The Fool is unaware that his magic is tied directly to the Outsider. The Outsider's Soul was removed during a binding ritual and bound to Chester's own. This warped his mind resulting in vivid synesthetic hallcuinations.  The abomination's influence spreads out like a disease, draining the power from its targets.

    When interacting with Mad Script a target(s) will have its Magical Power drained. This drain is equal to half the spell's cost for single targets, one third for multiple, and a quarter when area of effect. This may only take effect once per turn on a single designated spell. The drain creates a fine black shimmer throughout the area, as the physical manifestation of madness it may be utilised with another unique ability.

    //SPELLS



    Name: Chapter I: Demented Verse
    Rank: D
    Type: Offensive
    Duration: 3
    Cooldown: 4
    Description:

    The Demented Verse is the first and most crucial Mad Script found within the Madman's Codex. It is subjective reality manipulation of a singular concept. Essentially the caster is able to forge a single concept as reality to a victim. Demented Verse is a powerful hallucination that interacts with all of the senses and seems entirely real to the victim regardless of how absurd of a concept it may be. This spell is cast by directly influencing the target's perceptions with a lie, when sensory interaction occurs the spell will take effect.

    Through a falsehood the caster is able to break down the mental barriers of the mind and influence the senses directly. The biggest weakness of this spell is it only effects a single target with a single concept. This gives the opportunity for allies to help disbelieve the illusions after the initial casting forcing another DC with an added adjustment as though they were aware of its effects. It has an effective range of 90m from a point of interaction although the caster must also be within the same distance in order to define a target.

    All desired effects can only be external and thus cannot directly change their perception of themselves. As an example; the caster may be able to make it seem as though ice has covered and immobilised the victim's limbs but it cannot make it feel like the bones have turned into biscuits. As it can only affect external stimuli it lacks the ability to give any form of stastical adjustments. There are no limitations on its applications besides these traits.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 4 leaving it with a base chance of 50%.

    Strengths:
    ♠️ Highly Customisable effects
    Weaknesses:
    ♠️ No effects are real
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Creatures that are made aware of their Demented Verse are given a chance to roll themselves out with the +2 alteration from understanding the effects of the spell.

    Name: Chapter II: Tranquil Curse
    Rank: D
    Type: Offensive
    Duration: 2
    Cooldown: 5
    Description: "Still."

    When interacted with the victim becomes incapable of magic usage for a small period of time. This halts the use of spells of equal or lower rank than the caster. The duration is significantly shorter on those of higher rank resulting in one less round per rank above the caster. When this Mad Script is comprehended the original caster becomes incapable of speech whereas the victim becomes silenced. Any existing spells during the period of Silence become halted as well. This means that their spells lose their desired effects temporarily and do not continue their duration until they are removed of the Silenced condition. A Silenced target believes their connection to magic has been temporarily severed.

    If the caster speaks before the duration ends it will immediately dispel and begin its cooldown. This gives all magical properties back to the target and their spells as continue as though no effect occurred. Tranquil Curse has a range of 105m and the caster must stay within that range for the duration of the spell or it will be dispelled as though the user spoke. It will have no effect on anyone but the desired target as only they are granted insight as to what "Still" entails.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 4 leaving it with a base chance of 50%.

    Strengths:
    ♠️ As a single word of Mad Script it is easy to apply.
    ♠️ Silenced condition is extremely debilitating to spellcasters.
    ♠️ As mental damage it will bypass magical and physical barriers.
    Weaknesses:
    ♠️ Chester is incapable of speaking for the duration or it dispels.
    ♠️ Caster must stay within range of the target or it dispels.
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Long Cooldown for the duration

    Name: Chapter III: Foolish Chatter
    Rank: D
    Type: Supportive
    Duration: 2
    Cooldown: 4
    Description: The target of Foolish Chatter must be under the influence of an existing Mad Script spell. This technique uses a phrase of illogical nature directed at a single target. When interacted with it will lengthen the duration of any existing Liar's Treacheries by 2. This can work for multiple Mad Scripts provided that they are in effect prior to the casting of Foolish Chatter. Thus a target influenced by Tranquil Curse (2 rounds) and Demented Verse (3 rounds) interacting with this Mad Script will extend the existing effects to 4 and 5 rounds respectively. The extension of rounds is deducted first resulting in Foolish Chatter's cooldown to start two turns after the initial cast.

    Any non sequitor may be used to activate the spell of this Mad Script. As long as the statement does not follow a logic understandable to its victim the duration is increased. If they can make sense of the phrase the spell will automatically fail. It is able to interact with a target at a range of 105m. Sensing it from further away will not have an effect.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 3 leaving it with a base chance of 66%.  

    Strengths:
    ♠️ As mental damage it will bypass magical and physical barriers.
    ♠️ May be used to extend all Mad Script
    Weaknesses:
    ♠️ Foolish Chatter must be an illogical statement to its victim
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Requires a target to already be under the influence of another Mad Script.

    Name: Chapter IV: Destructive Passage
    Rank: D
    Type: Offensive, Damage over Time
    Duration: 3
    Cooldown: 4
    Description: "Ruin."

    This Mad Script requires sensory interaction but unlike most spells in the Madman's Codex does not require comprehension. When a person interacts with Destrutive Passage a black shockwave launches at them which originates from the location of initial interaction. The shockwave looks like an inky shadow that darts through the air and attempts to make contact with the target's abdomen. This shadow does not have a tangible form except to the attacker and thus cannot effect anyone other than the desired target.

    If the target comes into contact with the shadow they will feel force magic assault their body each round after the first. Doing no initial damage it results in 20HP of physical force damage per round as a result of the delay. The shock wave travels at a speed of 75m/s to a maximum range of 60m centered from the location of the Mad Script. As it does internal damage there will be no visible cues to onlookers on how the damage has occured.

    As a Liar's Treachery this spell activates all related abilities. This spell is affected by barriers and defences unlike most Mad Script as it focuses on physically harming a target. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 5 leaving it with a base chance of 33%.

    Strengths:
    ♠️ As a single word of Mad Script it is easy to apply.
    ♠️ Does not require comprehension from the target
    Weaknesses:
    ♠️ Does not bypass defences
    ♠️ Requires physical contact
    ♠️ Low chance on DC

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:



    Last edited by The Fool on 17th January 2018, 8:27 pm; edited 4 times in total
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    Aura

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    Character Sheet
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    Re: The Fool, Madman's Codex

    Post by Aura on 7th January 2018, 5:19 pm

    Hey the Fool, I'm Aura and I'll be your grading moderator today. Any changes,
    edits or comments are in this trippin' color. ^-^

    If there are any issues or questions regarding the grading, rules or anything else, feel free to contact me either here or on Discord, and I shall get back to you as soon as I can.


    Grading:
    @The Fool wrote:



    MAGIC // MADMAN'S CODEX





    //PRIMARY MAGIC


    Liar's Treachery


    //SECONDARY MAGIC


    Devil's Truth


    //CASTER OR HOLDER


    Caster


    //DESCRIPTION


    Liar's Treachery is a unique application of magic focused on altering a person's reality. In every day life we use our rationality and understanding to define what we consider true. Chester's magic focuses on altering that perception and a person's senses to fit his own narrative. By altering a person's fundamental understanding of objects or an attack you can cause hallucinations that force the victim to interact differently than they would otherwise.

    Chester's magic formed when he was a young child as his synesthesia and horrible parents forced an escapist personality to arise. This quickly turned to pathological lying that he would use to cover for parent's abuse both physical and psychological. Over time his lies grew more elaborate and magic began to bleed into them giving them real power for the first time. Liar's Treachery allows the person to create and manipulate reality through lies. However this manipulation is exclusive to the victim as it directly interacts with a person's perceptions rather than actually manipulating reality. With a greater understanding of how magic and the world itself works Chester hopes to lie to reality itself.

    The Fool's power originates from words though it affects the target differently based on the method used. The first form of Liar's Treachery is in its ability to be spoken of which is the auditory method. The second method is through visual stimulation such as reading words of power while the third and most dangerous method is through direct physical contact. If a word of power is felt it will have incredibly potent effects that are far more severe when they begin and end on flesh.

    Liar's Treachery will gain access to the Devil's Truth as it grows. These techniques are for more dangerous as Chester begins to forge his own twisted truths. This allows for very minor reality manipulation causing real effects.

    (For future reference Devil's Truth is deliberately quite vague at the moment as I have no idea what I might need in future. I haven't interacted with the site yet in a proper sense. I do intend to keep it designed very similarly to Liar's Treachery but far more restrictive and specific as it could be an absolute nightmare to balance.)

    All spells in the Madman's Codex have an inherent chance of failure represented through a dice roll. The roll will be done immediately on the casting of the spell. This dice roll will be a six sided die as is available on site. The roll will have adjustments made to it based on a number of factors. All dice rolls have a minimum they must achieve or the spell will automatically fail, go on cooldown, and then consume MP.


    //STRENGTHS

     

    ♠️ Can be stored for future use
    ♠️ Has no inherent magical traits such as an element or alignment and thus cannot be consumed by slayers
    ♠️ Extreme versatility as words have many forms.


    //WEAKNESSES

    ♠️ If a person understands how Mad Scripts work they gain a +2 resistance to the respective DC.
    ♠️ To access the Madman's Codex you must be deranged.
    ♠️ All Mad Scripts have an inherent chance of failure.
    ♠️ Target must be aware of the spell or ability through sensory interaction.


    //LINEAGE

    Name: Knight Of Honor
    Description: One of the Seven Knights of King Kuroryu, this Knight was from a foreign land to the King and the other knights. He was found washed up by the beach and pulled ashore. He became a knight after saving the king's life from an assassination attempt. This knight had the ability to become invulnerable to spells and physical damage, but due to his specific fighting beliefs he only used this lineage in times of need. However, his descendents either followed his beliefs, or were against them - abusing the ability constantly.
    Ability: The user of this lineage can become invulnerable for 1 post. After usage, the user loses ability to use both arms for 1 post after.
    Usage: The user of this lineage turns invulnerable for 1 post which is shown by a barrier of light outlining their body. After usage the user is suffers temporary paralysis in both arms for 1 post.  5 post cooldown between uses and can only be used twice per thread.


    //UNIQUE ABILITIES

    Name: Inversive Poetry
    Description: This ability directly influences Chester's aura and by extension his spells. It is called upon automatically when a spell from either the Liar's Treachery or Devil's Truth is activated. When activated by Liar's Treachery his aura changes to an irridescent black with a red tinge. This aura will remain red until a Devil's Truth spell is cast which will shift the colour red to white. It will remain this way for five turns before it will return to a neutral black state. In the red form it will give a +2 to all die rolls pertaining to Liar's Treachery spells while lowering all Devil's Truth rolls by -2. In the white form this is reversed giving an additional +2 to Devil's Truth while lowering Liar's Treachery by -2. The neutral state of his aura grants an additional magical power regen of +2% per turn.

    Name: Devil's Lexicon
    Description: This ability is rather simple. It allows Chester to store his spells in or on an object for future use. This however gives the object a -2 to all of its ineractions and is not affected by the aura bonus of Inversive poetry. The only way to circumvent this -2 is by physical interaction with said object. When a person comes into contact with a physical form of this written format it will have no negatives to the application. In order for spells to be stored into an object it must display the appropriate Mad Script upon its body. All restrictions of the desired Mad Script apply except for MP costs. In order to store spells it causes an equal amount of MP but activation does not require one. It must If an object has no infusion of Devil Script. The user of the Devil's Lexicon can only hold the equivalent of half their overall MP in storage.

    Name: Madman's Gamble
    Description: The Fool is able to hold an additional 25% more magical power at an extraodinary risk. This increases furthermore by an additional 5% per increase in character rank. For each percentile that exceeds his standard maximum he takes an equal increase in damage and forfeits the additional magical power as it implodes on him. An attack that does 100HP damage would deal 125HP when attacking Chester at 125% MP. This is because it is a 25% increase to the damage dealt in relation to the attack. In addition to the increased damage all stored MP will be lost immediately. The trade off is that when he casts a spell he may forfeit a reserve equal to the amount of power he would like to gain to said spell. A loss of his entire 25% reserve would result in an increase in power of 50% if it has a damaging property. This increase affects his die rolls as well so in the case of a 6 he will gain an additional 1.5 which means if his opponent has a roll totalling 7 he will succeed. It takes into account and increases bonuses as well as the die roll itself. Die rolls and damage taken are calculated with a 1:1 ratio whereas damage and stat adjustments gain a 2:1 ratio on reserve MP used. The reserve used is calculated before the cost of the spell as it must be cast prior to its activation.

    Getting the gesture of this UA, I'll however have to inform you that you'll either have to choose between the different ways to use the extra MP, seeing as all at once are just too many different abilities. Furthermore I'd like to ask you to state whether this UA is passive,
    of the toggling variant or is a one time per thread only thing?



    //SPELLS



    Name: Chapter I: Demented Verse
    Rank: D
    Type: Offensive
    Duration: 3
    Cooldown: 4
    Description:

    The Demented Verse is the first and most crucial Mad Script found within the Madman's Codex. It is subjective reality manipulation of a singular concept. Essentially the caster is able to forge a single concept as reality to a victim. Demented Verse is a powerful hallucination that interacts with all of the senses and seems entirely real to the victim regardless of how absurd of a concept it may be. This spell is cast by directly influencing the target's perceptions with a lie, when sensory interaction occurs the spell will take effect.

    Through a falsehood the caster is able to break down the mental barriers of the mind and influence the senses directly. The biggest weakness of this spell is it only effects a single target with a single concept. This gives the opportunity for allies to help disbelieve the illusions after the initial casting forcing another DC with an added adjustment as though they were aware of its effects. It has an effective range of 90m from a point of interaction although the caster must also be within the same distance in order to define a target.

    All desired effects can only be external and thus cannot directly change their perception of themselves. As an example; the caster may be able to make it seem as though ice has covered and immobilised the victim's limbs but it cannot make it feel like the bones have turned into biscuits. As it can only affect external stimuli it lacks the ability to give any form of stastical adjustments. There are no limitations on its applications besides these traits.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 4 leaving it with a base chance of 50%.

    Strengths:
    ♠️ Highly Customisable effects
    Weaknesses:
    ♠️ No effects are real
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Creatures that are made aware of their Demented Verse are given a chance to roll themselves out with the +2 alteration from understanding the effects of the spell.
    I would like to know how exactly the damage will be dealt through this illusion. Furthermore I'd like you to restate the highlighted part, and make it so that barriers of a higher rank than this spell can affect it.

    Name: Chapter II: Tranquil Curse
    Rank: D
    Type: Offensive
    Duration: 2
    Cooldown: 5
    Description: "Still."

    When interacted with the victim becomes incapable of magic usage for a small period of time. This halts the use of spells of equal or lower rank than the caster. The duration is significantly shorter on those of higher rank resulting in one less round per rank above the caster. When this Mad Script is comprehended the original caster becomes incapable of speech whereas the victim becomes silenced. Any existing spells during the period of Silence become halted as well. This means that their spells lose their desired effects temporarily and do not continue their duration until they are removed of the Silenced condition. A Silenced target believes their connection to magic has been temporarily severed.

    If the caster speaks before the duration ends it will immediately dispel and begin its cooldown. This gives all magical properties back to the target and their spells as continue as though no effect occurred. Tranquil Curse has a range of 105m and the caster must stay within that range for the duration of the spell or it will be dispelled as though the user spoke. It will have no effect on anyone but the desired target as only they are granted insight as to what "Still" entails.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 4 leaving it with a base chance of 50%.

    Strengths:
    ♠️ As a single word of Mad Script it is easy to apply.
    ♠️ Silenced condition is extremely debilitating to spellcasters.
    ♠️ As mental damage it will bypass magical and physical barriers.
    Weaknesses:
    ♠️ Chester is incapable of speaking for the duration or it dispels.
    ♠️ Caster must stay within range of the target or it dispels.
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Long Cooldown for the duration
    The highlighted part should be rephrased to indicate that they "may" believe their connection to magic has been severed, due to possible godmodding rules. Secondly I'd like you to add that barriers can still affect this spell if cast in time, rather than them being left unaffected.

    Name: Chapter III: Foolish Chatter
    Rank: D
    Type: Supportive
    Duration: 2
    Cooldown: 4
    Description: The target of Foolish Chatter must be under the influence of an existing Mad Script spell. This technique uses a phrase of illogical nature directed at a single target. When interacted with it will lengthen the duration of any existing Liar's Treacheries by 2. This can work for multiple Mad Scripts provided that they are in effect prior to the casting of Foolish Chatter. Thus a target influenced by Tranquil Curse (2 rounds) and Demented Verse (3 rounds) interacting with this Mad Script will extend the existing effects to 4 and 5 rounds respectively. The extension of rounds is deducted first resulting in Foolish Chatter's cooldown to start two turns after the initial cast.

    Any non sequitor may be used to activate the spell of this Mad Script. As long as the statement does not follow a logic understandable to its victim the duration is increased. If they can make sense of the phrase the spell will automatically fail. It is able to interact with a target at a range of 105m. Sensing it from further away will not have an effect.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 3 leaving it with a base chance of 66%.  

    Strengths:
    ♠️ As mental damage it will bypass magical and physical barriers.
    ♠️ May be used to extend all Mad Script
    Weaknesses:
    ♠️ Foolish Chatter must be an illogical statement to its victim
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Requires a target to already be under the influence of another Mad Script.
    We have a set amount of durations that cannot be tampered with, not even through magical means such as spells, items or UA's, so I'm sorry to say that this spell cannot be implemented whatsoever and will thus have to be replaced. The only exception would be that it does not cross the maximum duration per spell, in which case this spell can still be applicable,
    but only for one spell per post this spell is used. Also lower your range drastically to accommodate for the proper range of this spell's rank and type; this would be considered an AoE,
    or multitarget at most, and would thus respectively be either 30 meters or 45 meters.


    Name: Chapter IV: Destructive Passage
    Rank: D
    Type: Offensive, Damage over Time
    Duration: 3
    Cooldown: 4
    Description: "Ruin."

    This Mad Script requires sensory interaction but unlike most spells in the Madman's Codex does not require comprehension. When a person interacts with Destrutive Passage a black shockwave launches at them which originates from the location of initial interaction. The shockwave looks like an inky shadow that darts through the air and attempts to make contact with the target's abdomen. This shadow does not have a tangible form except to the attacker and thus cannot effect anyone other than the desired target.

    If the target comes into contact with the shadow they will feel force magic assault their body each round after the first. Doing no initial damage it results in 20HP of physical force damage per round as a result of the delay. The shock wave travels at a speed of 75m/s to a maximum range of 60m centered from the location of the Mad Script. As it does internal damage there will be no visible cues to onlookers on how the damage has occured.

    As a Liar's Treachery this spell activates all related abilities. This spell is affected by barriers and defences unlike most Mad Script as it focuses on physically harming a target. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 5 leaving it with a base chance of 33%.

    Strengths:
    ♠️ As a single word of Mad Script it is easy to apply.
    ♠️ Does not require comprehension from the target
    Weaknesses:
    ♠️ Does not bypass defences
    ♠️ Requires physical contact
    ♠️ Low chance on DC
    This does only affect one target if I read correctly, right?

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:



    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
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    Aura

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

    Re: The Fool, Madman's Codex

    Post by Aura on 20th January 2018, 4:01 am

    Approved:
    @The Fool wrote:



    MAGIC // MADMAN'S CODEX





    //PRIMARY MAGIC


    Liar's Treachery


    //SECONDARY MAGIC


    Devil's Truth


    //CASTER OR HOLDER


    Caster


    //DESCRIPTION


    Liar's Treachery is a unique application of magic focused on altering a person's reality. In every day life we use our rationality and understanding to define what we consider true. Chester's magic focuses on altering that perception and a person's senses to fit his own narrative. By altering a person's fundamental understanding of objects or an attack you can cause hallucinations that force the victim to interact differently than they would otherwise.

    Chester's magic formed when he was a young child as his synesthesia and horrible parents forced an escapist personality to arise. This quickly turned to pathological lying that he would use to cover for parent's abuse both physical and psychological. Over time his lies grew more elaborate and magic began to bleed into them giving them real power for the first time. Liar's Treachery allows the person to create and manipulate reality through lies. However this manipulation is exclusive to the victim as it directly interacts with a person's perceptions rather than actually manipulating reality. With a greater understanding of how magic and the world itself works Chester hopes to lie to reality itself.

    The Fool's power originates from words though it affects the target differently based on the method used. The first form of Liar's Treachery is in its ability to be spoken of which is the auditory method. The second method is through visual stimulation such as reading words of power while the third and most dangerous method is through direct physical contact. If a word of power is felt it will have incredibly potent effects that are far more severe when they begin and end on flesh.

    Liar's Treachery will gain access to the Devil's Truth as it grows. These techniques are for more dangerous as Chester begins to forge his own twisted truths. This allows for very minor reality manipulation causing real effects.

    (For future reference Devil's Truth is deliberately quite vague at the moment as I have no idea what I might need in future. I haven't interacted with the site yet in a proper sense. I do intend to keep it designed very similarly to Liar's Treachery but far more restrictive and specific as it could be an absolute nightmare to balance.)

    All spells in the Madman's Codex have an inherent chance of failure represented through a dice roll. The roll will be done immediately on the casting of the spell. This dice roll will be a six sided die as is available on site. The roll will have adjustments made to it based on a number of factors. All dice rolls have a minimum they must achieve or the spell will automatically fail, go on cooldown, and then consume MP.


    //STRENGTHS

     

    ♠️ Can be stored for future use
    ♠️ Has no inherent magical traits such as an element or alignment and thus cannot be consumed by slayers
    ♠️ Extreme versatility as words have many forms.


    //WEAKNESSES

    ♠️ If a person understands how Mad Scripts work they gain a +2 resistance to the respective DC.
    ♠️ To access the Madman's Codex you must be deranged.
    ♠️ All Mad Scripts have an inherent chance of failure.
    ♠️ Target must be aware of the spell or ability through sensory interaction.


    //LINEAGE

    Name: Knight Of Honor
    Description: One of the Seven Knights of King Kuroryu, this Knight was from a foreign land to the King and the other knights. He was found washed up by the beach and pulled ashore. He became a knight after saving the king's life from an assassination attempt. This knight had the ability to become invulnerable to spells and physical damage, but due to his specific fighting beliefs he only used this lineage in times of need. However, his descendents either followed his beliefs, or were against them - abusing the ability constantly.
    Ability: The user of this lineage can become invulnerable for 1 post. After usage, the user loses ability to use both arms for 1 post after.
    Usage: The user of this lineage turns invulnerable for 1 post which is shown by a barrier of light outlining their body. After usage the user is suffers temporary paralysis in both arms for 1 post.  5 post cooldown between uses and can only be used twice per thread.


    //UNIQUE ABILITIES

    Name: Inversive Poetry
    Description: This ability directly influences Chester's aura and by extension his spells. It is called upon automatically when a spell from either the Liar's Treachery or Devil's Truth is activated. When activated by Liar's Treachery his aura changes to an irridescent black with a red tinge. This aura will remain red until a Devil's Truth spell is cast which will shift the colour red to white. It will remain this way for five turns before it will return to a neutral black state. In the red form it will give a +2 to all die rolls pertaining to Liar's Treachery spells while lowering all Devil's Truth rolls by -2. In the white form this is reversed giving an additional +2 to Devil's Truth while lowering Liar's Treachery by -2. The neutral state of his aura grants an additional magical power regen of +2% per turn.

    Name: Devil's Lexicon
    Description: This ability is rather simple. It allows Chester to store his spells in or on an object for future use. This however gives the object a -2 to all of its ineractions and is not affected by the aura bonus of Inversive poetry. The only way to circumvent this -2 is by physical interaction with said object. When a person comes into contact with a physical form of this written format it will have no negatives to the application. In order for spells to be stored into an object it must display the appropriate Mad Script upon its body. All restrictions of the desired Mad Script apply except for MP costs. In order to store spells it causes an equal amount of MP but activation does not require one. It must If an object has no infusion of Devil Script. The user of the Devil's Lexicon can only hold the equivalent of half their overall MP in storage.

    Name: Outsider's Madness
    Description: The Fool is unaware that his magic is tied directly to the Outsider. The Outsider's Soul was removed during a binding ritual and bound to Chester's own. This warped his mind resulting in vivid synesthetic hallcuinations.  The abomination's influence spreads out like a disease, draining the power from its targets.

    When interacting with Mad Script a target(s) will have its Magical Power drained. This drain is equal to half the spell's cost for single targets, one third for multiple, and a quarter when area of effect. This may only take effect once per turn on a single designated spell. The drain creates a fine black shimmer throughout the area, as the physical manifestation of madness it may be utilised with another unique ability.

    //SPELLS



    Name: Chapter I: Demented Verse
    Rank: D
    Type: Offensive
    Duration: 3
    Cooldown: 4
    Description:

    The Demented Verse is the first and most crucial Mad Script found within the Madman's Codex. It is subjective reality manipulation of a singular concept. Essentially the caster is able to forge a single concept as reality to a victim. Demented Verse is a powerful hallucination that interacts with all of the senses and seems entirely real to the victim regardless of how absurd of a concept it may be. This spell is cast by directly influencing the target's perceptions with a lie, when sensory interaction occurs the spell will take effect.

    Through a falsehood the caster is able to break down the mental barriers of the mind and influence the senses directly. The biggest weakness of this spell is it only effects a single target with a single concept. This gives the opportunity for allies to help disbelieve the illusions after the initial casting forcing another DC with an added adjustment as though they were aware of its effects. It has an effective range of 90m from a point of interaction although the caster must also be within the same distance in order to define a target.

    All desired effects can only be external and thus cannot directly change their perception of themselves. As an example; the caster may be able to make it seem as though ice has covered and immobilised the victim's limbs but it cannot make it feel like the bones have turned into biscuits. As it can only affect external stimuli it lacks the ability to give any form of stastical adjustments. There are no limitations on its applications besides these traits.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 4 leaving it with a base chance of 50%.

    Strengths:
    ♠️ Highly Customisable effects
    Weaknesses:
    ♠️ No effects are real
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Creatures that are made aware of their Demented Verse are given a chance to roll themselves out with the +2 alteration from understanding the effects of the spell.

    Name: Chapter II: Tranquil Curse
    Rank: D
    Type: Offensive
    Duration: 2
    Cooldown: 5
    Description: "Still."

    When interacted with the victim becomes incapable of magic usage for a small period of time. This halts the use of spells of equal or lower rank than the caster. The duration is significantly shorter on those of higher rank resulting in one less round per rank above the caster. When this Mad Script is comprehended the original caster becomes incapable of speech whereas the victim becomes silenced. Any existing spells during the period of Silence become halted as well. This means that their spells lose their desired effects temporarily and do not continue their duration until they are removed of the Silenced condition. A Silenced target believes their connection to magic has been temporarily severed.

    If the caster speaks before the duration ends it will immediately dispel and begin its cooldown. This gives all magical properties back to the target and their spells as continue as though no effect occurred. Tranquil Curse has a range of 105m and the caster must stay within that range for the duration of the spell or it will be dispelled as though the user spoke. It will have no effect on anyone but the desired target as only they are granted insight as to what "Still" entails.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 4 leaving it with a base chance of 50%.

    Strengths:
    ♠️ As a single word of Mad Script it is easy to apply.
    ♠️ Silenced condition is extremely debilitating to spellcasters.
    ♠️ As mental damage it will bypass magical and physical barriers.
    Weaknesses:
    ♠️ Chester is incapable of speaking for the duration or it dispels.
    ♠️ Caster must stay within range of the target or it dispels.
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Long Cooldown for the duration

    Name: Chapter III: Foolish Chatter
    Rank: D
    Type: Supportive
    Duration: 2
    Cooldown: 4
    Description: The target of Foolish Chatter must be under the influence of an existing Mad Script spell. This technique uses a phrase of illogical nature directed at a single target. When interacted with it will lengthen the duration of any existing Liar's Treacheries by 2. This can work for multiple Mad Scripts provided that they are in effect prior to the casting of Foolish Chatter. Thus a target influenced by Tranquil Curse (2 rounds) and Demented Verse (3 rounds) interacting with this Mad Script will extend the existing effects to 4 and 5 rounds respectively. The extension of rounds is deducted first resulting in Foolish Chatter's cooldown to start two turns after the initial cast.

    Any non sequitor may be used to activate the spell of this Mad Script. As long as the statement does not follow a logic understandable to its victim the duration is increased. If they can make sense of the phrase the spell will automatically fail. It is able to interact with a target at a range of 105m. Sensing it from further away will not have an effect.

    As a Liar's Treachery this spell activates all related abilities. This spell is unaffected by barriers and defences if the required interaction occurs. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 3 leaving it with a base chance of 66%.  

    Strengths:
    ♠️ As mental damage it will bypass magical and physical barriers.
    ♠️ May be used to extend all Mad Script
    Weaknesses:
    ♠️ Foolish Chatter must be an illogical statement to its victim
    ♠️ Target must be capable of comprehending the language of the Mad Script.
    ♠️ Requires a target to already be under the influence of another Mad Script.

    Name: Chapter IV: Destructive Passage
    Rank: D
    Type: Offensive, Damage over Time
    Duration: 3
    Cooldown: 4
    Description: "Ruin."

    This Mad Script requires sensory interaction but unlike most spells in the Madman's Codex does not require comprehension. When a person interacts with Destrutive Passage a black shockwave launches at them which originates from the location of initial interaction. The shockwave looks like an inky shadow that darts through the air and attempts to make contact with the target's abdomen. This shadow does not have a tangible form except to the attacker and thus cannot effect anyone other than the desired target.

    If the target comes into contact with the shadow they will feel force magic assault their body each round after the first. Doing no initial damage it results in 20HP of physical force damage per round as a result of the delay. The shock wave travels at a speed of 75m/s to a maximum range of 60m centered from the location of the Mad Script. As it does internal damage there will be no visible cues to onlookers on how the damage has occured.

    As a Liar's Treachery this spell activates all related abilities. This spell is affected by barriers and defences unlike most Mad Script as it focuses on physically harming a target. This is unless it has measures to prevent mental damage. In order to affect the target it must pass a dice check of 5 leaving it with a base chance of 33%.

    Strengths:
    ♠️ As a single word of Mad Script it is easy to apply.
    ♠️ Does not require comprehension from the target
    Weaknesses:
    ♠️ Does not bypass defences
    ♠️ Requires physical contact
    ♠️ Low chance on DC

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:




    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


    D~4 ||C~4 ||B~2 ||A~ ||S~

    Slots: 4/6




      Current date/time is 27th May 2018, 8:30 am