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    Masha

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Avatar of Ilyria
    Position : None
    Posts : 159
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Ruvel
    Experience : 10,849

    Character Sheet
    First Magic: Translation
    Second Magic:
    Third Magic:

    Translation

    Post by Masha on 26th February 2018, 1:26 am

    Magic
    Magic Name: Translation
    Magic Type: Caster
    Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
    Masha is fairly careless with her magic. She tends to unleash it in massive amounts, teetering on the edge of control. Her magic is also slightly different from normal Translation as her ‘alternate selves’ are entities made up of minds, including Masha’s, that were shattered and forced into Masha’s body. As such, the magic can unexpectedly buck within Masha’s grasp. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
    The Eight:

    The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
    The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
    The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
    The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
    The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
    The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
    The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
    The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
    Strengths:

    • Translation is most adept at single targeting over area of effect or multi targeting.
    • Thanks to the basis of the magic, Translation can have a wide variety of effects
    • The magic is best at strengthen the caster over weakening or aiding others
    • While it is capable of other abilities, Translation excels most at dealing damage

    Weaknesses:

    • Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
    • The elemental spells can be eaten by any Slayers (God, Demon, or Dragon)
    • Most of the spells are for close range, physical attacks or burst attacks
    • Due most spells being close range, the caster is more likely to take more damage
    • Limited variation on ranged spells
    • If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
    • Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities

    Lineage:
    Avatar of Ilyria:

    Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."

    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.

    Usage: Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
    Extra Spells Proof: Post 638

    Unique Abilities:
    Durability Experimentation: Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
    Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen every other post.
    Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles change due to the magic.
    Yandere Mode: When this ability is activated, Masha becomes like a wraith. Damage seems to pass through her (though it does still do damage). Masha can step into shadows, reappearing in shadows within 15 meters. Her eyes flash red and a single target, one chosen as the ability activates, receives 40% increased damage from Masha. This ability lasts 2 posts and then goes into a 3 post cooldown.
    Succubus Form: Masha draws upon the power that the scientists placed inside her. Her body transforms become taller, curvier, radiating beauty. Her nails become more like claws, able to extend and retract. A pair of wings pop out from her back. Her speed increases by 25%, her strength increases by 25% and she leaks a pheromone that encourages people to do what they want – basically removing all their inhibitions. The pheromone affects those within 15 meters of Masha regardless of if they are friend or foe and counts as an effect. This transformation and its assorted benefits lasts 3 posts before going into a 5 post cooldown.


    Spells



    Signature Spells


    Tentrilic Dremra:

    Name: Tentrilic Dremra
    Rank: Ranking
    Type: Burst
    Damage: 80 HP, 100 HP at A rank, 120 HP at S rank
    Range: 50 meters, 75 meters at A rank, 100 at S rank
    Speed: 50 MPS, 75 MPS at A rank, 100 MPS at S rank
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information damages the target.
    Strengths:

    • Quick damage spell

    Weaknesses:

    • Missing the target and hitting an innocent or an ally is quite easy


    Tentra Erthsta:

    Name: Tentra Erthsta
    Rank: Ranking
    Type: Single Target
    Damage: N/A
    Range: 200 meters, 300 meters at A rank, 400 meters at S rank
    Speed: 200 MPS, 300 MPS at A rank, 400 MPS at S rank
    Duration: 2 posts
    Cooldown: 3 posts
    Downside:
    Description: The wielder creates a trap seal. Red mist curls about their body and they can place the seal upon the ground, a wall or a person. The wielder places the seal through direction of the tip of their finger or through the bottom of thier foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).
    - If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.  
    - If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has health equal to 3x rank damage
    - If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.  

    Strengths:

    • Versatile
    • Slows enemies down

    Weaknesses:

    • Short duration
    • Can effect allies


    Elemental Fists:

    Name: Elemental Fists
    Rank: D
    Type: Multihit
    Damage: 30 HP
    Range: 45 meters
    Speed: 30 meters
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The wielder calls upon the fire of Akane, the wind of Makena, the ice of Rin or the water of Nekane. Whichever they choose to call upon, imbues their fists with elemental power. This is symbolized by an ethereal symbols hovering over their fists – Red for fire, blue for water, white for ice, and green for wind. Each strike they deal does damage of whichever element they called upon. If they strike an opposing elemental power, such as water to fire, the spell fails and the wielder does normal melee damage.
    Strengths:

    • Increases damage done in melee

    Weaknesses:

    • Opposing elements cancel out the damage boost



    Rank D


    Explosive Fist:

    Name: Explosive Fist
    Rank: D
    Type: Burst, Multihit, Fire
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon Akane for her power. The fiery entity places an enchantment upon the caster’s fists. This enchantment takes the form of a red rune floating above the back of the caster’s fists. When the caster strikes, a small explosion expands from the front of the fist. The rune fades once the spell duration is up.
    Strengths:

    • Can open holes in obstacles standing in the way.
    • Has the potential to blow an opponent off their feet.

    Weaknesses:

    • Weaker in the water
    • Hesitation will place Akane in control


    Shockwave:

    Name: Shockwave
    Rank: D
    Type: Single Target, Sound
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Mara. A steel circle appears in front of the caster’s fist. Upon being struck, the circle blasts entire range of the spell in a powerful howl. The howl cuts through anything in its way, leaving destruction in its wake. Everything inside that range is damaged and is left damage. The circle disappears immediately afterward.
    Strengths:

    • Has the potential to knock an opponent off their feet.

    Weaknesses:

    • Disperses over long distances
    • Does 30% less damage against defensive earth spells


    Icicle:

    Name: Icicle
    Rank: D
    Type: Burst, Multihit, Ice
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster summons up the power of RIn. The entity places her power within the caster’s fist. When the caster strikes, they create an icicle through and behind whatever they strike. This can be used to partially pin an opponent or to merely cause a ton of agony as their insides are frozen. The caster can hit opponents through physical objects provided they know where the opponent is on the other side.
    Strengths:

    • Partially immobilize opponent

    Weaknesses:

    • Fire easily melts ice or prevents it from forming


    Gravity Strike:

    Name: Gravity Strike
    Rank: D
    Type: Single Target, Gravity
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene. A purple rune transmits the power into the caster’s fist. Upon striking out, the caster slams one opponent in range with an incredible amount of gravity. The increase in gravity is signified by a purple mist. Until the spell dissipates, that opponent is under the pressure of increased gravity which decreases their speed by 50%. Each step this opponent makes creates a small crater around their feet. Once the spell dissipates, they return to normal.
    Strengths:

    • Slows enemies down making them easier to hit

    Weaknesses:

    • Liquid lifeforms have a 25% debuff reduction


    Clones:

    Name: Clones
    Rank: D
    Type: Burst, Illusion
    Damage: 0 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Lorelei. A pink mist scatters swiftly across the range of the spell, obscuring everything within that radius. When it clears, there are four identical copies of the caster in addition to the caster themselves. They all mirror the caster in action though only the real caster can do any damage. When the copies are hit, they disappear in a puff of pink smoke. Any damage the caster takes is mirrored by the copies. When the spell duration ends, every remaining copy disappears in pink smoke.
    Strengths:

    • Can cause momentary confusion

    Weaknesses:

    • Does no damage


    Tempest:

    Name: Tempest
    Rank: D
    Type: Area of Effect, Wind
    Damage: 20 HP
    Range: 30 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Makena. A circular wall of green wind, beginning at the caster pushes outward shoving opponents back to the bounds of the spell range. The wall stands at that range until the end of the spells duration, at which the wall slowly peters out.
    Strengths:

    • Pushes enemies away from caster

    Weaknesses:

    • Anchored opponents are pushed 80% less


    Water Halo:

    Name: Water Halo
    Rank: D
    Type: Burst, Water
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Nekane. A sphere of water forms in front of the caster’s fist. Punching out, the caster sends the sphere at an opponent. If it hits, the sphere envelops the opponent’s head. They begin to suffocate and the sphere stays with them until the spell duration ends. To add to the suffocation, the inside of the sphere creates tremendous pressure against the opponent’s head. No amount of scrabbling or moving can dislodge the sphere once it is in place. When the spell duration ends, the sphere pops splashing water all over the opponent.
    Strengths:

    • Suffocates an enemy

    Weaknesses:

    • Those that can breathe underwater aren’t affected


    Drop:

    Name: Drop
    Rank: D
    Type: Single Target, Trap
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Vara. The caster can then create a pitfall within range that is 2 meters deep and 5 meters across. This pitfall appears to be one with the ground, the only indication of it being a slight shimmer. If an opponent or ally activates the spell by falling into it, a thin layer of dirt forms over the mouth of the pitfall once they fall in. When the spell duration ends, the pitfall fills back in regardless of if there is anyone inside.
    Strengths:

    • Briefly traps an opponent

    Weaknesses:

    • Tall opponents have no trouble escaping


    Iron Chains of Wind (Advanced Spell):

    Name: Iron Chains of Wind
    Rank: D+
    Type: Single Target, Damage over Time
    Damage: 30 HP
    Range: 90 meters
    Speed: 90 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the powers of Mara and Makena. Upon unleashing the spell, three flickering chains made of wind and metal hurry toward the target. They pierce the target’s body then proceed to weave their way through the entirety of the body. The target is immobilized for 1 post. The chains move through the body for the entirety of the spell duration, doing damage over time. Upon reaching the spell’s duration, the chains disappear.
    Strengths:

    • Immobilizes opponent briefly

    Weaknesses:

    • Earth spells can break the chains
    • Metal and Wind slayers can eat the chains



    Rank C

    Razor Wind Punch:

    Name: Razor Wind Punch
    Rank: C
    Type:  Burst, Multihit, Wind
    Damage: 45 HP
    Range: 90 meters
    Speed: 65 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon the power of Makena. Those powers infuse the caster’s fists with green light. For the duration, when the caster punches, they send out a blade-like wind. In addition, this spell boosts the caster’s speed by 55%. The green cast upon the fist will fade when the spell duration ends.  
    Strengths:

    • Can deal lots of damage to one opponent or hit several

    Weaknesses:

    • Can be eaten by a Wind/Air Slayer


    Ethereal Blast:

    Name: Ethereal Blast
    Rank: C
    Type: Burst
    Damage: 0 HP
    Range: 30 meters
    Speed: 30 meters
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon Vara’s power. A yellow sheen envelops their hand. The caster can then decide to make themselves or someone in range invisible. The chosen person will shimmer and disappear, the only evidence of them being a pale yellow hexagon where the bottom of their left foot would be. All of their clothing and anything they are holding also turns invisible. Their scent is not masked so anyone with a keen nose can still find them. The person affected by this spell gets a 30% increase to their magical resistance as well. When the spell duration ends, the affected person materializes once again.
    Strengths:

    • Cannot be seen by enemies

    Weaknesses:

    • Isn’t completely invisible
    • Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on the invisible person’s arm for a few seconds, the section of arm they are holding will become visible again.


    Allure:

    Name: Allure
    Rank: C
    Type: Area of Effect, Damage over Time
    Damage: 15 HP
    Range: 60 meters
    Speed: 30 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster reaches for Lorelei’s person. The caster emits a one-time near invisible pink cloud of pheromones within spell range. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone feels a nigh uncontrollable urge to follow the caster. They can choose to fight the urge but in doing so they take damage and paralyze themselves for 1 post. For the duration of the spell, the willing affected person will thereby follow any instruction given by the caster provided that does not cause them to harm themselves or someone they love dearly. When the spell reaches the end of its duration, it deals damage to all those affected, willing or unwilling. The cloud disperses at the end of the spell’s duration
    Strengths:

    • Can create an army of love slaves for a short amount of time
    • Can paralyze an opponent if they fight against it
    • Has a chance to infect more people over time

    Weaknesses:

    • People can fight against it
    • If an opponent holds their breath and exits the cloud, they will not be effected
    • Wind can tear apart the cloud, removing its danger
    • A bucket of water over an affected person will snap them out of it


    Flame of Agony (Advanced Spell):

    Name: Flame of Agony
    Rank: C+
    Type: Burst, Multihit, Damage over Time
    Damage: 45 HP
    Range: 45 meters
    Speed: 45 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Akane and Galene. The power manifests as a red-violet rune in front of the caster’s fists. This rune remains until the spell’s duration is up. Upon striking an opponent, the caster leaves behind a red-violet rune. The rune will begin burning the afflicted person. In addition, the rune drains the afflicted person of their speed, making them 55% slower than they would usually be. The afflicted person will continue to take damage from the rune until the spells duration ends and it disappears.
    Strengths:

    • Slows an opponent
    • Deals damage over time

    Weaknesses:

    • Can affect allies
    • Water can reduce the damage by 20%



    Rank B

    Great Meteor Trap:

    Name: Great Meteor Trap
    Rank: B
    Type: Burst
    Damage: 80 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Vara. Within range, the caster may place a pale grey rune within range. When this rune is stepped on, the rune activates. Whoever activates the rune is slammed with increased gravity. They are marked by the rune as well. For 1 post, the activator is paralyzed by the increased gravity. Until the end of the spell’s duration, the activator will be 30% slower and 30% weaker physically (i.e strength takes the debuff). They will find that for 1 or 2 posts after the spell duration ends, they have trouble readjusting to normal gravity. This means the activator will over compensate as if they were still under the effects of increased gravity. When the spell duration ends, the rune disappears and the afflicted person returns to normal gravity.
    Strengths:

    • Briefly paralyzes opponent

    Weaknesses:

    • Must be triggered


    Peace Until Death:

    Name: Peace until Death
    Rank: B
    Type: Single Target
    Damage: 80 HP
    Range: 200 HP
    Speed: 200 HP
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon Lorelei and Vara. Then they extend an open hand toward a person in range. From their outstretched palm, a dull peach colored rune zooms across the distance. The initial strike causes damage. The rune plasters itself to the person’s skin, through clothing if necessary. Then the person is flung into a place they consider to be peaceful. It is filled with people they love, dead or alive and the person is able to interact with them normally. Even if the person realizes it is an illusion, they cannot stop it. To everyone else, the person looks like they are putting on a mime act. For the spell’s duration, the person is trapped within this illusion. When the spell duration ends, the illusion seems to fade away leaving the person standing wherever they may have wandered during the illusion. An unaffected person can prematurely end the spell by placing their hand against the rune for 30 seconds.
    Strengths:

    • Traps opponent inside their own head

    Weaknesses:

    • The unaffected can free the affected person


    Dancing Swallow, Frozen River:

    Name: Dancing Swallow, Frozen River
    Rank: B
    Type: Multihit, Burst
    Damage: 60 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Nekane and Rin. Water flows upward from the caster’s palm and flares into ice at the shoulder. The ice reforms whenever the caster moves. From that point, the caster begins a beautiful sweeping dance, with large arm movements and spinning. Each step the caster takes leaves behind a small burst of ice. The dance centers upon a focal point, usually an opponent, that the caster touches constantly. The dance can change to incorporate multiple focal points, reducing the amount of touching per focal point. Every time the caster touches a focal point, ice freezes outward from the point of contact causing damage. An opponent will find themselves 20% slower directly after receiving damage. As time passes, the ice spreads across the opponent, robbing them of 20% strength on the second post then 20% magical resistance on the third post. These debuffs are only applied once, from the first touch to an opponent. The caster dances for the entirety of the spell duration. Water intercepts spells and physical attacks but the damage is passed on to the caster. The ice fades at the end of the spell duration.
    Strengths:

    • Beautiful dance

    Weaknesses:

    • 30% less effective against Fire-based shields


    Explosion! (Advanced Spell):

    Name: Explosion!
    Rank: B+
    Type: Multitarget
    Damage: 90 HP
    Range: 225 meters
    Speed: 165 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Akane, Galene and Makena. Fire wraps itself around the caster’s fists, enveloping a good chunk of the forearm as well. When the caster punches, a projectile erupts from the extended fist. The projectile will go out to the range of the spell. If the projectile hits anything in its journey, it explodes enveloping a 3-meter radius. With every punch, the caster’s magical damage increases by 5%, capping at 60%. When the spell duration ends, the flames fade away leaving no trace behind except a little ash.
    Strengths:

    • Explosions

    Weaknesses:

    • A badly aimed punch can hit an ally or the caster themselves



    Rank A

    Reverberating Curse of Cold:

    Name: Reverberating Curse of Cold
    Rank: A
    Type: Area of Effect
    Damage: 50 HP
    Range: 150 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Vara, Mara and Rin. In a circular area around the caster with a radius of the spell’s range, large ice pillars about 5 meters across spring up around the edge and at random intervals within. The temperature drops rapidly in this area. Those starting in this area or stepping into it, excluding the caster, take damage from the cold temperature. The pillars vibrate, sending out a low sound. This sound sinks into the psyche of those within, excluding the caster, sapping them of their resistances. Their magical resistance drops by 32.5% while within the circle as does their physical resistance. The sound keeps those within confused of direction. Every time they attempt to exit the circle, they’ll get turned around and think it is completely natural. Some of those within can’t even perceive the edges of the circle whatsoever. The pillars are reflective making the circle similar to a hall of mirrors. If a pillar is destroyed, another pillar rises to take place of the destroyed one. When the spell duration ends, the pillars sink back into the ground.

    • Makes an enemy more susceptible to magical attacks

    Weaknesses:

    • 45% less effective against those who have resistance to extreme cold


    Blossoming Windfall:

    Name: Blossoming Windfall
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Lorelei and Makena. The caster begins a slow, sensual dance, their body glowing pink. Those who observe the caster see their ideal woman/man dancing. As the caster continues, three beautiful women or men or a mixture of both depending on what the target prefers appears. These women/men explode into violent wind if attacked, dealing damage to the target regardless of who destroyed them. If they are not attacked, the conjured beings gently touch and caress the target. Flowers begin to bloom across the target’s body. After one post of dancing, the caster may stop. The flowers blossoming across the target drain 32% of their speed and 32% of their magical resistance. The conjured beings will multiply the longer the spell goes on, dealing damage to the target whenever they are destroyed. In addition, the flowers will continue to blossom. If they are not stopped or constantly ripped out, the target will find themselves paralyzed after 3 posts for 1 post. The flowers naturally fall off at the end of the spell’s duration. The conjured beings laugh and waved before fading out at the end of the spell’s duration.
    Strengths:

    • Distracts enemy
    • Stealthily steals enemy’s strength

    Weaknesses:

    • Can distract allies
    • Water dispels the enchantment by 40%


    Grasp of Shadows:

    Name: Grasp of Shadows
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: 300 meters
    Speed: 300 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Nekane and Vara. A single shadow shoots out from the caster’s feet. If it connects with the target, the shadow wraps around them pulling them into a realm of shadows. There nearly an absence of light within this realm. The caster can step into and out of this realm and can easily see while within this realm. Water flows within this realm, a black liquid that burns to the touch. Several waterfalls patter down from unseen heights, damaging anyone who steps beneath them. While in this realm, the target’s spells do 65% less damage. Doorways out of this realm can be created by a light spell of equal or higher rank. Otherwise, the target remains within the realm for the duration of the spell. Going into this shadow realm counts as an effect. At the conclusion of the spell’s duration, the target will find themselves back where they started before the spell grabbed hold of them.
    Strengths:

    • Pulls enemy into alternate dimension

    Weaknesses:

    • Powerful light spells from opponent can dispel


    Gravitational Hollow (Advanced Spell):

    Name: Gravitational Hollow
    Rank: A+
    Type: Area of Effect
    Damage: 75 HP
    Range: 225 meters
    Speed: 110 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Mara. Within a circle with the radius of the spell’s range, the caster creates 10 gravity balls. Each is 3 meters across and glows lightly purple. Touching these balls will inflict damage as they pull everything towards themselves. Trying to hit these balls with spells will cause the spells to go array, generally circling the gravity ball and shooting in a random direction. Everything within the area that isn’t securely anchored down begins to float. The ground tears free, creating 10 platforms 3 meters across. This creates a debris field, within which things don’t work quite the way people intend. Gravity pulls from ten different directions, overpowering natural gravity. Getting too close to a gravity ball will cause it to start pulling the person in. Long range spells can disappear off into the distance or hit allies/the caster themselves. Those unused to flying will struggle to move about the field freely, generally held in place by their inability to move forward. When the spell nears its end, the entire field will close in on itself. Those caught within the field will take damage. The debris created by this will all be dumped into beneath what was the center of the field at the end of the spell’s duration.
    Strengths:

    • Creates a unique playing field

    Weaknesses:

    • Can hurt allies and caster
    • Those that can fly will have an easier time navigating



    Rank S

    Spell:


    Spell:


    Advanced Spell:



    Last edited by Masha on 13th September 2018, 8:33 am; edited 7 times in total


    _____________________________________________________________________________________

    Masha - Bank - Translation

    Jobs in Progress: 3/6
    5 bonus spells: Post 675

    avatar
    Aura

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    Lineage : Gingerbread Man
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    Posts : 1040
    Guild : Sabertooth 《Ace》
    Cosmic Coins : 10
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    Age : 23
    Experience : 4,762.5

    Character Sheet
    First Magic: 2nd Generation - Fire Dragon Slayer
    Second Magic: Gravitational Crash (TBA)
    Third Magic:

    Re: Translation

    Post by Aura on 7th March 2018, 12:27 pm

    Approved:
    @Masha wrote:Magic

    Primary Magic: Translation
    Secondary Magic:
    Caster or Holder: Caster
    Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
    Masha is fairly careless with her magic. She tends to constantly lose control to her alternate selves. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
    The Eight:

    The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
    The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
    The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
    The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
    The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
    The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
    The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
    The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
    Strengths:

    • Translation is most adept at single targeting over area of effect or multi targeting.
    • Thanks to the basis of the magic, Translation can have a wide variety of effects
    • The magic is best at strengthen the caster over weakening or aiding others
    • While it is capable of other abilities, Translation excels most at dealing damage

    Weaknesses:

    • There is nothing preventing the caster from hitting their allies
    • Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
    • There is a weakness against spiritual magic and spiritual summons
    • The elemental spells can be eaten by any Slayers
    • Most of the spells are for close range, physical attacks or burst attacks
    • Due most spells being close range, the caster is more likely to take more damage
    • Limited variation on ranged spells
    • If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
    • Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities
    • Easily effected by very tired, severely hurt or majorly stressed giving a possibility of bringing out other personalities unbidden and placing a penalty against the dominant personality for staying in control.
    • Around turbulent or psychotic personalities, it is harder to draw forth gentler personalities, giving those spells a 40% chance of failing entirely.

    Lineage:
    Avatar of Ilyria:

    Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."

    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.

    Usage: Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:
    Durability Experimentation:
    Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
    Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen per post.
    Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles.
    Spiritual Changes: Masha’s spiritual energy coursing through her body as a result of Translation, forces her body to adapt. The spirits swirl about her veins and as time goes on they change her slowly but surely. Masha gains 7% more HP per rank capping at S.

    Spells


    Signature Spells


    Tentrilic Dremra:

    Name: Tentrilic Dremra
    Rank: Ranking
    Type: Offensive, Burst
    Duration: Instant
    Cooldown: 2 posts
    Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information paralyzes the target for that short time. Only effects those of equal or lower ranks
    Range: 5 meters
    Speed: User rank values
    Time Paralyzed: 1 post

    Strengths:

    • The paralyzing effect is dangerous as freezing on a battlefield can be fatal
    • This spell can be useful in a wide range of situations not just in combat


    Weaknesses:

    • If the target isn't taken by surprise and holds their breath for 5 seconds, the spell can't take effect and is rendered useless.
    • The range is so short; the mage either must be good at sneaking around or good at taking someone by surprise in order to use it effectively.
    • Missing the target and hitting an innocent or an ally is quite easy with the speeds this spell can move at.
    • The mage must get close putting themselves in harm’s way simply to use this spell.



    Tentra Erthsta:

    Name: Tentra Erthsta
    Rank: Ranking
    Type: Trap
    Duration: 2 post
    Cooldown: 3 posts
    Description: Masha creates a trap seal. Red mist curls about her body and she can place the seal upon the ground, a wall or a person. She places the seal by touching the tip of her finger or through the bottom of her foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).

    - If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.  
    - If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has 50 health per rank up til S rank.
    - If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.  

    Range From Caster: Max AOE range of same rank

    Strengths:

    • Versatile
    • Slows enemies down


    Weaknesses:

    • Only one seal at a time  
    • Short duration
    • Can effect allies
    • Seal dissipates if out of range of caster


    Frozen Fire:

    Name: Frozen Fire
    Rank: D
    Type: Offensive, Single Target
    Duration: Instant
    Cooldown: None
    Description: Masha calls upon Akane and Rin. If she wins, fire seeps from her pores and covers her fist. Once that has happened, the fire begins to freeze about her wrist. The fire begins to move in slow motion, blue and orange twining together. Masha smashes her fist into someone or something. This causes the frozen fire to break, dealing cold and heat damage. Thus she does both physical and elemental spell damage.
    Damage: 25, 12.5 fire and 12.5 cold

    Strengths:

    • Adds elemental damage to her punch

    Weaknesses:

    • Weak against two elements, pure fire and pure water
    • Masha must defend her psyche against two personalities
    • Masha has to nearly be hugging the opponent to make it effective



    Rank D


    Rage Explosion:

    Name: Rage Explosion!
    Rank: D
    Type: Fire, Offensive, Area of Effect, Burst
    Duration: Instant
    Cooldown: 2 posts
    Description: Masha pulls upon the angry personality to use its fiery powers. If the battle goes well with that personality, Masha focuses upon a point within range. She must stop to fire the beam and her hands must be upon her temples. If they aren’t, the beam simply fizzles out.  The beam explodes upon impact, affecting a small area around the impact site.
    Range: 8 meters
    Speed: 11 meters
    AOE: 1 meter radius
    Damage: 30 damage

    Strengths:

    • Can open holes in obstacles standing in the way.
    • Has the potential to blow an opponent off their feet.

    Weaknesses:

    • Weaker in the water
    • Can’t do much damage against anything thicker than 1 foot
    • Armor deters the explosions damage
    • Akane fights for control in the single instant Masha reaches for her power
    • A single instance of hesitation can cause the spell to blow in Masha’s face


    Radar:

    Name: Radar
    Rank: D
    Type: Sound, Supportive, Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: Masha calls upon the power of Mara. If she wins the personality battle, Masha can do one of two things. The first is to create a small burst of sound upon the ground, giving her an approximate location of enemies within a specific radius. The second is to create a shockwave in front of her fist in order to knock back her opponent. The distance an opponent goes when hit by the shockwave depends on the area of the body hit and how solid Masha’s punch is. For example, a glancing blow to the body may cause an opponent to step back.
    Radius of Burst: 40 meters
    Damage: 30 HP

    Strengths:

    • Reveals the whereabouts of an opponent
    • Has the potential to knock an opponent off their feet.

    Weaknesses:

    • Certain armor (heavy or magical) dilutes the effectiveness of the shockwave attack
    • The burst to show enemies can’t go through walls or similar obstacles. It must go around them
    • Similar to the spell, Mara will try to hit Masha with a surprise attack when Masha reaches for her power
    • The spell’s effectiveness relies entirely on Masha being able to land a hit
    • Since Masha must get close, the opponent has the chance to counter the blow turning it back on Masha


    Ice Lock:

    Name: Ice Lock
    Rank: D
    Type: Ice, Supportive, Burst
    Duration: 1 post
    Cooldown: 2 posts
    Description: Masha draws upon the power of Rin and attempts to wrestle control from the calculating personality. If she succeeds, an icy mist floats just above Masha’s palm. When she slams it against the ground, A sheet of ice 2 inches thick spreads out in a half circle for 10 meters originating from her hand. If she touches something, it is covered in ice with the average area covered being up to 10 meters. If Masha touches someone, only their arm/torso/leg/head freezes for the duration of the spell.

    Strengths:

    • Forces opponents to watch footing
    • Can partially immobilize an opponent

    Weaknesses:

    • Masha must contend with RIn, one of the most powerful personalities
    • Fire easily melts ice or prevents it from forming
    • Does not do any damage besides perhaps someone falling


    Gravity Gauntlet:

    Name: Gravity Gauntlet
    Rank: D
    Type: Offensive, Burst, Gravity, Multitarget, Debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: Galene’s power is called upon to enact this spell. If Masha wins the battle between herself and Galene, shimmering purple energy encases her entire hand, wrist and part of her forearm. Every strike Masha deals with the hand glowing with purple energy will make the struck object or person to be heavier. The strikes leave behind a glowing purple mark that will dissipate when the spells duration is up.
    Speed Decrease: 5%
    Object Weight Increase: 10%

    Strengths:

    • Slows enemies down making them easier to hit
    • Makes objects either more dangerous or impossible to lift

    Weaknesses:

    • Galene attacks with a subtly that makes her more dangerous than other personalities
    • Relies upon Masha’s ability to land multiple hits to be truly effective
    • Useless against any enemy that isn’t within arm’s reach
    • A blast of wind can disrupt the shimmering energy and disrupt the spell



    Rank C


    Wind Knuckles:

    Name: Wind Knuckles
    Rank: C
    Type: Offensive, Wind, Burst, Multi-target
    Duration: Instant
    Cooldown: 3 posts
    Description: Masha must fight with Makena for control of her power. If Masha succeeds, her fist begins to glow green. Upon striking an opponent, a series of ten powerful blows simulated by the wind rain down. The blows are felt within the same area Masha strikes with her fist. They hit quickly each within a second of the last. The blows have a potential to knock an opponent back, provided Masha hits the opponent in the stomach or the chest

    Strengths:

    • Deals a series of blows to an opponent
    • Potential to knock an opponent back or off his feet


    Weaknesses:

    • Requires no armor to be truly effective
    • Stone will stop the attack cold
    • A glancing blow will steal 50% of its damage
    • Masha must wrestle with her desire to be happy when she fight Makena
    • Will give a Wind Slayer a good juice up


    Invisibility:

    Name: Invisibility
    Rank: C
    Type: Supportive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Masha fights for control with Vara in order to use her power. If she wins, Masha’s body shimmers and begins to disappear until it vanishes entirely. The only evidence of her body is a faded yellow hexagon where the bottom of her foot would be. All of her clothing and anything she is holding also turns invisible. She cannot turn anyone else invisible in addition to herself. Her scent is not masked and her shadow is still visible though it becomes faint, barely noticeable.

    Strengths:

    • Cannot be seen by enemies

    Weaknesses:

    • Isn’t completely invisible and leaves clues
    • Intense heat will cause her to become visible again
    • Vara can strike during the spell when Masha least expects it
    • Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on Masha’s arm for a few minutes, the section of arm they are holding will become visible again.


    Attraction (PvE only, OOC permission sought for PvP):

    Name: Attraction (PvE only, OOC permission sought for PvP)
    Rank: C
    Type: Supportive, Burst, Area of Effect
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Masha reaches for Lorelei’s power to augment her own. If she wins the battle between Lorelei and herself, Masha emits a one-time cloud of invisible pheromones within a specific area. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone becomes undeniably attracted to Masha (regardless of their sexual preferences). For the duration of the spell, the person affected by the pheromone will thereby follow any instruction given by Masha provided that does not cause them to harm themselves or someone they love dearly. A person fighting against the pheromones is paralyzed for the duration of the spell. With each post they resist, the attraction becomes stronger until it consumes their mind. This deals a small amount of psychic damage upon the release of the spell.
    Radius of Cloud: 20 meters
    Psychic Damage: 20 HP

    Strengths:

    • Can create an army of love slaves for a short amount of time
    • Can paralyze an opponent if they fight against it
    • Has a chance to infect more people over time

    Weaknesses:

    • Asexual, Demisexual, straight women, etc are more likely to fight instead of obey
    • Since Lorelei is closely aligned to Masha’s own personality, it is easier for Masha to lose
    • If an opponent holds their breath and exits the cloud, they will not be effected
    • Wind can tear apart the cloud, removing its danger
    • A bucket of water over an affected person will snap them out of it
    • Less effective outside when weather is abounding



    Rank B




    Rank A




    Rank S



    List of Spell Fusions: N/A




    _____________________________________________________________________________________




    And be she but Small,
    she is Fierce




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    avatar
    Theo

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    Character Sheet
    First Magic: Jello Magic
    Second Magic: Drathir Takeover
    Third Magic:

    Re: Translation

    Post by Theo on 31st August 2018, 2:53 am

    ♛:
    @Masha wrote:Magic

    Primary Magic: Translation
    Secondary Magic:
    Caster or Holder: Caster
    Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
    Masha is fairly careless with her magic. She tends to constantly lose control to her alternate selves. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
    The Eight:

    The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
    The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
    The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
    The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
    The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
    The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
    The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
    The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
    Strengths:

    • Translation is most adept at single targeting over area of effect or multi targeting.
    • Thanks to the basis of the magic, Translation can have a wide variety of effects
    • The magic is best at strengthen the caster over weakening or aiding others
    • While it is capable of other abilities, Translation excels most at dealing damage

    Weaknesses:

    • There is nothing preventing the caster from hitting their allies
    • Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
    • There is a weakness against spiritual magic and spiritual summons
    • The elemental spells can be eaten by any Slayers
    • Most of the spells are for close range, physical attacks or burst attacks
    • Due most spells being close range, the caster is more likely to take more damage
    • Limited variation on ranged spells
    • If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
    • Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities
    • Easily effected by very tired, severely hurt or majorly stressed giving a possibility of bringing out other personalities unbidden and placing a penalty against the dominant personality for staying in control.
    • Around turbulent or psychotic personalities, it is harder to draw forth gentler personalities, giving those spells a 40% chance of failing entirely.

    Lineage:
    Avatar of Ilyria:

    Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."

    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.

    Usage: Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:
    Durability Experimentation:
    Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
    Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen per post.
    Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles.
    Spiritual Changes: Masha’s spiritual energy coursing through her body as a result of Translation, forces her body to adapt. The spirits swirl about her veins and as time goes on they change her slowly but surely. Masha gains 7% more HP per rank capping at S.

    Spells


    Signature Spells


    Tentrilic Dremra:

    Name: Tentrilic Dremra
    Rank: Ranking
    Type: Offensive, Burst
    Duration: Instant
    Cooldown: 2 posts
    Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information paralyzes the target for that short time. Only effects those of equal or lower ranks
    Range: 5 meters
    Speed: User rank values
    Time Paralyzed: 1 post

    Strengths:

    • The paralyzing effect is dangerous as freezing on a battlefield can be fatal
    • This spell can be useful in a wide range of situations not just in combat


    Weaknesses:

    • If the target isn't taken by surprise and holds their breath for 5 seconds, the spell can't take effect and is rendered useless.
    • The range is so short; the mage either must be good at sneaking around or good at taking someone by surprise in order to use it effectively.
    • Missing the target and hitting an innocent or an ally is quite easy with the speeds this spell can move at.
    • The mage must get close putting themselves in harm’s way simply to use this spell.



    Tentra Erthsta:

    Name: Tentra Erthsta
    Rank: Ranking
    Type: Trap
    Duration: 2 post
    Cooldown: 3 posts
    Description: Masha creates a trap seal. Red mist curls about her body and she can place the seal upon the ground, a wall or a person. She places the seal by touching the tip of her finger or through the bottom of her foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).

    - If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.  
    - If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has 50 health per rank up til S rank.
    - If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.  

    Range From Caster: Max AOE range of same rank

    Strengths:

    • Versatile
    • Slows enemies down


    Weaknesses:

    • Only one seal at a time  
    • Short duration
    • Can effect allies
    • Seal dissipates if out of range of caster


    Frozen Fire:

    Name: Frozen Fire
    Rank: D
    Type: Offensive, Single Target
    Duration: Instant
    Cooldown: None
    Description: Masha calls upon Akane and Rin. If she wins, fire seeps from her pores and covers her fist. Once that has happened, the fire begins to freeze about her wrist. The fire begins to move in slow motion, blue and orange twining together. Masha smashes her fist into someone or something. This causes the frozen fire to break, dealing cold and heat damage. Thus she does both physical and elemental spell damage.
    Damage: 25, 12.5 fire and 12.5 cold

    Strengths:

    • Adds elemental damage to her punch

    Weaknesses:

    • Weak against two elements, pure fire and pure water
    • Masha must defend her psyche against two personalities
    • Masha has to nearly be hugging the opponent to make it effective



    Rank D


    Rage Explosion:

    Name: Rage Explosion!
    Rank: D
    Type: Fire, Offensive, Area of Effect, Burst
    Duration: Instant
    Cooldown: 2 posts
    Description: Masha pulls upon the angry personality to use its fiery powers. If the battle goes well with that personality, Masha focuses upon a point within range. She must stop to fire the beam and her hands must be upon her temples. If they aren’t, the beam simply fizzles out.  The beam explodes upon impact, affecting a small area around the impact site.
    Range: 8 meters
    Speed: 11 meters
    AOE: 1 meter radius
    Damage: 30 damage

    Strengths:

    • Can open holes in obstacles standing in the way.
    • Has the potential to blow an opponent off their feet.

    Weaknesses:

    • Weaker in the water
    • Can’t do much damage against anything thicker than 1 foot
    • Armor deters the explosions damage
    • Akane fights for control in the single instant Masha reaches for her power
    • A single instance of hesitation can cause the spell to blow in Masha’s face


    Radar:

    Name: Radar
    Rank: D
    Type: Sound, Supportive, Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: Masha calls upon the power of Mara. If she wins the personality battle, Masha can do one of two things. The first is to create a small burst of sound upon the ground, giving her an approximate location of enemies within a specific radius. The second is to create a shockwave in front of her fist in order to knock back her opponent. The distance an opponent goes when hit by the shockwave depends on the area of the body hit and how solid Masha’s punch is. For example, a glancing blow to the body may cause an opponent to step back.
    Radius of Burst: 40 meters
    Damage: 30 HP

    Strengths:

    • Reveals the whereabouts of an opponent
    • Has the potential to knock an opponent off their feet.

    Weaknesses:

    • Certain armor (heavy or magical) dilutes the effectiveness of the shockwave attack
    • The burst to show enemies can’t go through walls or similar obstacles. It must go around them
    • Similar to the spell, Mara will try to hit Masha with a surprise attack when Masha reaches for her power
    • The spell’s effectiveness relies entirely on Masha being able to land a hit
    • Since Masha must get close, the opponent has the chance to counter the blow turning it back on Masha


    Ice Lock:

    Name: Ice Lock
    Rank: D
    Type: Ice, Supportive, Burst
    Duration: 1 post
    Cooldown: 2 posts
    Description: Masha draws upon the power of Rin and attempts to wrestle control from the calculating personality. If she succeeds, an icy mist floats just above Masha’s palm. When she slams it against the ground, A sheet of ice 2 inches thick spreads out in a half circle for 10 meters originating from her hand. If she touches something, it is covered in ice with the average area covered being up to 10 meters. If Masha touches someone, only their arm/torso/leg/head freezes for the duration of the spell.

    Strengths:

    • Forces opponents to watch footing
    • Can partially immobilize an opponent

    Weaknesses:

    • Masha must contend with RIn, one of the most powerful personalities
    • Fire easily melts ice or prevents it from forming
    • Does not do any damage besides perhaps someone falling


    Gravity Gauntlet:

    Name: Gravity Gauntlet
    Rank: D
    Type: Offensive, Burst, Gravity, Multitarget, Debuff
    Duration: 1 post
    Cooldown: 2 posts
    Description: Galene’s power is called upon to enact this spell. If Masha wins the battle between herself and Galene, shimmering purple energy encases her entire hand, wrist and part of her forearm. Every strike Masha deals with the hand glowing with purple energy will make the struck object or person to be heavier. The strikes leave behind a glowing purple mark that will dissipate when the spells duration is up.
    Speed Decrease: 5%
    Object Weight Increase: 10%

    Strengths:

    • Slows enemies down making them easier to hit
    • Makes objects either more dangerous or impossible to lift

    Weaknesses:

    • Galene attacks with a subtly that makes her more dangerous than other personalities
    • Relies upon Masha’s ability to land multiple hits to be truly effective
    • Useless against any enemy that isn’t within arm’s reach
    • A blast of wind can disrupt the shimmering energy and disrupt the spell



    Rank C


    Wind Knuckles:

    Name: Wind Knuckles
    Rank: C
    Type: Offensive, Wind, Burst, Multi-target
    Duration: Instant
    Cooldown: 3 posts
    Description: Masha must fight with Makena for control of her power. If Masha succeeds, her fist begins to glow green. Upon striking an opponent, a series of ten powerful blows simulated by the wind rain down. The blows are felt within the same area Masha strikes with her fist. They hit quickly each within a second of the last. The blows have a potential to knock an opponent back, provided Masha hits the opponent in the stomach or the chest

    Strengths:

    • Deals a series of blows to an opponent
    • Potential to knock an opponent back or off his feet


    Weaknesses:

    • Requires no armor to be truly effective
    • Stone will stop the attack cold
    • A glancing blow will steal 50% of its damage
    • Masha must wrestle with her desire to be happy when she fight Makena
    • Will give a Wind Slayer a good juice up


    Invisibility:

    Name: Invisibility
    Rank: C
    Type: Supportive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Masha fights for control with Vara in order to use her power. If she wins, Masha’s body shimmers and begins to disappear until it vanishes entirely. The only evidence of her body is a faded yellow hexagon where the bottom of her foot would be. All of her clothing and anything she is holding also turns invisible. She cannot turn anyone else invisible in addition to herself. Her scent is not masked and her shadow is still visible though it becomes faint, barely noticeable.

    Strengths:

    • Cannot be seen by enemies

    Weaknesses:

    • Isn’t completely invisible and leaves clues
    • Intense heat will cause her to become visible again
    • Vara can strike during the spell when Masha least expects it
    • Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on Masha’s arm for a few minutes, the section of arm they are holding will become visible again.


    Attraction (PvE only, OOC permission sought for PvP):

    Name: Attraction (PvE only, OOC permission sought for PvP)
    Rank: C
    Type: Supportive, Burst, Area of Effect
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Masha reaches for Lorelei’s power to augment her own. If she wins the battle between Lorelei and herself, Masha emits a one-time cloud of invisible pheromones within a specific area. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone becomes undeniably attracted to Masha (regardless of their sexual preferences). For the duration of the spell, the person affected by the pheromone will thereby follow any instruction given by Masha provided that does not cause them to harm themselves or someone they love dearly. A person fighting against the pheromones is paralyzed for the duration of the spell. With each post they resist, the attraction becomes stronger until it consumes their mind. This deals a small amount of psychic damage upon the release of the spell.
    Radius of Cloud: 20 meters
    Psychic Damage: 20 HP

    Strengths:

    • Can create an army of love slaves for a short amount of time
    • Can paralyze an opponent if they fight against it
    • Has a chance to infect more people over time

    Weaknesses:

    • Asexual, Demisexual, straight women, etc are more likely to fight instead of obey
    • Since Lorelei is closely aligned to Masha’s own personality, it is easier for Masha to lose
    • If an opponent holds their breath and exits the cloud, they will not be effected
    • Wind can tear apart the cloud, removing its danger
    • A bucket of water over an affected person will snap them out of it
    • Less effective outside when weather is abounding



    Rank B




    Rank A




    Rank S



    List of Spell Fusions: N/A

    Unlocked and moved per user’s request~


    _____________________________________________________________________________________

    avatar
    Lester Drynedi
     
     

    Administrator - Moderator - Developer/GFX Artist - Chatbox Moderator - Mythical VIP Status - VIP- Gain An Artifact- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Rising Star - Guild Master - Custom Slayer - Zodiac Key - Legal Guild Ace - S-Rank - A-Rank - Halloween gfx'ers - Halloween Social - Haiku Contest Participant- Richie Rich - Rich - Veteran Level 1 - Character Application Approved! - Character History! - Magic Application Approved! - Obtain A Secondary Magic! - Get A Pet! - Complete Your First Job! - Obtain A Lineage! - Join A Faction! - The Being - The Light - The Sacred - The Beast - The Fallen - Master [1000] - Senior [500] - Novice [250] - Advertisement Achievement Badge - Cookie Achievement - Cupcake Achievement - Banana - Rainbow - Sword - Hero - Fire Badge - Summer Special Participant - Have Seijin On Your Friends List - Be On Lester's Friends List - Be on Madame Astrid's friend list - Be on Izayuki's Friend List - Have Aiyanna On Your Friend's List - Have Lord Fredericks On Your Friends List - Be On Seijin's Foe List - 1 Year Anniversary - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1584
    Guild : ❀ Crystal Swan Guild Master❀
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17
    Mentor : ❀ Desirée Blooms ❀
    Experience : 379,151.25
    Brownie Points :

    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Translation

    Post by Lester Drynedi on 7th September 2018, 12:43 pm

    Heya lester here, changes are in this colour! Please bump the thread when you're done and feel free to ask any questions below~

    ❀:
    @Masha wrote:Magic
    Magic Name: Translation
    Magic Type: Caster
    Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
    Masha is fairly careless with her magic. She tends to unleash it in massive amounts, teetering on the edge of control. Her magic is also slightly different from normal Translation as her ‘alternate selves’ are entities made up of minds, including Masha’s, that were shattered and forced into Masha’s body. As such, the magic can unexpectedly buck within Masha’s grasp. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
    The Eight:

    The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
    The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
    The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
    The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
    The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
    The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
    The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
    The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
    Strengths:

    • Translation is most adept at single targeting over area of effect or multi targeting.
    • Thanks to the basis of the magic, Translation can have a wide variety of effects
    • The magic is best at strengthen the caster over weakening or aiding others
    • While it is capable of other abilities, Translation excels most at dealing damage

    Weaknesses:

    • Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
    • The elemental spells can be eaten by any Slayers (God, Demon, or Dragon)
    • Most of the spells are for close range, physical attacks or burst attacks
    • Due most spells being close range, the caster is more likely to take more damage
    • Limited variation on ranged spells
    • If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
    • Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities

    Lineage:
    Avatar of Ilyria:

    Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."

    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.

    Usage: Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
    Extra Spells Proof: Post 638

    Unique Abilities:
    Durability Experimentation: Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
    Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen per post. Change this to every second post please
    Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles change due to the magic.
    Yandere Mode: When this ability is activated, Masha becomes like a wraith. Damage seems to pass through her (though it does still do damage). Masha can step into shadows, reappearing in shadows within 15 meters. Her eyes flash red and a single target, one chosen as the ability activates, receives 40% increased damage from Masha. This ability lasts 2 posts and then goes into a 3 post cooldown.
    Succubus Form: Masha draws upon the power that the scientists placed inside her. Her body transforms become taller, curvier, radiating beauty. Her nails become more like claws, able to extend and retract. A pair of wings pop out from her back. Her speed increases by 25%, her strength increases by 25% and she leaks a pheromone that encourages people to do what they want – basically removing all their inhibitions. The pheromone affects those within 15 meters of Masha regardless of if they are friend or foe. This transformation and its assorted benefits lasts 3 posts before going into a 5 post cooldown. Just note that this falls under effect rules please


    Spells



    Signature Spells


    Tentrilic Dremra:

    Name: Tentrilic Dremra
    Rank: Ranking
    Type: Burst
    Damage: 80 HP, 100 HP at A rank, 120 HP at S rank
    Range: 50 meters, 75 meters at A rank, 100 at S rank
    Speed: 50 MPS, 75 MPS at A rank, 100 MPS at S rank
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information paralyzes the target for that short time. Only effects those of equal or lower ranks
    Change this to either damage or immobilize
    Strengths:

    • The paralyzing effect is dangerous as freezing on a battlefield can be fatal
    • This spell can be useful in a wide range of situations not just in combat

    Weaknesses:

    • If the target isn't taken by surprise and holds their breath for 5 seconds, the spell can't take effect and is rendered useless.
    • Missing the target and hitting an innocent or an ally is quite easy


    Tentra Erthsta:

    Name: Tentra Erthsta
    Rank: Ranking
    Type: Single Target
    Damage: N/A
    Range: 200 meters, 300 meters at A rank, 400 meters at S rank
    Speed: 200 MPS, 300 MPS at A rank, 400 MPS at S rank
    Duration: 2 posts
    Cooldown: 3 posts
    Downside:
    Description: The wielder creates a trap seal. Red mist curls about their body and they can place the seal upon the ground, a wall or a person. The wielder places the seal through direction of the tip of their finger or through the bottom of thier foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).
    - If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.  
    - If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has 50 health per rank up til S rank. change this to 3x rank in damage
    - If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.  

    Strengths:

    • Versatile
    • Slows enemies down

    Weaknesses:

    • Short duration
    • Can effect allies


    Elemental Fists:

    Name: Elemental Fists
    Rank: D
    Type: Multihit
    Damage: 30 HP
    Range: 45 meters
    Speed: 30 meters
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The wielder calls upon the fire of Akane, the wind of Makena, the ice of Rin or the water of Nekane. Whichever they choose to call upon, imbues their fists with elemental power. This is symbolized by an ethereal symbols hovering over their fists – Red for fire, blue for water, white for ice, and green for wind. Each strike they deal does damage of whichever element they called upon. If they strike an opposing elemental power, such as water to fire, the spell fails and the wielder does normal melee damage.
    Strengths:

    • Increases damage done in melee

    Weaknesses:

    • Opposing elements cancel out the damage boost



    Rank D


    Explosive Fist:

    Name: Explosive Fist
    Rank: D
    Type: Burst, Multihit, Fire
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon Akane for her power. The fiery entity places an enchantment upon the caster’s fists. This enchantment takes the form of a red rune floating above the back of the caster’s fists. When the caster strikes, a small explosion expands from the front of the fist. The rune fades once the spell duration is up.
    Strengths:

    • Can open holes in obstacles standing in the way.
    • Has the potential to blow an opponent off their feet.

    Weaknesses:

    • Weaker in the water
    • Hesitation will place Akane in control


    Shockwave:

    Name: Shockwave
    Rank: D
    Type: Single Target, Sound
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Mara. A steel circle appears in front of the caster’s fist. Upon being struck, the circle blasts entire range of the spell in a powerful howl. The howl cuts through anything in its way, leaving destruction in its wake. Everything inside that range is damaged and is left damage. The circle disappears immediately afterward.
    Strengths:

    • Has the potential to knock an opponent off their feet.

    Weaknesses:

    • Disperses over long distances
    • Does 30% less damage against defensive earth spells


    Icicle:

    Name: Icicle
    Rank: D
    Type: Burst, Multihit, Ice
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster summons up the power of RIn. The entity places her power within the caster’s fist. When the caster strikes, they create an icicle through and behind whatever they strike. This can be used to partially pin an opponent or to merely cause a ton of agony as their insides are frozen. The caster can hit opponents through physical objects provided they know where the opponent is on the other side.
    Strengths:

    • Partially immobilize opponent

    Weaknesses:

    • Fire easily melts ice or prevents it from forming


    Gravity Strike:

    Name: Gravity Strike
    Rank: D
    Type: Single Target, Gravity
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene. A purple rune transmits the power into the caster’s fist. Upon striking out, the caster slams one opponent in range with an incredible amount of gravity. The increase in gravity is signified by a purple mist. Until the spell dissipates, that opponent is under the pressure of increased gravity which decreases their speed by 50%. Each step this opponent makes creates a small crater around their feet. Once the spell dissipates, they return to normal.
    Strengths:

    • Slows enemies down making them easier to hit

    Weaknesses:

    • Liquid lifeforms have a 25% debuff reduction


    Clones:

    Name: Clones
    Rank: D
    Type: Burst, Illusion
    Damage: 0 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Lorelei. A pink mist scatters swiftly across the range of the spell, obscuring everything within that radius. When it clears, there are four identical copies of the caster in addition to the caster themselves. They all mirror the caster in action though only the real caster can do any damage. When the copies are hit, they disappear in a puff of pink smoke. Any damage the caster takes is mirrored by the copies. When the spell duration ends, every remaining copy disappears in pink smoke.
    Strengths:

    • Can cause momentary confusion

    Weaknesses:

    • Does no damage


    Tempest:

    Name: Tempest
    Rank: D
    Type: Area of Effect, Wind
    Damage: 20 HP
    Range: 30 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Makena. A circular wall of green wind, beginning at the caster pushes outward shoving opponents back to the bounds of the spell range. The wall stands at that range until the end of the spells duration, at which the wall slowly peters out.
    Strengths:

    • Pushes enemies away from caster

    Weaknesses:

    • Anchored opponents are pushed 80% less


    Water Halo:

    Name: Water Halo
    Rank: D
    Type: Burst, Water
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Nekane. A sphere of water forms in front of the caster’s fist. Punching out, the caster sends the sphere at an opponent. If it hits, the sphere envelops the opponent’s head. They begin to suffocate and the sphere stays with them until the spell duration ends. To add to the suffocation, the inside of the sphere creates tremendous pressure against the opponent’s head. No amount of scrabbling or moving can dislodge the sphere once it is in place. When the spell duration ends, the sphere pops splashing water all over the opponent.
    Strengths:

    • Suffocates an enemy

    Weaknesses:

    • Those that can breathe underwater aren’t affected


    Drop:

    Name: Drop
    Rank: D
    Type: Single Target, Trap
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Vara. The caster can then create a pitfall within range that is 2 meters deep and 5 meters across. This pitfall appears to be one with the ground, the only indication of it being a slight shimmer. If an opponent or ally activates the spell by falling into it, a thin layer of dirt forms over the mouth of the pitfall once they fall in. When the spell duration ends, the pitfall fills back in regardless of if there is anyone inside.
    Strengths:

    • Briefly traps an opponent

    Weaknesses:

    • Tall opponents have no trouble escaping


    Iron Chains of Wind (Advanced Spell):

    Name: Iron Chains of Wind
    Rank: D+
    Type: Single Target, Damage over Time
    Damage: 30 HP
    Range: 90 meters
    Speed: 90 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the powers of Mara and Makena. Upon unleashing the spell, three flickering chains made of wind and metal hurry toward the target. They pierce the target’s body then proceed to weave their way through the entirety of the body. The target is immobilized for 1 post. The chains move through the body for the entirety of the spell duration, doing damage over time. Upon reaching the spell’s duration, the chains disappear.
    Strengths:

    • Immobilizes opponent briefly

    Weaknesses:

    • Earth spells can break the chains
    • Metal and Wind slayers can eat the chains



    Rank C

    Razor Wind Punch:

    Name: Razor Wind Punch
    Rank: C
    Type:  Burst, Multihit, Wind
    Damage: 45 HP
    Range: 90 meters
    Speed: 65 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon the power of Makena. Those powers infuse the caster’s fists with green light. For the duration, when the caster punches, they send out a blade-like wind. In addition, this spell boosts the caster’s speed by 55%. The green cast upon the fist will fade when the spell duration ends.  
    Strengths:

    • Can deal lots of damage to one opponent or hit several

    Weaknesses:

    • Can be eaten by a Wind/Air Slayer


    Ethereal Blast:

    Name: Ethereal Blast
    Rank: C
    Type: Burst
    Damage: 0 HP
    Range: 30 meters
    Speed: 30 meters
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon Vara’s power. A yellow sheen envelops their hand. The caster can then decide to make themselves or someone in range invisible. The chosen person will shimmer and disappear, the only evidence of them being a pale yellow hexagon where the bottom of their left foot would be. All of their clothing and anything they are holding also turns invisible. Their scent is not masked so anyone with a keen nose can still find them. The person affected by this spell gets a 30% increase to their magical resistance as well. When the spell duration ends, the affected person materializes once again.
    Strengths:

    • Cannot be seen by enemies

    Weaknesses:

    • Isn’t completely invisible
    • Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on the invisible person’s arm for a few seconds, the section of arm they are holding will become visible again.


    Allure:

    Name: Allure
    Rank: C
    Type: Area of Effect, Damage over Time
    Damage: 15 HP
    Range: 60 meters
    Speed: 30 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster reaches for Lorelei’s person. The caster emits a one-time near invisible pink cloud of pheromones within spell range. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone feels a nigh uncontrollable urge to follow the caster. They can choose to fight the urge but in doing so they take damage and paralyze themselves for 1 post. For the duration of the spell, the willing affected person will thereby follow any instruction given by the caster provided that does not cause them to harm themselves or someone they love dearly. When the spell reaches the end of its duration, it deals damage to all those affected, willing or unwilling. The cloud disperses at the end of the spell’s duration
    Strengths:

    • Can create an army of love slaves for a short amount of time
    • Can paralyze an opponent if they fight against it
    • Has a chance to infect more people over time

    Weaknesses:

    • People can fight against it
    • If an opponent holds their breath and exits the cloud, they will not be effected
    • Wind can tear apart the cloud, removing its danger
    • A bucket of water over an affected person will snap them out of it


    Flame of Agony (Advanced Spell):

    Name: Flame of Agony
    Rank: C+
    Type: Burst, Multihit, Damage over Time
    Damage: 45 HP
    Range: 45 meters
    Speed: 45 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Akane and Galene. The power manifests as a red-violet rune in front of the caster’s fists. This rune remains until the spell’s duration is up. Upon striking an opponent, the caster leaves behind a red-violet rune. The rune will begin burning the afflicted person. In addition, the rune drains the afflicted person of their speed, making them 55% slower than they would usually be. The afflicted person will continue to take damage from the rune until the spells duration ends and it disappears.
    Strengths:

    • Slows an opponent
    • Deals damage over time

    Weaknesses:

    • Can affect allies
    • Water can reduce the damage by 20%



    Rank B

    Great Meteor Trap:

    Name: Great Meteor Trap
    Rank: B
    Type: Burst
    Damage: 80 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Vara. Within range, the caster may place a pale grey rune within range. When this rune is stepped on, the rune activates. Whoever activates the rune is slammed with increased gravity. They are marked by the rune as well. For 1 post, the activator is paralyzed by the increased gravity. Until the end of the spell’s duration, the activator will be 30% slower and 30% weaker Specify if its spell damage or strength (melee damage) that is weaker . They will find that for 1 or 2 posts after the spell duration ends, they have trouble readjusting to normal gravity. This means the activator will over compensate as if they were still under the effects of increased gravity. When the spell duration ends, the rune disappears and the afflicted person returns to normal gravity.
    Strengths:

    • Briefly paralyzes opponent

    Weaknesses:

    • Must be triggered


    Peace Until Death:

    Name: Peace until Death
    Rank: B
    Type: Single Target
    Damage: 80 HP
    Range: 200 HP
    Speed: 200 HP
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon Lorelei and Vara. Then they extend an open hand toward a person in range. From their outstretched palm, a dull peach colored rune zooms across the distance. The initial strike causes damage. The rune plasters itself to the person’s skin, through clothing if necessary. Then the person is flung into a place they consider to be peaceful. It is filled with people they love, dead or alive and the person is able to interact with them normally. Even if the person realizes it is an illusion, they cannot stop it. To everyone else, the person looks like they are putting on a mime act. For the spell’s duration, the person is trapped within this illusion. When the spell duration ends, the illusion seems to fade away leaving the person standing wherever they may have wandered during the illusion. An unaffected person can prematurely end the spell by placing their hand against the rune for 30 seconds.
    Strengths:

    • Traps opponent inside their own head

    Weaknesses:

    • The unaffected can free the affected person


    Dancing Swallow, Frozen River:

    Name: Dancing Swallow, Frozen River
    Rank: B
    Type: Multihit, Burst
    Damage: 60 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Nekane and Rin. Water flows upward from the caster’s palm and flares into ice at the shoulder. The ice reforms whenever the caster moves. From that point, the caster begins a beautiful sweeping dance, with large arm movements and spinning. Each step the caster takes leaves behind a small burst of ice. The dance centers upon a focal point, usually an opponent, that the caster touches constantly. The dance can change to incorporate multiple focal points, reducing the amount of touching per focal point. Every time the caster touches a focal point, ice freezes outward from the point of contact causing damage. An opponent will find themselves 20% slower directly after receiving damage. As time passes, the ice spreads across the opponent, robbing them of 20% strength on the second post then 20% magical resistance on the third post. The caster dances for the entirety of the spell duration. Water intercepts spells and physical attacks but the damage is passed on to the caster. The ice fades at the end of the spell duration.
    The total debuff is 60% across all targets, just note that the debuff caps at 60% total
    Strengths:

    • Beautiful dance

    Weaknesses:

    • 30% less effective against Fire-based shields


    Explosion! (Advanced Spell):

    Name: Explosion!
    Rank: B+
    Type: Multitarget
    Damage: 90 HP
    Range: 225 meters
    Speed: 165 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Akane, Galene and Makena. Fire wraps itself around the caster’s fists, enveloping a good chunk of the forearm as well. When the caster punches, a projectile erupts from the extended fist. The projectile will go out to the range of the spell. If the projectile hits anything in its journey, it explodes enveloping a 3-meter radius. With every punch, the caster’s magical damage increases by 5%, capping at 60%. When the spell duration ends, the flames fade away leaving no trace behind except a little ash.
    Strengths:

    • Explosions

    Weaknesses:

    • A badly aimed punch can hit an ally or the caster themselves



    Rank A

    Reverberating Curse of Cold:

    Name: Reverberating Curse of Cold
    Rank: A
    Type: Area of Effect
    Damage: 75 HP Lower to 50 hp please
    Range: 150 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Vara, Mara and Rin. In a circular area around the caster with a radius of the spell’s range, large ice pillars about 5 meters across spring up around the edge and at random intervals within. The temperature drops rapidly in this area. Those starting in this area or stepping into it, excluding the caster, take damage from the cold temperature. The pillars vibrate, sending out a low sound. This sound sinks into the psyche of those within, excluding the caster, sapping them of their magical resistance. Their magical resistance drops by 65% while within the circle. The sound keeps those within confused of direction. Every time they attempt to exit the circle, they’ll get turned around and think it is completely natural. Some of those within can’t even perceive the edges of the circle whatsoever. The pillars are reflective making the circle similar to a hall of mirrors. If a pillar is destroyed, another pillar rises to take place of the destroyed one. When the spell duration ends, the pillars sink back into the ground.
    Lower it to 32.5% please

    • Makes an enemy more susceptible to magical attacks

    Weaknesses:

    • 45% less effective against those who have resistance to extreme cold


    Blossoming Windfall:

    Name: Blossoming Windfall
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Lorelei and Makena. The caster begins a slow, sensual dance, their body glowing pink. Those who observe the caster see their ideal woman/man dancing. As the caster continues, three beautiful women or men or a mixture of both depending on what the target prefers appears. These women/men explode into violent wind if attacked, dealing damage to the target regardless of who destroyed them. If they are not attacked, the conjured beings gently touch and caress the target. Flowers begin to bloom across the target’s body. After one post of dancing, the caster may stop. The flowers blossoming across the target drain 32% of their speed and 32% of their magical resistance. Then in turn, the 32% speed and 32% magical resistance is sent to the caster, bolstering their speed and magical resistance. The conjured beings will multiply the longer the spell goes on, dealing damage to the target whenever they are destroyed. In addition, the flowers will continue to blossom. If they are not stopped or constantly ripped out, the target will find themselves paralyzed after 3 posts for 1 post. The flowers naturally fall off at the end of the spell’s duration. The conjured beings laugh and waved before fading out at the end of the spell’s duration.
    Total buffs and debuffs can total 65%
    Strengths:

    • Distracts enemy
    • Stealthily steals enemy’s strength

    Weaknesses:

    • Can distract allies
    • Water dispels the enchantment by 40%


    Grasp of Shadows:

    Name: Grasp of Shadows
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: 300 meters
    Speed: 300 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Nekane and Vara. A single shadow shoots out from the caster’s feet. If it connects with the target, the shadow wraps around them pulling them into a realm of shadows. There nearly an absence of light within this realm. The caster can step into and out of this realm and can easily see while within this realm. Water flows within this realm, a black liquid that burns to the touch. Several waterfalls patter down from unseen heights, damaging anyone who steps beneath them. While in this realm, the target’s spells do 65% less damage. Doorways out of this realm can be created by a light spell of equal or higher rank. Otherwise, the target remains within the realm for the duration of the spell. At the conclusion of the spell’s duration, the target will find themselves back where they started before the spell grabbed hold of them.
    Note that going to the other realm counts as an effect
    Strengths:

    • Pulls enemy into alternate dimension

    Weaknesses:

    • Powerful light spells from opponent can dispel


    Gravitational Hollow (Advanced Spell):

    Name: Gravitational Hollow
    Rank: A+
    Type: Area of Effect
    Damage: 75 HP
    Range: 225 meters
    Speed: 110 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Mara. Within a circle with the radius of the spell’s range, the caster creates 10 gravity balls. Each is 3 meters across and glows lightly purple. Touching these balls will inflict damage as they pull everything towards themselves. Trying to hit these balls with spells will cause the spells to go array, generally circling the gravity ball and shooting in a random direction. Everything within the area that isn’t securely anchored down begins to float. The ground tears free, creating 10 platforms 3 meters across. This creates a debris field, within which things don’t work quite the way people intend. Gravity pulls from ten different directions, overpowering natural gravity. Getting too close to a gravity ball will cause it to start pulling the person in. Long range spells can disappear off into the distance or hit allies/the caster themselves. Those unused to flying will struggle to move about the field freely, generally held in place by their inability to move forward. When the spell nears its end, the entire field will close in on itself. Those caught within the field will take damage. The debris created by this will all be dumped into beneath what was the center of the field at the end of the spell’s duration.
    Strengths:

    • Creates a unique playing field

    Weaknesses:

    • Can hurt allies and caster
    • Those that can fly will have an easier time navigating



    Rank S

    Spell:


    Spell:


    Advanced Spell:



    _____________________________________________________________________________________

    avatar
    Masha

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Avatar of Ilyria
    Position : None
    Posts : 159
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Ruvel
    Experience : 10,849

    Character Sheet
    First Magic: Translation
    Second Magic:
    Third Magic:

    Re: Translation

    Post by Masha on 9th September 2018, 3:05 am

    Alright! I've made all of the edits you requested barring two:

    Blossoming Windfall: Instead of reducing all the buffs/debuffs, I've entirely removed the buffs that teh caster would have been given. I hope that works in place of what you suggested.

    Dancing Swallow, Frozen River: I haven't edited this at all and here's why: I don't understand you edit and I have poured over the buff rules. Yes, the total debuff that can happen is 60%. However, from what I understand of your edit, you're saying that the debuff must reduce the more people the spell affects. As in, if it effects 10 people, instead of each getting 60% total debuffs, they each receive only 6% total debuffs. I don't see anything in the rules that says the more people a spell effects the lower the debuff must be. That is the only reason I haven't made this edit and I'm hoping you can clear things up for me.


    _____________________________________________________________________________________

    Masha - Bank - Translation

    Jobs in Progress: 3/6
    5 bonus spells: Post 675

    avatar
    Lester Drynedi
     
     

    Administrator - Moderator - Developer/GFX Artist - Chatbox Moderator - Mythical VIP Status - VIP- Gain An Artifact- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Rising Star - Guild Master - Custom Slayer - Zodiac Key - Legal Guild Ace - S-Rank - A-Rank - Halloween gfx'ers - Halloween Social - Haiku Contest Participant- Richie Rich - Rich - Veteran Level 1 - Character Application Approved! - Character History! - Magic Application Approved! - Obtain A Secondary Magic! - Get A Pet! - Complete Your First Job! - Obtain A Lineage! - Join A Faction! - The Being - The Light - The Sacred - The Beast - The Fallen - Master [1000] - Senior [500] - Novice [250] - Advertisement Achievement Badge - Cookie Achievement - Cupcake Achievement - Banana - Rainbow - Sword - Hero - Fire Badge - Summer Special Participant - Have Seijin On Your Friends List - Be On Lester's Friends List - Be on Madame Astrid's friend list - Be on Izayuki's Friend List - Have Aiyanna On Your Friend's List - Have Lord Fredericks On Your Friends List - Be On Seijin's Foe List - 1 Year Anniversary - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1584
    Guild : ❀ Crystal Swan Guild Master❀
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17
    Mentor : ❀ Desirée Blooms ❀
    Experience : 379,151.25
    Brownie Points :

    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Translation

    Post by Lester Drynedi on 13th September 2018, 5:29 am

    The main thing with multihit de/buffs is that it can't go over the buff amount in the rules, if its easier you could just say that the debuffs can't stack (otherwise a mage could touch someone countless times and get buffs in the thousands which is why we get people to cap buffs)
    Also a note in Tentrilic Dremra

    ❀:

    @Masha wrote:Magic
    Magic Name: Translation
    Magic Type: Caster
    Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
    Masha is fairly careless with her magic. She tends to unleash it in massive amounts, teetering on the edge of control. Her magic is also slightly different from normal Translation as her ‘alternate selves’ are entities made up of minds, including Masha’s, that were shattered and forced into Masha’s body. As such, the magic can unexpectedly buck within Masha’s grasp. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
    The Eight:

    The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
    The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
    The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
    The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
    The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
    The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
    The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
    The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
    Strengths:

    • Translation is most adept at single targeting over area of effect or multi targeting.
    • Thanks to the basis of the magic, Translation can have a wide variety of effects
    • The magic is best at strengthen the caster over weakening or aiding others
    • While it is capable of other abilities, Translation excels most at dealing damage

    Weaknesses:

    • Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
    • The elemental spells can be eaten by any Slayers (God, Demon, or Dragon)
    • Most of the spells are for close range, physical attacks or burst attacks
    • Due most spells being close range, the caster is more likely to take more damage
    • Limited variation on ranged spells
    • If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
    • Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities

    Lineage:
    Avatar of Ilyria:

    Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."

    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.

    Usage: Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
    Extra Spells Proof: Post 638

    Unique Abilities:
    Durability Experimentation: Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
    Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen every other post.
    Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles change due to the magic.
    Yandere Mode: When this ability is activated, Masha becomes like a wraith. Damage seems to pass through her (though it does still do damage). Masha can step into shadows, reappearing in shadows within 15 meters. Her eyes flash red and a single target, one chosen as the ability activates, receives 40% increased damage from Masha. This ability lasts 2 posts and then goes into a 3 post cooldown.
    Succubus Form: Masha draws upon the power that the scientists placed inside her. Her body transforms become taller, curvier, radiating beauty. Her nails become more like claws, able to extend and retract. A pair of wings pop out from her back. Her speed increases by 25%, her strength increases by 25% and she leaks a pheromone that encourages people to do what they want – basically removing all their inhibitions. The pheromone affects those within 15 meters of Masha regardless of if they are friend or foe and counts as an effect. This transformation and its assorted benefits lasts 3 posts before going into a 5 post cooldown.


    Spells



    Signature Spells


    Tentrilic Dremra:

    Name: Tentrilic Dremra
    Rank: Ranking
    Type: Burst
    Damage: 80 HP, 100 HP at A rank, 120 HP at S rank
    Range: 50 meters, 75 meters at A rank, 100 at S rank
    Speed: 50 MPS, 75 MPS at A rank, 100 MPS at S rank
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information either paralyzes the target for that short time or damages them. Only effects those of equal or lower ranks
    When I said either or I meant that you can't have both in the same spell, could you remove the damage or the immobilization please
    Strengths:

    • The paralyzing effect is dangerous as freezing on a battlefield can be fatal
    • This spell can be useful in a wide range of situations not just in combat

    Weaknesses:

    • If the target isn't taken by surprise and holds their breath for 5 seconds, the spell can't take effect and is rendered useless.
    • Missing the target and hitting an innocent or an ally is quite easy


    Tentra Erthsta:

    Name: Tentra Erthsta
    Rank: Ranking
    Type: Single Target
    Damage: N/A
    Range: 200 meters, 300 meters at A rank, 400 meters at S rank
    Speed: 200 MPS, 300 MPS at A rank, 400 MPS at S rank
    Duration: 2 posts
    Cooldown: 3 posts
    Downside:
    Description: The wielder creates a trap seal. Red mist curls about their body and they can place the seal upon the ground, a wall or a person. The wielder places the seal through direction of the tip of their finger or through the bottom of thier foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).
    - If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.  
    - If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has health equal to 3x rank damage
    - If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.  


    Strengths:

    • Versatile
    • Slows enemies down

    Weaknesses:

    • Short duration
    • Can effect allies


    Elemental Fists:

    Name: Elemental Fists
    Rank: D
    Type: Multihit
    Damage: 30 HP
    Range: 45 meters
    Speed: 30 meters
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The wielder calls upon the fire of Akane, the wind of Makena, the ice of Rin or the water of Nekane. Whichever they choose to call upon, imbues their fists with elemental power. This is symbolized by an ethereal symbols hovering over their fists – Red for fire, blue for water, white for ice, and green for wind. Each strike they deal does damage of whichever element they called upon. If they strike an opposing elemental power, such as water to fire, the spell fails and the wielder does normal melee damage.
    Strengths:

    • Increases damage done in melee

    Weaknesses:

    • Opposing elements cancel out the damage boost



    Rank D


    Explosive Fist:

    Name: Explosive Fist
    Rank: D
    Type: Burst, Multihit, Fire
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon Akane for her power. The fiery entity places an enchantment upon the caster’s fists. This enchantment takes the form of a red rune floating above the back of the caster’s fists. When the caster strikes, a small explosion expands from the front of the fist. The rune fades once the spell duration is up.
    Strengths:

    • Can open holes in obstacles standing in the way.
    • Has the potential to blow an opponent off their feet.

    Weaknesses:

    • Weaker in the water
    • Hesitation will place Akane in control


    Shockwave:

    Name: Shockwave
    Rank: D
    Type: Single Target, Sound
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Mara. A steel circle appears in front of the caster’s fist. Upon being struck, the circle blasts entire range of the spell in a powerful howl. The howl cuts through anything in its way, leaving destruction in its wake. Everything inside that range is damaged and is left damage. The circle disappears immediately afterward.
    Strengths:

    • Has the potential to knock an opponent off their feet.

    Weaknesses:

    • Disperses over long distances
    • Does 30% less damage against defensive earth spells


    Icicle:

    Name: Icicle
    Rank: D
    Type: Burst, Multihit, Ice
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster summons up the power of RIn. The entity places her power within the caster’s fist. When the caster strikes, they create an icicle through and behind whatever they strike. This can be used to partially pin an opponent or to merely cause a ton of agony as their insides are frozen. The caster can hit opponents through physical objects provided they know where the opponent is on the other side.
    Strengths:

    • Partially immobilize opponent

    Weaknesses:

    • Fire easily melts ice or prevents it from forming


    Gravity Strike:

    Name: Gravity Strike
    Rank: D
    Type: Single Target, Gravity
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene. A purple rune transmits the power into the caster’s fist. Upon striking out, the caster slams one opponent in range with an incredible amount of gravity. The increase in gravity is signified by a purple mist. Until the spell dissipates, that opponent is under the pressure of increased gravity which decreases their speed by 50%. Each step this opponent makes creates a small crater around their feet. Once the spell dissipates, they return to normal.
    Strengths:

    • Slows enemies down making them easier to hit

    Weaknesses:

    • Liquid lifeforms have a 25% debuff reduction


    Clones:

    Name: Clones
    Rank: D
    Type: Burst, Illusion
    Damage: 0 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Lorelei. A pink mist scatters swiftly across the range of the spell, obscuring everything within that radius. When it clears, there are four identical copies of the caster in addition to the caster themselves. They all mirror the caster in action though only the real caster can do any damage. When the copies are hit, they disappear in a puff of pink smoke. Any damage the caster takes is mirrored by the copies. When the spell duration ends, every remaining copy disappears in pink smoke.
    Strengths:

    • Can cause momentary confusion

    Weaknesses:

    • Does no damage


    Tempest:

    Name: Tempest
    Rank: D
    Type: Area of Effect, Wind
    Damage: 20 HP
    Range: 30 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Makena. A circular wall of green wind, beginning at the caster pushes outward shoving opponents back to the bounds of the spell range. The wall stands at that range until the end of the spells duration, at which the wall slowly peters out.
    Strengths:

    • Pushes enemies away from caster

    Weaknesses:

    • Anchored opponents are pushed 80% less


    Water Halo:

    Name: Water Halo
    Rank: D
    Type: Burst, Water
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Nekane. A sphere of water forms in front of the caster’s fist. Punching out, the caster sends the sphere at an opponent. If it hits, the sphere envelops the opponent’s head. They begin to suffocate and the sphere stays with them until the spell duration ends. To add to the suffocation, the inside of the sphere creates tremendous pressure against the opponent’s head. No amount of scrabbling or moving can dislodge the sphere once it is in place. When the spell duration ends, the sphere pops splashing water all over the opponent.
    Strengths:

    • Suffocates an enemy

    Weaknesses:

    • Those that can breathe underwater aren’t affected


    Drop:

    Name: Drop
    Rank: D
    Type: Single Target, Trap
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Vara. The caster can then create a pitfall within range that is 2 meters deep and 5 meters across. This pitfall appears to be one with the ground, the only indication of it being a slight shimmer. If an opponent or ally activates the spell by falling into it, a thin layer of dirt forms over the mouth of the pitfall once they fall in. When the spell duration ends, the pitfall fills back in regardless of if there is anyone inside.
    Strengths:

    • Briefly traps an opponent

    Weaknesses:

    • Tall opponents have no trouble escaping


    Iron Chains of Wind (Advanced Spell):

    Name: Iron Chains of Wind
    Rank: D+
    Type: Single Target, Damage over Time
    Damage: 30 HP
    Range: 90 meters
    Speed: 90 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the powers of Mara and Makena. Upon unleashing the spell, three flickering chains made of wind and metal hurry toward the target. They pierce the target’s body then proceed to weave their way through the entirety of the body. The target is immobilized for 1 post. The chains move through the body for the entirety of the spell duration, doing damage over time. Upon reaching the spell’s duration, the chains disappear.
    Strengths:

    • Immobilizes opponent briefly

    Weaknesses:

    • Earth spells can break the chains
    • Metal and Wind slayers can eat the chains



    Rank C

    Razor Wind Punch:

    Name: Razor Wind Punch
    Rank: C
    Type:  Burst, Multihit, Wind
    Damage: 45 HP
    Range: 90 meters
    Speed: 65 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon the power of Makena. Those powers infuse the caster’s fists with green light. For the duration, when the caster punches, they send out a blade-like wind. In addition, this spell boosts the caster’s speed by 55%. The green cast upon the fist will fade when the spell duration ends.  
    Strengths:

    • Can deal lots of damage to one opponent or hit several

    Weaknesses:

    • Can be eaten by a Wind/Air Slayer


    Ethereal Blast:

    Name: Ethereal Blast
    Rank: C
    Type: Burst
    Damage: 0 HP
    Range: 30 meters
    Speed: 30 meters
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon Vara’s power. A yellow sheen envelops their hand. The caster can then decide to make themselves or someone in range invisible. The chosen person will shimmer and disappear, the only evidence of them being a pale yellow hexagon where the bottom of their left foot would be. All of their clothing and anything they are holding also turns invisible. Their scent is not masked so anyone with a keen nose can still find them. The person affected by this spell gets a 30% increase to their magical resistance as well. When the spell duration ends, the affected person materializes once again.
    Strengths:

    • Cannot be seen by enemies

    Weaknesses:

    • Isn’t completely invisible
    • Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on the invisible person’s arm for a few seconds, the section of arm they are holding will become visible again.


    Allure:

    Name: Allure
    Rank: C
    Type: Area of Effect, Damage over Time
    Damage: 15 HP
    Range: 60 meters
    Speed: 30 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster reaches for Lorelei’s person. The caster emits a one-time near invisible pink cloud of pheromones within spell range. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone feels a nigh uncontrollable urge to follow the caster. They can choose to fight the urge but in doing so they take damage and paralyze themselves for 1 post. For the duration of the spell, the willing affected person will thereby follow any instruction given by the caster provided that does not cause them to harm themselves or someone they love dearly. When the spell reaches the end of its duration, it deals damage to all those affected, willing or unwilling. The cloud disperses at the end of the spell’s duration
    Strengths:

    • Can create an army of love slaves for a short amount of time
    • Can paralyze an opponent if they fight against it
    • Has a chance to infect more people over time

    Weaknesses:

    • People can fight against it
    • If an opponent holds their breath and exits the cloud, they will not be effected
    • Wind can tear apart the cloud, removing its danger
    • A bucket of water over an affected person will snap them out of it


    Flame of Agony (Advanced Spell):

    Name: Flame of Agony
    Rank: C+
    Type: Burst, Multihit, Damage over Time
    Damage: 45 HP
    Range: 45 meters
    Speed: 45 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Akane and Galene. The power manifests as a red-violet rune in front of the caster’s fists. This rune remains until the spell’s duration is up. Upon striking an opponent, the caster leaves behind a red-violet rune. The rune will begin burning the afflicted person. In addition, the rune drains the afflicted person of their speed, making them 55% slower than they would usually be. The afflicted person will continue to take damage from the rune until the spells duration ends and it disappears.
    Strengths:

    • Slows an opponent
    • Deals damage over time

    Weaknesses:

    • Can affect allies
    • Water can reduce the damage by 20%



    Rank B

    Great Meteor Trap:

    Name: Great Meteor Trap
    Rank: B
    Type: Burst
    Damage: 80 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Vara. Within range, the caster may place a pale grey rune within range. When this rune is stepped on, the rune activates. Whoever activates the rune is slammed with increased gravity. They are marked by the rune as well. For 1 post, the activator is paralyzed by the increased gravity. Until the end of the spell’s duration, the activator will be 30% slower and 30% weaker physically (i.e strength takes the debuff). They will find that for 1 or 2 posts after the spell duration ends, they have trouble readjusting to normal gravity. This means the activator will over compensate as if they were still under the effects of increased gravity. When the spell duration ends, the rune disappears and the afflicted person returns to normal gravity.
    Strengths:

    • Briefly paralyzes opponent

    Weaknesses:

    • Must be triggered


    Peace Until Death:

    Name: Peace until Death
    Rank: B
    Type: Single Target
    Damage: 80 HP
    Range: 200 HP
    Speed: 200 HP
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon Lorelei and Vara. Then they extend an open hand toward a person in range. From their outstretched palm, a dull peach colored rune zooms across the distance. The initial strike causes damage. The rune plasters itself to the person’s skin, through clothing if necessary. Then the person is flung into a place they consider to be peaceful. It is filled with people they love, dead or alive and the person is able to interact with them normally. Even if the person realizes it is an illusion, they cannot stop it. To everyone else, the person looks like they are putting on a mime act. For the spell’s duration, the person is trapped within this illusion. When the spell duration ends, the illusion seems to fade away leaving the person standing wherever they may have wandered during the illusion. An unaffected person can prematurely end the spell by placing their hand against the rune for 30 seconds.
    Strengths:

    • Traps opponent inside their own head

    Weaknesses:

    • The unaffected can free the affected person


    Dancing Swallow, Frozen River:

    Name: Dancing Swallow, Frozen River
    Rank: B
    Type: Multihit, Burst
    Damage: 60 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Nekane and Rin. Water flows upward from the caster’s palm and flares into ice at the shoulder. The ice reforms whenever the caster moves. From that point, the caster begins a beautiful sweeping dance, with large arm movements and spinning. Each step the caster takes leaves behind a small burst of ice. The dance centers upon a focal point, usually an opponent, that the caster touches constantly. The dance can change to incorporate multiple focal points, reducing the amount of touching per focal point. Every time the caster touches a focal point, ice freezes outward from the point of contact causing damage. An opponent will find themselves 20% slower directly after receiving damage. As time passes, the ice spreads across the opponent, robbing them of 20% strength on the second post then 20% magical resistance on the third post. The caster dances for the entirety of the spell duration. Water intercepts spells and physical attacks but the damage is passed on to the caster. The ice fades at the end of the spell duration.
    Strengths:

    • Beautiful dance

    Weaknesses:

    • 30% less effective against Fire-based shields


    Explosion! (Advanced Spell):

    Name: Explosion!
    Rank: B+
    Type: Multitarget
    Damage: 90 HP
    Range: 225 meters
    Speed: 165 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Akane, Galene and Makena. Fire wraps itself around the caster’s fists, enveloping a good chunk of the forearm as well. When the caster punches, a projectile erupts from the extended fist. The projectile will go out to the range of the spell. If the projectile hits anything in its journey, it explodes enveloping a 3-meter radius. With every punch, the caster’s magical damage increases by 5%, capping at 60%. When the spell duration ends, the flames fade away leaving no trace behind except a little ash.
    Strengths:

    • Explosions

    Weaknesses:

    • A badly aimed punch can hit an ally or the caster themselves



    Rank A

    Reverberating Curse of Cold:

    Name: Reverberating Curse of Cold
    Rank: A
    Type: Area of Effect
    Damage: 50 HP
    Range: 150 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Vara, Mara and Rin. In a circular area around the caster with a radius of the spell’s range, large ice pillars about 5 meters across spring up around the edge and at random intervals within. The temperature drops rapidly in this area. Those starting in this area or stepping into it, excluding the caster, take damage from the cold temperature. The pillars vibrate, sending out a low sound. This sound sinks into the psyche of those within, excluding the caster, sapping them of their resistances. Their magical resistance drops by 32.5% while within the circle as does their physical resistance. The sound keeps those within confused of direction. Every time they attempt to exit the circle, they’ll get turned around and think it is completely natural. Some of those within can’t even perceive the edges of the circle whatsoever. The pillars are reflective making the circle similar to a hall of mirrors. If a pillar is destroyed, another pillar rises to take place of the destroyed one. When the spell duration ends, the pillars sink back into the ground.

    • Makes an enemy more susceptible to magical attacks

    Weaknesses:

    • 45% less effective against those who have resistance to extreme cold


    Blossoming Windfall:

    Name: Blossoming Windfall
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Lorelei and Makena. The caster begins a slow, sensual dance, their body glowing pink. Those who observe the caster see their ideal woman/man dancing. As the caster continues, three beautiful women or men or a mixture of both depending on what the target prefers appears. These women/men explode into violent wind if attacked, dealing damage to the target regardless of who destroyed them. If they are not attacked, the conjured beings gently touch and caress the target. Flowers begin to bloom across the target’s body. After one post of dancing, the caster may stop. The flowers blossoming across the target drain 32% of their speed and 32% of their magical resistance. The conjured beings will multiply the longer the spell goes on, dealing damage to the target whenever they are destroyed. In addition, the flowers will continue to blossom. If they are not stopped or constantly ripped out, the target will find themselves paralyzed after 3 posts for 1 post. The flowers naturally fall off at the end of the spell’s duration. The conjured beings laugh and waved before fading out at the end of the spell’s duration.
    Strengths:

    • Distracts enemy
    • Stealthily steals enemy’s strength

    Weaknesses:

    • Can distract allies
    • Water dispels the enchantment by 40%


    Grasp of Shadows:

    Name: Grasp of Shadows
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: 300 meters
    Speed: 300 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Nekane and Vara. A single shadow shoots out from the caster’s feet. If it connects with the target, the shadow wraps around them pulling them into a realm of shadows. There nearly an absence of light within this realm. The caster can step into and out of this realm and can easily see while within this realm. Water flows within this realm, a black liquid that burns to the touch. Several waterfalls patter down from unseen heights, damaging anyone who steps beneath them. While in this realm, the target’s spells do 65% less damage. Doorways out of this realm can be created by a light spell of equal or higher rank. Otherwise, the target remains within the realm for the duration of the spell. Going into this shadow realm counts as an effect. At the conclusion of the spell’s duration, the target will find themselves back where they started before the spell grabbed hold of them.
    Strengths:

    • Pulls enemy into alternate dimension

    Weaknesses:

    • Powerful light spells from opponent can dispel


    Gravitational Hollow (Advanced Spell):

    Name: Gravitational Hollow
    Rank: A+
    Type: Area of Effect
    Damage: 75 HP
    Range: 225 meters
    Speed: 110 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Mara. Within a circle with the radius of the spell’s range, the caster creates 10 gravity balls. Each is 3 meters across and glows lightly purple. Touching these balls will inflict damage as they pull everything towards themselves. Trying to hit these balls with spells will cause the spells to go array, generally circling the gravity ball and shooting in a random direction. Everything within the area that isn’t securely anchored down begins to float. The ground tears free, creating 10 platforms 3 meters across. This creates a debris field, within which things don’t work quite the way people intend. Gravity pulls from ten different directions, overpowering natural gravity. Getting too close to a gravity ball will cause it to start pulling the person in. Long range spells can disappear off into the distance or hit allies/the caster themselves. Those unused to flying will struggle to move about the field freely, generally held in place by their inability to move forward. When the spell nears its end, the entire field will close in on itself. Those caught within the field will take damage. The debris created by this will all be dumped into beneath what was the center of the field at the end of the spell’s duration.
    Strengths:

    • Creates a unique playing field

    Weaknesses:

    • Can hurt allies and caster
    • Those that can fly will have an easier time navigating



    Rank S

    Spell:


    Spell:


    Advanced Spell:



    _____________________________________________________________________________________

    avatar
    Masha

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Avatar of Ilyria
    Position : None
    Posts : 159
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Ruvel
    Experience : 10,849

    Character Sheet
    First Magic: Translation
    Second Magic:
    Third Magic:

    Re: Translation

    Post by Masha on 13th September 2018, 8:37 am

    I removed paralyze from Tentrilic Dremora and stipulated that the debuffs are only applied from the first touch in Dancing Swallow, Frozen River.

    Bump ^-^


    _____________________________________________________________________________________

    Masha - Bank - Translation

    Jobs in Progress: 3/6
    5 bonus spells: Post 675

    avatar
    Lester Drynedi
     
     

    Administrator - Moderator - Developer/GFX Artist - Chatbox Moderator - Mythical VIP Status - VIP- Gain An Artifact- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Rising Star - Guild Master - Custom Slayer - Zodiac Key - Legal Guild Ace - S-Rank - A-Rank - Halloween gfx'ers - Halloween Social - Haiku Contest Participant- Richie Rich - Rich - Veteran Level 1 - Character Application Approved! - Character History! - Magic Application Approved! - Obtain A Secondary Magic! - Get A Pet! - Complete Your First Job! - Obtain A Lineage! - Join A Faction! - The Being - The Light - The Sacred - The Beast - The Fallen - Master [1000] - Senior [500] - Novice [250] - Advertisement Achievement Badge - Cookie Achievement - Cupcake Achievement - Banana - Rainbow - Sword - Hero - Fire Badge - Summer Special Participant - Have Seijin On Your Friends List - Be On Lester's Friends List - Be on Madame Astrid's friend list - Be on Izayuki's Friend List - Have Aiyanna On Your Friend's List - Have Lord Fredericks On Your Friends List - Be On Seijin's Foe List - 1 Year Anniversary - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1584
    Guild : ❀ Crystal Swan Guild Master❀
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17
    Mentor : ❀ Desirée Blooms ❀
    Experience : 379,151.25
    Brownie Points :

    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Translation

    Post by Lester Drynedi on 15th September 2018, 4:01 am


    ❀:
    @Masha wrote:Magic
    Magic Name: Translation
    Magic Type: Caster
    Description: Translation breaks a mage down into eight different versions of themselves. Each version has differing personalities and differing abilities. The main personality, the dominant one, has anchors to each different version placed upon their body. Usually these anchors are tattoos though they can take the form of piercings. This allows them to draw upon the abilities of the other versions of themselves. The powers granted are most often destructive in nature yet there can be some healing, some illusion, some supportive abilities, etc. All of this depends upon the dominant personality and how it is broken down by the magic. This gives Translation a great versatility but also limits what the mage can do for a given time. The mage must also contend with the personalities of each version to remain in control of themselves. Thus with great power comes great danger.
    Masha is fairly careless with her magic. She tends to unleash it in massive amounts, teetering on the edge of control. Her magic is also slightly different from normal Translation as her ‘alternate selves’ are entities made up of minds, including Masha’s, that were shattered and forced into Masha’s body. As such, the magic can unexpectedly buck within Masha’s grasp. When Masha is in control, she gets up close and personal. She uses the more destructive abilities granted to her more often. However, she can be tactical with her magic depending on if she is defending love or someone she feels strongly about. Those situations that call her to be at her best bring out the other sides of her magic. Otherwise she does her best to simply destroy the opponent with little regard to the devastation she has or will wrought around her.
    The Eight:

    The first is Rage called Akane. She is marked upon Masha's left shoulder as a bronze angry screaming skull with yellow glowing eyes and a glowing mouth.
    The second is Calm called Galene. She is marked upon Masha's left shoulder next to Akane's mark by a sleeping black panther, curled in upon itself.
    The third is Lusty called Lorelei. She is marked upon Masha's left hip as a ring of green fire.
    The fourth is Flighty or Happy called Makena. She is marked upon Masha's left hip next to Lorelei's mark by a red rune that appears to be a diamond with a line starting at the topmost corner and dropping through the bottom corner to stop beyond the diamond.
    The fifth is Cold or Absence called Rin. She is marked upon Masha's right shoulder by a light blue snowflake.
    The sixth is Bitter called Mara. She is marked upon Masha's right shoulder next to Rin's mark by five triangular spike-ridden yellow leaves surrounding a central empty point.
    The seventh is Wallflower or Shy called Vara. She is marked upon Masha's right hip by a filled in purple crescent moon.
    The eighth is Sorrow called Nekane. She is marked upon Masha's right hip next to Vara's mark by a hollow blue teardrop
    Strengths:

    • Translation is most adept at single targeting over area of effect or multi targeting.
    • Thanks to the basis of the magic, Translation can have a wide variety of effects
    • The magic is best at strengthen the caster over weakening or aiding others
    • While it is capable of other abilities, Translation excels most at dealing damage

    Weaknesses:

    • Personalities are intertwined with each ability. The caster must battle for dominance every time they use a spell
    • The elemental spells can be eaten by any Slayers (God, Demon, or Dragon)
    • Most of the spells are for close range, physical attacks or burst attacks
    • Due most spells being close range, the caster is more likely to take more damage
    • Limited variation on ranged spells
    • If the caster loses the personality clash, they lose all awareness of their actions until the personality is forced back into its back.
    • Occasionally the stronger personalities can rise unbidden, to attack the dominant personalities

    Lineage:
    Avatar of Ilyria:

    Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."

    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.

    Usage: Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
    Extra Spells Proof: Post 638

    Unique Abilities:
    Durability Experimentation: Because of the experiments to make Masha into the perfect Succubus, the scientists wanted to make her a little more durable against attacks. They couldn’t have their chief project breaking apart under the smallest breeze. As such, Masha has a 25% damage reduction custom built into her body.
    Forced Vitality: The scientists took their want to make an indestructible queen a little further. They made sure that her wounds could close themselves while she was in the midst of battle. This gives Masha a 5% HP regen every other post.
    Body Changes: Translation forces the body to adapt in order to accept the soul fracturing. This gives the caster an increase to their physical attributes. They gain a 25% increase to speed and a 25% increase to strength as their muscles change due to the magic.
    Yandere Mode: When this ability is activated, Masha becomes like a wraith. Damage seems to pass through her (though it does still do damage). Masha can step into shadows, reappearing in shadows within 15 meters. Her eyes flash red and a single target, one chosen as the ability activates, receives 40% increased damage from Masha. This ability lasts 2 posts and then goes into a 3 post cooldown.
    Succubus Form: Masha draws upon the power that the scientists placed inside her. Her body transforms become taller, curvier, radiating beauty. Her nails become more like claws, able to extend and retract. A pair of wings pop out from her back. Her speed increases by 25%, her strength increases by 25% and she leaks a pheromone that encourages people to do what they want – basically removing all their inhibitions. The pheromone affects those within 15 meters of Masha regardless of if they are friend or foe and counts as an effect. This transformation and its assorted benefits lasts 3 posts before going into a 5 post cooldown.


    Spells



    Signature Spells


    Tentrilic Dremra:

    Name: Tentrilic Dremra
    Rank: Ranking
    Type: Burst
    Damage: 80 HP, 100 HP at A rank, 120 HP at S rank
    Range: 50 meters, 75 meters at A rank, 100 at S rank
    Speed: 50 MPS, 75 MPS at A rank, 100 MPS at S rank
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The mage draws upon the essence of Ilyria, a tentacle coming into existence around their wrist. When their target is in range, the mage flicks their wrist. The tentacle unfurls binding the target in a loop. A deep red mist is unleashed from the tentacle, rushing into the target's nose and mouth with every breath. In a span of a few seconds, the tentacle dissolves into this red mist that invades the target's airways. For a short time, the target is enveloped by their darkest desires. It is as if they are living each and every desire to its fullest extent. They experience hours within seconds. This rush of information damages the target.
    Strengths:

    • Quick damage spell

    Weaknesses:

    • Missing the target and hitting an innocent or an ally is quite easy


    Tentra Erthsta:

    Name: Tentra Erthsta
    Rank: Ranking
    Type: Single Target
    Damage: N/A
    Range: 200 meters, 300 meters at A rank, 400 meters at S rank
    Speed: 200 MPS, 300 MPS at A rank, 400 MPS at S rank
    Duration: 2 posts
    Cooldown: 3 posts
    Downside:
    Description: The wielder creates a trap seal. Red mist curls about their body and they can place the seal upon the ground, a wall or a person. The wielder places the seal through direction of the tip of their finger or through the bottom of thier foot. The seal is a hands width in size. Only one seal can be placed per activation of this spell. The seal activates if someone steps on or passes it (depending on where it is placed).
    - If the seal is set upon the floor and someone steps upon it, ten tentacles burst from the ground. They entangle whoever activated it, holding them in place. Each tentacle has 10 health per rank up til S rank. Hitting the seal itself will cause all of them to dissipate into red smoke.  
    - If the seal is set upon a wall and someone passes within a meter of it, five tentacles burst from the seal. They weave together creating a wall 3 meters high and 5 meters long. The wall has health equal to 3x rank damage
    - If the seal is set upon a person and someone passes in front of it, 3 tentacles burst forth. They are illusions covered in spikes and appearing to be massive, about 10 meters in length and 1 meter in radius. The only person who notices the tentacles is the person who activated the seal.  

    Strengths:

    • Versatile
    • Slows enemies down

    Weaknesses:

    • Short duration
    • Can effect allies


    Elemental Fists:

    Name: Elemental Fists
    Rank: D
    Type: Multihit
    Damage: 30 HP
    Range: 45 meters
    Speed: 30 meters
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The wielder calls upon the fire of Akane, the wind of Makena, the ice of Rin or the water of Nekane. Whichever they choose to call upon, imbues their fists with elemental power. This is symbolized by an ethereal symbols hovering over their fists – Red for fire, blue for water, white for ice, and green for wind. Each strike they deal does damage of whichever element they called upon. If they strike an opposing elemental power, such as water to fire, the spell fails and the wielder does normal melee damage.
    Strengths:

    • Increases damage done in melee

    Weaknesses:

    • Opposing elements cancel out the damage boost



    Rank D


    Explosive Fist:

    Name: Explosive Fist
    Rank: D
    Type: Burst, Multihit, Fire
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon Akane for her power. The fiery entity places an enchantment upon the caster’s fists. This enchantment takes the form of a red rune floating above the back of the caster’s fists. When the caster strikes, a small explosion expands from the front of the fist. The rune fades once the spell duration is up.
    Strengths:

    • Can open holes in obstacles standing in the way.
    • Has the potential to blow an opponent off their feet.

    Weaknesses:

    • Weaker in the water
    • Hesitation will place Akane in control


    Shockwave:

    Name: Shockwave
    Rank: D
    Type: Single Target, Sound
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: Instant
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Mara. A steel circle appears in front of the caster’s fist. Upon being struck, the circle blasts entire range of the spell in a powerful howl. The howl cuts through anything in its way, leaving destruction in its wake. Everything inside that range is damaged and is left damage. The circle disappears immediately afterward.
    Strengths:

    • Has the potential to knock an opponent off their feet.

    Weaknesses:

    • Disperses over long distances
    • Does 30% less damage against defensive earth spells


    Icicle:

    Name: Icicle
    Rank: D
    Type: Burst, Multihit, Ice
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster summons up the power of RIn. The entity places her power within the caster’s fist. When the caster strikes, they create an icicle through and behind whatever they strike. This can be used to partially pin an opponent or to merely cause a ton of agony as their insides are frozen. The caster can hit opponents through physical objects provided they know where the opponent is on the other side.
    Strengths:

    • Partially immobilize opponent

    Weaknesses:

    • Fire easily melts ice or prevents it from forming


    Gravity Strike:

    Name: Gravity Strike
    Rank: D
    Type: Single Target, Gravity
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene. A purple rune transmits the power into the caster’s fist. Upon striking out, the caster slams one opponent in range with an incredible amount of gravity. The increase in gravity is signified by a purple mist. Until the spell dissipates, that opponent is under the pressure of increased gravity which decreases their speed by 50%. Each step this opponent makes creates a small crater around their feet. Once the spell dissipates, they return to normal.
    Strengths:

    • Slows enemies down making them easier to hit

    Weaknesses:

    • Liquid lifeforms have a 25% debuff reduction


    Clones:

    Name: Clones
    Rank: D
    Type: Burst, Illusion
    Damage: 0 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Lorelei. A pink mist scatters swiftly across the range of the spell, obscuring everything within that radius. When it clears, there are four identical copies of the caster in addition to the caster themselves. They all mirror the caster in action though only the real caster can do any damage. When the copies are hit, they disappear in a puff of pink smoke. Any damage the caster takes is mirrored by the copies. When the spell duration ends, every remaining copy disappears in pink smoke.
    Strengths:

    • Can cause momentary confusion

    Weaknesses:

    • Does no damage


    Tempest:

    Name: Tempest
    Rank: D
    Type: Area of Effect, Wind
    Damage: 20 HP
    Range: 30 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Makena. A circular wall of green wind, beginning at the caster pushes outward shoving opponents back to the bounds of the spell range. The wall stands at that range until the end of the spells duration, at which the wall slowly peters out.
    Strengths:

    • Pushes enemies away from caster

    Weaknesses:

    • Anchored opponents are pushed 80% less


    Water Halo:

    Name: Water Halo
    Rank: D
    Type: Burst, Water
    Damage: 40 HP
    Range: 15 meters
    Speed: 15 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Nekane. A sphere of water forms in front of the caster’s fist. Punching out, the caster sends the sphere at an opponent. If it hits, the sphere envelops the opponent’s head. They begin to suffocate and the sphere stays with them until the spell duration ends. To add to the suffocation, the inside of the sphere creates tremendous pressure against the opponent’s head. No amount of scrabbling or moving can dislodge the sphere once it is in place. When the spell duration ends, the sphere pops splashing water all over the opponent.
    Strengths:

    • Suffocates an enemy

    Weaknesses:

    • Those that can breathe underwater aren’t affected


    Drop:

    Name: Drop
    Rank: D
    Type: Single Target, Trap
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 MPS
    Duration: 1 post
    Cooldown: 2 posts
    Downside: N/A
    Description: The caster draws upon the power of Vara. The caster can then create a pitfall within range that is 2 meters deep and 5 meters across. This pitfall appears to be one with the ground, the only indication of it being a slight shimmer. If an opponent or ally activates the spell by falling into it, a thin layer of dirt forms over the mouth of the pitfall once they fall in. When the spell duration ends, the pitfall fills back in regardless of if there is anyone inside.
    Strengths:

    • Briefly traps an opponent

    Weaknesses:

    • Tall opponents have no trouble escaping


    Iron Chains of Wind (Advanced Spell):

    Name: Iron Chains of Wind
    Rank: D+
    Type: Single Target, Damage over Time
    Damage: 30 HP
    Range: 90 meters
    Speed: 90 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the powers of Mara and Makena. Upon unleashing the spell, three flickering chains made of wind and metal hurry toward the target. They pierce the target’s body then proceed to weave their way through the entirety of the body. The target is immobilized for 1 post. The chains move through the body for the entirety of the spell duration, doing damage over time. Upon reaching the spell’s duration, the chains disappear.
    Strengths:

    • Immobilizes opponent briefly

    Weaknesses:

    • Earth spells can break the chains
    • Metal and Wind slayers can eat the chains



    Rank C

    Razor Wind Punch:

    Name: Razor Wind Punch
    Rank: C
    Type:  Burst, Multihit, Wind
    Damage: 45 HP
    Range: 90 meters
    Speed: 65 MPS
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon the power of Makena. Those powers infuse the caster’s fists with green light. For the duration, when the caster punches, they send out a blade-like wind. In addition, this spell boosts the caster’s speed by 55%. The green cast upon the fist will fade when the spell duration ends.  
    Strengths:

    • Can deal lots of damage to one opponent or hit several

    Weaknesses:

    • Can be eaten by a Wind/Air Slayer


    Ethereal Blast:

    Name: Ethereal Blast
    Rank: C
    Type: Burst
    Damage: 0 HP
    Range: 30 meters
    Speed: 30 meters
    Duration: 2 posts
    Cooldown: 3 posts
    Downside: N/A
    Description: The caster calls upon Vara’s power. A yellow sheen envelops their hand. The caster can then decide to make themselves or someone in range invisible. The chosen person will shimmer and disappear, the only evidence of them being a pale yellow hexagon where the bottom of their left foot would be. All of their clothing and anything they are holding also turns invisible. Their scent is not masked so anyone with a keen nose can still find them. The person affected by this spell gets a 30% increase to their magical resistance as well. When the spell duration ends, the affected person materializes once again.
    Strengths:

    • Cannot be seen by enemies

    Weaknesses:

    • Isn’t completely invisible
    • Prolonged contact with another body will cause the area where the bodies meet to become visible. For example, if someone places a hand on the invisible person’s arm for a few seconds, the section of arm they are holding will become visible again.


    Allure:

    Name: Allure
    Rank: C
    Type: Area of Effect, Damage over Time
    Damage: 15 HP
    Range: 60 meters
    Speed: 30 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster reaches for Lorelei’s person. The caster emits a one-time near invisible pink cloud of pheromones within spell range. The cloud hangs in that area for the duration of the spell. Any person who breathes in the pheromone feels a nigh uncontrollable urge to follow the caster. They can choose to fight the urge but in doing so they take damage and paralyze themselves for 1 post. For the duration of the spell, the willing affected person will thereby follow any instruction given by the caster provided that does not cause them to harm themselves or someone they love dearly. When the spell reaches the end of its duration, it deals damage to all those affected, willing or unwilling. The cloud disperses at the end of the spell’s duration
    Strengths:

    • Can create an army of love slaves for a short amount of time
    • Can paralyze an opponent if they fight against it
    • Has a chance to infect more people over time

    Weaknesses:

    • People can fight against it
    • If an opponent holds their breath and exits the cloud, they will not be effected
    • Wind can tear apart the cloud, removing its danger
    • A bucket of water over an affected person will snap them out of it


    Flame of Agony (Advanced Spell):

    Name: Flame of Agony
    Rank: C+
    Type: Burst, Multihit, Damage over Time
    Damage: 45 HP
    Range: 45 meters
    Speed: 45 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Akane and Galene. The power manifests as a red-violet rune in front of the caster’s fists. This rune remains until the spell’s duration is up. Upon striking an opponent, the caster leaves behind a red-violet rune. The rune will begin burning the afflicted person. In addition, the rune drains the afflicted person of their speed, making them 55% slower than they would usually be. The afflicted person will continue to take damage from the rune until the spells duration ends and it disappears.
    Strengths:

    • Slows an opponent
    • Deals damage over time

    Weaknesses:

    • Can affect allies
    • Water can reduce the damage by 20%



    Rank B

    Great Meteor Trap:

    Name: Great Meteor Trap
    Rank: B
    Type: Burst
    Damage: 80 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Vara. Within range, the caster may place a pale grey rune within range. When this rune is stepped on, the rune activates. Whoever activates the rune is slammed with increased gravity. They are marked by the rune as well. For 1 post, the activator is paralyzed by the increased gravity. Until the end of the spell’s duration, the activator will be 30% slower and 30% weaker physically (i.e strength takes the debuff). They will find that for 1 or 2 posts after the spell duration ends, they have trouble readjusting to normal gravity. This means the activator will over compensate as if they were still under the effects of increased gravity. When the spell duration ends, the rune disappears and the afflicted person returns to normal gravity.
    Strengths:

    • Briefly paralyzes opponent

    Weaknesses:

    • Must be triggered


    Peace Until Death:

    Name: Peace until Death
    Rank: B
    Type: Single Target
    Damage: 80 HP
    Range: 200 HP
    Speed: 200 HP
    Duration: 3 posts
    Cooldown: 4 posts
    Downside: N/A
    Description: The caster calls upon Lorelei and Vara. Then they extend an open hand toward a person in range. From their outstretched palm, a dull peach colored rune zooms across the distance. The initial strike causes damage. The rune plasters itself to the person’s skin, through clothing if necessary. Then the person is flung into a place they consider to be peaceful. It is filled with people they love, dead or alive and the person is able to interact with them normally. Even if the person realizes it is an illusion, they cannot stop it. To everyone else, the person looks like they are putting on a mime act. For the spell’s duration, the person is trapped within this illusion. When the spell duration ends, the illusion seems to fade away leaving the person standing wherever they may have wandered during the illusion. An unaffected person can prematurely end the spell by placing their hand against the rune for 30 seconds.
    Strengths:

    • Traps opponent inside their own head

    Weaknesses:

    • The unaffected can free the affected person


    Dancing Swallow, Frozen River:

    Name: Dancing Swallow, Frozen River
    Rank: B
    Type: Multihit, Burst
    Damage: 60 HP
    Range: 50 meters
    Speed: 50 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Nekane and Rin. Water flows upward from the caster’s palm and flares into ice at the shoulder. The ice reforms whenever the caster moves. From that point, the caster begins a beautiful sweeping dance, with large arm movements and spinning. Each step the caster takes leaves behind a small burst of ice. The dance centers upon a focal point, usually an opponent, that the caster touches constantly. The dance can change to incorporate multiple focal points, reducing the amount of touching per focal point. Every time the caster touches a focal point, ice freezes outward from the point of contact causing damage. An opponent will find themselves 20% slower directly after receiving damage. As time passes, the ice spreads across the opponent, robbing them of 20% strength on the second post then 20% magical resistance on the third post. These debuffs are only applied once, from the first touch to an opponent. The caster dances for the entirety of the spell duration. Water intercepts spells and physical attacks but the damage is passed on to the caster. The ice fades at the end of the spell duration.
    Strengths:

    • Beautiful dance

    Weaknesses:

    • 30% less effective against Fire-based shields


    Explosion! (Advanced Spell):

    Name: Explosion!
    Rank: B+
    Type: Multitarget
    Damage: 90 HP
    Range: 225 meters
    Speed: 165 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Akane, Galene and Makena. Fire wraps itself around the caster’s fists, enveloping a good chunk of the forearm as well. When the caster punches, a projectile erupts from the extended fist. The projectile will go out to the range of the spell. If the projectile hits anything in its journey, it explodes enveloping a 3-meter radius. With every punch, the caster’s magical damage increases by 5%, capping at 60%. When the spell duration ends, the flames fade away leaving no trace behind except a little ash.
    Strengths:

    • Explosions

    Weaknesses:

    • A badly aimed punch can hit an ally or the caster themselves



    Rank A

    Reverberating Curse of Cold:

    Name: Reverberating Curse of Cold
    Rank: A
    Type: Area of Effect
    Damage: 50 HP
    Range: 150 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Vara, Mara and Rin. In a circular area around the caster with a radius of the spell’s range, large ice pillars about 5 meters across spring up around the edge and at random intervals within. The temperature drops rapidly in this area. Those starting in this area or stepping into it, excluding the caster, take damage from the cold temperature. The pillars vibrate, sending out a low sound. This sound sinks into the psyche of those within, excluding the caster, sapping them of their resistances. Their magical resistance drops by 32.5% while within the circle as does their physical resistance. The sound keeps those within confused of direction. Every time they attempt to exit the circle, they’ll get turned around and think it is completely natural. Some of those within can’t even perceive the edges of the circle whatsoever. The pillars are reflective making the circle similar to a hall of mirrors. If a pillar is destroyed, another pillar rises to take place of the destroyed one. When the spell duration ends, the pillars sink back into the ground.

    • Makes an enemy more susceptible to magical attacks

    Weaknesses:

    • 45% less effective against those who have resistance to extreme cold


    Blossoming Windfall:

    Name: Blossoming Windfall
    Rank: A
    Type: Burst
    Damage: 100 HP
    Range: 75 meters
    Speed: 75 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the power of Lorelei and Makena. The caster begins a slow, sensual dance, their body glowing pink. Those who observe the caster see their ideal woman/man dancing. As the caster continues, three beautiful women or men or a mixture of both depending on what the target prefers appears. These women/men explode into violent wind if attacked, dealing damage to the target regardless of who destroyed them. If they are not attacked, the conjured beings gently touch and caress the target. Flowers begin to bloom across the target’s body. After one post of dancing, the caster may stop. The flowers blossoming across the target drain 32% of their speed and 32% of their magical resistance. The conjured beings will multiply the longer the spell goes on, dealing damage to the target whenever they are destroyed. In addition, the flowers will continue to blossom. If they are not stopped or constantly ripped out, the target will find themselves paralyzed after 3 posts for 1 post. The flowers naturally fall off at the end of the spell’s duration. The conjured beings laugh and waved before fading out at the end of the spell’s duration.
    Strengths:

    • Distracts enemy
    • Stealthily steals enemy’s strength

    Weaknesses:

    • Can distract allies
    • Water dispels the enchantment by 40%


    Grasp of Shadows:

    Name: Grasp of Shadows
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: 300 meters
    Speed: 300 MPS
    Duration: 4 posts
    Cooldown: 5 posts
    Downside: N/A
    Description: The caster calls upon the powers of Nekane and Vara. A single shadow shoots out from the caster’s feet. If it connects with the target, the shadow wraps around them pulling them into a realm of shadows. There nearly an absence of light within this realm. The caster can step into and out of this realm and can easily see while within this realm. Water flows within this realm, a black liquid that burns to the touch. Several waterfalls patter down from unseen heights, damaging anyone who steps beneath them. While in this realm, the target’s spells do 65% less damage. Doorways out of this realm can be created by a light spell of equal or higher rank. Otherwise, the target remains within the realm for the duration of the spell. Going into this shadow realm counts as an effect. At the conclusion of the spell’s duration, the target will find themselves back where they started before the spell grabbed hold of them.
    Strengths:

    • Pulls enemy into alternate dimension

    Weaknesses:

    • Powerful light spells from opponent can dispel


    Gravitational Hollow (Advanced Spell):

    Name: Gravitational Hollow
    Rank: A+
    Type: Area of Effect
    Damage: 75 HP
    Range: 225 meters
    Speed: 110 MPS
    Duration: 5 posts
    Cooldown: 6 posts
    Downside: N/A
    Description: The caster calls upon the power of Galene and Mara. Within a circle with the radius of the spell’s range, the caster creates 10 gravity balls. Each is 3 meters across and glows lightly purple. Touching these balls will inflict damage as they pull everything towards themselves. Trying to hit these balls with spells will cause the spells to go array, generally circling the gravity ball and shooting in a random direction. Everything within the area that isn’t securely anchored down begins to float. The ground tears free, creating 10 platforms 3 meters across. This creates a debris field, within which things don’t work quite the way people intend. Gravity pulls from ten different directions, overpowering natural gravity. Getting too close to a gravity ball will cause it to start pulling the person in. Long range spells can disappear off into the distance or hit allies/the caster themselves. Those unused to flying will struggle to move about the field freely, generally held in place by their inability to move forward. When the spell nears its end, the entire field will close in on itself. Those caught within the field will take damage. The debris created by this will all be dumped into beneath what was the center of the field at the end of the spell’s duration.
    Strengths:

    • Creates a unique playing field

    Weaknesses:

    • Can hurt allies and caster
    • Those that can fly will have an easier time navigating



    Rank S

    Spell:


    Spell:


    Advanced Spell:



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      Current date/time is 16th December 2018, 4:39 pm