Withered Death Magic

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    Atuzite Fumus

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    First Magic: Withered Death Magic
    Second Magic:
    Third Magic:

    Withered Death Magic

    Post by Atuzite Fumus on 9th March 2018, 6:45 pm

    Magic:


    Primary Magic: Withered Death
    Secondary Magic: NA
    Caster or Holder: Caster
    Description:
    Toxins and venoms are a boon in most fights. Being able to blind your enemy and cause there organs to melt at the same time is a powerful ability. Most would argue however that toxins and venoms are best used by the sneaks, hit the enemy and by the time they realize it's too late to act. The user is such a sneak, hoping to carve their name into each target to be known as the best of assassins with this magic.

    The user’s plan with this kind of magic is to deceive the enemy and to hopefully finish them off in a few quick bursts at most by utilizing multiple debuffing and damaging toxins/venoms. They also have learned to control the flow of their spells, adding another layer of unpredictability and burst.

    Strengths:
    -The user will utilize venoms and toxins in combat, naturally being more effective against organic targets
    -The user’s preferred style allows the user to control the toxins and venoms, allowing to flow freely or to have it burst all at once
    -Even though the user is most situated in picking off targets one by one, they are not defenceless against crowds of enemies

    Weaknesses:
    -The user has issues against non-organic targets, They can still hurt them but can’t make them short on breathing if they don’t need to breath
    -The user has to plan carefully how they want the toxins and venoms to work, if there not careful they can easily blow their advantage in a fight
    -Mages that specialize in healing, cleansing debuffs, and overall protection are problematic as they can reverse the user’s hard work
    -Naturally venom slayers are problematic, and the user will usually want to avoid a fight with them

    Lineage: Beast Pride:
    Description: In human evolution there were genetic mutations that eventually lead to the creation of new species. All other human species, apart from the modern human, were thought to have all been eradicated. However, back in the days when humans still lived very close to nature, a genetic mutation took place that would stay unnoticed for millennia. Humans with these genes could understand animals and communicate on a more sophisticated level than speech. When these humans mastered magic, their unique genes allowed them to take on specific traits of animals with which they had bonded. As these humans continued to mix with those who did not possess these genes the gifts that came along with them grew weaker. Only those in which the genes are present and strong enough can still use these abilities.
    Ability: The user can communicate with animals telepathically. When they share a bond with a creature ( must be a pet ) they can use a weaker version of their pet's abilities themselves(one rank lower than what the pet has them) with weaker effects. Their pet have has 50% more HP and deals 50% more melee damage.
    Once per topic they can cause a Frenzy in which natural wildlife will assault the user's enemies.  Birds, deer, wolves,  bears,  you name it. This deals the user’s rank in melee damage(max S-rank) per post over the course of 4 posts. Greatly depends on the location on the type of beasts.
    Usage: Passive. Once per thread use of the frenzy ability that lasts 4 posts.

    Unique Abilities:
    Tick Tock(Active): The user understanding the need for action has developed control over their venoms and toxin spells to where they can accelerate their DoT spells for sudden damage. As such, the user can end their Toxin/venom DoT spell inflicted on a target early, inflicting 1 full D-Rank damage of the damage left early to hurt them(Ex. DoT spell is on post 2 and already has dealt 50% D-rank damage to the enemy and can deal a possible 100% more D-rank damage, the user can end the spell early to deal that 100% D-rank damage on the 2nd post). This should not be used lightly however, as this ability can only be used on 1 spell every 2 post. This also requires the user to have sight of their intended target when using this.

    Deception(Active): The user understanding the need for keeping alerts down and to trick a target has developed a different kind of control over their venom/toxin spells. As such, as long as the user can keep the afflicted target in their sights, they can choose to stop all debuffing effects from one of their spells afflicted onto them. This is a once per post kind of effect(Meaning they can’t make the debuff come back on the same post they suppress the debuff), and can only work on one spell at a time.

    Back-up plan(passive): The user understands they are not a perfect fighter, and will make mistakes. However they have trained for the worst. If a target heals from one of their debuffing effects, then the next spell they land on that same target deals additional spell rank damage equivalent to 75% the rank of the last debuff healed(EX. Target A is afflicted with D-rank debuff and heals from it. User is able to land another spell after this on target A and it deals an additional 75% D-rank spell damage upon impact along with the normal spell).  Additionally the user gains a speed buff when one of their spells is on cooldown depending on the rank of said spell and lasts until the spell is off cooldown. This only applies once on the highest ranking spell, and does not stack with multiple spell’s cooldowns.(20% for D-rank, 25% for C-rank, 30% for B-rank, 40% for A-rank, 50% for S-rank, 60% for H-rank)


    Name: Creeping Dread
    Rank: D
    Type: Offensive,  DoT
    Duration: 3
    Cooldown: 4
    Description: The user preps this spell and if the user is able to land a hit on the target during the post they prepped it, it will cast. Upon landing, the hostile mana will creep all over the targets body, first dealing 25% D-rank spell damage and for the next two posts deals 50% D-rank spell damage. In addition the target will be afflicted with a damage debuff, which upon contact starts at 10%, then increases by 10% per post after it landed.  

    Strengths:
    -A deceiving spell, it grows more harmful as time goes on
    -Being able to be prepped, the user can wait and have this spell activate either by using a weapon or projectile

    Weaknesses:
    -The target after the initial post of feeling this spell’s effects will clearly notice the growth of the debuff, and has an opportunity to plan ahead for it
    -This spell requires being inflicted on a target outside itself, meaning its success is heavily reliant on the user landing a hit within the post it was prepped. Otherwise it is wasted
    -Non-organics will be unaffected by the damage debuff if they are not magically based

    Name: Poisoned edge
    Rank: D
    Type: Creation, debuff
    Duration: 2
    Cooldown: 3
    Description: The user conjures a orb of venom in their hand before it takes shape and hardens into a dagger, 11.5 inches in length and 7 inches in width and equivalent to a weak weapon. If the blade is able to land a hit on a target, then said target will receive a additional 25% D-rank spell damage from all damage coming from the user for the duration of this spell.

    Strengths:
    -Instant weapon that can be formed easily
    -Has a potential heavy debuff effect

    Weaknesses:
    -Its quality is that of a weak weapon, making it low damage normally
    -The debuff effect is heavily reliant on landing a hit
    -Debuff effect does not work on non-magical non-organics

    Name: Venom shot
    Rank: D
    Type: Offensive, debuff
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user can either prep this spell to have it activate upon hitting a target within this post or the user can create a hand sized serpent made of coursing venom. If the serpent is made, it is able to move based on the user’s commands through telepathy(its speed is equivalent to a D-rank summon, health is equal to a D-rank melee hit). If it is able to bite a target or if the prepped spell is able to land, the target is briefly immobilized(Guaranteed if D-rank or lower 50% slow C-Rank, 25% slow B-Rank) and dealt 100% D-rank spell damage. After the brief impact happens the target receives a 10% speed debuff on the initial post it lands, which increases by 10% per post after it landed.

    Strengths:
    -The spell can either be prepped with a melee/projectile hit or made into its own tangible spell
    -The brief immobilization can buy the user a valuable opportunity in a fight
    -The ability to make it move on its own can also be valuable

    Weaknesses:
    -Depending on how this spell was cast, it has its own issues of not taking effect
    -The brief immobilization is at most for a few seconds, not to mention higher ranking targets may be able to shrug it off
    -The serpent made by this spell is weak, and if it doesn’t land a hit on the post it was conjured then the speed debuff is weakened
    -The immobilization and speed debuff effect is unable to affect non-magical non-organic targets

    Name: Allergy cloud
    Rank: D
    Type: Debuff, AoE
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user casts this spell by blowing through one or both hands(whatever is convenient) before a thick cloud of purple spreads in a cone like shape outward of the user. Those caught in this cloud will be hit by a burning sensation all over them, and then suffer the effects of a allergic reaction(Headache, watery/itchy eyes, sore and itchy nose) which will distract them heavily if same rank or lower then this spell. The debuff loses half of its effectiveness 1 post after the initial impact on afflicted targets.
    Numbers if wanted:
    Starts at five meters, max range is 10 meters for how far, increases by 1 meter wide for every 1 meter traveled up to a max of 10 meters. Travels at 12.5 meters/second.
    Strengths:
    -AoE debuff
    -Will distract those caught by it, and give the user time to act
    -Even if the debuffing effect is unable to take hold, the cloud is thick as a fog and is unable to be seen through once in it

    Weaknesses:
    -Does no actual damage
    -Only works fully if the targets have their faces exposed and unprotected from gases, and are organic
    -No guarantee that afflicted targets will be immobile(varies case by case), and higher ranking targets may be unaffected after the initial impact
    -Wind spells can displace the cloud for better or worse

    List of Spell Fusions:(Locked until B rank)



    Last edited by Atuzite Fumus on 16th March 2018, 8:45 pm; edited 4 times in total
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    Fluffy

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    First Magic: Flames Of The Underworld
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    Re: Withered Death Magic

    Post by Fluffy on 12th March 2018, 1:52 pm

    Hello, I'm the fluffy kitty and I'll be your grader! I'll be grading in this color and trying to keep it simple as possible so we can get you ready to use magic!~
    @Atuzite Fumus wrote:
    Magic:


    Primary Magic: Withered Death
    Secondary Magic: NA
    Caster or Holder: Caster
    Description:
    Toxins and venoms are a boon in most fights. Being able to blind your enemy and cause there organs to melt at the same time is a powerful ability. Most would argue however that toxins and venoms are best used by the sneaks, hit the enemy and by the time they realize it's too late to act. The user is such a sneak, hoping to carve their name into each target to be known as the best of assassins with this magic.

    The user’s plan with this kind of magic is to deceive the enemy and to hopefully finish them off in a few quick bursts at most by utilizing multiple debuffing and damaging toxins/venoms. They also have learned to control the flow of their spells, adding another layer of unpredictability and burst.

    Strengths:
    -The user will utilize venoms and toxins in combat, naturally being more effective against organic targets
    -The user’s preferred style allows the user to control the toxins and venoms, allowing to flow freely or to have it burst all at once
    -Even though the user is most situated in picking off targets one by one, they are not defenceless against crowds of enemies

    Weaknesses:
    -The user has issues against non-organic targets, They can still hurt them but can’t make them short on breathing if they don’t need to breath
    -The user has to plan carefully how they want the toxins and venoms to work, if there not careful they can easily blow their advantage in a fight
    -Mages that specialize in healing, cleansing debuffs, and overall protection are problematic as they can reverse the user’s hard work
    -Naturally venom slayers are problematic, and the user will usually want to avoid a fight with them

    Lineage: Beast Pride:
    Description: In human evolution there were genetic mutations that eventually lead to the creation of new species. All other human species, apart from the modern human, were thought to have all been eradicated. However, back in the days when humans still lived very close to nature, a genetic mutation took place that would stay unnoticed for millennia. Humans with these genes could understand animals and communicate on a more sophisticated level than speech. When these humans mastered magic, their unique genes allowed them to take on specific traits of animals with which they had bonded. As these humans continued to mix with those who did not possess these genes the gifts that came along with them grew weaker. Only those in which the genes are present and strong enough can still use these abilities.
    Ability: The user can communicate with animals telepathically. When they share a bond with a creature ( must be a pet ) they can use a weaker version of their pet's abilities themselves(one rank lower than what the pet has them) with weaker effects. Their pet have has 50% more HP and deals 50% more melee damage.
    Once per topic they can cause a Frenzy in which natural wildlife will assault the user's enemies.  Birds, deer, wolves,  bears,  you name it. This deals the user’s rank in melee damage(max S-rank) per post over the course of 4 posts. Greatly depends on the location on the type of beasts.
    Usage: Passive. Once per thread use of the frenzy ability that lasts 4 posts.

    Unique Abilities:
    Tick Tock(Active): The user understanding the need for action has developed control over their venoms and toxin spells to where they can accelerate their DoT spells for sudden damage. As such, the user can end their Toxin/venom DoT spell inflicted on a target early, inflicting all damage left to hurt them(Ex. DoT spell is on post 2 and already has dealt 50% D-rank damage to the enemy and can deal a possible 100% more D-rank damage, the user can end the spell early to deal that 100% D-rank damage on the 2nd post). This should not be used lightly however, as the spell ended early will have a +2 post cooldown added on to it and all other effects tied to that spell will be removed. This also requires the user to have sight of their intended target when using this. To balance this a bit better please change it so the cooldown of a spell is not increased, but instead, the ability can only be used for one spell every two posts. Also, note the damage caused can't be higher than one spell of the right rank as many DoT's can end up doing 2.5 their rank in damage

    Deception(Active): The user understanding the need for keeping alerts down and to trick a target has developed a different kind of control over their venom/toxin spells. As such, as long as the user can keep the afflicted target in their sights, they can choose to stop all debuffing effects from one of their spells afflicted onto them. This is a once per post kind of effect(Meaning they can’t make the debuff come back on the same post they suppress the debuff), and can only work on one spell at a time.

    Back-up plan(passive): The user understands they are not a perfect fighter, and will make mistakes. However they have trained for the worst. If a target heals from one of their debuffing effects, then the next spell they land on that same target deals additional spell rank damage equivalent to the rank of the last debuff healed(EX. Target A is afflicted with D-rank debuff and heals from it. User is able to land another spell after this on target A and it deals an additional 100% D-rank spell damage upon impact along with the normal spell).  Additionally the user gains a speed buff when one of their spells is on cooldown depending on the rank of said spell and lasts until the spell is off cooldown. This only applies once on the highest ranking spell, and does not stack with multiple spell’s cooldowns.(25% for D-rank, 40% for C-rank, 50% for B-rank, 65% for A-rank, 75% for S-rank, 100% for H-rank) Please change the speed buff to keep in line with passive buff rules as it currently breaks them, and lower the extra damage to 75%.


    Name: Creeping Dread
    Rank: D
    Type: Offensive,  DoT
    Duration: 3
    Cooldown: 4
    Description: The user preps this spell and if the user is able to land a hit on the target during the post they prepped it, it will cast. Upon landing, the hostile mana will creep all over the targets body, first dealing 25% D-rank spell damage and for the next two posts deals 50% D-rank spell damage. In addition the target will be afflicted with a damage debuff, which upon contact starts at 10%, then increases by 10% per post after it landed.  

    Strengths:
    -A deceiving spell, it grows more harmful as time goes on
    -Being able to be prepped, the user can wait and have this spell activate either by using a weapon or projectile

    Weaknesses:
    -The target after the initial post of feeling this spell’s effects will clearly notice the growth of the debuff, and has an opportunity to plan ahead for it
    -This spell requires being inflicted on a target outside itself, meaning its success is heavily reliant on the user landing a hit within the post it was prepped. Otherwise it is wasted
    -Non-organics will be unaffected by the damage debuff if they are not magically based

    Name: Poisoned edge
    Rank: D
    Type: Creation, debuff
    Duration: 2
    Cooldown: 3
    Description: The user conjures a orb of venom in their hand before it takes shape and hardens into a dagger, 11.5 inches in length and 7 inches in width and equivalent to a weak weapon. If the blade is able to land a hit on a target, then said target will receive a additional 25% D-rank spell damage from all damage coming from the user for the duration of this spell.

    Strengths:
    -Instant weapon that can be formed easily
    -Has a potential heavy debuff effect

    Weaknesses:
    -Its quality is that of a weak weapon, making it low damage normally
    -The debuff effect is heavily reliant on landing a hit
    -Debuff effect does not work on non-magical non-organics

    Name: Venom shot
    Rank: D
    Type: Offensive, debuff
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user can either prep this spell to have it activate upon hitting a target within this post or the user can create a hand sized serpent made of coursing venom. If the serpent is made, it is able to move based on the user’s commands through telepathy(its speed is equivalent to a D-rank summon, health is equal to a D-rank melee hit). If it is able to bite a target or if the prepped spell is able to land, the target is briefly immobilized(Guaranteed if D-rank or lower) and dealt 100% D-rank spell damage. After the brief impact happens the target receives a 10% speed debuff on the initial post it lands, which increases by 10% per post after it landed. note the immobilization slows a C rank by 50%, slows a B rank by 25%
    and has no effect on A rank and above.


    Strengths:
    -The spell can either be prepped with a melee/projectile hit or made into its own tangible spell
    -The brief immobilization can buy the user a valuable opportunity in a fight
    -The ability to make it move on its own can also be valuable

    Weaknesses:
    -Depending on how this spell was cast, it has its own issues of not taking effect
    -The brief immobilization is at most for a few seconds, not to mention higher ranking targets may be able to shrug it off
    -The serpent made by this spell is weak, and if it doesn’t land a hit on the post it was conjured then the speed debuff is weakened
    -The immobilization and speed debuff effect is unable to affect non-magical non-organic targets

    Name: Allergy cloud
    Rank: D
    Type: Debuff, AoE
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user casts this spell by blowing through one or both hands(whatever is convenient) before a thick cloud of purple spreads in a cone like shape outward of the user. Those caught in this cloud will be hit by a burning sensation all over them, and then suffer the effects of a allergic reaction(Headache, watery/itchy eyes, sore and itchy nose) which will distract them heavily if same rank or lower then this spell. The debuff loses half of its effectiveness 1 post after the initial impact on afflicted targets.
    Numbers if wanted:
    Starts at five meters, max range is 10 meters for how far, increases by 1 meter wide for every 1 meter traveled up to a max of 10 meters. Travels at 12.5 meters/second.
    Strengths:
    -AoE debuff
    -Will distract those caught by it, and give the user time to act
    -Even if the debuffing effect is unable to take hold, the cloud is thick as a fog and is unable to be seen through once in it

    Weaknesses:
    -Does no actual damage
    -Only works fully if the targets have their faces exposed and unprotected from gases, and are organic
    -No guarantee that afflicted targets will be immobile(varies case by case), and higher ranking targets may be unaffected after the initial impact
    -Wind spells can displace the cloud for better or worse

    List of Spell Fusions:(Locked until B rank)



    _____________________________________________________________________________________

     Nyx LuxEquipmentPrimarySecondaryTetariy

    ★  You Created Me, Something I Would Have Never Seen.  ★
    avatar
    Atuzite Fumus

    Player -
    Lineage : Gold Rush
    Position : None
    Posts : 65
    Guild : Nightmare
    Cosmic Coins : 0
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    Age : 20
    Experience : 150

    Character Sheet
    First Magic: Withered Death Magic
    Second Magic:
    Third Magic:

    Re: Withered Death Magic

    Post by Atuzite Fumus on 12th March 2018, 2:59 pm

    Bump! Everythings ready to be cheaked agian
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    Fluffy

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    Character Sheet
    First Magic: Flames Of The Underworld
    Second Magic:
    Third Magic:

    Re: Withered Death Magic

    Post by Fluffy on 16th March 2018, 8:40 pm

    Please make the edit's I requested to backup plan.


    _____________________________________________________________________________________

     Nyx LuxEquipmentPrimarySecondaryTetariy

    ★  You Created Me, Something I Would Have Never Seen.  ★
    avatar
    Atuzite Fumus

    Player -
    Lineage : Gold Rush
    Position : None
    Posts : 65
    Guild : Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 150

    Character Sheet
    First Magic: Withered Death Magic
    Second Magic:
    Third Magic:

    Re: Withered Death Magic

    Post by Atuzite Fumus on 16th March 2018, 8:54 pm

    Bump (Hope I got the buffs please tell me if I didn't the rules were a little confusing)


    _____________________________________________________________________________________





    avatar
    Fluffy

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Be On Lester's Friends List- Player -
    Lineage : ★ Roaring Rage Of The Resurrected ★
    Position : None
    Posts : 604
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    Experience : 26,387.5

    Character Sheet
    First Magic: Flames Of The Underworld
    Second Magic:
    Third Magic:

    Re: Withered Death Magic

    Post by Fluffy on 17th March 2018, 1:11 pm

    Approved

    Spoiler:
    @Atuzite Fumus wrote:
    Magic:


    Primary Magic: Withered Death
    Secondary Magic: NA
    Caster or Holder: Caster
    Description:
    Toxins and venoms are a boon in most fights. Being able to blind your enemy and cause there organs to melt at the same time is a powerful ability. Most would argue however that toxins and venoms are best used by the sneaks, hit the enemy and by the time they realize it's too late to act. The user is such a sneak, hoping to carve their name into each target to be known as the best of assassins with this magic.

    The user’s plan with this kind of magic is to deceive the enemy and to hopefully finish them off in a few quick bursts at most by utilizing multiple debuffing and damaging toxins/venoms. They also have learned to control the flow of their spells, adding another layer of unpredictability and burst.

    Strengths:
    -The user will utilize venoms and toxins in combat, naturally being more effective against organic targets
    -The user’s preferred style allows the user to control the toxins and venoms, allowing to flow freely or to have it burst all at once
    -Even though the user is most situated in picking off targets one by one, they are not defenceless against crowds of enemies

    Weaknesses:
    -The user has issues against non-organic targets, They can still hurt them but can’t make them short on breathing if they don’t need to breath
    -The user has to plan carefully how they want the toxins and venoms to work, if there not careful they can easily blow their advantage in a fight
    -Mages that specialize in healing, cleansing debuffs, and overall protection are problematic as they can reverse the user’s hard work
    -Naturally venom slayers are problematic, and the user will usually want to avoid a fight with them

    Lineage: Beast Pride:
    Description: In human evolution there were genetic mutations that eventually lead to the creation of new species. All other human species, apart from the modern human, were thought to have all been eradicated. However, back in the days when humans still lived very close to nature, a genetic mutation took place that would stay unnoticed for millennia. Humans with these genes could understand animals and communicate on a more sophisticated level than speech. When these humans mastered magic, their unique genes allowed them to take on specific traits of animals with which they had bonded. As these humans continued to mix with those who did not possess these genes the gifts that came along with them grew weaker. Only those in which the genes are present and strong enough can still use these abilities.
    Ability: The user can communicate with animals telepathically. When they share a bond with a creature ( must be a pet ) they can use a weaker version of their pet's abilities themselves(one rank lower than what the pet has them) with weaker effects. Their pet have has 50% more HP and deals 50% more melee damage.
    Once per topic they can cause a Frenzy in which natural wildlife will assault the user's enemies.  Birds, deer, wolves,  bears,  you name it. This deals the user’s rank in melee damage(max S-rank) per post over the course of 4 posts. Greatly depends on the location on the type of beasts.
    Usage: Passive. Once per thread use of the frenzy ability that lasts 4 posts.

    Unique Abilities:
    Tick Tock(Active): The user understanding the need for action has developed control over their venoms and toxin spells to where they can accelerate their DoT spells for sudden damage. As such, the user can end their Toxin/venom DoT spell inflicted on a target early, inflicting 1 full D-Rank damage of the damage left early to hurt them(Ex. DoT spell is on post 2 and already has dealt 50% D-rank damage to the enemy and can deal a possible 100% more D-rank damage, the user can end the spell early to deal that 100% D-rank damage on the 2nd post). This should not be used lightly however, as this ability can only be used on 1 spell every 2 post. This also requires the user to have sight of their intended target when using this.

    Deception(Active): The user understanding the need for keeping alerts down and to trick a target has developed a different kind of control over their venom/toxin spells. As such, as long as the user can keep the afflicted target in their sights, they can choose to stop all debuffing effects from one of their spells afflicted onto them. This is a once per post kind of effect(Meaning they can’t make the debuff come back on the same post they suppress the debuff), and can only work on one spell at a time.

    Back-up plan(passive): The user understands they are not a perfect fighter, and will make mistakes. However they have trained for the worst. If a target heals from one of their debuffing effects, then the next spell they land on that same target deals additional spell rank damage equivalent to 75% the rank of the last debuff healed(EX. Target A is afflicted with D-rank debuff and heals from it. User is able to land another spell after this on target A and it deals an additional 75% D-rank spell damage upon impact along with the normal spell).  Additionally the user gains a speed buff when one of their spells is on cooldown depending on the rank of said spell and lasts until the spell is off cooldown. This only applies once on the highest ranking spell, and does not stack with multiple spell’s cooldowns.(20% for D-rank, 25% for C-rank, 30% for B-rank, 40% for A-rank, 50% for S-rank, 60% for H-rank)


    Name: Creeping Dread
    Rank: D
    Type: Offensive,  DoT
    Duration: 3
    Cooldown: 4
    Description: The user preps this spell and if the user is able to land a hit on the target during the post they prepped it, it will cast. Upon landing, the hostile mana will creep all over the targets body, first dealing 25% D-rank spell damage and for the next two posts deals 50% D-rank spell damage. In addition the target will be afflicted with a damage debuff, which upon contact starts at 10%, then increases by 10% per post after it landed.  

    Strengths:
    -A deceiving spell, it grows more harmful as time goes on
    -Being able to be prepped, the user can wait and have this spell activate either by using a weapon or projectile

    Weaknesses:
    -The target after the initial post of feeling this spell’s effects will clearly notice the growth of the debuff, and has an opportunity to plan ahead for it
    -This spell requires being inflicted on a target outside itself, meaning its success is heavily reliant on the user landing a hit within the post it was prepped. Otherwise it is wasted
    -Non-organics will be unaffected by the damage debuff if they are not magically based

    Name: Poisoned edge
    Rank: D
    Type: Creation, debuff
    Duration: 2
    Cooldown: 3
    Description: The user conjures a orb of venom in their hand before it takes shape and hardens into a dagger, 11.5 inches in length and 7 inches in width and equivalent to a weak weapon. If the blade is able to land a hit on a target, then said target will receive a additional 25% D-rank spell damage from all damage coming from the user for the duration of this spell.

    Strengths:
    -Instant weapon that can be formed easily
    -Has a potential heavy debuff effect

    Weaknesses:
    -Its quality is that of a weak weapon, making it low damage normally
    -The debuff effect is heavily reliant on landing a hit
    -Debuff effect does not work on non-magical non-organics

    Name: Venom shot
    Rank: D
    Type: Offensive, debuff
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user can either prep this spell to have it activate upon hitting a target within this post or the user can create a hand sized serpent made of coursing venom. If the serpent is made, it is able to move based on the user’s commands through telepathy(its speed is equivalent to a D-rank summon, health is equal to a D-rank melee hit). If it is able to bite a target or if the prepped spell is able to land, the target is briefly immobilized(Guaranteed if D-rank or lower 50% slow C-Rank, 25% slow B-Rank) and dealt 100% D-rank spell damage. After the brief impact happens the target receives a 10% speed debuff on the initial post it lands, which increases by 10% per post after it landed.

    Strengths:
    -The spell can either be prepped with a melee/projectile hit or made into its own tangible spell
    -The brief immobilization can buy the user a valuable opportunity in a fight
    -The ability to make it move on its own can also be valuable

    Weaknesses:
    -Depending on how this spell was cast, it has its own issues of not taking effect
    -The brief immobilization is at most for a few seconds, not to mention higher ranking targets may be able to shrug it off
    -The serpent made by this spell is weak, and if it doesn’t land a hit on the post it was conjured then the speed debuff is weakened
    -The immobilization and speed debuff effect is unable to affect non-magical non-organic targets

    Name: Allergy cloud
    Rank: D
    Type: Debuff, AoE
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user casts this spell by blowing through one or both hands(whatever is convenient) before a thick cloud of purple spreads in a cone like shape outward of the user. Those caught in this cloud will be hit by a burning sensation all over them, and then suffer the effects of a allergic reaction(Headache, watery/itchy eyes, sore and itchy nose) which will distract them heavily if same rank or lower then this spell. The debuff loses half of its effectiveness 1 post after the initial impact on afflicted targets.
    Numbers if wanted:
    Starts at five meters, max range is 10 meters for how far, increases by 1 meter wide for every 1 meter traveled up to a max of 10 meters. Travels at 12.5 meters/second.
    Strengths:
    -AoE debuff
    -Will distract those caught by it, and give the user time to act
    -Even if the debuffing effect is unable to take hold, the cloud is thick as a fog and is unable to be seen through once in it

    Weaknesses:
    -Does no actual damage
    -Only works fully if the targets have their faces exposed and unprotected from gases, and are organic
    -No guarantee that afflicted targets will be immobile(varies case by case), and higher ranking targets may be unaffected after the initial impact
    -Wind spells can displace the cloud for better or worse

    List of Spell Fusions:(Locked until B rank)



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      Current date/time is 17th December 2018, 3:28 am