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    Chaotic Darkness

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    MarkusEldridge

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    Lineage : Progeny of Darkness
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    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Chaotic Darkness
    Secondary Magic:

    Chaotic Darkness

    Post by MarkusEldridge on 14th June 2018, 2:24 am

    Chaotic Darkness

    Primary Magic
    Darkness Magic

    Secondary Magic
    -

    Magic Type
    Caster

    Description
    Markus's magic is usually misunderstood, this particular brand of magic is a Caster Magic which utilizes the chaotic element of darkness, though many wizards mistake it for shadow magic. This magic can not be learned, and must be gifted either by the primordial Chaos or by The Progeny giving it to others as a secondary.

    Because of its destructive, chaotic, and 'dark' nature many look at darkness magic as evil, demonic, or corrupt. Though there is some foundation to this belief, this is not always the case. This type of darkness magic, is actually very neutral by nature, and many believe the world was born from darkness.
    The nature of this magic makes controlling, understanding, and reversing difficult. As such it is very easy to loose control of, and limited by the casters imagination, and concentration, which when lost can lead to disastrous results. This risk can be controlled by using and compounding spells, channeling more power, or with the user giving their own life force. If the user is in an emotional state the effects of their magic can lead to unexpected results.

    The Darkness Magic is a type of Elemental Magic which allows users to manipulate and control destructive Darkness, which takes the form of a physical black void, or 'hole'. This Magic has a physical form which can be used for destroying objects, blocking enemies' attacks, picking up or binding objects, or limiting the opponents options.

    The chaotic primordial side of Markus' magic causes it to also has an energetic or element form which is highly destructive, this form like the darkness has various uses, however each one of these spells can affect the users life and health in some way. The damage Markus takes from this kind of magic ignores all resistances and armor, it is taken strait from health.

    Strengths

    • Spells are Very Quick
    • Highly Versatile
    • Powerful Destructive Magic
    • More Powerful in Natural Darkness
    • Works well in both Ranged, and Close Combat


    Weaknesses

    • Strongest spells have high channel times / cooldowns, or cost health in order to use fully
    • Weak to Light and Holy Magic
    • Weaker in Daylight
    • Very limited based on imagination, and control
    • Using large amounts of darkness magic can lead to extreme fatigue, some spells require life force to use





    Lineage :  
    The Progeny of Darkness:

    Description :
    There can be no light without darkness, and no order without chaos. In the time before time there was darkness, darkness which all was born and all shall return.

    Some believe that in the beginning of creation there was only Darkness, or Chaos, though the names change the being is one and the same. For reasons unknown that primordial force has chosen their Progeny, someone to walk the realm as an Avatar. This choice comes with great benefits and gifts, however the Progeny lives a pain existence, aloof and cut off from the world. As their power gets stronger so to does that influence.

    The Progeny of Chaos, despite how the name sounds, is a truly neutral being, or so they believe. Their mind starts to warp and change in such was that they look at death as an inevitability, and strength as the ultimate virtue. Do not expect the Progeny to come to your aid, not unless your history is enough that the human side of their mind can take over and overrule the influence of darkness. The same goes for the Progeny themselves, they are more risky with their life, and the lives of others, believing ultimately that the end does not matter.

    The true purpose of the Progeny is unknown, even to themselves. As such they explore the world, participating as they see fit and learning what they can until the time of their death and their return to darkness.


    Aesthetic:

    • Body of Darkness, The Progeny has an affinity with darkness and shadow, as well as an enmity with light. This is manifested with shadows and darkness seeming to clinging to the Progeny, at all times no matter what the light looks like the Progeny looks to be standing in shadow. At first this effect starts small such as their face seeming darken and paler then expected, however as the Progeny increases in magical ability this effect gets stronger to the point that shadows start to follow or stream off of them.
    • Chaotic Mind, The Progeny has a direct line to the chaos and darkness of the world before time, because of this sometimes when they dream they see visions of the time before, or the time after. These apparitions and visions revel themselves in the creation and or destruction of the world, and always leave the Progeny in a cold sweat and troubled mind.
    • Light Aversion, The Progeny of Darkness can never use or control light magic, and they must have one magic which centers on Darkness or Chaos. This is done as such that the Progeny's primary or secondary magic must be Darkness/Chaos, and they can never choose to gain access or create light magic unless that magic is gifted such as a Guild Spell.



    Passive:

    • Magic of Creation, The Progeny, because of their affinity with Chaos, Darkness, and Magic gets 5% MP regeneration. However, because of their relationship with light should they get hit, take damage, or suffer a status effect from light or holy based magic they loose this regeneration until one turn after the effect has ended, or for the turn after they take damage.
    • Body of Chaos, The Progeny is given enhanced speed (20%), strength (20%), as well as enhanced magic defense and durability (20% damage reduction). This effect works just like Magic of creation in that if they take light or holy based damage or effects they loose this effect.
    • Reclamation, Should the Progeny ever die, their soul and body is claimed by the primordial entity who gifted them their power. This effect starts with a one turn 'charge' which is shown through the area getting darker and what sounds like a small ripping sound. One turn after their death the area explodes with a chaotic void of darkness. The effect has user rank Range, and Speed. It does User rank damage to each entity, friend or foe, within the effected area.



    Active:

    • Avatar of Chaos, The Progeny gain a user-ranked (S-max) signature spell, this spell is a transformation called the Avatar of Chaos, and is subject to mod review. This spell is unusable until the Progeny unlocks signature spells.
    • Weapon of Darkness, The Progeny charges their magic or weapon with the power of chaos and Darkness shrouding their weapon or magic with destructive chaotic energy. This effect last for 5 rounds and can only be used once per thread, while under the effect the weapon or Magic does 50% more damage.


    Unique Abilities :  

    • Dark Sight :  This ability allows the user to better see shapes, and forms in night time, and total darkness.
    • Shadow Meld :   When standing still, or moving slowly in darkness the user seems to blend into the shadows. The darker the shadows, or the less the user moves the better the effect. This effect can make them undetectable to those mages of equal or lower rank.
    • Light Affinity :   At night, or within non-magical darkness/shadow spells are 60% stronger, however when in day or non-magical light spells are 20% weaker, this effect works differently with each dark spell. Magical Light or Darkness can be used to nullify the effect of non-magical effects. Such as a light spell nullifying the effect of nighttime.
    • Void Step :   The user has gotten stronger and closer with the void. As such it allows him to 'step' through this darkness and rip through the air at a very fast pace. The user will move a distance equal to half user rank spell distance almost instantly(currently 45). This can only be used once per post.





    Spells :  
    D-Rank 6/6:
    Slots: 4 Free, x2 here
    Name: Dark Moment
    Rank: D
    Type: Darkness, Support
    Range: Area of Effect 30m
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Dark Moment is a spell that enables the user to cut through the light and cause total darkness in an radius of 30m meters centered on the caster, the entire area becomes pitch black to all but the user. Those two ranks above the spell can still see through it.

    Light Affinity within the spell the negative effect of light is negated for any other spell. The positive effect is not applied.

    Strengths:

    • Others can not see in the darkness, but the user can

    Weaknesses :

    • Senses other then sight are still usable
    • It is possible to leave the darkness effect

    Name: Darkness Beam
    Rank: D
    Type: Darkness, Single Target Instant
    Range: 60m
    Speed: 60m/s
    Duration: 1
    Cooldown: 2
    Cost: 20MP
    Description: The user collects darkness into their hands and fires it forwards as a highly concentrated and destructive beam. The beam is strong enough to burst through most equal rank defenses, excluding any form of light barrier, however its remaining range is cut in half. When the attack hits it does 40 damage.

    Light Affinity effects both damage, and range, however each only get half the effect.

    Strengths:

    • Very Destructive
    • Very Fast

    Weaknesses :

    • Nullified by Light Shields
    • A beam is easier to dodge if shot from too far away.

    Name: Dark Tendrals
    Rank: D
    Type: Darkness, Support/Varies
    Range: 10m
    Speed: 20m/s
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Markus creates two arm like constructs, they are made of pure darkness and quite difficult to see. They act almost entirely like his normal arms, however they are incredibly fast and have a range of 10m.
    Each arm has a durability of 2 D-Rank spells, a range of 10 meters, and move at a rate of 20m/s. If they are used to block a spell they take 100% damage, the remaining damage is applied to Markus, they can not block AoE's or more then 1 multi attack 'shot' each.

    Light Affinity, affects their durability.

    Strengths:

    • Extra Arms!

    Weaknesses :

    • Weak damage compared to a normal spell
    • Can be destroyed pretty easily.

    Name: Chaos Shots
    Rank: D
    Type: Chaotic, Darkness, Multi Attack
    Range: 45m
    Speed: 30m/s
    Duration: 1
    Cooldown: 2
    Cost: 20MP
    Description: The user points his hand like a gun, and proceeds to 'shoot' six fast paced bullets from the fingertips. They move in a strait line as a normal bullet will. If they hit they do 25% D-Rank damage each.
    The user can, when casting the spell, decide to use his life force up to 50% D-Rank damage, if he does he is able to shoot up to 4 more bullets.

    Light Affinity, Affects damage.

    Strengths:

    • Multiple Bullets

    Weaknesses :

    • Can be dodged or defended
    • Low damage for each shot

    Name: Dark reservoir
    Rank: D
    Type: Buff
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: For a split second a dark aura is seen around the user. This ability buffs their Health and Magical Power by 30% each

    Strengths:

    • Buff

    Weaknesses :

    • Only Helps Markus

    Name: Chaotic Interference
    Rank: D
    Type: Chaotic, Support, Effect
    Duration: Instant
    Cooldown: 2
    Cost: 20MP
    Description: Markus charges chaotic energy to his hands, in order to boost a melee attack. The chaotic energy is transferred to the opponent to detrimental effect.
    The next attack Markus makes which does Melee damage, applies a status effect to the opponent if it hits, if he tries to strike multiple times only the first one to hit applies this effect. This effect negatively bothers their strength or magical power, chosen by the user as they use this ability. This effect lowers their Spell Damage, or Strength by 50% for 3 turns, this ability can not stack with itself, but it can stack with effects that apply the same determent.
    The user can decide to supplement MP to cast this spell for HP. If they do the cost is lowered by the amount of MP they use, up to 20.

    Strengths:

    • Debuff

    Weaknesses :

    • Useless on its own
    • If they dodge melee attacks it does nothing




    C - Rank 4/4:
    Slots: 3 Free, x1 here
    Name: Chaotic Bind
    Rank: C
    Type: Chaotic, Single Target Effect
    Duration: 1
    Cooldown: 3
    Cost: 30MP + up to 45 health.
    Description: The user creates and pulls dark magic into their hand and then attempt to touch the target. Should the user hit the target the binding is transferred into the target, and the bind expands and restrains the user for one turn. The spell however is difficult to control and create, as such it takes more time to cool down.
    The cage can be dissipated with light magic, or the target can use an equal amount of mana to break free. Can be ignored and broken instantly by any mage 2 ranks higher without any cost.
    The user can decided to put his life energy, up to 1.5 times the mana used, into the bind, but they must do it when they cast the spell, if they do this then in order to break free the target must use additional mana equal to health used.

    Strengths:

    • Hard to avoid, only needs a single touch
    • Constrains Target

    Weaknesses :

    • Weak to light
    • Target can break free
    • Can not be used at range

    Name: Dark Bubble
    Rank: C
    Type: Chaos, Darkness, Defense
    Duration: 3
    Cooldown: 6
    Cost: 30MP + up to 30 health.
    Description: The user channels darkness into a high speed protective bubble. This effect acts as a defensive shield which can protect Markus, and anyone standing right next to him. The shield has a durability equal to 3 C-Rank attacks.
    While concentrating on this spell he can cast no other spells, nor can he move. The user can decide to end concentration, which immediately ends the spell, and starts the cool-down. All remaining durability is lost. Because this spell takes so much concentration and determination its cooldown is twice as long.
    Markus can, as he cast the spell, put his life force into the spell, using health equal to the mana spent. If he does this then the spell gains one more C-Ranks worth of durability.

    Light Affinity, Effects durability, however this spell only gets half the effect, and can get no other outside boosts.

    Strengths:

    • Powerful shield for rank
    • Can Protect others

    Weaknesses :

    • Requires Darkness/Night and HP for full power
    • Defensive only
    • Can cast No other spells while this one is in use
    • Can not move while in use
    • Very high cooldown

    Name: Chaos Tracer
    Rank: C
    Type: Chaos, Darkness, Multi Attack
    Range: 90m
    Speed: 65m/s
    Duration: 1
    Cooldown: 3
    Cost: 30MP + up to 30 Health
    Description: The user summons four orbs of dark void like energy, which instantly launch themselves at the opponent. These orbs are controlled by Markus's mind, and follow the opponent up to 90m, the user can choose the same target or different targets. If one of the orbs hit it deals 25% C-Rank damage.
    The use can decided to use the chaotic nature of the attack and take half C-Rank damage. If he does then four additional orbs are summoned. He must do this at cast.

    Light Affinity effects both damage, and range, however each only get half the effect.

    Strengths:

    • Can attack multiple opponents

    Weaknesses :

    • Each orb does low damage
    • Can also hurt user

    Name: Dark Shades
    Rank: C
    Type: Darkness, Support
    Duration: 5
    Cooldown: 8
    Cost: 30MP
    Description: The user creates 10 dark shades, for a split second they look to be made completely of shadow, but then they take on the appearance of the uses, mimicking him almost perfectly. Anyone two ranks above this spell can tell the difference without issue.
    These shades can move as they wish and mix around, however they must stay within 60 meters of the original. Each shade can be destroyed with D-Rank or higher damage, however they can take no damage from Markus's effects because they are the same magic.

    Light Affinity Effects how many are created, positive makes 6 more, negative makes 8 total. Nothing else can modify these numbers.

    Strengths:

    • Can divert attention away from user.

    Weaknesses :

    • Super easy to kill
    • Anyone A rank or above can see through this without issue
    • If Markus uses spells or abilities it comes from the original marking his location




    Advanced:

    Name: Power of Chaos
    Rank: D+
    Type: Chaotic, Buff
    Duration: 5
    Cooldown: 8
    Cost: 30MP
    Description: The user allows chaotic magic to flood their system, their eyes start to glow for the duration of the effect. This ability makes the users spells 90% more effective, as it is flooding their system with chaotic forces

    In addition, as this power floods their body, the user can sacrifice up Magical Power equal to 20% of their total, if they do this power is converted into Health replenishing some of their reserve. They must do this effect upon activating the ability as the energy flows into them.

    Strengths:

    • Boosts Spell Power
    • Can Recharge MP

    Weaknesses :

    • Does no actual damage or effects to opponents
    • Only Aids Markus
    • Can Damage Health

    Name: Dark Miasma
    Rank: C+
    Type: Darkness, AoE, DoT
    Range: 90m
    Duration: 6
    Cooldown: 10
    Cost: 45MP
    Description: The user pulls dark energy around their body and causes it to swirl around them, this energy is very dangers for anyone who gets into range, and causes 50% C+ Rank damage per round someone is inside of it.
    In addition the darkness creeps into their body reducing their resistances by 10%. This is only in effect while they are inside the range of this spell.

    Light Affinity modifies final damage.

    Strengths:

    • Very Dangerous

    Weaknesses :

    • Can be avoided with distance
    • Effects Allies
    • Very High Cooldown




    Signature:

    Name: Avatar of Chaos
    Rank: Ranks With User
    Type: Primordial, Transformation, Lineage Ability
    Cooldown: 1
    Description: The Progeny of Chaos gains the ability to enter the Avatar of Chaos state. If they do their body becomes wreathed in primordial energy which spins around them in an area equal to spell rank AoE. Markus when using this ability must wait a turn before turning it off, or on. While using this ability Markus's reason is corrupted, he cares less about his allies and death. He becomes totally willing to kill anyone who gets in his way.

    While under this effect the primordial chaotic nature seeps into their body. When a mage takes damage, or is subjected to an effect, from Markus, and is within the AoE, this energy begins to drain the opponent of health and magical power.
    For two turns after being hit the user is effected by the chaotic forces which will drain a mage of equal ranks MP and HP by 5% each post. This effect is increased by 1% for each rank Markus is higher, and decrease by 1% for each rank he is lower then the effected person. If the opponent is already under the effect it does not apply again.

    Strengths:

    • Applies Chaotic Draining status effect
    • Makes Markus look scary

    Weaknesses :

    • Does nothing on its own
    • Allies can be effected if one of his other effects damage them
    • No hiding this ability, it is obvious something is going on
    • Makes Markus act scarry

    Name: Chaotic Dark Rose Whip
    Rank: Signature Ranks With User(C-Rank Currently)
    Type: Chaotic, Darkness
    Duration: 5
    Cooldown: 6
    Description: Markus forms the darkness into a pitch black thorned whip which modify his melee attacks. While the spell is in effect his melee attacks have a range of 25 meters, and the whip moves at 30 m/s, the whips do +25% spell rank extra magic damage in addition to the users normal melee damage.
    However the spell is taxing on the body, and the thorns harm the user as well, each time the user attacks, whether or not the attack hits the user takes 20% of the total damage that would have been dealt.
    Light Affinity effects the extra magic damage, where darkness increases damage to opponent, and decreases damage to user, while light does the opposite.

    Strengths:

    • Ranged Melee Attack
    • Additional Damage

    Weaknesses :

    • Less range then spells of equal power
    • Damages user with each attack

    Name: Chaos Pulse
    Rank: Signature D-Rank
    Type: Chaotic, Debuff, Burst
    Range: 15m
    Duration: Instant
    Cooldown: 2
    Description: Markus calls chaotic energy into his body then stomps on the ground. This energy is immediately released causing a shockwave in the ground. However, the actual attack comes from an almost invisible dark wave. Anyone below the rank of the user has a hard time seeing the wave. The wave is a debuff effect which lowers an opponents Magical Resistance by 60% for 2 turns. If multiple people are within the wave then the debuff is divided equally among all effected.
    The user can decide to take D-Rank damage, and if they do then the ground actually breaks apart from the impact, and each person effected is knocked back 10 meters and takes 50% D-Rank Damage

    Strengths:

    • Can debuff multiple opponents
    • '100% effective for spell of their rank'

    Weaknesses :

    • Short Range
    • Does not work in air
    • Can effect Allies





    Changelog:

    Rank Up, C : Approval

    • Modified Main Description to fit new Lineage
    • Added new custom lineage
    • Added Unique Ability
    • D-Rank Changes

      • Convert Dark Rose Whip to Signature, following Theos Earlier Advise
      • Better Description of Darkness Beam, Changed Dur to fit Instant
      • Upgrade Dark Binding to C
      • Added Dark Tendrils
      • Added Chaos Shots
      • Added Purchased Chaotic Interference
      • Added Purchased Dark Reservoir


    • C-Rank Changes

      • Ranked Dark Binding to C, changed name to Chaos Bind to keep theme, modified health and mana cost to fit new rank
      • Added Dark Bubble
      • Added Chaotic Tracer
      • Added Purchased Dark Shades


    • Advanced Spell Changes

      • Removed Chaos Blast upon learning that charge attacks are being wiped.
      • Added Chaotic Power Buff
      • Added Dark Miasma


    • Signature Changes

      • Added Avatar of Chaos, given from custom lineage
      • Added Dark Rose Whip from D-Rank, made it Ranked Sig, renamed to fit health effects with fluff
      • Added Chaos Pulse





    Last edited by MarkusEldridge on 24th June 2018, 4:53 am; edited 20 times in total


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    Re: Chaotic Darkness

    Post by Theo on 17th June 2018, 3:09 am

    Yo! You already know me from discord, but to be formal, I'm Theo and I'll be grading your magic today. My edit requests will be made [like this], so keep an eye out for those. That said, let's get you some magic~

    ♛:
    @MarkusEldridge wrote:
    Chaotic Darkness

    Primary Magic
    Darkness Magic

    Secondary Magic
    -

    Magic Type
    Caster

    Description
    Darkness magic is usually misunderstood, this particular brand of magic is a Caster Magic which utilizes the chaotic element of darkness, though many wizards mistake it for shadow magic.
    Because of its destructive, chaotic, and 'dark' nature many look at darkness magic as evil, demonic, or corrupt. Though there is some foundation to this belief, this is not always the case. Darkness magic, is actually very neutral by nature, and many believe the world was born from darkness. Being chaotic by nature is very easy to loose control of, and limited by the casters imagination, which when lost can lead to disastrous results. This risk can be controlled by using and compounding spells, channeling more power, or with the user giving their own life force.

    Darkness Magic is a type of Elemental Magic which allows users to manipulate and control destructive Dark Magic, which takes the form of a physical black void, or 'hole'. This Magic has a physical form which can be used for destroying objects, blocking enemies' attacks, picking up or binding objects, or limiting the opponents options. It also has an energetic or element form which is highly destructive, this form is easier to use and release, but more dangerous if control is lost.


    Strengths

    • Spells are Very Quick
    • Highly Versatile
    • Powerful Destructive Magic
    • More Powerful in Natural Darkness
    • Works well in both Ranged, and Close Combat


    Weaknesses

    • Strongest spells have high channel times in order to control
    • Weak to Light and Holy Magic
    • Weaker in Daylight
    • Very limited based on imagination
    • Using large amounts of darkness magic can lead to extreme fatigue, some spells require life force to use






    Lineage :  
    Description :


    Unique Abilities :  

    • Dark Sight :  This ability allows the user to better see shapes, and forms in night time, and total darkness.
    • Shadow Meld :   When standing still, or moving slowly in darkness the user seems to blend into the shadows. The darker the shadows, or the less the user moves the better the effect. This effect can make them undetectable to those mages of equal or lower rank.
    • Light Affinity :   At night, or within non-magical darkness/shadow spells are 60% stronger, however when in day or non-magical light spells are 20% weaker. Magical Light or Darkness can be used to nullify the effect of non-magical effects. Such as a light spell nullifying the effect of nighttime. [For a D rank passive the amount is 50%.]





    Spells :  
    D-Rank:



    Name: Dark Moment
    Rank: D
    Type: Support
    Range: Burst 15m
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Dark Moment is a spell that enables the user to cut through the light and cause total darkness in an radius of 15 meters centered on the caster, the entire area becomes pitch black to all but the user. Those two ranks above the spell can still see through it.

    Light Affinity effects the size of the spell, however within the spell the negative effect of light is negated for any other spell. The positive effect is not applied.
    [Burst spells only last 1 post, so I would say this spell would work better as an AOE, which would bump your range to a max of 30 meters. Also, Light Affinity wouldn't be able to increase the range of the spell.]

    Strengths:

    • Others can not see in the darkness, but the user can

    Weaknesses :

    • Senses other then sight are still usable
    • It is possible to leave the darkness effect


    Name: Dark Rose Whip
    Rank: D
    Type: Offensive
    Duration: Sustained
    Cooldown: Sustained + 1
    Cost: 20MP / round
    Description: Markus forms the darkness into two pitch black thorned whips which modify his melee attacks. For as long as the user is sustaining the spell his melee attacks have a range of 5 feet, the two whips make it harder to dodge, and the attack does 30 extra magic damage in addition to the normal melee damage of the users rank. However the spell is taxing on the body, and the thorns harm the user as well, each time the user attacks, whether or not the attack hits they take 20% of the damage that would have been dealt.

    Light Affinity
    effects the extra magic damage, where darkness increases damage to opponent, and decreases damage to user, while light does the opposite.

    [Firstly, a duration and cooldown must be a specified number on a spell, so a duration of 1-3 and a cooldown of +1. You don't have to spend 20MP per round, just once for the spell overall. Change feet to meters.

    Honestly, how this is written sounds more like it should be a signature spell once you hit C rank, so that's a possibility to think about!

    Assuming you don't hold it back for a sig spell, this seems best used as a multi-target spell, since there are two whips mentioned. That being the case, there are two options here. It can do multi-target damage of 75% D rank each hit, or simply add 25% spell D rank damage to the melee damage it already does. Then adjust the range to 45 meters and that the whips move at 30 m/s.]


    Strengths:

    • Ranged Attack
    • Additional Damage

    Weaknesses :

    • Cost Mana each round [Needs a new weakness]
    • Damages user with each attack


    Name: Darkness Blast
    Rank: D
    Category: Single Target
    Type: Instant
    Range: 60m
    Speed: 60m/s
    Duration: 1
    Cooldown: 2
    Cost: 20MP
    Description: The user collects darkness into their hands and fires it forwards as a highly concentrated and destructive beam. The beam is strong enough to burst through most equal rank defenses, excluding any form of light barrier, however its remaining range is cut in half. When the attack hits it does 40 damage.

    Light Affinity effects both damage, and range, however each only get half the effect.

    Strengths:

    • Very Destructive
    • Very Fast

    Weaknesses :

    • Nullified by Light Shields
    • A beam is easier to dodge if shot from too far away.


    Name: Dark Binding
    Rank: D
    Type: Single Target Effect
    Range: Offensive
    Duration: 1
    Cooldown: 3
    Cost: 20MP + up to 30 health.
    Description: The user creates and pulls dark magic into their hand and then attempt to touch the target. Should the user hit the target the binding is transferred into the target, and the bind expands and restrains the user for one turn. The spell however is difficult to control and create, as such it takes more time to cool down.
    The cage can be dissipated with light magic, or the target can use an equal amount of mana to break free. Can be ignored and broken instantly by any mage 2 ranks higher.
    The user can decided to put his life energy into the bind, but they must do it when they cast the spell, if they do this then in order to break free the target must use additional mana equal to health used.

    Strengths:

    • Hard to avoid, only needs a single touch
    • Constrains Target

    Weaknesses :

    • Weak to light
    • Target can break free
    • Can not be used at range


    Advanced:

    Advanced Spells:


    Name: Darkness Blast [Did you know an above spell shares this name?]
    Rank: D[+]
    Type: Charge Up Area of effect
    Range: 40m
    Speed: 20m/s
    Duration: 1
    Cooldown: Charge x 2
    Cost: 30MP per round charged [You don't need to spend MP per round. Just a flat 30 for the whole spell is fine.]
    Description: The user focuses their magic energy into manipulating a ball of energy above their head, this ball is pitch black and looks almost like a hole or void in space. The attack takes concentration and focus but once released it travels until it hits, and explodes into a highly destructive area of effect attack which does a base 40 damage, plus 30 per additional round charged to each person, including the caster and allies, within the AOE.
    The chaotic nature of the magic causes the ball to pulse and fluctuate as it charges. This nature causes it to be highly unstable, should concentration be broken, or the spell be cast early it will explode above the casters head effecting everyone within range.
    The caster can, during charging, pore his life essence into the attack and instead of using MP can use HP to offset the charge cost.

    [Okie dokie! This is a charged spell, so the charging time needs to be included in the duration. So if it must charge 1 post, then the attack takes place in the 2nd post, the total duration would be 2 and the cooldown 3. If you charge 2 posts, the 3rd post is the attack and the cooldown is 4 and so on. Max duration for a D+ spell is 5, so keep that in mind.

    Now...for the math. Yay! It's an AOE, so it does 50% normal D+ rank damage, which is 30hp. It would gain 50% of the already halved D+ rank damage. So it would gain 15hp dmg per charge post. If you charge 1 post and execute on the second, it'll do 45hp damage. If you charge 2 and release on the 3rd, it'll do 60hp damage, and so on depending on how long of a duration you choose.

    Also, as the rules state, if the attack is launched without a charge it will generally do less damage than a normal spell of its rank, so you'd subtract the halved damage of the half rank damage, so it would do just 15hp damage uncharged.

    You can increase the range to 45 meters and speed of 25 m/s. And since you don't have to spend 30MP each post of charging, you can drop the HP offset if you want, unless you want flexibility to be able to cast this with either MP or HP.]


    Light Affinity modifies final damage.

    Strengths:

    • Very Destructive
    • High Speed

    Weaknesses :

    • Requires at least one round to charge
    • Just as dangerous to user as it is to targets


    [Once you've made your edits, gimme a bump~ ^^]


    Last edited by Theo on 17th June 2018, 4:47 pm; edited 1 time in total


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    MarkusEldridge

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    Re: Chaotic Darkness

    Post by MarkusEldridge on 17th June 2018, 3:51 am

    Alright all changes made

    If possible I would like to talk to someone at some point about how feasible keeping in some of the negative effects for the stronger output, though if that is not possible it is fine. For instance, I know the 60% passive was advise from Lester because I also had the light based detriment.

    Thanks again! let me know if I missed anything.


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    Re: Chaotic Darkness

    Post by Theo on 17th June 2018, 11:20 am

    Actually, that was my bad. I’m a mod in training, so I didn’t know you could boost a buff with a drawback. Sorry!! You can actually put light affinity back up to 60%, then it should be good to go.


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    MarkusEldridge

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    Re: Chaotic Darkness

    Post by MarkusEldridge on 17th June 2018, 2:08 pm

    Done, Thanks! and no problem, I like doing weird things with RP xD makes it more interesting.


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    Re: Chaotic Darkness

    Post by Theo on 17th June 2018, 4:44 pm



    ♛:
    @MarkusEldridge wrote:
    Chaotic Darkness

    Primary Magic
    Darkness Magic

    Secondary Magic
    -

    Magic Type
    Caster

    Description
    Darkness magic is usually misunderstood, this particular brand of magic is a Caster Magic which utilizes the chaotic element of darkness, though many wizards mistake it for shadow magic.
    Because of its destructive, chaotic, and 'dark' nature many look at darkness magic as evil, demonic, or corrupt. Though there is some foundation to this belief, this is not always the case. Darkness magic, is actually very neutral by nature, and many believe the world was born from darkness. Being chaotic by nature is very easy to loose control of, and limited by the casters imagination, which when lost can lead to disastrous results. This risk can be controlled by using and compounding spells, channeling more power, or with the user giving their own life force.

    Darkness Magic is a type of Elemental Magic which allows users to manipulate and control destructive Dark Magic, which takes the form of a physical black void, or 'hole'. This Magic has a physical form which can be used for destroying objects, blocking enemies' attacks, picking up or binding objects, or limiting the opponents options. It also has an energetic or element form which is highly destructive, this form is easier to use and release, but more dangerous if control is lost.


    Strengths

    • Spells are Very Quick
    • Highly Versatile
    • Powerful Destructive Magic
    • More Powerful in Natural Darkness
    • Works well in both Ranged, and Close Combat


    Weaknesses

    • Strongest spells have high channel times in order to control
    • Weak to Light and Holy Magic
    • Weaker in Daylight
    • Very limited based on imagination
    • Using large amounts of darkness magic can lead to extreme fatigue, some spells require life force to use






    Lineage :  
    Description :


    Unique Abilities :  

    • Dark Sight :  This ability allows the user to better see shapes, and forms in night time, and total darkness.
    • Shadow Meld :   When standing still, or moving slowly in darkness the user seems to blend into the shadows. The darker the shadows, or the less the user moves the better the effect. This effect can make them undetectable to those mages of equal or lower rank.
    • Light Affinity :   At night, or within non-magical darkness/shadow spells are 60% stronger, however when in day or non-magical light spells are 20% weaker. Magical Light or Darkness can be used to nullify the effect of non-magical effects. Such as a light spell nullifying the effect of nighttime.





    Spells :  
    D-Rank:



    Name: Dark Moment
    Rank: D
    Type: Support
    Range: Area of Effect 30m
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Dark Moment is a spell that enables the user to cut through the light and cause total darkness in an radius of 30m meters centered on the caster, the entire area becomes pitch black to all but the user. Those two ranks above the spell can still see through it.

    Light Affinity within the spell the negative effect of light is negated for any other spell. The positive effect is not applied.

    Strengths:

    • Others can not see in the darkness, but the user can

    Weaknesses :

    • Senses other then sight are still usable
    • It is possible to leave the darkness effect

    Name: Dark Rose Whip
    Rank: D
    Type: Offensive
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Markus forms the darkness into a pitch black thorned whip which modify his melee attacks. While the spell is in effect his melee attacks have a range of 25 meters, and the whip moves at 30 m/s, the whips do +25% spell rank extra magic damage in addition to the normal melee damage of the users rank.
    However the spell is taxing on the body, and the thorns harm the user as well, each time the user attacks, whether or not the attack hits the user takes 20% of the total damage that would have been dealt.
    Light Affinity effects the extra magic damage, where darkness increases damage to opponent, and decreases damage to user, while light does the opposite.

    Strengths:

    • Ranged Melee Attack
    • Additional Damage

    Weaknesses :

    • Less range then spells of equal power
    • Damages user with each attack

    Name: Darkness Beam
    Rank: D
    Category: Single Target
    Type: Instant
    Range: 60m
    Speed: 60m/s
    Duration: 1
    Cooldown: 2
    Cost: 20MP
    Description: The user collects darkness into their hands and fires it forwards as a highly concentrated and destructive beam. The beam is strong enough to burst through most equal rank defenses, excluding any form of light barrier, however its remaining range is cut in half. When the attack hits it does 40 damage.

    Light Affinity effects both damage, and range, however each only get half the effect.

    Strengths:

    • Very Destructive
    • Very Fast

    Weaknesses :

    • Nullified by Light Shields
    • A beam is easier to dodge if shot from too far away.

    Name: Dark Binding
    Rank: D
    Type: Single Target Effect
    Range: Offensive
    Duration: 1
    Cooldown: 3
    Cost: 20MP + up to 30 health.
    Description: The user creates and pulls dark magic into their hand and then attempt to touch the target. Should the user hit the target the binding is transferred into the target, and the bind expands and restrains the user for one turn. The spell however is difficult to control and create, as such it takes more time to cool down.
    The cage can be dissipated with light magic, or the target can use an equal amount of mana to break free. Can be ignored and broken instantly by any mage 2 ranks higher.
    The user can decided to put his life energy into the bind, but they must do it when they cast the spell, if they do this then in order to break free the target must use additional mana equal to health used.

    Strengths:

    • Hard to avoid, only needs a single touch
    • Constrains Target

    Weaknesses :

    • Weak to light
    • Target can break free
    • Can not be used at range


    Advanced:

    Advanced Spells:


    Name: Chaos Blast
    Rank: D+
    Type: Charge Up Area of effect
    Range: 45m
    Speed: 25m/s
    Duration: 2
    Cooldown: 3
    Cost: 30MP
    Description: The user focuses their magic energy into manipulating a ball of energy above their head, this ball is pitch black and looks almost like a hole or void in space. The attack takes concentration and focus but once released it travels until it hits, and explodes into a highly destructive area of effect attack which does 45 total damage to each person, including the caster and allies, within the AOE.
    The chaotic nature of the magic causes the ball to pulse and fluctuate as it charges. This nature causes it to be highly unstable, should concentration be broken, or the spell be cast early it will explode above the casters head effecting everyone within range.
    The caster can, during charging, pore his life essence into the attack and instead of using MP can use HP to offset the charge cost.

    Light Affinity modifies final damage.

    Strengths:

    • Very Destructive
    • High Speed

    Weaknesses :

    • Requires time to charge
    • Just as dangerous to user as it is to targets



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    kittykool75

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    Re: Chaotic Darkness

    Post by kittykool75 on 21st June 2018, 5:52 pm

    Spoiler:
    @MarkusEldridge wrote:
    Chaotic Darkness

    Primary Magic
    Darkness Magic

    Secondary Magic
    -

    Magic Type
    Caster

    Description
    Darkness magic is usually misunderstood, this particular brand of magic is a Caster Magic which utilizes the chaotic element of darkness, though many wizards mistake it for shadow magic.
    Because of its destructive, chaotic, and 'dark' nature many look at darkness magic as evil, demonic, or corrupt. Though there is some foundation to this belief, this is not always the case. Darkness magic, is actually very neutral by nature, and many believe the world was born from darkness. Being chaotic by nature is very easy to loose control of, and limited by the casters imagination, which when lost can lead to disastrous results. This risk can be controlled by using and compounding spells, channeling more power, or with the user giving their own life force.

    Darkness Magic is a type of Elemental Magic which allows users to manipulate and control destructive Dark Magic, which takes the form of a physical black void, or 'hole'. This Magic has a physical form which can be used for destroying objects, blocking enemies' attacks, picking up or binding objects, or limiting the opponents options. It also has an energetic or element form which is highly destructive, this form is easier to use and release, but more dangerous if control is lost.


    Strengths

    • Spells are Very Quick
    • Highly Versatile
    • Powerful Destructive Magic
    • More Powerful in Natural Darkness
    • Works well in both Ranged, and Close Combat


    Weaknesses

    • Strongest spells have high channel times in order to control
    • Weak to Light and Holy Magic
    • Weaker in Daylight
    • Very limited based on imagination
    • Using large amounts of darkness magic can lead to extreme fatigue, some spells require life force to use






    Lineage :  
    Description :


    Unique Abilities :  

    • Dark Sight :  This ability allows the user to better see shapes, and forms in night time, and total darkness.
    • Shadow Meld :   When standing still, or moving slowly in darkness the user seems to blend into the shadows. The darker the shadows, or the less the user moves the better the effect. This effect can make them undetectable to those mages of equal or lower rank.
    • Light Affinity :   At night, or within non-magical darkness/shadow spells are 60% stronger, however when in day or non-magical light spells are 20% weaker. Magical Light or Darkness can be used to nullify the effect of non-magical effects. Such as a light spell nullifying the effect of nighttime.





    Spells :  
    D-Rank:



    Name: Dark Moment
    Rank: D
    Type: Support
    Range: Area of Effect 30m
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Dark Moment is a spell that enables the user to cut through the light and cause total darkness in an radius of 30m meters centered on the caster, the entire area becomes pitch black to all but the user. Those two ranks above the spell can still see through it.

    Light Affinity within the spell the negative effect of light is negated for any other spell. The positive effect is not applied.

    Strengths:

    • Others can not see in the darkness, but the user can

    Weaknesses :

    • Senses other then sight are still usable
    • It is possible to leave the darkness effect

    Name: Dark Rose Whip
    Rank: D
    Type: Offensive
    Duration: 3
    Cooldown: 4
    Cost: 20MP
    Description: Markus forms the darkness into a pitch black thorned whip which modify his melee attacks. While the spell is in effect his melee attacks have a range of 25 meters, and the whip moves at 30 m/s, the whips do +25% spell rank extra magic damage in addition to the normal melee damage of the users rank.
    However the spell is taxing on the body, and the thorns harm the user as well, each time the user attacks, whether or not the attack hits the user takes 20% of the total damage that would have been dealt.
    Light Affinity effects the extra magic damage, where darkness increases damage to opponent, and decreases damage to user, while light does the opposite.

    Strengths:

    • Ranged Melee Attack
    • Additional Damage

    Weaknesses :

    • Less range then spells of equal power
    • Damages user with each attack

    Name: Darkness Beam
    Rank: D
    Category: Single Target
    Type: Instant
    Range: 60m
    Speed: 60m/s
    Duration: 1
    Cooldown: 2
    Cost: 20MP
    Description: The user collects darkness into their hands and fires it forwards as a highly concentrated and destructive beam. The beam is strong enough to burst through most equal rank defenses, excluding any form of light barrier, however its remaining range is cut in half. When the attack hits it does 40 damage.

    Light Affinity effects both damage, and range, however each only get half the effect.

    Strengths:

    • Very Destructive
    • Very Fast

    Weaknesses :

    • Nullified by Light Shields
    • A beam is easier to dodge if shot from too far away.

    Name: Dark Binding
    Rank: D
    Type: Single Target Effect
    Range: Offensive
    Duration: 1
    Cooldown: 3
    Cost: 20MP + up to 30 health.
    Description: The user creates and pulls dark magic into their hand and then attempt to touch the target. Should the user hit the target the binding is transferred into the target, and the bind expands and restrains the user for one turn. The spell however is difficult to control and create, as such it takes more time to cool down.
    The cage can be dissipated with light magic, or the target can use an equal amount of mana to break free. Can be ignored and broken instantly by any mage 2 ranks higher.
    The user can decided to put his life energy into the bind, but they must do it when they cast the spell, if they do this then in order to break free the target must use additional mana equal to health used.

    Strengths:

    • Hard to avoid, only needs a single touch
    • Constrains Target

    Weaknesses :

    • Weak to light
    • Target can break free
    • Can not be used at range


    Advanced:

    Advanced Spells:


    Name: Chaos Blast
    Rank: D+
    Type: Charge Up Area of effect
    Range: 45m
    Speed: 25m/s
    Duration: 2
    Cooldown: 3
    Cost: 30MP
    Description: The user focuses their magic energy into manipulating a ball of energy above their head, this ball is pitch black and looks almost like a hole or void in space. The attack takes concentration and focus but once released it travels until it hits, and explodes into a highly destructive area of effect attack which does 45 total damage to each person, including the caster and allies, within the AOE.
    The chaotic nature of the magic causes the ball to pulse and fluctuate as it charges. This nature causes it to be highly unstable, should concentration be broken, or the spell be cast early it will explode above the casters head effecting everyone within range.
    The caster can, during charging, pore his life essence into the attack and instead of using MP can use HP to offset the charge cost.

    Light Affinity modifies final damage.

    Strengths:

    • Very Destructive
    • High Speed

    Weaknesses :

    • Requires time to charge
    • Just as dangerous to user as it is to targets


    Unlocked at user's request.


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