Welcome Guest! You last visited . Please welcome the newest player Shyguy

• Patch Notes •                • New User Guide •                • Guild Information •

    Fallen God Slayer : Second Generation

    Share
    avatar
    MarkusEldridge

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player -
    Lineage : Progeny of Chaos
    Position : None
    Posts : 201
    Guild : Fairy Tail
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 23
    Experience : 2937.5

    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Fallen God Slayer
    Secondary Magic: Chaotic Darkness

    Fallen God Slayer : Second Generation

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


    Chaotic Fallen God Slayer

    Secondary Magic:
    Chaotic Darkness

    Magic Type:
    Slayer, Second Generation

    Description:
    Markus unlike many mages was not born with his gifts, and was unable to use magic of any kind, even so much as activating a magical item. During his youth he had chance encounter with a Primordial entity which named itself Chaos. This entity agreed to gift Markus with its power, a chaotic vesion of Darkness Magic, which had direct connections to the void before time. However, the gifts came at some cost. Markus still came to learn it well, fully embracing the magic, both its benefits and drawbacks. As Markus gained strength, he was tested once more by this entity. Leading him to where he is now.

    Upon completely that task the creature produced a corrupt black Lacrima which it thrust into Markus body. Commanding Markus to master his new found powers, and prove that he is worthy of further gifts. The entity claimed the Lacrima came from a Fallen God, a being of great power which controlled darkness. However, the Lacrima was no longer 'pure', and having been in the presence of Chaos for who knows how many centuries has been corrupted by the chaotic Primordial.

    Like all Slayer Lacrima's, the crystal gives great power over the elements the God once controlled. This translates into Markus having a much greater affinity with Shadows and Darkness, and grants him some magical powers derived directly from this Fallen God
    .
    Due to the fact that 'Gods' and Primordial beings are supposed to be impartial watchers of the world Markus' magic is directly affected by his emotions, and mood. The more he feels a particular way, or the less neutral his mood is the less his magic work properly, and the more chance of destruction or chaos.

    Strengths:

    • Total Control over Darkness, Shadows, and Twilight
    • Gains MP from eating the Darkness or Shadows
    • Shadows and Darkness are very versatile.


    Weaknesses:

    • Unable to eat his own element, or Demon Slayers shadows/darkness
    • Only one type of element
    • Limited based on emotion





    Lineage:
    Progeny of Chaos

    Benefits:

    • +25% Strength, Speed, and HP
    • Greatly enhanced Hearing, Sight, and Smell
    • The Force Ability
    • Ability to Consume Magic of the same element for MP
    • Resistance to their Slayer element based off how powerful the opposing spell/ability being used on them is:

      • 2 Ranks Above Character: 0%
      • 1 Rank Above Character: 10%
      • Same Rank as Character: 25%
      • 1 Rank below Character: 35%
      • 2 Ranks below character: 50%

      Advantages: Deals double damage towards Holy, God, and Angel type non-human beings.
      Disadvantages: Unable to consume God slayer magic.

    Second Generation, Fallen God Force:

    Description :
    When Markus enters Force, dark energy streams of his body, his arms and face get covered in black tattoos. However, the Primordial Corruption of Chaos causes these black marks to seem 'darker' almost like voids in themselves. In addition to the normal shadows that stream off the body Markus had chaotic 'sparks' of energy which blow outwards randomly.
    Like other Slayer when in force Markus' melee attacks now deal more damage. In addition to adding 5 to his base melee attacks, the shadows creep into the opponents bodies, and cause a 'dark burn' status effect. This effect takes 50% of damage dealt to HP to MP as well.

    Notes :

    • A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force, but must have at least 50% of their total MP to be able to enter.

      • Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
      • The spell power of each rank is increased to 150%.
      • In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
      • During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
      • To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.




    Unique Abilities:

    • 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.
    • Primordial Corruption: Due to the corruption the lacrima has received from being in primordials presence, if another Slayer was to eat the Markus' magic, the mana they would receive is cut in half. In addition, any resistances to the magic is reduced by 10%, not just resistances from Slayer Benefits.
    • Dark Control: The lacrima has increased Markus' control over darkness and shadows. This control makes spells of that type cost 25% less.
    • Fallen God's Aura: Mortals should not touch a god, as such most gods have a 'burning' aura which punishes those who do. Markus, gaining his powers from a god has the same aura. Should an opponent touch him, or come into physical contact with him Markus can choose immediately deal 1/2 user rank spell damage to the opponent as the chaotic dark energy he controls strikes back at them. This effect can only happen once per turn.





    Spells:
    Total Spells 24 : 9-D, 8-C, 7-B : Passives 6

    D-Rank 7/9:

    Slots: 4 Free, x2 here, x4 here
    Passives :

    • Fallen God's Power, Markus with his magic boosted by the power of a Fallen God has a buff to Spell Damage equal to 40%


    Name: Fallen God's Strike
    Rank: D
    Type: Single Target, Offensive, Melee
    Damage: D-Rank Damage, Effect
    Range: Melee
    Speed: Self
    Duration: 2
    Cooldown: 3
    Downside: n/a
    Description: Markus calls chaotic energy to his hands, this energy dissipates on contact causing great harm to the opponent. The next melee attack Markus lands during the post this is used causes extra damage equal to Spell Rank Damage, in addition the chaotic magic dissipates into the opponents body and damages their internal protection. This is a debuff that lasts 2 rounds, lowering their magical defense by 50%

    Strengths:

    • Debuff and Damage

    Weaknesses :

    • 'Melee' Attack
    • Smaller Range, and Speed, then normal spell of rank
    • Must hit with Melee

    Name: Fallen God's Wave
    Rank: D
    Type: Multi Target, Offensive
    Damage: 75% D Rank
    Range: 45m
    Speed: 30m/s
    Duration: Instant
    Cooldown: 2
    Downside: can not choose who to damage, can not target multiple opponents, only acts as a directed cone which damages everyone within it once.
    Description: Markus waves his hand in a downward direction causing a 90 degree cone of dark energy to appear in front of him. This cone spreads out from him to a maximum of 45m, at the end its widest part is 45 meters. Every opponent within this area takes 75% User D rank damage.
    Strengths:

    • Can hit multiple people

    Weaknesses :

    • Can not be directed like many multi target attacks

    Name: Shadow Binding
    Rank: D
    Type: Burst, Supportive, Effect
    Damage: N/A
    Range: 15m
    Speed: 15m/s
    Duration: Instant
    Cooldown: 2
    Downside: n/a
    Description: Dark shadows rise from the ground grasping at any opponent within the range of this attack. Any opponent who does not avoid it has these shadows grasp them, causing them to be immobile and unable to move for one round.

    Strengths:

    • Fast instant bind

    Weaknesses :

    • Very Low Range
    • Stay off ground to avoid, or get out of area

    Name: Concussive Darkness
    Rank: D
    Type: Burst, Supportive, Effect
    Damage: 50% D Rank, Effect
    Range: 15
    Speed: 15m/s
    Duration: Instant
    Cooldown: 2
    Downside: n/a
    Description: Suddenly Markus throws a 'void' of chaotic energy into the ground, this acts like a 'reverse' concussive flash bang. When the orb goes off it sucks all light out of the area completely, even the photons which enter a persons eyes, and causes a massive ripping sound in the area. Anyone within the range is suddenly deafened and blinded for one post, and takes damage equal to 50% D Rank as the void sucks all light and energy from the area.

    Strengths:

    • Fast instant Effect and Damage

    Weaknesses :

    • Low range
    • Can harm allies

    Name: Fallen God's Aid
    Rank: D
    Type: Heal
    Damage: N/A
    Range: Touch
    Speed: User Speed
    Duration: Instant
    Cooldown: 2
    Downside: n/a
    Description: The user calls upon their connection with the primordial chaos, and requests its aid in healing wounds. Suddenly, their hand starts to glow with a black 'light'. The next wound they touch is healed, and the person being touched gains HP equal to 3x user D rank spell damage. However, this effect does not come without a cost, the hand is as cold as the void itself. As such, wherever the user touches leaves a hand print bruise, which is edged with minor frostbite, for the next few days. In addition, if the user uses this spell on someone else, they can 'sense' this mark and know the general location.

    Strengths:

    • Healing Ability

    Weaknesses :

    • Touch Only
    • Creepy

    Name: Fallen God's Gaze
    Rank: D
    Type: 'Burst', Effect, Fear
    Damage: n/a
    Range: 10m
    Speed: n/a
    Duration: 3
    Cooldown: 4
    Downside: Low range, no actual speed, based fully on looking
    Description: Markus eyes alight with dark and foreboding energy as he gazes upon his opponents with total apathy. Anyone who looks into their depths becomes 'fearful' for their life, their well being, or has one of their characters fears realized.
    This dark energy works its way into their mind, even if they do not fear death or have no normal 'fears', unless they specifically have a UA which negates fear effects the only work around is to not look directly at Markus during a post, all he needs is a glance. It does not matter how many people look into his eyes, while the duration is active.
    However, avoiding looking at an opponent is dangerous, and this gives him a better or easier chance to attack and dodge while they are doing such. Otherwise, while under this effect the opponents magical resistance and speed are both reduced by 20%

    Strengths:

    • Debuff with a look

    Weaknesses :

    • Avoidable by being too far to see eyes, not looking at Markus, or other methods

    WIPName:
    Rank:
    Type:
    Damage:
    Range:
    Speed:
    Duration:
    Cooldown:
    Downside:
    Description:

    Strengths:



    Weaknesses :



    WIPName:
    Rank:
    Type:
    Damage:
    Range:
    Speed:
    Duration:
    Cooldown:
    Downside:
    Description:

    Strengths:



    Weaknesses :





    C-Rank 7/8:

    Slots: 3 Free, x1 here, x4 here
    Passives :

    • Fallen God's Speed, Markus with his speed boosted by the power of a Fallen God has a bonus to speed equal to 45%
    • Open Spell Slot, Saving for more Passive Slots next Rank


    Name: Fallen God's Rush 1
    Rank: C
    Type: Single Target, Offensive, Effect
    Damage: 75% C Rank to HP, half damage to MP
    Range: 50m
    Speed: Unique
    Duration: Instant
    Cooldown: 3
    Downside: Lower Base Damage for Single Target Spell
    Description: Markus charges one of his hands, and his feet with chaotic dark energy. This energy instantly propels Markus forward, as he attacks the opponent in melee range. As he uses this spell, his speed is increased by 50m/s for a moment, propelling him forward for a maximum of 50 meters. He then strikes at his opponent with his darkness cloaked hand. If he hits, the darkness deals 75% C Rank Damage to the opponent, and the darkness dissipates also damaging their mana for half the damage they took.

    Strengths:

    • Damages Mana

    Weaknesses :

    • 'Melee' Attack
    • Smaller Range, and Speed, then normal single target

    Name: Fallen God's Rush 2
    Rank: C
    Type: Single Target, Offensive, Effect
    Damage: 75% C Rank to HP, half damage to MP
    Range: 50m
    Speed: Unique
    Duration: Instant
    Cooldown: 3
    Downside: Lower Base Damage for Single Target Spell
    Description: Markus charges one of his hands, and his feet with chaotic dark energy. This energy instantly propels Markus forward, as he attacks the opponent in melee range. As he uses this spell, his speed is increased by 50m/s for a moment, propelling him forward for a maximum of 50 meters. He then strikes at his opponent with his darkness cloaked hand. If he hits, the darkness deals 75% C Rank Damage to the opponent, and the darkness dissipates also damaging their mana for half the damage they took.

    Strengths:

    • Damages Mana

    Weaknesses :

    • 'Melee' Attack
    • Smaller Range, and Speed, then normal single target

    Name: Primordial Bolt 1
    Rank: C
    Type: Single Target, Offinsive
    Damage: C Rank Damage
    Range: 120m
    Speed: 120m/s
    Duration: 1
    Cooldown: 3
    Downside: n/a
    Description: Markus calls magical chaos around his hands and swirls it around him before pushing his hands forward sending out a bolt of Primordial Darkness. Simple instant attack.

    Strengths:

    • Fast instant attack

    Weaknesses :

    • Single target no effects

    Name: Primordial Bolt 2
    Rank: C
    Type: Single Target, Offinsive
    Damage: C Rank Damage
    Range: 120m
    Speed: 120m/s
    Duration: 1
    Cooldown: 3
    Downside: n/a
    Description: Markus calls magical chaos around his hands and swirls it around him before pushing his hands forward sending out a bolt of Primordial Darkness. Simple instant attack.

    Strengths:

    • Fast instant attack

    Weaknesses :

    • Single target no effects

    Name: Fallen God's Talon
    Rank: C
    Type: Multi Attack
    Damage: 75% C Rank
    Range: 30m
    Speed: 90m
    Duration: Instant
    Cooldown: 3
    Downside: Low Range
    Description: Markus waves his hand forward creating 5 scythes of dark energy, one for each finger. Markus can decide to strike horizontally, or vertically, the farther these scythes travel the more they separate, up to 2 meters between each wave at farthest range. Each blade does 75% C Rank damage.

    Strengths:

    • Very Fast Multi-Attack

    Weaknesses :

    • Low Range

    Name: Primordial Flames
    Rank: C
    Type: Primordial, AoE, Offensive
    Damage: 25% C Rank damage to both HP and MP
    Range: 60m
    Speed: 30m/s
    Duration: 1
    Cooldown: 3
    Downside: n/a
    Description: When activating this spell the ground explodes in dark energy which resemble flames. Each opponent within the area takes 25% C Rank Damage to both HP and MP.

    Strengths:

    • Damages both HP and MP

    Weaknesses :

    • Low HP damage compared to other spells.



    B-Rank 7/7:

    Slots: 3 Free, x4 here
    Passive :

    • Fallen God's Body 1, With his body boosted by the power of a Fallen God, Markus has a bonus to Speed and HP equal to 25%
    • Fallen God's Body 2, With his body boosted by the power of a Fallen God, Markus has a bonus to Speed and HP equal to 25%
    • Fallen God's Mind, With his mind boosted by the power of a Fallen God, Markus has a bonus to Reaction(Speed) and MP equal to 25%
    • Fallen God's Power, With his magic boosted by the power of a Fallen God, Markus has a bonus to Spell Damage equal to 50%


    Name: Fallen God's Scythes
    Rank: B
    Type: Aoe, Darkness, Offensive
    Damage: 75% B Rank User Spell Damage
    Range: 100m
    Speed: 50m/s
    Duration: Instant
    Cooldown: 4
    Downside: n/a
    Description: Markus suddenly throws his hands into the air, calling darkness and shadows to him, forcing them to spend at a high speed resembling wind like blades of pure shadow. This attack swirls around Markus slicing through his enemies, each opponent takes 75% B Rank damage.

    Strengths:

    • AoE

    Weaknesses :

    • Lower Damage

    Name: Fallen God's Aegis
    Rank: B
    Type: Defensive
    Range: 50m
    Duration: 1
    Cooldown: 4
    Downside: n/a
    Description: Markus holds up his hand calling a large protective shield made of pure dark energy. This shield only protects from one direction, but it has a diameter of 50m, protecting from whatever hits in that direction. The protective durability is equal to 3x user spell rank damage.

    Strengths:

    • Defends large area

    Weaknesses :

    • Only from one side

    Name: Primordial Denial
    Rank: B
    Type: Counter, Effect, Negation
    Duration: Instant
    Cooldown: 8
    Downside: Very High Cooldown
    Description: Markus calls upon the power of the primordial and god like forces he controls. This causes a shift in the chaotic void itself. For a second, directly around Markus a spells of equal or lower rank than this spell is negated, only for Markus. He completely ignores anything that hits him at that exact moment, or spells that hit and linger for the post. This spell can only negate the first spell with the cost of this spell, if any other effects hit him at the exact same time he cast this, he must pay addition mana equal to what their caster used, this cost is unaffected by his cost reduction.
    However, because of the strain such a spell has its cool-down is double the normal minimum of a spell of equal rank.

    Strengths:

    • Spell Negation

    Weaknesses :

    • Markus Only
    • Cost Addition Mana
    • High Cooldown


    Advanced:

    Name: Sphere of Annihilation
    Rank: D+
    Type: Offensive, Unique
    Damage: D+ User Spell Damage
    Range: 30m
    Speed: 15m
    Duration: 5
    Cooldown: 10
    Downside: Super High Cooldown
    Description: The user draws on their connection to the void and darkness, creating a true 'hole' in the universe. This Sphere is a dark object the size of a human head which no light reflects off of.
    Anything within 30 meters of the sphere has their speed reduced by 50% as the sphere tries to drawn in anything that gets to close. In addition, if anything touches the orb directly the sphere damages it by D+ Rank spell damage each round the contact is remained.
    Markus can move the orb up to 30 meters a round, at a speed of 15 meters per second.

    Strengths:

    • Damaging, and debuff
    • Can Harm Allies

    Weaknesses :

    • Slow
    • Can be avoided

    Name: Fallen God's True Strength
    Rank: C+
    Type: Darkness, Shadow, Buff
    Duration: 6
    Cooldown: 9
    Downside: n/a
    Description: This ability activates the true power of a God of Darkness. This increases the Dark Control UA by another 25%, never to exceed 50% Cost Reduction. In addition, it increases the Slayers Speed and Magic Damage, these attributes are increased by spell Ranked Buff -25%, rounded down to closes 5%(make things easier). This ability however is hard to control and strains the body, as such the cooldown is 1.5 times the duration.
    At C+ rank, this spell increase Dark Control Effect by 25%, Speed by  25%, and Magic Damage by 25%

    Strengths:

    • Powerful Buff

    Weaknesses :

    • Markus Only
    • Higher Cooldown

    Name: Fallen God's Armor
    Rank: B+
    Type: Darkness, Shadow, Defensive
    Duration: 8
    Cooldown: 10
    Downside: n/a
    Description: The user covers their body in deep shadows. These shadows protect the user from damage, acting almost like a second skin. They have a durability of 3x User Spell Rank damage, and last through the duration or until destroyed. Any damage the user takes while this spell is in effect goes to the spell, and is taken from the durability of the 'Armor'.
    If the durability hits 0 before the duration is up the spell immediately goes on cooldown.

    Strengths:

    • Defensive spell

    Weaknesses :

    • Markus Only


    Signature:
    Purchased Slots : C-Rank, B-Rank
    Passives :

    • Primordial Magic[B-Rank], Markus' magic is boosted by the Primordial Chaos, giving him a 50% boost to Spell Damage

    Name: Avatar of Chaos
    Rank: Ranks With User
    Type: Primordial, Transformation, Lineage Ability
    Damage: 5% HP Burn per turn
    Range: Spell Rank AoE
    Speed: N/A
    Duration: N/A
    Cooldown: 1
    Downside: Affects Allies
    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 mages HP by 5% each post. 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: Primordial Presence
    Rank: Ranks With Player (Currently C)
    Type: Primordial, Burst Debuff
    Range: Spell Rank Burst
    Speed: Spell Rank Burst
    Duration: N/A
    Cooldown: N/A
    Downside: Affects Allies
    Description: The Primordial's power and presence almost takes on a tangible and physical form, this aura causes the air around them to become thick with chaotic magic and energy which slows all characters and spells which get too close to the Slayer. The Slayer can decided to toggle this effect.
    This effect slows all players and spells other then the Slayer and those from them, the effect is equal to 75% spell rank buffs, the aura expands to a range equal to spell rank burst, centered on the user.

    Strengths:

    • Multi-Player Debuff

    Weaknesses :

    • Effects everyone but Markus, including allies.

    Name: Fallen Gods Grace
    Rank: D
    Type: Effect
    Duration: n/a
    Cooldown: n/a
    Downside: n/a
    Description: As a Fallen God slayer, Markus has the ability to call on the grace the creature once had. When he uses this ability, god like black angelic wings sprout from his back, giving him a flight speed equal to his own.
    In addition while in this form he can touch another person, and transfer an effect or, buff/debuff Markus currently has effecting him. If he transfers an effect, or debuff that was cast from an opponent then he must pay mana equal to the cost of the effect. When transferring a buff/debuff he may decide to transfer all or part for example, if Markus' speed is buffed by 50%, he can transfer to an ally up to that 50%, or lower say 25% leaving 25% for himself.
    Markus looses the effect or % he transfers. When the effect/buff/debuff would be ended on him it is ended on the person effected.

    Strengths:

    • Transfer effects

    Weaknesses :

    • Must physically touch to use secondary effect.

    Name: Fallen God's Exile
    Rank: C
    Type: Darkness, Defensive
    Duration: 5
    Cooldown: n/a
    Downside: n/a
    Description: As a Fallen God, Markus has the power to summon a field of chaotic energy anywhere within 30 meters. This field covers a range of up to 20 meters chosen by the user, and seals whatever is inside. This magical field works as barrier, and has a durability equal to C-Rank spell damage.
    This barrier lasts until its Durability hits 0, or the Duration ends, and can not be ended early. It acts as a shield from both the inside, and the outside and as such can be used to limit mobility, trap opponents, or protect allies. Markus can not cast this spell if the duration is still in effect.

    Strengths:

    • Versatile defensive field

    Weaknesses :

    • Can not be ended early
    • Does not cause damage






    Change Log:

    Created Magic, Swapped to Primary here
    Ranked to B: Test here

    • Added D Rank spells
    • Added C Rank Spells
    • Added B Rank Spells from Rank up, and purchased slots
    • Added Advanced Spells
    • Added Signature Spells

    • Moved Progeny of Chaos Lineage Signature to here

      Training:
      God/Demon VIP, The Corrupt Lacrima

    Chaotic Darkness Changelog, before Swap:
    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 26th July 2018, 1:30 pm; edited 51 times in total


    _____________________________________________________________________________________

    avatar
    Theo

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- Summer Special Participant- Be On Lester's Friends List- Be on Izayuki's Friend List- Player -
    Lineage : Gold Rush
    Position : None
    Posts : 475
    Guild : Crystal Swan [Ace of Lapis]
    Cosmic Coins : 0
    Dungeon Tokens : 5
    Experience : 34,800

    Character Sheet
    Character Name: Theo Silversong
    Primary Magic: Jello Magic
    Secondary Magic: Drathir Takeover

    Re: Fallen God Slayer : Second Generation

    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


    _____________________________________________________________________________________

    avatar
    MarkusEldridge

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player -
    Lineage : Progeny of Chaos
    Position : None
    Posts : 201
    Guild : Fairy Tail
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 23
    Experience : 2937.5

    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Fallen God Slayer
    Secondary Magic: Chaotic Darkness

    Re: Fallen God Slayer : Second Generation

    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.


    _____________________________________________________________________________________

    avatar
    Theo

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- Summer Special Participant- Be On Lester's Friends List- Be on Izayuki's Friend List- Player -
    Lineage : Gold Rush
    Position : None
    Posts : 475
    Guild : Crystal Swan [Ace of Lapis]
    Cosmic Coins : 0
    Dungeon Tokens : 5
    Experience : 34,800

    Character Sheet
    Character Name: Theo Silversong
    Primary Magic: Jello Magic
    Secondary Magic: Drathir Takeover

    Re: Fallen God Slayer : Second Generation

    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.


    _____________________________________________________________________________________

    avatar
    MarkusEldridge

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player -
    Lineage : Progeny of Chaos
    Position : None
    Posts : 201
    Guild : Fairy Tail
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 23
    Experience : 2937.5

    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Fallen God Slayer
    Secondary Magic: Chaotic Darkness

    Re: Fallen God Slayer : Second Generation

    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.


    _____________________________________________________________________________________

    avatar
    Theo

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- Summer Special Participant- Be On Lester's Friends List- Be on Izayuki's Friend List- Player -
    Lineage : Gold Rush
    Position : None
    Posts : 475
    Guild : Crystal Swan [Ace of Lapis]
    Cosmic Coins : 0
    Dungeon Tokens : 5
    Experience : 34,800

    Character Sheet
    Character Name: Theo Silversong
    Primary Magic: Jello Magic
    Secondary Magic: Drathir Takeover

    Re: Fallen God Slayer : Second Generation

    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



    _____________________________________________________________________________________

    avatar
    kittykool75

    Moderator- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- God Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Vehicle- The Fallen- Master [1000]- Senior [500]- Novice [250]- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Cupcake Achievement- Motor City Rush- Villain- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player-
    Lineage : Soldier of Chaos
    Position : Sinner of Sloth
    Posts : 1212
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Zotikus
    Experience : 8,550.5
    Brownie Points : 666

    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Fallen God Slayer : Second Generation

    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.


    _____________________________________________________________________________________


    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "



    Directory
    Golden Lacrima until 4/16/2019

    avatar
    Rin Mayou
     
     

    Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- Senior [500]- Novice [250]- Hero- Summer Special Donor- Summer Special Participant- 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- Player -
    Lineage : Blessed by the Fourth Wall
    Position : None
    Posts : 615
    Guild : Crystal Swan - Ace of Ruby
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Mentor : Desirée Blooms
    Experience : 31,172.5

    Character Sheet
    Character Name: Rin Mayou
    Primary Magic: World Make Magic
    Secondary Magic: ReQuip: The Sugary Armory

    Re: Fallen God Slayer : Second Generation

    Post by Rin Mayou on 25th June 2018, 1:45 pm

    Hi there! ♥ I'm not sure if we know each other, but my name is Rin and i'll be grading your (very lovely) magic! All edit requests will be in this color here! If you have any questions, feel free to come to me about them! Without further ado, let's get this graded!

    yeet:

    @MarkusEldridge wrote:
    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 Please change this to "instant" if this is an instant spell!
    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 2 D-rank spells per arm would add up to 4 D-rank spells total. So I'm gonna ask you to please change this to 2 D-rank spells total! ^w^, 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. Could you specify how much damage this does? If you want it to be a multi-hit spell, the damage would need to be 0.75x D rank spell damage (or 30hp) if you wanted it to be single hit, it could be regular D rank spell damage. Also, in your weaknesses you said that it does "weak damage compared to a normal spell" If so, please specify how much less! (unless you meant less because it was a multi-hit)

    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. You can up this to 75% D rank damage if you'd like!
    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. For this last part, could you clarify what you mean? I'm assuming that you mean you can split the HP and MP costs. So for example: 10hp and 10mp or 5hp and 15 mp, etc. If so could you give an example like that, just to make it clear! ^w^

    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. Please specify the size/range of the bubble! I would suggest 30m.
    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. You can bump this up to 75% if you'd like!
    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.
    Okay. So for this spell, I'm going to have to ask that you change it. The fact that it make all spells 90% more effective, is a bit too overpowered. Especially when it includes the 2nd part of this spell. It would make it to the point where it is giving much more HP than is allowed normally. I would suggest changing this spell to a 90% buff in strength or spell damage. Thanks! ♥

    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. So, for this spell, I would like it if you specified that it can do 2.5x C+ Rank damage total if the opponent is stuck within the spell for 5 posts. This would add up to be 225hp over 5 posts. 45 damage per post. That is, if the spell does 50% C+ Rank damage per post.

    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. With drain rules, you can only choose between HP OR MP, it can't be both. Also, it cannot increase with rank. It must stay at 5%.

    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 You can bump this up to 75%!

    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





    _____________________________________________________________________________________


    watermelon eyes
    avatar
    MarkusEldridge

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player -
    Lineage : Progeny of Chaos
    Position : None
    Posts : 201
    Guild : Fairy Tail
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 23
    Experience : 2937.5

    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Fallen God Slayer
    Secondary Magic: Chaotic Darkness

    Re: Fallen God Slayer : Second Generation

    Post by MarkusEldridge on 25th June 2018, 3:04 pm

    bump :3 Thanks for the help! I think I got everything, A lot of what you advised I was not sure about myself so was relying on mod guidance haha


    _____________________________________________________________________________________

    avatar
    Rin Mayou
     
     

    Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- Senior [500]- Novice [250]- Hero- Summer Special Donor- Summer Special Participant- 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- Player -
    Lineage : Blessed by the Fourth Wall
    Position : None
    Posts : 615
    Guild : Crystal Swan - Ace of Ruby
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Mentor : Desirée Blooms
    Experience : 31,172.5

    Character Sheet
    Character Name: Rin Mayou
    Primary Magic: World Make Magic
    Secondary Magic: ReQuip: The Sugary Armory

    Re: Fallen God Slayer : Second Generation

    Post by Rin Mayou on 25th June 2018, 5:43 pm

    Okay! One more quick thing that I missed! Super sorry!

    For the "Dark Shade" spell, summoning 16 separate entities that take D rank damage is a bit too much. I'm gonna have to ask you to please change this so that the shades are just diversions instead of actual, like, shields. ^w^


    _____________________________________________________________________________________


    watermelon eyes
    avatar
    MarkusEldridge

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player -
    Lineage : Progeny of Chaos
    Position : None
    Posts : 201
    Guild : Fairy Tail
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 23
    Experience : 2937.5

    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Fallen God Slayer
    Secondary Magic: Chaotic Darkness

    Re: Fallen God Slayer : Second Generation

    Post by MarkusEldridge on 25th June 2018, 7:16 pm

    Bump


    _____________________________________________________________________________________

    avatar
    Rin Mayou
     
     

    Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- Senior [500]- Novice [250]- Hero- Summer Special Donor- Summer Special Participant- 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- Player -
    Lineage : Blessed by the Fourth Wall
    Position : None
    Posts : 615
    Guild : Crystal Swan - Ace of Ruby
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Mentor : Desirée Blooms
    Experience : 31,172.5

    Character Sheet
    Character Name: Rin Mayou
    Primary Magic: World Make Magic
    Secondary Magic: ReQuip: The Sugary Armory

    Re: Fallen God Slayer : Second Generation

    Post by Rin Mayou on 25th June 2018, 7:57 pm

    Spoiler:
    @MarkusEldridge wrote:
    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: Instant
    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 greater range.
    Each arm has a durability of a 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. The arms, if used to attack act like hands, and as such use user ranked melee damage. This damage is not modified by spell damage.
    The point of this spell is almost solely to give Markus two extra hands for various uses.

    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 75% 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. For instance, if the user sacrifices 10 HP then they have to pay the remaining 10MP

    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, and has a range of up to 30 meters, the user must decide how large the bubble is while casting.
    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 75% 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 by taking any damage, subjected to any touch, or effect, this which imediatly disipates them, 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 increases the users Spell power by 90%, 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, up to a total of 5 times.
    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 mages HP by 5% each post. 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 75% 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






    _____________________________________________________________________________________


    watermelon eyes
    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- Haiku Contest Participant- Richie Rich- Rich- 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 Beast- The Fallen- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- 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 - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1444
    Guild : ❀ Crystal Swan Guild Master❀
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Mentor : ❀ Desirée Blooms ❀
    Experience : 28,481.25
    Brownie Points :

    Character Sheet
    Character Name: Lester Drynedi
    Primary Magic: ❀ Glucose Dandelion Slayer ❀
    Secondary Magic: ❀ A Gentleman's Experiments ❀

    Re: Fallen God Slayer : Second Generation

    Post by Lester Drynedi on 29th June 2018, 8:23 pm

    Unlocked & Moved at users request

    ❀:
    @MarkusEldridge wrote:
    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: Instant
    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 greater range.
    Each arm has a durability of a 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. The arms, if used to attack act like hands, and as such use user ranked melee damage. This damage is not modified by spell damage.
    The point of this spell is almost solely to give Markus two extra hands for various uses.

    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 75% 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. For instance, if the user sacrifices 10 HP then they have to pay the remaining 10MP

    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, and has a range of up to 30 meters, the user must decide how large the bubble is while casting.
    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 75% 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 by taking any damage, subjected to any touch, or effect, this which imediatly disipates them, 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 increases the users Spell power by 90%, 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, up to a total of 5 times.
    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 mages HP by 5% each post. 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 75% 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





    _____________________________________________________________________________________

    avatar
    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Custom Slayer- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- 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!- Tertiary Magic- The Being- The Light- The Sacred- The Beast- The Fallen- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Confused Achievement- Forever Alone Achievement- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Have Alyia On Your Friend List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Thorn On Your Friend List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- Be On Seijin's Foe List- 1 Year Anniversary- Vendetta-
    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4515
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 692,310.75
    Brownie Points : 1337

    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Fallen God Slayer : Second Generation

    Post by Madame Astrid on 26th July 2018, 11:47 am

    Just a few edits and we should be good.

    Fallen God's Aura;; Change this to 1/2 player rank damage.

    Fallen God's Strike;; Since the debuff lasts for 2 more posts the duration would have to line up with how long that lasts too.

    Fallen God's Aid;; You can bump this up to 3x D-rank damage.

    Fallen God's Exile;; Since it's a signature we would usually allow only 1 hit of damage.

    You also can have 1 more UA.


    _____________________________________________________________________________________


    Now she knows she'll never be afraid


    Directory

    Golden Lacrima until 3/25/2019


    avatar
    MarkusEldridge

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player -
    Lineage : Progeny of Chaos
    Position : None
    Posts : 201
    Guild : Fairy Tail
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 23
    Experience : 2937.5

    Character Sheet
    Character Name: Markus Eldridge
    Primary Magic: Fallen God Slayer
    Secondary Magic: Chaotic Darkness

    Re: Fallen God Slayer : Second Generation

    Post by MarkusEldridge on 26th July 2018, 12:22 pm

    Edits made, let me know if there is anything else


    _____________________________________________________________________________________

    avatar
    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Custom Slayer- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- 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!- Tertiary Magic- The Being- The Light- The Sacred- The Beast- The Fallen- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Confused Achievement- Forever Alone Achievement- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Have Alyia On Your Friend List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Thorn On Your Friend List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- Be On Seijin's Foe List- 1 Year Anniversary- Vendetta-
    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4515
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 692,310.75
    Brownie Points : 1337

    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Fallen God Slayer : Second Generation

    Post by Madame Astrid on 26th July 2018, 6:01 pm

    Spoiler:
    @MarkusEldridge wrote:

    Chaotic Fallen God Slayer

    Secondary Magic:
    Chaotic Darkness

    Magic Type:
    Slayer, Second Generation

    Description:
    Markus unlike many mages was not born with his gifts, and was unable to use magic of any kind, even so much as activating a magical item. During his youth he had chance encounter with a Primordial entity which named itself Chaos. This entity agreed to gift Markus with its power, a chaotic vesion of Darkness Magic, which had direct connections to the void before time. However, the gifts came at some cost. Markus still came to learn it well, fully embracing the magic, both its benefits and drawbacks. As Markus gained strength, he was tested once more by this entity. Leading him to where he is now.

    Upon completely that task the creature produced a corrupt black Lacrima which it thrust into Markus body. Commanding Markus to master his new found powers, and prove that he is worthy of further gifts. The entity claimed the Lacrima came from a Fallen God, a being of great power which controlled darkness. However, the Lacrima was no longer 'pure', and having been in the presence of Chaos for who knows how many centuries has been corrupted by the chaotic Primordial.

    Like all Slayer Lacrima's, the crystal gives great power over the elements the God once controlled. This translates into Markus having a much greater affinity with Shadows and Darkness, and grants him some magical powers derived directly from this Fallen God
    .
    Due to the fact that 'Gods' and Primordial beings are supposed to be impartial watchers of the world Markus' magic is directly affected by his emotions, and mood. The more he feels a particular way, or the less neutral his mood is the less his magic work properly, and the more chance of destruction or chaos.

    Strengths:

    • Total Control over Darkness, Shadows, and Twilight
    • Gains MP from eating the Darkness or Shadows
    • Shadows and Darkness are very versatile.


    Weaknesses:

    • Unable to eat his own element, or Demon Slayers shadows/darkness
    • Only one type of element
    • Limited based on emotion





    Lineage:
    Progeny of Chaos

    Benefits:

    • +25% Strength, Speed, and HP
    • Greatly enhanced Hearing, Sight, and Smell
    • The Force Ability
    • Ability to Consume Magic of the same element for MP
    • Resistance to their Slayer element based off how powerful the opposing spell/ability being used on them is:

      • 2 Ranks Above Character: 0%
      • 1 Rank Above Character: 10%
      • Same Rank as Character: 25%
      • 1 Rank below Character: 35%
      • 2 Ranks below character: 50%

      Advantages: Deals double damage towards Holy, God, and Angel type non-human beings.
      Disadvantages: Unable to consume God slayer magic.

    Second Generation, Fallen God Force:

    Description :
    When Markus enters Force, dark energy streams of his body, his arms and face get covered in black tattoos. However, the Primordial Corruption of Chaos causes these black marks to seem 'darker' almost like voids in themselves. In addition to the normal shadows that stream off the body Markus had chaotic 'sparks' of energy which blow outwards randomly.
    Like other Slayer when in force Markus' melee attacks now deal more damage. In addition to adding 5 to his base melee attacks, the shadows creep into the opponents bodies, and cause a 'dark burn' status effect. This effect takes 50% of damage dealt to HP to MP as well.

    Notes :

    • A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force, but must have at least 50% of their total MP to be able to enter.

      • Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
      • The spell power of each rank is increased to 150%.
      • In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
      • During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
      • To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.




    Unique Abilities:

    • 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.
    • Primordial Corruption: Due to the corruption the lacrima has received from being in primordials presence, if another Slayer was to eat the Markus' magic, the mana they would receive is cut in half. In addition, any resistances to the magic is reduced by 10%, not just resistances from Slayer Benefits.
    • Dark Control: The lacrima has increased Markus' control over darkness and shadows. This control makes spells of that type cost 25% less.
    • Fallen God's Aura: Mortals should not touch a god, as such most gods have a 'burning' aura which punishes those who do. Markus, gaining his powers from a god has the same aura. Should an opponent touch him, or come into physical contact with him Markus can choose immediately deal 1/2 user rank spell damage to the opponent as the chaotic dark energy he controls strikes back at them. This effect can only happen once per turn.





    Spells:
    Total Spells 24 : 9-D, 8-C, 7-B : Passives 6

    D-Rank 7/9:

    Slots: 4 Free, x2 here, x4 here
    Passives :

    • Fallen God's Power, Markus with his magic boosted by the power of a Fallen God has a buff to Spell Damage equal to 40%


    Name: Fallen God's Strike
    Rank: D
    Type: Single Target, Offensive, Melee
    Damage: D-Rank Damage, Effect
    Range: Melee
    Speed: Self
    Duration: 2
    Cooldown: 3
    Downside: n/a
    Description: Markus calls chaotic energy to his hands, this energy dissipates on contact causing great harm to the opponent. The next melee attack Markus lands during the post this is used causes extra damage equal to Spell Rank Damage, in addition the chaotic magic dissipates into the opponents body and damages their internal protection. This is a debuff that lasts 2 rounds, lowering their magical defense by 50%

    Strengths:

    • Debuff and Damage

    Weaknesses :

    • 'Melee' Attack
    • Smaller Range, and Speed, then normal spell of rank
    • Must hit with Melee

    Name: Fallen God's Wave
    Rank: D
    Type: Multi Target, Offensive
    Damage: 75% D Rank
    Range: 45m
    Speed: 30m/s
    Duration: Instant
    Cooldown: 2
    Downside: can not choose who to damage, can not target multiple opponents, only acts as a directed cone which damages everyone within it once.
    Description: Markus waves his hand in a downward direction causing a 90 degree cone of dark energy to appear in front of him. This cone spreads out from him to a maximum of 45m, at the end its widest part is 45 meters. Every opponent within this area takes 75% User D rank damage.
    Strengths:

    • Can hit multiple people

    Weaknesses :

    • Can not be directed like many multi target attacks

    Name: Shadow Binding
    Rank: D
    Type: Burst, Supportive, Effect
    Damage: N/A
    Range: 15m
    Speed: 15m/s
    Duration: Instant
    Cooldown: 2
    Downside: n/a
    Description: Dark shadows rise from the ground grasping at any opponent within the range of this attack. Any opponent who does not avoid it has these shadows grasp them, causing them to be immobile and unable to move for one round.

    Strengths:

    • Fast instant bind

    Weaknesses :

    • Very Low Range
    • Stay off ground to avoid, or get out of area

    Name: Concussive Darkness
    Rank: D
    Type: Burst, Supportive, Effect
    Damage: 50% D Rank, Effect
    Range: 15
    Speed: 15m/s
    Duration: Instant
    Cooldown: 2
    Downside: n/a
    Description: Suddenly Markus throws a 'void' of chaotic energy into the ground, this acts like a 'reverse' concussive flash bang. When the orb goes off it sucks all light out of the area completely, even the photons which enter a persons eyes, and causes a massive ripping sound in the area. Anyone within the range is suddenly deafened and blinded for one post, and takes damage equal to 50% D Rank as the void sucks all light and energy from the area.

    Strengths:

    • Fast instant Effect and Damage

    Weaknesses :

    • Low range
    • Can harm allies

    Name: Fallen God's Aid
    Rank: D
    Type: Heal
    Damage: N/A
    Range: Touch
    Speed: User Speed
    Duration: Instant
    Cooldown: 2
    Downside: n/a
    Description: The user calls upon their connection with the primordial chaos, and requests its aid in healing wounds. Suddenly, their hand starts to glow with a black 'light'. The next wound they touch is healed, and the person being touched gains HP equal to 3x user D rank spell damage. However, this effect does not come without a cost, the hand is as cold as the void itself. As such, wherever the user touches leaves a hand print bruise, which is edged with minor frostbite, for the next few days. In addition, if the user uses this spell on someone else, they can 'sense' this mark and know the general location.

    Strengths:

    • Healing Ability

    Weaknesses :

    • Touch Only
    • Creepy

    Name: Fallen God's Gaze
    Rank: D
    Type: 'Burst', Effect, Fear
    Damage: n/a
    Range: 10m
    Speed: n/a
    Duration: 3
    Cooldown: 4
    Downside: Low range, no actual speed, based fully on looking
    Description: Markus eyes alight with dark and foreboding energy as he gazes upon his opponents with total apathy. Anyone who looks into their depths becomes 'fearful' for their life, their well being, or has one of their characters fears realized.
    This dark energy works its way into their mind, even if they do not fear death or have no normal 'fears', unless they specifically have a UA which negates fear effects the only work around is to not look directly at Markus during a post, all he needs is a glance. It does not matter how many people look into his eyes, while the duration is active.
    However, avoiding looking at an opponent is dangerous, and this gives him a better or easier chance to attack and dodge while they are doing such. Otherwise, while under this effect the opponents magical resistance and speed are both reduced by 20%

    Strengths:

    • Debuff with a look

    Weaknesses :

    • Avoidable by being too far to see eyes, not looking at Markus, or other methods

    WIPName:
    Rank:
    Type:
    Damage:
    Range:
    Speed:
    Duration:
    Cooldown:
    Downside:
    Description:

    Strengths:



    Weaknesses :



    WIPName:
    Rank:
    Type:
    Damage:
    Range:
    Speed:
    Duration:
    Cooldown:
    Downside:
    Description:

    Strengths:



    Weaknesses :





    C-Rank 7/8:

    Slots: 3 Free, x1 here, x4 here
    Passives :

    • Fallen God's Speed, Markus with his speed boosted by the power of a Fallen God has a bonus to speed equal to 45%
    • Open Spell Slot, Saving for more Passive Slots next Rank


    Name: Fallen God's Rush 1
    Rank: C
    Type: Single Target, Offensive, Effect
    Damage: 75% C Rank to HP, half damage to MP
    Range: 50m
    Speed: Unique
    Duration: Instant
    Cooldown: 3
    Downside: Lower Base Damage for Single Target Spell
    Description: Markus charges one of his hands, and his feet with chaotic dark energy. This energy instantly propels Markus forward, as he attacks the opponent in melee range. As he uses this spell, his speed is increased by 50m/s for a moment, propelling him forward for a maximum of 50 meters. He then strikes at his opponent with his darkness cloaked hand. If he hits, the darkness deals 75% C Rank Damage to the opponent, and the darkness dissipates also damaging their mana for half the damage they took.

    Strengths:

    • Damages Mana

    Weaknesses :

    • 'Melee' Attack
    • Smaller Range, and Speed, then normal single target

    Name: Fallen God's Rush 2
    Rank: C
    Type: Single Target, Offensive, Effect
    Damage: 75% C Rank to HP, half damage to MP
    Range: 50m
    Speed: Unique
    Duration: Instant
    Cooldown: 3
    Downside: Lower Base Damage for Single Target Spell
    Description: Markus charges one of his hands, and his feet with chaotic dark energy. This energy instantly propels Markus forward, as he attacks the opponent in melee range. As he uses this spell, his speed is increased by 50m/s for a moment, propelling him forward for a maximum of 50 meters. He then strikes at his opponent with his darkness cloaked hand. If he hits, the darkness deals 75% C Rank Damage to the opponent, and the darkness dissipates also damaging their mana for half the damage they took.

    Strengths:

    • Damages Mana

    Weaknesses :

    • 'Melee' Attack
    • Smaller Range, and Speed, then normal single target

    Name: Primordial Bolt 1
    Rank: C
    Type: Single Target, Offinsive
    Damage: C Rank Damage
    Range: 120m
    Speed: 120m/s
    Duration: 1
    Cooldown: 3
    Downside: n/a
    Description: Markus calls magical chaos around his hands and swirls it around him before pushing his hands forward sending out a bolt of Primordial Darkness. Simple instant attack.

    Strengths:

    • Fast instant attack

    Weaknesses :

    • Single target no effects

    Name: Primordial Bolt 2
    Rank: C
    Type: Single Target, Offinsive
    Damage: C Rank Damage
    Range: 120m
    Speed: 120m/s
    Duration: 1
    Cooldown: 3
    Downside: n/a
    Description: Markus calls magical chaos around his hands and swirls it around him before pushing his hands forward sending out a bolt of Primordial Darkness. Simple instant attack.

    Strengths:

    • Fast instant attack

    Weaknesses :

    • Single target no effects

    Name: Fallen God's Talon
    Rank: C
    Type: Multi Attack
    Damage: 75% C Rank
    Range: 30m
    Speed: 90m
    Duration: Instant
    Cooldown: 3
    Downside: Low Range
    Description: Markus waves his hand forward creating 5 scythes of dark energy, one for each finger. Markus can decide to strike horizontally, or vertically, the farther these scythes travel the more they separate, up to 2 meters between each wave at farthest range. Each blade does 75% C Rank damage.

    Strengths:

    • Very Fast Multi-Attack

    Weaknesses :

    • Low Range

    Name: Primordial Flames
    Rank: C
    Type: Primordial, AoE, Offensive
    Damage: 25% C Rank damage to both HP and MP
    Range: 60m
    Speed: 30m/s
    Duration: 1
    Cooldown: 3
    Downside: n/a
    Description: When activating this spell the ground explodes in dark energy which resemble flames. Each opponent within the area takes 25% C Rank Damage to both HP and MP.

    Strengths:

    • Damages both HP and MP

    Weaknesses :

    • Low HP damage compared to other spells.



    B-Rank 7/7:

    Slots: 3 Free, x4 here
    Passive :

    • Fallen God's Body 1, With his body boosted by the power of a Fallen God, Markus has a bonus to Speed and HP equal to 25%
    • Fallen God's Body 2, With his body boosted by the power of a Fallen God, Markus has a bonus to Speed and HP equal to 25%
    • Fallen God's Mind, With his mind boosted by the power of a Fallen God, Markus has a bonus to Reaction(Speed) and MP equal to 25%
    • Fallen God's Power, With his magic boosted by the power of a Fallen God, Markus has a bonus to Spell Damage equal to 50%


    Name: Fallen God's Scythes
    Rank: B
    Type: Aoe, Darkness, Offensive
    Damage: 75% B Rank User Spell Damage
    Range: 100m
    Speed: 50m/s
    Duration: Instant
    Cooldown: 4
    Downside: n/a
    Description: Markus suddenly throws his hands into the air, calling darkness and shadows to him, forcing them to spend at a high speed resembling wind like blades of pure shadow. This attack swirls around Markus slicing through his enemies, each opponent takes 75% B Rank damage.

    Strengths:

    • AoE

    Weaknesses :

    • Lower Damage

    Name: Fallen God's Aegis
    Rank: B
    Type: Defensive
    Range: 50m
    Duration: 1
    Cooldown: 4
    Downside: n/a
    Description: Markus holds up his hand calling a large protective shield made of pure dark energy. This shield only protects from one direction, but it has a diameter of 50m, protecting from whatever hits in that direction. The protective durability is equal to 3x user spell rank damage.

    Strengths:

    • Defends large area

    Weaknesses :

    • Only from one side

    Name: Primordial Denial
    Rank: B
    Type: Counter, Effect, Negation
    Duration: Instant
    Cooldown: 8
    Downside: Very High Cooldown
    Description: Markus calls upon the power of the primordial and god like forces he controls. This causes a shift in the chaotic void itself. For a second, directly around Markus a spells of equal or lower rank than this spell is negated, only for Markus. He completely ignores anything that hits him at that exact moment, or spells that hit and linger for the post. This spell can only negate the first spell with the cost of this spell, if any other effects hit him at the exact same time he cast this, he must pay addition mana equal to what their caster used, this cost is unaffected by his cost reduction.
    However, because of the strain such a spell has its cool-down is double the normal minimum of a spell of equal rank.

    Strengths:

    • Spell Negation

    Weaknesses :

    • Markus Only
    • Cost Addition Mana
    • High Cooldown


    Advanced:

    Name: Sphere of Annihilation
    Rank: D+
    Type: Offensive, Unique
    Damage: D+ User Spell Damage
    Range: 30m
    Speed: 15m
    Duration: 5
    Cooldown: 10
    Downside: Super High Cooldown
    Description: The user draws on their connection to the void and darkness, creating a true 'hole' in the universe. This Sphere is a dark object the size of a human head which no light reflects off of.
    Anything within 30 meters of the sphere has their speed reduced by 50% as the sphere tries to drawn in anything that gets to close. In addition, if anything touches the orb directly the sphere damages it by D+ Rank spell damage each round the contact is remained.
    Markus can move the orb up to 30 meters a round, at a speed of 15 meters per second.

    Strengths:

    • Damaging, and debuff
    • Can Harm Allies

    Weaknesses :

    • Slow
    • Can be avoided

    Name: Fallen God's True Strength
    Rank: C+
    Type: Darkness, Shadow, Buff
    Duration: 6
    Cooldown: 9
    Downside: n/a
    Description: This ability activates the true power of a God of Darkness. This increases the Dark Control UA by another 25%, never to exceed 50% Cost Reduction. In addition, it increases the Slayers Speed and Magic Damage, these attributes are increased by spell Ranked Buff -25%, rounded down to closes 5%(make things easier). This ability however is hard to control and strains the body, as such the cooldown is 1.5 times the duration.
    At C+ rank, this spell increase Dark Control Effect by 25%, Speed by  25%, and Magic Damage by 25%

    Strengths:

    • Powerful Buff

    Weaknesses :

    • Markus Only
    • Higher Cooldown

    Name: Fallen God's Armor
    Rank: B+
    Type: Darkness, Shadow, Defensive
    Duration: 8
    Cooldown: 10
    Downside: n/a
    Description: The user covers their body in deep shadows. These shadows protect the user from damage, acting almost like a second skin. They have a durability of 3x User Spell Rank damage, and last through the duration or until destroyed. Any damage the user takes while this spell is in effect goes to the spell, and is taken from the durability of the 'Armor'.
    If the durability hits 0 before the duration is up the spell immediately goes on cooldown.

    Strengths:

    • Defensive spell

    Weaknesses :

    • Markus Only


    Signature:
    Purchased Slots : C-Rank, B-Rank
    Passives :

    • Primordial Magic[B-Rank], Markus' magic is boosted by the Primordial Chaos, giving him a 50% boost to Spell Damage

    Name: Avatar of Chaos
    Rank: Ranks With User
    Type: Primordial, Transformation, Lineage Ability
    Damage: 5% HP Burn per turn
    Range: Spell Rank AoE
    Speed: N/A
    Duration: N/A
    Cooldown: 1
    Downside: Affects Allies
    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 mages HP by 5% each post. 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: Primordial Presence
    Rank: Ranks With Player (Currently C)
    Type: Primordial, Burst Debuff
    Range: Spell Rank Burst
    Speed: Spell Rank Burst
    Duration: N/A
    Cooldown: N/A
    Downside: Affects Allies
    Description: The Primordial's power and presence almost takes on a tangible and physical form, this aura causes the air around them to become thick with chaotic magic and energy which slows all characters and spells which get too close to the Slayer. The Slayer can decided to toggle this effect.
    This effect slows all players and spells other then the Slayer and those from them, the effect is equal to 75% spell rank buffs, the aura expands to a range equal to spell rank burst, centered on the user.

    Strengths:

    • Multi-Player Debuff

    Weaknesses :

    • Effects everyone but Markus, including allies.

    Name: Fallen Gods Grace
    Rank: D
    Type: Effect
    Duration: n/a
    Cooldown: n/a
    Downside: n/a
    Description: As a Fallen God slayer, Markus has the ability to call on the grace the creature once had. When he uses this ability, god like black angelic wings sprout from his back, giving him a flight speed equal to his own.
    In addition while in this form he can touch another person, and transfer an effect or, buff/debuff Markus currently has effecting him. If he transfers an effect, or debuff that was cast from an opponent then he must pay mana equal to the cost of the effect. When transferring a buff/debuff he may decide to transfer all or part for example, if Markus' speed is buffed by 50%, he can transfer to an ally up to that 50%, or lower say 25% leaving 25% for himself.
    Markus looses the effect or % he transfers. When the effect/buff/debuff would be ended on him it is ended on the person effected.

    Strengths:

    • Transfer effects

    Weaknesses :

    • Must physically touch to use secondary effect.

    Name: Fallen God's Exile
    Rank: C
    Type: Darkness, Defensive
    Duration: 5
    Cooldown: n/a
    Downside: n/a
    Description: As a Fallen God, Markus has the power to summon a field of chaotic energy anywhere within 30 meters. This field covers a range of up to 20 meters chosen by the user, and seals whatever is inside. This magical field works as barrier, and has a durability equal to C-Rank spell damage.
    This barrier lasts until its Durability hits 0, or the Duration ends, and can not be ended early. It acts as a shield from both the inside, and the outside and as such can be used to limit mobility, trap opponents, or protect allies. Markus can not cast this spell if the duration is still in effect.

    Strengths:

    • Versatile defensive field

    Weaknesses :

    • Can not be ended early
    • Does not cause damage






    Change Log:

    Created Magic, Swapped to Primary here
    Ranked to B: Test here

    • Added D Rank spells
    • Added C Rank Spells
    • Added B Rank Spells from Rank up, and purchased slots
    • Added Advanced Spells
    • Added Signature Spells

    • Moved Progeny of Chaos Lineage Signature to here

      Training:
      God/Demon VIP, The Corrupt Lacrima

    Chaotic Darkness Changelog, before Swap:
    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






    _____________________________________________________________________________________


    Now she knows she'll never be afraid


    Directory

    Golden Lacrima until 3/25/2019



      Current date/time is 18th September 2018, 11:41 pm