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    Saga of War - Ragnarök

    Johann
    Johann

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    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 5314
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 3,044,137
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Saga of War - Ragnarök Empty Saga of War - Ragnarök

    Post by Johann on July 19th 2018, 1:26 am



    Saga of War - Ragnarök LWX6GsG


    Magic Name: Saga of War - Ragnarök
    Magic Type: Solitary Apocalyptic (+75% to HP and MP. Character can use 5 Partial Take Over spells per Full Take Over.)

    Additional Notes:
    ● Altered Spell type from the lineage Herald of Destruction
    ● 5x Additional spell slots bought here
    ● Giving up H rank spell for one additional H+ spell as per the conditions of the lineage ability "Warrior of Catastrophe". Also using one H+ spell and two S+ spell from the same ability
    ● 5x Additional user-ranked spell slots from the lineage ability "Warrior of Catastrophe"
    ● H++ spell from the lineage ability "Armageddon"

    Description:
    The Saga of Ragnarök is old, some argue older than magic itself, its origin reaching back to ancient times long before the advent of modern Earthlandian society. First written down in runes, this Saga has survived the flow of time until today, people still telling and listening to the story of how everything, even most of the gods, perished in an endless storm, the world being consumed whole before finally being born anew once more, the endless cycle of death and rebirth continuing anew.

    These runes have been imprinted into the user's skin, the runes that form the Saga of Ragnarök adorning their body, granting the user access to the power of Ragnarök itself. This magic allows the user to manifest runes in order to produce a set of elemental effects from them as well as use the runes to manipulate their own body in apocalyptic take overs that stem from the Lord of War sealed within them, granting the Nephilim partial or full control over the vessel they share. Regardless, whether Ragnarök is simply the inspiration for this particular use of magic or indeed grants the user apocalyptic power is up for debate, though the fact of the matter remains: The end of the world has to come eventually, and the user happily serves as a vessel for destructive powers that rival those of the Apocalypse. The elements granted by this magic are representative of the nine worlds swallowed by Ragnarök, each world representing a different element the user can utilize within the spells of this magic. The elements granted by this magic are:

    1. Blood (Midgard)
    2. Wind (Vanaheim)
    3. Water (Jotunheim)
    4. Fire (Muspelheim)
    5. Lightning (Asgard)
    6. Ice (Niflheim)
    7. Light (Alfheim)
    8. Shadow (Svartalfheim)
    9. Metal (Myrkheim)

    Lineage:
    Herald of Destruction

    Ascendant Abilities

    X:

    Saga of War - Ragnarök Z6ndPHF
    Name: Gold Rush
    Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...

    • Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
      * Increase your own jewel reward by 100%
      * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
      * Increase the jewel reward of you and ONE other participant of the job by 50%
      The user's active ability are the following:
      * The user is able to sacrifice their EXP gained from jobs for additional jewels
      * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.

    • Usage:  Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

      Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
      * D-Rank: Nothing
      * C-Rank: Strong
      * B-Rank: Strong+
      * A-Rank: Strong+
      * S-Rank: Legendary
      * SS-Rank: Legendary+
      * 10Y: Legendary+
      * 100Y: Artifact

      Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
      * 25 EXP: 1,000 (D-Rank)
      * 50 EXP: 2,500 (C-Rank)
      * 250 EXP: 7,500 (B-Rank)
      * 1,250 EXP: 17,000 (A-Rank)
      * 6,250 EXP: 30,000 (S-Rank)
      * 18,750 EXP: 45,000 (SS-Rank)
      * 56,250 EXP: 70,000 (10Y-Rank)
      * 168,750 EXP: 100,000 (100Y-Rank)


    Y:

    Saga of War - Ragnarök DY5Lih0

    Name: Arsenal of Spellpower
    Description: It is said in legend that once upon a time there was a knight in the service of the King of Minstrel, when the kingdom was still split and the country not yet united into a single nation-state. The era of these states warring for power and control was plagued by conflict, turmoil and seemingly endless wars, for when one clash ended, the next one would already begin, this man growing up within these turbulent times. Born as a simple peasant boy, the knight was conscripted into the army of Minstrel, quickly making a name for himself as both an excellent fighter and an even better mage, eventually even attracting the attention of the king, who elevated the man from simple background to the status of knighthood. The man was said to use a wide array of weapons in combat, which of course in and of itself seems like an integral part of the skills a knight should possess, though what differentiated this man was his ability to wield all of these weapons at the same time. It is said that he could expertly wield three swords in combat. A battleaxe and a glaive? No problem. How much of these tales is actually true remains a mystery, but a fact remains: The man's descendants share his ability to expertly control a great number of weapons in combat, and even when not wielding them within their grasps, can control weapons to a degree only a few others can.

    • Ability: The user gains the ability to actively equip one additional Requip spell on top of the active Requip slots they already have. If the user does not possess a magic that is at least of an Auxiliary Requip type, the active Requip cap is raised from one slot to two slots instead.

    • Usage: Passive.


    Z:

    Saga of War - Ragnarök A7Q6OeR
    Name: Armoured Beast
    Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.

    • Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.

    • Usage: Passive


    Unique Abilities:

    ● ᚱᛂᚿᚮᚡᛆᛐᛁᚮ - The Restoration Rune (Passive): His magic allows the user to keep fighting no matter the cost, even sacrificing his own life to deal damage. This effect increases the user's HP by 30% and allows the user to, instead of using his magical energy to cast spells, use his blood instead. The user can cast spells by spending their HP instead of spending MP, though the base cost of spells cast by using HP is doubled.

    ● ᚡᚪᛃᛏᚣ - The Life Rune (Passive): The user's physical and magical abilities are passively enhanced through the runes at their disposal, altering the properties of their body and how magic interacts with it. The user gains a passive 60% increase to MP. Further, the user may once per post heal themselves automatically upon taking damage or an ally within melee range through a simple touch for 120 HP, restoring any damage they have taken.

    ● ᚫᚾᚣᛗᚣᛋ - Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell, etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in user rank burst range (Up to S) by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, the flow of magical energy and other energies, their intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living, etc., OOC permission will be sought to gain info on players, player-owned NPCs or Event NPCs), further extending their spell range by 60%.

    Plot Ability:

    Versatile Scripture:
    Outside of combat scenarios the user can use and produce the runic scripture and elements it produces freely for various effects, such as lighting a dark room, forming a wall of runes, inscribing runes on someone/something et cetera. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.

    Inside combat, the user can use his runes to store and summon equipment that is brought into the thread and switch between the equipment he wields at will, de-summoned equipment remaining in the user's own pocket dimension when not in active use.

    Spells:

    Signature Spells - 3:

    Name: ᛚᚮᚱᛁᚲᛆ ᛘᛂᛐᛆᛚᛁᚲᛆ (Plate)
    Rank: S
    Category: Defensive
    Type: Single Target, Buff
    Durability: 360 HP
    Range: Self
    Speed: Self
    Duration: 10
    Downside: 50% more durability as trade-off for range/speed
    Description:
    The user's runes protect them at all times, acting as a shield spell that protects them from 360 HP of damage. The durability of the shield is restored once per post as the spell is recast. The user's spell durability is buffed by 70%. This spell can alternatively be used on an ally in melee by placing a rune on them, granting them the spell's effects.




    Name: ᛚᚣᚴᛋ (Protection)
    Rank: S
    Category: Defensive
    Type: Single Target, Buff
    Durability: 360 HP
    Range: Self
    Speed: Self
    Duration: 10
    Downside: 50% more durability as trade-off for range/speed
    Description:
    The user's runes protect them at all times, acting as a shield spell that protects them from 360 HP of damage. The durability of the shield is restored once per post as the spell is recast. The user's spell durability is buffed by 70%. This spell can alternatively be used on an ally in melee by placing a rune on them, granting them the spell's effects.




    Name: ᛁᚱᛆᛂ ᛂᛚᛂᛘᛂᚿᛐᛁᛋ (Elemental Wrath)
    Rank: S
    Category: Offensive
    Type: Single Target, Buff
    Damage: 180 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% additional damage as a trade-off for range/speed
    Description:
    The user activates any one of the elemental runes on his body, buffing his spell damage by 70% for the duration of the spell and gaining the ability to coat his fists or melee weapons in the element of choice for a quick, yet powerful, magically enhanced strike that'll potentially knock targets back deal the spell's damage.

    B rank Spells - 6:

    1. Name: ᛁᛘᛔᛂᚱᛁᚢᛘ (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's strength by 50% passively.

    2. Name: ᛑᚮᛘᛁᚿᛆᛐᛁᚮ (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell speed by 50% passively.

    3. Name: ᚱᛂᚵᚿᚢᛘ (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell range by 50% passively.

    4. Name: ᚱᚢᛁᚿᛆ (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell range by 50% passively.

    5. Name: ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛋ (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.




    Name: ᛆᛘᛒᚢᛚᛆᛐᚢᚱᛆ ᛘᛁᚲᚮ (Flash Step)
    Rank: B (20 MP)
    Category: Auxiliary
    Type: Burst, Teleport
    Damage: -
    Range: 62 m
    Speed: Instant
    Duration: 6
    Downside: Sacrificing 1 base effect for 25% more range
    Description:
    Runes flaring up on their body the caster is able to vanish in a sudden, subtle flash of the chosen element once per post for the duration the spell, reappearing anywhere within the spells range instantly.

    A rank Spells - 8:

    Name: ᛂᛁᚿᛋ (First Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᛎᚹᛂᛁ (Second Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᛑᚱᛂᛁ (Third Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᚡᛁᛂᚱ (Fourth Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᚠᚢᛂᚿᚠ (Fifth Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᛋᛂᚲᚼᛋ (Sixth Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᛋᛁᛒᚣᚾ (Seventh Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.




    Name: ᛆᚲᚼᛐ (Eigth Sequence of Ragnarök)
    Rank: A (25 MP)
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 112 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 7
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of A rank MP (25MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The affected's spell damage is increased by 60% and their spell durability is increased by 35% for the duration of the spell.

    S rank Spells - 11:

    Name: ᚲᛚᚤᛔᛂᚢᛋ ᚲᚱᚤᛋᛐᛆᛚᛚᚢᛘ (Block)
    Rank: S (30 MP)
    Category: Defensive
    Type: Single Target, Buff, Redirection
    Durability: 540 HP
    Range: Self
    Speed: Self
    Duration: 10
    Downside: 50% more durability as trade-off for range/speed
    Description:
    Runes light up on one of the caster's hands, a thin shield of the chosen element appearing on the user's skin. The shield can be used to absorb damage and is able to take 540 HP in damage before breaking, moving around with the user until destroyed or canceled. The durability of the shield is restored at the beginning of every post as the spell is recast. While this spell is active the user's spell durability is increased by 70%. While this spell is active the user can, once per post for the duration of this spell, reflect a spell or ability of equal or lower rank to his spell into a random direction away from himself, provided the spell or ability is in melee range of the user and the user pays the original MP cost of the spell being redirected. This spell can alternatively be used on an ally within melee range, granting them the spell's effects.




    Name: ᛔᛚᚢᚡᛁᛆᛘ ᚱᛂᛋᛐᛁᛐᚢᛐᛁᚮ (Restoration)
    Rank: S (30 MP)
    Category: Supportive
    Type: Burst, Buff, Negation
    Healing: 180 HP
    Range: 50 m
    Speed: 50 m/s
    Duration: 10
    Downside: 50% less range and speed for 50% more healing
    Description:
    Once per post for the duration of the spell, with a sweeping motion, the user can activate one of their runes, causing sparkling pieces of the chosen element to fall from the sky instantly within a 50m radius. These pieces are infused with the caster's magic and heal allies in the spell's burst range for 180 HP. Additionally, those healed by the spell benefit from a 70% buff to spell healing for the duration of the spell. While this spell is active an affected mage can, once per post for the duration of this spell, negate a spell or ability of equal or lower rank to his spell, provided the spell or ability is in range of this spell and the affected pays the original MP cost of the spell being negated.




    Name: ᛐᚱᛆᛒᚢᛋ ᛐᚢᚿᛁᛐᚱᛂᛘ (Beam)
    Rank: S (30 MP)
    Category: Offensive
    Type: Single Target, Buff, Paralysis
    Damage: 120 HP
    Range: 400 m
    Speed: 400 m/s
    Duration: 10
    Downside: N/a
    Description:
    Runes light up all over one of the user's arms, buffing spell damage by 70% for the duration of the spell. Once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a crackling beam of the chosen element that impacts for full S rank damage. Additionally, the person struck by this spell will be paralyzed for their next turn. The duration may only affect opponents that were not affected by immobilization in their last post.




    Name: ᛆᛂᛐᛆᛋ ᚵᛚᛆᚲᛁᛆᛚᛁᛋ (Burst)
    Rank: S (30 MP)
    Category: Offensive
    Type: Burst, Debuff, Drain
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10
    Downside: N/a
    Description:
    Activating a set of glowing runes that circle around the caster's tricepses, once per turn for the duration of the spell, they can release a burst of the chosen element around themselves. Enemies struck by this burst will suffer from the lingering effect of the element in the form of a 70% debuff to speed and a 5% MP drain once per post for the duration.




    Name: ᛁᚿᚠᛂᚱᚿᛆ ᛁᚿᚠᛂᚱᚿᛆᛚᛁᛋ (Inferno)
    Rank: S (30 MP)
    Category: Offensive
    Type: Single Target, Burst, Debuff
    Damage: 120 HP
    Range: 400 m
    Speed: 400 m/s
    Duration: 10
    Downside: N/a
    Description:
    The runes on both their hands flaring up in the user can bring them together before releasing a projectile of the chosen element at a single target or location within range. Once the projectile impacts it will explode into a burst (100m range, 100m/s speed) of the same element, dealing the spell's damage to everyone within the area. Those struck will suffer from the lingering effects of the chosen element in the form of a 70% debuff to spell range.




    Name: ᛁᛘᛔᚢᛚᛋᚢᛋ ᛔᚱᛂᛋᛋᚢᚱᛆ (Impulse)
    Rank: S (30 MP)
    Category: Auxiliary
    Type: AoE, Blinding, Deafen, Immobilization
    Damage: N/a
    Range: 200 m
    Speed: 100 m/s
    Duration: 10
    Downside: N/a
    Description:
    Glowing runes light up on the user's fingers, the user able to once per post snap them to activate the spell. The area around the user within range of the spell explodes with the chosen element, passing through all shields as per rules for Auxiliary spells. All affected by the explosion will be marked with a rune that appears somewhere on their body, this rune blinding, deafening and paralyzing them for their next post. These effects can only affect opponents who did not suffer from an immobilization, blinding or deafening effect in their last post.




    Name: ᛒᚱᛆᚲᚼᛁᚢᛘ ᚱᛂᚲᛐᛆ (Right Arm of the Berserkir)
    Rank: S (60 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 10
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    The user activates a set of runes that curl around his right arm, glowing in a deeply crimson color, transforming their hand into the clawed hand of a berserker demon.

    Abilities:

    Name: Rage of the Berserkir I
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Name: Rage of the Berserkir II
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Buff: +52% Spell Damage




    Name: ᛒᚱᛆᚲᚼᛁᚢᛘ ᛋᛁᚿᛁᛋᛐᚱᛆ (Left Arm of the Berserkir)
    Rank: S (60 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 10
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    The user activates a set of runes that curl around his left arm, glowing in a deeply crimson color, transforming their hand into the clawed hand of a berserker demon.

    Abilities:

    Name: Rage of the Berserkir III
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Name: Rage of the Berserkir IV
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Buff: +52% Spell Damage




    Name: ᚲᚱᚢᛋ ᛑᛂᛪᛐᚱᚢᛘ (Right Leg of the Berserkir)
    Rank: S (60 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 10
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    The user activates a set of runes that curl around his right leg, glowing in a deeply crimson color, transforming their leg into that of a berserker demon.

    Abilities:

    Name: Rage of the Berserkir V
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Name: Rage of the Berserkir VI
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Buff: +52% Spell Damage




    Name: ᚲᚱᚢᛋ ᛋᛁᚿᛁᛋᛐᚱᛆ (Left Leg of the Berserkir)
    Rank: S (60 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 10
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    The user activates a set of runes that curl around his left leg, glowing in a deeply crimson color, transforming their leg into that of a berserker demon.

    Abilities:

    Name: Rage of the Berserkir VII
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Name: Rage of the Berserkir VIII
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Buff: +52% Spell Damage




    Name: ᚲᚱᛁᚿᛁᛋ ᛒᛂᚱᛋᛂᚱᚴᛁᚱ (Tail of the Berserkir)
    Rank: S (60 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 10
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    The user activates a set of runes that form at the base of his back, glowing in deeply crimson color, a skeletal tail beginning to form in the same area. This tail can be controlled fully by the user, can manipulate objects and otherwise functions like a normal extremity would.

    Abilities:

    Name: Rage of the Berserkir IX
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Name: Rage of the Berserkir X
    Rank: S
    Category: Offensive
    Type: Multi Target, Buff
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrificing 1 base effect for 25% additional buff. The user must sacrifice half of S rank MP (30 MP) upon activating this ability for 25% additional buff. Sacrificing range and speed for 50% additional damage
    Description:
    This ability can automatically be activated soon as the take over is cast, the runes on the affected limb glowing in a burning ember red, increasing the user's spell damage by 70% and his spell durability by 35% for the duration of the ability. While this ability is active a faint red aura covers the user's limbs, each strike with them dealing the spell's damage to affected opponents.

    Buff: +52% Spell Damage


    Last edited by Johann on September 3rd 2019, 6:10 pm; edited 120 times in total
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon 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- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- 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- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 5314
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 3,044,137
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Johann on July 22nd 2018, 9:29 am



    Advanced Spells:


    B+ Rank Spells - 2:

    Name: ᚴᚩᚱᛈᚣᛋ (Body of the Nephilim)
    Rank: B+ (30 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    Runes all across the user's body flare up in a bright sanguine color, surrounding their form in a red aura and coating it in their own or blood from the surrounding area, shaping it into the embodiment of Mars, the Second Seal of War.

    Abilities:

    Name: Bloodred Protection
    Rank: B+
    Category: Defensive
    Type: Single Target, Buff, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrificing range and speed for 50% more durability. Must pay rank MP cost to activate (60 MP) despite being a requip ability for 50% stronger buff.
    Description:
    This ability can be activated automatically as soon as the take over is cast. The aura around the user's form acts as a shield, buffing spell durability by 135% for the duration of the spell. The aura itself cannot be pierced by piercing effects and can take up to 180 HP before breaking, restoring its durability once per post for the duration of the ability.

    Buff: +102% Spell Damage




    Name: ᚲᛂᚱᛂᛒᚱᚢᛘ (Skull of the Nephilim)
    Rank: B+ (30 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    Bones begin forming around the user's head, creating the canine-like skull of Mars, the Second Seal of War's true form, around it.

    Abilities:

    Name: Berserkir's Skull
    Rank: B+
    Category: Defensive
    Type: Single Target, Buff, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrificing range and speed for 50% more durability. Must pay rank MP cost to activate (60 MP) despite being a requip ability for 50% stronger buff.
    Description:
    This ability can be activated automatically as soon as the take over is cast. The skull acts as a shield around the user's form, buffing spell durability by 135% for the duration of the spell. The shield itself cannot be pierced by piercing effects and can take up to 180 HP before breaking, restoring its durability once per post for the duration of the ability.

    Buff: +102% Spell Damage

    A+ Rank Spells - 2:


    Name: ᚪᛋᚣ (Skeleton of the Nephilim)
    Rank: A+ (37 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 9
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    Bones begin forming around the user's body, creating the skeletal spine, arms and legs of Mars, the Second Seal of War, around their form.

    Abilities:

    Name: Cage of Bones
    Rank: A+
    Category: Defensive
    Type: Single Target, Buff
    Durability: 675 HP
    Range: Self
    Speed: Self
    Duration: 9
    Downside: Sacrificing range and speed for 50% more durability. Sacrificing 2 base effects for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the take over is cast. The skeletal form that is created around the user's body acts as a shield, buffing the user's spell durability by 150%. The shield is able to take up to 675 HP before breaking and restores its durability to full once per post for the duration of the ability.

    Buff: +112% Spell Damage




    Name: ᚲᛆᚢᛑᛆᛂ (Tails of the Nephilim)
    Rank: A+ (37 MP)
    Type: Partial Take Over
    Melee Damage: N/a
    Range: Self
    Speed: Self
    Duration: 9
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    A number of skeletal tails covered in burning magical aura and blood emerge from the user's lower back, creating the tails Mars', the Second Seal of War's true form.

    Abilities:

    Name: Insignia of Blood
    Rank: A+
    Category: Defensive
    Type: Single Target, Buff
    Durability: 675 HP
    Range: Self
    Speed: Self
    Duration: 9
    Downside: Sacrificing range and speed for 50% more durability. Sacrificing 2 base effects for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the take over is cast. The tails that are created cover the user's body in an aura that acts as a shield, buffing the user's spell durability by 150%. The shield is able to take up to 675 HP before breaking and restores its durability to full once per post for the duration of the ability.

    Buff: +112% Spell Damage

    S+ Rank Spells - 3:

    Name: ᛆᚿᛁᛘᛆ (Heart of the Nephilim)
    Rank: S+ (45 MP)
    Type: Partial Take Over
    Melee Damage:  N/a
    Range: Self
    Speed: Self
    Duration: 12
    Downside: Sacrificing melee damage, range and speed for 50% stronger take over buff
    Description:
    The user temporarily invokes the full power of the lacrima in their chest, cursed and blessed blood pumping through the vessel's veins, light bursting from the user's transformed eyes and mouth, completing the transformation to Mars', the Second Seal of War's true form.

    Abilities:

    Name: Nephilim's Blood I
    Rank: S+
    Category: Supportive
    Type: Single Target, Buff, Reflection, Negation
    Healing: 270 HP
    Range: Self
    Speed: Self
    Duration: 12
    Downside: Sacrificing range and speed for 50% more healing. The user must sacrifice S+ rank MP (90 MP) upon activating this ability for 50% stronger bufff
    Description:
    This ability can be activated automatically as soon as the take over is cast. The blood coursing through the user's veins itself possesses regenerative and strengthening properties that apply to the user, buffing their spell durability by 157% and healing them for 270 HP once per post for the duration of the ability. Further, the user can, once per post, focus the magical energy they wield in this form and reflect a single spell or ability that affects or would affect them within their melee range back at an attacker, provided the spell or ability is of H rank or lower and the user pays twice the original MP cost of the spell or ability being reflected. Additionally, this ability allows the user to negate a single spell or ability that affects or would affect him within melee range of themselves by paying the original MP cost of the spell or ability being negated once per post, the spell or ability turning into blood if tangible, splashing to the ground ineffectually.

    Name: Nephilim's Blood II
    Rank: S+
    Category: Supportive
    Type: Single Target, Buff, Reflection, Negation
    Healing: 270 HP
    Range: Self
    Speed: Self
    Duration: 12
    Downside: Sacrificing range and speed for 50% more healing. The user must sacrifice S+ rank MP (90 MP) upon activating this ability for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the take over is cast. The blood coursing through the user's veins itself possesses regenerative and strengthening properties that apply to the user, buffing their spell durability by 157% and healing them for 270 HP once per post for the duration of the ability. Further, the user can, once per post, focus the magical energy they wield in this form and reflect a single spell or ability that affects or would affect them within their melee range back at an attacker, provided the spell or ability is of H rank or lower and the user pays twice the original MP cost of the spell or ability being reflected. Additionally, this ability allows the user to negate a single spell or ability that affects or would affect him within melee range of themselves by paying the original MP cost of the spell or ability being negated once per post, the spell or ability turning into blood if tangible, splashing to the ground ineffectually.

    Buff: +118% Spell Durability




    Name: ᛒᛂᚱᛋᛂᚱᚴᛁᚱ (Take Over: Berserkir)
    Rank: S+ (90 MP)
    Type: Full Take Over (Right Arm of the Berserkir, Left Arm of the Berserkir, Right Leg of the Berserkir, Right Leg of the Berserkir, Tail of the Berserkir)
    Melee Damage: 119 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: Sacrificing range and speed for 50% more damage. Double base MP cost for 50% stronger take over buff
    Description:
    The user activates a set of runes all over their body, their form shifting, surrounding itself with his own or free blood that forms a demonic mask over his face. While the user's demonic powers used to be raw, unrefined, the user is now able to work in tandem with Mars to create a defined demonic take over, their form radiating magical power, strengthening them immensely.

    Appearance:

    Saga of War - Ragnarök ZqSrYv7

    Abilities:

    Name: Blood Corruption I
    Rank: S+
    Category: Auxiliary
    Type: Multi Target, Buff, Drain, Copy
    Damage: N/a
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: Sacrificing range and speed for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the take over is cast. The user's extremities are coated in a light crimson aura, increasing the user's spell damage by 157%, every strike hitting an opponent applying a 5% drain to both MP and HP, these effects, as per rules for auxiliary spells, penetrating all manners of shields and barriers. Further, this ability enables the user to once per post copy a single spell or ability they have cast in this same thread again or copy one of his opponent's spells or abilities. To function, the copied spell or ability must be of H rank or lower and the user must pay the original cost of the spell or ability being copied. Any single spell may be copied only once during its entire duration as per copy effect rules.

    Name: Blood Corruption II
    Rank: S+
    Category: Auxiliary
    Type: Multi Target, Buff, Drain, Copy
    Damage: N/a
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: Sacrificing range and speed for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the take over is cast. The user's extremities are coated in a light crimson aura, increasing the user's spell damage by 157%, every strike hitting an opponent applying a 5% drain to both MP and HP, these effects, as per rules for auxiliary spells, penetrating all manners of shields and barriers. Further, this ability enables the user to once per post copy a single spell or ability they have cast in this same thread again or copy one of his opponent's spells or abilities. To function, the copied spell or ability must be of H rank or lower and the user must pay the original cost of the spell or ability being copied. Any single spell may be copied only once during its entire duration as per copy effect rules.

    Name: Berserkir Frenzy
    Rank: S+
    Category: Offensive
    Type: Single Target, Buff, Copy, Negation
    Damage: 202 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: Sacrificing range and speed for 50% additional damage. User must sacrifice 180 HP upon activating this ability for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the take over is cast. Blood swirls to the user's extremities, coating them with runic scripture, increasing spell damage by 157% for the duration of the ability. Every strike delivered with an extremity additionally deals the spell's damage.Further, this ability enables the user to once per post copy a single spell or ability they have cast in this same thread again or copy one of his opponent's spells or abilities. To function, the copied spell or ability must be of H rank or lower and the user must pay the original cost of the spell or ability being copied. Any single spell may be copied only once during its entire duration as per copy effect rules. Additionally, this ability allows the user to negate a single spell or ability that affects or would affect him within melee range of themselves by paying the original MP cost of the spell or ability being negated once per post, the spell or ability turning into blood if tangible, splashing to the ground ineffectually.

    Buff: +157% Spell Damage




    Name: ᚫᚴᚹᚣᛚᚣ ᛋᛆᚿᚵᚢᛁᛋ (Blood Eagle)
    Rank: S+ (45 MP)
    Type: Multi Target, Buff, Drain, Negation
    Damage: 202 HP per hit
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user must sacrifice 90 HP upon casting this ability
    Duration: 12

    Description:
    The user temporarily draws strength from the runes on his body, for a time gaining their enhanced blood magic abilities. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the blood's physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. The blood swirls around the user's hands, their melee attacks additionally dealing this spell's damage. Regardless of shape or state, an attack with the blood always deals the spell's damage and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell. Further, the user can, once per post for the duration of the spell, use the blood to swallow up a spell or ability within range, provided it is of S+ rank or lower and the user pays the original MP cost of the spell or ability being negated.

    H+ Rank Spells - 3:

    Name: ᚿᛂᛔᚼᛁᛚᛁᛘ (Take Over: War - Nephilim of the Apocalypse)
    Rank: H+ (105 MP)
    Type: Full Take Over (Body of the Nephilim, Skull of the Nephilim, Skeleton of the Nephilim, Tails of the Nephilim, Heart of the Nephilim)
    Melee Damage: 157 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 25
    Downside: Sacrificing range and speed for 50% more damage. Double base MP cost for 50% stronger take over buff
    Description:
    The user activates a set of runes, their body undergoing a rapid transformation, shifting into a more primal, animalistic state as their form is surrounded by an aura of burning, crimson-red magical force and skeletal, canine-like bones, unleashing the true hybrid form of Mars, the Second Seal, Nephilim of War.

    Spoiler:

    Saga of War - Ragnarök 2ebrwuH

    Saga of War - Ragnarök JLAFpSL

    Abilities:

    Name: ᛦᚢᛑᛁᚲᛁᛁ (Last Judgement)
    Rank: H+
    Category: Offensive, Defensive
    Type: Burst, Buff
    Damage: 315 HP
    Durability: 630 HP
    Range: 625 m
    Speed: 300 m/s
    Duration: 25
    Downside: Sacrifing 2 base effects for 50% stronger buff. Must pay 105 MP and 105 HP upon casting this ability to strengthen damage and durability by 50%. 25% less speed for 25% more range
    Description:
    This ability can be activated as soon as the take over is cast. A sanguine rune flares up on the user's spine, coating their body in aura, buffing spell damage by 100% and spell durability by 72%. The same aura acts as a shield on the user's form that can take up to 630 HP in damage before breaking, restoring its durability once per post for the duration of the ability. The aura also spreads out around the user in the form of an invisible bubble of force up to the spell's range at the spell's speed, forming an invisible bubble around the user. The aura, once built up, moves with the user. All enemies within this bubble are dealt 315 HP damage as soon as they enter this aura, and at the beginning of each post thereafter should they remain within as their blood begins to boil in their veins, blood vessels bursting and blood leaking from their orifices.

    Name: ᛘᚮᛂᚿᛂ (Final Bulwark)
    Rank: H+
    Category: Offensive, Defensive
    Type: Burst, Buff
    Damage: 315 HP
    Durability: 630 HP
    Range: 625 m
    Speed: 300 m/s
    Duration: 25
    Downside: Sacrifing 2 base effects for 50% stronger buff. Must pay 105 MP and 105 HP upon casting this ability to strengthen damage and durability by 50%. 25% less speed for 25% more range
    Description:
    This ability can be activated as soon as the take over is cast. A sanguine rune flares up on the user's spine, coating their body in aura, buffing spell damage by 100% and spell durability by 72%. The same aura acts as a shield on the user's form that can take up to 630 HP in damage before breaking, restoring its durability once per post for the duration of the ability. The aura also spreads out around the user in the form of an invisible bubble of force up to the spell's range at the spell's speed, forming an invisible bubble around the user. The aura, once built up, moves with the user. All enemies within this bubble are dealt 315 HP damage as soon as they enter this aura, and at the beginning of each post thereafter should they remain within as their blood begins to boil in their veins, blood vessels bursting and blood leaking from their orifices.

    Name: ᚠᛁᚿᛁᛒᚢᛋ (Ultimate Territory)
    Rank: H+
    Category: Offensive, Defensive
    Type: Burst, Buff
    Damage: 315 HP
    Durability: 630 HP
    Range: 625 m
    Speed: 300 m/s
    Duration: 25
    Downside: Sacrifing 2 base effects for 50% stronger buff. Must pay 105 MP and 105 HP upon casting this ability to strengthen damage and durability by 50%. 25% less speed for 25% more range
    Description:
    This ability can be activated as soon as the take over is cast. A sanguine rune flares up on the user's spine, coating their body in aura, buffing spell damage by 100% and spell durability by 72%. The same aura acts as a shield on the user's form that can take up to 630 HP in damage before breaking, restoring its durability once per post for the duration of the ability. The aura also spreads out around the user in the form of an invisible bubble of force up to the spell's range at the spell's speed, forming an invisible bubble around the user. The aura, once built up, moves with the user. All enemies within this bubble are dealt 315 HP damage as soon as they enter this aura, and at the beginning of each post thereafter should they remain within as their blood begins to boil in their veins, blood vessels bursting and blood leaking from their orifices.

    Buff: +172% Spell Damage




    Name: ᛆᚿᚵᛂᛚᛁᚲᚢᛋ (Angelic Rune of the Nephilim)
    Rank: H+ (57 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user activates a light-blue rune that lights up slightly to the right of their right eye, granting them the blessed portion of Mars' true power.

    Abilities:

    Name: ᚠᛂᚿᚱᛁᚱ (Fenrir)
    Rank: H+
    Category: Auxiliary
    Type: Burst, Mobility, Buff, Negation
    Damage: N/a
    Range: 750 m
    Speed: 600 m/s
    Downside: Sacrificing 2 base effects for 50% more speed. Must pay rank MP cost to activate (210 MP) despite being a requip ability for 50% stronger buff. Must sacrifice 105 HP when activating this ability for 50% more range
    Duration: 25
    Description:
    This ability can be activated automatically as soon as the spell is cast. The ability itself has no visual cues that indicate its activation, though the ability's effect is noticeable, the user's form flickering with an aura of magical force that surrounds them. This increases the user's spell durability by 172% for the duration of the ability. Further, the user gains the option to, for the duration of the ability, think, act/react and move at the ability's speed for a distance of up to the ability's range, after which they will move at their natural movement speed again. This can freely be toggled on and off as long as the user remains within the range maximum set by the spell. If the range maximum is exceeded, the user loses the mobility effect for that same post, only regaining access to that part of the ability in their next turn. Further, the user is granted the ability to, once per post for the duration of the ability, manipulate magical energy in order to negate a spell or ability within range, provided the spell is of H+ rank or lower and the user pays the original MP cost it took to produce the spell.

    Name: ᚤᚵᚵᛑᚱᛆᛋᛁᛚ (Yggdrasil)
    Rank: H+
    Category: Defensive
    Type: Single Target, Anti-Piercing, Buff, Copy, Negation
    Durability: 315 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing range and speed for 50% more durability. Must pay rank MP cost to activate (210 MP) despite being a requip ability for 50% stronger buff.
    Duration: 25
    Description:
    This ability can be activated automatically as soon as the spell is cast, shrouding the user in a thin magical aura that acts a shield around their form that cannot be pierced by piercing effects. The durability of this shield is restored to full once per post for the duration of the ability. While this ability is active the user's spell durability is increased by 172%. Further, while the ability is active the user gains the ability to, once per post, negate a spell or ability that affects or would otherwise affect them within their melee range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated fading away ineffectually. Additionally, the user may once per post for the duration of this ability cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied. Additional copy effect rules apply.

    Name: ᛂᛁᛐᚱ (Eitr)
    Rank: H+
    Category: Defensive
    Type: Single Target, Anti-Piercing, Buff, Redirection, Reflection
    Durability: 315 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing range and speed for 50% more durability. Must pay rank MP cost to activate (105 MP) despite being a requip ability for 50% stronger buff.
    Duration: 25
    Description:
    This ability can be activated automatically as soon as the spell is cast, shrouding the user in a thin magical aura that acts a shield around their form that cannot be pierced by piercing effects. The durability of this shield is restored to full once per post for the duration of the ability. While this ability is active the user's spell durability is increased by 172%. Further, while this ability is active the user gains the ability to, once per post, redirect a spell or ability that affects or would otherwise affect them within their melee range in a random direction, provided the user pays the original MP cost of the spell or ability being redirected and the spell or ability is of H+ rank or lower. Additionally, the user may once per post for the duration of this ability reflect a spell or ability that affects or would otherwise affect them within melee range back at an original attacker, provided the spell or ability being reflected back is of H+ rank or lower and the user pays twice the original MP cost of the spell being reflected back.

    Name: ᛑᚢᚱᛆᛒᛁᛚᛁᛐᛆᛋ
    Rank: S+
    Category: Auxiliary
    Type: Passive
    Description:
    While the Angelic Rune is active the user's spell durability is increased by 105%.

    Name: ᚠᚮᚱᛐᛁᛐᚢᛑᛆᛘ
    Rank: S
    Category: Auxiliary
    Type: Passive
    Description:
    While the Angelic Rune is active the user's spell durability is increased by 70%.




    Name: ᛑᛆᛂᛘᚮᚿᚢᛘ (Demonic Rune of the Nephilim)
    Rank: H+ (57 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user activates a crimson-red rune that lights up slightly to the left of their left eye, granting them the cursed portion of Mars' true power.

    Abilities:

    Name: ᛑᚱᛂᚿᚵᛦᛆᚱ (Drengjar)
    Rank: H+
    Category: Supportive
    Type: Single Target, Buff, Copy, Negation, Redirection
    Healing: 315 HP
    Range: Self
    Speed: Self
    Duration: 5
    Downside: Sacrificing range and speed for 50% more healing. User must sacrifice 105 MP upon casting this ability for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the spell is cast. Demonic magic seeps into the user's body and begins circulating within their system, counteracting and restoring any damage that is dealt to them and their vessel. This increases spell healing by 172% for the duration of the ability and, once per post for the duration of the ability, heals the user for the spell's HP. The same demonic magic bestows upon the user the ability to focus it temporarily for a variety of effects. The user can, once per post, instantly negate a spell or ability that affects or would affect them in their melee range provided they pay the original MP cost of the spell or ability being negated and it is of H+ rank or lower. Further, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied, reforming the spell or ability as an elemental version of the copied spell. Additionally, once per post for the duration of the ability the user may change the target of a spell or ability that affects or would affect them in their melee range to a random direction, redirecting it and flinging it away to expend its effect outside of their own or allies range ineffectually. This can only be done if the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being redirected in this way.

    Name: ᛂᛪᛔᚢᚱᚵᛆᛐᛁᚮ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ (Sanguine Purge)
    Rank: H+
    Category: Offensive
    Type: Multi Target, Burst, Buff, Drain
    Damage: 237 HP per hit | 315 HP
    Range: 700 m | 500 m
    Speed: 600 m/s | 400 m/s
    Duration: 25
    Downside: The user must sacrifice 105 HP and 105 MP upon casting this ability for 50% more damage and 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the spell is cast. The user surrounds their form in an aura of raw, nigh oppressive magical force, increasing their spell damage by 172%. Following that, the user draws one of the elements under their command from their surrounding area or magically generates it, manipulating it with their magic and creating a swarm of needle-like projectiles of the same element, about a foot in length each, which can attack one or various targets in the spell's range at the spell's speed. The user can freely switch between the elements during the duration of this ability and can even create needles of differing element at the same time. These needles can be merged together into a single, bigger spear-like lance that can be directed at a single target or an area of the user's choice within the spell's burst range at the spell's burst speed, exploding into a cascade of the chosen element that covers the spell's burst range at the spell's burst speed around the epicenter of the explosion upon impact. Every opponent hit by this spell is poisoned by the user's magical energy, draining them of 5% HP and 5% MP once per post for the duration of the spell until the spell ends. The drain effects do not stack, but can be reapplied should an opponent remove them from themselves if they are hit again.

    Name: ᛞᚱᛖᛞᚾᚪᛏ (Vaeringjar)
    Rank: H+
    Category: Defensive
    Type: Single Target, Buff, Negation, Reflection, Counter-Effect
    Durability: 945 HP
    Range: Self
    Speed: Self
    Duration: 25
    Downside: 50% more durability as trade-off for range/speed. User must pay 105 HP upon casting this ability for 50% stronger buff
    Description:
    This ability can be activated automatically as soon as the spell is cast. Placed upon the demonic rune is a curse, the curse of the eternal berserker, to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 172% for the duration of this ability. When this ability is activated an armor of the chosen element in a metal-like stasis appears around the user's form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the ability, the ability itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, while this ability is active the user's shield spells and armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell or ability that affects or would affect him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell or ability being negated and that spell or ability is of H+ rank or lower. Additionally, the user may once per post reflect an opponent's spell or ability directed at him back at them, the spell or ability retaining all of its own values, provided the user pays the original MP cost of the spell or ability twice and the spell or ability being reflected is of H+ rank or lower.

    Name: ᛑᛂᛋᛐᚱᚢᚲᛐᛁᚮ
    Rank: S+
    Category: Auxiliary
    Type: Passive
    Description:
    While the Demonic Rune is active the user's spell durability is increased by 105%.

    Name: ᚡᛆᛋᛐᛆᛐᛁᚮ
    Rank: S
    Category: Auxiliary
    Type: Passive
    Description:
    While the Demonic Rune is active the user's spell durability is increased by 70%.

    H++ Rank Spell:

    Name: ᛒᛂᛚᛚᚢᛘ ᚪᚱᛗᚣᚸᛖᛞᚣᚾ (War, The Second Seal of the Apocalypse - Armageddon)
    Rank: H++ (57 MP)
    Category: Offensive
    Type: Multi Target, Burst, Mobility, Buff, Negation, Reflection
    Damage: 474 HP per hit (MT) | 630 HP (Burst)
    Range: 2,100 m (MT) | 1,500 m (Burst)
    Speed: 1,800 m/s (MT) | 1,200 m/s (Burst)
    Duration: 25
    Downside: The user must sacrifice 50% of their total HP upon casting this spell. This strengthens the spell's damage, range, speed and buff by 50% each.
    Description:
    The user temporarily activates a set of normally invisible runes that flare up over their heart, a runic seal unraveling itself as the user opens the Second Seal bestowed upon them by divine power, transforming the user into a harbinger of Last Judgement. The seal itself appears as a closed eye that opens when the second seal is opened. The user sacrifices their own body, acting as a conduit for divine power and bundling it within his form, releasing it in the form of, for the lack of a better term, apocalyptic energy, harnessing it for their purposes. This energy is overwhelmingly and noticeably powerful, far exceeding regular magic in sheer destructive capabilities. Apocalyptic force not just increases the user's magical strength drastically, however, but also grants the user vastly heightened physical capabilities should they know to how to control the vast amounts of energy and allows them to access different components of the Second Seal.

    The user bundles apocalyptic energy within their body, increasing their spell damage by 345% for the duration of the spell. This spell possesses little visual cues to its activation, the only one being two eye-like runes appearing and opening on the back of the user's hands, and simply activates automatically as soon as the Second Seal is opened, granting the user the effects of this spell. This spell grants the user the ability to locate, generate and manipulate the naturally occurring elements under their command freely for the duration of the spell in a state of elemental kinesis, provided the element is within this spell's MT range. The elements can be used for all manners of attacks, though will always have to occur within this spell's MT range and will always possess this spell's MT speed, dealing the spell's MT damage per hit. Attacks manifested can switch between their associated element freely and multiple attacks of varying elements may also be manifested at the same time. The user's limbs are also covered in the same elements, causing their strikes to deal the spell's damage. Any single attack can, however, span a max range of the spell's MT range, though the number of attacks, whichever form they may take, is not limited by number of attacks able to be made or opponents that can be targeted at the same time.

    Alternatively, the user has the ability to channel the same apocalyptic energy that emanates from the Second Seal into a devastating attack once per post for the duration of the spell. Manipulating energy into a small, inconspicuous elemental projectile of about marble-size, the user fires it at a single opponent or point within the ability's Burst range at the spell's Burst speed. Upon reaching its target, the projectile will release an unfathomable amount of energy in the form of an explosion of the element used to create the projectile, obliterating everything within the spell's Burst range around the epicenter of the explosion at the spell's Burst speed, and, depending on the element used and the location it was used, possibly scarring the land for generations to come, dealing the spell's Burst damage to everyone and everything within this area. Only the spell's MT version OR the spell's Burst version may be used within any single post during the duration of the spell, never both at the same time, though the user can switch between the different versions between posts.

    Additionally, the user gains the option to, for the duration of the spell, think, act/react and move at the spell's Burst speed for a distance of up to the spell's Burst range, after which they will move at their natural movement speed again. This can freely be toggled on and off as long as the user remains within the range maximum set by the spell. If the range maximum is exceeded, the user loses the mobility effect for that same post, only regaining access to that part of the spell in their next turn.

    Further, the user has the ability to, once per post for the duration of the spell, negate a spell or ability within this spell's range that affects or would affect them otherwise, provided the spell or ability being negated is of H++ rank or lower and the user pays the original MP cost of the spell or ability being negated, the spell or ability and all associated effects simply being erased from existence, leaving behind not a single indicator that it ever existed in the first place. The user may also, once per post for the duration of the spell, manipulate apocalyptic energy to reflect a single spell or ability back at an original attacker, provided the spell is of H++ rank or lower and the user pays the original MP cost of the spell or ability being reflected back twice.


    Last edited by Johann on September 2nd 2019, 10:05 am; edited 107 times in total
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    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Guest on July 26th 2018, 3:58 pm

    Just a few things and this can be approved.

    D-rank passives;; For spell damage and durability the buff would have to be split in half for each.

    Lorica Metalica;; Take this back down to 1 rank damage it can protect against.

    Iacto Amethystus;; You can bump this up to 0.75% each.
    Johann
    Johann

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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Johann on July 26th 2018, 4:03 pm

    Alrighty
    I removed the durability part, guess that kinda had me confused before so now it's just spell damage, hope that's alright with 50% buffs.
    Lowered the durability to 100 on Lorica Metalica.
    Bumped the dmg up to 0.75 on Iacto Amethystus.
    Thanks for the help and the swift grading ! ~


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    Saga of War - Ragnarök Johannsiggies
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    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Guest on July 26th 2018, 9:04 pm

    Spoiler:

    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Lost (+15% Base Spell Damage / +15% MP Cost)

    Secondary Magic: Forces of War

    Strengths:
    - Very versatile magic, can be used in many situations
    - Provides a range of diverse offensive, defensive and support spells alike
    - User is able to command 10 different elements to use freely: Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison

    Weaknesses:
    - While it is very versatile, the user chooses to utilize different elements in combat instead of one, making it impossible to specialize on a single element
    - While the runes themselves cannot be eaten by slayers, the elemental effects they produce can
    - Since the magic uses 10 different elements for it's spells they can be eaten by a range of slayer types rather than just one

    Lineage:
    Master of Runes

    Unique Abilities:

    - Renovatio - The Restoration Rune (Passive){D}: The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP regain per round and a 5% HP regain every other round which cannot be disabled by magical means.

    - Velocitas - The Acceleration Rune (Active){D}: Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    - Runed Senses (Passive){D}: Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement and matter as well as the nature of creatures (size, living or non living etc.).

    - Suscitatio - Master of Runes (Active){C}: The wielder of this magic temporarily combines the power of their blood with the power of their magic to reach their ultimate potential, once per thread infusing their spells with any of the elements they command (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) through their runes for the duration of 8 posts, mixing the elements and giving the spells used the secondary elements properties along with its primary ones. This increases magical strength by 50% increasing by an additional 5% per rank above D and makes slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, losing HP equal to the original MP cost of the spell they're consuming.

    - Runed Skin - Mollitiam (Passive){B}: The skin of the user is lined with runes, be they visible or invisible, that passively alter the physical properties of their skin, enhancing their resistance to both physical and magical damage by 25%. Additionally, all knockbacks on the user are cut in half through this effect (e.g. 40m of knockback would be halved to 20m).

    - Runed Skin - Potentia (Passive){S}: The runes that cover the users skin also enhance their vigor and strength passively, making them stronger than regular people. This grants a passive 40% boost to melee damage with an additional 5% increase per rank above D.

    - Scriptokinesis (Passive){H}(LOCKED): The user can, indirectly, use their runes to manipulate the atmosphere around themselves, able to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling them to manipulate objects without touching them. This means the user can use attacks, spells and abilities with melee range to hit targets in their rank burst range. Additionally, this extends the range of the users spells and abilities by 50% through the control of the atmosphere by the runic magic of the user.

    Spells:
    Signature Spells 6/6:

    D-rank - Sanitatem Daemonum:

    Name: Sanitatem Daemonum (Demonic Healing)
    Rank: D
    Type: Healing
    Healing: 40
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Using the effect of darkness magic, the user activates a rune on their body or inscribes it onto the body of an ally in melee range, healing any sort of damage they might have sustained, no matter the source, healing themselves or the ally for 40HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    C-rank - Fons Fulgor (LOCKED):

    Name: Fons Fulgor (Fountain Flash)
    Rank: C
    Type: Teleport
    Damage: -
    Range: 30m
    Speed: -
    Duration: -
    Cooldown: -

    Description:
    Activating a water rune on their torso the user, in an explosion of water, teleports to anywhere within 30m of themselves instantly.

    Strengths:
    - Can be used to evade an attack or move quickly

    Weaknesses:
    - Limited range
    B-rank - Tutela Lumen (LOCKED):

    Name: Tutela Lumen (Light's Protection)
    Rank: B
    Type: Healing
    Healing: 80
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Activating a beneficial light rune on their body or placing the same rune of a single ally in melee range the user heals any sort of damage they might have sustained, no matter the source, on themselves or the ally for 80HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    A-rank - Lorica Metalica (LOCKED):

    Name: Lorica Metalica (Metal Plate)
    Rank: A
    Type: Defensive
    Durability: 100
    Range: Self
    Speed: Self
    Duration: 1
    Cooldown: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of magical metal start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 100HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.

    Strengths:
    - Can deflect damage that would otherwise affect the caster

    Weaknesses:
    - Can only take so much damage before breaking
    S-rank - Sonus Flucta (LOCKED):

    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Mobility
    Damage: -
    Range: 400 m
    Speed: 400 m/s
    Duration: -
    Cooldown: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, propelling the caster in a certain direction, enhancing their base speed to extremely high velocities for the blink of an eye. This follows rank single target speed and range.

    Strengths:
    - Can be used to quickly evade an attack / move fast

    Weaknesses:
    - Spell is not a teleportation and thus cannot be used to traverse obstacles
    Ranking - Irae Elementis:

    Name: Irae Elementis (Elemental Wrath)
    Rank: Ranks with the User (S)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: Melee
    Duration: -
    Cooldown: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S-rank damage + the user's melee damage.

    Strengths:
    - Knocks targets back
    - Deals high damage

    Weaknesses:
    - Has to be in melee range
    - Can be eaten by a wide range of slayers
    D-rank Spells 9/9:

    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    5. Name: Rapiditas (Haste)
    Description: The runes alter the user's physical properties in many ways. One such way is the enhancing of the user's speed, making them quick and agile in combat, granting a 50% increase in speed passively. This can be toggled on and off.

    6. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes making sure the user's body always works at peak performance, granting them a passive 50% increase in melee strength. This can be toggled on and off.

    7. Name: Patientia (Endurance)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes enhancing the user's durability in combat by providing a layer of defense. This grants the user a 25% increase in HP passively and can be toggled on and off.

    8. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in MP. This can be toggled on and off.

    9. Name: Sustineri (Sustainability)
    Description: The runes carry the ability to try and preserve the user's strength and life force at any cost, reducing the amount of magic energy that is required to cast spells to the lowest possible minimum. This grants the user a 50% MP cost reduction to the spells cast passively and can be toggled on and off.
    C-Rank Spells 8/8:

    1. Telum Inferna:

    Name: Telum Inferna (Infernal Weapon)
    Rank: C (30 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 6

    Description:
    Activating a rune on themselves or an ally in melee range the caster will cover their hands or melee weapon in magical, scorching flame, buffing the affected's melee damage by 55%

    Strengths:
    - Increases melee damage

    Weaknesses:
    - Caster has to be able to freely use hands
    2. Pulso Procella:

    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m with beneficial wind magic, enhancing the speed of those affected by 55%.

    Strengths:
    - Enhances own and allies' speed

    Weaknesses:
    - Limited range
    3. Trabus Tunitrem:

    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C-rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.

    Strengths:
    - Paralyses opponents

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    4. Pila Ferrum:

    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1
    Cooldown: 4

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic force, dealing full C-rank damage and lifting the target off their feet, launching them back 30m.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    5. Crepitus Liquidum:

    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant
    Cooldown: 3

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C rank damage and lifting them off their feet, launching them back 30m forcefully.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    6. Arma Crystallum:

    Name: Arma Crystallum (Armor of Crystal)
    Rank: C (30 MP)
    Type: Defensive
    Durability: 180
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 7

    Description:
    Activating an amaranthine rune on their torso or placing the same rune on the torso of an ally in melee range the user surrounds their form or the form of an ally with lightweight, yet durable plates of vibrantly coloured, magical crystal to offer maximal protection. This armor can absorb up to 180 HP in damage before breaking and additionally provides the wearer with 25% physical and magical damage reduction.

    Strengths:
    - Provides defense against spells and weapons
    - Ability to deflect a portion of incoming damage

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    - Can only be used on a single person at a time
    7. Ambulatura Mico:

    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant
    Cooldown: 3

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.

    Strengths:
    - Can be used to quickly evade an attack or move

    Weaknesses:
    - Limited range
    8. Striga Tenebrae:

    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1
    Cooldown: 3

    Description:
    A set of dark runes lighting up on the caster's hands he conjures an orb of darkness, a black hole anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.

    Strengths:
    - Can negate an enemy spell instantly

    Weaknesses:
    - User has to pay the original mana cost of the spell to negate it
    B-rank Spells 7/7:

    1. Iacto Amethystus:

    Name: Iacto Amethystus (Amethyst Scatter)
    Rank: B (40 MP)
    Type: Multi Target
    Damage: 60 per projectile
    Range: 150 m
    Speed: 65 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Shooting a sparkling projectile of crystal to the skies above with an arm covered in glowing, amaranthine runes the projectile explodes just moments later, a rain of sharp and pointy crystal shards targeting any number of enemies within the spells range, dealing 0.75x B-rank damage per projectile.

    Strengths:
    - Can target multiple enemies at the same time

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    2. Coliseo Volcano:

    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Melee, Knockback
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 1
    Cooldown: 4

    Description:
    Burning red runes lighting up on one of the caster's hands they coat it in scorching, magical flame before swinging at a single enemy within melee range, striking them for B-rank damage + the user's melee damage, the blow knocking the enemy off their feet and 50m back.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Only works in melee range
    3. Gladius Aqua:

    Name: Gladius Aqua (Water Blade)
    Rank: B (40 MP)
    Type: Burst, Offensive
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant
    Cooldown: 4

    Description:
    Deeply blue runes flaring up all over the user's arms up to his shoulders, a sphere of water starts forming in one of the caster's hands, the caster then using it in a sweep motion to send out a thin, sharp blade of water in a wide cone before him that cuts everyone caught by the attack for B-rank damage. Due to the erosion of the water this attack also deals 50% more damage against structures, constructs, barriers, shields etc. as well.

    Strengths:
    - Deals damage to those in the spells range
    - Deals additional damage to structures, constructs and so on

    Weaknesses:
    - Can damage both friend and foe
    - Can be eaten by relevant slayers (Water)
    4. Hasta Tempestas:

    Name: Hasta Tempestas (Lightning Spear)
    Rank: B (40 MP)
    Type: Single Target, Paralysis
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Activating a set of yellow runes on their arm the caster spawns intense sparks of electricity all around it, covering it entirely. The user then channels them into a lightning spear in their hand and throws it at an opponent within the spells range, striking them for B-rank damage. Additionally, the intense surge of electricity will soar through the affected's body, paralysing them for their next turn.

    Strengths:
    - Lightning can scorch / melt / ignite materials
    - Paralyses foes

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    - Caster needs to be able to freely move arms
    5. Erugo Runa:

    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT
    Damage: 40 per round
    Range: Melee
    Speed: Melee
    Duration: 5
    Cooldown: 6

    Description:
    Touching a single enemy in melee range with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B-rank damage per round, the skin around them turning black and brittle, the affected feeling extremely nauseous and dizzy.

    Strengths:
    - Poisons a foe for an extended period

    Weaknesses:
    - Can be consumed by relevant slayers (Poison)
    6. Clypeum Crystallum:

    Name: Clypeum Crystallum (Shield of Crystal)
    Rank: B (40 MP)
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: 5
    Cooldown: 6

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 240 HP in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.

    Strengths:
    - Good defense against magics, abilities and weapons

    Weaknesses:
    - Can only take a set amount of damage before breaking
    7. Algor Absoluta:

    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 2
    Cooldown: 5

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B-rank damage + the caster's melee damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.

    Strengths:
    - Paralyzes target

    Weaknesses:
    - Only works in melee range
    A-rank Spells 6/6:

    1. Vortex Odium:

    Name: Vortex Odium (Tornado Rift)
    Rank: A (50 MP)
    Type: Offensive, Burst, Teleport
    Damage: 100
    Range: 75 m
    Speed: -
    Duration: Instant
    Cooldown: 5

    Description:
    Using wind runes on their torso to surround themselves with an aura of magic, the user accelerates themselves to extreme speeds that, in effect, are no different to teleportation, moving to anywhere within 75m instantly. This sudden and extreme shift in magic pressure results in an explosion with a radius of 75m of magical wind energy wherever the user reappears, dealing A-rank damage to those affected.

    Strengths:
    - Extremely fast teleportation
    - Deals damage upon reappearance

    Weaknesses:
    - Can damage both enemies and allies
    - User has to be cautious where to use it
    2. Acus Proiecto:

    Name: Acus Proiecto (Needle Projectile)
    Rank: A (50 MP)
    Type: Offensive, Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they lift one arm up, a long, needle like spear of metal forming and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for A-rank damage. The projectile, additionally, possesses high penetrating power, dealing 50% more damage to constructs, structures and shields / barriers.

    Strengths:
    - Additional damage against non-living beings, structures and barriers

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    3. Ignes Mortis:

    Name: Ignes Mortis (Fire's of Death)
    Rank: A (50 MP)
    Type: AoE, DoT
    Damage: 50 per round
    Range: 200 m
    Speed: 100 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating deeply red runes on their hands the caster produces a scorching inferno, a sea of flame that quickly spreads, covering an area of 200m around them in raging fire. This deals 0.5x A-rank damage to anyone caught in the blazing inferno per round. Additionally, those affected by the spell receive a 65% debuff to their magic damage for the duration of the spell due to the magical flames disrupting their ethernano flow, weakening the opponents magic.

    Strengths:
    - Sets a large area around the user on fire
    - Weakens opponent's magic power

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    - Only deals damage to enemies in the AoE
    4. Aetas Glacialis:

    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating a set of ice blue, glowing runes that go around the caster's wrists they cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A-rank damage to those affected and heavily hinders movement, slowing enemies down by 65% for their next 5 turns.

    Strengths:
    - Slows movements of foes

    Weaknesses:
    - Can be eaten by relevant slayers (Ice)
    5. Pluviam Restitutio:

    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst, Buff
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant
    Cooldown: 6

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A-rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea etc.) and all debuff or poison effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).

    Strengths:
    - Heals allies within the casters proximity
    - Neutralizes negative status effects or cuts their duration in half

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    - Only works within the caster's proximity
    6. Pruina Spaera:

    Name: Pruina Spaera (Sphere of Frost)
    Rank: A (50 MP)
    Type: Trap, Defense, Support
    Durability: 300
    Range: 50 m
    Speed: 75m/s
    Duration: 8
    Cooldown: 10

    Description:
    The air around of the caster suddenly begins to cool down rapidly as they activate a set on their arms, explosively crystallizing into a dome that encompasses an area of 50m around the caster, the scripture on their body glowing in an ice blue. Nothing can enter this dome from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of ice can take 300 HP before breaking. Additionally, every ally inside has their speed boosted by 65%, and every enemy has theirs slowed by 65% due to the unique environment made up entirely of the caster's magic.

    Strengths:
    - Can protect a large area or a group from a great amount of damage
    - Can lock enemies inside the dome until the spell ends

    Weaknesses:
    - Can be broken by force
    - Can be eaten by relevant slayers (Ice)
    S-rank Spells 4/4:

    1. Potesta Noctem:

    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Offensive, Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1
    Cooldown: 8

    Description:
    The caster accumulates pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness at a single enemy in range that will easily disintegrate most materials. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light, dealing S rank damage to anyone within a range of 30m . Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.

    Strengths:
    - Beam can penetrate and destroy most materials
    - Additional damage against holy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against unholy foes
    2. Lumen Rapidus:

    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Offensive, Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 2
    Cooldown: 8

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next two rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.

    Strengths:
    - Only affects those the caster deems a foe
    - Additional Damage against unholy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against holy foes
    3. Venena Omega (LOCKED):

    Name: Venena Omega (Poison Omega)
    Rank: S (60 MP)
    Type: Burst, Debuff, DoT
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Raising one arm to the sky with open palm pointed upwards, deeply purple runes start glowing all over the caster's extremity, thousands upon thousands of long, pointy, purple needle like spikes of crystalline poison start forming above the user. Just a moment later the user closes their hand, making a fist, the needles raining down to fill the spells burst range with the projectiles, piercing anyone in the area for S rank damage, dealing an additional 0.5x S-rank damage for their next 2 turns by poisoning the affected with a deadly toxin as well as slowing their movements by 70%, making them feel nauseous and weakened.

    Strengths:
    - Covers the area in sharp, pointy spikes
    - Poisons those struck, slows their movements

    Weaknesses:
    - Can be eaten by relevant slayers (Poison)
    - Can affect both friend and foe
    4. Impulsus Pressura (LOCKED):

    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Using wind runes in their fingertips the caster manipulates the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified soundwaves form a strong shockwave that rip apart everything within the spell's range, dealing S-rank damage to the affected as well as knocking them off their feet and back 50 meters. Additionally, those within the spell's range are deafened for their next 3 rounds through the extreme noise produced by the spell.

    Strengths:
    - Knocks enemies back, deafens them

    Weaknesses:
    - Can affect friend and foe alike
    H-rank Spell (LOCKED):

    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 150 m/s
    Duration: 10
    Cooldown: 11

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell.  The user of this immensely powerful spell starts compressing air into a sphere with both hands, concentrating an extreme amount of magic power in their body, buffing their magic power by 75% for the next 10 rounds before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 150 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst.

    Strengths:
    - Deals enormous damage to those caught in the spell
    - Immobilizes foes

    Weaknesses:
    - Can hit friend and foe alike
    - Due to the size of the affected area the caster has to be cautious where to use it

    @Johann wrote:Advanced Spells

    Advanced Spells:


    D+:


    Name: Aes Elementis (Elemental Weapon)
    Rank: D+ (30 MP)
    Type: Buff
    Damage: -
    Range: Melee
    Speed: -
    Duration: 5
    Cooldown: 6

    Description:
    Covering their own or an allies weapon or an extremity in melee range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) the caster commands they enhance their own or the allies melee damage by 75%.

    Strengths:
    - Enhances own or an allies melee damage

    Weaknesses:
    - Only affects a single person


    C+:


    Name: Illisus Elementis (Elemental Strike)
    Rank: C+ (45 MP)
    Type: Melee, Single Target, Knockback
    Damage: 90
    Range: Melee
    Speed: Melee
    Duration: Instant
    Cooldown: 3

    Description:
    Coating their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) the user engages a single enemy in melee range with an elemental strike, dealing C+ rank damage + the user's melee damage and knocks the enemy back 50m.

    Strengths:
    - Knocks a target back

    Weaknesses:
    - Limited range


    B+:


    Name: Aura Elementis (Elemental Aura)
    Rank: B+ (60 MP)
    Type: Burst
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant
    Cooldown: 5

    Description:
    With a single sweep of their runed hand or melee weapon the user sends out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for B+ rank damage. Additionally, the onslaught of elemental energy also deals 75% more damage against structures, constructs, barriers, shields etc.

    Strengths:
    - Deals additional damage against structures, constructs, barriers and shields

    Weaknesses:
    - Can potentially be eaten by a wide range of slayers


    A+:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m
    Duration: 5
    Cooldown: 6

    Description:
    Pointing their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) light up on the caster's hand, sending a beam of elemental energy flying towards them. Upon impact, this beam explodes into a burt of the chosen element, covering an area of 30m around the point of impact in the elemental effect, dealing A+ rank damage to anyone within. Additionally those affected by the elemental onslaught will experience heavy trauma and/ or bleeding, reducing their movement speed by 97.5% for their next 5 rounds.

    Strengths:
    - Can slow enemy movements

    Weaknesses:
    - Explosion can affect both friend and foe


    S+:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff, Support
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12
    Cooldown: 13

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead infusing all allies in this range with his own magic, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements of the caster at and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers instead starting to feel sick if they consume a spell under this effect, instead losing HP equal to the original MP cost of the spell they're consuming.

    Strengths:
    - Enhances allies' magic damage
    - Makes spells unable to be consumed by slayers

    Weaknesses:
    - Has a limited range
    - Has a limited set duration


    H+ (LOCKED):


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Singe Target
    Damage: -
    Range: Self
    Speed: Self
    Duration: 25
    Cooldown: Once per Thread

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with darkness energy before engulfing the user's form entirely as if black ink was running down their form. From this the user can decide between one of two appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The other form is the appearance of a demonic and twisted skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head. Regardless of the form that is taken the user draws power from the demon locked inside them, controlling the runic cage the demon has been sealed in to tap into the ultimate potential of their magic, blood and lineage combined. The user replaces all casting from their body with ancient, dark power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic power of curse.  As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will lose the HP equal to the original MP cost of the spell they're consuming), their magics can be used in areas where magic would otherwise not work (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black, demonic aspect to them. Additionally, the users magic damage, infused with the primordial, demonic strength of ancient curse, is increased by 107.5% for the duration of the spell (For the purposes of RP this also provides the user with resistance against mind-affecting spells in this state. OOC permission will be sought if this aspect of the spell is used in PvP combat).

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Strengths:
    - Increases magic damage drastically
    - Spells, then called curses, cannot be consumed and used in magically void areas

    Weaknesses:
    - Spell only applies to one person at a time
    - The spell cannot, by its very nature, be given to anyone else than the caster



    Saga of War - Ragnarök RxCMB8Q
    Lester Drynedi
    Lester Drynedi
     
     

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    Character Sheet
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    Third Magic:

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Lester Drynedi on July 30th 2018, 10:19 pm

    Unlocked and Moved at Users Request!~

    ❀:

    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Lost (+15% Base Spell Damage / +15% MP Cost)

    Secondary Magic: Forces of War

    Additional Notes:
    - Primary Magic Change bought here

    - 5x Additional D-rank Spell Slots bought here
    - 5x Additional C-rank Spell Slots bought here
    - 4x Additional B-rank Spell Slots bought here
    - 3x Additional A-rank Spell Slots bought here

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with only one person wielding it, classifying it as a type of lost magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Strengths:
    - Very versatile magic, can be used in many situations
    - Provides a range of diverse offensive, defensive and support spells alike
    - User is able to command 10 different elements to use freely: Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison

    Weaknesses:
    - While it is very versatile, the user chooses to utilize different elements in combat instead of one, making it impossible to specialize on a single element
    - While the runes themselves cannot be eaten by slayers, the elemental effects they produce can
    - Since the magic uses 10 different elements for it's spells they can be eaten by a range of slayer types rather than just one

    Lineage:
    Master of Runes

    Unique Abilities:

    - Renovatio - The Restoration Rune (Passive){D}: The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP regain per round and a 5% HP regain every other round which cannot be disabled by magical means.

    - Velocitas - The Acceleration Rune (Active){D}: Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    - Runed Senses (Passive){D}: Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement and matter as well as the nature of creatures (size, living or non living etc.).

    - Suscitatio - Master of Runes (Active){C}: The wielder of this magic temporarily combines the power of their blood with the power of their magic to reach their ultimate potential, once per thread infusing their spells with any of the elements they command (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) through their runes for the duration of 8 posts, mixing the elements and giving the spells used the secondary elements properties along with its primary ones. This increases magical strength by 50% increasing by an additional 5% per rank above D and makes slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, losing HP equal to the original MP cost of the spell they're consuming.

    - Runed Skin - Mollitiam (Passive){B}: The skin of the user is lined with runes, be they visible or invisible, that passively alter the physical properties of their skin, enhancing their resistance to both physical and magical damage by 25%. Additionally, all knockbacks on the user are cut in half through this effect (e.g. 40m of knockback would be halved to 20m).

    - Runed Skin - Potentia (Passive){S}: The runes that cover the users skin also enhance their vigor and strength passively, making them stronger than regular people. This grants a passive 40% boost to melee damage with an additional 5% increase per rank above D.

    - Scriptokinesis (Passive){H}(LOCKED): The user can, indirectly, use their runes to manipulate the atmosphere around themselves, able to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling them to manipulate objects without touching them. This means the user can use attacks, spells and abilities with melee range to hit targets in their rank burst range. Additionally, this extends the range of the users spells and abilities by 50% through the control of the atmosphere by the runic magic of the user.

    Spells:
    Signature Spells 6/6:

    D-rank - Sanitatem Daemonum:

    Name: Sanitatem Daemonum (Demonic Healing)
    Rank: D
    Type: Healing
    Healing: 40
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Using the effect of darkness magic, the user activates a rune on their body or inscribes it onto the body of an ally in melee range, healing any sort of damage they might have sustained, no matter the source, healing themselves or the ally for 40HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    C-rank - Fons Fulgor (LOCKED):

    Name: Fons Fulgor (Fountain Flash)
    Rank: C
    Type: Teleport
    Damage: -
    Range: 30m
    Speed: -
    Duration: -
    Cooldown: -

    Description:
    Activating a water rune on their torso the user, in an explosion of water, teleports to anywhere within 30m of themselves instantly.

    Strengths:
    - Can be used to evade an attack or move quickly

    Weaknesses:
    - Limited range
    B-rank - Tutela Lumen (LOCKED):

    Name: Tutela Lumen (Light's Protection)
    Rank: B
    Type: Healing
    Healing: 80
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Activating a beneficial light rune on their body or placing the same rune of a single ally in melee range the user heals any sort of damage they might have sustained, no matter the source, on themselves or the ally for 80HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    A-rank - Lorica Metalica (LOCKED):

    Name: Lorica Metalica (Metal Plate)
    Rank: A
    Type: Defensive
    Durability: 100
    Range: Self
    Speed: Self
    Duration: 1
    Cooldown: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of magical metal start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 100HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.

    Strengths:
    - Can deflect damage that would otherwise affect the caster

    Weaknesses:
    - Can only take so much damage before breaking
    S-rank - Sonus Flucta (LOCKED):

    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Mobility
    Damage: -
    Range: 400 m
    Speed: 400 m/s
    Duration: -
    Cooldown: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, propelling the caster in a certain direction, enhancing their base speed to extremely high velocities for the blink of an eye. This follows rank single target speed and range.

    Strengths:
    - Can be used to quickly evade an attack / move fast

    Weaknesses:
    - Spell is not a teleportation and thus cannot be used to traverse obstacles
    Ranking - Irae Elementis:

    Name: Irae Elementis (Elemental Wrath)
    Rank: Ranks with the User (S)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: Melee
    Duration: -
    Cooldown: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S-rank damage + the user's melee damage.

    Strengths:
    - Knocks targets back
    - Deals high damage

    Weaknesses:
    - Has to be in melee range
    - Can be eaten by a wide range of slayers
    D-rank Spells 9/9:

    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    5. Name: Rapiditas (Haste)
    Description: The runes alter the user's physical properties in many ways. One such way is the enhancing of the user's speed, making them quick and agile in combat, granting a 50% increase in speed passively. This can be toggled on and off.

    6. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes making sure the user's body always works at peak performance, granting them a passive 50% increase in melee strength. This can be toggled on and off.

    7. Name: Patientia (Endurance)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes enhancing the user's durability in combat by providing a layer of defense. This grants the user a 25% increase in HP passively and can be toggled on and off.

    8. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in MP. This can be toggled on and off.

    9. Name: Sustineri (Sustainability)
    Description: The runes carry the ability to try and preserve the user's strength and life force at any cost, reducing the amount of magic energy that is required to cast spells to the lowest possible minimum. This grants the user a 50% MP cost reduction to the spells cast passively and can be toggled on and off.
    C-Rank Spells 8/8:

    1. Telum Inferna:

    Name: Telum Inferna (Infernal Weapon)
    Rank: C (30 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 6

    Description:
    Activating a rune on themselves or an ally in melee range the caster will cover their hands or melee weapon in magical, scorching flame, buffing the affected's melee damage by 55%

    Strengths:
    - Increases melee damage

    Weaknesses:
    - Caster has to be able to freely use hands
    2. Pulso Procella:

    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m with beneficial wind magic, enhancing the speed of those affected by 55%.

    Strengths:
    - Enhances own and allies' speed

    Weaknesses:
    - Limited range
    3. Trabus Tunitrem:

    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C-rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.

    Strengths:
    - Paralyses opponents

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    4. Pila Ferrum:

    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1
    Cooldown: 4

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic force, dealing full C-rank damage and lifting the target off their feet, launching them back 30m.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    5. Crepitus Liquidum:

    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant
    Cooldown: 3

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C rank damage and lifting them off their feet, launching them back 30m forcefully.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    6. Arma Crystallum:

    Name: Arma Crystallum (Armor of Crystal)
    Rank: C (30 MP)
    Type: Defensive
    Durability: 180
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 7

    Description:
    Activating an amaranthine rune on their torso or placing the same rune on the torso of an ally in melee range the user surrounds their form or the form of an ally with lightweight, yet durable plates of vibrantly coloured, magical crystal to offer maximal protection. This armor can absorb up to 180 HP in damage before breaking and additionally provides the wearer with 25% physical and magical damage reduction.

    Strengths:
    - Provides defense against spells and weapons
    - Ability to deflect a portion of incoming damage

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    - Can only be used on a single person at a time
    7. Ambulatura Mico:

    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant
    Cooldown: 3

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.

    Strengths:
    - Can be used to quickly evade an attack or move

    Weaknesses:
    - Limited range
    8. Striga Tenebrae:

    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1
    Cooldown: 3

    Description:
    A set of dark runes lighting up on the caster's hands he conjures an orb of darkness, a black hole anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.

    Strengths:
    - Can negate an enemy spell instantly

    Weaknesses:
    - User has to pay the original mana cost of the spell to negate it
    B-rank Spells 7/7:

    1. Iacto Amethystus:

    Name: Iacto Amethystus (Amethyst Scatter)
    Rank: B (40 MP)
    Type: Multi Target
    Damage: 60 per projectile
    Range: 150 m
    Speed: 65 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Shooting a sparkling projectile of crystal to the skies above with an arm covered in glowing, amaranthine runes the projectile explodes just moments later, a rain of sharp and pointy crystal shards targeting any number of enemies within the spells range, dealing 0.75x B-rank damage per projectile.

    Strengths:
    - Can target multiple enemies at the same time

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    2. Coliseo Volcano:

    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Melee, Knockback
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 1
    Cooldown: 4

    Description:
    Burning red runes lighting up on one of the caster's hands they coat it in scorching, magical flame before swinging at a single enemy within melee range, striking them for B-rank damage + the user's melee damage, the blow knocking the enemy off their feet and 50m back.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Only works in melee range
    3. Gladius Aqua:

    Name: Gladius Aqua (Water Blade)
    Rank: B (40 MP)
    Type: Burst, Offensive
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant
    Cooldown: 4

    Description:
    Deeply blue runes flaring up all over the user's arms up to his shoulders, a sphere of water starts forming in one of the caster's hands, the caster then using it in a sweep motion to send out a thin, sharp blade of water in a wide cone before him that cuts everyone caught by the attack for B-rank damage. Due to the erosion of the water this attack also deals 50% more damage against structures, constructs, barriers, shields etc. as well.

    Strengths:
    - Deals damage to those in the spells range
    - Deals additional damage to structures, constructs and so on

    Weaknesses:
    - Can damage both friend and foe
    - Can be eaten by relevant slayers (Water)
    4. Hasta Tempestas:

    Name: Hasta Tempestas (Lightning Spear)
    Rank: B (40 MP)
    Type: Single Target, Paralysis
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Activating a set of yellow runes on their arm the caster spawns intense sparks of electricity all around it, covering it entirely. The user then channels them into a lightning spear in their hand and throws it at an opponent within the spells range, striking them for B-rank damage. Additionally, the intense surge of electricity will soar through the affected's body, paralysing them for their next turn.

    Strengths:
    - Lightning can scorch / melt / ignite materials
    - Paralyses foes

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    - Caster needs to be able to freely move arms
    5. Erugo Runa:

    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT
    Damage: 40 per round
    Range: Melee
    Speed: Melee
    Duration: 5
    Cooldown: 6

    Description:
    Touching a single enemy in melee range with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B-rank damage per round, the skin around them turning black and brittle, the affected feeling extremely nauseous and dizzy.

    Strengths:
    - Poisons a foe for an extended period

    Weaknesses:
    - Can be consumed by relevant slayers (Poison)
    6. Clypeum Crystallum:

    Name: Clypeum Crystallum (Shield of Crystal)
    Rank: B (40 MP)
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: 5
    Cooldown: 6

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 240 HP in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.

    Strengths:
    - Good defense against magics, abilities and weapons

    Weaknesses:
    - Can only take a set amount of damage before breaking
    7. Algor Absoluta:

    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 2
    Cooldown: 5

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B-rank damage + the caster's melee damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.

    Strengths:
    - Paralyzes target

    Weaknesses:
    - Only works in melee range
    A-rank Spells 6/6:

    1. Vortex Odium:

    Name: Vortex Odium (Tornado Rift)
    Rank: A (50 MP)
    Type: Offensive, Burst, Teleport
    Damage: 100
    Range: 75 m
    Speed: -
    Duration: Instant
    Cooldown: 5

    Description:
    Using wind runes on their torso to surround themselves with an aura of magic, the user accelerates themselves to extreme speeds that, in effect, are no different to teleportation, moving to anywhere within 75m instantly. This sudden and extreme shift in magic pressure results in an explosion with a radius of 75m of magical wind energy wherever the user reappears, dealing A-rank damage to those affected.

    Strengths:
    - Extremely fast teleportation
    - Deals damage upon reappearance

    Weaknesses:
    - Can damage both enemies and allies
    - User has to be cautious where to use it
    2. Acus Proiecto:

    Name: Acus Proiecto (Needle Projectile)
    Rank: A (50 MP)
    Type: Offensive, Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they lift one arm up, a long, needle like spear of metal forming and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for A-rank damage. The projectile, additionally, possesses high penetrating power, dealing 50% more damage to constructs, structures and shields / barriers.

    Strengths:
    - Additional damage against non-living beings, structures and barriers

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    3. Ignes Mortis:

    Name: Ignes Mortis (Fire's of Death)
    Rank: A (50 MP)
    Type: AoE, DoT
    Damage: 50 per round
    Range: 200 m
    Speed: 100 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating deeply red runes on their hands the caster produces a scorching inferno, a sea of flame that quickly spreads, covering an area of 200m around them in raging fire. This deals 0.5x A-rank damage to anyone caught in the blazing inferno per round. Additionally, those affected by the spell receive a 65% debuff to their magic damage for the duration of the spell due to the magical flames disrupting their ethernano flow, weakening the opponents magic.

    Strengths:
    - Sets a large area around the user on fire
    - Weakens opponent's magic power

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    - Only deals damage to enemies in the AoE
    4. Aetas Glacialis:

    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating a set of ice blue, glowing runes that go around the caster's wrists they cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A-rank damage to those affected and heavily hinders movement, slowing enemies down by 65% for their next 5 turns.

    Strengths:
    - Slows movements of foes

    Weaknesses:
    - Can be eaten by relevant slayers (Ice)
    5. Pluviam Restitutio:

    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst, Buff
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant
    Cooldown: 6

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A-rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea etc.) and all debuff or poison effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).

    Strengths:
    - Heals allies within the casters proximity
    - Neutralizes negative status effects or cuts their duration in half

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    - Only works within the caster's proximity
    6. Pruina Spaera:

    Name: Pruina Spaera (Sphere of Frost)
    Rank: A (50 MP)
    Type: Trap, Defense, Support
    Durability: 300
    Range: 50 m
    Speed: 75m/s
    Duration: 8
    Cooldown: 10

    Description:
    The air around of the caster suddenly begins to cool down rapidly as they activate a set on their arms, explosively crystallizing into a dome that encompasses an area of 50m around the caster, the scripture on their body glowing in an ice blue. Nothing can enter this dome from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of ice can take 300 HP before breaking. Additionally, every ally inside has their speed boosted by 65%, and every enemy has theirs slowed by 65% due to the unique environment made up entirely of the caster's magic.

    Strengths:
    - Can protect a large area or a group from a great amount of damage
    - Can lock enemies inside the dome until the spell ends

    Weaknesses:
    - Can be broken by force
    - Can be eaten by relevant slayers (Ice)
    S-rank Spells 4/4:

    1. Potesta Noctem:

    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Offensive, Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1
    Cooldown: 8

    Description:
    The caster accumulates pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness at a single enemy in range that will easily disintegrate most materials. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light, dealing S rank damage to anyone within a range of 30m . Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.

    Strengths:
    - Beam can penetrate and destroy most materials
    - Additional damage against holy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against unholy foes
    2. Lumen Rapidus:

    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Offensive, Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 2
    Cooldown: 8

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next two rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.

    Strengths:
    - Only affects those the caster deems a foe
    - Additional Damage against unholy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against holy foes
    3. Venena Omega (LOCKED):

    Name: Venena Omega (Poison Omega)
    Rank: S (60 MP)
    Type: Burst, Debuff, DoT
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Raising one arm to the sky with open palm pointed upwards, deeply purple runes start glowing all over the caster's extremity, thousands upon thousands of long, pointy, purple needle like spikes of crystalline poison start forming above the user. Just a moment later the user closes their hand, making a fist, the needles raining down to fill the spells burst range with the projectiles, piercing anyone in the area for S rank damage, dealing an additional 0.5x S-rank damage for their next 2 turns by poisoning the affected with a deadly toxin as well as slowing their movements by 70%, making them feel nauseous and weakened.

    Strengths:
    - Covers the area in sharp, pointy spikes
    - Poisons those struck, slows their movements

    Weaknesses:
    - Can be eaten by relevant slayers (Poison)
    - Can affect both friend and foe
    4. Impulsus Pressura (LOCKED):

    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Using wind runes in their fingertips the caster manipulates the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified soundwaves form a strong shockwave that rip apart everything within the spell's range, dealing S-rank damage to the affected as well as knocking them off their feet and back 50 meters. Additionally, those within the spell's range are deafened for their next 3 rounds through the extreme noise produced by the spell.

    Strengths:
    - Knocks enemies back, deafens them

    Weaknesses:
    - Can affect friend and foe alike
    H-rank Spell (LOCKED):

    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 150 m/s
    Duration: 10
    Cooldown: 11

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell.  The user of this immensely powerful spell starts compressing air into a sphere with both hands, concentrating an extreme amount of magic power in their body, buffing their magic power by 75% for the next 10 rounds before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 150 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst.

    Strengths:
    - Deals enormous damage to those caught in the spell
    - Immobilizes foes

    Weaknesses:
    - Can hit friend and foe alike
    - Due to the size of the affected area the caster has to be cautious where to use it


    _____________________________________________________________________________________

    Desirée Blooms
    Desirée Blooms
     
     

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    Character Sheet
    First Magic: ✧ Aurora Demon Slayer ✧
    Second Magic: ✧ White Dragon Slayer ✧ Tertiary Magic: ✧ Master of Melodies ✧
    Third Magic:

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Desirée Blooms on August 2nd 2018, 4:36 pm

    Spoiler:

    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Lost (+15% Base Spell Damage / +15% MP Cost)

    Secondary Magic: Forces of War

    Additional Notes:
    - Primary Magic Change bought here

    - 5x Additional D-rank Spell Slots bought here
    - 5x Additional C-rank Spell Slots bought here
    - 4x Additional B-rank Spell Slots bought here
    - 3x Additional A-rank Spell Slots bought here
    - 2x Additional S-rank Spell Slots and
    1x C-rank Signature, 1x B-rank Signature, 1x A-rank Signature, 1x S-rank Signature bought here

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with only one person wielding it, classifying it as a type of lost magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Strengths:
    - Very versatile magic, can be used in many situations
    - Provides a range of diverse offensive, defensive and support spells alike
    - User is able to command 10 different elements to use freely: Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison

    Weaknesses:
    - While it is very versatile, the user chooses to utilize different elements in combat instead of one, making it impossible to specialize on a single element
    - While the runes themselves cannot be eaten by slayers, the elemental effects they produce can
    - Since the magic uses 10 different elements for it's spells they can be eaten by a range of slayer types rather than just one

    Lineage:
    Master of Runes

    Unique Abilities:

    - Renovatio - The Restoration Rune (Passive){D}: The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP regain per round and a 5% HP regain every other round which cannot be disabled by magical means.

    - Velocitas - The Acceleration Rune (Active){D}: Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    - Runed Senses (Passive){D}: Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement and matter as well as the nature of creatures (size, living or non living etc.).

    - Suscitatio - Master of Runes (Active){C}: The wielder of this magic temporarily combines the power of their blood with the power of their magic to reach their ultimate potential, once per thread infusing their spells with any of the elements they command (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) through their runes for the duration of 8 posts, mixing the elements and giving the spells used the secondary elements properties along with its primary ones. This increases magical strength by 50% increasing by an additional 5% per rank above D and makes slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, losing HP equal to the original MP cost of the spell they're consuming.

    - Runed Skin - Mollitiam (Passive){B}: The skin of the user is lined with runes, be they visible or invisible, that passively alter the physical properties of their skin, enhancing their resistance to both physical and magical damage by 25%. Additionally, all knockbacks on the user are cut in half through this effect (e.g. 40m of knockback would be halved to 20m).

    - Runed Skin - Potentia (Passive){S}: The runes that cover the users skin also enhance their vigor and strength passively, making them stronger than regular people. This grants a passive 40% boost to melee damage with an additional 5% increase per rank above D.

    - Scriptokinesis (Passive){H}(LOCKED): The user can, indirectly, use their runes to manipulate the atmosphere around themselves, able to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling them to manipulate objects without touching them. This means the user can use attacks, spells and abilities with melee range to hit targets in their rank burst range. Additionally, this extends the range of the users spells and abilities by 50% through the control of the atmosphere by the runic magic of the user.

    Spells:
    Signature Spells 6/6:

    D-rank - Sanitatem Daemonum:

    Name: Sanitatem Daemonum (Demonic Healing)
    Rank: D
    Type: Healing
    Healing: 40
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Using the effect of darkness magic, the user activates a rune on their body or inscribes it onto the body of an ally in melee range, healing any sort of damage they might have sustained, no matter the source, healing themselves or the ally for 40HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    C-rank - Fons Fulgor:

    Name: Fons Fulgor (Fountain Flash)
    Rank: C
    Type: Teleport
    Damage: -
    Range: 30m
    Speed: -
    Duration: -
    Cooldown: -

    Description:
    Activating a water rune on their torso the user, in an explosion of water, teleports to anywhere within 30m of themselves instantly.

    Strengths:
    - Can be used to evade an attack or move quickly

    Weaknesses:
    - Limited range
    B-rank - Tutela Lumen:

    Name: Tutela Lumen (Light's Protection)
    Rank: B
    Type: Healing
    Healing: 80
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Activating a beneficial light rune on their body or placing the same rune of a single ally in melee range the user heals any sort of damage they might have sustained, no matter the source, on themselves or the ally for 80HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    A-rank - Lorica Metalica:

    Name: Lorica Metalica (Metal Plate)
    Rank: A
    Type: Defensive
    Durability: 100
    Range: Self
    Speed: Self
    Duration: 1
    Cooldown: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of magical metal start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 100HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.

    Strengths:
    - Can deflect damage that would otherwise affect the caster

    Weaknesses:
    - Can only take so much damage before breaking
    S-rank - Sonus Flucta:

    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Mobility
    Damage: -
    Range: 400 m
    Speed: 400 m/s
    Duration: -
    Cooldown: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, propelling the caster in a certain direction, enhancing their base speed to extremely high velocities for the blink of an eye. This follows rank single target speed and range.

    Strengths:
    - Can be used to quickly evade an attack / move fast

    Weaknesses:
    - Spell is not a teleportation and thus cannot be used to traverse obstacles
    Ranking - Irae Elementis:

    Name: Irae Elementis (Elemental Wrath)
    Rank: Ranks with the User (S)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: Melee
    Duration: -
    Cooldown: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S-rank damage + the user's melee damage.

    Strengths:
    - Knocks targets back
    - Deals high damage

    Weaknesses:
    - Has to be in melee range
    - Can be eaten by a wide range of slayers
    D-rank Spells 9/9:

    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    5. Name: Rapiditas (Haste)
    Description: The runes alter the user's physical properties in many ways. One such way is the enhancing of the user's speed, making them quick and agile in combat, granting a 50% increase in speed passively. This can be toggled on and off.

    6. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes making sure the user's body always works at peak performance, granting them a passive 50% increase in melee strength. This can be toggled on and off.

    7. Name: Patientia (Endurance)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes enhancing the user's durability in combat by providing a layer of defense. This grants the user a 25% increase in HP passively and can be toggled on and off.

    8. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in MP. This can be toggled on and off.

    9. Name: Sustineri (Sustainability)
    Description: The runes carry the ability to try and preserve the user's strength and life force at any cost, reducing the amount of magic energy that is required to cast spells to the lowest possible minimum. This grants the user a 50% MP cost reduction to the spells cast passively and can be toggled on and off.
    C-Rank Spells 8/8:

    1. Telum Inferna:

    Name: Telum Inferna (Infernal Weapon)
    Rank: C (30 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 6

    Description:
    Activating a rune on themselves or an ally in melee range the caster will cover their hands or melee weapon in magical, scorching flame, buffing the affected's melee damage by 55%

    Strengths:
    - Increases melee damage

    Weaknesses:
    - Caster has to be able to freely use hands
    2. Pulso Procella:

    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m with beneficial wind magic, enhancing the speed of those affected by 55%.

    Strengths:
    - Enhances own and allies' speed

    Weaknesses:
    - Limited range
    3. Trabus Tunitrem:

    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C-rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.

    Strengths:
    - Paralyses opponents

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    4. Pila Ferrum:

    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1
    Cooldown: 4

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic force, dealing full C-rank damage and lifting the target off their feet, launching them back 30m.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    5. Crepitus Liquidum:

    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant
    Cooldown: 3

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C rank damage and lifting them off their feet, launching them back 30m forcefully.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    6. Arma Crystallum:

    Name: Arma Crystallum (Armor of Crystal)
    Rank: C (30 MP)
    Type: Defensive
    Durability: 180
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 7

    Description:
    Activating an amaranthine rune on their torso or placing the same rune on the torso of an ally in melee range the user surrounds their form or the form of an ally with lightweight, yet durable plates of vibrantly coloured, magical crystal to offer maximal protection. This armor can absorb up to 180 HP in damage before breaking and additionally provides the wearer with 25% physical and magical damage reduction.

    Strengths:
    - Provides defense against spells and weapons
    - Ability to deflect a portion of incoming damage

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    - Can only be used on a single person at a time
    7. Ambulatura Mico:

    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant
    Cooldown: 3

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.

    Strengths:
    - Can be used to quickly evade an attack or move

    Weaknesses:
    - Limited range
    8. Striga Tenebrae:

    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1
    Cooldown: 3

    Description:
    A set of dark runes lighting up on the caster's hands he conjures an orb of darkness, a black hole anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.

    Strengths:
    - Can negate an enemy spell instantly

    Weaknesses:
    - User has to pay the original mana cost of the spell to negate it
    B-rank Spells 7/7:

    1. Iacto Amethystus:

    Name: Iacto Amethystus (Amethyst Scatter)
    Rank: B (40 MP)
    Type: Multi Target
    Damage: 60 per projectile
    Range: 150 m
    Speed: 65 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Shooting a sparkling projectile of crystal to the skies above with an arm covered in glowing, amaranthine runes the projectile explodes just moments later, a rain of sharp and pointy crystal shards targeting any number of enemies within the spells range, dealing 0.75x B-rank damage per projectile.

    Strengths:
    - Can target multiple enemies at the same time

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    2. Coliseo Volcano:

    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Melee, Knockback
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 1
    Cooldown: 4

    Description:
    Burning red runes lighting up on one of the caster's hands they coat it in scorching, magical flame before swinging at a single enemy within melee range, striking them for B-rank damage + the user's melee damage, the blow knocking the enemy off their feet and 50m back.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Only works in melee range
    3. Gladius Aqua:

    Name: Gladius Aqua (Water Blade)
    Rank: B (40 MP)
    Type: Burst, Offensive
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant
    Cooldown: 4

    Description:
    Deeply blue runes flaring up all over the user's arms up to his shoulders, a sphere of water starts forming in one of the caster's hands, the caster then using it in a sweep motion to send out a thin, sharp blade of water in a wide cone before him that cuts everyone caught by the attack for B-rank damage. Due to the erosion of the water this attack also deals 50% more damage against structures, constructs, barriers, shields etc. as well.

    Strengths:
    - Deals damage to those in the spells range
    - Deals additional damage to structures, constructs and so on

    Weaknesses:
    - Can damage both friend and foe
    - Can be eaten by relevant slayers (Water)
    4. Hasta Tempestas:

    Name: Hasta Tempestas (Lightning Spear)
    Rank: B (40 MP)
    Type: Single Target, Paralysis
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Activating a set of yellow runes on their arm the caster spawns intense sparks of electricity all around it, covering it entirely. The user then channels them into a lightning spear in their hand and throws it at an opponent within the spells range, striking them for B-rank damage. Additionally, the intense surge of electricity will soar through the affected's body, paralysing them for their next turn.

    Strengths:
    - Lightning can scorch / melt / ignite materials
    - Paralyses foes

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    - Caster needs to be able to freely move arms
    5. Erugo Runa:

    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT
    Damage: 40 per round
    Range: Melee
    Speed: Melee
    Duration: 5
    Cooldown: 6

    Description:
    Touching a single enemy in melee range with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B-rank damage per round, the skin around them turning black and brittle, the affected feeling extremely nauseous and dizzy.

    Strengths:
    - Poisons a foe for an extended period

    Weaknesses:
    - Can be consumed by relevant slayers (Poison)
    6. Clypeum Crystallum:

    Name: Clypeum Crystallum (Shield of Crystal)
    Rank: B (40 MP)
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: 5
    Cooldown: 6

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 240 HP in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.

    Strengths:
    - Good defense against magics, abilities and weapons

    Weaknesses:
    - Can only take a set amount of damage before breaking
    7. Algor Absoluta:

    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 2
    Cooldown: 5

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B-rank damage + the caster's melee damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.

    Strengths:
    - Paralyzes target

    Weaknesses:
    - Only works in melee range
    A-rank Spells 6/6:

    1. Vortex Odium:

    Name: Vortex Odium (Tornado Rift)
    Rank: A (50 MP)
    Type: Offensive, Burst, Teleport
    Damage: 100
    Range: 75 m
    Speed: -
    Duration: Instant
    Cooldown: 5

    Description:
    Using wind runes on their torso to surround themselves with an aura of magic, the user accelerates themselves to extreme speeds that, in effect, are no different to teleportation, moving to anywhere within 75m instantly. This sudden and extreme shift in magic pressure results in an explosion with a radius of 75m of magical wind energy wherever the user reappears, dealing A-rank damage to those affected.

    Strengths:
    - Extremely fast teleportation
    - Deals damage upon reappearance

    Weaknesses:
    - Can damage both enemies and allies
    - User has to be cautious where to use it
    2. Acus Proiecto:

    Name: Acus Proiecto (Needle Projectile)
    Rank: A (50 MP)
    Type: Offensive, Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they lift one arm up, a long, needle like spear of metal forming and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for A-rank damage. The projectile, additionally, possesses high penetrating power, dealing 50% more damage to constructs, structures and shields / barriers.

    Strengths:
    - Additional damage against non-living beings, structures and barriers

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    3. Ignes Mortis:

    Name: Ignes Mortis (Fire's of Death)
    Rank: A (50 MP)
    Type: AoE, DoT
    Damage: 50 per round
    Range: 200 m
    Speed: 100 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating deeply red runes on their hands the caster produces a scorching inferno, a sea of flame that quickly spreads, covering an area of 200m around them in raging fire. This deals 0.5x A-rank damage to anyone caught in the blazing inferno per round. Additionally, those affected by the spell receive a 65% debuff to their magic damage for the duration of the spell due to the magical flames disrupting their ethernano flow, weakening the opponents magic.

    Strengths:
    - Sets a large area around the user on fire
    - Weakens opponent's magic power

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    - Only deals damage to enemies in the AoE
    4. Aetas Glacialis:

    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating a set of ice blue, glowing runes that go around the caster's wrists they cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A-rank damage to those affected and heavily hinders movement, slowing enemies down by 65% for their next 5 turns.

    Strengths:
    - Slows movements of foes

    Weaknesses:
    - Can be eaten by relevant slayers (Ice)
    5. Pluviam Restitutio:

    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst, Buff
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant
    Cooldown: 6

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A-rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea etc.) and all debuff or poison effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).

    Strengths:
    - Heals allies within the casters proximity
    - Neutralizes negative status effects or cuts their duration in half

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    - Only works within the caster's proximity
    6. Pruina Spaera:

    Name: Pruina Spaera (Sphere of Frost)
    Rank: A (50 MP)
    Type: Trap, Defense, Support
    Durability: 300
    Range: 50 m
    Speed: 75m/s
    Duration: 8
    Cooldown: 10

    Description:
    The air around of the caster suddenly begins to cool down rapidly as they activate a set on their arms, explosively crystallizing into a dome that encompasses an area of 50m around the caster, the scripture on their body glowing in an ice blue. Nothing can enter this dome from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of ice can take 300 HP before breaking. Additionally, every ally inside has their speed boosted by 65%, and every enemy has theirs slowed by 65% due to the unique environment made up entirely of the caster's magic.

    Strengths:
    - Can protect a large area or a group from a great amount of damage
    - Can lock enemies inside the dome until the spell ends

    Weaknesses:
    - Can be broken by force
    - Can be eaten by relevant slayers (Ice)
    S-rank Spells 4/4:

    1. Potesta Noctem:

    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Offensive, Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1
    Cooldown: 8

    Description:
    The caster accumulates pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness at a single enemy in range that will easily disintegrate most materials. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light, dealing S rank damage to anyone within a range of 30m . Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.

    Strengths:
    - Beam can penetrate and destroy most materials
    - Additional damage against holy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against unholy foes
    2. Lumen Rapidus:

    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Offensive, Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 2
    Cooldown: 8

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next two rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.

    Strengths:
    - Only affects those the caster deems a foe
    - Additional Damage against unholy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against holy foes
    3. Venena Omega:

    Name: Venena Omega (Poison Omega)
    Rank: S (60 MP)
    Type: Burst, Debuff, DoT
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Raising one arm to the sky with open palm pointed upwards, deeply purple runes start glowing all over the caster's extremity, thousands upon thousands of long, pointy, purple needle like spikes of crystalline poison start forming above the user. Just a moment later the user closes their hand, making a fist, the needles raining down to fill the spells burst range with the projectiles, piercing anyone in the area for S rank damage, dealing an additional 0.5x S-rank damage for their next 2 turns by poisoning the affected with a deadly toxin as well as slowing their movements by 70%, making them feel nauseous and weakened.

    Strengths:
    - Covers the area in sharp, pointy spikes
    - Poisons those struck, slows their movements

    Weaknesses:
    - Can be eaten by relevant slayers (Poison)
    - Can affect both friend and foe
    4. Impulsus Pressura:

    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Using wind runes in their fingertips the caster manipulates the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified soundwaves form a strong shockwave that rip apart everything within the spell's range, dealing S-rank damage to the affected as well as knocking them off their feet and back 50 meters. Additionally, those within the spell's range are deafened for their next 3 rounds through the extreme noise produced by the spell.

    Strengths:
    - Knocks enemies back, deafens them

    Weaknesses:
    - Can affect friend and foe alike
    H-rank Spell (LOCKED):

    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 150 m/s
    Duration: 10
    Cooldown: 11

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell.  The user of this immensely powerful spell starts compressing air into a sphere with both hands, concentrating an extreme amount of magic power in their body, buffing their magic power by 75% for the next 10 rounds before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 150 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst.

    Strengths:
    - Deals enormous damage to those caught in the spell
    - Immobilizes foes

    Weaknesses:
    - Can hit friend and foe alike
    - Due to the size of the affected area the caster has to be cautious where to use it

    Saga of War - Ragnarök 4qHhucY


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    on wings tonight, i'll soon set sail
    Saga of War - Ragnarök Destardust

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    First Magic: Jello
    Second Magic: Drathir Takeover
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    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Theo on August 30th 2018, 8:02 pm

    ♛:

    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Lost (+15% Base Spell Damage / +15% MP Cost)

    Secondary Magic: Forces of War

    Additional Notes:
    - Primary Magic Change bought here

    - 5x Additional D-rank Spell Slots bought here
    - 5x Additional C-rank Spell Slots bought here
    - 4x Additional B-rank Spell Slots bought here
    - 3x Additional A-rank Spell Slots bought here
    - 2x Additional S-rank Spell Slots and
    1x C-rank Signature, 1x B-rank Signature, 1x A-rank Signature, 1x S-rank Signature bought here

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with only one person wielding it, classifying it as a type of lost magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Strengths:
    - Very versatile magic, can be used in many situations
    - Provides a range of diverse offensive, defensive and support spells alike
    - User is able to command 10 different elements to use freely: Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison

    Weaknesses:
    - While it is very versatile, the user chooses to utilize different elements in combat instead of one, making it impossible to specialize on a single element
    - While the runes themselves cannot be eaten by slayers, the elemental effects they produce can
    - Since the magic uses 10 different elements for it's spells they can be eaten by a range of slayer types rather than just one

    Lineage:
    Master of Runes

    Unique Abilities:

    - Renovatio - The Restoration Rune (Passive){D}: The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP regain per round and a 5% HP regain every other round which cannot be disabled by magical means.

    - Velocitas - The Acceleration Rune (Active){D}: Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    - Runed Senses (Passive){D}: Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement and matter as well as the nature of creatures (size, living or non living etc.).

    - Suscitatio - Master of Runes (Active){C}: The wielder of this magic temporarily combines the power of their blood with the power of their magic to reach their ultimate potential, once per thread infusing their spells with any of the elements they command (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) through their runes for the duration of 8 posts, mixing the elements and giving the spells used the secondary elements properties along with its primary ones. This increases magical strength by 50% increasing by an additional 5% per rank above D and makes slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, losing HP equal to the original MP cost of the spell they're consuming.

    - Runed Skin - Mollitiam (Passive){B}: The skin of the user is lined with runes, be they visible or invisible, that passively alter the physical properties of their skin, enhancing their resistance to both physical and magical damage by 25%. Additionally, all knockbacks on the user are cut in half through this effect (e.g. 40m of knockback would be halved to 20m).

    - Runed Skin - Potentia (Passive){S}: The runes that cover the users skin also enhance their vigor and strength passively, making them stronger than regular people. This grants a passive 40% boost to melee damage with an additional 5% increase per rank above D.

    - Scriptokinesis (Passive){H}(LOCKED): The user can, indirectly, use their runes to manipulate the atmosphere around themselves, able to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling them to manipulate objects without touching them. This means the user can use attacks, spells and abilities with melee range to hit targets in their rank burst range. Additionally, this extends the range of the users spells and abilities by 50% through the control of the atmosphere by the runic magic of the user.

    Spells:
    Signature Spells 6/6:

    D-rank - Sanitatem Daemonum:

    Name: Sanitatem Daemonum (Demonic Healing)
    Rank: D
    Type: Healing
    Healing: 40
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Using the effect of darkness magic, the user activates a rune on their body or inscribes it onto the body of an ally in melee range, healing any sort of damage they might have sustained, no matter the source, healing themselves or the ally for 40HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    C-rank - Fons Fulgor:

    Name: Fons Fulgor (Fountain Flash)
    Rank: C
    Type: Teleport
    Damage: -
    Range: 30m
    Speed: -
    Duration: -
    Cooldown: -

    Description:
    Activating a water rune on their torso the user, in an explosion of water, teleports to anywhere within 30m of themselves instantly.

    Strengths:
    - Can be used to evade an attack or move quickly

    Weaknesses:
    - Limited range
    B-rank - Tutela Lumen:

    Name: Tutela Lumen (Light's Protection)
    Rank: B
    Type: Healing
    Healing: 80
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 1
    Cooldown: -

    Description:
    Activating a beneficial light rune on their body or placing the same rune of a single ally in melee range the user heals any sort of damage they might have sustained, no matter the source, on themselves or the ally for 80HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell
    A-rank - Lorica Metalica:

    Name: Lorica Metalica (Metal Plate)
    Rank: A
    Type: Defensive
    Durability: 100
    Range: Self
    Speed: Self
    Duration: 1
    Cooldown: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of magical metal start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 100HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.

    Strengths:
    - Can deflect damage that would otherwise affect the caster

    Weaknesses:
    - Can only take so much damage before breaking
    S-rank - Sonus Flucta:

    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Mobility
    Damage: -
    Range: 400 m
    Speed: 400 m/s
    Duration: -
    Cooldown: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, propelling the caster in a certain direction, enhancing their base speed to extremely high velocities for the blink of an eye. This follows rank single target speed and range.

    Strengths:
    - Can be used to quickly evade an attack / move fast

    Weaknesses:
    - Spell is not a teleportation and thus cannot be used to traverse obstacles
    Ranking - Irae Elementis:

    Name: Irae Elementis (Elemental Wrath)
    Rank: Ranks with the User (S)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: Melee
    Duration: -
    Cooldown: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S-rank damage + the user's melee damage.

    Strengths:
    - Knocks targets back
    - Deals high damage

    Weaknesses:
    - Has to be in melee range
    - Can be eaten by a wide range of slayers
    D-rank Spells 9/9:

    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively. This can be toggled on and off.

    5. Name: Rapiditas (Haste)
    Description: The runes alter the user's physical properties in many ways. One such way is the enhancing of the user's speed, making them quick and agile in combat, granting a 50% increase in speed passively. This can be toggled on and off.

    6. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes making sure the user's body always works at peak performance, granting them a passive 50% increase in melee strength. This can be toggled on and off.

    7. Name: Patientia (Endurance)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes enhancing the user's durability in combat by providing a layer of defense. This grants the user a 25% increase in HP passively and can be toggled on and off.

    8. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in MP. This can be toggled on and off.

    9. Name: Sustineri (Sustainability)
    Description: The runes carry the ability to try and preserve the user's strength and life force at any cost, reducing the amount of magic energy that is required to cast spells to the lowest possible minimum. This grants the user a 50% MP cost reduction to the spells cast passively and can be toggled on and off.
    C-Rank Spells 8/8:

    1. Telum Inferna:

    Name: Telum Inferna (Infernal Weapon)
    Rank: C (30 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 6

    Description:
    Activating a rune on themselves or an ally in melee range the caster will cover their hands or melee weapon in magical, scorching flame, buffing the affected's melee damage by 55%

    Strengths:
    - Increases melee damage

    Weaknesses:
    - Caster has to be able to freely use hands
    2. Pulso Procella:

    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m with beneficial wind magic, enhancing the speed of those affected by 55%.

    Strengths:
    - Enhances own and allies' speed

    Weaknesses:
    - Limited range
    3. Trabus Tunitrem:

    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C-rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.

    Strengths:
    - Paralyses opponents

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    4. Pila Ferrum:

    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1
    Cooldown: 4

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic force, dealing full C-rank damage and lifting the target off their feet, launching them back 30m.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    5. Crepitus Liquidum:

    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant
    Cooldown: 3

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C rank damage and lifting them off their feet, launching them back 30m forcefully.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    6. Arma Crystallum:

    Name: Arma Crystallum (Armor of Crystal)
    Rank: C (30 MP)
    Type: Defensive
    Durability: 180
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5
    Cooldown: 7

    Description:
    Activating an amaranthine rune on their torso or placing the same rune on the torso of an ally in melee range the user surrounds their form or the form of an ally with lightweight, yet durable plates of vibrantly coloured, magical crystal to offer maximal protection. This armor can absorb up to 180 HP in damage before breaking and additionally provides the wearer with 25% physical and magical damage reduction.

    Strengths:
    - Provides defense against spells and weapons
    - Ability to deflect a portion of incoming damage

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    - Can only be used on a single person at a time
    7. Ambulatura Mico:

    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant
    Cooldown: 3

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.

    Strengths:
    - Can be used to quickly evade an attack or move

    Weaknesses:
    - Limited range
    8. Striga Tenebrae:

    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1
    Cooldown: 3

    Description:
    A set of dark runes lighting up on the caster's hands he conjures an orb of darkness, a black hole anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.

    Strengths:
    - Can negate an enemy spell instantly

    Weaknesses:
    - User has to pay the original mana cost of the spell to negate it
    B-rank Spells 7/7:

    1. Iacto Amethystus:

    Name: Iacto Amethystus (Amethyst Scatter)
    Rank: B (40 MP)
    Type: Multi Target
    Damage: 60 per projectile
    Range: 150 m
    Speed: 65 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Shooting a sparkling projectile of crystal to the skies above with an arm covered in glowing, amaranthine runes the projectile explodes just moments later, a rain of sharp and pointy crystal shards targeting any number of enemies within the spells range, dealing 0.75x B-rank damage per projectile.

    Strengths:
    - Can target multiple enemies at the same time

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    2. Coliseo Volcano:

    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Melee, Knockback
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 1
    Cooldown: 4

    Description:
    Burning red runes lighting up on one of the caster's hands they coat it in scorching, magical flame before swinging at a single enemy within melee range, striking them for B-rank damage + the user's melee damage, the blow knocking the enemy off their feet and 50m back.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Only works in melee range
    3. Gladius Aqua:

    Name: Gladius Aqua (Water Blade)
    Rank: B (40 MP)
    Type: Burst, Offensive
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant
    Cooldown: 4

    Description:
    Deeply blue runes flaring up all over the user's arms up to his shoulders, a sphere of water starts forming in one of the caster's hands, the caster then using it in a sweep motion to send out a thin, sharp blade of water in a wide cone before him that cuts everyone caught by the attack for B-rank damage. Due to the erosion of the water this attack also deals 50% more damage against structures, constructs, barriers, shields etc. as well.

    Strengths:
    - Deals damage to those in the spells range
    - Deals additional damage to structures, constructs and so on

    Weaknesses:
    - Can damage both friend and foe
    - Can be eaten by relevant slayers (Water)
    4. Hasta Tempestas:

    Name: Hasta Tempestas (Lightning Spear)
    Rank: B (40 MP)
    Type: Single Target, Paralysis
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 2
    Cooldown: 4

    Description:
    Activating a set of yellow runes on their arm the caster spawns intense sparks of electricity all around it, covering it entirely. The user then channels them into a lightning spear in their hand and throws it at an opponent within the spells range, striking them for B-rank damage. Additionally, the intense surge of electricity will soar through the affected's body, paralysing them for their next turn.

    Strengths:
    - Lightning can scorch / melt / ignite materials
    - Paralyses foes

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    - Caster needs to be able to freely move arms
    5. Erugo Runa:

    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT
    Damage: 40 per round
    Range: Melee
    Speed: Melee
    Duration: 5
    Cooldown: 6

    Description:
    Touching a single enemy in melee range with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B-rank damage per round, the skin around them turning black and brittle, the affected feeling extremely nauseous and dizzy.

    Strengths:
    - Poisons a foe for an extended period

    Weaknesses:
    - Can be consumed by relevant slayers (Poison)
    6. Clypeum Crystallum:

    Name: Clypeum Crystallum (Shield of Crystal)
    Rank: B (40 MP)
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: 5
    Cooldown: 6

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 240 HP in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.

    Strengths:
    - Good defense against magics, abilities and weapons

    Weaknesses:
    - Can only take a set amount of damage before breaking
    7. Algor Absoluta:

    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 2
    Cooldown: 5

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B-rank damage + the caster's melee damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.

    Strengths:
    - Paralyzes target

    Weaknesses:
    - Only works in melee range
    A-rank Spells 6/6:

    1. Vortex Odium:

    Name: Vortex Odium (Tornado Rift)
    Rank: A (50 MP)
    Type: Offensive, Burst, Teleport
    Damage: 100
    Range: 75 m
    Speed: -
    Duration: Instant
    Cooldown: 5

    Description:
    Using wind runes on their torso to surround themselves with an aura of magic, the user accelerates themselves to extreme speeds that, in effect, are no different to teleportation, moving to anywhere within 75m instantly. This sudden and extreme shift in magic pressure results in an explosion with a radius of 75m of magical wind energy wherever the user reappears, dealing A-rank damage to those affected.

    Strengths:
    - Extremely fast teleportation
    - Deals damage upon reappearance

    Weaknesses:
    - Can damage both enemies and allies
    - User has to be cautious where to use it
    2. Acus Proiecto:

    Name: Acus Proiecto (Needle Projectile)
    Rank: A (50 MP)
    Type: Offensive, Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 1
    Cooldown: 5

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they lift one arm up, a long, needle like spear of metal forming and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for A-rank damage. The projectile, additionally, possesses high penetrating power, dealing 50% more damage to constructs, structures and shields / barriers.

    Strengths:
    - Additional damage against non-living beings, structures and barriers

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    3. Ignes Mortis:

    Name: Ignes Mortis (Fire's of Death)
    Rank: A (50 MP)
    Type: AoE, DoT
    Damage: 50 per round
    Range: 200 m
    Speed: 100 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating deeply red runes on their hands the caster produces a scorching inferno, a sea of flame that quickly spreads, covering an area of 200m around them in raging fire. This deals 0.5x A-rank damage to anyone caught in the blazing inferno per round. Additionally, those affected by the spell receive a 65% debuff to their magic damage for the duration of the spell due to the magical flames disrupting their ethernano flow, weakening the opponents magic.

    Strengths:
    - Sets a large area around the user on fire
    - Weakens opponent's magic power

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    - Only deals damage to enemies in the AoE
    4. Aetas Glacialis:

    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 5
    Cooldown: 6

    Description:
    Activating a set of ice blue, glowing runes that go around the caster's wrists they cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A-rank damage to those affected and heavily hinders movement, slowing enemies down by 65% for their next 5 turns.

    Strengths:
    - Slows movements of foes

    Weaknesses:
    - Can be eaten by relevant slayers (Ice)
    5. Pluviam Restitutio:

    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst, Buff
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant
    Cooldown: 6

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A-rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea etc.) and all debuff or poison effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).

    Strengths:
    - Heals allies within the casters proximity
    - Neutralizes negative status effects or cuts their duration in half

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    - Only works within the caster's proximity
    6. Pruina Spaera:

    Name: Pruina Spaera (Sphere of Frost)
    Rank: A (50 MP)
    Type: Trap, Defense, Support
    Durability: 300
    Range: 50 m
    Speed: 75m/s
    Duration: 8
    Cooldown: 10

    Description:
    The air around of the caster suddenly begins to cool down rapidly as they activate a set on their arms, explosively crystallizing into a dome that encompasses an area of 50m around the caster, the scripture on their body glowing in an ice blue. Nothing can enter this dome from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of ice can take 300 HP before breaking. Additionally, every ally inside has their speed boosted by 65%, and every enemy has theirs slowed by 65% due to the unique environment made up entirely of the caster's magic.

    Strengths:
    - Can protect a large area or a group from a great amount of damage
    - Can lock enemies inside the dome until the spell ends

    Weaknesses:
    - Can be broken by force
    - Can be eaten by relevant slayers (Ice)
    S-rank Spells 4/4:

    1. Potesta Noctem:

    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Offensive, Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1
    Cooldown: 8

    Description:
    The caster accumulates pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness at a single enemy in range that will easily disintegrate most materials. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light, dealing S rank damage to anyone within a range of 30m . Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.

    Strengths:
    - Beam can penetrate and destroy most materials
    - Additional damage against holy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against unholy foes
    2. Lumen Rapidus:

    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Offensive, Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 2
    Cooldown: 8

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next two rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.

    Strengths:
    - Only affects those the caster deems a foe
    - Additional Damage against unholy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against holy foes
    3. Venena Omega:

    Name: Venena Omega (Poison Omega)
    Rank: S (60 MP)
    Type: Burst, Debuff, DoT
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Raising one arm to the sky with open palm pointed upwards, deeply purple runes start glowing all over the caster's extremity, thousands upon thousands of long, pointy, purple needle like spikes of crystalline poison start forming above the user. Just a moment later the user closes their hand, making a fist, the needles raining down to fill the spells burst range with the projectiles, piercing anyone in the area for S rank damage, dealing an additional 0.5x S-rank damage for their next 2 turns by poisoning the affected with a deadly toxin as well as slowing their movements by 70%, making them feel nauseous and weakened.

    Strengths:
    - Covers the area in sharp, pointy spikes
    - Poisons those struck, slows their movements

    Weaknesses:
    - Can be eaten by relevant slayers (Poison)
    - Can affect both friend and foe
    4. Impulsus Pressura:

    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3
    Cooldown: 10

    Description:
    Using wind runes in their fingertips the caster manipulates the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified soundwaves form a strong shockwave that rip apart everything within the spell's range, dealing S-rank damage to the affected as well as knocking them off their feet and back 50 meters. Additionally, those within the spell's range are deafened for their next 3 rounds through the extreme noise produced by the spell.

    Strengths:
    - Knocks enemies back, deafens them

    Weaknesses:
    - Can affect friend and foe alike
    H-rank Spell (LOCKED):

    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 150 m/s
    Duration: 10
    Cooldown: 11

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell.  The user of this immensely powerful spell starts compressing air into a sphere with both hands, concentrating an extreme amount of magic power in their body, buffing their magic power by 75% for the next 10 rounds before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 150 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst.

    Strengths:
    - Deals enormous damage to those caught in the spell
    - Immobilizes foes

    Weaknesses:
    - Can hit friend and foe alike
    - Due to the size of the affected area the caster has to be cautious where to use it


    Unlocked and moved per user’s request~


    _____________________________________________________________________________________


    Saga of War - Ragnarök TheoSig
    Theo
    Theo
     
     

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    Lineage : Gold Rush
    Position : None
    Posts : 697
    Guild : Silver Wolf
    Dungeon Tokens : 5
    Experience : 444,972

    Character Sheet
    First Magic: Jello
    Second Magic: Drathir Takeover
    Third Magic: Treasure Dragon Slayer

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Theo on October 3rd 2018, 9:13 pm

    [It's me again. ;D One thing~]

    ♛:
    @Johann wrote:Advanced & Signature Spells

    Signature Spells 6/6:


    D-rank - Sanitatem Daemonum:


    Name: Sanitatem Daemonum (Demonic Healing)
    Rank: D
    Type: Healing
    Healing: 40
    Range: Self / Melee
    Speed: Self / Melee
    Duration: -

    Description:
    Using the effect of darkness magic, the user activates a rune on their body or inscribes it onto the body of an ally in melee range, healing any sort of damage they might have sustained, no matter the source, healing themselves or the ally for 40HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell


    C-rank - Fons Fulgor:


    Name: Fons Fulgor (Fountain Flash)
    Rank: C
    Type: Teleport
    Damage: -
    Range: 30m
    Speed: -
    Duration: -

    Description:
    Activating a water rune on their torso the user, in an explosion of water, teleports to anywhere within 30m of themselves instantly.

    Strengths:
    - Can be used to evade an attack or move quickly

    Weaknesses:
    - Limited range


    B-rank - Tutela Lumen:


    Name: Tutela Lumen (Light's Protection)
    Rank: B
    Type: Healing
    Healing: 80
    Range: Self / Melee
    Speed: Self / Melee
    Duration: -

    Description:
    Activating a beneficial light rune on their body or placing the same rune of a single ally in melee range the user heals any sort of damage they might have sustained, no matter the source, on themselves or the ally for 80HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell


    A-rank - Lorica Metalica:


    Name: Lorica Metalica (Metal Plate)
    Rank: A
    Type: Defensive
    Durability: 100
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of magical metal start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 100HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.

    Strengths:
    - Can deflect damage that would otherwise affect the caster

    Weaknesses:
    - Can only take so much damage before breaking


    S-rank - Sonus Flucta:


    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Mobility
    Damage: -
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, propelling the caster in a certain direction, enhancing their base speed to extremely high velocities for the blink of an eye. This follows rank single target speed and range.

    Strengths:
    - Can be used to quickly evade an attack / move fast

    Weaknesses:
    - Spell is not a teleportation and thus cannot be used to traverse obstacles


    Ranking - Irae Elementis:


    Name: Irae Elementis (Elemental Wrath)
    Rank: Ranks with the User (S)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: Melee
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S-rank damage.

    Strengths:
    - Knocks targets back
    - Deals high damage

    Weaknesses:
    - Has to be in melee range
    - Can be eaten by a wide range of slayers



    Advanced Spells:


    D+:


    Name: Aes Elementis (Elemental Weapon)
    Rank: D+ (30 MP)
    Type: Buff
    Damage: -
    Range: Melee
    Speed: -
    Duration: 5

    Description:
    Covering their own or an allies weapon or an extremity in melee range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) the caster commands they enhance their own or the allies melee damage by 75%. The element used can be controlled freely by the wielder of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.

    Strengths:
    - Enhances own or an allies melee damage

    Weaknesses:
    - Only affects a single person


    C+:


    Name: Illisus Elementis (Elemental Strike)
    Rank: C+ (45 MP)
    Type: Melee, Single Target, Knockback
    Damage: 90
    Range: Melee
    Speed: Melee
    Duration: Instant

    Description:
    Coating their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) the user engages a single enemy in melee range with an elemental strike, dealing C+ rank damage + the user's melee damage and knocks the enemy back 50m.

    Strengths:
    - Knocks a target back

    Weaknesses:
    - Limited range


    B+:


    Name: Aura Elementis (Elemental Aura)
    Rank: B+ (60 MP)
    Type: Burst
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant

    Description:
    With a single sweep of their runed hand or melee weapon the user sends out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for B+ rank damage. Additionally, the onslaught of elemental energy also deals 90% more damage against structures, constructs, barriers, shields etc.

    Strengths:
    - Deals additional damage against structures, constructs, barriers and shields

    Weaknesses:
    - Can potentially be eaten by a wide range of slayers


    A+:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 5

    Description:
    Pointing their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) light up on the caster's hand, sending a beam of elemental energy flying towards them. Upon impact, this beam explodes into a burt of the chosen element, covering an area of 30m around the point of impact in the elemental effect, dealing A+ rank damage to anyone within. Additionally those affected by the elemental onslaught will experience heavy trauma and/ or bleeding, reducing their movement speed by 97.5% for their next 5 rounds.

    Strengths:
    - Can slow enemy movements

    Weaknesses:
    - Explosion can affect both friend and foe


    S+:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff, Support
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead infusing all allies in this range with his own magic, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements of the caster at and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers instead starting to feel sick if they consume a spell under this effect, instead receiving magic damage equal to the rank of the spell they're consuming.

    Strengths:
    - Enhances allies' magic damage
    - Makes spells unable to be consumed by slayers

    Weaknesses:
    - Has a limited range
    - Has a limited set duration


    H+:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Singe Target
    Damage: 210
    Range: 800 m
    Speed: 800 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely as if black ink was running down their form. From this the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, equipped with jagged claws and large wings, its elemental body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and lineage combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic / angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of ancient might, is increased by 107.5% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at 800m/s, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends 400 meters into all directions at 400m/s, ripping apart everyone caught within for H+ rank damage as well as draining 5% HP from those affected each turn for the duration of the spell. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    [There's just a little too much going on here. One too many effects. Getting rid of the drain should do the trick. :3 ]

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG

    Strengths:
    - Increases magic damage drastically
    - Spells, then called curses, cannot be consumed and can be used in magically void areas

    Weaknesses:
    - Spell only applies to one person at a time
    - The spell cannot, by its very nature, be given to anyone else than the caster



    [Bumpity bump when done. <3]


    _____________________________________________________________________________________


    Saga of War - Ragnarök TheoSig
    Johann
    Johann

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    Lineage : Herald of Destruction
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    Age : 28
    Mentor : Ruvel
    Experience : 3,044,137
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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Johann on October 3rd 2018, 9:16 pm

    hmh fair, bumpo


    _____________________________________________________________________________________

    Saga of War - Ragnarök Johannsiggies
    Theo
    Theo
     
     

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    Lineage : Gold Rush
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    Character Sheet
    First Magic: Jello
    Second Magic: Drathir Takeover
    Third Magic: Treasure Dragon Slayer

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Theo on October 4th 2018, 5:32 am

    ♛:
    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Lost (+15% Base Spell Damage / +15% MP Cost)

    Secondary Magic: Forces of War

    Additional Notes:
    - Primary Magic Change bought here

    - 5x Additional D-rank Spell Slots bought here
    - 5x Additional C-rank Spell Slots bought here
    - 4x Additional B-rank Spell Slots bought here
    - 3x Additional A-rank Spell Slots bought here
    - 2x Additional S-rank Spell Slots and
    1x C-rank Signature, 1x B-rank Signature, 1x A-rank Signature, 1x S-rank Signature bought here

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with only one person wielding it, classifying it as a type of lost magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Strengths:
    - Very versatile magic, can be used in many situations
    - Provides a range of diverse offensive, defensive and support spells alike
    - User is able to command 10 different elements to use freely: Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison

    Weaknesses:
    - While it is very versatile, the user chooses to utilize different elements in combat instead of one, making it impossible to specialize on a single element
    - While the runes themselves cannot be eaten by slayers, the elemental effects they produce can
    - Since the magic uses 10 different elements for it's spells they can be eaten by a range of slayer types rather than just one

    Lineage:
    Master of Runes

    Unique Abilities:

    - Renovatio - The Restoration Rune (Passive){D}: The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round which cannot be disabled by magical means as well as a 50% spell cost reduction.

    - Velocitas - The Acceleration Rune (Active){D}: Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    - Runed Senses (Passive){D}: Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.).

    - Suscitatio - Master of Runes (Active){C}: The wielder of this magic temporarily combines the power of their blood with the power of their magic to reach their ultimate potential, infusing their spells with any of the elements they command (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) through their runes for the duration of 8 posts, mixing the elements and giving the spells used the secondary elements properties along with its primary ones. This increases magical strength by 50% increasing by an additional 5% per rank above D and makes slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the rank of the spell they are consuming.

    - Runed Skin - Mollitiam (Passive){B}: The skin of the user is lined with runes, be they visible or invisible, that passively alter the physical properties of their skin, enhancing their resistance to both physical and magical damage by 25%. Additionally, all knockbacks on the user, all active debuffs and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison would be halved to 2, etc.)

    - Runed Skin - Potentia (Passive){S}: The runes the user commands grant them an increase to the durability of not just their body, but also the makeup of their ethernano and spells. This grants a passive 40% buff to spell durability plus an additional 5% per rank above D.

    - Scriptokinesis (Passive){H}: The user can, indirectly, use their runes to manipulate the atmosphere around themselves, able to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling them to manipulate objects without touching them. This means the user can use attacks, spells and abilities with melee range to hit targets in their rank burst range with rank burst speed. Additionally, this extends the range of the users spells and abilities by 50% through the control of the atmosphere by the runic magic of the user.

    Spells:

    D-rank Spells 10/10:

    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    5. Name: Rapiditas (Haste)
    Description: The runes alter the user's physical properties in many ways. One such way is the enhancing of the user's speed, making them quick and agile in combat, granting a 40% increase in speed passively. This can be toggled on and off.

    6. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes making sure the user's body always works at peak performance, granting them a passive 40% increase in melee strength. This can be toggled on and off.

    7. Name: Patientia (Endurance)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes enhancing the user's durability in combat by providing a layer of defense. This grants the user a 25% increase in HP passively and can be toggled on and off.

    8. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 40% increase in MP. This can be toggled on and off.

    9. Name: Sustineri (Sustainability)
    Description: The runes carry the ability to try and preserve the user's strength and life force at any cost, enhancing their magical power retention. This grants the user a 40% increase to MP passively and can be toggled on and off.

    10. Name: Inexsuperabilis (Invulnerability)
    Description: The runes strengthen muscles and skin greatly. This grants the user a 40% increase to melee damage passively that can be toggled on and off.
    C-Rank Spells 9/9:

    1. Telum Inferna:

    Name: Telum Inferna (Infernal Weapon)
    Rank: C (30 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5

    Description:
    Activating a rune on themselves or an ally in melee range the caster will cover their hands or melee weapon in magical, scorching flame, buffing the affected's melee damage by 55%

    Strengths:
    - Increases melee damage

    Weaknesses:
    - Caster has to be able to freely use hands
    2. Pulso Procella:

    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m with beneficial wind magic, enhancing the speed of those affected by 55%.

    Strengths:
    - Enhances own and allies' speed

    Weaknesses:
    - Limited range
    3. Trabus Tunitrem:

    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C-rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.

    Strengths:
    - Paralyses opponents

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    4. Pila Ferrum:

    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic force, dealing full C-rank damage and lifting the target off their feet, launching them back 30m.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    5. Crepitus Liquidum:

    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C rank damage and lifting them off their feet, launching them back 30m forcefully.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    6. Arma Crystallum:

    Name: Arma Crystallum (Armor of Crystal)
    Rank: C (30 MP)
    Type: Defensive
    Durability: 180
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5

    Description:
    Activating an amaranthine rune on their torso or placing the same rune on the torso of an ally in melee range the user surrounds their form or the form of an ally with lightweight, yet durable plates of vibrantly coloured, magical crystal to offer maximal protection. This armor can absorb up to 180 HP in damage before breaking and additionally provides the wearer with 25% physical and magical damage reduction.

    Strengths:
    - Provides defense against spells and weapons
    - Ability to deflect a portion of incoming damage

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    - Can only be used on a single person at a time
    7. Ambulatura Mico:

    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.

    Strengths:
    - Can be used to quickly evade an attack or move

    Weaknesses:
    - Limited range
    8. Striga Tenebrae:

    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1

    Description:
    A set of dark runes lighting up on the caster's hands he conjures an orb of darkness, a black hole anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.

    Strengths:
    - Can negate an enemy spell instantly

    Weaknesses:
    - User has to pay the original mana cost of the spell to negate it
    9. Unda Regeneratio:

    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: C (30 MP)
    Type: Burst
    Healing: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Releasing a burst of elemental water energy the user infuses everyone they consider an ally with their magic, restoring the magical energy to their bodies, restoring 60MP to those affected.

    Strengths:
    - Restores MP to those affected

    Weaknesses:
    - Limited range
    B-rank Spells 8/8:

    1. Iacto Amethystus:

    Name: Iacto Amethystus (Amethyst Scatter)
    Rank: B (40 MP)
    Type: Multi Target
    Damage: 60 per projectile
    Range: 150 m
    Speed: 65 m/s
    Duration: 6

    Description:
    Once per post for the duration of the spell shooting a sparkling projectile of crystal to the skies above with an arm covered in glowing, amaranthine runes the projectile explodes just moments later, a rain of sharp and pointy crystal shards targeting any number of enemies within the spells range, dealing 0.75x B-rank damage per projectile.

    Strengths:
    - Can target multiple enemies at the same time

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    2. Coliseo Volcano:

    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Melee, Knockback
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 1

    Description:
    Burning red runes lighting up on one of the caster's hands they coat it in scorching, magical flame before swinging at a single enemy within melee range, striking them for B-rank damage, the blow knocking the enemy off their feet and 50m back.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Only works in melee range
    3. Gladius Aqua:

    Name: Gladius Aqua (Water Blade)
    Rank: B (40 MP)
    Type: Burst, Offensive
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant

    Description:
    Deeply blue runes flaring up all over the user's arms up to his shoulders, a sphere of water starts forming in one of the caster's hands, the caster then using it in a sweep motion to send out a thin, sharp blade of water in a wide cone before him that cuts everyone caught by the attack for B-rank damage. Due to the erosion of the water this attack also deals 50% more damage against structures, constructs, barriers, shields etc. as well.

    Strengths:
    - Deals damage to those in the spells range
    - Deals additional damage to structures, constructs and so on

    Weaknesses:
    - Can damage both friend and foe
    - Can be eaten by relevant slayers (Water)
    4. Hasta Tempestas:

    Name: Hasta Tempestas (Lightning Spear)
    Rank: B (40 MP)
    Type: Single Target, Paralysis
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 2

    Description:
    Activating a set of yellow runes on their arm the caster spawns intense sparks of electricity all around it, covering it entirely. The user then channels them into a lightning spear in their hand and throws it at an opponent within the spells range, striking them for B-rank damage. Additionally, the intense surge of electricity will soar through the affected's body, paralysing them for their next turn.

    Strengths:
    - Lightning can scorch / melt / ignite materials
    - Paralyses foes

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    - Caster needs to be able to freely move arms
    5. Erugo Runa:

    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT
    Damage: 40 per round
    Range: Melee
    Speed: Melee
    Duration: 5

    Description:
    Touching a single enemy in melee range with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B-rank damage per round, the skin around them turning black and brittle, the affected feeling extremely nauseous and dizzy.

    Strengths:
    - Poisons a foe for an extended period

    Weaknesses:
    - Can be consumed by relevant slayers (Poison)
    6. Clypeum Crystallum:

    Name: Clypeum Crystallum (Shield of Crystal)
    Rank: B (40 MP)
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: 5

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 240 HP in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.

    Strengths:
    - Good defense against magics, abilities and weapons

    Weaknesses:
    - Can only take a set amount of damage before breaking
    7. Algor Absoluta:

    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 2

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B-rank damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.

    Strengths:
    - Paralyzes target

    Weaknesses:
    - Only works in melee range
    8. Fascia Eurum:

    Name: Fascia Eurum (Wind Bandage)
    Rank: B (40 MP)
    Type: Burst, Healing, Buff
    Healing: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: 5

    Description:
    Grey runes flaring up on their shoulders the caster sends out a wave of pure wind magic that rushes to allies' wounds, healing the affected allies for B rank spell HP. Additionally, those healed this way are infused with the caster's wind magic, assisting their movements and granting them 60% additional speed for the duration of the spell.

    Strengths:
    - Heals allies and increases their speed

    Weaknesses:
    - The allies have to be within the spells range in order for the buff to take hold
    A-rank Spells 7/7:

    1. Vortex Odium:

    Name: Vortex Odium (Tornado Rift)
    Rank: A (50 MP)
    Type: Offensive, Burst, Teleport
    Damage: 100
    Range: 75 m
    Speed: -
    Duration: Instant

    Description:
    Using wind runes on their torso to surround themselves with an aura of magic, the user accelerates themselves to extreme speeds that, in effect, are no different to teleportation, moving to anywhere within 75m instantly. This sudden and extreme shift in magic pressure results in an explosion with a radius of 75m of magical wind energy wherever the user reappears, dealing A-rank damage to those affected.

    Strengths:
    - Extremely fast teleportation
    - Deals damage upon reappearance

    Weaknesses:
    - Can damage both enemies and allies
    - User has to be cautious where to use it
    2. Acus Proiecto:

    Name: Acus Proiecto (Needle Projectile)
    Rank: A (50 MP)
    Type: Offensive, Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 1

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they lift one arm up, a long, needle like spear of metal forming and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for A-rank damage. The projectile, additionally, possesses high penetrating power, dealing 50% more damage to constructs, structures and shields / barriers.

    Strengths:
    - Additional damage against non-living beings, structures and barriers

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    3. Ignes Mortis:

    Name: Ignes Mortis (Fire's of Death)
    Rank: A (50 MP)
    Type: Burst, DoT
    Damage: 50 per round
    Range: 75m
    Speed: 75 m/s
    Duration: 4

    Description:
    Activating deeply red runes on their hands the caster produces a scorching inferno, a sea of flame that quickly spreads, covering an area of 200m around them in raging fire. This deals A-rank damage to anyone caught in the blazing inferno per round. Additionally, this sets the area on fire, dealing 0.5x A-rank damage to anyone who stays within the spells range, and those affected by the spell receive a 65% debuff to their magic damage for the duration of the spell due to the magical flames burning their ethernano flow, weakening the opponents magic.

    Strengths:
    - Sets a large area around the user on fire
    - Weakens opponent's magic power

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    - Only deals damage to enemies in the AoE
    4. Aetas Glacialis:

    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 5

    Description:
    Activating a set of ice blue, glowing runes that go around the caster's wrists they cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A-rank damage to those affected and heavily hinders movement, slowing enemies down by 65% for their next 5 turns.

    Strengths:
    - Slows movements of foes

    Weaknesses:
    - Can be eaten by relevant slayers (Ice)
    5. Pluviam Restitutio:

    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst, Buff
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A-rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea etc.) and all debuff or poison effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).

    Strengths:
    - Heals allies within the casters proximity
    - Neutralizes negative status effects or cuts their duration in half

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    - Only works within the caster's proximity
    6. Pruina Spaera:

    Name: Pruina Spaera (Sphere of Frost)
    Rank: A (50 MP)
    Type: Trap, Defense, Support
    Durability: 300
    Range: 50 m
    Speed: 75m/s
    Duration: 8

    Description:
    The air around of the caster suddenly begins to cool down rapidly as they activate a set on their arms, explosively crystallizing into a dome that encompasses an area of 50m around the caster, the scripture on their body glowing in an ice blue. Nothing can enter this dome from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of ice can take 300 HP before breaking. Additionally, every ally inside has their speed boosted by 65%, and every enemy has theirs slowed by 65% due to the unique environment made up entirely of the caster's magic.

    Strengths:
    - Can protect a large area or a group from a great amount of damage
    - Can lock enemies inside the dome until the spell ends

    Weaknesses:
    - Can be broken by force
    - Can be eaten by relevant slayers (Ice)
    7. Spicae Caligo:

    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 2

    Description:
    Activating a dark rune on the back of their hands the caster touches the ground, causing a pulse of darkness to burst through it before, below enemies within the spells range, spikes of pure darkness start shooting out, launching at them. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralysing them for their next turn.

    Strengths:
    - Can paralyze a single or a group of foes

    Weaknesses:
    - If the initial hits are avoided the paralysis doesn't take hold
    S-rank Spells 5/5:

    1. Potesta Noctem:

    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Offensive, Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    The caster accumulates pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness at a single enemy in range that will easily disintegrate most materials. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light, dealing S rank damage to anyone within a range of 30m . Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.

    Strengths:
    - Beam can penetrate and destroy most materials
    - Additional damage against holy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against unholy foes
    2. Lumen Rapidus:

    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Offensive, Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 2

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next two rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.

    Strengths:
    - Only affects those the caster deems a foe
    - Additional Damage against unholy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against holy foes
    3. Venena Omega:

    Name: Venena Omega (Poison Omega)
    Rank: S (60 MP)
    Type: Burst, Debuff, DoT
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    Raising one arm to the sky with open palm pointed upwards, deeply purple runes start glowing all over the caster's extremity, thousands upon thousands of long, pointy, purple needle like spikes of crystalline poison start forming above the user. Just a moment later the user closes their hand, making a fist, the needles raining down to fill the spells burst range with the projectiles, piercing anyone in the area for S rank damage, dealing an additional 0.5x S-rank damage for their next 3 turns by poisoning the affected with a deadly toxin as well as slowing their movements by 70%, making them feel nauseous and weakened.

    Strengths:
    - Covers the area in sharp, pointy spikes
    - Poisons those struck, slows their movements

    Weaknesses:
    - Can be eaten by relevant slayers (Poison)
    - Can affect both friend and foe
    4. Impulsus Pressura:

    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3

    Description:
    Using wind runes in their fingertips the caster manipulates the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rip apart everything within the spell's range, dealing S-rank damage to the affected as well as knocking them off their feet and back 50 meters. Additionally, those within the spell's range are deafened for their next 3 rounds through the extreme noise produced by the spell.

    Strengths:
    - Knocks enemies back, deafens them

    Weaknesses:
    - Can affect friend and foe alike
    5. Inferna Infernalis:

    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    The runes on both their hands flaring up in a deeply scarlet red the user brings their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spells range. Upon impact the projectile explodes into an inferno of pure flame that extends 100m into all directions at 100m/s, dealing S rank damage to anyone caught in the spell.

    Strengths:
    - Deals damage to everyone in a wide area

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    H-rank Spell:

    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 450 m/s
    Duration: 20

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell, buffing their magic power by 75% for the next 10 rounds. The user of this immensely powerful spell starts compressing air into a sphere with both hands up to once per turn for the duration of the spell, concentrating an extreme amount of magic power in their body before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 450 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.

    Strengths:
    - Deals enormous damage to those caught in the spell
    - Immobilizes foes

    Weaknesses:
    - Can hit friend and foe alike
    - Due to the size of the affected area the caster has to be cautious where to use it


    _____________________________________________________________________________________


    Saga of War - Ragnarök TheoSig
    Theo
    Theo
     
     

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    Character Sheet
    First Magic: Jello
    Second Magic: Drathir Takeover
    Third Magic: Treasure Dragon Slayer

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Theo on October 4th 2018, 5:33 am

    ♛:
    @Johann wrote:Advanced & Signature Spells

    Signature Spells 6/6:


    D-rank - Sanitatem Daemonum:


    Name: Sanitatem Daemonum (Demonic Healing)
    Rank: D
    Type: Healing
    Healing: 40
    Range: Self / Melee
    Speed: Self / Melee
    Duration: -

    Description:
    Using the effect of darkness magic, the user activates a rune on their body or inscribes it onto the body of an ally in melee range, healing any sort of damage they might have sustained, no matter the source, healing themselves or the ally for 40HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell


    C-rank - Fons Fulgor:


    Name: Fons Fulgor (Fountain Flash)
    Rank: C
    Type: Teleport
    Damage: -
    Range: 30m
    Speed: -
    Duration: -

    Description:
    Activating a water rune on their torso the user, in an explosion of water, teleports to anywhere within 30m of themselves instantly.

    Strengths:
    - Can be used to evade an attack or move quickly

    Weaknesses:
    - Limited range


    B-rank - Tutela Lumen:


    Name: Tutela Lumen (Light's Protection)
    Rank: B
    Type: Healing
    Healing: 80
    Range: Self / Melee
    Speed: Self / Melee
    Duration: -

    Description:
    Activating a beneficial light rune on their body or placing the same rune of a single ally in melee range the user heals any sort of damage they might have sustained, no matter the source, on themselves or the ally for 80HP.

    Strengths:
    - User can heal themselves or another person

    Weaknesses:
    - The user has to physically touch that person / be in melee range to use this spell


    A-rank - Lorica Metalica:


    Name: Lorica Metalica (Metal Plate)
    Rank: A
    Type: Defensive
    Durability: 100
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of magical metal start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 100HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.

    Strengths:
    - Can deflect damage that would otherwise affect the caster

    Weaknesses:
    - Can only take so much damage before breaking


    S-rank - Sonus Flucta:


    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Mobility
    Damage: -
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, propelling the caster in a certain direction, enhancing their base speed to extremely high velocities for the blink of an eye. This follows rank single target speed and range.

    Strengths:
    - Can be used to quickly evade an attack / move fast

    Weaknesses:
    - Spell is not a teleportation and thus cannot be used to traverse obstacles


    Ranking - Irae Elementis:


    Name: Irae Elementis (Elemental Wrath)
    Rank: Ranks with the User (S)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: Melee
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S-rank damage.

    Strengths:
    - Knocks targets back
    - Deals high damage

    Weaknesses:
    - Has to be in melee range
    - Can be eaten by a wide range of slayers



    Advanced Spells:


    D+:


    Name: Aes Elementis (Elemental Weapon)
    Rank: D+ (30 MP)
    Type: Buff
    Damage: -
    Range: Melee
    Speed: -
    Duration: 5

    Description:
    Covering their own or an allies weapon or an extremity in melee range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) the caster commands they enhance their own or the allies melee damage by 75%. The element used can be controlled freely by the wielder of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.

    Strengths:
    - Enhances own or an allies melee damage

    Weaknesses:
    - Only affects a single person


    C+:


    Name: Illisus Elementis (Elemental Strike)
    Rank: C+ (45 MP)
    Type: Melee, Single Target, Knockback
    Damage: 90
    Range: Melee
    Speed: Melee
    Duration: Instant

    Description:
    Coating their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) the user engages a single enemy in melee range with an elemental strike, dealing C+ rank damage + the user's melee damage and knocks the enemy back 50m.

    Strengths:
    - Knocks a target back

    Weaknesses:
    - Limited range


    B+:


    Name: Aura Elementis (Elemental Aura)
    Rank: B+ (60 MP)
    Type: Burst
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant

    Description:
    With a single sweep of their runed hand or melee weapon the user sends out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for B+ rank damage. Additionally, the onslaught of elemental energy also deals 90% more damage against structures, constructs, barriers, shields etc.

    Strengths:
    - Deals additional damage against structures, constructs, barriers and shields

    Weaknesses:
    - Can potentially be eaten by a wide range of slayers


    A+:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 5

    Description:
    Pointing their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) light up on the caster's hand, sending a beam of elemental energy flying towards them. Upon impact, this beam explodes into a burt of the chosen element, covering an area of 30m around the point of impact in the elemental effect, dealing A+ rank damage to anyone within. Additionally those affected by the elemental onslaught will experience heavy trauma and/ or bleeding, reducing their movement speed by 97.5% for their next 5 rounds.

    Strengths:
    - Can slow enemy movements

    Weaknesses:
    - Explosion can affect both friend and foe


    S+:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff, Support
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead infusing all allies in this range with his own magic, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements of the caster at and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers instead starting to feel sick if they consume a spell under this effect, instead receiving magic damage equal to the rank of the spell they're consuming.

    Strengths:
    - Enhances allies' magic damage
    - Makes spells unable to be consumed by slayers

    Weaknesses:
    - Has a limited range
    - Has a limited set duration


    H+:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Singe Target
    Damage: 210
    Range: 800 m
    Speed: 800 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely as if black ink was running down their form. From this the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, equipped with jagged claws and large wings, its elemental body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and lineage combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic / angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of ancient might, is increased by 107.5% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at 800m/s, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends 400 meters into all directions at 400m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG

    Strengths:
    - Increases magic damage drastically
    - Spells, then called curses, cannot be consumed and can be used in magically void areas

    Weaknesses:
    - Spell only applies to one person at a time
    - The spell cannot, by its very nature, be given to anyone else than the caster




    Saga of War - Ragnarök Rrp3qff


    _____________________________________________________________________________________


    Saga of War - Ragnarök TheoSig
    Lester Drynedi
    Lester Drynedi
     
     

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    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Lester Drynedi on October 25th 2018, 12:30 am

    Unlocked & Moved at User Request

    ❀:

    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Lost (+15% Base Spell Damage / +15% MP Cost)

    Secondary Magic: Forces of War

    Additional Notes:
    - Primary Magic Change bought here

    - 5x Additional D-rank Spell Slots bought here
    - 5x Additional C-rank Spell Slots bought here
    - 4x Additional B-rank Spell Slots bought here
    - 3x Additional A-rank Spell Slots bought here
    - 2x Additional S-rank Spell Slots and
    1x C-rank Signature, 1x B-rank Signature, 1x A-rank Signature, 1x S-rank Signature bought here

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with only one person wielding it, classifying it as a type of lost magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Strengths:
    - Very versatile magic, can be used in many situations
    - Provides a range of diverse offensive, defensive and support spells alike
    - User is able to command 10 different elements to use freely: Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison

    Weaknesses:
    - While it is very versatile, the user chooses to utilize different elements in combat instead of one, making it impossible to specialize on a single element
    - While the runes themselves cannot be eaten by slayers, the elemental effects they produce can
    - Since the magic uses 10 different elements for it's spells they can be eaten by a range of slayer types rather than just one

    Lineage:
    Master of Runes

    Unique Abilities:

    - Renovatio - The Restoration Rune (Passive){D}: The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round which cannot be disabled by magical means as well as a 50% spell cost reduction.

    - Velocitas - The Acceleration Rune (Active){D}: Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    - Runed Senses (Passive){D}: Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.).

    - Suscitatio - Master of Runes (Active){C}: The wielder of this magic temporarily combines the power of their blood with the power of their magic to reach their ultimate potential, infusing their spells with any of the elements they command (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) through their runes for the duration of 8 posts, mixing the elements and giving the spells used the secondary elements properties along with its primary ones. This increases magical strength by 50% increasing by an additional 5% per rank above D and makes slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the rank of the spell they are consuming.

    - Runed Skin - Mollitiam (Passive){B}: The skin of the user is lined with runes, be they visible or invisible, that passively alter the physical properties of their skin, enhancing their resistance to both physical and magical damage by 25%. Additionally, all knockbacks on the user, all active debuffs and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison would be halved to 2, etc.)

    - Runed Skin - Potentia (Passive){S}: The runes the user commands grant them an increase to the durability of not just their body, but also the makeup of their ethernano and spells. This grants a passive 40% buff to spell durability plus an additional 5% per rank above D.

    - Scriptokinesis (Passive){H}: The user can, indirectly, use their runes to manipulate the atmosphere around themselves, able to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling them to manipulate objects without touching them. This means the user can use attacks, spells and abilities with melee range to hit targets in their rank burst range with rank burst speed. Additionally, this extends the range of the users spells and abilities by 50% through the control of the atmosphere by the runic magic of the user.

    Spells:

    D-rank Spells 10/10:

    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 40% passively. This can be toggled on and off.

    5. Name: Rapiditas (Haste)
    Description: The runes alter the user's physical properties in many ways. One such way is the enhancing of the user's speed, making them quick and agile in combat, granting a 40% increase in speed passively. This can be toggled on and off.

    6. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes making sure the user's body always works at peak performance, granting them a passive 40% increase in melee strength. This can be toggled on and off.

    7. Name: Patientia (Endurance)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's musculature and physique, the runes enhancing the user's durability in combat by providing a layer of defense. This grants the user a 25% increase in HP passively and can be toggled on and off.

    8. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 40% increase in MP. This can be toggled on and off.

    9. Name: Sustineri (Sustainability)
    Description: The runes carry the ability to try and preserve the user's strength and life force at any cost, enhancing their magical power retention. This grants the user a 40% increase to MP passively and can be toggled on and off.

    10. Name: Inexsuperabilis (Invulnerability)
    Description: The runes strengthen muscles and skin greatly. This grants the user a 40% increase to melee damage passively that can be toggled on and off.
    C-Rank Spells 9/9:

    1. Telum Inferna:

    Name: Telum Inferna (Infernal Weapon)
    Rank: C (30 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5

    Description:
    Activating a rune on themselves or an ally in melee range the caster will cover their hands or melee weapon in magical, scorching flame, buffing the affected's melee damage by 55%

    Strengths:
    - Increases melee damage

    Weaknesses:
    - Caster has to be able to freely use hands
    2. Pulso Procella:

    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m with beneficial wind magic, enhancing the speed of those affected by 55%.

    Strengths:
    - Enhances own and allies' speed

    Weaknesses:
    - Limited range
    3. Trabus Tunitrem:

    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C-rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.

    Strengths:
    - Paralyses opponents

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    4. Pila Ferrum:

    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic force, dealing full C-rank damage and lifting the target off their feet, launching them back 30m.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    5. Crepitus Liquidum:

    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C rank damage and lifting them off their feet, launching them back 30m forcefully.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    6. Arma Crystallum:

    Name: Arma Crystallum (Armor of Crystal)
    Rank: C (30 MP)
    Type: Defensive
    Durability: 180
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 5

    Description:
    Activating an amaranthine rune on their torso or placing the same rune on the torso of an ally in melee range the user surrounds their form or the form of an ally with lightweight, yet durable plates of vibrantly coloured, magical crystal to offer maximal protection. This armor can absorb up to 180 HP in damage before breaking and additionally provides the wearer with 25% physical and magical damage reduction.

    Strengths:
    - Provides defense against spells and weapons
    - Ability to deflect a portion of incoming damage

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    - Can only be used on a single person at a time
    7. Ambulatura Mico:

    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.

    Strengths:
    - Can be used to quickly evade an attack or move

    Weaknesses:
    - Limited range
    8. Striga Tenebrae:

    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1

    Description:
    A set of dark runes lighting up on the caster's hands he conjures an orb of darkness, a black hole anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.

    Strengths:
    - Can negate an enemy spell instantly

    Weaknesses:
    - User has to pay the original mana cost of the spell to negate it
    9. Unda Regeneratio:

    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: C (30 MP)
    Type: Burst
    Healing: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Releasing a burst of elemental water energy the user infuses everyone they consider an ally with their magic, restoring the magical energy to their bodies, restoring 60MP to those affected.

    Strengths:
    - Restores MP to those affected

    Weaknesses:
    - Limited range
    B-rank Spells 8/8:

    1. Iacto Amethystus:

    Name: Iacto Amethystus (Amethyst Scatter)
    Rank: B (40 MP)
    Type: Multi Target
    Damage: 60 per projectile
    Range: 150 m
    Speed: 65 m/s
    Duration: 6

    Description:
    Once per post for the duration of the spell shooting a sparkling projectile of crystal to the skies above with an arm covered in glowing, amaranthine runes the projectile explodes just moments later, a rain of sharp and pointy crystal shards targeting any number of enemies within the spells range, dealing 0.75x B-rank damage per projectile.

    Strengths:
    - Can target multiple enemies at the same time

    Weaknesses:
    - Can be eaten by relevant slayers (Crystal)
    2. Coliseo Volcano:

    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Melee, Knockback
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 1

    Description:
    Burning red runes lighting up on one of the caster's hands they coat it in scorching, magical flame before swinging at a single enemy within melee range, striking them for B-rank damage, the blow knocking the enemy off their feet and 50m back.

    Strengths:
    - Knocks enemies back

    Weaknesses:
    - Only works in melee range
    3. Gladius Aqua:

    Name: Gladius Aqua (Water Blade)
    Rank: B (40 MP)
    Type: Burst, Offensive
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant

    Description:
    Deeply blue runes flaring up all over the user's arms up to his shoulders, a sphere of water starts forming in one of the caster's hands, the caster then using it in a sweep motion to send out a thin, sharp blade of water in a wide cone before him that cuts everyone caught by the attack for B-rank damage. Due to the erosion of the water this attack also deals 50% more damage against structures, constructs, barriers, shields etc. as well.

    Strengths:
    - Deals damage to those in the spells range
    - Deals additional damage to structures, constructs and so on

    Weaknesses:
    - Can damage both friend and foe
    - Can be eaten by relevant slayers (Water)
    4. Hasta Tempestas:

    Name: Hasta Tempestas (Lightning Spear)
    Rank: B (40 MP)
    Type: Single Target, Paralysis
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 2

    Description:
    Activating a set of yellow runes on their arm the caster spawns intense sparks of electricity all around it, covering it entirely. The user then channels them into a lightning spear in their hand and throws it at an opponent within the spells range, striking them for B-rank damage. Additionally, the intense surge of electricity will soar through the affected's body, paralysing them for their next turn.

    Strengths:
    - Lightning can scorch / melt / ignite materials
    - Paralyses foes

    Weaknesses:
    - Can be eaten by relevant slayers (Lightning)
    - Caster needs to be able to freely move arms
    5. Erugo Runa:

    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT
    Damage: 40 per round
    Range: Melee
    Speed: Melee
    Duration: 5

    Description:
    Touching a single enemy in melee range with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B-rank damage per round, the skin around them turning black and brittle, the affected feeling extremely nauseous and dizzy.

    Strengths:
    - Poisons a foe for an extended period

    Weaknesses:
    - Can be consumed by relevant slayers (Poison)
    6. Clypeum Crystallum:

    Name: Clypeum Crystallum (Shield of Crystal)
    Rank: B (40 MP)
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: 5

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 240 HP in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.

    Strengths:
    - Good defense against magics, abilities and weapons

    Weaknesses:
    - Can only take a set amount of damage before breaking
    7. Algor Absoluta:

    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: Melee
    Duration: 2

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B-rank damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.

    Strengths:
    - Paralyzes target

    Weaknesses:
    - Only works in melee range
    8. Fascia Eurum:

    Name: Fascia Eurum (Wind Bandage)
    Rank: B (40 MP)
    Type: Burst, Healing, Buff
    Healing: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: 5

    Description:
    Grey runes flaring up on their shoulders the caster sends out a wave of pure wind magic that rushes to allies' wounds, healing the affected allies for B rank spell HP. Additionally, those healed this way are infused with the caster's wind magic, assisting their movements and granting them 60% additional speed for the duration of the spell.

    Strengths:
    - Heals allies and increases their speed

    Weaknesses:
    - The allies have to be within the spells range in order for the buff to take hold
    A-rank Spells 7/7:

    1. Vortex Odium:

    Name: Vortex Odium (Tornado Rift)
    Rank: A (50 MP)
    Type: Offensive, Burst, Teleport
    Damage: 100
    Range: 75 m
    Speed: -
    Duration: Instant

    Description:
    Using wind runes on their torso to surround themselves with an aura of magic, the user accelerates themselves to extreme speeds that, in effect, are no different to teleportation, moving to anywhere within 75m instantly. This sudden and extreme shift in magic pressure results in an explosion with a radius of 75m of magical wind energy wherever the user reappears, dealing A-rank damage to those affected.

    Strengths:
    - Extremely fast teleportation
    - Deals damage upon reappearance

    Weaknesses:
    - Can damage both enemies and allies
    - User has to be cautious where to use it
    2. Acus Proiecto:

    Name: Acus Proiecto (Needle Projectile)
    Rank: A (50 MP)
    Type: Offensive, Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 1

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they lift one arm up, a long, needle like spear of metal forming and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for A-rank damage. The projectile, additionally, possesses high penetrating power, dealing 50% more damage to constructs, structures and shields / barriers.

    Strengths:
    - Additional damage against non-living beings, structures and barriers

    Weaknesses:
    - Can be eaten by relevant slayers (Metal)
    3. Ignes Mortis:

    Name: Ignes Mortis (Fire's of Death)
    Rank: A (50 MP)
    Type: Burst, DoT
    Damage: 50 per round
    Range: 75m
    Speed: 75 m/s
    Duration: 4

    Description:
    Activating deeply red runes on their hands the caster produces a scorching inferno, a sea of flame that quickly spreads, covering an area of 200m around them in raging fire. This deals A-rank damage to anyone caught in the blazing inferno per round. Additionally, this sets the area on fire, dealing 0.5x A-rank damage to anyone who stays within the spells range, and those affected by the spell receive a 65% debuff to their magic damage for the duration of the spell due to the magical flames burning their ethernano flow, weakening the opponents magic.

    Strengths:
    - Sets a large area around the user on fire
    - Weakens opponent's magic power

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    - Only deals damage to enemies in the AoE
    4. Aetas Glacialis:

    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 5

    Description:
    Activating a set of ice blue, glowing runes that go around the caster's wrists they cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A-rank damage to those affected and heavily hinders movement, slowing enemies down by 65% for their next 5 turns.

    Strengths:
    - Slows movements of foes

    Weaknesses:
    - Can be eaten by relevant slayers (Ice)
    5. Pluviam Restitutio:

    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst, Buff
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A-rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea etc.) and all debuff or poison effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).

    Strengths:
    - Heals allies within the casters proximity
    - Neutralizes negative status effects or cuts their duration in half

    Weaknesses:
    - Can be eaten by relevant slayers (Water)
    - Only works within the caster's proximity
    6. Pruina Spaera:

    Name: Pruina Spaera (Sphere of Frost)
    Rank: A (50 MP)
    Type: Trap, Defense, Support
    Durability: 300
    Range: 50 m
    Speed: 75m/s
    Duration: 8

    Description:
    The air around of the caster suddenly begins to cool down rapidly as they activate a set on their arms, explosively crystallizing into a dome that encompasses an area of 50m around the caster, the scripture on their body glowing in an ice blue. Nothing can enter this dome from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of ice can take 300 HP before breaking. Additionally, every ally inside has their speed boosted by 65%, and every enemy has theirs slowed by 65% due to the unique environment made up entirely of the caster's magic.

    Strengths:
    - Can protect a large area or a group from a great amount of damage
    - Can lock enemies inside the dome until the spell ends

    Weaknesses:
    - Can be broken by force
    - Can be eaten by relevant slayers (Ice)
    7. Spicae Caligo:

    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 2

    Description:
    Activating a dark rune on the back of their hands the caster touches the ground, causing a pulse of darkness to burst through it before, below enemies within the spells range, spikes of pure darkness start shooting out, launching at them. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralysing them for their next turn.

    Strengths:
    - Can paralyze a single or a group of foes

    Weaknesses:
    - If the initial hits are avoided the paralysis doesn't take hold
    S-rank Spells 5/5:

    1. Potesta Noctem:

    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Offensive, Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    The caster accumulates pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness at a single enemy in range that will easily disintegrate most materials. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light, dealing S rank damage to anyone within a range of 30m . Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.

    Strengths:
    - Beam can penetrate and destroy most materials
    - Additional damage against holy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against unholy foes
    2. Lumen Rapidus:

    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Offensive, Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 2

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next two rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.

    Strengths:
    - Only affects those the caster deems a foe
    - Additional Damage against unholy foes

    Weaknesses:
    - User needs to be able to freely use hands
    - Less damage against holy foes
    3. Venena Omega:

    Name: Venena Omega (Poison Omega)
    Rank: S (60 MP)
    Type: Burst, Debuff, DoT
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    Raising one arm to the sky with open palm pointed upwards, deeply purple runes start glowing all over the caster's extremity, thousands upon thousands of long, pointy, purple needle like spikes of crystalline poison start forming above the user. Just a moment later the user closes their hand, making a fist, the needles raining down to fill the spells burst range with the projectiles, piercing anyone in the area for S rank damage, dealing an additional 0.5x S-rank damage for their next 3 turns by poisoning the affected with a deadly toxin as well as slowing their movements by 70%, making them feel nauseous and weakened.

    Strengths:
    - Covers the area in sharp, pointy spikes
    - Poisons those struck, slows their movements

    Weaknesses:
    - Can be eaten by relevant slayers (Poison)
    - Can affect both friend and foe
    4. Impulsus Pressura:

    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 3

    Description:
    Using wind runes in their fingertips the caster manipulates the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rip apart everything within the spell's range, dealing S-rank damage to the affected as well as knocking them off their feet and back 50 meters. Additionally, those within the spell's range are deafened for their next 3 rounds through the extreme noise produced by the spell.

    Strengths:
    - Knocks enemies back, deafens them

    Weaknesses:
    - Can affect friend and foe alike
    5. Inferna Infernalis:

    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    The runes on both their hands flaring up in a deeply scarlet red the user brings their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spells range. Upon impact the projectile explodes into an inferno of pure flame that extends 100m into all directions at 100m/s, dealing S rank damage to anyone caught in the spell.

    Strengths:
    - Deals damage to everyone in a wide area

    Weaknesses:
    - Can be eaten by relevant slayers (Fire)
    H-rank Spell:

    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 450 m/s
    Duration: 20

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell, buffing their magic power by 75% for the next 10 rounds. The user of this immensely powerful spell starts compressing air into a sphere with both hands up to once per turn for the duration of the spell, concentrating an extreme amount of magic power in their body before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 450 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.

    Strengths:
    - Deals enormous damage to those caught in the spell
    - Immobilizes foes

    Weaknesses:
    - Can hit friend and foe alike
    - Due to the size of the affected area the caster has to be cautious where to use it


    _____________________________________________________________________________________

    Theo
    Theo
     
     

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    Posts : 697
    Guild : Silver Wolf
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    Experience : 444,972

    Character Sheet
    First Magic: Jello
    Second Magic: Drathir Takeover
    Third Magic: Treasure Dragon Slayer

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Theo on October 31st 2018, 4:38 pm

    ♛:
    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Ancient (+50% Spell Damage)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Master of Runes

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Lineage:
    Master of Runes

    Unique Abilities:

    ● Renovatio - The Restoration Rune (Passive): The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round, which cannot be disabled by magical means, as well as a 50% spell cost reduction.

    ● Velocitas - The Acceleration Rune (Active): Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    ● Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.), extending their sensory range by 50%.


    Spells:

    C rank Spells - 7:


    1:


    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m and themselves with beneficial wind magic, enhancing the speed of those affected by 55%.


    2:


    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.


    3:


    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic shock, dealing full C Rank damage and lifting the target off their feet, launching them back 30m.


    4:


    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C Rank damage and lifting them off their feet, launching them back 30m forcefully.


    5:


    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.


    6:


    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: C (30 MP)
    Type: Burst
    Healing: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Releasing a burst of elemental water energy the user infuses everyone in range they consider an ally and themselves with their magic, restoring the magical energy to their bodies, giving back 60MP to those affected.


    7:


    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1

    Description:
    A set of dark runes lighting up on the caster's hands he conjures up an orb of darkness, a black hole appearing anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.



    B rank Spells - 10:


    Passives:


    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively.

    5. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's magical properties, the runes making sure the user is always well protected, granting them a passive 50% increase to spell durability.

    6. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.


    7:


    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Single Target, Knockback, Drain
    Damage: 80
    Range: Melee
    Speed: 200 m/s
    Duration: 6

    Description:
    Once per post for the duration of the spell, burning red runes light up on one of the caster's hands before they can coat it in scorching, magical flame, swinging at a single enemy within melee range and striking them for B rank damage, the blow knocking the enemy off their feet and 50m back. Additionally, the one struck with the spell will experience immense heat, burning them for another 5% of HP per turn until the duration spell ends.


    8:


    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT, Drain
    Damage: 40 per round
    Range: Melee
    Speed: 200 m/s
    Duration: 5

    Description:
    Touching a single enemy in melee range in a quick sweep with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B rank damage per round with the skin around the scripture turning black and brittle, the affected feeling extremely nauseous and dizzy. Additionally, the foe affected by the spell, through the corrosive venom, is drained of 5% of their HP per turn until the spell ends.


    9:


    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type:  Single Target, Paralysis
    Damage: 80
    Range: Melee
    Speed: 200 m/s
    Duration: 2

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B rank damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.


    10:


    Name: Acus Proiecto (Needle Projectile)
    Rank: B (40 MP)
    Type: Single Target
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 6

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they can lift one arm up, a long, needle like spear of metal forming once per post for the duration of the spell and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for B rank damage. The projectile, additionally, possesses extremely high penetrating power, ignoring enemy damage reductions, shields / armors and barriers.



    A rank Spells - 5:


    1:


    Name: Clypeus Crystallum (Shield of Crystal)
    Rank: A (50 MP)
    Type: Defensive
    Durability: 300
    Range: Self
    Speed: Self
    Duration: 3

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 300 HP (3x A rank) in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.


    2:


    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Activating a set of ice blue, glowing runes that circle around the caster's wrists, once per turn for the duration of the spell, they can cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A rank damage to those affected and impedes movement, slowing enemies down by 65% for the duration of the spell.


    3:


    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea, Paralysis etc.) and all debuff or DoT effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).


    4:


    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Activating a dark rune on the back of their hands, once per post for the duration of the spell the caster can touch the ground, causing a pulse of darkness to surge through it before, below enemies within the spells range, spikes of pure darkness start shooting out at them, each spike dealing 0.75x A rank damage. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralysing them for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    5:


    Name: Lumen Rapidus (Scorching Light)
    Rank: A (50 MP)
    Type: Burst
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 3

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for A rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next 2 rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.



    S rank Spells - 3:


    1:


    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Single Target, Burst
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the caster can accumulate pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness that will easily disintegrate most materials at a single enemy in range. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light at 100 m/s, dealing S rank damage to anyone within a range of 100m around the center of the explosion. Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.


    2:


    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per turn for the duration of the spell the user can activate wind runes in their fingertips to manipulate the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rip apart everything within the spell's range, dealing S rank damage to the affected. Additionally, those within the spell's range upon casting are deafened by the noise of the spell until its duration ends.


    3:


    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    The runes on both their hands flaring up in a deeply scarlet red the user can, once per post for the duration of the spell, bring their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spells range. Upon impact the projectile explodes into an inferno of pure flame that extends 100 m into all directions at 100 m/s, dealing S rank damage to anyone caught in the spell. Additionally, those struck by the spell are set on fire, thus losing 5% HP every turn until the spell ends.



    H rank Spell:


    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 450 m/s
    Duration: 20

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell. The user of this immensely powerful spell starts compressing air into a sphere with both hands up to once per turn for the duration of the spell, concentrating an extreme amount of magic power in their body before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 450 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    @Johann wrote:Advanced & Signature Spells

    Signature Spells - 3:


    1:


    Name: Lorica Metalica (Metal Plate)
    Rank: S (Unlocked at C)
    Type: Defensive
    Durability: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of a magical metal-like substance start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 120 HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.


    2:


    Name: Sonus Flucta (Soundwave)
    Rank: S (Unlocked at A)
    Type: Burst
    Damage: -
    Range: 100 m
    Speed: -
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releases all of the compressed air, propelling the caster in a certain direction, enhancing their speed to extremely high velocities for the blink of an eye before they reappear anywhere within the spells range.


    3:


    Name: Irae Elementis (Elemental Wrath)
    Rank: S (Unlocked at H)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S rank damage.



    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Aes Elementis (Elemental Weapon)
    Rank: B+ (60 MP)
    Type: Buff, Burst
    Damage: -
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user infuses their own and their allies' weapons (or an extremity in absence of a weapon) in the spells range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) commanded by the caster. This enhances melee damage by 90%. The element used can be controlled freely by the affected of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.


    2:


    Name: Illisus Elementis (Elemental Strike)
    Rank: B+ (60 MP)
    Type: Single Target
    Damage: 120
    Range: Melee
    Speed: 300 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell the user can coat their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before engaging a single enemy in melee range with an elemental strike, dealing B+ Rank damage and knocking the enemy back 50m.



    A+ Rank Spells - 2:


    1:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell the user can point their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) lighting up on the caster's hand before sending a beam of elemental energy flying towards them. Upon impact, this beam explodes into a burst of the chosen element, covering an area of 110 m around the point of impact in the elemental effect at 110 m/s, dealing A+ Rank damage to anyone within. Additionally those affected by the elemental onslaught will experience heavy trauma and / or bleeding, reducing their movement speed by 100% for the duration of the spell.


    2:


    Name: Aura Elementis (Elemental Aura)
    Rank: A+ (75 MP)
    Type: Burst, Drain
    Damage: 150
    Range: 110 m
    Speed: 110 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell, with a single sweep of their runed hand or melee weapon the user can send out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for B+ rank damage. Additionally, those struck by the attack suffer from the lingering effects of the chosen element, draining 5% of their HP every round for the duration of the spell.



    S+ Rank Spell:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead inscribing all allies in this range and themselves with their own scripture, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements under command of the caster and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers starting to feel sick if they consume a spell under this effect, instead receiving magic damage equal to the rank of the spell they're consuming.


    H+ Rank Spell:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Singe Target
    Damage: 210
    Range: 800 m
    Speed: 800 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely. From this the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged claws and large wings, its body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and curse combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic / angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of an ancient god, is increased by 115% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at the spells speed, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends 400 m into all directions at 400 m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    TL;DR: Buffs by 115% spell damage, slayer's can't consume the user's spells for the duration of this spell or they take magical damage of the consumed spell's rank, the user can use magic in magically dead zones through reality manipulation and can fire an elemental beam that explodes into a burst.

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG



    Saga of War - Ragnarök Rrp3qff


    _____________________________________________________________________________________


    Saga of War - Ragnarök TheoSig
    aeluri
    aeluri

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    Character Sheet
    First Magic: Malefic Felines
    Second Magic: Sinister Arsenal
    Third Magic: Grimm

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by aeluri on January 11th 2019, 11:41 pm

    Spoiler:
    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Ancient (+50% Spell Damage)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Master of Runes

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes and runery, their meaning as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Lineage:
    Master of Runes

    Unique Abilities:

    ● Renovatio - The Restoration Rune (Passive): The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round, which cannot be disabled by magical means, as well as a 50% spell cost reduction.

    ● Velocitas - The Acceleration Rune (Active): Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    ● Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.), extending their sensory range by 50%.


    Spells:

    C rank Spells - 7:


    1:


    Name: Pulso Procella (Storm Strike)
    Rank: C (30 MP)
    Type: Burst, Buff
    Damage: -
    Range: 30 m
    Speed: 30 m/s
    Duration: 5

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 30m and themselves with beneficial wind magic, enhancing the speed of those affected by 55%.


    2:


    Name: Trabus Tunitrem (Thundering Beam)
    Rank: C (30 MP)
    Type: Single Target, Paralysis
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 2

    Description:
    Gold coloured runes lighting up all over one of the user's arms he points a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full C rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body.


    3:


    Name: Pila Ferrum (Iron Mortar)
    Rank: C (30 MP)
    Type: Single Target, Knockback
    Damage: 60
    Range: 120 m
    Speed: 120 m/s
    Duration: 1

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic shock, dealing full C Rank damage and lifting the target off their feet, launching them back 30m.


    4:


    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: C (30 MP)
    Type: Burst, Knockback
    Damage: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for C Rank damage and lifting them off their feet, launching them back 30m forcefully.


    5:


    Name: Ambulatura Mico (Flash Step)
    Rank: C (30 MP)
    Type: Teleport
    Damage: -
    Range: 30 m
    Speed: -
    Duration: Instant

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.


    6:


    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: C (30 MP)
    Type: Burst
    Healing: 60
    Range: 30 m
    Speed: 30 m/s
    Duration: Instant

    Description:
    Releasing a burst of elemental water energy the user infuses everyone in range they consider an ally and themselves with their magic, restoring the magical energy to their bodies, giving back 60MP to those affected.


    7:


    Name: Striga Tenebrae (Swath of Darkness)
    Rank: C (30 MP)
    Type: Negation
    Damage: -
    Range: 120 m
    Speed: -
    Duration: 1

    Description:
    A set of dark runes lighting up on the caster's hands he conjures up an orb of darkness, a black hole appearing anywhere within spell range that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work.



    B rank Spells - 10:


    Passives:


    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively.

    5. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's magical properties, the runes making sure the user is always well protected, granting them a passive 50% increase to spell durability.

    6. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.


    7:


    Name: Coliseo Volcano (Volcanic Shock)
    Rank: B (40 MP)
    Type: Single Target, Knockback, Drain
    Damage: 80
    Range: Melee
    Speed: 200 m/s
    Duration: 6

    Description:
    Once per post for the duration of the spell, burning red runes light up on one of the caster's hands before they can coat it in scorching, magical flame, swinging at a single enemy within melee range and striking them for B rank damage, the blow knocking the enemy off their feet and 50m back. Additionally, the one struck with the spell will experience immense heat, burning them for another 5% of HP per turn until the duration spell ends.


    8:


    Name: Erugo Runa (Rune of Corrosion)
    Rank: B (40 MP)
    Type: Single Target, DoT, Drain
    Damage: 40 per round
    Range: Melee
    Speed: 200 m/s
    Duration: 5

    Description:
    Touching a single enemy in melee range in a quick sweep with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x B rank damage per round with the skin around the scripture turning black and brittle, the affected feeling extremely nauseous and dizzy. Additionally, the foe affected by the spell, through the corrosive venom, is drained of 5% of their HP per turn until the spell ends.


    9:


    Name: Algor Absoluta (Absolute Zero)
    Rank: B (40 MP)
    Type:  Single Target, Paralysis
    Damage: 80
    Range: Melee
    Speed: 200 m/s
    Duration: 2

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B rank damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.


    10:


    Name: Acus Proiecto (Needle Projectile)
    Rank: B (40 MP)
    Type: Single Target
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 6

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they can lift one arm up, a long, needle like spear of metal forming once per post for the duration of the spell and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for B rank damage. The projectile, additionally, possesses extremely high penetrating power, ignoring enemy damage reductions, shields / armors and barriers.



    A rank Spells - 5:


    1:


    Name: Clypeus Crystallum (Shield of Crystal)
    Rank: A (50 MP)
    Type: Defensive
    Durability: 300
    Range: Self
    Speed: Self
    Duration: 3

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 300 HP (3x A rank) in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand.


    2:


    Name: Aetas Glacialis (Ice Age)
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Activating a set of ice blue, glowing runes that circle around the caster's wrists, once per turn for the duration of the spell, they can cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals A rank damage to those affected and impedes movement, slowing enemies down by 65% for the duration of the spell.


    3:


    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: Instant

    Description:
    With a sweeping motion the user activates one of their water based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea, Paralysis etc.) and all debuff or DoT effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2).


    4:


    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Activating a dark rune on the back of their hands, once per post for the duration of the spell the caster can touch the ground, causing a pulse of darkness to surge through it before, below enemies within the spells range, spikes of pure darkness start shooting out at them, each spike dealing 0.75x A rank damage. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralysing them for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    5:


    Name: Lumen Rapidus (Scorching Light)
    Rank: A (50 MP)
    Type: Burst
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 3

    Description:
    With a single motion the user spreads their arms, activating runes on the back of their hands, explosively filling the area in the spells burst range with blinding, holy light that destroys all natural and magical shadow, burning everyone the caster deems as a foe for A rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next 2 rounds. Additionally, this attack does an extra 50% of damage against dark, demonic or other unholy beings, but also 50% less against light, godly or other holy beings.



    S rank Spells - 3:


    1:


    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Single Target, Burst
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the caster can accumulate pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness that will easily disintegrate most materials at a single enemy in range. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light at 100 m/s, dealing S rank damage to anyone within a range of 100m around the center of the explosion. Additionally, this unholy attack deals an extra 50% of damage against light, godly or other holy beings, but also 50% less damage against dark, demonic or other unholy beings.


    2:


    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per turn for the duration of the spell the user can activate wind runes in their fingertips to manipulate the atmosphere around, snapping them to create soundwaves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rip apart everything within the spell's range, dealing S rank damage to the affected. Additionally, those within the spell's range upon casting are deafened by the noise of the spell until its duration ends.


    3:


    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    The runes on both their hands flaring up in a deeply scarlet red the user can, once per post for the duration of the spell, bring their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spells range. Upon impact the projectile explodes into an inferno of pure flame that extends 100 m into all directions at 100 m/s, dealing S rank damage to anyone caught in the spell. Additionally, those struck by the spell are set on fire, thus losing 5% HP every turn until the spell ends.



    H rank Spell:


    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Burst, Immobilization, Landscaping
    Damage: 140
    Range: 600 m
    Speed: 450 m/s
    Duration: 20

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell. The user of this immensely powerful spell starts compressing air into a sphere with both hands up to once per turn for the duration of the spell, concentrating an extreme amount of magic power in their body before compressing an extreme quantity of air in the projectile, starting to compress the sphere itself further until it reaches about the size of a marble. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 450 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This deals full H-rank damage and completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    @Johann wrote:Advanced & Signature Spells

    Signature Spells - 3:


    1:


    Name: Lorica Metalica (Metal Plate)
    Rank: S (Unlocked at C)
    Type: Defensive
    Durability: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of a magical metal-like substance start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 120 HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.


    2:


    Name: Sonus Flucta (Soundwave)
    Rank: S (Unlocked at A)
    Type: Burst
    Damage: -
    Range: 100 m
    Speed: -
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releases all of the compressed air, propelling the caster in a certain direction, enhancing their speed to extremely high velocities for the blink of an eye before they reappear anywhere within the spells range.


    3:


    Name: Irae Elementis (Elemental Wrath)
    Rank: S (Unlocked at H)
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S rank damage.



    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Aes Elementis (Elemental Weapon)
    Rank: B+ (60 MP)
    Type: Buff, Burst
    Damage: -
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user infuses their own and their allies' weapons (or an extremity in absence of a weapon) in the spells range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) commanded by the caster. This enhances melee damage by 90%. The element used can be controlled freely by the affected of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.


    2:


    Name: Illisus Elementis (Elemental Strike)
    Rank: B+ (60 MP)
    Type: Single Target
    Damage: 120
    Range: Melee
    Speed: 300 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell the user can coat their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before engaging a single enemy in melee range with an elemental strike, dealing B+ Rank damage and knocking the enemy back 50m.



    A+ Rank Spells - 2:


    1:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell the user can point their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) lighting up on the caster's hand before sending a beam of elemental energy flying towards them. Upon impact, this beam explodes into a burst of the chosen element, covering an area of 110 m around the point of impact in the elemental effect at 110 m/s, dealing A+ Rank damage to anyone within. Additionally those affected by the elemental onslaught will experience heavy trauma and / or bleeding, reducing their movement speed by 100% for the duration of the spell.


    2:


    Name: Aura Elementis (Elemental Aura)
    Rank: A+ (75 MP)
    Type: Burst, Drain
    Damage: 150
    Range: 110 m
    Speed: 110 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell, with a single sweep of their runed hand or melee weapon the user can send out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for A+ rank damage. Additionally, those struck by the attack suffer from the lingering effects of the chosen element, draining 5% of their HP every round for the duration of the spell.



    S+ Rank Spell:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead inscribing all allies in this range and themselves with their own scripture, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements under command of the caster and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers starting to feel sick if they consume a spell under this effect, instead receiving magic damage equal to the rank of the spell they're consuming.


    H+ Rank Spell:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Singe Target
    Damage: 210
    Range: 800 m
    Speed: 800 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely. From this the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged claws and large wings, its body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and curse combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic / angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of an ancient god, is increased by 115% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at the spells speed, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends 400 m into all directions at 400 m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    TL;DR: Buffs by 115% spell damage, slayer's can't consume the user's spells for the duration of this spell or they take magical damage of the consumed spell's rank, the user can use magic in magically dead zones through reality manipulation and can fire an elemental beam that explodes into a burst.

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG



    Moved and unlocked at the user's request~


    _____________________________________________________________________________________


    Saga of War - Ragnarök Aelusigs
    ivyleaf33
    ivyleaf33

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    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2962
    Guild : Fairy Tail [GM]
    Dungeon Tokens : 0
    Age : 16
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by ivyleaf33 on January 16th 2019, 10:27 am

    Spoiler:

    @Johann wrote:Advanced & Signature Spells

    Signature Spells - 3:


    1:


    Name: Lorica Metalica (Metal Plate)
    Rank: S
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of a magical metal-like substance start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 240 HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.


    2:


    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Single Target, Mobility As this is a dash spell, the spell type and corresponding stats will have to be changed to burst.
    Damage: -
    Range: 400 m
    Speed: 400 m
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releases all of the compressed air instantly, propelling the caster in a certain direction, enhancing their speed to the spell's speed for the blink of an eye before they reappear anywhere within the spell's range.


    3:


    Name: Irae Elementis (Elemental Wrath)
    Rank: S
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S rank damage.



    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Aes Elementis (Elemental Weapon)
    Rank: B+ (60 MP)
    Type: Buff, Burst
    Damage: -
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user infuses their own and their allies' weapons (or an extremity in absence of a weapon) in the spells range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) commanded by the caster. This enhances melee damage by 90%. The element used can be controlled freely by the affected of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.


    2:


    Name: Illisus Elementis (Elemental Strike)
    Rank: B+ (60 MP)
    Type: Single Target, Drain
    Damage: 120
    Range: Melee
    Speed: 300 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell the user can coat their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before engaging a single enemy in melee range with an elemental strike, dealing B+ Rank damage and knocking the enemy back 50m. Additionally, the element in question will cling to the opponents' form, continuing to syphon 5% HP per turn from them until the duration of the spell expires.



    A+ Rank Spells - 2:


    1:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell the user can point their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) lighting up on the caster's hand before sending a beam of elemental energy flying towards them. Upon impact, this beam explodes into a burst of the chosen element, covering the area around the point of impact in the elemental effect, dealing A+ Rank damage to anyone within. As this is a single-target spell, you would only be able to deal damage and effects to the single target in question, not all in a burst range. Additionally, the element will cling to the affected and corrupt the flow of their magic, lowering both spell speed and spell range by 50%.


    2:


    Name: Aura Elementis (Elemental Aura)
    Rank: A+ (75 MP)
    Type: Burst, Drain
    Damage: 150
    Range: 110 m
    Speed: 110 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell, with a single sweep of their runed hand or melee weapon the user can send out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for A+ rank damage. Additionally, those struck by the attack suffer from the lingering effects of the chosen element, draining 5% of their HP every round for the duration of the spell.



    S+ Rank Spell:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead inscribing all allies in this range and themselves with their own scripture, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements under command of the caster and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers starting to feel sick if they consume a spell under this effect, instead of gaining mana receiving magic damage equal to the rank of the spell they're consuming.


    H+ Rank Spell:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Singe Target Looking at your stats and spell description, I'm guessing you meant burst here? o-o;;
    Damage: 210
    Range: 500 m
    Speed: 400 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely. From this, the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged claws and large wings, its body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and curse combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic/angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of an ancient god, is increased by 115% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at the spells speed, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends at a base range of 500 m into all directions at a base speed 400 m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    TL;DR: Buffs by 115% spell damage, slayer's can't consume the user's spells for the duration of this spell or they take magical damage of the consumed spell's rank, the user can use magic in magically dead zones through reality manipulation and can fire an elemental beam that explodes into a burst.

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG


    Sup, it me. Just edits in your second sig spell, your first A+ spell, and your H+ spell. Edits will be made in this color.


    _____________________________________________________________________________________


    Saga of War - Ragnarök OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Johann
    Johann

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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Johann on January 16th 2019, 11:26 am

    Thanks for bringing that up, those were oversights on my part :sweatfear:
    Bump, as always, thank you for the grading ~


    _____________________________________________________________________________________

    Saga of War - Ragnarök Johannsiggies
    ivyleaf33
    ivyleaf33

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    Lineage : Spirit Warrior
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    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
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    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by ivyleaf33 on January 17th 2019, 1:16 am

    Spoiler:
    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Ancient (+50% Spell Durability)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Master of Runes

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes, their meaning and interpretation as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Lineage:
    Master of Runes

    Unique Abilities:

    ● Renovatio - The Restoration Rune (Passive): The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round, which cannot be disabled by magical means, as well as a 50% spell cost reduction.

    ● Velocitas - The Acceleration Rune (Active): Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    ● Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.), extending their sensory range by 50%.


    Spells:

    B rank Spells - 11:


    Passives:


    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively.

    5. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's magical properties, the runes making sure the user is always well protected, granting them a passive 50% increase to spell durability.

    6. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.


    7:


    Name: Pulso Procella (Storm Strike)
    Rank: B (40 MP)
    Type: Burst, Buff
    Damage: -
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 50m and themselves with beneficial wind magic, enhancing the speed of those affected by 60%.


    8:


    Name: Pila Ferrum (Iron Mortar)
    Rank: B (40 MP)
    Type: Single Target, Knockback
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 1

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic shock, dealing full B Rank damage and lifting the target off their feet, launching them back 30m.


    9:


    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: B (40 MP)
    Type: Burst, Knockback
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for B Rank damage and lifting them off their feet, launching them back 50m forcefully.


    10:


    Name: Ambulatura Mico (Flash Step)
    Rank: B (40 MP)
    Type: Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.


    11:


    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: B (40 MP)
    Type: Burst
    Healing: -
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant

    Description:
    Releasing a burst of elemental water energy the user infuses everyone in range they consider an ally, but not themselves, with their magic, restoring the magical energy to their bodies, giving back 40MP to those affected.



    A rank Spells - 8:


    1:


    Name: Clypeus Crystallum (Shield of Crystal)
    Rank: A (50 MP)
    Type: Defensive
    Durability: 300
    Range: Self
    Speed: Self
    Duration: 7

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 300 HP (3x A rank) in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand. The durability of the shield is restored at the beginning of every post as the spell is recast.


    2:


    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell, with a sweeping motion, the user activates one of their water-based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea, Paralysis etc.) and all debuffs or DoT effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2, A DoT lasting 4 rounds now only lasts 2 etc).


    3:


    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Activating a dark rune on the back of their hands, the caster can touch the ground, causing a pulse of darkness to surge through it before, below enemies within the spell's range, spikes of pure darkness start shooting out at them, each spike dealing 0.75x A rank damage. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralysing them for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    4:


    Name: Algor Absoluta (Absolute Zero)
    Rank: A (50 MP)
    Type:  Single Target, Paralysis
    Damage: 100
    Range: Melee
    Speed: 300 m/s
    Duration: 2

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B rank damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.


    5:


    Name: Coliseo Volcano (Volcanic Shock)
    Rank: A (50 MP)
    Type: Single Target, Knockback, Drain
    Damage: 100
    Range: Melee
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell, burning red runes light up on one of the caster's hands before they can coat it in scorching, magical flame, swinging at a single enemy within melee range and striking them for A rank damage, the blow knocking the enemy off their feet and 50m back. Additionally, the one struck with the spell will experience immense heat, burning them for another 5% of HP per turn until the duration spell ends.


    6:


    Name: Erugo Runa (Rune of Corrosion)
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 50 per round
    Range: Melee
    Speed: 300 m/s
    Duration: 5

    Description:
    Touching a single enemy in melee range in a quick sweep with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x A rank damage per round with the skin around the scripture turning black and brittle, the affected feeling extremely nauseous and dizzy. Additionally, the foe affected by the spell, through the corrosive venom, is drained of 5% of their HP per turn until the spell ends.


    7:


    Name: Trabus Tunitrem (Thundering Beam)
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Gold coloured runes lighting up all over one of the user's arms, once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full A rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body, and will remain paralyzed for every other post thereafter.


    8:


    Name: Striga Tenebrae (Swath of Darkness)
    Rank: A (50 MP)
    Type: Negation
    Damage: -
    Range: 300 m
    Speed: -
    Duration: 7

    Description:
    A set of dark runes lighting up on the caster's hands he conjures up an orb of darkness, a black hole appearing anywhere within spell range, once per post for the duration of the spell, that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work. The caster can only negate spells of A rank or lower this way.



    S rank Spells - 6:


    1:


    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the caster can accumulate pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness that will easily disintegrate most materials at any point within the spell's range. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light at 100 m/s, dealing S rank damage to anyone within a range of 100m around the center of the explosion. Additionally, this unholy attack deals an extra 50% base damage against light, godly or other holy beings, but also 50% less base damage against dark, demonic or other unholy beings.


    2:


    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per turn for the duration of the spell the user can activate wind runes in their fingertips to manipulate the atmosphere around, snapping them to create sound waves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rips apart everything within the spell's range, dealing S rank damage to the affected and throwing them back 50 meters. Additionally, those within the spell's range upon casting are deafened by the overwhelming noise of the spell for 2 posts.


    3:


    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target, Burn
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    The runes on both their hands flaring up in a deeply scarlet red the user can, once per post for the duration of the spell, bring their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spell's range. Upon impact, the projectile explodes into an inferno of pure flame that deals S rank damage to the opponent caught in the spell. Additionally, those struck by the spell are set on fire, the intense heat causing them to lose 5% HP every turn until the spell ends.


    4:


    Name: Aetas Glacialis (Ice Age)
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Activating a set of ice blue, glowing runes that circle around the caster's wrists, once per turn for the duration of the spell, they can cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals S rank damage to those affected and impedes movement, slowing enemies down by 65% for the duration of the spell.


    5:


    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    With a single motion, the user can spread their arms once per post for the duration of the spell, activating runes on the back of their hands, explosively filling the area in the spells burst range with a blinding, holy light that destroys or breaks through all natural and magical shadow and darkness, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next 2 rounds. Additionally, this attack deals an extra 50% base damage against dark, demonic or other unholy beings, but also 50% less base damage against light, godly or other holy beings.


    6:


    Name: Acus Proiecto (Needle Projectile)
    Rank: S (60 MP)
    Type: Single Target
    Damage: 60
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they can lift one arm up, a long, needle-like spear of metal forming once per post for the duration of the spell and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for 0.5x S rank damage. The projectile, additionally, possesses extremely high penetrating power, ignoring enemy damage reductions, shields / armors and barriers, dealing damage to HP directly.



    H rank Spell:


    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Charge, Burst, Immobilization
    Damage: 70 per post
    Range: 300 m
    Speed: 150 m/s
    Duration: 5

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channelling the ultimate destructive power of their wind runes into a spell. The user of this immensely powerful spell begins accumulating magical energy within their body, increasing their spell damage by 75% for the duration. Every post they charge, the spells power increases by 0.5x rank damage up to a maximum of 2.5x rank damage on the first post. The spell can be released at any point within the duration, dealing the charged damage. If the spell isn't released on the last post of its duration it will simply dissipate. When the spell is released, the user can focus the magical energy into a projectile of swirling wind. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 150 m/s at any point within 300m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    @Johann wrote:Advanced & Signature Spells

    Signature Spells - 3:


    1:


    Name: Lorica Metalica (Metal Plate)
    Rank: S
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of a magical metal-like substance start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 240 HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.


    2:


    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Burst, Teleport
    Damage: -
    Range: 100 m
    Speed: -
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releases all of the compressed air instantly, propelling the caster in a certain direction, enhancing their speed to incredible speeds for the blink of an eye before they reappear anywhere within the spell's range.


    3:


    Name: Irae Elementis (Elemental Wrath)
    Rank: S
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S rank damage.



    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Aes Elementis (Elemental Weapon)
    Rank: B+ (60 MP)
    Type: Buff, Burst
    Damage: -
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user infuses their own and their allies' weapons (or an extremity in absence of a weapon) in the spells range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) commanded by the caster. This enhances melee damage by 90%. The element used can be controlled freely by the affected of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.


    2:


    Name: Illisus Elementis (Elemental Strike)
    Rank: B+ (60 MP)
    Type: Single Target, Drain
    Damage: 120
    Range: Melee
    Speed: 300 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell the user can coat their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before engaging a single enemy in melee range with an elemental strike, dealing B+ Rank damage and knocking the enemy back 50m. Additionally, the element in question will cling to the opponents' form, continuing to syphon 5% HP per turn from them until the duration of the spell expires.



    A+ Rank Spells - 2:


    1:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell the user can point their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) lighting up on the caster's hand before sending a beam of elemental energy flying towards them. Upon impact, this beam explodes with the chosen element, dealing A+ Rank damage to the affected. Additionally, the element will cling to the affected and corrupt the flow of their magic, lowering both spell speed and spell range by 50%.


    2:


    Name: Aura Elementis (Elemental Aura)
    Rank: A+ (75 MP)
    Type: Burst, Drain
    Damage: 150
    Range: 110 m
    Speed: 110 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell, with a single sweep of their runed hand or melee weapon the user can send out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for A+ rank damage. Additionally, those struck by the attack suffer from the lingering effects of the chosen element, draining 5% of their HP every round for the duration of the spell.



    S+ Rank Spell:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead inscribing all allies in this range and themselves with their own scripture, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements under command of the caster and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers starting to feel sick if they consume a spell under this effect, instead of gaining mana receiving magic damage equal to the rank of the spell they're consuming.


    H+ Rank Spell:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Burst
    Damage: 210
    Range: 500 m
    Speed: 400 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely. From this, the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged claws and large wings, its body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and curse combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic/angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of an ancient god, is increased by 115% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at the spells speed, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends at a base range of 500 m into all directions at a base speed 400 m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    TL;DR: Buffs by 115% spell damage, slayer's can't consume the user's spells for the duration of this spell or they take magical damage of the consumed spell's rank, the user can use magic in magically dead zones through reality manipulation and can fire an elemental beam that explodes into a burst.

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG


    Saga of War - Ragnarök KhyzeRtP_o


    _____________________________________________________________________________________


    Saga of War - Ragnarök OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Nessa Cordelia Lux
    Nessa Cordelia Lux

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    Lineage : Vassal of the Cosmos
    Position : Goddess of Virtue
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    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Nessa Cordelia Lux on February 24th 2019, 4:37 pm

    Unlocked & Moved at the User's Request~

    Spoiler:

    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Ancient (+50% Spell Durability)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Master of Runes

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes, their meaning and interpretation as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Lineage:
    Master of Runes

    Unique Abilities:

    ● Renovatio - The Restoration Rune (Passive): The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round, which cannot be disabled by magical means, as well as a 50% spell cost reduction.

    ● Velocitas - The Acceleration Rune (Active): Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    ● Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.), extending their sensory range by 50%.


    Spells:

    B rank Spells - 11:


    Passives:


    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively.

    5. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's magical properties, the runes making sure the user is always well protected, granting them a passive 50% increase to spell durability.

    6. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.


    7:


    Name: Pulso Procella (Storm Strike)
    Rank: B (40 MP)
    Type: Burst, Buff
    Damage: -
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 50m and themselves with beneficial wind magic, enhancing the speed of those affected by 60%.


    8:


    Name: Pila Ferrum (Iron Mortar)
    Rank: B (40 MP)
    Type: Single Target, Knockback
    Damage: 80
    Range: 200 m
    Speed: 200 m/s
    Duration: 1

    Description:
    A silver rune flaring up on the back of one of the caster's hands a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic shock, dealing full B Rank damage and lifting the target off their feet, launching them back 30m.


    9:


    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: B (40 MP)
    Type: Burst, Knockback
    Damage: 80
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant

    Description:
    Runes of deep blue flaring up over the user's body their form erupts into a strong burst of water, crushing foes in the spell's range for B Rank damage and lifting them off their feet, launching them back 50m forcefully.


    10:


    Name: Ambulatura Mico (Flash Step)
    Rank: B (40 MP)
    Type: Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, bright flash of light, reappearing anywhere within the spells range instantly.


    11:


    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: B (40 MP)
    Type: Burst
    Healing: -
    Range: 50 m
    Speed: 50 m/s
    Duration: Instant

    Description:
    Releasing a burst of elemental water energy the user infuses everyone in range they consider an ally, but not themselves, with their magic, restoring the magical energy to their bodies, giving back 40MP to those affected.



    A rank Spells - 8:


    1:


    Name: Clypeus Crystallum (Shield of Crystal)
    Rank: A (50 MP)
    Type: Defensive
    Durability: 300
    Range: Self
    Speed: Self
    Duration: 7

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears before the user, extending 5m in all directions. The shield can be used to absorb damage from spells and weapons, is able to take 300 HP (3x A rank) in damage before breaking and moves around with the user until destroyed or cancelled, the user being able to control the direction it's facing with motions of the runed hand. The durability of the shield is restored at the beginning of every post as the spell is recast.


    2:


    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst
    Healing: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell, with a sweeping motion, the user activates one of their water-based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A rank HP. Additionally, those healed by the spell have negative status effects removed from them (e.g. Blindness, Nausea, Paralysis etc.) and all debuffs or DoT effects on them have their duration cut in half (e.g. a debuff lasting for 4 rounds now only lasts 2, A DoT lasting 4 rounds now only lasts 2 etc).


    3:


    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Activating a dark rune on the back of their hands, the caster can touch the ground, causing a pulse of darkness to surge through it before, below enemies within the spell's range, spikes of pure darkness start shooting out at them, each spike dealing 0.75x A rank damage. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralysing them for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    4:


    Name: Algor Absoluta (Absolute Zero)
    Rank: A (50 MP)
    Type:  Single Target, Paralysis
    Damage: 100
    Range: Melee
    Speed: 300 m/s
    Duration: 2

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell, freezing them for B rank damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn.


    5:


    Name: Coliseo Volcano (Volcanic Shock)
    Rank: A (50 MP)
    Type: Single Target, Knockback, Drain
    Damage: 100
    Range: Melee
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell, burning red runes light up on one of the caster's hands before they can coat it in scorching, magical flame, swinging at a single enemy within melee range and striking them for A rank damage, the blow knocking the enemy off their feet and 50m back. Additionally, the one struck with the spell will experience immense heat, burning them for another 5% of HP per turn until the duration spell ends.


    6:


    Name: Erugo Runa (Rune of Corrosion)
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 50 per round
    Range: Melee
    Speed: 300 m/s
    Duration: 5

    Description:
    Touching a single enemy in melee range in a quick sweep with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either cancelled or expends its duration, releasing the venom directly into the bloodstream, dealing 0.5x A rank damage per round with the skin around the scripture turning black and brittle, the affected feeling extremely nauseous and dizzy. Additionally, the foe affected by the spell, through the corrosive venom, is drained of 5% of their HP per turn until the spell ends.


    7:


    Name: Trabus Tunitrem (Thundering Beam)
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Gold coloured runes lighting up all over one of the user's arms, once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full A rank damage. Additionally, the person struck by this spell will be paralysed for their next turn due to the intense electricity coursing through their body, and will remain paralyzed for every other post thereafter.


    8:


    Name: Striga Tenebrae (Swath of Darkness)
    Rank: A (50 MP)
    Type: Negation
    Damage: -
    Range: 300 m
    Speed: -
    Duration: 7

    Description:
    A set of dark runes lighting up on the caster's hands he conjures up an orb of darkness, a black hole appearing anywhere within spell range, once per post for the duration of the spell, that swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work. The caster can only negate spells of A rank or lower this way.



    S rank Spells - 6:


    1:


    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the caster can accumulate pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness that will easily disintegrate most materials at any point within the spell's range. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural and magical light at 100 m/s, dealing S rank damage to anyone within a range of 100m around the center of the explosion. Additionally, this unholy attack deals an extra 50% base damage against light, godly or other holy beings, but also 50% less base damage against dark, demonic or other unholy beings.


    2:


    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per turn for the duration of the spell the user can activate wind runes in their fingertips to manipulate the atmosphere around, snapping them to create sound waves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rips apart everything within the spell's range, dealing S rank damage to the affected and throwing them back 50 meters. Additionally, those within the spell's range upon casting are deafened by the overwhelming noise of the spell for 2 posts.


    3:


    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target, Burn
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    The runes on both their hands flaring up in a deeply scarlet red the user can, once per post for the duration of the spell, bring their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spell's range. Upon impact, the projectile explodes into an inferno of pure flame that deals S rank damage to the opponent caught in the spell. Additionally, those struck by the spell are set on fire, the intense heat causing them to lose 5% HP every turn until the spell ends.


    4:


    Name: Aetas Glacialis (Ice Age)
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Activating a set of ice blue, glowing runes that circle around the caster's wrists, once per turn for the duration of the spell, they can cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals S rank damage to those affected and impedes movement, slowing enemies down by 65% for the duration of the spell.


    5:


    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Burst
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    With a single motion, the user can spread their arms once per post for the duration of the spell, activating runes on the back of their hands, explosively filling the area in the spells burst range with a blinding, holy light that destroys or breaks through all natural and magical shadow and darkness, burning everyone the caster deems as a foe for S rank damage. Those who do not cover their eyes or have appropriate countermeasures at their disposal are also blinded for their next 2 rounds. Additionally, this attack deals an extra 50% base damage against dark, demonic or other unholy beings, but also 50% less base damage against light, godly or other holy beings.


    6:


    Name: Acus Proiecto (Needle Projectile)
    Rank: S (60 MP)
    Type: Single Target
    Damage: 60
    Range: 400 m
    Speed: 400 m/s
    Duration: 10

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they can lift one arm up, a long, needle-like spear of metal forming once per post for the duration of the spell and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for 0.5x S rank damage. The projectile, additionally, possesses extremely high penetrating power, ignoring enemy damage reductions, shields / armors and barriers, dealing damage to HP directly.



    H rank Spell:


    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Charge, Burst, Immobilization
    Damage: 70 per post
    Range: 300 m
    Speed: 150 m/s
    Duration: 5

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channelling the ultimate destructive power of their wind runes into a spell. The user of this immensely powerful spell begins accumulating magical energy within their body, increasing their spell damage by 75% for the duration. Every post they charge, the spells power increases by 0.5x rank damage up to a maximum of 2.5x rank damage on the first post. The spell can be released at any point within the duration, dealing the charged damage. If the spell isn't released on the last post of its duration it will simply dissipate. When the spell is released, the user can focus the magical energy into a projectile of swirling wind. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 150 m/s at any point within 300m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    @Johann wrote:Advanced & Signature Spells

    Signature Spells - 3:


    1:


    Name: Lorica Metalica (Metal Plate)
    Rank: S
    Type: Defensive
    Durability: 240
    Range: Self
    Speed: Self
    Duration: -

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of a magical metal-like substance start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 240 HP in damage before breaking and stays on the user's body for the duration of the spell or until broken.


    2:


    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Burst, Teleport
    Damage: -
    Range: 100 m
    Speed: -
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releases all of the compressed air instantly, propelling the caster in a certain direction, enhancing their speed to incredible speeds for the blink of an eye before they reappear anywhere within the spell's range.


    3:


    Name: Irae Elementis (Elemental Wrath)
    Rank: S
    Type: Single Target, Knockback
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal S rank damage.



    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Aes Elementis (Elemental Weapon)
    Rank: B+ (60 MP)
    Type: Buff, Burst
    Damage: -
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user infuses their own and their allies' weapons (or an extremity in absence of a weapon) in the spells range in one of the runic elements (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) commanded by the caster. This enhances melee damage by 90%. The element used can be controlled freely by the affected of the spell and can be switched to any of the ten elements listed above at will for the duration of the spell.


    2:


    Name: Illisus Elementis (Elemental Strike)
    Rank: B+ (60 MP)
    Type: Single Target, Drain
    Damage: 120
    Range: Melee
    Speed: 300 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell the user can coat their hand or weapon in one of the types of elemental runes the caster commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before engaging a single enemy in melee range with an elemental strike, dealing B+ Rank damage and knocking the enemy back 50m. Additionally, the element in question will cling to the opponents' form, continuing to syphon 5% HP per turn from them until the duration of the spell expires.



    A+ Rank Spells - 2:


    1:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Debuff
    Damage: 150
    Range: 450 m
    Speed: 450 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell the user can point their open palm at an enemy within the spell's range, elemental runes (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) lighting up on the caster's hand before sending a beam of elemental energy flying towards them. Upon impact, this beam explodes with the chosen element, dealing A+ Rank damage to the affected. Additionally, the element will cling to the affected and corrupt the flow of their magic, lowering both spell speed and spell range by 50%.


    2:


    Name: Aura Elementis (Elemental Aura)
    Rank: A+ (75 MP)
    Type: Burst, Drain
    Damage: 150
    Range: 110 m
    Speed: 110 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell, with a single sweep of their runed hand or melee weapon the user can send out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for A+ rank damage. Additionally, those struck by the attack suffer from the lingering effects of the chosen element, draining 5% of their HP every round for the duration of the spell.



    S+ Rank Spell:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff
    Damage: -
    Range: 150 m
    Speed: 150 m/s
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead inscribing all allies in this range and themselves with their own scripture, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements under command of the caster and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the magic of those affected cannot be eaten by relevant slayers for the duration of the spell due to the mixing and impurity of elements, slayers starting to feel sick if they consume a spell under this effect, instead of gaining mana receiving magic damage equal to the rank of the spell they're consuming.


    H+ Rank Spell:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Buff, Support, Burst
    Damage: 210
    Range: 500 m
    Speed: 400 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely. From this, the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged claws and large wings, its body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and curse combined.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic/angelic power of curse. As a result, spells of their magics cannot be eaten by any kind of slayer (should they do regardless they will receive magic damage equal to the rank of the spell they are consuming), their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. Additionally, the users magic damage, infused with the primordial strength of an ancient god, is increased by 115% for the duration of the spell. Additionally, once per post and for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at the spells speed, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends at a base range of 500 m into all directions at a base speed 400 m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes. OOC permission will be sought if this spell is used in PvP combat)

    TL;DR: Buffs by 115% spell damage, slayer's can't consume the user's spells for the duration of this spell or they take magical damage of the consumed spell's rank, the user can use magic in magically dead zones through reality manipulation and can fire an elemental beam that explodes into a burst.

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG



    _____________________________________________________________________________________

    Saga of War - Ragnarök McfBn5d4_o

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    ivyleaf33
    ivyleaf33

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    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2962
    Guild : Fairy Tail [GM]
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    Age : 16
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by ivyleaf33 on March 25th 2019, 1:06 am

    Spoiler:
    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Ancient (+50% Spell Durability)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Master of Runes

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes, their meaning and interpretation as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Lineage:
    Master of Runes

    Unique Abilities:

    ● Renovatio - The Restoration Rune (Passive): The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round, which cannot be disabled by magical means, as well as a 50% spell cost reduction.

    ● Velocitas - The Acceleration Rune (Active): Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    ● Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.), further extending their spell range by 50%.


    Spells:

    B rank Spells - 11:


    Passives:


    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively.

    5. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's magical properties, the runes making sure the user is always well protected, granting them a passive 50% increase to spell durability.

    6. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.


    7:


    Name: Pulso Procella (Storm Strike)
    Rank: B (40 MP)
    Type: Burst, Buff
    Damage: -
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 50m and themselves with beneficial wind magic, enhancing the speed of those affected by 60% as well as granting them a 5% MP regain every round for the duration of the spell.


    8:


    Name: Pila Ferrum (Iron Mortar)
    Rank: B (40 MP)
    Type: Single Target, Knockback, Debuff
    Damage: 80 HP
    Range: 200 m
    Speed: 200 m/s
    Duration: 6

    Description:
    Once per post for the duration of the spell, a silver rune can flare up on the back of one of the caster's hands, a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic shock, dealing full B Rank damage and lifting the target off their feet, launching them back. Trauma lowers the opponent's physical damage reduction by 60%.


    9:


    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: B (40 MP)
    Type: Burst, Knockback, Debuff
    Damage: 80 HP
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Runes of deep blue can flare up over the user's body once per post for the duration of the spell as their form erupts into a strong burst of water, crushing foes in the spell's range for B Rank damage and lifting them off their feet, launching them back. Trauma lowers the opponents' magical damage reduction by 60%.


    10:


    Name: Ambulatura Mico (Flash Step)
    Rank: B (40 MP)
    Type: Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: -
    Duration: 6

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, subtle flash of light, reappearing anywhere within the spells range instantly once per post for the duration the spell. Furthermore, the hallowed energy remains with the user, enhancing his speed by 60% for the duration of the spell.


    11:


    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: B (40 MP)
    Type: Burst, Healing, Buff
    Healing: 80 HP
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Releasing a burst of elemental water energy up to once per post for the duration of the spell, the user can strengthen everyone in range they consider an ally with their magic, restoring damage they have sustained regardless of the source. This heals all affected for 80 HP, beneficial magical energy additionally granting them a 60% buff to strength for the duration of the spell.



    A rank Spells - 8:


    1:


    Name: Clypeus Crystallum (Shield of Crystal)
    Rank: A (50 MP)
    Type: Single Target, Defensive, Buff
    Durability: 300 HP
    Range: Self
    Speed: Self
    Duration: 7

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears on the user's skin. The shield can be used to absorb damage from spells and weapons, is able to take 300 HP (3x A rank) in damage before breaking and moves around with the user until destroyed or cancelled. The durability of the shield is restored at the beginning of every post as the spell is recast. While this spell is active, the effectiveness of the user's healing spells is increased by 65%.


    2:


    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst
    Healing: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell, with a sweeping motion, the user activates one of their water-based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A rank HP. Additionally, those healed by the spell have one negative status effect of their choosing removed from them (e.g. Blindness, Debuff, Paralysis etc.), provided they pay MP equal to the MP it took to produce the negative effect in the first place.


    3:


    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 HP per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Activating a dark rune on the back of their hands, the caster can direct them to aim at a target, causing a pulse of darkness to surge through the ground before, below enemies within the spell's range, spikes of pure darkness start shooting out at them, each spike dealing 0.75x A rank damage. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralyzing them for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    4:


    Name: Algor Absoluta (Absolute Zero)
    Rank: A (50 MP)
    Type:  Single Target, Paralysis
    Damage: 150 HP
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell once per turn for the duration of the ability, freezing them for the spell's damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    5:


    Name: Coliseo Volcano (Volcanic Shock)
    Rank: A (50 MP)
    Type: Single Target, Knockback, Drain
    Damage: 150 HP
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: 7

    Description:
    Once per post for the duration of the spell, burning red runes light up on one of the caster's hands before they can coat it in scorching, magical flame, swinging at a single enemy within melee range and striking them for the spell's damage, the blow knocking the enemy off their feet and back. Additionally, the one struck with the spell will experience immense heat, burning them for another 5% of HP per turn until the duration spell ends.


    6:


    Name: Erugo Runa (Rune of Corrosion)
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 75 HP per round
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: 5

    Description:
    Touching a single enemy in melee range in a quick sweep with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either negated or expends its duration, releasing the venom directly into the bloodstream, dealing the spell's damage per round with the skin around the scripture turning black and brittle, the affected feeling extremely nauseous and dizzy. Additionally, the foe affected by the spell, through the corrosive venom, is drained of 5% of their HP per turn until the spell ends.


    7:


    Name: Trabus Tunitrem (Thundering Beam)
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100 HP
    Range: 150 m
    Speed: 450 m/s
    Downside: 50% less range for 50% more speed
    Duration: 7

    Description:
    Gold coloured runes lighting up all over one of the user's arms, once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full A rank damage. Additionally, the person struck by this spell will be paralyzed for their next turn due to the intense electricity coursing through their body.


    8:


    Name: Striga Tenebrae (Swath of Darkness)
    Rank: A (50 MP)
    Type: Negation
    Damage: -
    Range: 300 m
    Speed: -
    Duration: 7

    Description:
    A set of dark runes lighting up on the caster's hands he conjures up an orb of darkness, a black hole appearing anywhere within spell range, once per post for the duration of the spell, which swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work. The caster can only negate spells of A rank or lower this way.



    S rank Spells - 6:


    1:


    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Single Target, Burst
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 10

    Description:
    Once per post for the duration of the spell the caster can accumulate pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness that will easily disintegrate most materials at any point within the spell's range. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural light at 100 m/s, dealing S rank damage to anyone within a range of 100m around the center of the explosion. Additionally, this unholy attack deals an extra 50% base damage against light, godly or other holy beings, but also 50% less base damage against dark, demonic or other unholy beings.


    2:


    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per turn for the duration of the spell the user can activate wind runes in their fingertips to manipulate the atmosphere around, snapping them to create sound waves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rips apart everything within the spell's range, dealing S rank damage to the affected and throwing them back. Additionally, those affected by the spell are deafened by the overwhelmingly loud sound for 2 posts.


    3:


    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target, Burst, Burn
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 10

    Description:
    The runes on both their hands flaring up in a deep scarlet red the user can, once per post for the duration of the spell, bring their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spell's range. Upon impact, the projectile explodes into an inferno of pure flame that deals S rank damage to the opponent caught in the spell, the burst of flame expanding 100m around the point of impact at 100m/s. Additionally, those struck by the spell are charred and burned, the intense burns causing them to lose 5% HP every turn until the spell ends.


    4:


    Name: Aetas Glacialis (Ice Age)
    Rank: S (60 MP)
    Type: Burst, Debuff, Drain
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Activating a set of ice blue, glowing runes that circle around the caster's wrists, once per turn for the duration of the spell, they can cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals S rank damage to those affected and impedes movement, slowing enemies down by 70% for the duration of the spell as well as siphoning 5% of their MP from them once per turn until the spell ends.


    5:


    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Burst, AoE
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    With a single motion, the user can spread their arms once per post for the duration of the spell, activating runes on the back of their hands, explosively filling the area in the spells burst range with a blinding, holy light that destroys or breaks through all natural shadow and darkness, burning everyone the caster deems as a foe for S rank damage. The light is less intense beyond burst range, burning everyone considered an enemy outside of burst range and up to AoE range for half of S rank damage. Those affected by the spell are also blinded for their next 2 rounds. Additionally, this attack deals an extra 50% base damage against dark, demonic or other unholy beings, but also 50% less base damage against light, godly or other holy beings.


    6:


    Name: Acus Proiecto (Needle Projectile)
    Rank: S (60 MP)
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 300 m
    Speed: 500 m/s
    Downside: 25% less range for 25% more speed
    Duration: 10

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they can lift one arm up, a long, needle-like spear of metal forming once per post for the duration of the spell and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for  S rank damage. The projectile, additionally, possesses extremely high penetrating power, ignoring enemy damage reductions, shields/armors and barriers, dealing damage to HP directly. If the penetration aspect of the spell is used, however, the base damage of this spell is halved.



    H rank Spell:


    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Single target, Burst, Charge, Immobilization
    Damage: 70 HP per post
    Range: 600 m
    Speed: 450 m/s
    Duration: 5

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell. The user of this immensely powerful spell begins accumulating magical energy within their body, increasing their spell damage by 75% for the duration. Every post they charge, the spells power increases by 0.5x rank damage up to a maximum of 2.5x rank damage on the first post. The spell can be released at any point within the duration, dealing the charged damage. If the spell isn't released on the last post of its duration it will simply dissipate. When the spell is released, the user can focus the magical energy into a projectile of swirling wind. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 450 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    @Johann wrote:Advanced & Signature Spells

    Signature Spells - 3:


    1:


    Name: Lorica Metalica (Metal Plate)
    Rank: S
    Type: Single Target, Defensive
    Durability: 240 HP
    Range: Self
    Speed: Self
    Duration: 10

    Description:
    Grey, metallic runes lighting up all over the caster's torso, scale-like plates of a magical metal-like substance start forming all over their body, covering it almost entirely. This magic plate armor can absorb up to 240 HP in damage before breaking and stays on the user's body for the duration of the spell or until broken. Additionally, the user's spell speed is increased by 70% for the duration of the spell.


    2:


    Name: Sonus Flucta (Soundwave)
    Rank: S
    Type: Burst, Dash
    Damage: -
    Range: 100 m
    Speed: -
    Duration: -

    Description:
    The user activates a wind rune on themselves, accumulating and compressing air around legs, arms or other extremities and then explosively releases all of the compressed air instantly, propelling the caster in a certain direction, enhancing their speed to incredible speeds for the blink of an eye before they reappear anywhere within the spell's range.


    3:


    Name: Irae Elementis (Elemental Wrath)
    Rank: S
    Type: Single Target, Knockback
    Damage: 180 HP
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: -

    Description:
    The user activates any one of the elemental runes on his body, coating his fists or melee weapons in the element of choice (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) for a quick, yet powerful, magically enhanced strike that'll knock targets back 50m and deal the spell's damage.



    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Corpus Elementis (Elemental Body)
    Rank: B+ (60 MP)
    Type: Burst, Healing, Buff
    Healing: 120 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user strengthens himself and all allies within the spell's range with the scripture, the spell manifesting as a glowing, mutli-coloured magic circle within their left palm. While this spell is active, all affected are healed for B+ Spell HP once every round as the spell is recast. Furthermore, this spell invigorates them, increasing strength by 90% for the duration of the spell.


    2:


    Name: Scutum Elementis (Elemental Shield)
    Rank: B+ (60 MP)
    Type: Burst, Defensive, Buff
    Durability: 360 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Sending out a burst of rune magic, the user strengthens himself and all allies within the spell's range with the scripture, the spell manifesting as a glowing, mutli-coloured magic circle within their right palm. This spell increases the durability of all affecteds' defensive spells by 90% for the duration of the spell. Additionally, while this spell is active, all affecteds' bodies coated in a thin layer of an elemental shield of their choosing (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), shielding them from 360 HP in damage before breaking. The durability of the shield is restored to full at the beginning of every post as the spell is recast.



    A+ Rank Spells - 2:


    1:


    Name: Resilio Elementis (Elemental Cannon)
    Rank: A+ (75 MP)
    Type: Single Target, Burst, Buff
    Damage: 200 HP
    Range: 300 m
    Speed: 300 m/s
    Downside: 33% less speed and range for 33% more damage
    Duration: 9

    Description:
    Upon activation, this spell sends a rush of magical energy through the user's body, manifesting as a bracelet of multi-coloured, interwoven runes around their left wrist. This increases the user's spell damage by 100% for the duration of the spell. Additionally, the user may, once per post, fire an elemental beam of a chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) at a single target or area within range of the spell, the spell exploding into a burst of the same element upon impact. The burst spreads out in an area of 110 m around the point of impact at 110 m/s, dealing the spell's damage to all enemies within that area.


    2:


    Name: Aura Elementis (Elemental Aura)
    Rank: A+ (75 MP)
    Type: Burst, Drain
    Damage: 150 HP
    Range: 110 m
    Speed: 110 m/s
    Duration: 9

    Description:
    Once per post for the duration of the spell, with a single sweep of their runed hand or melee weapon the user can send out a wide cone of the chosen element (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison) before himself, damaging anyone within it for A+ rank damage. Additionally, those struck by the attack suffer from the lingering effects of the chosen element, draining 5% of their HP every round for the duration of the spell and lowering both spell speed and spell range by 50% until the spell ends.



    S+ Rank Spell:


    Name: Imperium Elementis (Elemental Supremacy)
    Rank: S+ (90 MP)
    Type: Burst, Buff
    Durability: 700 HP
    Range: 75 m
    Speed: 75 m/s
    Downside: 50% less speed and range for 30% more durability
    Duration: 12

    Description:
    Runes flaring up in all colours of their elements all over the user's torso they send out a burst of their own magical energy, covering the area in the spell's range in the effect of this magic. This, however, is no harmful effect, the user instead inscribing all allies in this range and themselves with their own scripture, a bracelet of runes appearing around their right wrist, glowing in 10 different colours. Those affected can infuse their magic with the elements under command of the caster and switch between them at will (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), enhancing their magical damage by 105% for the duration of the spell. Additionally, the bracelet acts as a shield surrounding the form of all those affected by the spell, able to absorb 700 HP in damage before breaking. The durability restores itself at the beginning of every post for the duration of the spell as the spell is recast.


    H+ Rank Spell:


    Name: Sigillum Secundum: Bellum (The Second Seal: War)
    Rank: H+ (105 MP)
    Type: Single Target, Burst, Defensive
    Damage: 210 HP
    Range: 800 m
    Speed: 800 m/s
    Duration: 25

    Description:
    All of the user's runes flare up in their respective element's colour suddenly and explosively before completely turning black, glowing with pure, negative energy before engulfing the user's form entirely. From this, the user can decide between one of four appearances to take and can switch between those appearances freely for the duration of the spell. The first is the caster's usual, humanoid form, their entire form covered in glowing runes, their eyes dark and glowing, two large, antler-like horns forming on top of their head and a skeletal tail at their lower back. The second one appears as the user's regular form, though their hair grows longer, a dark halo swirling around their head, the runes on their body partially covering it, their form radiating with hallowed energy. The other forms are the appearance of a twisted, skeletal wolf, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged teeth, sharp claws and a long, skeletal tail, a set of large antlers on its head, with the other being that of a primordial angel, their body turning into an elemental body of one of the elements the user commands (Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal, Poison), equipped with jagged claws and large wings, its body glowing with runes, a glowing unholy halo around its horned head. Regardless of the form that is taken the user draws power from the Second Seal locked inside them, working together with the entity to tap into the ultimate potential of their magic, blood and curse combined. Regardless of form, the user's body becomes an elemental body of the element they have chosen, this elemental body absorbing damage before their health is affected. This possesses a durability of 420 HP and restores its durability to full at the beginning of each turn for the duration of the spell as it is recast.

    The user replaces all casting from their body with ancient, simultaneously holy and unholy power, instead of using ethernano to cast spells (spells still use regular MP to cast) and drawing upon the demonic/angelic power of curse. As a result, their magics can be used in areas where magic would otherwise not work by manipulating the fabric of reality itself (anti-magic fields and areas devoid of magical energy), negative effects that target ethernano magic specifically do not apply to the caster and all spells gain a deeply black aspect to them. The users magic damage, infused with the primordial strength of an ancient god, is increased by 115% for the duration of the spell. Additionally, once per post for the duration of the spell, the user can choose to focus their magical energy into a beam of elemental magic made up of any of the elements the user commands. This beam can be shot at anything within the spells range at the spells speed, exploding into a massive burst of the element chosen to create the attack. This elemental burst explosion extends at a base range of 500 m into all directions at a base speed 400 m/s, ripping apart everyone caught within for H+ rank damage. (For the purposes of RP this form also provides the user with supreme resistance against mind-affecting, controlling or altering spells and abilities in this state. Additionally, the beast forms are vastly more powerful than the other two forms for plot purposes)

    TL;DR: Buffs by 115% spell damage, slayer's can't consume the user's spells for the duration of this spell or they take magical damage of the consumed spell's rank, the user can use magic in magically dead zones through reality manipulation and can fire an elemental beam that explodes into a burst.

    Humanoid Demon Appearance:

    Saga of War - Ragnarök B1a43a1118aed64f3ba8270897f4ff171459c52d_hq

    Humanoid Angel Appearance:

    Saga of War - Ragnarök Apostasia.%28Ain%29.full.2195657

    Bestial Demon Appearance:

    Saga of War - Ragnarök Tumblr_okpzyhZu6E1tro6t6o1_1280

    Bestial Angel Appearance:

    Saga of War - Ragnarök B4RFkaG


    Ascendant Abilities

    X:

    Saga of War - Ragnarök Z6ndPHF
    Name: Gold Rush
    Description:  Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

    The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...

    • Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
      * Increase your own jewel reward by 100%
      * Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
      * Increase the jewel reward of you and ONE other participant of the job by 50%
      The user's active ability are the following:
      * The user is able to sacrifice their EXP gained from jobs for additional jewels
      * The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
    • Usage:  Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

      Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
      * D-Rank: Nothing
      * C-Rank: Strong
      * B-Rank: Strong+
      * A-Rank: Strong+
      * S-Rank: Legendary
      * SS-Rank: Legendary+
      * 10Y: Legendary+
      * 100Y: Artifact

      Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
      * 25 EXP: 1,000 (D-Rank)
      * 50 EXP: 2,500 (C-Rank)
      * 250 EXP: 7,500 (B-Rank)
      * 1,250 EXP: 17,000 (A-Rank)
      * 6,250 EXP: 30,000 (S-Rank)
      * 18,750 EXP: 45,000 (SS-Rank)
      * 56,250 EXP: 70,000 (10Y-Rank)
      * 168,750 EXP: 100,000 (100Y-Rank)


    Y:

    Saga of War - Ragnarök R8kxX3s
    Name: Aspect of Vulcan    
    Description: A god of Forge and Fire, Vulcan was a deity who had great potential but chose to have a passive role among the gods. Vulcan's forges are of course legendary, but it's Vulcan's fire that could easily let him rival some of the greater gods. In conjunction with his forges he could easily utilize his craft to give him further edge. The fires of Vulcan touch it's host.    

    • Ability: The Aspect of Vulcan grants it's host an inner fire. Their magic can only be consumed by god slayers. Fire magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a fire spell to nullify it (max S-rank). Gains a user-ranked Fire-based signature spell (S-rank Max) It must be made in the magic app as normal in addition to spells made.        
    • Usage: Passive, 3 post cooldown on nullification. Can only be done three times per thread.  


    Z:

    Saga of War - Ragnarök SNPmQIF
    Name: Aspect of Pluto    
    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    • Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a darkness spell to nullify it (max S-rank).
      Gains a user-ranked Dark-based signature spell (S-rank Max) It must be made in the magic app as normal in addition to spells made.        
    • Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.    


    Saga of War - Ragnarök KhyzeRtP_o


    _____________________________________________________________________________________


    Saga of War - Ragnarök OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Ahote
    Ahote

    Moderator- Chatbox Moderator- Main Account- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- Guild Master- Demon Slayer- Working Together- Christian Minecraft Server- I Have Friends...- Helper- Guild Creator- Achiever- Sticking Around- Loyal to the Bone- Dank Memer- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Cookie Achievement- Cupcake Achievement- Rainbow- Villain- 1 Year Anniversary- Player 
    Lineage : Spirit Link
    Position : Coming Storm
    Posts : 1214
    Guild : Hidden Blades
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 17
    Mentor : N/A
    Experience : 10,337
    Brownie Points : paprika

    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Ahote on April 21st 2019, 7:46 pm

    Moved upon user's request
    Spoiler:
    @Johann wrote:Advanced Elemental Runes

    Magic Name: Advanced Elemental Rune Magic
    Magic Type: Solitary Ancient (+50% Spell Durability)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Master of Runes

    Description:
    Elemental Runes is a type of magic that involves two things: First, a vast knowledge of ancient runes, their meaning and interpretation as well as the ability to manipulate and infuse them using magic. Second, an unnatural, almost impossible affinity to the elements that these runes control. The user can use these runes on their body to spawn a variety of elemental effects, place them on surfaces to use as traps, form objects or barriers with them or even carve them into the air itself. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Advanced Elemental Runes requires an understanding of runesmithing and elemental arts that goes even deeper than it's basic counterpart, building on the user's prior knowledge of this magic with the user having access to an even wider variety of elements to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a variety of elements (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) and runes to use.

    Lineage:
    Master of Runes

    Unique Abilities:

    ● Renovatio - The Restoration Rune (Passive): The user is passively enhancing their physical abilities through the runes at their disposal, altering their healing properties to an unnatural point. This grants the user a natural, physical 5% MP and a 5% HP regain every round, which cannot be disabled by magical means, as well as a 50% spell cost reduction.

    ● Velocitas - The Acceleration Rune (Active): Once per post the user can utilize the magical properties of their runes to accelerate themselves to warp speeds, manipulating and bending space itself, travelling anywhere within their rank burst range in an instant. This, however, is not teleportation, meaning the user cannot go through physical barriers or objects etc.

    ● Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in sensory range by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, magical energy and its intensity as well as the nature of creatures (size, emotional status, magical and physical strength, living or non-living etc.), further extending their spell range by 50%.


    Spells:

    B rank Spells - 11:


    Passives:


    1. Name: Imperium (Supremacy)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell damage by 50% passively.

    2. Name: Dominatio (Domination)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell damage by 50% passively.

    3. Name: Regnum (Rule)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell damage by 50% passively.

    4. Name: Ruina (Destruction)
    Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell damage by 50% passively.

    5. Name: Vis (Strength)
    Description: The runes alter the user's physical properties in many ways. One such way is the altering of the user's magical properties, the runes making sure the user is always well protected, granting them a passive 50% increase to spell durability.

    6. Name: Flexibilitate (Flexibility)
    Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase in the effectiveness of healing spells.


    7:


    Name: Pulso Procella (Storm Strike)
    Rank: B (40 MP)
    Type: Burst, Buff
    Damage: -
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Dark grey runes glowing on the user's hands they release a burst of wind energy around them, infusing allies within 50m and themselves with beneficial wind magic, enhancing the speed of those affected by 60% as well as granting them a 5% MP regain every round for the duration of the spell.


    8:


    Name: Pila Ferrum (Iron Mortar)
    Rank: B (40 MP)
    Type: Single Target, Knockback, Debuff
    Damage: 80 HP
    Range: 200 m
    Speed: 200 m/s
    Duration: 6

    Description:
    Once per post for the duration of the spell, a silver rune can flare up on the back of one of the caster's hands, a sphere projectile of solid iron starts forming in one of their hands before being launched off at a single enemy in the spell's range. Upon impact, the projectile delivers a great kinetic shock, dealing full B Rank damage and lifting the target off their feet, launching them back. Trauma lowers the opponent's physical damage reduction by 60%.


    9:


    Name: Crepitus Liquidum (Liquid Explosion)
    Rank: B (40 MP)
    Type: Burst, Knockback, Debuff
    Damage: 80 HP
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Runes of deep blue can flare up over the user's body once per post for the duration of the spell as their form erupts into a strong burst of water, crushing foes in the spell's range for B Rank damage and lifting them off their feet, launching them back. Trauma lowers the opponents' magical damage reduction by 60%.


    10:


    Name: Ambulatura Mico (Flash Step)
    Rank: B (40 MP)
    Type: Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: -
    Duration: 6

    Description:
    Light runes flaring up on their body the caster vanishes in a sudden, subtle flash of light, reappearing anywhere within the spells range instantly once per post for the duration the spell. Furthermore, the hallowed energy remains with the user, enhancing his speed by 60% for the duration of the spell.


    11:


    Name: Unda Regeneratio (Regeneration Ripple)
    Rank: B (40 MP)
    Type: Burst, Healing, Buff
    Healing: 80 HP
    Range: 50 m
    Speed: 50 m/s
    Duration: 6

    Description:
    Releasing a burst of elemental water energy up to once per post for the duration of the spell, the user can strengthen everyone in range they consider an ally with their magic, restoring damage they have sustained regardless of the source. This heals all affected for 80 HP, beneficial magical energy additionally granting them a 60% buff to strength for the duration of the spell.



    A rank Spells - 8:


    1:


    Name: Clypeus Crystallum (Shield of Crystal)
    Rank: A (50 MP)
    Type: Single Target, Defensive, Buff
    Durability: 300 HP
    Range: Self
    Speed: Self
    Duration: 7

    Description:
    Runes of amaranthine colour lighting up on one of the caster's hands a thick shield of crystal appears on the user's skin. The shield can be used to absorb damage from spells and weapons, is able to take 300 HP (3x A rank) in damage before breaking and moves around with the user until destroyed or cancelled. The durability of the shield is restored at the beginning of every post as the spell is recast. While this spell is active, the effectiveness of the user's healing spells is increased by 65%.


    2:


    Name: Pluviam Restitutio (Restoration Rain)
    Rank: A (50 MP)
    Type: Healing, Burst
    Healing: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell, with a sweeping motion, the user activates one of their water-based runes, causing sparkling drops of rain to fall from the sky instantly within a 75m radius. These magical drops of water are infused with the caster's magic and heal allies in the spell's burst range for A rank HP. Additionally, those healed by the spell have one negative status effect of their choosing removed from them (e.g. Blindness, Debuff, Paralysis etc.), provided they pay MP equal to the MP it took to produce the negative effect in the first place.


    3:


    Name: Spicae Caligo (Dark Spikes)
    Rank: A (50 MP)
    Type: Multi Target, Paralysis
    Damage: 75 HP per hit
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Activating a dark rune on the back of their hands, the caster can direct them to aim at a target, causing a pulse of darkness to surge through the ground before, below enemies within the spell's range, spikes of pure darkness start shooting out at them, each spike dealing 0.75x A rank damage. Additionally, those struck by the spell are poisoned by the pure corrosive darkness, causing their muscles to tense up, paralyzing them for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    4:


    Name: Algor Absoluta (Absolute Zero)
    Rank: A (50 MP)
    Type:  Single Target, Paralysis
    Damage: 150 HP
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user activates a rune that is etched into the tips of their fingers, creating an aura of absolute cold around their hand before throwing a freezing punch at a single opponent in melee range with the spell once per turn for the duration of the ability, freezing them for the spell's damage. Additionally, the harsh and extreme cold freezes the body partially, making it extremely difficult to move, paralyzing the target for their next turn. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.


    5:


    Name: Coliseo Volcano (Volcanic Shock)
    Rank: A (50 MP)
    Type: Single Target, Knockback, Drain
    Damage: 150 HP
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: 7

    Description:
    Once per post for the duration of the spell, burning red runes light up on one of the caster's hands before they can coat it in scorching, magical flame, swinging at a single enemy within melee range and striking them for the spell's damage, the blow knocking the enemy off their feet and back. Additionally, the one struck with the spell will experience immense heat, burning them for another 5% of HP per turn until the duration spell ends.


    6:


    Name: Erugo Runa (Rune of Corrosion)
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 75 HP per round
    Range: Melee
    Speed: Melee
    Downside: 50% additional damage as a trade-off for range/speed
    Duration: 5

    Description:
    Touching a single enemy in melee range in a quick sweep with a hand of runes that glow in a deeply amethyst colour, the caster inscribes on them a line of corrosive, venomous runes. The runes stay on the affected's body for the duration of the spell and cannot be removed (apart from slayers consuming the venom) until the spell is either negated or expends its duration, releasing the venom directly into the bloodstream, dealing the spell's damage per round with the skin around the scripture turning black and brittle, the affected feeling extremely nauseous and dizzy. Additionally, the foe affected by the spell, through the corrosive venom, is drained of 5% of their HP per turn until the spell ends.


    7:


    Name: Trabus Tunitrem (Thundering Beam)
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100 HP
    Range: 150 m
    Speed: 450 m/s
    Downside: 50% less range for 50% more speed
    Duration: 7

    Description:
    Gold coloured runes lighting up all over one of the user's arms, once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a cracking beam of lighting that impacts for full A rank damage. Additionally, the person struck by this spell will be paralyzed for their next turn due to the intense electricity coursing through their body.


    8:


    Name: Striga Tenebrae (Swath of Darkness)
    Rank: A (50 MP)
    Type: Negation
    Damage: -
    Range: 300 m
    Speed: -
    Duration: 7

    Description:
    A set of dark runes lighting up on the caster's hands he conjures up an orb of darkness, a black hole appearing anywhere within spell range, once per post for the duration of the spell, which swallows a single enemy spell, negating it completely before disappearing. The caster must pay the original mana cost of the spell that is being negated in order for this effect to work. The caster can only negate spells of A rank or lower this way.



    S rank Spells - 6:


    1:


    Name: Potesta Noctem (Dark's Power)
    Rank: S (60 MP)
    Type: Single Target, Burst
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 10

    Description:
    Once per post for the duration of the spell the caster can accumulate pure, ebony coloured darkness energy in both their hands using runes placed in both palms, bringing them together to release a strong beam of corrosive darkness that will easily disintegrate most materials at any point within the spell's range. Upon impact this beam will explode in a burst of corroding darkness that drowns out all natural light at 100 m/s, dealing S rank damage to anyone within a range of 100m around the center of the explosion. Additionally, this unholy attack deals an extra 50% base damage against light, godly or other holy beings, but also 50% less base damage against dark, demonic or other unholy beings.


    2:


    Name: Impulsus Pressura (Pressure Impulse)
    Rank: S (60 MP)
    Type: Offensive, Burst, Knockback
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per turn for the duration of the spell the user can activate wind runes in their fingertips to manipulate the atmosphere around, snapping them to create sound waves that are heavily amplified by the effect of the spell. These amplified sound waves form a strong shockwave that rips apart everything within the spell's range, dealing S rank damage to the affected and throwing them back. Additionally, those affected by the spell are deafened by the overwhelmingly loud sound for 2 posts.


    3:


    Name: Inferna Infernalis (Hellish Inferno)
    Rank: S (60 MP)
    Type: Single Target, Burst, Burn
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 10

    Description:
    The runes on both their hands flaring up in a deep scarlet red the user can, once per post for the duration of the spell, bring their palms together, concentrating within them a projectile of glowing, flaming energy before launching it off at a target within the spell's range. Upon impact, the projectile explodes into an inferno of pure flame that deals S rank damage to the opponent caught in the spell, the burst of flame expanding 100m around the point of impact at 100m/s. Additionally, those struck by the spell are charred and burned, the intense burns causing them to lose 5% HP every turn until the spell ends.


    4:


    Name: Aetas Glacialis (Ice Age)
    Rank: S (60 MP)
    Type: Burst, Debuff, Drain
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Activating a set of ice blue, glowing runes that circle around the caster's wrists, once per turn for the duration of the spell, they can cool down the air around explosively with a sweep motion, flash freezing everything in the spell's range. This deals S rank damage to those affected and impedes movement, slowing enemies down by 70% for the duration of the spell as well as siphoning 5% of their MP from them once per turn until the spell ends.


    5:


    Name: Lumen Rapidus (Scorching Light)
    Rank: S (60 MP)
    Type: Burst, AoE
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    With a single motion, the user can spread their arms once per post for the duration of the spell, activating runes on the back of their hands, explosively filling the area in the spells burst range with a blinding, holy light that destroys or breaks through all natural shadow and darkness, burning everyone the caster deems as a foe for S rank damage. The light is less intense beyond burst range, burning everyone considered an enemy outside of burst range and up to AoE range for half of S rank damage. Those affected by the spell are also blinded for their next 2 rounds. Additionally, this attack deals an extra 50% base damage against dark, demonic or other unholy beings, but also 50% less base damage against light, godly or other holy beings.


    6:


    Name: Acus Proiecto (Needle Projectile)
    Rank: S (60 MP)
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 300 m
    Speed: 500 m/s
    Downside: 25% less range for 25% more speed
    Duration: 10

    Description:
    Silvery runes flaring up all over the caster's arms and shoulders they can lift one arm up, a long, needle-like spear of metal forming once per post for the duration of the spell and hovering in their palm before launching it off at a single enemy in the spell's range, impaling them for  S rank damage. The projectile, additionally, possesses extremely high penetrating power, ignoring enemy damage reductions, shields/armors and barriers, dealing damage to HP directly. If the penetration aspect of the spell is used, however, the base damage of this spell is halved.



    H rank Spell:


    Name: Sol Atrae Noctis (Black Sun of the Night)
    Rank: H (70 MP)
    Type: Single target, Burst, Charge, Immobilization
    Damage: 70 HP per post
    Range: 600 m
    Speed: 450 m/s
    Duration: 5

    Description:
    The runes all over the caster's body flaring up in a grey carbon colour they utilize the element they are closest to, channeling the ultimate destructive power of their wind runes into a spell. The user of this immensely powerful spell begins accumulating magical energy within their body, increasing their spell damage by 75% for the duration. Every post they charge, the spells power increases by 0.5x rank damage up to a maximum of 2.5x rank damage on the first post. The spell can be released at any point within the duration, dealing the charged damage. If the spell isn't released on the last post of its duration it will simply dissipate. When the spell is released, the user can focus the magical energy into a projectile of swirling wind. Glowing in a dark charcoal colour and nearly exploding with magical power this marble sized projectile contains enough kinetic energy to rival that of a large bomb, held together only by the users magic. When the spell is released the sphere is launched in a direction at 450 m/s at any point within 600m of the caster. Upon impact, the sphere releases all of its kinetic energy in a single, gigantic explosion, a burst of extreme pressure that extends 300m in all directions at 150 m/s and destroys all in its path, levels buildings, ripping apart the unfortunate souls caught within, leaving behind nothing but a huge crater. This completely levels the affected terrain. Additionally, all those affected by the explosion will be paralyzed for their next turn due to the extreme trauma put on them by the sheer force of the enormous pressure burst. The paralysis cannot take hold on a mage that has been affected by this paralysis in their last turn.

    Ahote
    Ahote

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    Position : Coming Storm
    Posts : 1214
    Guild : Hidden Blades
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    Age : 17
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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Saga of War - Ragnarök Empty Re: Saga of War - Ragnarök

    Post by Ahote on May 4th 2019, 11:30 am

    Saga of War - Ragnarök Ahote_approval
    Spoiler:

    @Johann wrote:Saga of Ragnarök

    Magic Name: Saga of Ragnarök
    Magic Type: Solitary Ancient (+50% Spell Durability)

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 5x Additional spell slots from the lineage Einherjar

    Description:
    Saga of Ragnarök is a tale of magic that is centered around two things: Firstly, vast knowledge of ancient runes, their meaning and interpretation as well as the ability to manipulate and infuse them using magic, and secondly, the knowledge how to utilize the same runes to seal and release power upon command, the magic itself created entirely for a single purpose: To keep the Second Seal locked inside its vessel and in check. The user can use these runes on their body to funnel energy through them and spawn a variety of effects. This particular magic was birthed by the awakening of unique and ancient blood, making it extremely difficult to replicate with its mastery lost to time, classifying it as a type of ancient magic.

    Saga of Ragnarök requires an understanding of runesmithing and elemental arts that goes deeper than ordinary sealing, building on the Seal's prior knowledge of this magic with the user having access to a wide variety of elements and energy to use and master, increasing the complexity of the magic while simultaneously also enhancing its potency, thus granting the user access to a plethora of spells and scripture (namely Water, Fire, Crystal, Wind, Light, Darkness, Ice, Lightning, Metal and Poison) to use.

    Lineage:
    Einherjar

    Unique Abilities:

    ● ᚱᛂᚿᚮᚡᛆᛐᛁᚮ - The Restoration Rune (Passive):