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    Saga of War - Ragnarök

    MarkusEldridge
    MarkusEldridge

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    Lineage : Progeny of Chaos
    Position : None
    Posts : 1245
    Guild : Dies Irae
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 2,094,385

    Character Sheet
    First Magic: Primordial Chaos Slayer
    Second Magic: Chaotic Darkness
    Third Magic: Chaos Soul - Primordial Warrior

    Saga of War - Ragnarök - Page 2 Empty Re: Saga of War - Ragnarök

    Post by MarkusEldridge on 3rd September 2019, 3:16 pm

    Saga of War - Ragnarök - Page 2 0k8BW6j
    {Part 1 / 2}
    Spoiler:

    @Johann wrote:


    Saga of War - Ragnarök - Page 2 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 - Page 2 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 - Page 2 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 - Page 2 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: 60 HP
    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


    _____________________________________________________________________________________

    MarkusEldridge
    MarkusEldridge

    Moderator- Chatbox Moderator- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Custom Slayer- God Slayer- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Shipped- Sticking Around- 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- Senior [500]- Novice [250]- X-Mas Event Participant- Player 
    Lineage : Progeny of Chaos
    Position : None
    Posts : 1245
    Guild : Dies Irae
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 2,094,385

    Character Sheet
    First Magic: Primordial Chaos Slayer
    Second Magic: Chaotic Darkness
    Third Magic: Chaos Soul - Primordial Warrior

    Saga of War - Ragnarök - Page 2 Empty Re: Saga of War - Ragnarök

    Post by MarkusEldridge on 3rd September 2019, 3:16 pm

    Saga of War - Ragnarök - Page 2 0k8BW6j
    {Part 2 / 2}
    Spoiler:

    @Johann wrote:


    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 - Page 2 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 - Page 2 2ebrwuH

    Saga of War - Ragnarök - Page 2 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.


    _____________________________________________________________________________________

    Saraphina
    Saraphina

    Alt Account- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Guild Master- A-Rank- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Unknown Powerhouse- Guild Creator- Achiever- Character Application Approved! - Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage! - Join A Faction!- Senior [500]- X-Mas Event Participant- Player 
    Lineage : Blizzard's Frostburn
    Position : None
    Posts : 1058
    Guild : Errings Rising - GM
    Dungeon Tokens : 0
    Experience : 145,037

    Character Sheet
    First Magic: Aspect of Divinity
    Second Magic:
    Third Magic:

    Saga of War - Ragnarök - Page 2 Empty Re: Saga of War - Ragnarök

    Post by Saraphina on 24th September 2019, 8:24 pm

    Spoiler:
    @Johann wrote:


    Saga of War - Ragnarök - Page 2 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 - Page 2 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 - Page 2 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 - Page 2 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

    Part 1/2
    Saga of War - Ragnarök - Page 2 J8Nltax


    _____________________________________________________________________________________

    Saraphina
    Saraphina

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    Lineage : Blizzard's Frostburn
    Position : None
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    Guild : Errings Rising - GM
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    Experience : 145,037

    Character Sheet
    First Magic: Aspect of Divinity
    Second Magic:
    Third Magic:

    Saga of War - Ragnarök - Page 2 Empty Re: Saga of War - Ragnarök

    Post by Saraphina on 24th September 2019, 8:24 pm

    Spoiler:
    @Johann wrote:


    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 - Page 2 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 - Page 2 2ebrwuH

    Saga of War - Ragnarök - Page 2 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.

    Part 2/2
    Saga of War - Ragnarök - Page 2 J8Nltax


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      Current date/time is 18th October 2019, 4:15 am