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    Enchantress Magic WIP

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    Neru Kipper

    Player -
    Lineage : None
    Position : None
    Posts : 34
    Guild : N/A
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None
    Experience : 262.5

    Enchantress Magic WIP

    Post by Neru Kipper on 28th July 2018, 10:31 am

    Magic

    Magic Name: Enchantress Magic
    Magic Type: Caster Prevalent, Summoning Auxilary.
    Description: This is a kind of magic that is 'bestowed' on its user by another, most often a succubus or incubus who will kiss the intended in order to grant the mage their power instead of stealing their soul. Neru was granted this magic when she saved the life of a succubus even though she was only a fragile bunny girl, impressed with her bravery the other took her on and granted her strength.
    Strengths:

    • Very good for taking enemies by surprise as none of the actions used in casting seem harmful at first.

    Weaknesses:

    • Especially at low rank she must get very close to an enemy in order to use her attack against them.

    Unique Abilities:

    • Succubus Blessing:  As part of the blessing from her dam, Neru is capable of sprouting a heart-shaped devils tail instead of her normal bunny one. This prehensile tail can function as an additional limb to deal damage with, adding half her ranks melee damage to her melee before any buffs are calculated. As an additional side effect wings also came with this blessing making her capable of flight if she needs.

    • Incubus Blessing: One can not get the blessing of the female without that of the male much as Neru wishes it was possible to erase this one. Due to this blessing, being bare can become awkward if she does not keep this power in check. Offensively this allows Neru to shoot a white beam from her tail tip that deals half magical damage of her rank's specifics, usable once per post.
    • Cutting Deep: Having grown the claws and fangs of a succubus any damage, magical or physical, that Neru deals with her hands or mouth bleeds for 25% of whatever damage she did right after her attack ends.
    • Midnight Appetizer: Most creatures who feed of some form of desire from another, can walk in the dreams of others granting them a greater ability to feed. Neru's ability to dream walk has recently budded, allowing her to see the dreams of an individual if she can touch them and enter those dreams if they slumber. Within the dream realm, she can manipulate things to suit her needs, though if she does so in a negative way, like changing a dream into a nightmare, it will inflict 50% of her magical damage to the individual. To make a nightmare it is much preferred she knows the target's fears, otherwise, it may not stick as nightmares are reliant on the person seeing it being afraid.

      Future note abilities/ idea's
    • Ability:
      draining energy
      Sleep Inducement
      Persussasion/seduction



    Spells:


    Signature Spells:

    Advanced Spells:

    D Rank Spells:

    Name: Golden Goose
    Rank: D
    Type: Summon
    Damage: 5hp per hit
    Requip/Summon HP: 50hp
    Range: 60 meters
    Speed: 60 meters per second
    Duration: 3 posts
    Cooldown: 4posts
    Downside: N/A
    Description: (How the spell is cast, what it looks like, what it does, extra info. )
    Strengths:  
    -

    Weaknesses:
    -

    Abilities:

    • Yolks On You:  
    • Ability 2:


    C Rank Spells:
    Name: Chained Kiss
    Rank: C
    Type: Will become Summoning
    Damage: N/A
    Summon HP: N/A
    Range: Must kiss someone for an extended period of time.
    Speed: Must kiss someone for an extended period of time.
    Duration: None
    Cooldown: None
    Downside: N/A
    Description: This will be edited on my next update as this will be used for her to enslave some creature to follow her through the course of the story. Nothing apart from a placeholder at the moment.
    Strengths:  
    - None Yet

    Weaknesses:
    - None Yet

    Abilities:

    • Ability 1: Unknown
    • Ability 2: Unknown





    _____________________________________________
    Name: (Name of the Spell )
    Rank: (What rank is your spell? D, C, B, A, S, or H)
    Type: (Single Target, Multiple Target, Area of Effect, Burst.)
    Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
    Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
    Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
    Duration: (How long does the spell last?)
    Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
    Description: (How the spell is cast, what it looks like, what it does, extra info. )
    Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)



    Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic.)




    Name: (Name of the Spell )
    Rank: (What rank is your spell? D, C, B, A, S, or H)
    Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Requip here as well)
    Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
    Requip/Summon HP: (Put the amount of HP the requip weapon/armor/item has, and the HP the summon has)
    Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
    Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
    Duration: (How long does the spell last?)
    Cooldown: (How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
    Description: (How the spell is cast, what it looks like, what it does, extra info. )
    Strengths:  (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)



    Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)



    Abilities: The abilities this Requip/Summon spell has.

    • Ability 1:
    • Ability 2:


    _____________________________________________________________________________________


      Current date/time is 18th September 2018, 11:50 pm