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    Void Break

    Indiana Jones
    Indiana Jones
     
     

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    Lineage : Caine's Descent
    Position : None
    Posts : 1380
    Guild : Savage Skull
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Void Break

    Post by Indiana Jones on Tue 4 Mar 2014 - 22:46

    Magic

    Primary Magic: Void Break
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:  A place of desolation and horror, the void has spewed forth countless of horrific beasts and creatures, though never had a being gained the voids power, by being taken there. Though it happened and the being absorbed the power, which fused with his magical power, creating a magic called Void Break. 

    Void Break uses the evil powers of the void plains. The magic is capable of incredible feats, causing the user to deal massive damage during a very small gap of time. Void Break covers a wide range of attack types and makes the user more durable overall. The magic has no element of it's own, but is considered one of the most unholy substances in the world. Void Break has really powerful combo potential, most of the spells work really well together with each other and there is great synergy with abilities. 

    Void Break itself has a green or purple color to it's spells. Sometime black color sinks in as well. The magic has an evil aura all around it when in use and even when not in use. It can be felt by anyone, even the user, who is the source of the aura. The magic itself causes the user's eyes take a purplish glow and the veins of the user will also start to glow in a bright purple light.  

    Strengths:

    • Combo powerhouse: Void Break's spells and abilities form combos incredibly well.
    • No Element: Has no real element, so lacks elemental weaknesses.
    • Destruction: The magic is highly destructive.
    • Constant Damage: The magic can keep putting out damage constantly, as most spells are duration based and not instant.

    Weaknesses:

    • Elemental Strength: As there is no element, the user lacks any kind of elemental strength/resistance.
    • Holy stuff: Holy stuff seems to sting more though, giving a 25% damage increase to magic, that is purely holy.
    • No Utility or support: The magic provides no backup to the allies.
    • Allies, fear me: All damage can hit allies, including all AOE spells.
    • The terror, that's inside of me: The magic causes the user to be driven mad while in combat, making the user attack his allies or kill innocent bystanders.

    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength and the ability to heal serious wounds rapidly upon consumption of blood. During this state, the user becomes insane, and will attack anything they see.
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 4 posts. Cant cast spells while in demon mode. User regenerates half of his health within 3 posts, and has increased physical strength by 75%.

    Demon form's look:
    Void Break World-of-warcraft-illidan-315762-480x320

    Unique Abilities:

    • Nothing stops the void: Every 3rd spell that is cast or every 4th attack made with a duration type of spell, ignores all armor.
    • OVERPOWER:The user can overpower one of their spells, but only spells that have an instant cast or then the first attack of a duration spell. Overpower doubles the damage of that spell. Cool down is 6 posts.
    • I AM FOREVER: The user of this magic is immortal by any means. If they are killed, either in battle or by some problem, they can regenerate from a singular cell. But this takes time and won't happen in the same thread, for that thread they can be treated as dead. During the regeneration, which usually takes a few threads or well, a couple of weeks ic time, the user's body is building itself back, so flesh can be seen regrowing. As the skeleton regenerates first, they can still be effective in combat during it.  
    • Void Coated Body: The user takes reduced damage depending on the rank of the hit taken.
      For 2 ranks lower: 40% damage reduction
      1 rank lower: 30% damage reduction
      Equal rank: 20% damage reduction
      1 rank higher: 10% damage reduction
      Anyone higher: Nothing.


    Signature Spell:

    Name:Void Raisers
    Rank:C-rank
    Type:Damage
    Description:The user summons two sawed off shotguns into his hands. These shotguns glow in purple, to signify their affliction with the void. The shells they shoot are made from condensed void matter, capable of phasing through basic defense, such as leather, iron, etc. The shotguns can both be fired twice per post, as they have double barrels, after which they reload themselves manually.
    Strengths:

    • Ammo, pfff: The shotguns have unlimited ammo but do have to reload after each of them has shot twice. The reload must be done in rp.
    • Shells: Due to having shells in them and not bullets, the shotguns deal more damage up close. If a target is 1 meter away, each shell does does 1.5 C-rank damage, if 2-4 meters away they deal 1 C-rank damage, if the target is 5-8 meters away they deal 0.5 C-rank damage. If any further, the shells are merely an annoyance and deal no damage.
    • Accuracy: The shotguns are incredibly accurate at close range.

    Weaknesses:

    • Range: Being shotguns, they are useless at long range or even medium range.
    • Fire rate: The shotguns have a very low fire-rate, meaning that you can for sure only get one shot off, even at close.
    • Reload: They must be reloaded after 4 shots, this takes valuable time ic.
    • Space: As there is two of the shotguns, both hands of the user are taken up when they are in use.

    Cool-down:3 posts
    Duration:3 posts

    D-rank Spells:

    Name:Blood Pact
    Rank:D-rank
    Type: Utility, Self Sacrifice
    Description:The user calls upon the void, asking for mp regeneration. But for the void to answer, the user must give a offering in blood. So after biting or cutting open his own wrists, the user takes 1.5 D-rank damage over 2 posts. During the first post, the user regenerates 10% mp.
    Strengths:

    • Mp: Regenerates MP for the user.
    • No mp cost: The spell costs blood to use, or well the user's health. 
    • Instant: The regeneration happens instantly. 

    Weaknesses:

    • Delay: The mp can't be used instantly on the same post, inhibiting any spell being cast.
    • No Mp, no game: When the user is out of MP, this spell can't be used even though it doesn't cost mp. 
    • Damage: The user takes 1.5 D-rank worth of damage. 
    • Self Kill: The user can actually kill themselves using Blood Pact, if it's used when on too low health or seriously damaged.

    Cool-down: 5 posts
    Duration: 2 posts

    Name:Void Arm
    Rank:D-rank
    Type: Damage
    Description:The user coats his arms in void matter, granting them the ability to deal half a D-rank damage with each punch extra to any other damage they may have on their punch already. This is just half a D-rank extra and doesn't scale at all. The void coating is also resistant enough to take 2 D-ranks of damage before breaking off and can block this damage from the user's HP.
    Strengths:

    • Bonus: Adds more damage.
    • Instant: Happens instantly.
    • Block: Can block away damage.

    Weaknesses:

    • Just arms: Only covers arms making blocking difficult.
    • Area of effect: Area of effect can't be blocked in any way.
    • Only that: Only adds half a D-rank damage, which is almost unnoticeable.
    • Higher ranks: Higher rank damage will instantly destroy the void matter.

    Cool-down:4 posts
    Duration:3 posts

    Name:Void Mark
    Rank:D-rank
    Type: Utility
    Description:The user places a void mark on a person, it being a tiny little symbol, that can be placed on clothes as well. It has a very dim purple light and is about the size of a coin. The original caster of void mark can track it anywhere in a 500 meter radius around him.
    Strengths:

    • Clothes: Can be placed anywhere on the target, doesn't matter what they have on.
    • Seeker: Can be used to effectively track anyone.
    • Psychic: The tracking is in the casters head, so no visible notification of it.

    Weaknesses:

    • Limited: The range on the spell is limited and can't be used to track large distances.
    • Duration: Has a duration, so can't be used to track for a long time.
    • Clothes: If the clothes where the mark is on are left behind, then the tracking can't be kept up.
    • Visual: No visual image is shown to the tracker, only their rough location. It isn't accurate.

    Cool-down:6 posts
    Duration:5 posts

    Name:Sentry
    Rank:D-rank
    Type: Utility
    Description:The user releases a small eye looking being, that does nothing but stand watch over an area and let the user know everything that happens in that area. It is exactly like a vision lacrima, but can't move. It is small in it's size, only 1 inch in diameter and resembles a purple eyeball. It has no attacks or anything and goes down in a single hit from anything. But due to the small nature of it, the user can place 3 of them, for the cost of 1. But they must be placed all on the same post for this to work, otherwise they will all cost separately. The vision of these eyes is in one direction, in a 90 degree cone and 150 feet or until an object that blocks their vision. They can't actually transmit a picture to the user, but if they see a person/being they will send a small bleep to the user.
    Strengths:

    • Vision: Provides vision to areas.
    • Alert: Can alert the user if it sees a person.
    • Multiple: Can have 3 out at the same time.

    Weaknesses:

    • Same post: Only on the same post can 3 be out without costing extra mp.
    • Cone: Can only see in a cone shape.
    • Durability: Can't take any kind of hit.
    • Damage: Are literally only a camera or well, more a motion detector.

    Cool-down:5 posts
    Duration:4 posts

    Name:Corrupter
    Rank:D-rank
    Type: Offensive, MP Steal
    Description:The user corrupts the mind of someone, causing them to feel a slight pain and take some damage. Also, their mp will be stolen and given to the user. While they are corrupted, their eyes will have a purplish glow. If the go further than 20 feet from the user, the spell ends.
    Strengths:

    • MP steal: The mana stolen depends on the rank of the user that is corrupted, D-ranks have 7.5% mp stolen per post, C-ranks 5%. Any higher aren't affected at all.
    • Damage: Anyone effected will take half a D-rank damage per post.
    • Annoying: Can be annoying due to the head pain caused by the spell.

    Weaknesses:

    • Low amount: The MP stolen is quite a small amount.
    • Damage: The damage is also quite low.
    • Visual: Anyone will know who is affected by the corruption.
    • Duration: The mp is stolen over a duration, so the user can't put it to use right away.

    Cool-down:7 posts
    Duration:3 posts

    C-rank Spells:

    Name:Dark Flight
    Rank:C-rank
    Type: Utility, Damage
    Description:When cast, two purple wings sprout from the back of the user. They look shredded and torn, like they had been through a fight. The wings are incapable of flight, but are strong enough to provide a powerful jump boost. Making the user able to jump up to 50 feet, reaching the height in a few seconds. Though the attack part come from the landing. All of the landings caused by Dark Flight, release a small area of effect shock-wave, that knocks people back and deal C-ranked damage. The knock back sends C-ranks and lower back 7 feet, B-rank 4 feet and anyone else is unaffected.
    Strengths:

    • Jump Boost: Gives the user a 50 foot jump boost.
    • Knock Back: Can be used as a knock Back, if gotten close to the person.
    • Area: Has an area of effect damage, multiple times if possible.

    Weaknesses:

    • Close ranged: The damage is quite close ranged.
    • Flight: The wings don't give the user flight.
    • Heavy: Weight become an issue to the user, if the target weighs more than 120 kg, they can't be knocked back.
    • Hit: The wings increase the size of the user, making him a larger target to hit.

    Cool-down:5 posts
    Duration:4 posts


    Name:Rift Walk
    Rank:C-rank
    Type:Utility
    Description:The user enters the void through a small portal and reappears at a distance from another portal. The teleport is instant. All anyone else can see is a small nova like dot, that is purple in color, both when the user enters or leave the portal. The radius is 75 feet, as to where the user can jump to.
    Strengths:

    • Instant: The teleport is instant.
    • Dodge: Can be used to dodge otherwise undodgable spells.
    • Height: The teleport can take the user to a destination 150 feet above them.

    Weaknesses:

    • No damage: The spell deals no damage on it's own.
    • Location: The user must know where they are teleporting.
    • Evil Presence: The evil presence of the teleport will let people know if he teleported close to them.
    • Lock on: If something is locked on to Indar, it will still follow him, even through the teleport.

    Cool-down:4 posts
    Duration:Instant

    Name:Rupture
    Rank:C-rank
    Type: Offensive
    Description:The user smashes their leg down onto the ground and in an area, in a 75 feet diameter circle, a circle of spikes will appear in a second. It will knock up, deal damage and maybe pierce all targets in that area. The spikes are all 3 feet in length and 0.5 feet in diameter. The circle is filled with them. 
    Strengths:

    • Knock-up: Anyone in the circle, unless they weigh over 440 lbs, will get knocked up to 8 feet.
    • Speed: The spikes appear instantly, making them hard to dodge.
    • Surprise: The spikes can appear anywhere in a 100 feet radius.

    Weaknesses:

    • Damage: The spikes can only deal 1 C-rank damage to a person, even if they are hit by multiple spikes.
    • Weight: If the opponent is very heavy, the knock-up effect won't work.
    • Pierce: Piercing happens rarely, as the spikes aren't very sharp.

    Cool-down:4 posts
    Duration:1 post

    Name:Void Enforcer
    Rank:C-rank
    Type: Offensive
    Description:The user boosts their body, giving all their attacks a C-rank damage boost. This only counts physical attacks, which get enhanced by magic. The user also gains a 15% increase resistance, making them able to tank more. The user glows purple while using this spell, as the void covers their entire body.
    Strengths:

    • Boost: All damage the user's punches and kicks do is increased by a C-rank damage.
    • Stat: Resistance to damage is increased by 15%.
    • Instant: Is instant, so can be used to soak up more damage.

    Weaknesses:

    • Weapon: Does not boost weapon damage of the user.
    • Wear: After Enforcer ends, the user can't attack on the post after the duration ends.
    • Close Range: The user has to get up close and personal.

    Cool-down:4 posts
    Duration:3 posts

    Do not grade the B-rank spells, i want to keep these for when i reach B-rank. They are just here from my previous magic.

    B-rank Spells:

    Name:Tectonic Disruption
    Rank:B-rank
    Type: Offensive.
    Description:The user launches two blobs of void matter from his hands towards a location of his choosing. The blobs land 40 feet from each other and cause a massive energy pillar on their landing location. The pillar will deal damage and knock back anyone hit by it. The pillars will also block any kind of attacks sent towards them, though a higher ranked attacks will make them go away. The pillars are purple in color. Also, when the blobs land, they cause a small earthquake, that doesn't deal any damage. The pillars both deal B-rank damage when they form and deal D-rank damage if anyone walks into them afterwards. The damage after is done, due to the pillar being almost pure magical energy, which is filled with a dark presence aka the void.
    Strengths:

    • Height and radius: The pillars are 150 feet tall and 50 feet in diameter.
    • Knock- back: Anyone hit by the pillars will be sent back 15 feet.
    • Range: The pillars can be launched up to 150 feet and move at a speed of 60 feet per second.

    Weaknesses:

    • Aimed: Can't be fully aimed at one person, as they must land at least 40 feet from each other.
    • Dodge: The blobs aren't hard to dodge.
    • Blob: The blobs themselves deal no damage to anyone.
    • Demolish: The pillars can be destroyed by one B-rank spell or equivalent, that will be blocked as well. A-rank will destroy it and then pass through, dealing half damage.

    Cool-down:5 posts
    Duration:2 posts

    Name:SILENCE
    Rank:B-rank
    Type: Utility, Debuff
    Description:The user releases a powerful banshee scream, that blocks everyone's magic in a radius of the user, making them unable to cast new spells. This lasts a certain amount and during the duration, the people Silenced can't use any spells. The radius of the silence is 50 feet and effects everyone in the radius.
    Strengths:

    • No Spells For You: Blocks people from using spells.
    • Duration: B-ranks can't use spells for 2 posts, C-ranks and D-ranks for 3 posts.
    • A-ranks: A-rank have the damage of their next spell halved.

    Weaknesses:

    • High Ranks: S-ranks and up aren't effected by this spell at all.
    • Weapons/Spells/Armor: Anything that doesn't straight come from the silenced opponent aka from their body isn't silenced. So requip mages can still do everything fully.
    • Allies: Allies in the radius will be silenced as well.
    • Damage: The spell deals no damage what so ever.
    • Instant: If a spell is already coming at the user, that spell can't be silenced.

    Cool-down:7 posts
    Duration:3 posts

    Name:Void Bringers
    Rank:B-rank
    Type:Offensive, Weapon, Anti-Mage
    Description:Void Bringers are a half moon shaped blades, that are attached to the user's wrists. Both of them are 2 feet in length and a foot in diameter. They are purplish in their appearance and give off a massive evil aura. They sap 7.5 mp from D and C ranks. 5% mp from B-ranks and 2.5% mp from A-ranks. No other ranks are affected. Other ranks are unaffected by the sap.

    Void Bringers deal B-rank damage with every hit and sap mp from the opponent every second attack. This mp just vanishes and isn't given back to the user.
    Strengths:

    • Mana Sapper: Saps opponents mana every second attack.
    • Damage booster: Boosts the user's attacking power.
    • Dual damage: There a two blades and that means double the fun.

    Weaknesses:

    • No mana back: The blades don't give the mana to the user.
    • No Defense: Void Bringers are directly meant for offence, meaning they can't be used to block attacks.
    • Evil Presence: The evil presence of the blades can alert people of Indar's location.
    • Not every strike: The mp sapping doesn't happen on every attack.

    Cool-down:5 posts
    Duration:4 posts


    Last edited by Indiana Jones on Tue 5 Jul 2016 - 15:23; edited 87 times in total
    Indiana Jones
    Indiana Jones
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 1380
    Guild : Savage Skull
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Indiana Jones on Sat 23 Aug 2014 - 16:26

    The revamp has been finished, basically everything is new. Also the 2nd post is just there for reference for me, so that i will know the cool-downs and whatnot for the threads i have going atm.

    But bump.


    _____________________________________________________________________________________

    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
    Position : None
    Posts : 2983
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 75987.5

    Character Sheet
    First Magic: Toxic Scourge
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Felicity on Mon 25 Aug 2014 - 5:36

    @Indiana Jones wrote:Magic

    Primary Magic: Metallic God Slayer
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:
    God Slayer Magic (滅神魔法 Metsujin Mahō) is a form of lost magic, that is said to have been granted to the humans by the gods. This magic however, was lost, and forgotten, having nothing about it's origin or how to obtain it, only few chosen ones may control it. Every type of god slayer magic is restricted to a single element. The element is stronger than the one dragon slayers use, but god slayer elements are always black in color. Though god slayer magic is equivalent to it's counter part, the demon slayer magic.

    Metallic God Slayer magic was thought to Indar, by his grandfather, the Metallic God Ombrias. Due to this Indar has the genes of the Metallic God in him and has the control of the Metallic God Slayer magic as well. This creates a deadly combination, as Indar can tap into all the secrets of this magic and can use it like it was a literal part of him.

    The metal, that this magic uses, is god metal, originating from the metal god and from his heaven. This metal has a shadowy glow to it when Indar uses it, otherwise it's a stainless steel kinda color, with seemingly no imperfections what so ever. It is one of the toughest metals ever recorded and can't be melted with fire, unless it reaches incredible temperatures. The metal also is unstable in earthland and thanks to that can go from liquid to solid at will of the user. When the metal forms any kind of weapon or object, blue or green lights appear on it, like energy in the object. With the shadowy glow they are quite easy to see. When anything is formed with the metal, it doesn't just appear. Liquid form of the metal will flow out from small cuts on the user's arms or legs, depending where the spell is cast from and will then form the weapon or object while becoming solid. The process is incredibly quick and can't usually be disrupted, though the disruption is possible.

    The magic itself is considered unholy in nature, though being from a holy origin, if you can consider the metallic god holy. It has a unholy feel whenever it is used and a feeling that it shouldn't belong in this world. It feels alien. The magic is highly destructive and brutal in it's nature and can't really be considered flashy or beautiful. It was meant to kill, destroy and annihilate and that's what it will do. Some great description here; its always nice to see the personal touch xD

    Strengths:

    • Annihilation: Highly destructive in it's nature.
    • Hit me: Can be incredibly defensive, so the user can take multiple hits.
    • I can go for a long time: Most duration spells have a high duration, making them very efficient.
    • Buff city: The magic has quite a few buffs for it's user and can make regular hand to hand combat favorable to the user.
    • A god as a god slayer: Due to being of godly origin, Indar has amazing control over the magic.


    Weaknesses:

    • With great duration, come great cool-downs: The spells have fairly high cool-downs, which usually are a huge weakness.
    • Venom = Bad: Anyone with a magic that utilizes poison or venom, deals 25% extra damage and one hit from a venom/poison spell can knock down a duration of a spell by one post. This weakness also goes for any corrosion type spell or magic. 
    • Magma = Very Bad: Magma is the greatest elemental weakness to the metal. It can easily melt it and deal extra damage. Magma deals 50% more damage to Indar and lower duration's by 2 posts.
    • In your face: The magic is close ranged most of the time, with the exception of a few spells. This creates fighting at long range very difficult.
    • Heavyweight: Spells of this magic, add weight when used, due to being made of metal and thus heavy. This causes gravity magic and other magic that uses weight against the user, to deal 25% more damage. It does not effect the speed of the user though.
    • No can eat: Can't consume their own metal or the metal of the metallic demon slayer.
    • Lightning Rod: As the user has a massive amount of metal in their body, all lightning magic has a much higher chance of hitting him and makes dodging lightning or electricity much harder. 


    Abilities/Powers:

    • God Force: After consuming enough metal, the user can enter god force. While in god force, the user has increased strength and durability. Also spells consume no mp. God Force lasts for 7 posts and when the user comes out of god force, he/she has 10% mp remaining. 5%, mate.
    • Enhanced senses: Being a God Slayer, the user has enhanced sense of hearing, smell and sight.
    • I will resist: The user has a big resistance to fire and lightning magic and a smaller resistance to wind and water magic. I think you just... messed this up. Shouldn't it be like, more resistance to water / wind and less resistance to fire / lightning? Reason is, you can block water and wind (which posses the property of fluidity) and act as an obstruction for them. However, metal is a good conductor of lightning and fire (due to less resistance). This is what I feel, but you can debate this if you feel like.

      Lightning and Fire resistance:
      D-rank magic: 60%
      C-rank magic: 50%
      B-rank magic: 40%
      A-rank magic: 30%
      S-rank magic: 20%
      H-rank magic: 5%

      Wind and Water resistance:
      D-rank magic: 40%
      C-rank magic: 30%
      B-rank magic: 20%
      A-rank magic: 10%
      S-rank magic: No Resistance
      H-rank magic: No Resistance
    • Consuming of metal: The user can consume any source of metal, expect demon slayer metal or his own. When consumed, the metal restores the user's mp, depending on the amount of metal consumed.
    • Iron Man: The user has a resistance to falling damage or things falling on them and depending on their weight at the time, a small resistance to knock backs. These resistances come from the fact, that Indar's skeleton is infused with the god metal passively.

      Fall damage resistance: 50%

      Things falling on the user resistance: 40% (Only non magical things count, for example rubble.)

      Knock back resistance:
      With no spell up: 0%
      1 spell up: 10%
      2 spells up 25%
      3 spells up 40%
      (Only spells that manipulate the users body, for example Ravager Blades, count for this.)
    • Overdrive: The user makes the metal in their body move around and cause reactions with the organic tissue, causing a cleansing pulse in the body of the user that removes debuffs. It wipes off all debuffs caused by spells of the same rank or lower, knocks off 50% of the duration of all debuffs added by one rank higher spells. If there is a difference of more than one rank higher, nothing will happen. Overdrive costs 5% of the user's hp to cast, as it uses up tissue from the user's body. This can only be used twice per thread and has an 8 post cool-down.
    • Ironed Skin: The user's skin has melded with the the metal flowing in their body and created a sort of protective shell, that isn't very powerful. It blocks weak weapons and lower ranked strong weapons from making cuts into the user's body, blocking 20% of the damage they do. Also the impact from people's fists is reduced by 30%, aka the user feels them less, though he still takes full damage. 
    • Increased Stats: The user has 50% increased strength and durability. 


    Signature Spell:

    Name: Ravager Blades.
    Rank: B-rank
    Type:Metal, Offensive, Body Manipulation.
    Description: When cast, liquid god metal starts to form on the user's hands, melding together with the skin and bone of the user. The metal keeps forming and in a few seconds, the user's hands have taken the form of chainsaws. The blades are 4 feet in length and have 3 rows of teeth on them. The side rows spin in a clockwise direction, while the middle row spins counter clockwise. The rows start spinning right away, creating a sound and let out a small amount of steam, as the friction created is incredible. Just putting this in here, but the length of these chainsaws are only as much as your arms.

    The user can move freely with these equipped, not slowing down at all, though the user's weight is increased. A regular person would be slowed down, but as Indar is a demigod, he doesn't suffer the speed decrease. 

    Strengths:

    • Double the fun: The user gets not one, but two ripper blades. 
    • Iron Man!: This spell triggers the Iron Man passive. (Knock-back part.)
    • Godly: The user suffers no speed decrease from the spell, even though it adds weight.


    Weaknesses:

    • Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to Ripper blades, they remove duration, exact numbers marked in weakness. 
    • Gravity, why do you exist: If Ripper Blades are active, the user takes 25% more damage from gravity magic and fall damage resistance is lowered by 25%. 
    • Long range, medium range, not a good fit: Ripper Blades are attached to the body of the user, so they can only be used effectively in close range combat.
    • Barriers, why you got to do this?: Ripper Blades, while being chainsaws, can't actually break through magical barriers. Even a C-rank barrier will need to get hit at least 3 times, B barriers 6 times, D barriers for 1 and A-rank barriers can't be broken. 


    Duration: 4 posts
    Cool-down: 5 posts

    D-rank spells.:

    Name: Atomizer.
    Rank: D-rank
    Type: Utility, Defensive
    Description: When cast, the user's eyes and mouth start to glow in an orange glow. The area in front of their face turns static and a little blurry. The spell creates a small area in front of the face of the user, that can atomize almost any type of metal and covert it into energy the user can use to force or regain mp. The metal consumed gives the exact same amount, as eating it regularly would. But this spell can double as a defense. 

    Strengths:

    • Atomize: Can consume metal a lot faster. 
    • Efficiency: Is more efficient to use in a fight, that to just regularly eat the metal. 
    • Invisible Defense: Can atomize metal from weapons and spells that are thrown towards his face. 


    Weaknesses:

    • Not a good defense: Can only atomize spells of D-rank and only atomize C-rank spells by half, causing them to do half their damage.
    • Regulations: Can't atomize the user's own metal or demon slayer metal. 
    • Weaponry: Can't atomize weapons strong and up. Or only D-rank weapons if fighting a requip mage. 
    • Visibility: Disrupts the visibility of the user by 30%. 


    Duration: 3 posts
    Cool-down: 4 posts

    Name: Grapple Hook.
    Rank: D-rank
    Type: Offensive, Utility 
    Description: The user generates two hook like objects onto their shoulders. The hooks can be shot out and they can attach to objects very easily. Their ends are attached to chains, that seemingly come out of the user's shoulders. With no effect on the user. The hooks can hook any inanimate objects, animals, monsters and people. Depending on what is hooked, the user can either pull the hooked objects towards them or slingshot themselves towards the object. The hooks have a shadowy glow to them, as do the chains. 

    Strengths:

    • Dual usage: Can be used to pull or slingshot themselves at 25 mph towards the hooked object. 
    • Dual Hook: There are two hooks, so if one misses, the other can still hit and be used.
    • Multiple Usage: Can be used multiple times during the duration.


    Weaknesses:

    • One go: Even with a duration, can only be used once per post. 
    • Accuracy: If only one hook lands and is used, the user can't control the trajectory of the hook. It may lead them off course badly. 
    • Weak Metal: The metal of the hooks is durable, but the chains are broken with a single D-rank magical hit or a two hits from a weapon. Regular punches can only break it, if they are from a B-rank or up mage. The hooks have twice the durability, but still break from a single hit from a B-rank or up mage. 
    • Reach is an issue: The chains are only 40 feet in length. 
    • Pull, no go: The user can't pull any creature or mage over C-rank or any object that weighs more than 3 tonnes. The user can only get close to them. 


    Duration: 3 posts
    Cool-down: 4 posts

    Name: Telepathic Metal Control.
    Rank: D-rank
    Type: Utility, Passive
    Description: The user focuses their mind on any piece of metal that is close to them and that they can see. With the focus, they can move the metal object towards them almost instantly. As this is a passive, it's active all the time, though it comes with a cost. Every time a piece of metal is moved, it consumes 5% mana. This doesn't' rely on the metal pieces size, it's always 5% mana. This counts even at S-rank, when D-rank spells shouldn't cost anything, but this one does. 

    Strengths:

    • Use the force: Metal can be pulled in telepathically.
    • Mana boost: Can be used to get metal to refill the user's mp reserve. 
    • Passive: Is a passive spell, it's always active. 


    Weaknesses:

    • Mana lock: Always costs 5% mana, not depending on the weight of the metal pulled in.
    • Weight lock: Can't pull in metal that weighs more than 1 tonne.
    • Focus lock: To pull in a piece of metal, the user needs to focus on it, which may distract him during a fight. 
    • Pull lock: Can only pull metal towards the user, not move it any other way. 
    • Sight lock: Must have vision of the metal being pulled in.


    Duration: Active constantly.
    Cool-down: 2 posts, when another piece can be pulled in. 

    Name: Metallic Sight.
    Rank: D-rank
    Type: Utility. 
    Description: When activated, the user's eyes start to glow in a powerful green light. The light gives the user to see through any metallic substance, be it magical or non magical. The rank doesn't matter either, as it's just to detect objects or people through metal. 

    Strengths:

    • No hiding: The user can find anyone hiding behind any kind of metal. 
    • See through: All metal becomes see through for the user or almost invisible. Even his own metal. 
    • No sneaking: With the added senses bonus, sneaking up to the user, while in any place with metal is incredibly difficult. 


    Weaknesses:

    • No offense: No direct damage can be done with this spell. 
    • Now you see metal, now you don't: The user can't see any metal, not even his own, which makes hitting spells harder. 
    • Can't be turned off: The duration must go through. 
    • The glow: In a dark area, the massive glow from the user's eyes, will give them away. 


    Duration: 3 posts
    Cool-down: 4 posts

    Name: Fall Break.
    Rank: D-rank
    Type: Utility, Defensive. 
    Description: This spell can only be used while the user is falling. When cast, the user's legs wrap in a bundle of metal and cushion the fall, no matter from how high this fall is. The landing is usually with an incredibly loud thud and cloud of smoke, due to the height. This spell nullifies all fall damage, but only if the user can fall onto his legs. When landed, the metal disappears instantly. 

    Strengths:

    • Fall damage, pfff: Nullifies all fall damage. 
    • Instant: Cast is instant. So can be used in a dire situation. 
    • Iron Man!: Triggers the Iron Man passive, but it only will work, if the knock-back happens during the fall. 



    Weaknesses:

    • I'm not a cat: Will only work, if the user lands on their feet. 
    • No offense: Has no damage dealing properties. 
    • One use: Has only one use and that is to cushion falls. 
    • Air time: Has to be already falling, to use the spell. 


    Duration: 1 post
    Cool-down: 3 posts

    C-rank spells.:

    Name: Metallic God's Pillar.
    Rank: C-rank
    Type: Offensive, Metal.
    Description: When cast, the user's left hand covers in liquid metal. The metal solidifies in a matter of seconds and the user's hand will take the shape of a pillar. The pillar can be used to attack or block physical attacks. The pillar can extend up to 20 feet away from the user, which makes it quite a versatile spell to use. The metal used to form the pillar is shadowy in color and has circles of green lights on it, that glow massively when the pillar extends. 

    Strengths:

    • Strike far, strike strong: The pillar can extend, increasing it's range, making it effective at medium range. 
    • Knock-back: If a hit from the pillar lands, D-rank mages are pushed back 7 feet, C-rank mages 5 feet, B-rank mages 3 feet and A-ranks and up aren't moved at all.
    • Metal Protection: The pillar is indestructible, though the duration can be lowered. 
    • Iron Man!: This spell triggers the Iron Man passive. (Knock-back part.)


    Weaknesses:

    • Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to the Pillar, they remove duration, exact numbers marked in weakness. 
    • Reach is still an issue: At long ranges, even the extension falls short. 
    • One handed: The user gives up their hand for the spell, as the left hand of the user is converted into the pillar, so they can't grasp anything with their left hand. 
    • Duration, aww: The user can't cancel the spell, they must wait through the duration. 


    Duration: 4 posts
    Cool-down: 5 posts

    Name: Scatter Bomb.
    Rank: C-rank
    Type: Metal, Offensive, Explosion. 
    Description: The user summons a projectile in front of them, that can be aimed at one person. The projectile is 1 foot in length and 0.5 feet in diameter. It resembles an iron ingot with one of the tips being a cone shape. The projectile can be launched at a target in a 50 feet radius, though turning the flight, the projectile can't change it's movement. The target can be anything. It flies at a speed of 20 feet per second. 

    When Scatter Bomb reaches it's location, it makes a small initial explosion, that deal no damage to anyone or anything. Though, this releases 4 separate explosions, that all deal a D-rank damage. All of these explosions have a radius of 7 feet and a height of 7 feet. No opponent can take damage from all 4, the maximum is 3. Though it's unlikely, as the explosions all are separated by 2 feet, though the inner edges toward the original explosion are together, so if an opponent is standing there aka if they didn't move, then they will take a maximum of 1 C-rank and 1 D-rank worth of damage. This spell also destroys any environment it touches and leave 3 feet deep craters. 

    Strengths:

    • EXPLOSIONS: The spell releases 4 separate explosions. 
    • Extra damage: Will do more than just one D-rank worth of damage. 
    • Barrier Wipe: Due to the explosive power, it will wipe out any C-rank or lower barrier used to block it, but only if the barrier is hit by 2 or more explosions. 


    Weaknesses:

    • 4 Explosions, Not 2 C-rank damage, is the math wrong?: Even if hit by all 4 explosions, the enemy won't be able to take the full damage, which should be 2 C-ranks. 
    • Allies, why you got to take damage: Can deal damage to allies, if they are in the radius.
    • Low damage: If hit by only one explosions, it deal only a meager D-rank damage. 
    • One aim: If the original projectile is dodged and the area around it is cleared, ever explosion usually misses. 


    Duration: Instant
    Cool-down: 3 posts. 

    Name: Beam Drive.
    Rank: C-rank
    Type: Buff, utility. 
    Description: When cast, the user charges their body with metallic energy, giving the user's body the ability to move faster than usual. Also, Beam Drive boosts the damage of a spell active, while beam drive is used by 50%. The speed increase is also 50%. Passive speed of the user is 15 mp/h. During Beam Drive, the user's body glows with a shadowy aura and their legs have small sheets of metal attached to them. Any spell that is active also gains a green glow to them, indicating that their damage is increased. 

    Strengths:

    • Iron Man!: Triggers the Iron Man passive, but it only will work, if the knock-back happens during the fall.
    • Duration lowered, i think not: The duration of beam drive and the spell it has powered up cannot be lowered, by any means. Be it even a spell from an opponent. 
    • Pound Booster: The power of duration spells is powered up.


    Weaknesses:

    • Direct Offense: The spell lacks direct offensive powers.
    • Fabulous~: The user starts to glow while using this, so they lose any kind of stealth options.
    • Duration Match: Beam Drive matches the duration of the spell that is up, when Beam drive is cast. Can't be cast on the same post as any other spell.
    • Individual usage: Beam Drive can't be cast if another spell isn't up before it.  


    Duration: Matches the remaining duration of a spell before it.
    Cool-down: 6 posts

    Name: Bunker Buster.
    Rank: C-rank
    Type: Offensive, Utility.
    Description: When cast, the user conjures a bomb aka a bunker buster into the sky, at a height of 200 feet. The bomb will then proceed to drop towards the earth at a straight line. The bomb has a drop speed of 50 feet per second, so it will reach the ground in 4 seconds. When the bomb lands, it does C-rank damage to everyone in a 10 feet radius and wipes out any non magical matter, leaving only a crater, that is 5 feet deep and 10 feet wide in it's place. Also, anyone in a 5 feet radius of the center of the explosion, will lose their hearing for 1 post, this hearing loss has no effect on B-rank and up slayers and A-rank and up regular mages. The explosion also destroys any C-rank and lower magical barriers and damages B-rank barriers, barely scratches anything A rank and up. The buster also has a special nose to it, which allows it to dig drill through 50 feet of any material and explode underground. If it explodes in the ground, the ground in a 15 feet radius of the explosion will collapse in. The buster itself is 4 feet long and 1 feet wide, made of shadowy metal, with circles of green and blue lights around it. The drill emits a blue light, as it spins around.

    Strengths:

    • Annihilate: Bunker Buster wipes out a reasonable chunk of objects or ground in it's explosion. This can even be used to wipe out a bigger building.
    • Ringing sound: Anyone in a 5 feet radius of the bomb loses their hearing for 1 post, though B-rank and up slayers don't lose their hearing and any other mage that is A-rank and higher doesn't lose theirs.
    • Drill, my pretty: Bunker Buster can even be used to get through other building to get to a certain area.


    Weaknesses:

    • Sound issues: The bomb can be heard coming, by a sort of high pitched sound also the drill can be heard digging through. This makes it easier to dodge.
    • Ally damage: Bunker buster does damage to everyone in it's radius.
    • Barriers: B-rank barriers will block the explosion.
    • Wipe out: If hit by a spell while mid flight, bunker buster can be knocked off course or if hit by an A-rank spell, detonated.


    Duration: Instant
    Cool-down: 4 posts This is a bit stronger than other C Rank spells, so its preferable if you make it 5 posts for the sake of balancing.

    B-rank spells.:

    Name: Metallic God's Bellow.
    Rank: B-rank
    Type: Offensive.
    Description: The user inhales a large amount of air and concentrates all his magical energy. After a couple of seconds, the user releases the energy in the form of a stream out of his mouth. The stream of energy is 7 feet wide all the time and can reach up to 125 feet. The stream travels at 75 feet per second, so it reaches it's maximum distance in 2 seconds. The bellow is just a stream of pure metallic energy, that holds no additional effects, but just pure raw power, like almost all of the metallic god slayer's arsenal does. The stream itself is metallic looking, with a unholy aura surrounding it. Also it's surrounded by green and blue circles of light. 

    Strengths:

    • Pure. Raw. Power: Deals double it's rank's damage to anyone who gets hit by the bellow fully. 
    • Mass area: The bellow is quite big and can travel quite far as well. 
    • Speed freak: The bellow itself travels fairly quickly for it's size. 
    • Demolition: The bellow can burst through C-rank and lower magical barriers, also doing considerable damage to B-rank and A-rank barriers. The bellow also destroys any building or what ever it meets in it's way. 


    Weaknesses:

    • No Defense: As the user is casting the bellow, no other spell can be cast. 
    • Exhaustion: After casting the spell, the user has their move speed reduced to 10 mp/h for the next post. 
    • No movement: The bellow can't be moved while in mid cast, it only goes where it was first targeted at. 
    • Limit: The Bellow can't be casted when the user is below 25% hp, as the bellow would drain most of their energy. 
      Love the way you balanced this one~


    Duration: Instant
    Cool-down: 5 posts

    Name: Sword Arm.
    Rank: B-rank
    Type: Offensive, Defensive. 
    Description: When cast, the user's right arm is covered by liquid metal. After a couple of seconds the liquid metal forms into a 7 foot long sword, taking over the user's right hand, starting from the elbow. The sword is also a foot wide, making it be quite a massive thing. Though the user wields it like it had always been there, with extreme accuracy and skill. The sword is black in color, with an unholy aura and green lights dotting it. It's sharp on both sides of the blade and can never be dull.  

    Strengths:

    • Massive: The sword is fairly large in it's size, giving it quite a good reach. 
    • Indestructible: The sword cannot be broken in any way, as it's part of the body of the user and made of an incredibly powerful metal. This means that it can be effective at blocking physical damage. 
    • Iron Man!: This spell triggers the Iron Man passive. (Knock-back part.)


    Weaknesses:

    • Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to the Sword Arm, they remove duration, exact numbers marked in weakness. 
    • Reach: The sword may be long, but it still isn't useful in long range combat. 
    • The length: The swords length can be a hindrance in tight corridors, as it can get stuck on things and it lacks the power to break through materials stronger than stone. 
    • Barriers: Any B-rank barrier will require multiple hits to go down and C-rank barriers will require at least two. Give a perfect numerical value to multiple, please.


    Duration: 5 posts
    Cool-down: 6 posts

    Name: Arena of the Metal Heaven.
    Rank: B-rank
    Type: Buff, Area of Effect. 
    Description: When cast a silver pentagon forms underneath the caster. It starts to glow in a green unholy aura, lighting up the area around it. The area that gains this aura is 60 feet in diameter. The whole of the area glows in this eerie green glow. The area itself does nothing to anyone, but the caster, who gains a boost. A boost to all his stats, raising them by 50%, while they are in the area. Also, the arena makes all of the user's spells that have a duration deal 50% more damage, but only inside the arena. If the user leaves the arena, by will or by force, the arena disappears and the user loses all buffs gained from it. 

    Strengths:

    • Boosted Power: The user gains buffs to his stats and damage while in the arena.
    • Size: The arena is quite large in size, so the user can move freely around in it. 
    • 1v2: The buffs from the arena, can make the user be able to take on 2 opponents with ease. 


    Weaknesses:

    • Leave: If the user leaves the area, they lose all the buffs instantly. 
    • Disappear: Even if the user steps out for a second, the arena disappears. 
    • Higher ranked opponents: The buffs from the arena aren't enough to fight off a higher ranked opponent still, in a 1v1 scenario. 
    • Eliminate: If the opponents possesses dispel magic or a powerful AOE of A-rank or equivalent, the arena can be wiped away. 


    Duration: 4 posts
    Cool-down: 7 posts

    Name: Heaven Combat Form.
    Rank: B-rank
    Type: Buffs, Defensive, Offensive. 
    Description: When cast, the user's eyes, hands, legs and torso cover in a small sheet of metal, forming a defensive shell around them. Though the anything that hits is just reduced in damage and it looks like they hit a magical barrier, though any energy and things still passed through, though in a reduced state. The metal is covered in blue lights, lined mostly on the edges of the armor, the visor in front of Indar's eyes, is fully blue. The regular metal is black colored, with an unholy aura surrounding it. The armor itself blocks 10% A-rank damage, 50% B-rank damage, 75% C-rank damage and 85% D-rank damage. The armor also gives the user a tiny boost to their punches, increasing the damage a regular punch does by 1 D-rank damage. 
    Strengths:



    • Damage block: The armor blocks quite a bit of damage from incoming attacks. 
    • Punch Harder: Adds a small boost to the users punches, making them do an extra D-rank damage. 
    • Iron Man!: This spell triggers the Iron Man passive. (Knock-back part.)


    Weaknesses:

    • Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to the Sword Arm, they remove duration, exact numbers marked in weakness. 
    • Not full block: No spell is blocked fully, some damage will always get through. 
    • Resistance, why you no work: When this spell is active, the user loses all resistance to any elements for the duration of the armor. 
    • High ranks: A-rank damage isn't basically blocked, and S-rank and H-rank damage just go through, like there was nothing in the way. A Rank is blocked though I accept that 10% ain't much xD


    Duration: 4 posts
    Cool-down: 6 posts

    This has been balanced quite nicely. Its just a very few spells that need attention and that one ability that I'm a bit unsure about. Bump when you're done or just Skype me. Edits are in THIS color.


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Void Break ObrztW

    Indiana Jones
    Indiana Jones
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Player 
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    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Indiana Jones on Mon 25 Aug 2014 - 8:53

    Bump, changes have been made. : D


    _____________________________________________________________________________________

    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
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    Dungeon Tokens : 0
    Age : 20
    Experience : 75987.5

    Character Sheet
    First Magic: Toxic Scourge
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Felicity on Mon 25 Aug 2014 - 13:15

    After discussing this on Skype for one last time, I deem this as...

    Void Break 4ptemh


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Void Break ObrztW

    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
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    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Void Break Empty Re: Void Break

    Post by Cirven on Sun 12 Oct 2014 - 20:53

    Unlocked for changes.


    _____________________________________________________________________________________

    Void Break LxcTBIi
    Character Info:
    Indiana Jones
    Indiana Jones
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 1380
    Guild : Savage Skull
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Indiana Jones on Sun 16 Nov 2014 - 14:24

    Changes done finally, took me over a month.


    _____________________________________________________________________________________

    Indiana Jones
    Indiana Jones
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Player 
    Lineage : Caine's Descent
    Position : None
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    Guild : Savage Skull
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Indiana Jones on Sun 16 Nov 2014 - 21:25

    Bumping again, as i made some changes and removed one C-rank spell.


    _____________________________________________________________________________________

    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
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    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Void Break Empty Re: Void Break

    Post by Cirven on Sun 16 Nov 2014 - 22:30

    *will review more after his brain is not fried*


    _____________________________________________________________________________________

    Void Break LxcTBIi
    Character Info:
    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Partner : Demi
    Posts : 2403
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Void Break Empty Re: Void Break

    Post by Cirven on Wed 19 Nov 2014 - 0:13

    *runs in, trips and skids on his face the rest of the way in. He then gets up like nothing happened.*


    Yo Indi, reviewing now!

    Edits are in THIS color.


    @Indiana Jones wrote:Magic

    Primary Magic: Void Break
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:  A place of desolation and horror, the void has spewed forth countless of horrific beasts and creatures, though never had a being gained the voids power, by being taken there. Though it happened and the being absorbed the power, which fused with his magical power, creating a magic called Void Break. 

    Void Break uses the evil powers of the void plains. The magic is capable of incredible feats, causing the user to deal massive damage during a very small gap of time. Void Break covers a wide range of attack types and makes the user more durable overall. The magic has no element of it's own, but is considered one of the most unholy substances in the world. Void Break has really powerful combo potential, most of the spells work really well together with each other and there is great synergy with abilities. 

    Void Break itself has a green or purple color to it's spells. Sometime black color sinks in as well. The magic has an evil aura all around it when in use and even when not in use. It can be felt by anyone, even the user, who is the source of the aura. The magic itself causes the user's eyes take a purplish glow and the veins of the user will also start to glow in a bright purple light.  

    Innate Abilities:

    • Ability to talk in the language of the Void. (Ignore this, it is not a thing.)
    • Ability to sense any kind of Void relate objects/creatures nearby.(Ignore this, it is not a thing.)

    Aura Type: The user's aura also releases a purple haze into the battlefield, in the radius of the aura burst. The haze stays for 2 posts and blocks vision of everyone but the user.  (Ignore this, it is not a thing.) Lower the blocked vision to a 20% vision impairment instead. These are only minor effects.
    Strengths:

    • Combo powerhouse: Void Break's spells and abilities form combos incredibly well.
    • No Element: Has no real element, so lacks elemental weaknesses.
    • Destruction: The magic is highly destructive.
    • High damage in a small window: Can deal massive damage in a very short span of time.

    Weaknesses:

    • Elemental Strength: As there is no element, the user lacks any kind of elemental strength/resistance.
    • Holy stuff: Holy stuff seems to sting more though, giving a 25% damage increase to magic, that is purely holy.
    • No Utility or support: The magic provides no backup to the allies.
    • Allies, fear me: All damage can hit allies, including all AOE spells.
    • The terror, that's inside of me: The magic causes the user to be driven mad while in combat, making the user attack his allies or kill innocent bystanders.

    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength and the ability to heal serious wounds rapidly upon consumption of blood. During this state, the user becomes insane, and will attack anything they see.
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 4 posts. Cant cast spells while in demon mode. User regenerates half of his health within 3 posts, and has increased physical strength by 75%.

    Demon form's look:
    Void Break World-of-warcraft-illidan-315762-480x320

    Unique Abilities:

    • Nothing stops the void: Every 3rd spell that is cast or every 4th attack made with a duration type of spell, ignores all armor.
    • My poison, wait, is it poison, ah whatever: Every spell or attack applies a damage over time effect, that does a rank worth of damage over 2 posts. The rank of damage depends on the spell used for this. When a person gets affected by this, the duration can not be extended and they are immune to the effect for 3 posts after the duration ends.
    • OVERPOWER: 2 times per thread, the user can overpower one of their spells, but only spells that have an instant cast or then the first attack of a duration spell. Overpower doubles the damage of that spell. This needs more of a weakness in order to use this. Also you should add a CD between uses.
    • I AM FOREVER: The user of this magic is immortal by age or illness.
      Meaning that he can only die in battle or by execution, an accident would kill him as well.  
    • The power of isolation: When engaging a target, who has no one around them in a 200 feet radius, Void Break gains a 15% damage bonus to all of it's damaging spells. Lower this amount to 10%.


    Signature Spell:

    Name:Void Bringers
    Rank:B-rank
    Type:Offensive, Weapon, Anti-Mage
    Description:Void Bringers are a half moon shaped blades, that are attached to the user's wrists. Both of them are 2 feet in length and a foot in diameter. They are purplish in their appearance and give off a massive evil aura.

    Void Bringers deal B-rank damage with every hit and sap 5% mp from the opponent every second attack. This mp just vanishes and isn't given back to the user. The MP sapping should affect ranks differently. Something like 5% - D-rank, 4%- C-rank, 3% - B-rank, 2% - A-rank, 1% - S-rank. The MP sapping will not affect any mage higher rank than you so leave out the A and S rank sapping. Also seeing as you have a sapping effect for every two attacks there should be a limit on the number of times you can attack in a post. I'm thinking around 2.
    Strengths:

    • Mana Sapper: Saps opponents mana every second attack.
    • Damage booster: Boosts the user's attacking power.
    • Dual damage: There a two blades and that means double the fun.

    Weaknesses:

    • No mana back: The blades don't give the mana to the user.
    • No Defense: Void Bringers are directly meant for offence, meaning they can't be used to block attacks.
    • Evil Presence: The evil presence of the blades can alert people of Indar's location.
    • Not every strike: The mp sapping doesn't happen on every attack.

    Cool-down:5 posts
    Duration:4 posts

    D-rank Spells:

    Name:Blood Pact
    Rank:D-rank
    Type: Utility, Self Sacrifice
    Description:The user calls upon the void, asking for mp regeneration. But for the void to answer, the user must give a offering in blood. So after biting or cutting open his own wrists, the user takes 2 D-rank damage over 2 posts. During the first post, the user regenerates 15% mp. Lower the amount gained to 10%.
    Strengths:

    • Mp: Regenerates MP for the user.
    • No mp cost: The spell costs blood to use, or well the user's health. 
    • Instant: The regeneration happens instantly. 

    Weaknesses:

    • Delay: The mp can't be used instantly on the same post, inhibiting any spell being cast.
    • No Mp, no game: When the user is out of MP, this spell can't be used even though it doesn't cost mp. 
    • Damage: The user basically takes 1 C-rank worth of damage. 
    • Health Loss: The user loses health to cast the spell. You stated this above. Add another weakness and just add this to the other.

    Cool-down: 5 posts
    Duration: 2 posts

    Name:Drain
    Rank:D-rank
    Type: Utility, regeneration
    Description:The user sends out a small line of energy into a nearby magical source, can be a mage or creature, just anything with magical energy. The line of energy then draws MP from the object, though none of it actually gets drained, more so duplicated. If it's drained from a living creature, they feel quite a lot of pain, but take no actual damage. What do you mean by duplicated? I'm not understanding how you would get the MP if you duplicate it and don't drain it. This spell
    Strengths:

    • MP Drain: The spell can drain up to 25% mp, depending how many posts it is active for. If it reaches 3 posts active, the user will get 25%, if 2 posts, the user will get 15% and if only 1 post, the user will get 5%. The draining should scale with the rank of the thing being drained. Also change the max amount to 15% for 3 posts, 10% for 2 posts and 5% for 1 post. If used on a mage or person with magical power it will only affect D and C-rank people and affect then less. 2% per post from D and 1% per post from C. B-rank and higher mages will be unaffected.
    • Pain: Causes pain to the thing/being that mp is being drained from.
    • Allies: Can be used on allies.

    Weaknesses:

    • No Damage: Does no actual damage.
    • No steal: Doesn't actually take the mp of people.
    • Cost: The spells still costs mp to use.
    • Movement: The user can't be moved further than 5 feet from the object/being being drained, as otherwise the line of magic will break.

    Cool-down:5 posts
    Duration:3 posts

    Name:Consume
    Rank:D-rank
    Type: Utility, Healing
    Description:The user consumes a best of the void, that he himself has summoned or that came to him by itself. The amount of health restored is always the same, it can't be changed in any way. The consumption is very simple, as the being is just absorbed into the user and the being disappears.
    Strengths:

    • Healing: The user is healed by 15%.
    • Instant: The heal is basically instant, the consumption lasts only a couple of seconds.
    • Usage: Becomes a great usage, with summons, as he can just consume them if they are about to die/sent back.

    Weaknesses:

    • Summons: Must have a void beast or else the spell is useless.
    • Allies: Can only heal himself.
    • Summon: Removes the summon from the fight.
    • Consume: If consumed, the being can't be summoned again in that thread. They can only be summoned again, if it wasn't a direct summon.

    Cool-down:5 posts
    Duration:Instant

    Name:Sentry
    Rank:D-rank
    Type: Utility
    Description:The user releases a small eye looking being, that does nothing but stand watch over an area and let the user know everything that happens in that area. It is exactly like a vision lacrima, but can't move. It is small in it's size, only 1 inch in diameter and resembles a purple eyeball. It has no attacks or anything and goes down in a single hit from anything. But due to the small nature of it, the user can place 3 of them, for the cost of 1. But they must be placed all on the same post for this to work, otherwise they will all cost separately. The vision of these eyes is in one direction, in a 90 degree cone and 150 feet or until an object that blocks their vision. They can't actually transmit a picture to the user, but if they see a person/being they will send a small bleep to the user.
    Strengths:

    • Vision: Provides vision to areas.
    • Alert: Can alert the user if it sees a person.
    • Multiple: Can have 3 out at the same time.

    Weaknesses:

    • Same post: Only on the same post can 3 be out without costing extra mp.
    • Cone: Can only see in a cone shape.
    • Durability: Can't take any kind of hit.
    • Damage: Are literally only a camera or well, more a motion detector.

    Cool-down:5 posts
    Duration:4 posts

    Name:Corrupter
    Rank:D-rank
    Type: Offensive, MP Steal
    Description:The user corrupts the mind of someone, causing them to feel a slight pain and take some damage. Also, their mp will be stolen and given to the user. While they are corrupted, their eyes will have a purplish glow. This spell needs a range that it affects a target at and a way that the target can break out of it. I'm thinking a 15 foot radius they need to be near the user and if they are able to leave that radius it breaks the spell and ends it.
    Strengths:

    • MP steal: The mana stolen depends on the rank of the user that is corrupted, D-ranks have 5% mp stolen per post, C-ranks 2.5% and B-ranks 1%. Any higher aren't affected at all. This spell will not affect B rank and higher. Lower the amount stolen to 2% each post for D-rank and 1% per post for C-rank.
    • Damage: Anyone effected will take half a D-rank damage per post.
    • Annoying: Can be annoying due to the head pain caused by the spell.

    Weaknesses:

    • Low amount: The MP stolen is quite a small amount.
    • Damage: The damage is also quite low.
    • Visual: Anyone will know who is affected by the corruption.
    • Duration: The mp is stolen over a duration, so the user can't put it to use right away.

    Cool-down:7 posts
    Duration:3 posts

    C-rank Spells:

    Name:Dark Flight
    Rank:C-rank
    Type: Utility, Damage
    Description:When cast, two purple wings sprout from the back of the user. They look shredded and torn, like they had been through a fight. The wings are incapable of flight, but are strong enough to provide a powerful jump boost. Making the user able to jump up to 50 feet, reaching the height in a few seconds. Though the attack part come from the landing. All of the landings caused by Dark Flight, release a small area of effect shock-wave, that knock people up and do C-ranked damage in a 25 feet radius. The knock up is to 5 feet and affect everyone standing around, unless they have a way of making themselves weigh more. I don't see a shockwave pushing anyone up into the air but knocking them backwards some so this shockwave shouldn't knock anyone up but instead push them back. This should only work to push them back the full range if they are C-rank or lower with B-rank being pushed half the range and A-rank and higher being unaffected by the push back but still taking the damage. Adjust the rest of the spell to fit this if you agree.
    Strengths:

    • Jump Boost: Gives the user a 50 foot jump boost.
    • Knock Up: Can be used as a knock up, if gotten close to the person.
    • Area: Has an area of effect damage, multiple times if possible.

    Weaknesses:

    • Close ranged: The damage is quite close ranged.
    • Flight: The wings don't give the user flight.
    • Heavy: Weight become an issue to the user, if the target weighs more than 120 kg, they can't be knocked up.
    • Hit: The wings increase the size of the user, making him a larger target to hit.

    Cool-down:5 posts
    Duration:4 posts


    Name:Mind Break
    Rank:C-rank
    Type: Utility, Regeneration
    Description:This spell is very similar to corrupter, utilizing the same base spell. The user uses their magic, to make their opponents mind break in a sense. They create massive magical energy in the head of the opponent, causing a feeling of their mind being broken. This causes the enemy to take a C-ranks worth of damage and then a D-rank damage on the two next posts. This spell also saps some mp from the person affected, depending on the rank of the person effected.  Lower the damage over the next to posts to half a D-rank. This spell should only be doing 1.5 a C-rank at most. As like with corrupter this needs a way the target can get out of it. I suggest the same way but with a larger range. 30 feet at max.
    Strengths:

    • Damage: Does C-rank damage instantly and then a D-rank damage on the two next posts.
    • Mp Sap: Saps 6% mp from D-ranks, 5% mp from C-ranks, 2.5% mp from B-ranks and 1% mp from A-ranks, on every post the user is affected. Change this to 4% from D-ranks, 2% on C and 1% on B. A-rank and higher are unaffected by the MP drain.
    • Instant: Huge chunk of the damage is instant to the opponent.

    Weaknesses:

    • Duration: The duration damage isn't that big.
    • Range: The caster of the spell, must stay in a 75 feet range, or the magic sapping won't work. 75 feet is pretty long range for a ranged MP drain that does damage. I think 30 feet works better here.
    • Visible: As the affected person gets a purple aura, everyone will know who is affected.
    • No Sap: Can't sap a lot from A-ranks and nothing from higher ranks. Change this to B-ranks.

    Cool-down:6 posts
    Duration:3 posts


    Name:Rupture
    Rank:C-rank
    Type: Offensive
    Description:The user smashes their leg down onto the ground and in an area, in a 75 feet diameter circle, a circle of spikes, 50 feet in diameter will appear in a second. It will knock up, deal damage and maybe pierce all targets in that area. Is this spell a 75 ft radius or a 50 ft radius? Or are the spikes 50 feet in diameter? If so this spell must not summon up many spikes at all. With the way its worded you would get 50 feet of one spike and 25 feet of another. This spell also needs a limit on how many spikes you can form with it.
    Strengths:

    • Knock-up: Anyone in the circle, unless they weigh over 440 lbs, will get knocked up to 8 feet.
    • Speed: The spikes appear instantly, making them hard to dodge.
    • Surprise: The spikes can appear anywhere in a 125 feet radius. Lower this to 100 ft.

    Weaknesses:

    • Damage: The spikes can only deal 1 C-rank damage to a person, even if they are hit by multiple spikes.
    • Weight: If the opponent is very heavy, the knock-up effect won't work.
    • Pierce: Piercing happens rarely, as the spikes aren't very sharp.
    • Radius: The radius of the the attack circle isn't that big. This won't work.  The radius is actually fairly big.

    Cool-down:4 posts
    Duration:1 post

    B-rank Spells:

    Name:Tectonic Disruption
    Rank:B-rank
    Type: Offensive.
    Description:The user launches two blobs of void matter from his hands towards a location of his choosing. The blobs land 40 feet from each other and cause a massive energy pillar on their landing location. The pillar will deal damage and knock back anyone hit by it. The pillars will also block any kind of attacks sent towards them, though a higher ranked attacks will make them go away. The pillars are purple in color. Also, when the blobs land, they cause a small earthquake, that doesn't deal any damage. How much damage can the pillars do when they form?
    Strengths:

    • Height and radius: The pillars are 250 feet tall and 50 feet in diameter. Lower the height to 150 ft
    • Knock- back: Anyone hit by the pillars will be sent back 15 feet.
    • Range: The pillars can be launched up to 150 feet and move at a speed of 60 feet per second.

    Weaknesses:

    • Aimed: Can't be fully aimed at one person, as they must land at least 40 feet from each other.
    • Dodge: The blobs aren't hard to dodge.
    • Blob: The blobs themselves deal no damage to anyone.
    • Demolish: The pillars can be destroyed by one A-rank spell or equivalent. The pillars should be destroyed by and block a B-rank attack while an aA-rank attack should destroy the pillar and keep moving but will only deal half damage after.

    Cool-down:5 posts
    Duration:2 posts


    Name:Dredge Line
    Rank:B-rank
    Type: Offensive, Utility
    Description:The user launches a massive hook from his left hand, resembling an anchor. The anchor doesn't move quickly, but is really huge in size and deals a lot of damage when it hits. Also, when the anchor hits, the user can pull the person hit by it to them with rapid speed. Adding to that, Dredge Line can apply Mind Break for free to the target, if the spell isn't on cool-down. If it is on cool-down and Dredge Line hits, Mind Break is not applied. How much damage does this hook do? Also is the hook attached to him somehow so that he can pull them back? Also no using Mind Break for free. That is too powerful.
    Strengths:

    • Massive: The size of the hook is 10 feet in length and 13 feet in width for the head. This makes it easier to hit.
    • Mind Break: Applies Mind Break. Drop this.
    • Get Over Here: Can pull people to the user.

    Weaknesses:

    • Slow Moving: Can only move at 25 feet per second.
    • Shorter range: Can reach up to 100 feet. This isn't really short ranged.
    • Hit: Must hit for anything to happen, otherwise the spell is just a waste. This is too obvious. Make another weakness here.
    • Not Instant: As the spell isn't that instant, the user is a very easy target, while Dredge Line is moving.

    Cool-down:5 posts
    Duration:1 post


    Name:Novatic Blast
    Rank:B-rank
    Type: Offensive
    Description:The user releases a massive burst of energy, causing an omni-directional attacks. Everyone hit by the nova will be hit by 1.5 B-rank damage. The radius of the nova is 100 feet. The nova is dark purple in color and has shaking lines moving through it while moving. The nova moves at the speed of 40 feet per second. The nova is 50 feet in height.
    Strengths:

    • High Damage: The nova deals 1.5 B-rank damage.
    • Long Range: Maximum range is 100 feet.
    • Instant: The nova is launched instantly, making it hard to dodge.

    Weaknesses:

    • Damage: It's just damage, with no other effects.
    • Allies: Allies will be hit by this as well or anyone else in the circle.
    • Size: It's massive size makes it very unsuitable for stealth.

    Cool-down:5 posts
    Duration:Instant


    Name:Voidlings Arise
    Rank:B-rank
    Type: Passive, Offensive.
    Description:When 3 spells related to the Void are cast, a small portal opens next to the user and a small creature comes through. A Voidling, under the command of the user of this magic. This small beast doesn't do anything else but attack people, dealing C-rank damage with every hit. The Voidling is small in size, not bigger than 4 feet in length and is only 2 feet tall. It runs on 4 legs and uses it's mouth and front legs to attacks. It is quite fast, running at 10 feet per second. As a passive spell of this caliber this will have to sap half a B-rank of MP from you each post. I recommend changing this into a spell instead. If you want to keep it as a passive though increase the number of spells before the summon to 4.

    The Voidling:
    Void Break 602px-Akata

    Strengths:

    • Summon: Summons a free beast. This will have to be changed. This won't be free either way.
    • Consume: Can be consumed with the Consume spell.
    • Damage: Can deal quite a bit of damage.

    Weaknesses:

    • Health: Can take only 3 B-ranks worth of damage or equivalent. Lower this to 2 B-ranks
    • Small Size: It's small sized, meaning that any kind of shokwaves will effect it greatly.
    • One out: Only one can be out at the same time.
    • Scared: The Voidling is scared of anyone who is stronger than the user, meaning it won't really want to fight anyone A-rank and up.

    Cool-down:Passive, but if a Voidling dies/consumed/duration ends, it will need 4 posts to charge. Also, the spell counter will start again. This will need a duration and CD.
    Duration:4 posts


    Name:SILENCE
    Rank:B-rank
    Type: Utility, Debuff
    Description:The user releases a powerful banshee scream, that blocks everyone's magic in a radius of the user, making them unable to cast new spells. Also it ends any duration based spell that is B-rank or below, reduces any buffs added by spells by 50%. This lasts a certain amount and during the duration, the people Silenced can't use any spells, but the user of Silence can. The radius of the silence is 100 feet and effects everyone in the radius. This spell will only affect people of rank of this spell and lower. The effects will last 1 post on equal rank and 2 posts on lower ranks. Also take away the other two effects. This spell is doing way too OP stuff for a B-rank spell. Possibly at S-rank it could do these but its too much right now. You can have A-ranks be affected somewhat by this spell though in some way. Like their next damage spell does half damage or something similar. Fix the rest of the spell to adjust to these changes.
    Strengths:

    • No Spells For You: Blocks people from using spells. Only S-ranks and higher can keep using spells. A-rank and higher can keep using spells.
    • Duration, end now: Forces duration based spells to end, if they are B-rank or below. Remove this.
    • Buff Reduction: Makes any buff placed on the opponent, drop by 50% in power, if it's A rank to C-rank, D-rank buffs just end.

    Weaknesses:

    • High Ranks: S-ranks and up aren't effected by this spell at all.
    • Weapons/Spells/Armor: Anything not part of the opponents magic, isn't silenced. Explain this more. Weapons and armor have effects/spells that relate to the person's magic after all.
    • Allies: Allies in the radius will be silenced as well.
    • Damage: The spell deals no damage what so ever.
    • Instant: If a spell is already coming at the user, that spell can't be silenced.

    Cool-down:10 posts
    Duration:4 posts This duration will be 1 on B-rank and 2 on anything lower. Meaning this is a max of 2 posts for duration.


    Name:Void Core
    Rank:B-rank
    Type: Passive, Utility
    Description:Void Core is active passively and makes it so that any debuff the user will be affected with, is shortened by 50%. The debuffs counted are blindness, paralysis, stunned, concussion, any damage over time effect or anything that is similar to this. Knock backs, soaked or on fire debuffs won't be counted, as Void Core can't lower them. If you want this as a passive then you will need to pay half a B-rank of MP each post for it. I recommend making this into a spell for a certain duration though. Have it so when it is activated it lowers all the durations by half from their duration time at the time you activate this. Then while its active any other debuffs that affect him will lose 50% of their duration.
    Strengths:

    • Debuff be gone: Makes debuffs less effective against the user.
    • Damage Reduction: Can reduce the damage the user takes from damage over time.
    • Passive: The effect is passive and doesn't require mp.

    Weaknesses:

    • Some debuffs: Some debuffs can't be lowered.
    • Reduction: Doesn't reduce damage.
    • Sort of useless: Is useless against people who don't have debuffs.
    • Disruption: Dispelling can turn Void Core off.

    Cool-down:Passive effect.
    Duration:Passive effect


    _____________________________________________________________________________________

    Void Break LxcTBIi
    Character Info:
    Indiana Jones
    Indiana Jones
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 1380
    Guild : Savage Skull
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Indiana Jones on Wed 19 Nov 2014 - 14:01

    Bump.

    The passives are both still passive. And SILENCE is going to stay at 2 for B and 3 for C and lower. I added another weakness to balance this out.


    _____________________________________________________________________________________

    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Partner : Demi
    Posts : 2403
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Void Break Empty Re: Void Break

    Post by Cirven on Wed 19 Nov 2014 - 20:52

    Approved.

    Void Break Kaito_zps67bf947f


    _____________________________________________________________________________________

    Void Break LxcTBIi
    Character Info:
    Chaotic Rumble
    Chaotic Rumble
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Tournament Participation Badge- 1 Year Anniversary- Player 
    Lineage : Corrupted King of Knights
    Position : King Of Kings
    Posts : 2754
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 21
    Mentor : Sapphiron ; The Shadow
    Experience : 601,187

    Character Sheet
    First Magic: Refraction : Sword King
    Second Magic: N/A (for now)
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Chaotic Rumble on Sun 23 Nov 2014 - 22:06

    Unlocked and moved upon request


    _____________________________________________________________________________________



    Void Break V4W5D0r


    Bank

    Seru's Main Theme

    Spoiler:




    Seru's Battle theme

    Spoiler:


    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
    Position : None
    Posts : 2983
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 75987.5

    Character Sheet
    First Magic: Toxic Scourge
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Felicity on Thu 4 Dec 2014 - 7:00

    - Decrease the HP received from Consume (D Rank) to 10%.
    - You're missing one weakness for Blood Pact (D Rank)

    And that's it. I almost feel bad to make a post for such small edits, since otherwise this seems like a brilliantly balanced magic xD

    Bump / Skype when done.


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Void Break ObrztW

    Indiana Jones
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    Void Break Empty Re: Void Break

    Post by Indiana Jones on Sat 6 Dec 2014 - 13:30

    Bump, Changes done : D


    _____________________________________________________________________________________

    Felicity
    Felicity

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    First Magic: Toxic Scourge
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    Void Break Empty Re: Void Break

    Post by Felicity on Sat 6 Dec 2014 - 13:37

    You're blessed by the almighty me.

    Void Break 2qj97ar


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Void Break ObrztW

    King Elyx
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    First Magic: ???
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    Void Break Empty Re: Void Break

    Post by King Elyx on Sat 2 Jul 2016 - 14:50

    @Indiana Jones wrote:Magic

    Primary Magic: Void Break
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:  A place of desolation and horror, the void has spewed forth countless of horrific beasts and creatures, though never had a being gained the voids power, by being taken there. Though it happened and the being absorbed the power, which fused with his magical power, creating a magic called Void Break. 

    Void Break uses the evil powers of the void plains. The magic is capable of incredible feats, causing the user to deal massive damage during a very small gap of time. Void Break covers a wide range of attack types and makes the user more durable overall. The magic has no element of it's own, but is considered one of the most unholy substances in the world. Void Break has really powerful combo potential, most of the spells work really well together with each other and there is great synergy with abilities. 

    Void Break itself has a green or purple color to it's spells. Sometime black color sinks in as well. The magic has an evil aura all around it when in use and even when not in use. It can be felt by anyone, even the user, who is the source of the aura. The magic itself causes the user's eyes take a purplish glow and the veins of the user will also start to glow in a bright purple light.  

    Innate Abilities:

    • Ability to talk in the language of the Void.
    • Ability to sense any kind of Void relate objects/creatures nearby.

    Aura Type: The user's aura also releases a purple haze into the battlefield, in the radius of the aura burst. The haze stays for 2 posts and blocks 20% vision of everyone but the user.
    Strengths:

    • Combo powerhouse: Void Break's spells and abilities form combos incredibly well.
    • No Element: Has no real element, so lacks elemental weaknesses.
    • Destruction: The magic is highly destructive.
    • High damage in a small window: Can deal massive damage in a very short span of time.

    Weaknesses:

    • Elemental Strength: As there is no element, the user lacks any kind of elemental strength/resistance.
    • Holy stuff: Holy stuff seems to sting more though, giving a 25% damage increase to magic, that is purely holy.
    • No Utility or support: The magic provides no backup to the allies.
    • Allies, fear me: All damage can hit allies, including all AOE spells.
    • The terror, that's inside of me: The magic causes the user to be driven mad while in combat, making the user attack his allies or kill innocent bystanders.

    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength and the ability to heal serious wounds rapidly upon consumption of blood. During this state, the user becomes insane, and will attack anything they see.
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 4 posts. Cant cast spells while in demon mode. User regenerates half of his health within 3 posts, and has increased physical strength by 75%.

    Demon form's look:
    Void Break World-of-warcraft-illidan-315762-480x320

    Unique Abilities:

    • Nothing stops the void: Every 3rd spell that is cast or every 4th attack made with a duration type of spell, ignores all armor.
    • My poison, wait, is it poison, ah whatever: Every spell or attack applies a damage over time effect, that does a rank worth of damage over 2 posts. The rank of damage depends on the spell used for this. When a person gets affected by this, the duration can not be extended and they are immune to the effect for 3 posts after the duration ends.
    • OVERPOWER: 2 times per thread, the user can overpower one of their spells, but only spells that have an instant cast or then the first attack of a duration spell. Overpower doubles the damage of that spell. Cool down is 4 posts.
    • I AM FOREVER: The user of this magic is immortal by age or illness.
      Meaning that he can only die in battle or by execution, an accident would kill him as well.  
    • Void Coated Body: The user takes reduced damage depending on the rank of the hit taken.
      For 2 ranks lower: 40% damage reduction
      1 rank lower: 30% damage reduction
      Equal rank: 20% damage reduction
      1 rank higher: 10% damage reduction
      Anyone higher: Nothing.


    Signature Spell:

    Name:Rift Walk
    Rank:B-rank
    Type:Utility
    Description:The user enters the void through a small portal and reappears at a distance from another portal. The teleport is instant. All anyone else can see is a small nova like dot, that is purple in color, both when the user enters or leave the portal. The radius is 75 feet, as to where the user can jump to.
    Strengths:

    • Instant: The teleport is instant.
    • Dodge: Can be used to dodge otherwise undodgable spells.
    • Height: The teleport can take the user to a destination 200 feet above them.

    Weaknesses:

    • No damage: The spell deals no damage on it's own.
    • Location: The user must know where they are teleporting.
    • Evil Presence: The evil presence of the teleport will let people know if he teleported close to them.
    • Lock on: If something is locked on to Indar, it will still follow him, even through the teleport.

    Cool-down:3 posts
    Duration:Instant

    D-rank Spells:

    Name:Blood Pact
    Rank:D-rank
    Type: Utility, Self Sacrifice
    Description:The user calls upon the void, asking for mp regeneration. But for the void to answer, the user must give a offering in blood. So after biting or cutting open his own wrists, the user takes 2 D-rank damage over 2 posts. During the first post, the user regenerates 10% mp.
    Strengths:

    • Mp: Regenerates MP for the user.
    • No mp cost: The spell costs blood to use, or well the user's health. 
    • Instant: The regeneration happens instantly. 

    Weaknesses:

    • Delay: The mp can't be used instantly on the same post, inhibiting any spell being cast.
    • No Mp, no game: When the user is out of MP, this spell can't be used even though it doesn't cost mp. 
    • Damage: The user basically takes 1 C-rank worth of damage. 
    • Self Kill: The user can actually kill themselves using Blood Pact, if it's used when on too low health or seriously damaged.

    Cool-down: 5 posts
    Duration: 2 posts

    Name:Drain
    Rank:D-rank
    Type: Utility, regeneration
    Description:The user sends out a small line of energy into a nearby magical source, can be a mage or creature, just anything with magical energy. The line of energy then draws MP from the object, though none of it actually gets drained, more so duplicated. If it's drained from a living creature, they feel quite a lot of pain, but take no actual damage.
    Strengths:

    • MP Drain: The spell can drain up to 15% mp, depending how many posts it is active for. If it reaches 3 posts active, the user will get 15%, if 2 posts, the user will get 10% and if only 1 post, the user will get 5%. For D-rank mages it drains 2% and for C-ranks 1%. Anyone else is unaffected. 
    • Pain: Causes pain to the thing/being that mp is being drained from.
    • Allies: Can be used on allies.

    Weaknesses:

    • No Damage: Does no actual damage.
    • No steal: Doesn't actually take the mp of people.
    • Cost: The spells still costs mp to use.
    • Movement: The user can't be moved further than 5 feet from the object/being being drained, as otherwise the line of magic will break.

    Cool-down:5 posts
    Duration:3 posts

    Name:Consume
    Rank:D-rank
    Type: Utility, Healing
    Description:The user consumes a best of the void, that he himself has summoned or that came to him by itself. The amount of health restored is always the same, it can't be changed in any way. The consumption is very simple, as the being is just absorbed into the user and the being disappears.
    Strengths:

    • Healing: The user is healed by 10%.
    • Instant: The heal is basically instant, the consumption lasts only a couple of seconds.
    • Usage: Becomes a great usage, with summons, as he can just consume them if they are about to die/sent back.

    Weaknesses:

    • Summons: Must have a void beast or else the spell is useless.
    • Allies: Can only heal himself.
    • Summon: Removes the summon from the fight.
    • Consume: If consumed, the being can't be summoned again in that thread. They can only be summoned again, if it wasn't a direct summon.

    Cool-down:5 posts
    Duration:Instant

    Name:Sentry
    Rank:D-rank
    Type: Utility
    Description:The user releases a small eye looking being, that does nothing but stand watch over an area and let the user know everything that happens in that area. It is exactly like a vision lacrima, but can't move. It is small in it's size, only 1 inch in diameter and resembles a purple eyeball. It has no attacks or anything and goes down in a single hit from anything. But due to the small nature of it, the user can place 3 of them, for the cost of 1. But they must be placed all on the same post for this to work, otherwise they will all cost separately. The vision of these eyes is in one direction, in a 90 degree cone and 150 feet or until an object that blocks their vision. They can't actually transmit a picture to the user, but if they see a person/being they will send a small bleep to the user.
    Strengths:

    • Vision: Provides vision to areas.
    • Alert: Can alert the user if it sees a person.
    • Multiple: Can have 3 out at the same time.

    Weaknesses:

    • Same post: Only on the same post can 3 be out without costing extra mp.
    • Cone: Can only see in a cone shape.
    • Durability: Can't take any kind of hit.
    • Damage: Are literally only a camera or well, more a motion detector.

    Cool-down:5 posts
    Duration:4 posts

    Name:Corrupter
    Rank:D-rank
    Type: Offensive, MP Steal
    Description:The user corrupts the mind of someone, causing them to feel a slight pain and take some damage. Also, their mp will be stolen and given to the user. While they are corrupted, their eyes will have a purplish glow. If the go further than 20 feet from the user, the spell ends.
    Strengths:

    • MP steal: The mana stolen depends on the rank of the user that is corrupted, D-ranks have 7.5% mp stolen per post, C-ranks 5%. Any higher aren't affected at all.
    • Damage: Anyone effected will take half a D-rank damage per post.
    • Annoying: Can be annoying due to the head pain caused by the spell.

    Weaknesses:

    • Low amount: The MP stolen is quite a small amount.
    • Damage: The damage is also quite low.
    • Visual: Anyone will know who is affected by the corruption.
    • Duration: The mp is stolen over a duration, so the user can't put it to use right away.

    Cool-down:7 posts
    Duration:3 posts

    C-rank Spells:

    Name:Dark Flight
    Rank:C-rank
    Type: Utility, Damage
    Description:When cast, two purple wings sprout from the back of the user. They look shredded and torn, like they had been through a fight. The wings are incapable of flight, but are strong enough to provide a powerful jump boost. Making the user able to jump up to 50 feet, reaching the height in a few seconds. Though the attack part come from the landing. All of the landings caused by Dark Flight, release a small area of effect shock-wave, that knock people back and deal C-ranked damage. The knock back sends C-ranks and lower back 7 feet, B-rank 4 feet and anyone else is unaffected.
    Strengths:

    • Jump Boost: Gives the user a 50 foot jump boost.
    • Knock Back: Can be used as a knock Back, if gotten close to the person.
    • Area: Has an area of effect damage, multiple times if possible.

    Weaknesses:

    • Close ranged: The damage is quite close ranged.
    • Flight: The wings don't give the user flight.
    • Heavy: Weight become an issue to the user, if the target weighs more than 120 kg, they can't be knocked up.
    • Hit: The wings increase the size of the user, making him a larger target to hit.

    Cool-down:5 posts
    Duration:4 posts


    Name:Mind Break
    Rank:C-rank
    Type: Utility, Regeneration
    Description:This spell is very similar to corrupter, utilizing the same base spell. The user uses their magic, to make their opponents mind break in a sense. They create massive magical energy in the head of the opponent, causing a feeling of their mind being broken. This causes the enemy to take a C-ranks worth of damage and then half a D-rank damage on the two next posts. This spell also saps some mp from the person affected, depending on the rank of the person effected. If the affected person has a distance with the user of over 35 feet, the spell ends. 
    Strengths:

    • Damage: Does C-rank damage instantly and then half a D-rank damage on the two next posts.
    • Mp Sap: Saps 5% mp from D-ranks, 3% mp from C-ranks, 2% mp from B-ranks, on every post the user is affected.
    • Instant: Huge chunk of the damage is instant to the opponent.

    Weaknesses:

    • Duration: The duration damage isn't that big.
    • Range: The caster of the spell, must stay in a 35 feet range, or the magic sapping won't work.
    • Visible: As the affected person gets a purple aura, everyone will know who is affected.
    • No Sap: Can't sap a lot from B-ranks and nothing from higher ranks.

    Cool-down:6 posts
    Duration:3 posts


    Name:Rupture
    Rank:C-rank
    Type: Offensive
    Description:The user smashes their leg down onto the ground and in an area, in a 75 feet diameter circle, a circle of spikes will appear in a second. It will knock up, deal damage and maybe pierce all targets in that area. The spikes are all 3 feet in length and 0.5 feet in diameter. The circle is filled with them. 
    Strengths:

    • Knock-up: Anyone in the circle, unless they weigh over 440 lbs, will get knocked up to 8 feet.
    • Speed: The spikes appear instantly, making them hard to dodge.
    • Surprise: The spikes can appear anywhere in a 100 feet radius.

    Weaknesses:

    • Damage: The spikes can only deal 1 C-rank damage to a person, even if they are hit by multiple spikes.
    • Weight: If the opponent is very heavy, the knock-up effect won't work.
    • Pierce: Piercing happens rarely, as the spikes aren't very sharp.

    Cool-down:4 posts
    Duration:1 post

    Name:Void Enforcer
    Rank:C-rank
    Type: Offensive
    Description:The user boosts their body, giving all their attacks a C-rank damage boost. This only counts physical attacks, which get enhanced by magic. The user also gains a 15% increase resistance, making them able to tank more. The user glows purple while using this spell, as the void covers their entire body.
    Strengths:

    • Boost: All damage the user's punches and kicks do is increased by a C-rank damage.
    • Stat: Resistance to damage is increased by 15%.
    • Instant: Is instant, so can be used to soak up more damage.

    Weaknesses:

    • Weapon: Does not boost weapon damage of the user.
    • Wear: After Enforcer ends, the user can't attack on the post after the duration ends.
    • Close Range: The user has to get up close and personal.

    Cool-down:4 posts
    Duration:3 posts

    B-rank Spells:

    Name:Tectonic Disruption
    Rank:B-rank
    Type: Offensive.
    Description:The user launches two blobs of void matter from his hands towards a location of his choosing. The blobs land 40 feet from each other and cause a massive energy pillar on their landing location. The pillar will deal damage and knock back anyone hit by it. The pillars will also block any kind of attacks sent towards them, though a higher ranked attacks will make them go away. The pillars are purple in color. Also, when the blobs land, they cause a small earthquake, that doesn't deal any damage. The pillars both deal B-rank damage when they form and deal D-rank damage if anyone walks into them afterwards. The damage after is done, due to the pillar being almost pure magical energy, which is filled with a dark presence aka the void.
    Strengths:

    • Height and radius: The pillars are 150 feet tall and 50 feet in diameter.
    • Knock- back: Anyone hit by the pillars will be sent back 15 feet.
    • Range: The pillars can be launched up to 150 feet and move at a speed of 60 feet per second.

    Weaknesses:

    • Aimed: Can't be fully aimed at one person, as they must land at least 40 feet from each other.
    • Dodge: The blobs aren't hard to dodge.
    • Blob: The blobs themselves deal no damage to anyone.
    • Demolish: The pillars can be destroyed by one B-rank spell or equivalent, that will be blocked as well. A-rank will destroy it and then pass through, dealing half damage.

    Cool-down:5 posts
    Duration:2 posts


    Name:Dredge Line
    Rank:B-rank
    Type: Offensive, Utility
    Description:The user launches a massive hook from his left hand, resembling an anchor. The anchor doesn't move quickly, but is really huge in size and deals a lot of damage when it hits. Also, when the anchor hits, the user can pull the person hit by it to them with rapid speed. Dredge Line looks attached to the back of the arm of the user, but just floats really close.
    Strengths:

    • Massive: The size of the hook is 10 feet in length and 13 feet in width for the head. This makes it easier to hit.
    • Bruises: The hit from the massive hook can cause bruises on the target.
    • Get Over Here: Can pull people to the user.

    Weaknesses:

    • Slow Moving: Can only move at 25 feet per second.
    • Missing: If the user misses the original target, the hook lands behind them and just disappears. 
    • Not Instant: As the spell isn't that instant, the user is a very easy target, while Dredge Line is moving.

    Cool-down:5 posts
    Duration:1 post


    Name: Novatic Blast
    Rank:B-rank
    Type: Offensive
    Description:The user releases a massive burst of energy, causing an omni-directional attacks. Everyone hit by the nova will be hit by 1.5 B-rank damage. The radius of the nova is 100 feet. The nova is dark purple in color and has shaking lines moving through it while moving. The nova moves at the speed of 40 feet per second. The nova is 50 feet in height.
    Strengths:

    • High Damage: The nova deals 1.5 B-rank damage.
    • Long Range: Maximum range is 100 feet.
    • Instant: The nova is launched instantly, making it hard to dodge.

    Weaknesses:

    • Damage: It's just damage, with no other effects.
    • Allies: Allies will be hit by this as well or anyone else in the circle.
    • Size: It's massive size makes it very unsuitable for stealth.

    Cool-down:5 posts
    Duration:Instant


    Name:Voidlings Arise
    Rank:B-rank
    Type: Passive, Offensive.
    Description:When 4 spells related to the Void are cast, a small portal opens next to the user and a small creature comes through. A Voidling, under the command of the user of this magic. This small beast doesn't do anything else but attack people, dealing C-rank damage with every hit. The Voidling is small in size, not bigger than 4 feet in length and is only 2 feet tall. It runs on 4 legs and uses it's mouth and front legs to attacks. It is quite fast, running at 10 feet per second. While the Voidling is out, the user is drained 7.5 mp(Half B-rank cost) every post. 

    The Voidling:
    Void Break 602px-Akata

    Strengths:

    • Summon: Summons a beast after 4 spells are cost, that is initially cheaper than a regular summon.
    • Consume: Can be consumed with the Consume spell.
    • Damage: Can deal quite a bit of damage.

    Weaknesses:

    • Health: Can take only 3 B-ranks worth of damage or equivalent.
    • Small Size: It's small sized, meaning that any kind of shokwaves will effect it greatly.
    • One out: Only one can be out at the same time.
    • Scared: The Voidling is scared of anyone who is stronger than the user, meaning it won't really want to fight anyone A-rank and up.

    Cool-down: 4 posts after the Voidling is gone. The counter of spells starts again as well.
    Duration: 3 posts


    Name:SILENCE
    Rank:B-rank
    Type: Utility, Debuff
    Description:The user releases a powerful banshee scream, that blocks everyone's magic in a radius of the user, making them unable to cast new spells. This lasts a certain amount and during the duration, the people Silenced can't use any spells. The radius of the silence is 50 feet and effects everyone in the radius.
    Strengths:

    • No Spells For You: Blocks people from using spells.
    • Duration: B-ranks can't use spells for 2 posts, C-ranks and D-ranks for 3 posts.
    • A-ranks: A-rank have the damage of their next spell halved.

    Weaknesses:

    • High Ranks: S-ranks and up aren't effected by this spell at all.
    • Weapons/Spells/Armor: Anything that doesn't straight come from the silenced opponent aka from their body isn't silenced. So requip mages can still do everything fully.
    • Allies: Allies in the radius will be silenced as well.
    • Damage: The spell deals no damage what so ever.
    • Instant: If a spell is already coming at the user, that spell can't be silenced.

    Cool-down:7 posts
    Duration:3 posts

    Name:Void Bringers
    Rank:B-rank
    Type:Offensive, Weapon, Anti-Mage
    Description:Void Bringers are a half moon shaped blades, that are attached to the user's wrists. Both of them are 2 feet in length and a foot in diameter. They are purplish in their appearance and give off a massive evil aura. They sap 7.5 mp from D and C ranks. 5% mp from B-ranks and 2.5% mp from A-ranks. No other ranks are affected. Other ranks are unaffected by the sap.

    Void Bringers deal B-rank damage with every hit and sap mp from the opponent every second attack. This mp just vanishes and isn't given back to the user.
    Strengths:

    • Mana Sapper: Saps opponents mana every second attack.
    • Damage booster: Boosts the user's attacking power.
    • Dual damage: There a two blades and that means double the fun.

    Weaknesses:

    • No mana back: The blades don't give the mana to the user.
    • No Defense: Void Bringers are directly meant for offence, meaning they can't be used to block attacks.
    • Evil Presence: The evil presence of the blades can alert people of Indar's location.
    • Not every strike: The mp sapping doesn't happen on every attack.

    Cool-down:5 posts
    Duration:4 posts

    Unlocked at the Request of the User


    _____________________________________________________________________________________


    Indiana Jones
    Indiana Jones
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 1380
    Guild : Savage Skull
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 22
    Experience : 350

    Character Sheet
    First Magic: Ragnarök
    Second Magic:
    Third Magic:

    Void Break Empty Re: Void Break

    Post by Indiana Jones on Tue 5 Jul 2016 - 15:25

    Edited. Removed one passive and changed ''I AM FOREVER''.

    Moved Void Rift from signature to C-rank. Added in a new signature and two new D-ranks, these being Void Arm and Void Mark. Everything else is the same and wasn't touched since the last approval.


    _____________________________________________________________________________________

    King Elyx
    King Elyx
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Rich- 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!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Quatro and Stella
    Position : In bed with the harem
    Posts : 4043
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Mentor : Nimpha Yukino
    Experience : 1,538,536.25
    Brownie Points : 420

    Character Sheet
    First Magic: ???
    Second Magic: ???
    Third Magic:

    Void Break Empty Re: Void Break

    Post by King Elyx on Wed 6 Jul 2016 - 17:36

    @Indiana Jones wrote:Magic

    Primary Magic: Void Break
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:  A place of desolation and horror, the void has spewed forth countless of horrific beasts and creatures, though never had a being gained the voids power, by being taken there. Though it happened and the being absorbed the power, which fused with his magical power, creating a magic called Void Break. 

    Void Break uses the evil powers of the void plains. The magic is capable of incredible feats, causing the user to deal massive damage during a very small gap of time. Void Break covers a wide range of attack types and makes the user more durable overall. The magic has no element of it's own, but is considered one of the most unholy substances in the world. Void Break has really powerful combo potential, most of the spells work really well together with each other and there is great synergy with abilities. 

    Void Break itself has a green or purple color to it's spells. Sometime black color sinks in as well. The magic has an evil aura all around it when in use and even when not in use. It can be felt by anyone, even the user, who is the source of the aura. The magic itself causes the user's eyes take a purplish glow and the veins of the user will also start to glow in a bright purple light.  

    Strengths:

    • Combo powerhouse: Void Break's spells and abilities form combos incredibly well.
    • No Element: Has no real element, so lacks elemental weaknesses.
    • Destruction: The magic is highly destructive.
    • Constant Damage: The magic can keep putting out damage constantly, as most spells are duration based and not instant.

    Weaknesses:

    • Elemental Strength: As there is no element, the user lacks any kind of elemental strength/resistance.
    • Holy stuff: Holy stuff seems to sting more though, giving a 25% damage increase to magic, that is purely holy.
    • No Utility or support: The magic provides no backup to the allies.
    • Allies, fear me: All damage can hit allies, including all AOE spells.
    • The terror, that's inside of me: The magic causes the user to be driven mad while in combat, making the user attack his allies or kill innocent bystanders.

    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength and the ability to heal serious wounds rapidly upon consumption of blood. During this state, the user becomes insane, and will attack anything they see.
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 4 posts. Cant cast spells while in demon mode. User regenerates half of his health within 3 posts, and has increased physical strength by 75%.

    Demon form's look:
    Void Break World-of-warcraft-illidan-315762-480x320

    Unique Abilities:

    • Nothing stops the void: Every 3rd spell that is cast or every 4th attack made with a duration type of spell, ignores all armor.
    • OVERPOWER:The user can overpower one of their spells, but only spells that have an instant cast or then the first attack of a duration spell. Overpower doubles the damage of that spell. Cool down is 6 posts.
    • I AM FOREVER: The user of this magic is immortal by any means. If they are killed, either in battle or by some problem, they can regenerate from a singular cell. But this takes time and won't happen in the same thread, for that thread they can be treated as dead. During the regeneration, which usually takes a few threads or well, a couple of weeks ic time, the user's body is building itself back, so flesh can be seen regrowing. As the skeleton regenerates first, they can still be effective in combat during it.  
    • Void Coated Body: The user takes reduced damage depending on the rank of the hit taken.
      For 2 ranks lower: 40% damage reduction
      1 rank lower: 30% damage reduction
      Equal rank: 20% damage reduction
      1 rank higher: 10% damage reduction
      Anyone higher: Nothing.


    Signature Spell:

    Name:Void Raisers
    Rank:C-rank
    Type:Damage
    Description:The user summons two sawed off shotguns into his hands. These shotguns glow in purple, to signify their affliction with the void. The shells they shoot are made from condensed void matter, capable of phasing through basic defense, such as leather, iron, etc. The shotguns can both be fired twice per post, as they have double barrels, after which they reload themselves manually.
    Strengths:

    • Ammo, pfff: The shotguns have unlimited ammo but do have to reload after each of them has shot twice. The reload must be done in rp.
    • Shells: Due to having shells in them and not bullets, the shotguns deal more damage up close. If a target is 1 meter away, each shell does does 1.5 C-rank damage, if 2-4 meters away they deal 1 C-rank damage, if the target is 5-8 meters away they deal 0.5 C-rank damage. If any further, the shells are merely an annoyance and deal no damage.
    • Accuracy: The shotguns are incredibly accurate at close range.

    Weaknesses:

    • Range: Being shotguns, they are useless at long range or even medium range.
    • Fire rate: The shotguns have a very low fire-rate, meaning that you can for sure only get one shot off, even at close.
    • Reload: They must be reloaded after 4 shots, this takes valuable time ic.
    • Space: As there is two of the shotguns, both hands of the user are taken up when they are in use.

    Cool-down:3 posts
    Duration:3 posts

    D-rank Spells:

    Name:Blood Pact
    Rank:D-rank
    Type: Utility, Self Sacrifice
    Description:The user calls upon the void, asking for mp regeneration. But for the void to answer, the user must give a offering in blood. So after biting or cutting open his own wrists, the user takes 1.5 D-rank damage over 2 posts. During the first post, the user regenerates 10% mp.
    Strengths:

    • Mp: Regenerates MP for the user.
    • No mp cost: The spell costs blood to use, or well the user's health. 
    • Instant: The regeneration happens instantly. 

    Weaknesses:

    • Delay: The mp can't be used instantly on the same post, inhibiting any spell being cast.
    • No Mp, no game: When the user is out of MP, this spell can't be used even though it doesn't cost mp. 
    • Damage: The user takes 1.5 D-rank worth of damage. 
    • Self Kill: The user can actually kill themselves using Blood Pact, if it's used when on too low health or seriously damaged.

    Cool-down: 5 posts
    Duration: 2 posts

    Name:Void Arm
    Rank:D-rank
    Type: Damage
    Description:The user coats his arms in void matter, granting them the ability to deal half a D-rank damage with each punch extra to any other damage they may have on their punch already. This is just half a D-rank extra and doesn't scale at all. The void coating is also resistant enough to take 2 D-ranks of damage before breaking off and can block this damage from the user's HP.
    Strengths:

    • Bonus: Adds more damage.
    • Instant: Happens instantly.
    • Block: Can block away damage.

    Weaknesses:

    • Just arms: Only covers arms making blocking difficult.
    • Area of effect: Area of effect can't be blocked in any way.
    • Only that: Only adds half a D-rank damage, which is almost unnoticeable.
    • Higher ranks: Higher rank damage will instantly destroy the void matter.

    Cool-down:4 posts
    Duration:3 posts

    Name:Void Mark
    Rank:D-rank
    Type: Utility
    Description:The user places a void mark on a person, it being a tiny little symbol, that can be placed on clothes as well. It has a very dim purple light and is about the size of a coin. The original caster of void mark can track it anywhere in a 500 meter radius around him.
    Strengths:

    • Clothes: Can be placed anywhere on the target, doesn't matter what they have on.
    • Seeker: Can be used to effectively track anyone.
    • Psychic: The tracking is in the casters head, so no visible notification of it.

    Weaknesses:

    • Limited: The range on the spell is limited and can't be used to track large distances.
    • Duration: Has a duration, so can't be used to track for a long time.
    • Clothes: If the clothes where the mark is on are left behind, then the tracking can't be kept up.
    • Visual: No visual image is shown to the tracker, only their rough location. It isn't accurate.

    Cool-down:6 posts
    Duration:5 posts

    Name:Sentry
    Rank:D-rank
    Type: Utility
    Description:The user releases a small eye looking being, that does nothing but stand watch over an area and let the user know everything that happens in that area. It is exactly like a vision lacrima, but can't move. It is small in it's size, only 1 inch in diameter and resembles a purple eyeball. It has no attacks or anything and goes down in a single hit from anything. But due to the small nature of it, the user can place 3 of them, for the cost of 1. But they must be placed all on the same post for this to work, otherwise they will all cost separately. The vision of these eyes is in one direction, in a 90 degree cone and 150 feet or until an object that blocks their vision. They can't actually transmit a picture to the user, but if they see a person/being they will send a small bleep to the user.
    Strengths:

    • Vision: Provides vision to areas.
    • Alert: Can alert the user if it sees a person.
    • Multiple: Can have 3 out at the same time.

    Weaknesses:

    • Same post: Only on the same post can 3 be out without costing extra mp.
    • Cone: Can only see in a cone shape.
    • Durability: Can't take any kind of hit.
    • Damage: Are literally only a camera or well, more a motion detector.

    Cool-down:5 posts
    Duration:4 posts

    Name:Corrupter
    Rank:D-rank
    Type: Offensive, MP Steal
    Description:The user corrupts the mind of someone, causing them to feel a slight pain and take some damage. Also, their mp will be stolen and given to the user. While they are corrupted, their eyes will have a purplish glow. If the go further than 20 feet from the user, the spell ends.
    Strengths:

    • MP steal: The mana stolen depends on the rank of the user that is corrupted, D-ranks have 7.5% mp stolen per post, C-ranks 5%. Any higher aren't affected at all.
    • Damage: Anyone effected will take half a D-rank damage per post.
    • Annoying: Can be annoying due to the head pain caused by the spell.

    Weaknesses:

    • Low amount: The MP stolen is quite a small amount.
    • Damage: The damage is also quite low.
    • Visual: Anyone will know who is affected by the corruption.
    • Duration: The mp is stolen over a duration, so the user can't put it to use right away.

    Cool-down:7 posts
    Duration:3 posts

    C-rank Spells:

    Name:Dark Flight
    Rank:C-rank
    Type: Utility, Damage
    Description:When cast, two purple wings sprout from the back of the user. They look shredded and torn, like they had been through a fight. The wings are incapable of flight, but are strong enough to provide a powerful jump boost. Making the user able to jump up to 50 feet, reaching the height in a few seconds. Though the attack part come from the landing. All of the landings caused by Dark Flight, release a small area of effect shock-wave, that knocks people back and deal C-ranked damage. The knock back sends C-ranks and lower back 7 feet, B-rank 4 feet and anyone else is unaffected.
    Strengths:

    • Jump Boost: Gives the user a 50 foot jump boost.
    • Knock Back: Can be used as a knock Back, if gotten close to the person.
    • Area: Has an area of effect damage, multiple times if possible.

    Weaknesses:

    • Close ranged: The damage is quite close ranged.
    • Flight: The wings don't give the user flight.
    • Heavy: Weight become an issue to the user, if the target weighs more than 120 kg, they can't be knocked back.
    • Hit: The wings increase the size of the user, making him a larger target to hit.

    Cool-down:5 posts
    Duration:4 posts


    Name:Rift Walk
    Rank:C-rank
    Type:Utility
    Description:The user enters the void through a small portal and reappears at a distance from another portal. The teleport is instant. All anyone else can see is a small nova like dot, that is purple in color, both when the user enters or leave the portal. The radius is 75 feet, as to where the user can jump to.
    Strengths:

    • Instant: The teleport is instant.
    • Dodge: Can be used to dodge otherwise undodgable spells.
    • Height: The teleport can take the user to a destination 150 feet above them.

    Weaknesses:

    • No damage: The spell deals no damage on it's own.
    • Location: The user must know where they are teleporting.
    • Evil Presence: The evil presence of the teleport will let people know if he teleported close to them.
    • Lock on: If something is locked on to Indar, it will still follow him, even through the teleport.

    Cool-down:4 posts
    Duration:Instant

    Name:Rupture
    Rank:C-rank
    Type: Offensive
    Description:The user smashes their leg down onto the ground and in an area, in a 75 feet diameter circle, a circle of spikes will appear in a second. It will knock up, deal damage and maybe pierce all targets in that area. The spikes are all 3 feet in length and 0.5 feet in diameter. The circle is filled with them. 
    Strengths:

    • Knock-up: Anyone in the circle, unless they weigh over 440 lbs, will get knocked up to 8 feet.
    • Speed: The spikes appear instantly, making them hard to dodge.
    • Surprise: The spikes can appear anywhere in a 100 feet radius.

    Weaknesses:

    • Damage: The spikes can only deal 1 C-rank damage to a person, even if they are hit by multiple spikes.
    • Weight: If the opponent is very heavy, the knock-up effect won't work.
    • Pierce: Piercing happens rarely, as the spikes aren't very sharp.

    Cool-down:4 posts
    Duration:1 post

    Name:Void Enforcer
    Rank:C-rank
    Type: Offensive
    Description:The user boosts their body, giving all their attacks a C-rank damage boost. This only counts physical attacks, which get enhanced by magic. The user also gains a 15% increase resistance, making them able to tank more. The user glows purple while using this spell, as the void covers their entire body.
    Strengths:

    • Boost: All damage the user's punches and kicks do is increased by a C-rank damage.
    • Stat: Resistance to damage is increased by 15%.
    • Instant: Is instant, so can be used to soak up more damage.

    Weaknesses:

    • Weapon: Does not boost weapon damage of the user.
    • Wear: After Enforcer ends, the user can't attack on the post after the duration ends.
    • Close Range: The user has to get up close and personal.

    Cool-down:4 posts
    Duration:3 posts

    Do not grade the B-rank spells, i want to keep these for when i reach B-rank. They are just here from my previous magic.

    B-rank Spells:

    Name:Tectonic Disruption
    Rank:B-rank
    Type: Offensive.
    Description:The user launches two blobs of void matter from his hands towards a location of his choosing. The blobs land 40 feet from each other and cause a massive energy pillar on their landing location. The pillar will deal damage and knock back anyone hit by it. The pillars will also block any kind of attacks sent towards them, though a higher ranked attacks will make them go away. The pillars are purple in color. Also, when the blobs land, they cause a small earthquake, that doesn't deal any damage. The pillars both deal B-rank damage when they form and deal D-rank damage if anyone walks into them afterwards. The damage after is done, due to the pillar being almost pure magical energy, which is filled with a dark presence aka the void.
    Strengths:

    • Height and radius: The pillars are 150 feet tall and 50 feet in diameter.
    • Knock- back: Anyone hit by the pillars will be sent back 15 feet.
    • Range: The pillars can be launched up to 150 feet and move at a speed of 60 feet per second.

    Weaknesses:

    • Aimed: Can't be fully aimed at one person, as they must land at least 40 feet from each other.
    • Dodge: The blobs aren't hard to dodge.
    • Blob: The blobs themselves deal no damage to anyone.
    • Demolish: The pillars can be destroyed by one B-rank spell or equivalent, that will be blocked as well. A-rank will destroy it and then pass through, dealing half damage.

    Cool-down:5 posts
    Duration:2 posts

    Name:SILENCE
    Rank:B-rank
    Type: Utility, Debuff
    Description:The user releases a powerful banshee scream, that blocks everyone's magic in a radius of the user, making them unable to cast new spells. This lasts a certain amount and during the duration, the people Silenced can't use any spells. The radius of the silence is 50 feet and effects everyone in the radius.
    Strengths:

    • No Spells For You: Blocks people from using spells.
    • Duration: B-ranks can't use spells for 2 posts, C-ranks and D-ranks for 3 posts.
    • A-ranks: A-rank have the damage of their next spell halved.

    Weaknesses:

    • High Ranks: S-ranks and up aren't effected by this spell at all.
    • Weapons/Spells/Armor: Anything that doesn't straight come from the silenced opponent aka from their body isn't silenced. So requip mages can still do everything fully.
    • Allies: Allies in the radius will be silenced as well.
    • Damage: The spell deals no damage what so ever.
    • Instant: If a spell is already coming at the user, that spell can't be silenced.

    Cool-down:7 posts
    Duration:3 posts

    Name:Void Bringers
    Rank:B-rank
    Type:Offensive, Weapon, Anti-Mage
    Description:Void Bringers are a half moon shaped blades, that are attached to the user's wrists. Both of them are 2 feet in length and a foot in diameter. They are purplish in their appearance and give off a massive evil aura. They sap 7.5 mp from D and C ranks. 5% mp from B-ranks and 2.5% mp from A-ranks. No other ranks are affected. Other ranks are unaffected by the sap.

    Void Bringers deal B-rank damage with every hit and sap mp from the opponent every second attack. This mp just vanishes and isn't given back to the user.
    Strengths:

    • Mana Sapper: Saps opponents mana every second attack.
    • Damage booster: Boosts the user's attacking power.
    • Dual damage: There a two blades and that means double the fun.

    Weaknesses:

    • No mana back: The blades don't give the mana to the user.
    • No Defense: Void Bringers are directly meant for offence, meaning they can't be used to block attacks.
    • Evil Presence: The evil presence of the blades can alert people of Indar's location.
    • Not every strike: The mp sapping doesn't happen on every attack.

    Cool-down:5 posts
    Duration:4 posts

    That was surprisingly easy owo APPROVED!


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      Current date/time is Thu 22 Aug 2019 - 10:29