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    Vampiric Shaman Magic

    Artemis
    Artemis
     
     

    Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 180
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    Experience : 162.5

    Character Sheet
    First Magic: Shaman's Gate
    Second Magic:
    Third Magic:

    Vampiric Shaman Magic Empty Vampiric Shaman Magic

    Post by Artemis on 7th September 2014, 12:18 pm

    Magic

    Primary Magic: Vampiric Shaman Magic
    Secondary Magic: ---
    Caster or Holder: Caster
    Description:   Artemis uses what's known as Shaman or Shamanistic Magic. Not a commonly seen magic there are offensive options to this magic, but Artemis uses the magic as a defensive and supportive magic. Not only is it better suited for defensive magic, it's defensive and supportive capabilities and much stronger and easier to cast. The spirits Artemis can invoke range from animal spirits to elemental spirits and in rare cases mythical spirits, like phoenix's or other creature of myth.

    The magic is used by Artemis by invoking nature spirits to aid her. Unlike Celestial Spirit mages where they actually summon the spirit the nature spirit channels it's power through the host. Using the host as an conductor and amplifier, the spirit casts a spell of the host's wish. Also unlike Celestial Spirits, the user doesn't need to make a pact with the spirit. However only those with natural affinities to nature and invoke a nature spirit. Making it a very uncommon magic and very difficult to learn. However each spirit can only cast a certain type of spell or in the case of more powerful spirits one spell. The effects of the spell can be instant or be done through a certain amount of time.

    However when Artemis was turned into a Vampire, her magic was changed as well. The Vampirism brought of the predator side of Artemis and her magic. Her magic is no longer focused of support but rather on offense and self-preservation. Her connection to mystical creatures is now limited, mainly focusing on beast of nightmares. And plant based spells become twisted.


    Strengths:
    -Still has a very large spell verity.
    -Good for damage and control
    -Stronger During the night (20%)
    -Can still summon creatures and plants to help her in battle
    Weaknesses:
    - No longer has very many support options
    - Nature spells are still weak to their natural weaknesses.
    -Due to being a vampire Artemis is weaker during the day. (20%)
    - Constantly is hungry for blood to the point where might randomly attack people.
    - Can still only summon one creature at a time
    -Since her senses are so strong compared to what they used to be, Artemis can be easily over stimulated if not careful.
    Abilities/Powers:
    -User usually has animistic traits, like how Artemis has wolf ears, a wolf tail and slightly fanged teeth.
    -Natural senses are enhanced, primarily hearing and smell. Artemis’ sense are 7 times stronger then a normal humans
    -The user can communicate with animals and mythical beasts
    -The user can heal themselves  when draining the enemies blood (For every one post of draining blood, they get one post of healing of the rank below. Example: 1 post of C rank damage draining gets one post of d rank healing)
    -Is stronger then a human during the night (check strengths)

    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    C Rank Spells:

    Name: Vampiric Vines
    Rank: C
    Type: Nature, Offensive,Supportive.
    Description: Artemis spawns multiple tentacle-like vines from the ground to warp around her enemies. The vines can grow barbs on them that can drain blood from the victims for C rank damage and heal Artemis for D rank healing. The vines have C rank strength. The vines can not transfer Artemis' vamprism to other people.
    Strengths:
    -Can heal Artemis (D rank healing)
    -Can hold down and drain blood from foes (C rank damage/strength)
    -The vines last 3 posts or until they are destroyed
    Weaknesses:
    -Weak to Fire.
    -costs 5% extra mana to use for every target after the first
    -After destroyed they take 4 posts to be able to be used again
    -Anyone with B rank or higher strength and break out of them easily.

    Name: Madness Spores
    Rank: C
    Type: Nature, Supportive
    Description: Strange flowers ground around Artemis in a 25 foot radius. After a short amount of time (1 additional post), the flowers mature enough to start producing spores that fill the air that cause anyone in the field other then Artemis to hallucinate. The spores  start by completely covering the 25 foot radius but the cloud of spores grows by 5 feet per post until the 4th post where they cover 45 feet. The plants look like medium sized mushrooms are there are about 10 mushrooms per foot)
    Strengths:
    -Last 5 posts (First post is casting and maturing. 2nd-4th post is the effect)
    -Artemis and her summons are unaffected by the spores.
    -Hallucinations lasts 2 posts after the spores are gone.
    -If the opponent breathes in unfiltered that carries spores they are effected by the spores until the effect is over.
    -Opponents B rank or higher are unaffected.
    Weaknesses:
    -If the flowers are destroyed before they are done maturing, Artemis still has to go with the full cooldown.
    -Cooldown of 5 posts
    -Wind can blow the spores away.
    -Allies are also affected.
    -Opponents can leave the affected area.

    Name: Spectral Wolf.
    Rank: C
    Type: Nature, Ice
    Description: Artemis summons a spirit of an arctic wolf to help her in battle. The area around the wolf begins to cool in chill. Being a spirit it can pass through objects, freezing them.
    Strengths:
    -Lasts 4 posts or till it's killed (4 D rank hits, 2 C rank hits, 1 b rank or higher)
    -Can become intangible, allowing it to pass through objects.
    - On top of being connected to to her mentally, allowing Artemis to control it with a thought, it has the ability to freeze the area around it. When it dies it explodes ice.  It is cold to the touch so it physical attacks have a chance to freeze the target. (C rank damage, 20% chance to freeze target. Area of freeze and explosion is 10 feet)
    Weaknesses:
    -Cooldown of 5 posts after killed
    -Can only have one shaman summon out at a time
    -The cold can kill Artemis' summoned plants
    -takes double damage from fire spells (takes half as many hits)
    -Even though it's immune to psychical damage with intangible, spells can still hit it.

    D Rank Spells:

    Name: Blood Bark Armor
    Rank: D
    Type: Defensive, Nature
    Description: Artemis infuses nearby tree bark with her blood, causing it to attach to her body like armor. The armor has small barbs on it that deal D rank Damage when hit with a physical attack, draining blood from the opponent and repairing the armor.
    Strengths:
    -Barbs deal D rank damage against physical attacks, draining blood from those who hit it, repairing the armor if not broken for D rank healing 2 posts after draining the blood.
    -Last 5 posts until destroyed (3 D rank hits, 1 C rank hit)
    - Can be created instantly and can be used with her other spells
    Weaknesses:
    -Is destroyed immediately by fire magic equal of greater in rank and it takes half as many hits from fire magic to destroy the armor (rounded down).
    -There needs to be trees or tree bark around to create the armor
    -If Artemis isn’t careful she can hurt herself with the armor.
    - If it’s destroyed instantly Artemis will feel weak from the blood floss (additional 5% mana cost for all spells for 3 turns)
    -Cooldown of 6 turns after destroyed.

    Name: Wings of the Bat
    Rank:  D
    Type: Supportive
    Description: Artemis grows 4 bat-like wings from her back. The top two wings are larger, They have a wing span of 6 feet and the bottom ones have a wing span of 4 feet and allow her to fly at 70 mph and up to 200 mph while in a dive.
    Strengths:
    -Allows Artemis to be more mobile and allows Artemis to move faster then normal, four set’s of wings allow her to move  fluently while flying.
    -Last for up to 2 posts but be ended early.
    -Can use her other spells while flying
    Weaknesses:
    -Cooldown of 3 posts when ended
    -Large wing span and the wings can be hit with magic
    -Due to the large wing span, the spell can be force to end early if hit in the wings.
    -How fast she can fly depends on weather. During bad conditions she can not fly safely.

    Name: Swarm of Wasps
    Rank:  D
    Type: Offensive, Nature
    Description: Artemis summons a large swarm of venomous wasps (100 wasps). The wasps can move at 15 miles per hour but will stop chasing an enemy once they are a mile away from Artemis. The Venom does d rank damage for 3 turns but can be treated to end early.
    Strengths:
    -Fire and forget, wasps will automatically seek out enemies.
    -Damage over time, venom can continue damaging and causing pain after the wasps are gone. (venom last 1 post after being stung.)
    -Lasts for 2 posts or until they are destroyed (2 d rank hits, anything higher kills automatically) Wasps do not die after stinging. Both the bees and the venom deal D rank damage.
    - They use Artemis as a base so they will defend her.
    Weaknesses:
    -Can be stopped by a fair number of elements (fire burns them, wind blows them away, water stops them from flying)
    -50% resistance of the poison for those who specialize in venom-related magic.
    -Can be outrun
    -Takes 3 posts after the swarm dies to summon a new swarm
    -Poor against enemies with thick/hard skin, or thick clothing covering them.
    -Can only have 1 swarm at a time

    Name: Imprint
    Rank:  D
    Type:  Nature
    Description: Artemis focuses on one smell in particular, filtering out all over distractions. While imprinting a smell she gets faster and stronger physically.  
    Strengths:
    -Can follow one smell anywhere for the duration.
    -Lasts 4 posts
    -She moves faster and hits harder during the duration. (30% stronger)
    Weaknesses:
    - Part of filtering out all distractions means she has her eyes closes and moves only following her sense of smell.
    - Other strong smells can over simulated her, causing her pain.
    - Since she is only focusing on one scent, people can sneak up on her.
    -Cooldown of 5 posts


    Last edited by Artemis on 20th September 2014, 6:56 pm; edited 3 times in total


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    Artemis
    Artemis
     
     

    Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 180
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    Experience : 162.5

    Character Sheet
    First Magic: Shaman's Gate
    Second Magic:
    Third Magic:

    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Artemis on 18th September 2014, 9:52 pm

    Bump~


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    Rosetta Crawford
    Rosetta Crawford

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    Second Magic:
    Third Magic:

    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Rosetta Crawford on 19th September 2014, 12:10 pm

    @Artemis wrote:Magic

    Primary Magic: Vampiric Shaman Magic
    Secondary Magic: ---
    Caster or Holder: Caster
    Description:  When Artemis was turned into a Vampire, her magic was changed as well. The Vampirism brought of the predator side of Artemis and her magic. Her magic is no longer focused of support but rather on offense and self-preservation. Her connection to mystical creatures is now limited, mainly focusing on beast of nightmares. And plant based spells become twisted.

    I don't actually know what the magic is based on this. An explanation of what it does and how it works would be good
    Strengths:
    -Still has a very large spell verity.
    -Good for damage and control
    -Stronger During the night (20%)
    -Can still summon creatures and plants to help her in battle
    Weaknesses:
    - No longer has very many support options
    - Nature spells are still weak to their natural weaknesses.
    -Due to being a vampire Artemis is weaker during the day. (20%)
    - Constantly is hungry for blood to the point where might randomly attack people.
    - Can still only summon one creature at a time
    -Since her senses are so strong compared to what they used to be, Artemis can be easily over stimulated if not careful.
    Abilities/Powers:
    -User usually has animistic traits, like how Artemis has wolf ears, a wolf tail and slightly fanged teeth.
    -Natural senses are enhanced, primarily hearing and smell. Artemis’ sense are 7 times stronger then a normal humans
    -The user can communicate with animals and mythical beasts
    -The user can heal themselves  when draining the enemies blood You'll need to go into more detail than this. How long do you have to drain blood to heal x ranks of damage
    -Is stronger then a human during the night (check strengths)

    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    C Rank Spells:

    Name: Vampiric Vines
    Rank: C
    Type: Nature, Offensive,Supportive.
    Description: Artemis spawns multiple tentacle-like vines from the ground to warp around her enemies. The vines can grow barbs on them that can drain blood from the victims for C rank damage and heal Artemis for D rank healing. The vines have C rank strength. The vines can not transfer Artemis' vamprism to other people.
    Strengths:
    -Can heal Artemis (D rank healing)
    -Can hold down and drain blood from foes (C rank damage/strength)
    -The vines last until they are destroyed
    Weaknesses:
    -Weak to Fire.
    -costs 5% extra mana to use for every target after the first
    -After destroyed they take 4 posts to be able to be used again
    -Anyone with B rank or higher strength and break out of them easily.
    Nah you aren't getting an unlimited duration for something like this. For a four post cooldown i'd say 3 posts duration.
    Name: Madness Spores
    Rank: C
    Type: Nature, Supportive
    Description: Strange flowers ground around Artemis in a 25 foot radius. After a sort amount of time (1 additional post), the flowers mature enough to start producing spores that fill the air that cause anyone in the field other then Artemis to hallucinate. How big an area do the spores cover or do they cover the 25 foot radius. How big are the planets. How many are there
    Strengths:
    -Last 5 posts (First post is casting and maturing. 2nd-4th post is the effect)
    -Artemis and her summons are unaffected by the spores.
    -Hallucinations lasts 2 posts after the spores are gone.
    -If the opponent breathes in the spores they are effected by the spores until the effect is over.
    -Opponents B rank or higher are unaffected.
    Weaknesses:
    -If the flowers are destroyed before they are done maturing, Artemis still has to go with the full cooldown.
    -Cooldown of 5 posts
    -Wind can blow the spores away.
    -Allies are also affected.
    -Opponents can leave the affected area.

    Name: Spectral Wolf.
    Rank: C
    Type: Nature, Ice
    Description: Artemis summons a spirit of an arctic wolf to help her in battle. The area around the wolf begins to cool in chill. Being a spirit it can pass through objects, freezing them.
    Strengths:
    -Lasts till it's killed (6 D rank hits, 3 C rank hits, 1 b rank or higher)
    -Can become intangible, allowing it to pass through objects.
    - On top of being connected to to her mentally, allowing Artemis to control it with a thought, it has the ability to freeze the area around it. When it dies it explodes ice.  It is cold to the touch so it physical attacks have a chance to freeze the target. (C rank damage, 20% chance to freeze target. Area of freeze and explosion is 10 feet)
    Weaknesses:
    -Cooldown of 5 posts after killed
    -Can only have one shaman summon out at a time
    -The cold can kill Artemis' summoned plants
    -takes double damage from fire spells (takes half as many hits)
    -Even though it's immune to psychical damage with intangible, spells can still hit it.
    Nope. Again I want a duration. We don't allow spells to last infinitely (or essentially). Particularly summons
    D Rank Spells:

    Name: Blood Bark Armor
    Rank: D
    Type: Defensive, Nature
    Description: Artemis infuses nearby tree bark with her blood, causing it to attach to her body like armor. The armor has small barbs on it that deal D rank Damage when hit with a physical attack, draining blood from the opponent and repairing the armor.
    Strengths:
    -Barbs deal D rank damage against physical attacks, draining blood from those who hit it, repairing the armor if not broken for D rank healing 2 posts after draining the blood.
    -Last until destroyed (3 D rank hits, 1 C rank hit) Nope. No infinite durations.
    - Can be created instantly and can be used with her other spells
    Weaknesses:
    -Is destroyed immediately by fire magic equal of greater in rank and it takes half as many hits from fire magic to destroy the armor (rounded down).
    -There needs to be trees or tree bark around to create the armor
    -If Artemis isn’t careful she can hurt herself with the armor.
    - If it’s destroyed instantly Artemis will feel weak from the blood floss (additional 5% mana cost for all spells for 3 turns)
    -Cooldown of 3 turns after destroyed.

    Name: Wings of the Bat
    Rank:  D
    Type: Supportive
    Description: Artemis grows 4 bat-like wings from her back. The top two wings are larger, They have a wing span of 6 feet and the bottom ones have a wing span of 4 feet and allow her to fly at 70 mph and up to 200 mph while in a dive.
    Strengths:
    -Allows Artemis to be more mobile and allows Artemis to move faster then normal, four set’s of wings allow her to move  fluently while flying.
    -Last for up to 2 posts but be ended early.
    -Can use her other spells while flying
    Weaknesses:
    -Cooldown of 3 posts when ended
    -Large wing span and the wings can be hit with magic
    -Due to the large wing span, the spell can be force to end early if hit in the wings.
    -How fast she can fly depends on weather. During bad conditions she can not fly safely.

    Name: Swarm of Wasps
    Rank:  D
    Type: Offensive, Nature
    Description: Artemis summons a large swarm of venomous wasps (100 wasps). The wasps can move at 15 miles per hour but will stop chasing an enemy once they are a mile away from Artemis. The Venom does d rank damage for 3 turns but can be treated to end early.
    Strengths:
    -Fire and forget, wasps will automatically seek out enemies.
    -Damage over time, venom can continue damaging and causing pain after the wasps are gone
    -Lasts as long as wasps are alive and Wasps do not die after stinging. Nope. No infinite durations.
    - They use Artemis as a base so they will defend her.
    Weaknesses:
    -Can be stopped by a fair number of elements (fire burns them, wind blows them away, water stops them from flying)
    -50% resistance of the poison for those who specialize in venom-related magic.
    -Can be outrun
    -Takes 2 posts after the swarm dies to summon a new swarm
    -Poor against enemies with thick/hard skin, or thick clothing covering them.
    -Can only have 1 swarm at a time

    Name: Imprint
    Rank:  D
    Type:  Nature
    Description: Artemis focuses on one smell in particular, filtering out all over distractions. While imprinting a smell she gets faster and stronger physically.  
    Strengths:
    -Can follow one smell anywhere for the duration.
    -Lasts 4 posts
    -She moves faster and hits harder during the duration. (30% stronger)
    Weaknesses:
    - Part of filtering out all distractions means she has her eyes closes and moves only following her sense of smell.
    - Other strong smells can over simulated her, causing her pain.
    - Since she is only focusing on one scent, people can sneak up on her.
    -Cooldown of 5 posts

    Comments are in teal


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    Vampiric Shaman Magic Zack2_by_gramcrackers-d8ker96

    Vampiric Shaman Magic Zack_by_ravenart5-d8j23c0

    Vampiric Shaman Magic Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Artemis
    Artemis
     
     

    Player 
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    Character Sheet
    First Magic: Shaman's Gate
    Second Magic:
    Third Magic:

    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Artemis on 19th September 2014, 8:37 pm

    bump


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    Second Magic: Crystal Make Magic
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    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Kihia on 20th September 2014, 2:23 pm

    Anything addressed will be in this color
    Your Magic:
    @Artemis wrote:Magic

    Primary Magic: Vampiric Shaman Magic
    Secondary Magic: ---
    Caster or Holder: Caster
    Description:   Artemis uses what's known as Shaman or Shamanistic Magic. Not a commonly seen magic there are offensive options to this magic, but Artemis uses the magic as a defensive and supportive magic. Not only is it better suited for defensive magic, it's defensive and supportive capabilities and much stronger and easier to cast. The spirits Artemis can invoke range from animal spirits to elemental spirits and in rare cases mythical spirits, like phoenix's or other creature of myth.

    The magic is used by Artemis by invoking nature spirits to aid her. Unlike Celestial Spirit mages where they actually summon the spirit the nature spirit channels it's power through the host. Using the host as an conductor and amplifier, the spirit casts a spell of the host's wish. Also unlike Celestial Spirits, the user doesn't need to make a pact with the spirit. However only those with natural affinities to nature and invoke a nature spirit. Making it a very uncommon magic and very difficult to learn. However each spirit can only cast a certain type of spell or in the case of more powerful spirits one spell. The effects of the spell can be instant or be done through a certain amount of time.

    However when Artemis was turned into a Vampire, her magic was changed as well. The Vampirism brought of the predator side of Artemis and her magic. Her magic is no longer focused of support but rather on offense and self-preservation. Her connection to mystical creatures is now limited, mainly focusing on beast of nightmares. And plant based spells become twisted.


    Strengths:
    -Still has a very large spell verity.
    -Good for damage and control
    -Stronger During the night (20%)
    -Can still summon creatures and plants to help her in battle
    Weaknesses:
    - No longer has very many support options
    - Nature spells are still weak to their natural weaknesses.
    -Due to being a vampire Artemis is weaker during the day. (20%)
    - Constantly is hungry for blood to the point where might randomly attack people.
    - Can still only summon one creature at a time
    -Since her senses are so strong compared to what they used to be, Artemis can be easily over stimulated if not careful.
    Abilities/Powers:
    -User usually has animistic traits, like how Artemis has wolf ears, a wolf tail and slightly fanged teeth.
    -Natural senses are enhanced, primarily hearing and smell. Artemis’ sense are 7 times stronger then a normal humans
    -The user can communicate with animals and mythical beasts
    -The user can heal themselves  when draining the enemies blood (For every one post of draining blood, they get one post of healing of the rank below. Example: 1 post of C rank damage draining gets one post of d rank healing)
    -Is stronger then a human during the night (check strengths)

    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    C Rank Spells:

    Name: Vampiric Vines
    Rank: C
    Type: Nature, Offensive,Supportive.
    Description: Artemis spawns multiple tentacle-like vines from the ground to warp around her enemies. The vines can grow barbs on them that can drain blood from the victims for C rank damage and heal Artemis for D rank healing. The vines have C rank strength. The vines can not transfer Artemis' vamprism to other people.
    Strengths:
    -Can heal Artemis (D rank healing)
    -Can hold down and drain blood from foes (C rank damage/strength)
    -The vines last 3 posts or until they are destroyed
    Weaknesses:
    -Weak to Fire.
    -costs 5% extra mana to use for every target after the first
    -After destroyed they take 4 posts to be able to be used again
    -Anyone with B rank or higher strength and break out of them easily.

    Name: Madness Spores
    Rank: C
    Type: Nature, Supportive
    Description: Strange flowers ground around Artemis in a 25 foot radius. After a short amount of time (1 additional post), the flowers mature enough to start producing spores that fill the air that cause anyone in the field other then Artemis to hallucinate. The spores  start by completely covering the 25 foot radius but the cloud of spores grows by 5 feet per post until the 4th post where they cover 45 feet. The plants look like medium sized mushrooms are there are about 10 mushrooms per foot)
    Strengths:
    -Last 5 posts (First post is casting and maturing. 2nd-4th post is the effect)
    -Artemis and her summons are unaffected by the spores.
    -Hallucinations lasts 2 posts after the spores are gone.
    -If the opponent breathes in the spores they are effected by the spores until the effect is over.If they breathe in Unfiltered air
    -Opponents B rank or higher are unaffected.
    Weaknesses:
    -If the flowers are destroyed before they are done maturing, Artemis still has to go with the full cooldown.
    -Cooldown of 5 posts
    -Wind can blow the spores away.
    -Allies are also affected.
    -Opponents can leave the affected area.

    Name: Spectral Wolf.
    Rank: C
    Type: Nature, Ice
    Description: Artemis summons a spirit of an arctic wolf to help her in battle. The area around the wolf begins to cool in chill. Being a spirit it can pass through objects, freezing them.
    Strengths:
    -Lasts 4 posts or till it's killed (6 D rank hits, 3 C rank hits, 1 b rank or higher)Make this a 4/2/1 ratio please
    -Can become intangible, allowing it to pass through objects.
    - On top of being connected to to her mentally, allowing Artemis to control it with a thought, it has the ability to freeze the area around it. When it dies it explodes ice.  It is cold to the touch so it physical attacks have a chance to freeze the target. (C rank damage, 20% chance to freeze target. Area of freeze and explosion is 10 feet)
    Weaknesses:
    -Cooldown of 5 posts after killed
    -Can only have one shaman summon out at a time
    -The cold can kill Artemis' summoned plants
    -takes double damage from fire spells (takes half as many hits)
    -Even though it's immune to psychical damage with intangible, spells can still hit it.

    D Rank Spells:

    Name: Blood Bark Armor
    Rank: D
    Type: Defensive, Nature
    Description: Artemis infuses nearby tree bark with her blood, causing it to attach to her body like armor. The armor has small barbs on it that deal D rank Damage when hit with a physical attack, draining blood from the opponent and repairing the armor.
    Strengths:
    -Barbs deal D rank damage against physical attacks, draining blood from those who hit it, repairing the armor if not broken for D rank healing 2 posts after draining the blood.
    -Last 5 posts until destroyed (3 D rank hits, 1 C rank hit)
    - Can be created instantly and can be used with her other spells
    Weaknesses:
    -Is destroyed immediately by fire magic equal of greater in rank and it takes half as many hits from fire magic to destroy the armor (rounded down).
    -There needs to be trees or tree bark around to create the armor
    -If Artemis isn’t careful she can hurt herself with the armor.
    - If it’s destroyed instantly Artemis will feel weak from the blood floss (additional 5% mana cost for all spells for 3 turns)
    -Cooldown of 6 turns after destroyed.

    Name: Wings of the Bat
    Rank:  D
    Type: Supportive
    Description: Artemis grows 4 bat-like wings from her back. The top two wings are larger, They have a wing span of 6 feet and the bottom ones have a wing span of 4 feet and allow her to fly at 70 mph and up to 200 mph while in a dive.
    Strengths:
    -Allows Artemis to be more mobile and allows Artemis to move faster then normal, four set’s of wings allow her to move  fluently while flying.
    -Last for up to 2 posts but be ended early.
    -Can use her other spells while flying
    Weaknesses:
    -Cooldown of 3 posts when ended
    -Large wing span and the wings can be hit with magic
    -Due to the large wing span, the spell can be force to end early if hit in the wings.
    -How fast she can fly depends on weather. During bad conditions she can not fly safely.

    Name: Swarm of Wasps
    Rank:  D
    Type: Offensive, Nature
    Description: Artemis summons a large swarm of venomous wasps (100 wasps). The wasps can move at 15 miles per hour but will stop chasing an enemy once they are a mile away from Artemis. The Venom does d rank damage for 3 turns but can be treated to end early.
    Strengths:
    -Fire and forget, wasps will automatically seek out enemies.
    -Damage over time, venom can continue damaging and causing pain after the wasps are gone
    -Lasts for 2 posts or until they are destroyed (2 d rank hits, anything higher kills automatically) Wasps do not die after stinging.Please state the total damage will come to D.5
    - They use Artemis as a base so they will defend her.
    Weaknesses:
    -Can be stopped by a fair number of elements (fire burns them, wind blows them away, water stops them from flying)
    -50% resistance of the poison for those who specialize in venom-related magic.
    -Can be outrun
    -Takes 3 posts after the swarm dies to summon a new swarm
    -Poor against enemies with thick/hard skin, or thick clothing covering them.
    -Can only have 1 swarm at a time

    Name: Imprint
    Rank:  D
    Type:  Nature
    Description: Artemis focuses on one smell in particular, filtering out all over distractions. While imprinting a smell she gets faster and stronger physically.  
    Strengths:
    -Can follow one smell anywhere for the duration.
    -Lasts 4 posts
    -She moves faster and hits harder during the duration. (30% stronger)
    Weaknesses:
    - Part of filtering out all distractions means she has her eyes closes and moves only following her sense of smell.
    - Other strong smells can over simulated her, causing her pain.
    - Since she is only focusing on one scent, people can sneak up on her.
    -Cooldown of 5 posts

    after you finish the edits, bump the thread


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    Vampiric Shaman Magic Kihisi10
    Vampiric Shaman Magic 17496c10
    EXP:350/1200



    Themes:

    Introduction/Plot point:


    Combat:


    Ice Make: Knight:
    Artemis
    Artemis
     
     

    Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 180
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 162.5

    Character Sheet
    First Magic: Shaman's Gate
    Second Magic:
    Third Magic:

    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Artemis on 20th September 2014, 6:56 pm

    bump~


    _____________________________________________________________________________________


    Rank ups::
    Kihia
    Kihia
     
     

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    Lineage : Bloodline of the Frozen Armor
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    Experience : 337.5

    Character Sheet
    First Magic: Ice Make Magic
    Second Magic: Crystal Make Magic
    Third Magic:

    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Kihia on 20th September 2014, 6:58 pm

    Vampiric Shaman Magic Approv11


    _____________________________________________________________________________________

    Vampiric Shaman Magic Kihisi10
    Vampiric Shaman Magic 17496c10
    EXP:350/1200



    Themes:

    Introduction/Plot point:


    Combat:


    Ice Make: Knight:
    avatar
    Guest
    Guest

    Vampiric Shaman Magic Empty Re: Vampiric Shaman Magic

    Post by Guest on 6th January 2015, 10:59 am

    This magic was never used ICly and the owner would like to replace it. I see no reason not to allow them to do so, thus I'm moving this to the archives. Any issues, contact me.

      Current date/time is 17th September 2019, 6:16 pm