Post by leighton on Sept 15, 2015 12:13:04 GMT -5
A magic whose nature is neither inherently good or evil, rather a neutral force that's applications would influence its nature. The magic being employed is designed as a charge in its typical manner, able to be held in specific parts of the body or a specially designed weapons and equipments. This charge typically must make near-physical contact to take any effect against a target. It leaves no visible scars on the external of the body, as it passes through the skin and damages the internals. This means that the user of this magic can target the various systems that form the body, their functionality and disrupt them. With strong enough blows, the magic can kill of course, with vital organs typically being prime targets for a killing blow or even to incapacitate a foe. Thus, this magic is only effective against targets that are organic and have functioning internal organs and systems such as the nervous system.
The magic can be focused or unfocused. Unfocused, the magic is much stronger, larger and visible. It will naturally deal more damage but is unrefined and harder to control. It is much easier to operate using refined and precise versions of the magic, such as charging the body or weapon. However, some use more unrefined magic attacks, referred to as shots.
Shot-based Grim Reaper Magic carries the same properties, except it is launched as a ranged attack. The shape and effective can vary based on how refined and controlled the magic is, versus how loose and unpredictable the mage desires the effect to be. Refined shots are typically designed to affect the targets body from the distance, are smaller and travel faster. Depending on the shape they take it may become harder to see them. The unrefined, larger and unpredictable versions of the shots frequent being slower but more damaging, requiring more time to prepare them and if backfiring, being notorious for affecting the caster's body.
Lastly, the magic can be given a solid form. This can range from forming weapons made of the magic charge, making physical attacks other than basic charges and attacks that aren't considered Shot-based, and other such attacks that can't be classified as above. These retain the same properties and effects, however some are incapable of passing through the body and simply apply minor damage per turn on being in contact with the target, or are designed to inhibit, limit or control the target in some way.
Because this magic disrupts the flow of magic in comes into contact with to breach the body and reach its intended targets, it has several adverse side effects on the user. For example, the magic is consistently flowing through their body, and allied magic has trouble influencing or affecting them with the full effects, meaning that someone trying to heal the mage would have their healing effects reduced to 1/4th of their effectiveness. However, as a by-product of the magic traveling through the body they are capable of regenerating their own damage out of combat by two-fold. This magic can also be used to heal has other various applications beyond causing damage.
The magic itself cannot pierce through other magics. Because of its nature as being disruptive, it typically can disrupt the magic it collides with but also get disrupted itself and needs to be recast. Meaning for example, if the target cloaks themselves in their magic then this magic cannot deal damage as long as the cloak remains. The same applies to armor, albeit at a lesser degree that the magic can and will breach it depending on how sturdy and thick the armor is. Typically the magic's damaged is reduced to 1/4th while trying to pass through armor. Weapons are stranger, with shields having the same effect as armor, blocking 1/4th of the damage. Other weapons typically reduce the damage to 1/2 or 1/3rd, rarely do they reduce it to 1/4th. As a note, any armor or weapon that can be empowered by magic can disrupt much like mentioned before, however the magic must be flowing through the weapon to have any effect.
Due to this crucial weakness, the mage typically employs the use of a specialized weapon that is locked to their rank. It is designed to allow the magic to flow through it and act as an extension of the body, but also be a back-up if they are unable to use their magic. The material and design of the weapon is typically up to its creator. The weapon must be created and purchased by the mage as it is not free. Historically, a scythe has been the favored weapon though swords and other weapons are quite commonplace.
Passive Spell Variants:
Name: Zenith
Level: -
Range: -
Description: A Grim Reaper Mage has special eyes as per their selective magical abilities. They must be able to see their magic regardless of their shape, and whether or not the magic has affected their target. The eyes are typically a bright green color.
Drawback: The mage is near-sighted due to this.
Name: Truth
Level: -
Range: -
Description: Due to the nature of the magic, the mage is only capable of eating certain foods. Dry and bitter foods are good for their systems and promote the function of their magic.
Drawback: Eating spicy, sweet or sour foods can disrupt the function of the magic and prevent the magic from fighting effectively.
Name: Hubris
Level: -
Range: -
Description: Due to the nature of the magic, the mage is capable of regenerating from damage and wounds after 5 posts of being uninvolved in combat, i.e. not being attacked or attacking.
Drawback: Due to the nature of the magic, any allied magic cast on the mage only has 1/4th of its intended effectiveness and disrupts any natural healing from Hubris.
Name: Archive
Level: B
Range: -
Description: Due to the nature of their magic and the weapon that they bond with, they are able to store it within their body. This is because the weapon is an extension of them, and is crafted using their magic and blood to make the bond. The weapon can also be healed inside the body. If the weapon is forced back inside due to too much damage, once per thread the mage can transfer the damage onto their body instead of the weapon to restore the weapon immediately.
Drawback: The weapon cannot be used while it is stored, and it takes 1 post to remove the weapon and be able to use it. If the weapon is to take too much damage, it will automatically retreat into the mage's body to regenerate based upon the duration of the spell or weapon that hit it. i.e. D/1, C/2, B/3, A/4, S/5.
Shot-Based Variants:
Name: Shot Variant: Necrosis
Level: D-S
Range: Medium to Close
Description: Charges for X posts based on spell rank, (1 D/C, 2 B/A, 3 S). Releases a Shot Variant that takes the shape of a human skull. Contact with the skull causes paralysis for a fixed duration of X posts based on spell rank, (1 D, 2 C, 3 B/A, 4 S). Travels in a straight line. The affected target cannot remove the paralysis
Drawback: Cool-down of X posts based on spell rank, (2 D/C, 3 B, 4 A, 5 S). Possesses same weaknesses as other Variants and paralysis can be removed through dispelling or removing the effect. A strong flow of magic equal to the level of the Necrosis variant fired can also remove the magic.
Name: Shot Variant: Heaven's Eye
Level: B-S
Range: Far
Description: Fires a bright arrow from a ranged distance. Designed to pierce through tough armor and shield to bypass their reductions.
Drawback: Has no special properties. Cool-down of X posts based on rank, (2 B, 3 A, 4 S). No special duration for damaging effects. Cannot bypass any form of magical shielding.
Name: Shot Variant: Release
Level: D-S
Range: Medium to Close
Description: A basic Shot Variant. Does not require a charge before firing.
Drawback: Cool-down of X posts based upon level of shot fired, (1 D/C, 2 B/A, 3 S). Has no special properties.
Name: Shot Variant: Silence
Level: B-S
Range: Medium to Close
Description: A refined, thin Shot Variant that takes on the appearance of a needle. The needle is hard to view due to its refined, small size and is capable of piercing magical barriers and armors lower than the level of needle employed. The needle prevents spells from being cast for a duration of X posts based on spell rank plus 1 post, (2 B, 3 A, 4 S).
Drawback: Special property causing inability to cast spells negates any damage this spell can cause. Cool-down of X posts based on spell rank plus 3 posts, (2 B, 3 A, 4 S). Effects can be dispelled.
Name: Shot Variant: Ignus Fatuus
Level: B-S
Range: Close
Description: Special shot that takes on the appearance of fire. It alters the perception of the senses, visual, auditory and touch and how they perceive the world around them. Duration is X posts plus 1 post, (3 B, 4 A, 5 S).
Drawback: Special properties, does not deal damage. Cool-down is X posts based on spell rank plus 2 posts, (3 B, 4 A, 5 S). Effects can be dispelled.
Name: Shot Variant: Faith
Level: B-S
Range: Close
Description: A Shot Variant that takes on the appearance of a large cross. Is launched towards the target. Unrefined shot, meaning it deals more damage.
Drawback: No special properties. Is an unrefined shot, meaning it can backfire if the mage is interrupted while charging. Charge time of 2 posts at all ranks. Travels slow. Cool-down of 4 posts at all ranks.
Name: Climax
Level: S
Range: Close
Description: A Shot Variant designed to be the "climax" of a fight. It can be either a refined or unrefined shot, and thus its speed, damage, and size is determined by whether the mage wishes to cast it as a refined or unrefined spell. Typically aimed for the heart, lungs, neck or brain when refined. Unrefined versions typically aim to damage as much of the body as possible.
Drawback: If cast as unrefined, it can backfire on the caster during its 1 post charge. The refined variant required a 1 post charge as well. Cool-down of 10 posts for unrefined, 6 posts for a refined shot.
Charge Variants:
Name: Deathstroke
Level: D-S
Range: Close
Description: Charges the body with magic, allowing the magic to be expended as the user sees fit. Duration of X posts, (2 D/C, 3 B, 4 A, 5 S).
Drawback: Causes non-lethal damage. Cool-down of X posts based on spell rank, (3 D/C, 4 B, 5 A, 6 S).
Name: Mercy Killing
Level: S
Range: -
Description: Named aptly due to the difficulty to see the magic surrounding the user's hands. refined to the point where detecting it with the naked eye is impossible, the user is capable of making two high-damage strikes but must make complete physical contact for any effect to take place, i.e. must hit the palm of the hand or fingers. Spell lasts until both charges are expended or 4 posts have passed.
Drawback: Cool-down of 10 posts. Cannot be used for non-lethal combat. Must make physical contact to be effective. Cannot pass through magic barriers. Cannot pass through armor. Must hit a vital organ or system to body function. Can be dispelled from the user's hands.
Name: Charge Variant: Hand of Death
Level: D-B
Range: Close
Description: Basic Charge Variant, allowing the user to coat their hand to deal damage through physical or near-physical contact. Duration of 2 posts.
Drawback: No special properties. Cool-down of 2 posts. Retains all basic weaknesses of the magic type.
Name: Charge Variant: Death Move
Level: B-S
Range: Close
Description: Charges both of the users hands with magic. The user then makes jabs towards the heart and lungs, seeking to disrupt the respiratory and blood systems to subdue the target. At S-Rank the spell can kill. Duration of 2 posts on the charge.
Drawback: Retains all weaknesses of magic type. Can be dispelled. Subdued duration is X posts post 1 per spell level, (2 B, 3 A, 4 S). Cool-down is X posts plus 3 posts, (2 B, 3 A, 4 S).
Name: Discharge
Level: D-S
Range: Close
Description: Releases a charge of magic in a close radius of the user, typically about 5 m. Charge up of 1 post required.
Drawback: Carries the standard weaknesses and effects of magic type. Cool-down of X posts plus 2 posts, (1 D/C, 2 B/A, 3 S).
Weapon Variants:
Name: Weapon Charge Variant: Bereavement
Level: C-S
Range: -
Description: Range is based on weapon. Utilizing a charge on the weapon, the user's magic releases into the body of the target and attacks their emotions. It fills them with a sense of loss, stress and hopelessness. Duration of X posts plus 1 post, (2 C, 3 B/A, 4 S).
Drawback: Special properties, the spell itself does not deal damage. Cool-down of X posts plus 2, (2 C, 3 B/A, 4 S).
Name: Weapon Charge Variant: Oblivion
Level: B-S
Range: -
Description: Range is based on weapon. The user expends their magic to make 5 attacks targeting the arms, legs and neck of their target. Typically renders the target in an unconscious or unaware state, unable to respond to the outside world. Effects last for a duration of X posts based on rank plus 2, (2 B, 3 A, 4 S). Can kill at S-Rank.
Drawback: No special properties. Can kill at S-Rank, however it requires that the 5th attack, the neck one, must land successfully. Cool-down of X posts based on rank plus 4, (3 B, 4 A, 5 S). Effects cannot be dispelled as damage has been dealt, instead must be healed or something that lessens the pain being felt.
Name: Weapon Charge Variant: Paradise
Level: B-S
Range: -
Description: Range is based on weapon. Utilizing a strong charge with special properties, targeting the senses to create an illusion that takes on the appearance of a place that is ideal to that individual. Duration of X posts based on spell rank plus 1 post, (2 B, 3 A, 4 S).
Drawback: Special properties, spell does not deal damage. Cool-down of X posts based on spell rank plus 3 posts, (1 B, 2 A, 3 S). Can be dispelled.
Name: Weapon Charge Variant: Umbra
Level: D-S
Range: Close
Description: Unlike other basic charges, Umbra's charge is focused at the base of the weapon, typically its blunt end opposite of the blade. The blade of the weapon is used as a distraction strike to bring the blunt end into contact and bring the charge in contact. Charge remains active for 4 posts at all ranks. Typically non-lethal.
Drawback: No special properties. Share same weaknesses as magic type. Cool-down of 5 posts at all ranks.
Name: Weapon Charge Variant: Crescent
Level: A-S
Range: Medium to Close
Description: Charges the blade of the weapon and releases the magic as a crescent slash from the blade which can travel a short distance like a Shot Variant.
Drawback: No special properties other than the short distance the spell can be launched. Cool-down of 3 posts.
Other Spell Variants:
Name: Shape Variant: Death Pull
Level: C-S
Range: Medium to Close
Description: The user generates X number of chains based on level of spell, (2 C, 3 B, 4 A, 5 S). Chains have a duration of X posts plus 1 based on the level of spell, (2 C, 3 B, 4 A, 5 S). Chains do not piece the skin, and cause a burning sensation upon making contact with skin.
Drawbacks: Cooldown is X posts based on spell level plus 2 posts, (2 C, 3 B, 4 A, 5 S). Individual chains can be dispelled before the end of the duration when struck by a Light or Dark Spell, or a spell above the level being used.
Name: Shape Variant: Restraint
Level: B-S
Range: Medium to Close
Description: Generates X number of transparant stake-shaped objects that are used to hold the chains from Varaint: Death Pull to restraint an opponent, (3 B, 4 A, 5 S). These stakes can also simply be launched at the opponent, which will pierce the body and cause what feels to be an immense weight holding the target down. The stakes themselves, when used in conjuction with Variant: Death Pull have a remain until Variant: Death Pull reaches the end of its duration. If Variant: Restraint is used by itself, it has a duration of X posts plus 1 with X being based on spell level, (2 B, 3 A, 4 S).
Drawbacks: If Variant: Restraint is used with Variant: Death Pull it shares the cooldown of the rank of Variant: Death Pull used, (2 base posts plus 3 B, 4 A, 5 S). If used on its own, cooldown of 2 posts plus X based on level, (2 B, 3 A, 4 S).
Name: Support Variant: Conviction
Level: B-S
Range: Close
Description: Cloaking their hands in magic, the mage gently moves them along the body to heal it, instead of causing damage to the insides.
Drawbacks: Cannot heal external wounds. Cooldown of 3 posts at all ranks.
Name: Support Variant: Dogma
Level: C-S
Range: Close
Description: Cloaking their hands in magic, the mage gently moves them along the body slowly. The mage also motions as if they are pulling something out of the body. This is to ensure that any negative magical and non-magical effects such as a poison or illusion spell are cleansed from the body.
Drawbacks: Can only be used to remove 1 effect at C, 2 at A/B, and 3 at S. Has a cool-down of 3/4/5 at C/B and A/S.
Name: Support Variant: Temper
Level: B-S
Range: Close
Description: The user cloaks a hand in magic and slams in into the target. This jams the magic into the target's body, allowing it to circulate throught the body and turning the pain receptors off. This increases one's ability to keep fighting despite taking damage, and can keep going even if a limb is removed. Duration of 3/4/5 posts at B/A/S respectively.
Drawbacks: Cool-down of 5/7/8 posts at B/A/S respectively. Upon duration of Temper ending, target will experience all the pain they would've taken over the duration at that moment.
The magic can be focused or unfocused. Unfocused, the magic is much stronger, larger and visible. It will naturally deal more damage but is unrefined and harder to control. It is much easier to operate using refined and precise versions of the magic, such as charging the body or weapon. However, some use more unrefined magic attacks, referred to as shots.
Shot-based Grim Reaper Magic carries the same properties, except it is launched as a ranged attack. The shape and effective can vary based on how refined and controlled the magic is, versus how loose and unpredictable the mage desires the effect to be. Refined shots are typically designed to affect the targets body from the distance, are smaller and travel faster. Depending on the shape they take it may become harder to see them. The unrefined, larger and unpredictable versions of the shots frequent being slower but more damaging, requiring more time to prepare them and if backfiring, being notorious for affecting the caster's body.
Lastly, the magic can be given a solid form. This can range from forming weapons made of the magic charge, making physical attacks other than basic charges and attacks that aren't considered Shot-based, and other such attacks that can't be classified as above. These retain the same properties and effects, however some are incapable of passing through the body and simply apply minor damage per turn on being in contact with the target, or are designed to inhibit, limit or control the target in some way.
Because this magic disrupts the flow of magic in comes into contact with to breach the body and reach its intended targets, it has several adverse side effects on the user. For example, the magic is consistently flowing through their body, and allied magic has trouble influencing or affecting them with the full effects, meaning that someone trying to heal the mage would have their healing effects reduced to 1/4th of their effectiveness. However, as a by-product of the magic traveling through the body they are capable of regenerating their own damage out of combat by two-fold. This magic can also be used to heal has other various applications beyond causing damage.
The magic itself cannot pierce through other magics. Because of its nature as being disruptive, it typically can disrupt the magic it collides with but also get disrupted itself and needs to be recast. Meaning for example, if the target cloaks themselves in their magic then this magic cannot deal damage as long as the cloak remains. The same applies to armor, albeit at a lesser degree that the magic can and will breach it depending on how sturdy and thick the armor is. Typically the magic's damaged is reduced to 1/4th while trying to pass through armor. Weapons are stranger, with shields having the same effect as armor, blocking 1/4th of the damage. Other weapons typically reduce the damage to 1/2 or 1/3rd, rarely do they reduce it to 1/4th. As a note, any armor or weapon that can be empowered by magic can disrupt much like mentioned before, however the magic must be flowing through the weapon to have any effect.
Due to this crucial weakness, the mage typically employs the use of a specialized weapon that is locked to their rank. It is designed to allow the magic to flow through it and act as an extension of the body, but also be a back-up if they are unable to use their magic. The material and design of the weapon is typically up to its creator. The weapon must be created and purchased by the mage as it is not free. Historically, a scythe has been the favored weapon though swords and other weapons are quite commonplace.
Passive Spell Variants:
Name: Zenith
Level: -
Range: -
Description: A Grim Reaper Mage has special eyes as per their selective magical abilities. They must be able to see their magic regardless of their shape, and whether or not the magic has affected their target. The eyes are typically a bright green color.
Drawback: The mage is near-sighted due to this.
Name: Truth
Level: -
Range: -
Description: Due to the nature of the magic, the mage is only capable of eating certain foods. Dry and bitter foods are good for their systems and promote the function of their magic.
Drawback: Eating spicy, sweet or sour foods can disrupt the function of the magic and prevent the magic from fighting effectively.
Name: Hubris
Level: -
Range: -
Description: Due to the nature of the magic, the mage is capable of regenerating from damage and wounds after 5 posts of being uninvolved in combat, i.e. not being attacked or attacking.
Drawback: Due to the nature of the magic, any allied magic cast on the mage only has 1/4th of its intended effectiveness and disrupts any natural healing from Hubris.
Name: Archive
Level: B
Range: -
Description: Due to the nature of their magic and the weapon that they bond with, they are able to store it within their body. This is because the weapon is an extension of them, and is crafted using their magic and blood to make the bond. The weapon can also be healed inside the body. If the weapon is forced back inside due to too much damage, once per thread the mage can transfer the damage onto their body instead of the weapon to restore the weapon immediately.
Drawback: The weapon cannot be used while it is stored, and it takes 1 post to remove the weapon and be able to use it. If the weapon is to take too much damage, it will automatically retreat into the mage's body to regenerate based upon the duration of the spell or weapon that hit it. i.e. D/1, C/2, B/3, A/4, S/5.
Shot-Based Variants:
Name: Shot Variant: Necrosis
Level: D-S
Range: Medium to Close
Description: Charges for X posts based on spell rank, (1 D/C, 2 B/A, 3 S). Releases a Shot Variant that takes the shape of a human skull. Contact with the skull causes paralysis for a fixed duration of X posts based on spell rank, (1 D, 2 C, 3 B/A, 4 S). Travels in a straight line. The affected target cannot remove the paralysis
Drawback: Cool-down of X posts based on spell rank, (2 D/C, 3 B, 4 A, 5 S). Possesses same weaknesses as other Variants and paralysis can be removed through dispelling or removing the effect. A strong flow of magic equal to the level of the Necrosis variant fired can also remove the magic.
Name: Shot Variant: Heaven's Eye
Level: B-S
Range: Far
Description: Fires a bright arrow from a ranged distance. Designed to pierce through tough armor and shield to bypass their reductions.
Drawback: Has no special properties. Cool-down of X posts based on rank, (2 B, 3 A, 4 S). No special duration for damaging effects. Cannot bypass any form of magical shielding.
Name: Shot Variant: Release
Level: D-S
Range: Medium to Close
Description: A basic Shot Variant. Does not require a charge before firing.
Drawback: Cool-down of X posts based upon level of shot fired, (1 D/C, 2 B/A, 3 S). Has no special properties.
Name: Shot Variant: Silence
Level: B-S
Range: Medium to Close
Description: A refined, thin Shot Variant that takes on the appearance of a needle. The needle is hard to view due to its refined, small size and is capable of piercing magical barriers and armors lower than the level of needle employed. The needle prevents spells from being cast for a duration of X posts based on spell rank plus 1 post, (2 B, 3 A, 4 S).
Drawback: Special property causing inability to cast spells negates any damage this spell can cause. Cool-down of X posts based on spell rank plus 3 posts, (2 B, 3 A, 4 S). Effects can be dispelled.
Name: Shot Variant: Ignus Fatuus
Level: B-S
Range: Close
Description: Special shot that takes on the appearance of fire. It alters the perception of the senses, visual, auditory and touch and how they perceive the world around them. Duration is X posts plus 1 post, (3 B, 4 A, 5 S).
Drawback: Special properties, does not deal damage. Cool-down is X posts based on spell rank plus 2 posts, (3 B, 4 A, 5 S). Effects can be dispelled.
Name: Shot Variant: Faith
Level: B-S
Range: Close
Description: A Shot Variant that takes on the appearance of a large cross. Is launched towards the target. Unrefined shot, meaning it deals more damage.
Drawback: No special properties. Is an unrefined shot, meaning it can backfire if the mage is interrupted while charging. Charge time of 2 posts at all ranks. Travels slow. Cool-down of 4 posts at all ranks.
Name: Climax
Level: S
Range: Close
Description: A Shot Variant designed to be the "climax" of a fight. It can be either a refined or unrefined shot, and thus its speed, damage, and size is determined by whether the mage wishes to cast it as a refined or unrefined spell. Typically aimed for the heart, lungs, neck or brain when refined. Unrefined versions typically aim to damage as much of the body as possible.
Drawback: If cast as unrefined, it can backfire on the caster during its 1 post charge. The refined variant required a 1 post charge as well. Cool-down of 10 posts for unrefined, 6 posts for a refined shot.
Charge Variants:
Name: Deathstroke
Level: D-S
Range: Close
Description: Charges the body with magic, allowing the magic to be expended as the user sees fit. Duration of X posts, (2 D/C, 3 B, 4 A, 5 S).
Drawback: Causes non-lethal damage. Cool-down of X posts based on spell rank, (3 D/C, 4 B, 5 A, 6 S).
Name: Mercy Killing
Level: S
Range: -
Description: Named aptly due to the difficulty to see the magic surrounding the user's hands. refined to the point where detecting it with the naked eye is impossible, the user is capable of making two high-damage strikes but must make complete physical contact for any effect to take place, i.e. must hit the palm of the hand or fingers. Spell lasts until both charges are expended or 4 posts have passed.
Drawback: Cool-down of 10 posts. Cannot be used for non-lethal combat. Must make physical contact to be effective. Cannot pass through magic barriers. Cannot pass through armor. Must hit a vital organ or system to body function. Can be dispelled from the user's hands.
Name: Charge Variant: Hand of Death
Level: D-B
Range: Close
Description: Basic Charge Variant, allowing the user to coat their hand to deal damage through physical or near-physical contact. Duration of 2 posts.
Drawback: No special properties. Cool-down of 2 posts. Retains all basic weaknesses of the magic type.
Name: Charge Variant: Death Move
Level: B-S
Range: Close
Description: Charges both of the users hands with magic. The user then makes jabs towards the heart and lungs, seeking to disrupt the respiratory and blood systems to subdue the target. At S-Rank the spell can kill. Duration of 2 posts on the charge.
Drawback: Retains all weaknesses of magic type. Can be dispelled. Subdued duration is X posts post 1 per spell level, (2 B, 3 A, 4 S). Cool-down is X posts plus 3 posts, (2 B, 3 A, 4 S).
Name: Discharge
Level: D-S
Range: Close
Description: Releases a charge of magic in a close radius of the user, typically about 5 m. Charge up of 1 post required.
Drawback: Carries the standard weaknesses and effects of magic type. Cool-down of X posts plus 2 posts, (1 D/C, 2 B/A, 3 S).
Weapon Variants:
Name: Weapon Charge Variant: Bereavement
Level: C-S
Range: -
Description: Range is based on weapon. Utilizing a charge on the weapon, the user's magic releases into the body of the target and attacks their emotions. It fills them with a sense of loss, stress and hopelessness. Duration of X posts plus 1 post, (2 C, 3 B/A, 4 S).
Drawback: Special properties, the spell itself does not deal damage. Cool-down of X posts plus 2, (2 C, 3 B/A, 4 S).
Name: Weapon Charge Variant: Oblivion
Level: B-S
Range: -
Description: Range is based on weapon. The user expends their magic to make 5 attacks targeting the arms, legs and neck of their target. Typically renders the target in an unconscious or unaware state, unable to respond to the outside world. Effects last for a duration of X posts based on rank plus 2, (2 B, 3 A, 4 S). Can kill at S-Rank.
Drawback: No special properties. Can kill at S-Rank, however it requires that the 5th attack, the neck one, must land successfully. Cool-down of X posts based on rank plus 4, (3 B, 4 A, 5 S). Effects cannot be dispelled as damage has been dealt, instead must be healed or something that lessens the pain being felt.
Name: Weapon Charge Variant: Paradise
Level: B-S
Range: -
Description: Range is based on weapon. Utilizing a strong charge with special properties, targeting the senses to create an illusion that takes on the appearance of a place that is ideal to that individual. Duration of X posts based on spell rank plus 1 post, (2 B, 3 A, 4 S).
Drawback: Special properties, spell does not deal damage. Cool-down of X posts based on spell rank plus 3 posts, (1 B, 2 A, 3 S). Can be dispelled.
Name: Weapon Charge Variant: Umbra
Level: D-S
Range: Close
Description: Unlike other basic charges, Umbra's charge is focused at the base of the weapon, typically its blunt end opposite of the blade. The blade of the weapon is used as a distraction strike to bring the blunt end into contact and bring the charge in contact. Charge remains active for 4 posts at all ranks. Typically non-lethal.
Drawback: No special properties. Share same weaknesses as magic type. Cool-down of 5 posts at all ranks.
Name: Weapon Charge Variant: Crescent
Level: A-S
Range: Medium to Close
Description: Charges the blade of the weapon and releases the magic as a crescent slash from the blade which can travel a short distance like a Shot Variant.
Drawback: No special properties other than the short distance the spell can be launched. Cool-down of 3 posts.
Other Spell Variants:
Name: Shape Variant: Death Pull
Level: C-S
Range: Medium to Close
Description: The user generates X number of chains based on level of spell, (2 C, 3 B, 4 A, 5 S). Chains have a duration of X posts plus 1 based on the level of spell, (2 C, 3 B, 4 A, 5 S). Chains do not piece the skin, and cause a burning sensation upon making contact with skin.
Drawbacks: Cooldown is X posts based on spell level plus 2 posts, (2 C, 3 B, 4 A, 5 S). Individual chains can be dispelled before the end of the duration when struck by a Light or Dark Spell, or a spell above the level being used.
Name: Shape Variant: Restraint
Level: B-S
Range: Medium to Close
Description: Generates X number of transparant stake-shaped objects that are used to hold the chains from Varaint: Death Pull to restraint an opponent, (3 B, 4 A, 5 S). These stakes can also simply be launched at the opponent, which will pierce the body and cause what feels to be an immense weight holding the target down. The stakes themselves, when used in conjuction with Variant: Death Pull have a remain until Variant: Death Pull reaches the end of its duration. If Variant: Restraint is used by itself, it has a duration of X posts plus 1 with X being based on spell level, (2 B, 3 A, 4 S).
Drawbacks: If Variant: Restraint is used with Variant: Death Pull it shares the cooldown of the rank of Variant: Death Pull used, (2 base posts plus 3 B, 4 A, 5 S). If used on its own, cooldown of 2 posts plus X based on level, (2 B, 3 A, 4 S).
Name: Support Variant: Conviction
Level: B-S
Range: Close
Description: Cloaking their hands in magic, the mage gently moves them along the body to heal it, instead of causing damage to the insides.
Drawbacks: Cannot heal external wounds. Cooldown of 3 posts at all ranks.
Name: Support Variant: Dogma
Level: C-S
Range: Close
Description: Cloaking their hands in magic, the mage gently moves them along the body slowly. The mage also motions as if they are pulling something out of the body. This is to ensure that any negative magical and non-magical effects such as a poison or illusion spell are cleansed from the body.
Drawbacks: Can only be used to remove 1 effect at C, 2 at A/B, and 3 at S. Has a cool-down of 3/4/5 at C/B and A/S.
Name: Support Variant: Temper
Level: B-S
Range: Close
Description: The user cloaks a hand in magic and slams in into the target. This jams the magic into the target's body, allowing it to circulate throught the body and turning the pain receptors off. This increases one's ability to keep fighting despite taking damage, and can keep going even if a limb is removed. Duration of 3/4/5 posts at B/A/S respectively.
Drawbacks: Cool-down of 5/7/8 posts at B/A/S respectively. Upon duration of Temper ending, target will experience all the pain they would've taken over the duration at that moment.