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Ashe
Dec 14, 2017 13:39:10 GMT -6
Post by Ashe on Dec 14, 2017 13:39:10 GMT -6
Nodes:
 3 Wind MP Familiarity: -1 MP
 9 Hollow MP
 9 Water MP
 9 Fire MP
  18 Shadow MP
  18 Chaos MP
Total MP: 65/66
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Ashe
Dec 14, 2017 13:39:34 GMT -6
Post by Ashe on Dec 14, 2017 13:39:34 GMT -6
Grimoire:
Wind Magic
Featherweight (2 wind MP)
Description: The target (usually the caster) becomes light as a feather on a breeze, allowing them to float to safety, no fear of death from falling - for a short period of time. Effect: The target (for 3 turns) does not take any damage from falling - reguardless of height.
Hollow Magic
Loved (1MP)
Description: The caster sends small cartoonish hearts towards someone they admire, or someone they wish to taunt. Either way it's a nice gesture to let someone know that you love them, even if they want to tear your throat out. Effect: No effect in battle, but it's cute right?
Push (2MP)
Description: You seem o be able to use a telekenetic power to push things away from yourself. It is rumored you can even deflect bullets, well that is if you're skilled enough to do so and practixce quite a bit. Effect: Allows caster to move objects outside of battle, when used in battle it causes 1 physical damage to target.
Pressurize (3MP)
Description: First you can't breathe, then you can't move, and finally it feels as if you're being constricted. it's as if you have been thrown into the deepest reaches of the ocean and now you can feel yourself being crushed. Don't worry it won't hurt for too long... if you're lucky. Effect: 2 physical damage
Scry (3MP)
Description: You leave you body behind, leaving it vunerable, and get to go off as a spirit. You can use this spell to explore places you plan on infiltrating, or use it to check up on you pets at home while in the beyond without actually leaving, though you can't interact with any physical beings. Effect: *no effect in battle*
Sever Bond (4MP) - Learn Spell 4SP
Description: The caster severs the bond with their familiar, but without doing damage to the bond somehow. This allows the familiar to "leave their aura" for a single day safely. If however, the familiar is not back (within' range of touch) to the caster after 24 hours, the familiar dies, and the bond is permenantly lost. Effect: The familiar can leave the caster's "aura" for 24 hours.
Dark Magic
Summon Skelleton (9 Dark MP)
Description: Causes a single (skelletal) creature nearby to rise from the land of the dead under your control. The summoned skelleton will either be destroyed before it's time is due, or it will crumple to the ground when the spell has ended. Effect: Summons 1 creature (4 Sta, 5 Str, 15 Resist, 3 Dex, 0 Ment) to fight for you for 3 turns.
Screams of the Dead (6 Dark MP)
Description: Wisps of shadows start to surround the foe, there are never enough to block their sight, but what they do is something far more terrible. Each time a wisp reaches the opponent’s head they will hear a loud scream inside their mind, right down to the marrow of their bone, distracting them from the real threat and damaging their hearing for a little while. Effect: Lasts for three turns, while in effect opponent looses 2 dexterity, and receives 1 point in damage for each turn this is in effect. Shadowspeak (3 Dark MP)
Description: You can talk to the shadows! Effect: No effect in battle, you can whisper to the shadows to find out what's going on around you.
Water Magic
Drown (3 Water MP)
Description: The caster summons a large amount of water which envelopes the foe in a large sphere of water, depriving them of air. Due to the potential threat in using this move the spell can only be held for one attacking phase, though it is rumored that those who mean to kill can hold it for much longer. Effect: 3 water damage to the opponent. Lasts for one turn. If the caster wishes to keep the spell going (without breaking it), they may do so for an additional 6 MP. If they spend the extra 6 Water MP, it does an additional 6 water damage. On the third turn, if the caster wishes to keep it going even longer, they may do so for an additional 12 Water MP... at which point the victim's stamina is reduced to 0 (if it has not previously been reduced to 0 or below).
Create Water (2 Water MP)
Description: Summons forth a half-gallon of water, usually appearing as a floating sphere (which one can drink from), but often also appearing in or on a destination, such as in a bucket. Effect: Summons 1/2 gallon of drinking water. Can be used to douse small flames, or make things wet.
Ball of Water's Fury (4 Water MP)
Description: The user places their hands together, and slowly pulls them apart, forming from the threads that materialize there a tight swirling ball of it's chosen element. Once the ball has reached the size of a melon, the user hurls it at their foe, causing devastating elemental damage to it. This missile seeks out it's foe, and rarely misses. Effect: 4 Water Damage to one target.
Chaos Magic Touch of the Incubi (1 Chaos MP)
Description: The user can cast it on a target, be it living or even an object. The spell allows it to share the sense of touch between the caster and target for about two hours or until dismissed. But the use for it? Well.. I’m sure you can think of something for it. Effect: No effect in battle Panic (5 Chaos MP)
Description: The opponent panics, making it impossible for them to attack for a brief time. Effect: The opponent is unable to attack or defend for 2 rounds. Advanced Biosense (7 Chaos MP)
Description: You can feel the chaos that makes life... Well, life! By pulling on the electricity in those around you minutely, you can sense how many living things larger than a shrew are in what directions and approximately how far away up to one mile from your body. Effect: You can sense how many living things larger than a shrew are around you up to one mile away without having to see them visually. Good for dungeons, or finding hidden enemies perhaps? Kiss of the Incubi (4 Chaos MP)
Description: Caster consumes a tiny amount of energy from their target and adds it to their own. It might hardly be noticeable! Effect: Drains about 2 stamina worth of their victim’s health and adds the stamina on top of their own. Should that exceed their maximum stamina they will keep the extra points until they are lost from damage.
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Ashe
Dec 14, 2017 13:39:55 GMT -6
Post by Ashe on Dec 14, 2017 13:39:55 GMT -6
Familiar Specific: A Familiar may cast any FP spell that it has enough FP for; they do not need to be learned. A Familiar may recover spent FP via the ‘Restore Familiar’ skill.Absorb (2FP) Description: The familiar can help shield it's master from harm, at the cost of it's own spirit. Should the familiar loose all FP because of this spell, it falls asleep until it regains half of it's maximum FP. Effect: When this spell is cast, the familiar can spend 1 FP (in addition to the basic cost of this spell) to prevent 1 point of damage to their master. The familiar may spend as many FP as they wish at the time that this spell is cast, assuming they have spare FP to spend. Blink (3FP) Description: The familiar can instantly teleport within' range of touch to it's master, reguardless of distance. This usually means the familiar goes "poof" and appears on it's master's shoulder. Effect: The familiar can teleport to it's master. Gift of Tongues (8FP) Description: The familiar becomes so in-tune with it's master, that it can magically speak any language it's master knows. Effect: The familiar gains "Speak" for 12 hours. Though the familiar only knows languages that it's master knows, anyone can hear it. Greater Phasing (6FP) Description: The familiar can "phase" out of this plane, and enter the spirit-plane, becoming less vulnerable to attacks. Effect: The familiar is immune to damage. Familiar takes 1/2 damage from psychic attacks. The familiar also takes 1/2 damage from "divine" spells. Lasts for 5 minutes, or 1 turn in battle. Heal Master (5FP) Description: The familiar can choose to weaken it's spirit to strengthen the body of it's master's. Effect: The Familiar can "drain" 1 FP (in addition to the cost of this spell), and restore 1 Stamina of it's master's health. This transfer (FP to Stamina) can keep going until the familiar has no more FP to spend. Imaginary (6FP) Description: The familiar can "disappear" to all eyes except their master's. Effect: The familiar gains the ability "invisibility" for 10 minutes, or two turns in battle (including the turn the spell is cast). When any attack is made against the creature directly, the attack only has a 20% chance of hitting - IF the dex check was successful... The enemy's chance to dodge also drops by half... Invisibility is rendered completely useless against blind opponents, or opponents that use echolocation. Mind Link (4FP) Description: The familiar strengthens it's bond with it's master, so that they may hear each other's thoughts. Effect: The familiar gains "Telepathy" for 12 hours. The Telepathy only works between the familiar and it's master. Share Power (2FP) Description: The familiar uses it's bond with it's master to provide insight to the magical world. Effect: The familiar grants the caster it is bound to a single MP of any element. This can happen as many times per day as the familiar is able to cast this spell. Wisp (4FP) Description: The familiar's aura softly glows, lighting the way for it's master. Particularly useful in dark places, or when lost - the familiar will often use this ability to guide it's master to safety. Effect: The familiar gains the ability Bioluminescence for up to 10 minutes, or for the remainder of the battle.
|  Inyala, Female Cunning: 5 Sentient Power Levels: 2 Level: 150 Loyalty: 140 Stamina: 1 Strength: 1 Resistance: 0 Dexterity: 4 Mentality: 4 Special Abilities: Flutter Moves: Ember, Scratch ✩Familiar Magic✩They are not limited to what they can know, but rather what they can do, based on their loyalty.✩ - Enhance Familiarity rank 2: 20% chance to dodge any attack FP: 32 MP: 32 SP: 69 (loyalty 139) | Elemental Magic: Info hereBurning Breath (5 wind MP, 3 Fire MP) Description: A great fiery breath is exuded from the caster's mouth or hands. Effect: The caster uses Breathe Fire, as per the move. Desert Burial (8 Earth MP) Description: You crush you opponent in sand, almost breaking every bone in their body. Often used in combination with 'Desert Casket'. Effect: Does 4 Earth Damage. If Desert Casket was used before this spell, then this spell does 10 Earth Damage instead. Desert Casket (4 Earth MP) Description: Your opponent is completely engulfed in sand, suffocating them, and knocking the unconcious. Effect: Does 1 Physical Damage. Your opponent also loses their next turn Fireball (5 Fire MP) Description: The caster summons a fireball between their hands (or in their mouth), and sends it hurling at the enemy, guaranteed to strike, and burn! Effect: 6 Fire Damage to one target. Gift of Sky (5 Wind MP) Description: The target of this spell receives the "gift of sky", allowing it to fly through the sky on ethereal wings with serene grace. Effect: Temporarily grants the target the ability "Fly" - lasts for 3 turns. When the effect ends, the one with the gift rapidly floats back down to the ground, receiving no damage from the fall. Haunting Blast (10 Dark MP) Description: On the first turn, the user poofs into a puff of tricky smoke, and in the second turn- a powerful blast of dark energy is aimed at the foe. Effect: This Turn, Spook is used as per the move. On the second turn, a single foe takes 7 shadow damage. Pandemonium (5 Dark, 5 Chaos MP) Description: A ripple of chaos erupts from the feet of the caster, and everywhere it goes pandemonium ensues. Effect: Deals 3 Shadow Damage to all enemies within 20 ft of the caster. In addition, 2 electrical damage is dealt. Those with either Shadow or Electrical Weakness take an additional 2 Acid Damage instead of twice of either damage type. Shadow Puppet (5 Dark MP) Description: You project shapes along the wall, which suddenly become a lot less two dimensional and harmless than usual... Effect: Does 3 flat damage per turn for 2 turns, which is doubled if any light element attacks have been used in the fight so far. Swift Step (4 Wind MP) Description: The wind carries you a little further with each step, put you literally one step ahead of your foes! Effect: Lets you or anyone you choose go first for 2 turns, regardless of dexterity. Wind Shackles (6 Wind MP) Description: Causes oppoent's arms and legs to be stretched in a star formation, and binds them there. Does not harm, but immobilizes for two turns. Effect: Opponent cannot move for 2 turns, or cast any spells. Caster can attack without damaging shackles.
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 Santiago, Male Level: 23 Loyalty: 25 Intel: 6 Size: 4 Crawl, Leap Stamina: 7 Strength: 5 Resistance: 3 Dexterity: 6 Mentality: 9 Abilities: Umbral Bond Moves: Nether Claw, Darkness Breath: Fear | Bonded Draconic Two hearts beating as one, sharing the same soul in separate bodies, destines entwined for all of time.MP: 12 Shadow Bind - Innate (4 Dark PM, 1 Hollow MP) Description: The shadows can wrap around a person or creature, preventing them from moving. Effect: Only works if there are shadow(s) within a 5 foot diameter of the target. Shadows will wrap around the person and prevent them from moving for 1 turn. Has no effect if there aren't any shadows, like on a gloomy day, or if there are no shadows within the range of the target. Shadows (1 Dark MP) Description: Shadows pull around you and shroud you in darkness to hide you from enemy eyes. You seem to melt away into the dark, and if you lay quiet, one might not know you're there... Effect: Hides caster for one turn. Causing all attacks against you to have 1/2 accuracy until power abates. If used at night, there is no effect. Creatures who have Dark Immunity or use Echolocation (or any other creatures who do not rely on sight) are unaffected.
Breath of the Dead (6 Dark MP) Description: The user "breathes" death onto the opponent. Effect: The opponent looses 1 stamina each turn until left with 0 stamina, or until the battle ends. Effect ends after 6 turns.
Gates of Mortavos' Lair (2 Dark MP, 1 Fire MP) Description: A dark swirling mass of shadow and fire is opened up beneath the opponent. It singes their feet and pulls them into the darkness before fading away as though it never existed. Effect: Does 2 dark and 1 fire damage to one target.
Gift of Sky - 6 Wind MP Description: The target of this spell recieves the "gift of sky", allowing it to fly through the sky on ethreal wings with serene grace. Effect: Temporarily grants the target the ability "Fly" - lasts for 3 turns. When the effect ends, the one with the gift rapidly floats back down to the ground, recieving no damage from the fall.
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Ashe
Dec 14, 2017 13:40:26 GMT -6
Post by Ashe on Dec 14, 2017 13:40:26 GMT -6
Pets: Amulet Spirits
 Name: Toxic Rose Breed: Akui Malii Stamina: 3 Strength: 4 Resistance: 2 Dexterity: 5 Mentality: 6 Special Abilities: Shadow Immunity, Light Weakness, Fly, Magical, Empathetic link Moves: Horn-Strike, Darkness Drain, Nether Claw
MP: 10/10
Spells learned: Circle of Darkness (5 Dark MP)
Description: A ring of swirling shadows and bones surrounds the caster (and perhaps friends that are within' touch distance of the caster), protecting them from dark-related attacks entirely, and burning all who attempt to harm them. Effect: Lasts 3 turns. Caster cannot leave the circle, or the effect ends. Grants Dark Immunity to all within' the circle. Any who attempt to enter the circle recieve 4 points in shadow damage. Shadow Bind (4 Dark MP, 1 Hollow MP)
Description: The shadows can wrap around a person or creature, preventing them from moving. Effect: Only works if there are shadow(s) within a 5 foot diameter of the target. Shadows will wrap around the person and prevent them from moving for 1 turn. Has no effect if there aren't any shadows, like on a gloomy day, or if there are no shadows within the range of the target.
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 Name: Ryuk Breed: Stagnant Ghaenelt Stamina: 4 Strength: 1 Resistance: 2 Dexterity: 3 Mentality: 10 Special Abilities: Fly, Light Sensitivity x2, Acid Immunity, Shadow Resistance, Magical Moves: Bone Shift, Chilling Aura, Nether Claw, Plague Breath
MP: 10/10
Spells learned: Summon Skelleton (9 Dark MP)
Description: Causes a single (skelletal) creature nearby to rise from the land of the dead under your control. The summoned skelleton will either be destroyed before it's time is due, or it will crumple to the ground when the spell has ended. Effect: Summons 1 creature (4 Sta, 5 Str, 15 Resist, 3 Dex, 0 Ment) to fight for you for 3 turns.
Shadows (1 Dark MP)
Description: Shadows pull around you and shroud you in darkness to hide you from enemy eyes. You seem to melt away into the dark, and if you lay quiet, one might not know you're there... Effect: Hides caster for one turn. Causing all attacks against you to have 1/2 accuracy until power abates. If used at night, there is no effect. Creatures who have Dark Immunity or use Echolocation (or any other creatures who do not rely on sight) are unaffected.
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 Name: Raziel Breed: Special Silver Malii Stamina: 7 Strength: 8 Resistance: 4 Dexterity: 9 Mentality: 6 Special Abilities: Light Immunity, Shadow Weakness, Fly, Magical, Empathatic Link Moves: Horn-Strike, Holy Shield, Heal
MP: 0/10 used
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 Brazin Stamina: 1 Strength: 3 Resistance: 5 Dexterity: 3 Mentality: 3 Special Abilities: Earth Resistance, Fly, Opposable Thumbs, Magical Moves: Dig, Peck, Claw
MP: 10/10
Spells learned: The Veil (3 Order MP)
Description: By the use of magic, the target suddenly becomes less inclined to believe in the stranger sides of the world- magic? Nonsense, such chaotic, bizarre things could not be real! Effect: The effect of this spell ends as soon as the target is hit by (another) magical spell. While this spell is in play, the creature cannot use magic, and will not attempt to dodge any spells used against it, refusing to believe they are there until they hit and begin to affect the target.
Organize (1 Order MP)
Description: Little objects nearby arrange themselves neatly- stacks of papers, books, piles of leaves on the ground... It'll certainly be easier to find things now. Effect: Useful for around the house and such, but not in combat.
Bliss (5 Order MP)
Description: One target creature or humanoid suddenly becomes struck with absolute and total happiness- oh, what a wonderful day! So nice to be here- ooh, can I have a belly rub? Effect: Target cannot attack for two turns, and will disobey any commands from their owner to do so. The target can however, perform non-agressive actions.
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*Currently baby, but this is for record keeping Ygor Stamina: 5 Strength: 6 Resistance: 4 Dexterity: 7 Mentality: 3 Special Abilities: Fly, Lone Wolf, Shadow Immunity, Magical Moves: Claw, Peck, Wing Buff, Dodge, Deceptive Lure
MP: 8/10
Spells Learned: Madness (3 Chaos MP)
Description: Caster can cast this spell on themselves, enemies, creatures, etc. This causes the effected target to forget who their friends are. Effect: Effected target has all loyalty (if applicable) drop to 0. They no longer will obey their masters, and will not be able to tell who is "friend" or "foe". The effect ends after 5 turns.
Voices (2 Chaos MP, 3 Hollow MP)
Description: The target begins to hear things, strange voices speaking in its ears, talking to it, distracting it, but nothing seems to be there. What's going on? They whisper random things, and you get the distinct feeling they're not of this world. Effect: The target's dexterity is cut in half for two turns- however, their mentality has a 50% chance of going up by 1 each turn it is effected. Increase in mentality lasts until end of battle.
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