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Tags: Soul Eater, Roleplay, DWMA, Witch, Dark Fantasy 

Reply 𝖨𝖵 ⇨ 𝖲𝖪𝖨𝖫𝖫 𝖳𝖱𝖤𝖤𝖲 𝖠𝖭𝖣 𝖯𝖤𝖱𝖪𝖲
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Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Tue Aug 17, 2021 12:16 pm


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PostPosted: Wed Aug 25, 2021 5:51 pm


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⇨ Pyromancy Magic Tree

Pyromancy is the mystical art of manipulating flame to the Witch's will. The pyromancer are their allies are immune to their own fire but the art should still be considered carefully because of its raw destructive power. This is a Wisdom skill. Must be Witch class.

⇨ Tier One Perks

↯ Pyromancer ↯
All non-explosive pyromancy spells can have an explosion effect applied to them at half the range of the original fire spell. Costs half the amount of mana as the original fire spell but does not consume an action.

↯ Burn Baby Burn ↯
While the intensity of the flames does not change, the size of the fire is forever increased in range by double. The range of explosions does not change.

↯ Flame War ↯
The witch is able to immerse themselves within their fire when a spell is cast in order to close the distance between themselves and the enemy. This skill can also allow the pyromancer to travel between areas as a ball of fire for extra bad a** points.

↯ Hellfire ↯
The pyromancer is able to cast a fire spell and have a two levels weaker version of the spell follow it for no action or mana cost. This ability has a four post cooldown.

↯ Lit ↯
When another fire spell is applied to the Flaming Spiral spell, the flames are fed and made deadlier. Thus, the new spell is increased by one level. This ability has a three post cooldown.

↯ Hot n' Heavy ↯
The Robe of the Phoenix spell is able to grow phoenix wings and allow flight for the pyromancer during the spell's duration.

⇨ Tier Two Perks

↯ Disco Inferno ↯
While the intensity of the flames does not change, the size of the fire is forever increased in range by double. The range of explosions also doubles. Requires Burn Baby Burn perk.

↯ Flamingly Fabulous ↯
If a martial arts technique is used while coated in the phoenix robe then that technique burns and is considered one level stronger. This perk has a three post cooldown.

↯ Agni Kai ↯
The pyromancer is able to boost the power of their phoenix robe by one level. This perk can only be used once per three posts.

↯ He Made The Devil So Much Stronger Than A Man! ↯
The pyromancer is able to cast a fire spell and have a one level weaker version of the spell follow it for no action or mana cost. This perk has a four post cooldown. Requires the Hellfire perk.

⇨ Tier Three Perks

↯ The Great Pyre ↯
The pyromancer gains three opportunities each battle to make a pyromancy spell overwhelm and defeat techniques and spells of the same level.

↯ Prometheus ↯
Twice per battle, a pyromancy spell can have its duration increased by one post.

⇨ Spells


☾ Fireball | Scaled Level | Tier 1 | Mana
The pyromancer generates a ball of flame and shoots it at the target. A scaled amount of mana is applied to create the fireball. The fire will destroy any enemy technique or spell that is lower level than it. The fireball is also ten feet wide per level of the spell to a maximum of fifty feet at level five.

☾ Robe of the Phoenix | Scaled Level | Tier 1 | Mana
The pyromancer cloaks their body in flame to protect themselves from incoming techniques and spells. This spell lasts for three posts to protect the witch from same rank and lower spells, though it dissipates when it is struck with a same level attack or enough lower spells to match its resource cost. Targets that enter within three feet are instantly set alight.

☾ Flaming Spiral | Level 3 | Tier 2 | Mana
A massive amount of flame is released from the mouth of the pyromancer before it encircles a target. If the target doesn't dodge, they cannot escape from the technique without an equal rank spell or technique. If additional flame spells are cast into the tornado by the pyromancer then the fire will spread within the tornado and burn the target. This spell lasts for five posts.

☾ Eruption | Level 4 | Tier 2 | Mana
The pyromancer releases a fifty-foot fireball from their palms that when it collapses with the target can explode and destroy all within a one hundred foot radius. The fireball will fly freely for up to three posts and will not explode until the witch snaps their fingers.

☾ Reduce All Creation To Ash | Level 5 | Tier 3 | Mana
The pyromancer raises their hands and coats the ground of the entire area (topic) in flames. This flame blankets the area and burns and singes all that it comes into contact with using its extreme heat. A one-hundred-foot dragon made of fire then rises from the ground and attempts to bite the target and decimate them with fire. This spell has a five post duration and may only be used once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Aug 25, 2021 5:53 pm


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⇨ Cryomancy Magic Tree

Cryomancy, or ice magic, involves the manipulation of ice to damage or imprison targets. Ice magic is not inherently weak to fire magic and is instead on the same level. This is a Strength skill. Must be Witch class.

⇨ Tier One Perks

↯ Cryomancer ↯
Once per two posts, the cryomancer's ice spells are able to freeze a weaker technique or spell solid. In so doing, this can disable the use of a weapon for three posts by freezing it solid unless an equal amount of resource is expended.

↯ Let It Go ↯
When the Ice Pillar spell is cast and used as a shield, an ice castle surrounds the cryomancer at one level lower than the parent spell and protects them from incoming techniques and spells for two posts or until destroyed. This perk has a four post cooldown.

↯ Frozen ↯
When an ice spell makes contact with a target, their body begins to freeze and the next technique coming their way from the cyromancer is one level harder to dodge up to level five. This perk has a three post cooldown.

↯ The Snow Queen 3 ↯
A cyromancy spell can be repeat cast for no action or cost at one level lower than the base technique. This perk has a four post cooldown.

↯ Winter Is Coming ↯
Cryomancy spell range is doubled.

↯ Santa Claus 2 ↯
When a ice spell is destroyed, icicles explode outward for five feet per level of the spell and is one level lower than the parent technique. This ability has a two post cooldown.

⇨ Tier Two Perks

↯ Can't Hold It Back Anymore ↯
When the Ice Pillar spell is cast and used as a shield, a same level ice castle surrounds the cryomancer and protects them from incoming techniques and spells for two posts or until destroyed. This perk has a four post cooldown. Requires the Let It Go perk.

↯ Ice Age ↯
The freezing temperature makes one technique one level higher up to level five. This perk has a three post cooldown.

↯ Santa Claus 3 ↯
When a ice spell is destroyed, icicles explode outward for five feet per level of the spell and is the same level as the parent technique. This ability has a two post cooldown. Requires the Santa Claus 2 perk.

↯ Snow Globe ↯
The Ice Shackle Bullet spell can be used at one level higher for no additional cost. This perk has a three post cooldown.

⇨ Tier Three Perks

↯ Winter's Majesty ↯
Ice Bolt becomes two levels higher to dodge, up to level five, once per battle.

↯ The Dead of Winter ↯
The master cryomancer is able to use the Frigid Jailhouse spell twice per battle.

⇨ Spells


☾ Ice Bolt | Scaled Level | Tier 1 | Mana
The cryomancer forms a blast of frigid mana and launches it at an opponent. The power of the ice bolt depends on the amount of mana applied to the spell.

☾ Ice Pillar | Scaled Level | Tier 1 | Mana
By flicking their finger upwards, the user creates a large pillar of ice at a given destination depending on the user's intent. The pillar is typically used as a defensive spell.

☾ Ice Shackle Bullet | Level 2 | Tier 1 | Mana
The user encases a ball-shaped object in ice, creating a large and dense sphere of it. Because of Ice Sphere's enormous size, it can be used to effectively smash and crush enemies, causing a great deal of damage. The Witch then kicks the ice sphere toward the target to crush an enemy. The ice sphere is thirty feet tall and five hundred pounds allowing it to easily crush opponents.

☾ Ice Spindle | Level 3 | Tier 2 | Mana
This spell allows the user to create a sharp icicle from the air or ground of varying sizes to skewer opponents and also shutdown an enemy's movement. If the opponent is pierced by the spindle they begin to freeze until they become a glacier.

☾ Ice Bind | Level 4 | Tier 2 | Mana
Ice Bind holds the target in place by encasing their feet in ice so further subsequent attacks can be made. As this spell is only used as a means to contain a small section of an opponent's body, it can be conducted extremely quickly.

☾ Frigid Jailhouse | Level 5 | Tier 3 | Mana
Using moisture present within the surroundings of the target (the surrounding air included). The cryomancer can make use of this technique to completely encase the opponent and the entire area (topic) in ice. The ice then forms the shape of a jail cell around the opponent to immobilize them and slowly freeze them to glacial levels. To establish this technique, the cryomancer must first collect the water upon the ground around the opponent, before causing it to rise up and subsequently freeze. This spell can only be used once per battle.
 
PostPosted: Wed Aug 25, 2021 5:54 pm


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⇨ Electromancy Magic Tree

Electromancy is the magical art of manipulating lightning to devastate the health and resources of the enemy. Lightning is able to generate storms and is far more precise than the fire and ice elements. This is a Dexterity skill. Must be Witch class.

⇨ Tier One Perks

↯ Electromancer ↯
Once every three posts, the electromancer is able to use the Thunderbolt spell for one level lower in cost at a minimum of level one.

↯ Thunderstruck ↯
When the electromancer performs the Thunderbolt spell, a copy of the technique can be sent out that functions one level lower in strength. This copy costs no action or mana, but this perk is only usable once every four posts.

↯ Raikage ↯
An electromancy technique can drain one opponent of their resource at one level lower than the base technique, to a minimum of level one. This perk has a three post cooldown.

↯ Eye of the Storm ↯
The range of all lightning spells doubles.

↯ Pikachu ↯
The Richochet bolt becomes one level harder to dodge at a maximum of level five once per two posts.

↯ Mister Electricidad ↯
An electric technique can target an additional opponent without dividing the strength of the technique once every two posts.

⇨ Tier Two Perks

↯ Raichu ↯
The Richochet bolt functions one level higher at a maximum of level five once per two posts. Requires the Pikachu perk.

↯ I Was Shakin' In The Knees! ↯
When the electromancer performs the Thunderbolt spell, they can create a copied electric strike that costs no action or mana. This functions at the same level as the base technique and is usable every four posts.

↯ Thor ↯
The range of all lightning spells triples. Requires the Eye of the Storm perk.

↯ A ↯
Once per two posts, the electromancer can shoot level one lightning out of their feet to increase their speed and make dodging one level easier at a minimum of level one.

⇨ Tier Three Perks

↯ Zeus ↯
The master electromancer is now able to drain an equal level of resource from a target based on the level of the lightning spell. This applies to one electromancy spell every three posts.

↯ Unlimited Power! ↯
Thunderbolt becomes two levels harder to dodge, up to level five, once per battle.

⇨ Spells


☾ Thunderbolt | Scaled Level | Tier 1 | Mana
The electromancer fires a scaled level thunderbolt at a target. This bolt of lightning will destroy any technique or spell that is lower in level than it is.

☾ Lightning Storm | Level 2 | Tier 1 | Mana
The electromancer fires a bolt of lightning into the sky and creates a lightning storm, which strikes the opponent. The storm lasts for four posts and during this time, thunderbolt can be cast from the heavens for 25% less resource cost, at a maximum of one cast per post for the storm duration.

☾ Richochet Bolt | Level 3 | Tier 2 | Mana
A level three thunderbolt is fired from the fingertips. If used with the perk Raikage then the thunderbolt drains the same level resource as this technique instead of one level below.

☾ Lightning Whip | Level 4 | Tier 2 | Mana
A thirty-foot long whip made of lightning magic that lasts for four posts and can ensnare a target. This technique, if unblocked, can rob the opponent of an action. This ability does not stack with any other action-taking perk or skill.

☾ Heaven Shaking Thunder Cannon | Level 5 | Tier 3 | Mana
The electromancer extends both arms and releases a one hundred foot long blast of lightning. The initial blast is extremely loud and even shakes the ground of the area (topic) so violently that it destroys a one hundred foot radius (if possessing Thor then this technique effects the entire topic, threatening ruin). On contact, the thunder cannon drains a level four amount of resource from no more than one opponent. This mighty spell can only be used once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Aug 25, 2021 5:55 pm


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⇨ Regeneration Magic Tree

Regeneration magic is used by Witches to heal injuries, reverse madness, strengthen defenses, buff teammates, and more. It is a highly versatile school of magic designed for support. This is a Guts skill. Must be Witch class.

⇨ Tier One Perks

↯ Healz ↯
The healer is able to heal damage on an ally up to one level higher than the amount of mana applied to the Healing spell. This perk has a three post cooldown.

↯ Orihime ↯
Healing an ally also gives them the ability to dodge for one level lower in resource on the next attack coming their way. This can never applied to the witch herself.

↯ Sakura ↯
The Healing spell will also restore the ally's resources up to one level below the level of the spell. This ability has a three post cooldown and cannot be used on a fellow Regeneration magic witch.

↯ Deadpool ↯
The Healing spell is automatically performed on the regeneration witch without them having to cast it up to two levels below the Witch's level at a minimum of level one. This is the only way that the Healing spell can be used on oneself and it does not cost an action or any mana. This ability can only be used twice per battle.

↯ Hydra ↯
The Witch gains access to one additional custom spell for the regeneration skill tree that may focus on self-regeneration.

↯ Dr. Feelgood ↯
After performing a regeneration spell, the Witch has a more sound mind and reduces their Madness by two tiers down to zero if applicable.

⇨ Tier Two Perks

↯ Chi ↯
A regeneration spell can be used in the same post as a defensive technique and one of the techniques will not cost an action. This perk is usable once every four posts.

↯ Witch Doctor ↯
Able to use the Madness Therapy spell to reduce a higher tier of madness than the level of the spell once per three posts.

↯ House ↯
The healer is able to heal an ally for one level lower in cost than usual. This perk has a three post cooldown.

↯ Doctor Love ↯
The Healing spell is automatically performed on the regeneration witch without them having to cast it up to one level below the Witch's level at a minimum of level one. This ability can only be used twice per battle. This is the only way that the Healing spell can be used on oneself and it does not cost an action or any mana. Requires the Deadpool perk and renders the Deadpool perk only usable once per battle.

⇨ Tier Three Perks

↯ Panacea ↯
The master regeneration Witch is able to use the Area of Denial spell twice per battle rather than once. Additionally, it will initially heal all three tiers of madness.

↯ Immortal ↯
The Healing spell is automatically performed on the master regeneration witch without them having to cast it up to the same level as the Witch. This ability can only be used twice per battle. This is the only way that the Healing spell can be used on oneself and it does not cost an action or any mana. Requires the Doctor Love perk and renders the Doctor Love perk only usable once per battle.

⇨ Spells


☾ Healing | Scaled Level | Tier 1 | Mana
The Witch channels a scaled level of mana over a wound or injury on the body of an ally. This spell cannot be performed on oneself. Level one healing repairs injuries on the level of headaches, breakage of skin, and superficial cuts. Level two healing repairs pulled muscles and dislocation tier injuries. Level three healing repairs injuries such as deep slash wounds, second degree burns, and deep bruising level injuries. Level four healing will relieve broken bones, deep weapon impalement, third-degree burns, and severe blunt force trauma level injuries. Finally, level five healing will regenerate missing limbs, life-threatening visceral injuries, and any other type of serious injury that does not immediately kill the patient. These levels are a rough outline and ultimately it is up to the reasonable discretion of the Witch.

☾ Reversal | Level 3 | Tier 2 | Mana
This spell allows the Witch to reduce the cooldown for one perk ability of an ally by two posts. This spell cannot be performed on oneself. This spell also has a five post cooldown itself that cannot be reversed. This cannot be applied to tier three perks nor used more than three times in a battle.

☾ Bolster | Scaled Level | Tier 2 | Mana
If a defensive spell is damaged then this spell can be used to repair it or make it even stronger. The amount of mana applied to this spell must be at least one level lower to repair or at least one level higher to empower the barrier. Can be applied to one's own defenses as well as allies.

☾ Madness Therapy | Scaled Level | Tier 2 | Mana
By applying mana to an ally, the Witch is able to relieve them of madness depending on the amount of mana used. Cannot be applied to oneself. This spell will relieve first-tier madness at level one or two. At level three or four, second-tier madness is reversed. Finally, at level five, third-tier madness is relieved.

☾ Strenghten | Level 4 | Tier 2 | Mana
By applying a cloak of regeneration chakra to an ally, they are able to perform one technique or spell at one level higher once per post for five posts. This spell cannot be cast on oneself. This spell can only be used on the same target once per battle.

☾ Area of Denial | Level 5 | Tier 3 | Mana
The master Regeneration Witch forms a massive rune of magic on the ground that covers the entire area (topic). This rune makes it so that madness of tier two or lower is instantly relieved on all allies and oneself. This spell also prevents all madness techniques that are of level three or lower from being performed at all. This spell lasts for four posts and can only be performed once per battle.
 
PostPosted: Wed Aug 25, 2021 5:55 pm


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⇨ Arcane Magic Tree

Arcane is the heart of all sorcery. Using the magic contained within a Demon Tool or a Demon Book, the sorcerer is able to manifest magic circles of eldritch power. Magic circles have cosmic powers that sorcerer witches spend a lifetime studying to fully unlock. They have the ability to defend against hostile spells or techniques, create massive bursts of magic, and channel other spells through. Every magic circle has a different color or design based on the soul of the sorcerer magically imbued within a Demon Tool. This is a Wisdom skill. Must be Witch class and Sorcerer path.

⇨ Tier One Perks

↯ Incantation ↯
Eldritch circles function one level higher once every three posts.

↯ Doctor Strange ↯
The magic circles double in size.

↯ What Is This Sorcery?! ↯
Once per three posts, the sorcerer is able to fire a spell through the Sorcery Gateway spell and have half of the mana cost of that spell refunded.

↯ Return of Jafar ↯
While the magic circles are active, they enchant the sorcerer for no mana cost and allow them to fly.

↯ The Sorcerer's Stone ↯
Using Incantation Cannon refunds 1/2 the mana cost once every three posts.

↯ Mystic Arts ↯
The sorcerer is able to perform the Sorcery Gateway spell twice in a post instead of once. This perk can be used once per battle.

⇨ Tier Two Perks

↯ Gandalf ↯
The sorcerer is able to fire a spell through the Sorcery Gateway spell and have an identical spell that is one level lower than the original cloned when it is fired through the circle. The cloned spell is level one at minimum. This has a four post cooldown.

↯ Eldritch Power ↯
The sorcerer is able to use Eldritch circles for no action or cost once every two posts.

↯ Cosmic Study ↯
When a spell travels through the Circle of Egress, it is one level harder to dodge at a maximum of level five. This perk can be used once every three posts.

↯ Grand Arcana ↯
Once every four posts, the sorcerer is able to use the Enchanted Mirror spell to reflect a spell as well as a second reflection that is one level lower than the level of the reflected spell for free. The after image is at a minimum of level one.

⇨ Tier Three Perks

↯ Grand Divination ↯
Incantation Canon becomes two levels harder to dodge once per battle.

↯ Sorcerer Supreme ↯
The sorcerer has obtained pure cosmic, eldritch power. As a result, they are able to use the Final Incantation twice per battle.

⇨ Spells


☾ Eldritch Circles | Scaled Level | Tier 1 | Mana
The sorcerer generates magic circles by flowing mana into their demon tool. The sorcerer is able to create up to twelve magic circles that float in the air and are freely manipulated by the sorcerer. The color and design of the circles are at the discretion of the user. The edges of the circles are as sharp as blades and the faces of the circles are as hard as steel. The circles can be grasped in the center by the sorcerer and able to be wielded by hand. Depending on the level of this spell, the circles can be up to 10 feet wide per level (10 feet at level 1 and 50 feet at level 5). The magic circles can defend against lower-level spells and techniques, collectively dividing the strength of the technique. This technique has a four post duration.

☾ Sorcery Gateway | Level 2 | Tier 1 | Mana
The Witch channels a scaled level of mana through a magic circle and causes it to glow. The sorcerer is able to cast a spell through a magic circle and use it as a gateway for the spell. A spell cast through a magic circle cannot be higher level than the magic circle itself. The spell will often change color to match the color of the magic circle. When a spell is fired through a sorcery gateway, it is not detectable through Soul Perception, but is still visible to the naked eye. The distorting magic surrounding the technique also negates any dodge bonus the opponent has.

☾ Enchanted Mirror | Scaled Level | Tier 2 | Mana
The sorcerer channels a scaled amount of mana into one magic circle and uses it to reflect an incoming enemy magic spell back to its source upon collision. The amount of mana channeled into the circle must be equal to the level used by the enemy to create the opposing spell.

☾ Circle of Egress | Level 3 | Tier 2 | Mana
The sorcerer applies mana to two magic circles and causes them to glow. If the sorcerer casts one spell through one magic circle then the spell will be taken through a portal and instantly reappear out of the second circle. Additionally, the sorcerer and allies can jump through the circle and reappear out of a different circle. In so doing, the spell or person becomes one level harder to dodge when they go through the second portal. These portals cannot increase more than one technique per post and last for three posts.

☾ Incantation Cannon | Level 3 | Tier 2 | Mana
Using at least one magic circle, the sorcerer fires a magical beam from the circle. The cannon blast is the same color as the magic circle and once it hits a target it creates a potent blast of arcane magic. The magical beams are able to reach up to fifty feet in range and the radius of the explosion is twenty feet.

☾ Eldritch Whips | Level 4 | Tier 2 | Mana
Using at least five magic circles to surround the target, the sorcerer channels mana into them, and dozens of magical whips extend from the circles to ensnare a target. Requires a level five spell or technique to break free once gripped by the whips.

☾ Final Incantation | Level 5 | Tier 3 | Mana
The sorcerer channels an immense amount of mana into their demon tool and creates a massive eldritch circle on the ground. This magic circle covers the ground of the entire area (topic). For the following five posts, all of the previous spells may be used through this incantation circle to devastating effect as they may have the ability to increase their range over the entire area. Additionally, one giant beam of arcane magic can be fired up from this circle during the five posts and target a specific enemy. Doing this destroys the circle. This spell may only be used once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Aug 25, 2021 5:56 pm


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⇨ Necromancy Magic Tree

Necromancy is the dark art of raising dead minions to fight on the command of the conjurer. All necromancers have access to a book of the dead which allows them to channel their magical power to summon either mummies or evil spirits. As a conjurer progresses in power, they are able to control their thralls for longer and give them heightened power. When a minion has concluded its duration they are reduced to ash and cannot be revived again. This is a Guts skill. Must be Witch class and Necromancer path.

⇨ Tier One Perks

↯ Undeath ↯
The range minions can be summoned within doubles.

↯ The Dead Don't Die ↯
All mummies and evil spirits last for one post longer before being reduced to ash by time.

↯ Dawn of the Mummy ↯
The conjurer is able to use bandage spells to siphon the mana out of weaker spells that the bandages come into contact with. Half of the mana is then absorbed by the necromancer. This perk has a two post cooldown.

↯ King Tut ↯
If captured by bandage spells, destroying the bandages requires a one level higher technique or spell to break out of the constraints, up to level five. This perk applies once per battle.

↯ I am Become Death ↯
The necromancer is able to summon more potent evil spirits. When the apparitions are defeated they explode in a ray of energy over a thirty-foot radius for two levels lower than the level of the spell used to conjure them. This perk has a four post cooldown.

↯ Dark Enchantment ↯
The number of minions on the battlefield and their strength is passively obscured from Soul Perception techniques that are lower in level than the minion technique twice per battle.

⇨ Tier Two Perks

↯ Destroyer of Worlds ↯
The necromancer is able to summon more potent evil spirits. When the apparitions are defeated they explode in a ray of energy over a thirty-foot radius for one level lower than the level of the spell used to conjure them. This perk requires I am Become Death and is usable once every four posts.

↯ Modern Prometheus ↯
Once every four posts, when a mummy is destroyed its corpse leaves the bandages for one post to fight at one level lower than its original version before collapsing into ashes.

↯ Evil Spirits ↯
When a spirit is destroyed, the apparition sends out a pulse that inflicts Tier 2 Madness to anyone within twenty feet of it at the time of destruction. This has a two post cooldown.

↯ The Conjuring ↯
Once every two posts, the conjurer can take advantage of the ashes in the battlefield and enchant it with mana, hiding the necromancer's location and soul information for one post.

⇨ Tier Three Perks

↯ Wrath of the Pharaoh ↯
When the legendary conjurer uses the "Anubis Awakened" spell, the minion is able to use the bandage spells known by the witch to ensnare targets. He has 250 of his own dedicated mana for performing these spells. This perk can only be used once per battle.

↯ March of the Dead ↯
Once per battle, the master necromancer is able to clone one additional spirit per evil spirit on the battlefield. This effectively doubles the number of active minions. However, each clone is two levels weaker than the original.

⇨ Spells


☾ Conjure Minion | Scaled Level [ 1-4 ] | Tier 1 | Mana
The necromancer channels a scaled amount of mana into their book of death. Once they do so, a massive incantation circle surrounds the summoning area of a one hundred foot long circle and conjures either a mummy or a spirit. Mummies are able to ensnare targets in their bandages and spirits can be conduits for other spells. The level applied to this spell determines the level of technique that the conjured minions collectively can tank before being destroyed. In other words, power is divided amongst the number of minions. Level one characters can conjure up to two minions for two posts. Level two characters can conjure up to four minions for three posts. Level three characters can conjure up to six minions for four posts. Level four characters can conjure up to eight minions for four posts. Finally, level five characters can conjure up to ten minions for five posts. When a minion has been destroyed or has hit its expiration then it is reduced to ash and cannot be raised again. This spell does not consume an action for summoning the first minion and this only applies to one minion per post. If summoning more than one minion then they consume actions. Finally, 20 mana per level of this spell is given to the minion summoned and split evenly among multiple minions to cast spells the necromancer knows and minions are given one action collectively. A minion action and mana is at no cost to the necromancer. This spell has a three post cooldown. This spell cannot be used at level five.

☾ Bandage Binding | Level 1 | Tier 1 | Mana
The conjurer uses magic channeled through the book of death to command a mummy to wrap bandages around a target's body. If the target is captured then it requires a spell or technique above level one to break out of the bandages.

☾ Phantom Blast | Level 2 | Tier 1 | Mana
The necromancer can shoot magic through an evil spirit to transmute the spell into a dark orb of black magic. The orb will retain the effects of the original spell while also inflicting necrosis on enemies it comes into contact with. Regeneration magic can't be used against the effects of this orb until two posts pass after contact. This spell has a five post cooldown.

☾ Demonic Possession | Level 3 | Tier 2 | Mana
The conjurer can command an evil spirit to possess an ally or teammate. In so doing, the evil spirit gives the ally an extra 50 mana. While possessed, the ally can seem more vicious or relatively unchanged depending on the individual. Either way, the possessed person can feel the demonic presence of the evil spirit. Only one possession is possible at a time and the same ally cannot be possessed twice per battle. This technique is usable only three times in combat.

☾ Binding Sarcophagus | Level 4 | Tier 2 | Mana
By channeling magic into the book of the dead, the necromancer can command a minimum of five mummies to bind one enemy in bandages. The bandages are so numerous that they wrap an entrapped target in a thorough sarcophagus-shaped bandage coffin. The nature of this attack negates usage of any perk or other benefit that allows the opponent to receive a dodge resource discount. Requires a level five-technique or resource expenditure to break out of the bindings.

☾ Anubis Awakened | Level 5 | Tier 3 | Mana
A sarcophagus rises from the ground when the grand necromancer channels an immense amount of mana into the book of death. When the lid of the sarcophagus drops, the giant mummy king steps through. He is able to stomp and create tremors in the ground. He is also immensely difficult to kill and must be destroyed by a level five technique or spell. Anubis receives 120 mana to perform spells with. He can only be summoned once per battle.
 
PostPosted: Wed Aug 25, 2021 5:57 pm


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⇨ Werewolf Magic Tree

Werewolves are a race of magical creatures who are able to transform between human and lycanthropic creatures. This race has an ancestry that is completely different from that of Bloodsuckers and Witches, though their genetic affinity allows them to use many forms of magic beyond their own. Werewolves naturally have a canine sense of smell, claws, and great physical prowess as well as never aging. As such, the werewolf is the vanguard of the Witch's army. Werewolves use brute strength in their fighting style but also solely control the esoteric element of wind magic. This is a Strength skill. Must be Witch class and Occultist path. Cannot select with Bloodsucker or Transformation magic. Must be selected upon character creation and cannot be unlocked later.

⇨ Tier One Perks

↯ Howling Winds ↯
Wind spells can last one post longer.

↯ Brute Strength ↯
Every three posts, half of the mana spent on Huff, Puff, Blow Your House Down is refunded.

↯ Team Jacob ↯
The wind spells gain a one-level advantage against pyromancy spells by dispersing the flames. This has a three post cooldown.

↯ Teen Wolf ↯
The Wind Wolf Fist technique can be slashed in the air and released as a gust of wind. The gale of claws will travel up to fifty feet before dispersing.

↯ Lycanthropy ↯
The mind of a beast offers clarity to a werewolf; transforming into werewolf form clears the werewolf of two tiers of Madness once every three posts.

↯ Doggy Style ↯
The werewolf now has the same lycanthropic fangs and claws in human form as they do in the werewolf transformation.

⇨ Tier Two Perks

↯ Unleash the Beast ↯
Wind Wolf Fist casts a repeated attack that functions one level lower strength. This perk has a four post cooldown.

↯ Big Bad Wolf ↯
The Huff, Puff, Blow Your House Down spell may be used without action or cost twice per battle.

↯ Hungry Like The Wolf ↯
The werewolf is able to use all of the wind spells without being in werewolf form.

↯ Hircine ↯
Once every three posts, a spell that the werewolf performs will be one level harder to dodge.

⇨ Tier Three Perks

↯ The Beast Within ↯
The werewolf has mastered the beast within and as such has mastered the Wind Wolf Fist style. Wind Wolf Fist can become two levels harder to dodge once per battle.

↯ Harvest Moon ↯
The fully evolved werewolf has mastered their howl. As such, they can perform the Howl at the Moon spell twice per battle rather than once.

⇨ Spells


☾ Lycanthropic Transformation | Level 1 | Tier 1 | Mana
This spell allows the werewolf to transform into their Lycanthropic form at will. This transformation is unique from standard transformation magic because this unlocks the ancestral form of werewolf instead of magically mimicking that of an animal like a regular wolf. There is also no middle ground - the werewolf is either a werewolf or a human. This form gives the werewolf monstrous strength, long claws, and sharp fangs and serves as the basis for all of the following spells. In werewolf form, the magical creature is clearly magical in nature and Soul Guard breaks automatically and cannot be recast until returning to human form.

☾ Claw Slash | Scaled Level | Tier 1 | Mana
The basic werewolf technique, this allows the werewolf to slash with their long claws at an opponent. The claws are enhanced by wind magic that increase the cutting power of the claws. The amount of scaled magic applied to the claws determines how powerful the slash is. The claws will slash through all lower level enemy spells and techniques.

☾ Huff, Puff, Blow Your House Down | Level 2 | Tier 1 | Mana
The werewolf inhales deeply before releasing a massive gust of wind from their gullet. You can hear the werewolf's howl as he releases the wind magic. This wind will knock opponents off their feet if undefended. Requires Lycanthropic Transformation.

☾ Wind Wolf Fist | Level 3 | Tier 2 | Mana
The werewolf creates swirling wind around their claws and makes them one foot long and made of wind magic. This swirling wind looks like miniature claw tornados that can rip into an enemy with ease. The wind claws are as hard as steel. Requires Lycanthropic Transformation.

☾ Rip n' Tear | Level 4 | Tier 2 | Mana
The werewolf floats in the air before revealing their claws and fangs and spinning clockwise rapidly. The werewolf then becomes a swirling tornado of wind magic-enhanced claws and fangs. They then propel themselves forward and rip and tear into any enemy that they come into contact with. Because of the incredible speed of the tornado form, this spell requires a level five effort to dodge. Requires Lycanthropic Transformation.

☾ Wolf Vint | Level 4 | Tier 2 | Mana
The werewolf spins their arms rapidly before throwing them forward to release a massive gust of wind. When this gust of wind gets within five feet of the target, it begins to swirl around them and trap them in a tornado. This tornado lasts for four posts. Requires Lycanthropic Transformation.

☾ Howl at the Moon | Level 5 | Tier 3 | Mana
The werewolf stands in place and howls at the sky before generating a massive amount of mana. All of the wind in the area begins to swirl rapidly and create a twister that is over one hundred feet wide. This twister is then able to completely destroy the area (topic) if undefended against. The tornado will break the ground and uproot even the strongest trees. Additionally, the tornado is swirling with wind fangs and claws making it even more lethal by giving it a sharpness element. This spell may be used once per battle. Requires Lycanthropic Transformation.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Aug 25, 2021 5:58 pm


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⇨ Bloodsucker Magic Tree

Bloodsuckers, also known as vampires, are a race of magical creatures who are able to siphon blood out of living beings and transform into bats. As their ancestry is innately different from that of other magical creatures, they are unable to learn from the Werewolf skill tree or the purist Transformation skill tree. Bloodsuckers do not age and have powerful, ancient blood with unique abilities. The vampire race has blood magic that allows them to empower and weaponize their own blood. A vampire's blood can harden when mana is applied to deadly effect. The blood magic manipulation also allows the bloodsucker to move at high speeds. This is a Dexterity skill. Must be Witch class and Occultist path. Must be selected upon character creation and cannot be unlocked later.

⇨ Tier One Perks

↯ Blood Magic ↯
By manipulating the circulation of blood in the body, the bloodsucker is able to move faster and they can dodge for one level less in resource. This perk is usable once every three posts.

↯ Full Veins ↯
While in bats form, the bloodsucker can absorb 1/2 of the resource of a technique they dodge in this form, once every three posts.

↯ Team Edward ↯
The vampire is able to use blood to form any weapon they desire by hardening the blood. The amount of mana applied to the blood weapon determines how powerful it is against enemy techniques or spells.

↯ Edgelord ↯
The bloodsucker opens a cloak or extends the hand and a torrent of bats is released while an enemy is performing a spell or technique. This allows the bloodsucker to use a spell at one level higher in strength up to level five once every three posts.

↯ Vampires Suck ↯
A bloodsucker's technique can be recast for no action or cost at one level lower in strength. This perk is usable once every four posts.

↯ Bloodsucking Bastards ↯
The bloodsucker performs a bloodletting ritual by slicing their hand open. Their next blood spell refunds them half the mana. This perk has a three post cooldown.

⇨ Tier Two Perks

↯ Blood from a Stone ↯
Once every three posts, one of the bloodsucker's techniques drains one level lower than the base technique in resource from one opponent.

↯ Count Chocula ↯
Once every four posts, the bloodsucker can use one magic technique from any known skill tree for no cost or action while in bats form.

↯ Nightwing ↯
The bloodsucker is able to use the Vampire Bats spell to dodge techniques level two or lower for free, once every three posts.

↯ Nosferatuuuuuuu ↯
By applying mana to the blood vessels, the bloodsucker is able to defend against incoming attacks up to one level above the level of mana applied to the blood vessels. This ability has a two post cooldown.

⇨ Tier Three Perks

↯ Flight from Death ↯
Once per battle, if a killing/fight-ending blow strikes the bloodsucker then they dissolve into a cloud of bats and reform wherever the vampire chooses. This does not consume an action or a mana cost and once the bloodsucker reappears they are healed from the major injury but all other injuries remain.

↯ Blood Moon ↯
Bloody Needles becomes two levels harder to dodge once per battle.

⇨ Spells


☾ Vampire Bats | Level 1 | Tier 1 | Mana
The vampire channels mana throughout their body to transform into a cloud of two dozen bats. As a cloud of bats, the bloodsucker can fly quickly for travel purposes. In combat, dissipating into a cloud of bats lasts for five posts. In bats form, the bloodsucker forgoes their Soul Guard and embraces their undeniable magical creature origin. Soul Guard can be recast once outside of this bats form.

☾ Bloody Slicer | Level 2 | Tier 1 | Mana
This spell is executed by cutting the wrist and exposing their blood before flicking their wrist and/or arm. This causes blood to be spilled in the air and harden as a projectile blade towards an opponent. There is also a close-range variant of the attack in which instead of sending a projectile, a blade is created from the blood, capable of skewing the opponent.

☾ Bloody Needles | Level 3 | Tier 2 | Mana
The bloodsucker takes any of their blood which has been previously spilled and hardens the droplets, turning them into needles that extend towards the enemy intending to pierce them. Due to how quickly and easily the vampire's blood can be spread during an intense battle, this spell is adept at surrounding an opponent, exploiting any available opening.

☾ Bloody Lance | Level 4 | Tier 2 | Mana
Utilizing a considerable quantity of the blood, the bloodsucker fabricates a substantial and hollow cone that tapers into a single sharpened point, which is subsequently launched towards an adversary with tremendous velocity. Despite its center being entirely devoid of a single drop of blood, due to the hardening capabilities of the dark substance that it is constructed from, this "lance" still poses a significant threat to its intended target.

☾ Bloody Wing | Level 4 | Tier 2 | Mana
Utilizing one of the wing-like projections composed entirely from a significant quantity of blood, the bloodsucker wraps one of their wings around their body to form a rather thin physical barrier between themselves and an adversary's attack. Despite the relative fragility displayed by the appearance of this barricade, due to the hardening capabilities of the dark material that it is constructed from, it is in fact able to block even powerful blows that connect with it. The defensive barrier appears as a bloody batwing.

☾ Vampiric Siphoning | Level 5 | Tier 3 | Mana
The bloodsucker inhales deeply as small amounts of blood are drawn from all humans in the area (topic). The trace amounts of blood that are drained do not harm the targets in any way. As the blood is absorbed by the bloodsucker's fangs all of their wounds are instantly healed before two full batwings made of blood are grown from the back. The bloodsucker can cast one bloodsucker technique for 1/2 mana each post this ability lasts (three posts). This spell may be used only once per battle.
 
PostPosted: Wed Aug 25, 2021 5:59 pm


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⇨ Transformation Magic Tree

Transformation witches are the original of the occult, the first witches. This bond with animals has been enhanced with mana and the nature of magical souls, enabling these witches to be in touch with nature in a way few others are. These witches have increased intuition, which may sour to paranoia in some cases. These witches tend to be extremely chaotic or extremely reserved due to the length of their ancestry with magic. They are generally inclined to be tricksters given the sneaky nature of their shadow magic. Animals tend to passively follow these witches and these witches can communicate with their transformation animal (or insect) in any form. These witches must be Occultist path, and their purist ancestry prevents them from having access to the separate magical creature skill trees: Werewolf and Bloodsucker. As the arguably truest type of witch, using the presumed oldest magic, this is undoubtedly a Wisdom skill.

⇨ Tier One Perks

↯ Capricious ↯
Instead of being stuck transforming into a single animal, this Transformation witch can become any animal in a single family, like the feline or canine family. A Transformation witch is always able to communicate with animal members belonging to the entire family they transform into, whether they have this perk to transform into any member or if they can only transform into a specific animal.

↯ Reserved ↯
Soul Guard, when broken for whatever reason, refunds 1/2 the mana cost the witch once every two posts.

↯ Translator ↯
Any single target of the witch's choosing can gain the ability to understand the witch's Transformation animal family. The ability to understand this animal family is permanent.

↯ Play Pretend ↯
Me and Mine lasts an additional three posts, but is still breakable under the same conditions.

↯ Soul Savant ↯
When using Soul Guard, this perk enables the Transformation witch to change their information to generic civilian human soul to anything they desire. Their Soul Guard can make them appear to be a reaper or a demon, too. Additionally, this perk enables them to feed other information instead of it being randomly generated - enabling them to establish that they're a Weapon, they're under the effect of Black Blood, or anything else they desire.

↯ Not Mad, just Fun ↯
This perk enables the witch to passively heal herself of up to two tiers of Madness when transforming. This perk is usable once every two posts.

⇨ Tier Two Perks

↯ Tricky ↯
The Transformation witch is capable of using one spell while Soul Guard is active without breaking it. The spell must be a lower level than the Soul Guard. Spells cast are capable of being detected by Soul Guard, and if visually leaving the witch's form, may reveal them as a witch regardless of their Soul Guard. This perk should be utilized strategically to avoid such a happening. This perk is usable once every three posts.

↯ Pack Animal ↯
It's a Jungle Out Here lasts an additional two posts.

↯ Sneaky ↯
For one post, all of the witch's spells are invisible in manifestation. Unless effected by a factor that prevents as much, these spells are still detectable through Soul Perception. This perk is only usable once per battle.

↯ Disturbing, Isn't It? ↯
The Transformation witch has chosen to accept Madness. Her usage of transformation passively inflicts a tier of Madness. This perk is usable once every three posts.

⇨ Tier Three Perks

↯ Covert Occult ↯
One spell of the Transformation witch's can be rendered undetectable through Soul Perception. Any physical manifestation of the witch is still visible to the human eye unless otherwise stated, but it no longer visibly manifests directly from the witch if it did before. This perk is usable once per battle.

↯ Pack Leader ↯
The Transformation witch is able to use Me and Mine on up to five different opponents once per battle.

⇨ Spells


☾ [ Transformation ] Soul Guard | Scaled Level | Tier 1 | Mana
Every magical creature knows how to cast a spell to protect their soul from prying eyes. This ability hides the soul's magical inclinations and makes it appear human. For Transformation witches, those loyal to the pure occult magic, their Soul Guard is particularly powerful. This Soul Guard passively functions one level than paid, meaning a level five Soul Guard cast by a Transformation witch cannot be pierced. Finally, this replaces the generic Soul Guard.

☾ Transformation | Level 1 | Tier 1 | Mana
This is the ability to turn into an animal. This may also be used to turn into a human. Finally, this ability can be used to turn into something in between the two, frequently just a human with animal ears and tail, but possibly something more animal than that. This ability can always be used without breaking Soul Guard. It may not be used more than once in one post while in combat.

☾ Charm | Level 2 | Tier 1 | Mana
In any form, a Transformation witch can use her greatest assets: her versatility and charm. This ability allows a Transformation witch to enhance her words with mana. This is frequently used for seduction outside of combat, for the witch's amusement, or to sneak in somewhere they shouldn't be. In combat, however, this technique robs a single opponent of an activation, not stacking with anything else that can do so. As such, this technique is usable twice a battle and is not repeatable in the same post.

☾ Trick and Treat | Level 2 | Tier 1 | Mana
The witch generates a manifestation or enchantment with her magic that is designed to fool Soul Perception. If a manifestation, the witch will create an animal of her family that reads as a level five witch soul for three posts. She can direct the manifestation at will. If an enchantment, then the witch is casting this trick on someone else, typically an unsuspecting human. The target's soul information will switch to that of a level five witch soul for three posts.

☾ Me and Mine | Level 3 | Tier 2 | Mana
This spell allows the witch to turn a single target into the witch's animal, or a member of their animal family if possessing the perk Capricious. This spell lasts for four posts but can be broken by the target expending the same amount of resource. While transformed, the target can automatically understand the language of the animal family they now belong to.

☾ Rabid | Scaled Level | Tier 2 | Mana
The witch generates a magical apparition of their animal form or a specific part of it like a claw, jaw, or stinger. This magical apparition can be launched at the opponent. A successful attack drains the opponent of resource equal to one level lower than this technique.

☾ It's a Jungle Out Here | Scaled Level | Tier 2 | Mana
The witch generates mimicries of their animal family that form around the witch. She can create up to ten of these, but the power of this technique is divided amongst them. These magically constructed animals attack at the witch's will. At base, these animals last four posts.

☾ To Me My Minions | Level 5 | Tier 3 | Mana
The Transformation witch is able to summon an army of animals like their transformation. The animals are enhanced with mana and, depending on the size of the animal, may appear by the thousands. These animals can destroy a topic. This animal army may also serve as a shield or as an extension for another technique, like spreading Madness. The animals surround the topic, unless destroyed themselves, for five posts, even after destroying the topic itself if the Transformation witch wills it. Usable once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Jan 03, 2022 6:20 pm


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⇨ Enchanter Magic Tree

Enchanting is the art of kneading magic into clay to create golems. Golems are towering constructs made of clay bricks that are traditionally humanoid but can take any form the enchanter desires. Enchanting is often referred to as geomancy because of its focus on clay and earth-based magic that is able to shake the earth. Every enchanter has large gloves that are programmed to their particular magic signature. These gloves allow the enchanter to more easily knead magic into clay to create golems although they can still perform this skill without them. Every enchanter has a bag of clay that they can mold into golems with so supplies are rarely a concern. This is a Strength skill. Must be Witch class.

⇨ Tier One Perks

↯ Deidara ↯
The enchanter is able to mold golems for half the mana cost once per three posts.

↯ Geodude ↯
A golem is able to perform one additional clay spell before their collapsing limit. This skill has a three post cooldown.

↯ Love Glove ↯
When the enchanter molds clay using their enchanting gloves, the golem lasts for one post longer.

↯ Brock ↯
When a level two or above golem is destroyed, the enchanter can use the remaining clay to create a different golem at one level lower for no mana cost. This skill can be used three times per battle.

↯ Rockstar ↯
The enchanter can have an additional two custom spells based on enchanting.

↯ Rock Hard Determination! ↯
When the bulwark spell is used for a golem, a copy of the clay shield can be formed on a second golem at one level lower for no mana cost. This ability has a three post cooldown.

⇨ Tier Two Perks

↯ It's Clobbering Time! ↯
A golem can punch with the force of a spell one level higher than the golem itself once per three posts.

↯ You Shook Me All Night Long ↯
An enchanter or golem is able to use the Collapse spell for double the duration once per battle.

↯ Dee-na-mee-tay. Must be Italian. ↯
Able to use the Demotion spell to blow up a golem for a free combat action. Must pay the mana cost. This has a three post cooldown.

↯ Graveler ↯
A golem is able to perform two additional clay spells before their collapsing limit. This skill has a three post cooldown. Requires the Geodude perk.

⇨ Tier Three Perks

↯ Rockkage ↯
Once per battle, the enchanter is able to create two same-level golems for the mana cost of one.

↯ Terranova ↯
The size and weight of the Weight of the World sculpture is doubled and the spell can be used twice per battle.

⇨ Spells


☾ Golem Molding | Scaled Level | Tier 1 | Mana
The enchanter grabs a handful of clay from their bag of clay before applying mana to the clay. The clay then enlarges up to ten feet per level of mana applied to the clay. The clay takes the form of a golem which can have any appearance that the enchanter desires. Golems traditionally appear to be hulking humanoids made of clay bricks. Every golem gets one action for attacking and one action for defending but unlike necromancer creatures and dragons, golems lack a mana pool of their own. Golems can use clay spells with the clay that constitutes their own bodies. Level 1-3 golems can use one clay spell before collapsing and level 4-5 golems can use two clay spells before collapsing. The clay spell that the golem uses cannot be higher level than the golem itself. The advantage golems have is that they are hearty and require enemy attacks that are one level higher than the golem itself to destroy them. Only level five golems are destroyed by same level attacks. Golems last for two posts per level of the golem.

☾ Bulwark | Scaled Level | Tier 1 | Mana
The golem or the enchanter creates a shield of clay on the golem or on the enchanter themselves. This shield will defend against lower-level spells or techniques based on the level of the clay shield. This can be used to protect the golem or the enchanter.

☾ Demolition | Scaled Level | Tier 1 | Mana
The enchanter snaps their fingers before causing a golem to explode outwards. This destruction renders the golem useless and the explosion has a radius of 20 feet per level applied to the explosion. If the explosion is the same level or lower than the golem itself then the enchanter only needs to pay half the mana cost.

☾ Brick Bullets | Scaled Level | Tier 2 | Mana
The enchanter or golem is able to launch a volley of twelve clay bricks at an enemy. This can either be of the enchanter's creation or taken from the body of a golem.

☾ Collapse | Level 4 | Tier 2 | Mana
A golem or the enchanter is able to use magic-imbued clay to sink into the ground and cause the earth to shake. This earthquake is violent and makes dodging one level harder for three posts. The earthquake will last for three posts and can cause damage to enemies during that time as it destroys the ground.

☾ Weight of the World | Level 5 | Tier 3 | Mana
The enchanter grabs a handful of clay before molding it into a sculpture of the planet earth. The clay sculpture is one hundred feet in diameter and immensely destructive when thrown at a target. It is massive and able to tear through the ground when it is thrown. It has a weight of approximately five tons and can be magically wielded and controlled by the enchanter. This clay construct lasts for five posts before collapsing. This spell cannot be used by golems. This spell can only be used once per battle.
 
PostPosted: Mon Jan 03, 2022 6:21 pm


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⇨ Dark Magic Tree

Dark magic, also known as black magic, is a diverse area of magic focusing on the malevolent complexities of the pull of magic. It is an esoteric and diverse art involving dark auras, vector arrows, curses, and more. Witches who practice the dark arts tend to dabble in sorcery, necromancy, and the occult and will use dark energy to augment these areas. This is a Guts skill. Must be Witch class.

⇨ Tier One Perks

↯ Back in Black ↯
Once per three posts, the user is able to cast a dark magic spell for one level lower in cost at a minimum of level one.

↯ Dr. Facilier ↯
When a dark magic spell is used, a copy of the spell that is one level weaker accompanies it for no resource cost to the user. This ability has a four post cooldown.

↯ Voldemort ↯
The dark Witch is able to pay double the mana cost of a spell to remove the combat action. This ability has a three post cooldown.

↯ Voodoo Who Do? ↯
All curses last for one post longer.

↯ Shadow the Hedgehog ↯
An additional 10 resource is drained from dark magic resource drain effects.

↯ Dark Magic? More Liek Dank Magic, AmIRite? ↯
The Witch gains three additional custom spells for dark magic.

⇨ Tier Two Perks

↯ Lord Moldy Butt ↯
The dark Witch is able to pay half the mana cost of a spell on top of the spell's original cost to remove the combat action. This ability has a three post cooldown. This requires the Voldemort perk.

↯ Shadowman ↯
When a dark magic spell is used, a copy of the spell that is the same level accompanies it for no resource cost to the user. This ability has a four post cooldown. This requires the Dr. Facilier perk.

↯ Shikamaru Nara ↯
Once per five posts, the Doll of Suffering beam of dark energy that curses the target is one level harder to dodge.

↯ Cagliostro ↯
The vector arrows from the bombardment spell are able to pierce through techniques and spells that are the same level. This ability has a four post cooldown.

⇨ Tier Three Perks

↯ Black Mirror ↯
The Dark Realm is able to be performed twice in a battle and empowers all dark magic techniques used in the dimension by allowing them to overpower techniques and spells of the same level.

↯ Calamity ↯
A dark magic spell that collides with a target is able to curse the enemy. The curse causes them to not be able to use spells or techniques that are above their level for three posts. This ability can only be used once per battle.

⇨ Spells


☾ Cursed Rune | Scaled Level | Tier 1 | Mana
A thirty-foot black rune of dark magic is targeted at the opponent. The rune can be formed under the enemy's feet, fired at a target from afar, etc. When the rune makes contact, it inflicts a curse that makes all spells or techniques one level higher in resource cost to perform up to level five. This curse lasts for five posts and can only afflict an enemy once during that period. By spending the same level in resource as this spell the enemy can break the curse.

☾ Vector Arrow Bombardment | Scaled Level | Tier 1 | Mana
The dark mage forms dozens of vector arrows before unleashing them at a target. On contact, the arrows are able to pierce through objects with great power. The vector arrows are able to travel twenty feet per level applied to the spell.

☾ Orb of Malice | Level 3 | Tier 2 | Mana
Dark aura forms into a one-foot wide orb in the Witch's hand before being fired at the enemy. If the orb makes contact with an enemy then they are damaged and lose fifteen resource. If this orb makes contact with a stronger spell or technique then the orb jinxes it and makes it one level weaker.

☾ Doll of Suffering | Level 3 | Tier 2 | Mana
The dark magic Witch fires a beam of dark energy at the enemy. It does not directly cause damage but moves extremely quickly. Once the dark magic makes contact, a clone of the enemy made of dark energy is formed. Any damage inflicted on the doll is mirrored onto the enemy unless the enemy spends at least thirty in resource to break the curse. The curse lasts for five posts and can only be applied once at a time.

☾ The Blackness | Level 4 | Tier 2 | Mana
A fifty-foot wide wave of magic that is so dark that it appears black is fired at the opponent. This beam of dark aura is destructive and causes high damage to the enemy. It also drains forty resource from the enemy and takes away an action from the enemy for the following post.

☾ The Dark Realm | Level 5 | Tier 3 | Mana
A harmless wave of dark magic is sent out over the entire area (topic). The area is immediately transformed into a dark mirror dimension with no daylight. The area feels like looking through a dark lens as they see themselves in broken reflections with shards of glass in the air. This dark dimension allows the Witch to instantly change the direction of their spells to trick the target. While in the dark dimension, the target's movements appear to be mirrored and inverted. Moving forward actually moves them backward, lifting the right arm actually moves the left arm, etc. The Witch is unaffected by this. This spell lasts for five posts and can only be performed once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Jan 03, 2022 6:22 pm


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⇨ Coven Magic Tree

The Coven Magic tree requires two or more Witches to achieve. It is a form of collaborative magic that allows Witches to combine their spells and abilities to create a more powerful version. Members of the DWMA often refer to Coven Magic as "Witch Resonance" colloquially. However, this is not exactly precise because Witch souls cannot be synchronized together as is done in soul resonance. Rather, Coven Magic is about mixing spells together as the destructive forces of the pull of magic allow them to unite. As the signature magic of the Grand Coven, this school of magic is considered with high esteem among Witches. This is a Wisdom skill.

⇨ Tier One Perks

↯ With Our Powers Combined ↯
The Witch is able to apply one of their own magic tree perks to a group spell and give all Witch teammates the benefits. This allows them to go over the limit of perks that can be applied to spells. Witches cannot stack the same effects. While this perk is not required, just take it. What are you even doing if you are not taking this perk? This ability has a two post cooldown.

↯ Wonder Twin Powers Activate! ↯
Able to select one other Witch whose spells will destroy same-rank enemy techniques and spells when using coven magic.

↯ Mighty Morph ↯
If multiple occultist Witches use the Coven Collaboration spell while transforming into an animal, werewolf, or bloodsucker form then they are able to share abilities with each other for five posts.

↯ Cruelty of Nature ↯
If elemental magics are combined together then they gain an advantage against same level single element techniques or spells. This ability has a two post cooldown.

↯ Respite ↯
When Coven Collaboration is cast, Witches are able to share up to twenty mana between each other for no action cost. This ability can be used once per two posts.

↯ Ingenuity ↯
Witches who have used Coven Collaboration in a battle together are able to use each other's custom spells for the rest of the battle regardless of if they have that magic tree.

⇨ Tier Two Perks

↯ Au Naturale ↯
If elemental magics are combined together then they gain an advantage against same level single element techniques or spells as well as cost one level less in mana. This ability has a two post cooldown. This perk requires the Cruelty of Nature perk.

↯ Revitalize ↯
When Coven Collaboration is cast, Witches are able to share up to thirty mana between each other for no action cost. This ability can be used once per two posts. This perk requires the Respite perk.

↯ Ingenius ↯
Witches who have used Coven Collaboration in a battle together are able to use each other's custom and non-custom spells for the rest of the battle regardless of if they have that magic tree. This perk requires the Ingenuity perk.

↯ No Chill ↯
The Witch is able to reduce the cooldown of a perk used by another Witch in their group by one post. This ability has a three post cooldown.

⇨ Tier Three Perks

↯ Teamwork Makes the Dream Work ↯
The Witch is able to share up to two of their combat actions with other Witches in their group. This ability can only be used once per battle.

↯ Unimaginable Power ↯
Once per battle, the Witch is able to increase the level of a combined spell from Coven Collaboration at two levels higher rather than one.

⇨ Spells


☾ Coven Collaboration | Scaled Level | Tier 1 | Mana
This spell allows other spells to be combined together and is the foundation of coven magic. One Witch performs this spell and pays the mana cost. This spell's level is scaled but must be at least the same level as the highest level spell in the combination. This spell does not consume an action. This allows the spells to be combined together and splits the mana cost of the spells used between the members of the coven. For example, one Witch casts Coven Collaboration and pays the mana cost, and then casts a fireball spell. The other Witch also casts a fireball. Both fireballs combine together and form a fireball that is one level higher up to level five.

☾ Coven Barricade | Scaled Level | Tier 1 | Mana
One Witch casts this spell to create a defensive magical barrier and can share the cast with other Witches in their group. The barrier is twenty feet per level applied to the barrier. The Witches split the scaled mana cost of the barrier and only one Witch pays a combat action to use it.

☾ Beacon of the Coven | Scaled Level | Tier 1 | Mana
One Witch casts this spell to create a magical orb and can share the cast with other Witches in their group. The orb is twenty feet per level applied to the orb. The Witches split the scaled mana cost of the orb and only one Witch pays a combat action to use it.

☾ Pandamonium | Level 4 | Tier 2 | Mana
A group of Witches cast this spell even if only one of them knows the spell. The one who knows the spell pays the action but the mana cost is split equally between all Witches. Magic is fired into the sky by the group of Witches before raining down beams of magic toward the enemy. The magic of this spell can also be enhanced by two other spells that the Witches know at a maximum. The bolts of magic will then carry the effects of the spell chosen.

☾ Revelations | Level 5 | Tier 3 | Mana
This spell is cast by a group of Witches splitting the mana cost and the action is paid only by the Witch who knows this spell. Each member of a coven of Witches takes on at least one aspect of the four horsemen of the apocalypse. Death, Famine, War, and Conquest. Each Witch then casts their own separate spell that coalesces into a one hundred-foot orb that is capable of destroying the area (topic). The spells that each cast is then given the following effects based on what horseman (or horsemen) they have chosen to symbolize. This spell can only be cast once per battle.
Death: The Witch who represents death creates an aura around them made of pale white magic. The spell that they cast is able to cause decay to all that it touches. This makes even more powerful spells one level weaker on contact.
Famine: The Witch who represents famine creates an aura around them made of black magic. The spell cast by this Witch depletes fifty resource on contact with an enemy.
War: The Witch who represents war creates an aura around them made of red magic. The spell cast creates a fifty-foot crimson magic explosion that carries the effects of the spell and increases its range.
Conquest: Also known as pestilence, this Witch creates an aura around themselves made of sickly yellow magic. The spell that they cast will give them an ailment that drains twenty resource per post for five posts on contact.
 
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𝖨𝖵 ⇨ 𝖲𝖪𝖨𝖫𝖫 𝖳𝖱𝖤𝖤𝖲 𝖠𝖭𝖣 𝖯𝖤𝖱𝖪𝖲

 
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