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A literate and semi-literate Soul Eater-based role playing guild. Active in 2022! 

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

Reply 𝖨𝖵 ⇨ 𝖲𝖪𝖨𝖫𝖫 𝖳𝖱𝖤𝖤𝖲 𝖠𝖭𝖣 𝖯𝖤𝖱𝖪𝖲
🌙⇨ Legendary

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Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Tue Aug 17, 2021 12:29 pm
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⇨ Legendary Skills:
Legendary skills are rare and powerful skill trees that can be unlocked by a small number of characters. Legendary skill trees are unlocked by obtaining the requisite number of souls at level five, maintaining a high level of activity, and making a positive impact on the guild story. A character is approved for an available legendary skill slot when they meet these requirements and are approved by the majority of the guild moderator team by vote. A part of this voting process is reviewing the posts of the character that led them to obtain the legendary skill. If a moderator's character is being considered for a legendary skill then that moderator may not have a role in the voting process.

Legendary skills are a privilege for a character to have and as such the moderators require a consistent level of activity. Posting at least once per week is expected unless there are extenuating circumstances that must be communicated to the guild moderators. Legendary skill slots may also be revoked at the discretion of the moderators if necessary due to abuse or bad behavior.

The legendary skills are Reaper (Meister), Kishin (Meister or Weapon or Witch), Dragon Sorcerer (Sorcerer Witch), Death Scythe (Weapon), Grigori (Meister), Black Blood (Weapon), Demon Eye (Necromancer Witch or Occultist Witch). At this time, there can only be one Reaper and a new character must be made for it once you unlock it. There can only be one Kishin and an RPC can obtain that status. There can only be one Dragon Sorcerer and an RPC can obtain that status. Two characters can unlock Grigori status. Finally, two characters can awaken the Demon Eye. Legendary skills consume perk points but all perks can be unlocked without tiered limits and legendary trees are not associated with any stats.

⇨ Legendary Requirements:
These are the requirements to obtain an optional legendary skill tree. Note that these are totals so the number of souls required to level up are a part of these requirements.
⇨⇨⇨Reaper: 200 Souls
⇨⇨⇨Kishin: 200 Souls (At Least 100 Human Souls)
⇨⇨⇨Dragon Sorcerer: 200 Souls
⇨⇨⇨Death Scythe: 100 Souls (99 Kishin Eggs and 1 Witch Soul)
⇨⇨⇨Grigori: 100 Souls
⇨⇨⇨Black Blood: 100 Souls
⇨⇨⇨Demon Eye: 100 Souls
 
PostPosted: Mon Sep 13, 2021 9:52 am
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⇨ Username | RPC Name

⇨ Reaper Skill Tree

Reapers are a rare breed; all of them are made by Lord Death's hands, through a magical method requiring the Book of Eibon. Reapers are the icon of balance and achieve perfect balance between body, mind, and soul. As beacons of balance, they tend to not specialize in either of the three areas in theory, though in practice, they can accomplish the most unusual and previously impossible feats involving the soul because of their history as a Meister. The fact that the Reaper's soul is now made of the same Original Soul energy as Lord Death's means that the Reaper loses access to some things that regular Meisters had access to, especially those that relied on or preyed upon the similarities between their own soul and others. Namely, the Cleric skill tree, Madness skill tree, and Soul Resonance skill tree. The Reaper cannot succumb to tier two or tier three Madness. However, the Reaper cannot access any other Madness benefiting skill or technique for others or themselves, even if given from a non-Cleric tree. Must create a brand new character for this soul, who must be Meister class. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. Once the Reaper is created, they receive an additional 100 Spirit and 5 perks.

⇨ Tier One Perks

↯ Connected in Soul ↯
The Reaper can passively, telepathically communicate with Lord Death and all Death Scythes at will, regardless of location. Death Scythes and Lord Death can 'turn off' this communication at will, much like the Reaper. This is just the ability to implant ideas/thoughts in someone else's head, and does not grant innate knowledge of location nor what someone is seeing at that very moment.

↯ Un-Bewitched ↯
This perk applies to a technique and makes the technique two levels stronger against a magic skill. This has a four post cooldown.

↯ Reaper Reaper ↯
A copy of a Reaper technique is produced at the same level as the Reaper's base technique. This has a four post cooldown (not usable on the penultimate technique of this skill tree).

↯ Follow Me ↯
The Reaper, when Resonating, extends the base duration of Resonance by two posts.

↯ Sane in the Membrane ↯
When fighting in the same topic as any enemy who owns anything from the Madness skill tree, the Reaper receives one free action for a perk from any tree every other post.

↯ Death Mark ↯
When a technique successfully lands on an opponent, they become Marked. Marked opponents cannot dodge and must defend against techniques. The Mark lasts for three posts and can be placed on only one opponent at a time.

⇨ Tier Two Perks

↯ One of a Kind Soul ↯
This perk solidifies the power of the Reaper's soul. The Reaper's soul is so strong and difficult to influence that they uniquely resist techniques that reduce the power of, end, or prevent Soul Resonance. This applies to their partners; if not currently resonating with partners, this effect applies to people that the Reaper chooses to resonate with once they attempt resonance.

↯ Unimpeachable Soul ↯
The Reaper can absorb a soul wavelength technique once every four posts. They receive half of the resource for this absorption and none of the side-effects from the wavelength either.

↯ Virgin Soul ↯
The Reaper's soul is pure and made of a soul energy that every other individual on Earth (besides Death) does not contain. This purity enables the soul to passively ignore and reject curses, marks, and passive targeting/respawn attacks where a technique would continue to follow the user.

↯ Nerf This Soul ↯
The Reaper's soul gains the ability to completely ignore a soul-based attack or soul-oriented effect for no action or cost. This includes all soul skill trees, but also includes things that prevent or weaken soul-based skills or perks. This has a four post cooldown.

⇨ Tier Three Perks

↯ Deathboundless ↯
The Reaper gains the ability to tank a killing blow. They do, technically, die, but their soul type enables them to cheat Death. Instead of leaving a soul behind, it reinvigorates their body and restores them completely. This restoration absolves them of any marks, hexes/curses, or sustained techniques on their person. This includes ending Resonance or any soul bindings, as well as any connection-based boons. Half of the Reaper's total resource is restored. This can only be done once per battle.

↯ Reaper Resonance ↯
The Reaper loses the ability to resonate with anyone lesser than a Death Scythe. In exchange, the power between these two (or more) powerful beings has world-shattering potential. The Reaper can resonate with a Death Scythe of any soul archetype and receive the benefits as if they were highly compatible. The Reaper's techniques all function one level higher. The Resonance team are immune to Madness during Resonance. Techniques from all members of the party frequently take on skull-related imagery where possible. The entire team receives the benefits of any perk the Reaper uses from any of their skill trees once per post, where applicable. In addition, the Reaper receives a free action once every post.

⇨ Techniques


⇨ Death Augment | Scaled Level | Tier 1 | Spirit
When wielding a weapon, the Reaper can create a copy of the weapon's attack with their own energy. Cost must be paid at the level of the technique copied, but it also carries the perks of the weapon's attack without counting against the Reaper's actions. This technique has a four post cooldown.

⇨ Skull Construct | Scaled Level | Tier 1 | Spirit
The Reaper gains the ability to create a Skull construct out of spirit energy. It cannot exceed a two story building in size. This construct absorbs resource equal to two levels lower than the attack that comes into contact with it and transfers it to the Reaper. Construct lasts one post per level.

⇨ Shinigami | Scaled Level | Tier 2 | Spirit
The Reaper creates a scythe of pure energy in their hands. They gain access to the entirety of the Scythe skill tree and pay 1/2 the resource to use it. The scythe lasts for two posts per level.

⇨ From Flesh to Dirt | Scaled Level | Tier 2 | Spirit
With the exception of summons created from a Legendary skill tree, all summons are de-summoned by this technique. The Reaper expands their soul's size over the battlefield and pressures soulless beings into crumbling into the dirt or becoming dust. Level used must equal the level of the technique used to create the summons. A level five usage of this technique could de-summon one witch's level three summon and another witch's level two summon with one use. This technique has a four post cooldown.

⇨ Overwhelming Presence | Level 4 | Tier 3 | Spirit
Expanding their soul over the battlefield, the Reaper's immense control over the domain of the Soul can prevent non-Soul skills from being used by opponents for three posts. This does not effect other users of Legendary skill trees, Martial Arts, Madness, or Regeneration magic.

⇨ Avatar of Death | Level 5 | Tier 3 | Spirit
If the Reaper has an aesthetic representation of the Lines of Sanzu, these reconnect. A construct of pure soul energy extends from the Reaper's body. This can take a series of different forms. The limit is three stories in height. It could be created to look like a shinigami that extends from the Reaper's body or a mecha that holds the Reaper in its core or something else entirely. Whatever the representation, this pure-energy form lasts for six posts. This form includes a scythe and gives access to the Scythe skill tree. The Reaper can use the entirety of the skill tree while in this form, for half the resource required. In this form, the Reaper cannot be influenced by Madness, but they cannot reduce Madness in anyone else either. This technique is usable once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Sep 13, 2021 9:52 am
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⇨ Kishin Skill Tree

Rejecting the teachings of Lord Death and any respect for the balance of the world, the Kishin has chosen to pursue Madness and its unpredictable power. The Kishin seeks to descend the entire world into Madness and feels a supernatural pull towards chaos that rivals that of Witches. Kishin is available to any class. Kishin requires the Madness skill tree. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. Once the Kishin invests at least one perk in this skill tree they receive an additional 400 resource and 2 perks.

⇨ Tier One Perks

↯ Half Mad, Half Resentful ↯
The Kishin can utilize a Madness technique and a Kishin technique in the same post without costing an action for the second technique once every other post, but the resource cost for both must be paid.

↯ Sloth ↯
This perk applies to one technique of the Kishin's and robs the opponent of an action if the technique hits. This perk is usable once every three posts.

↯ Greed ↯
This perk prevents all opponents from using any perk or ability that gives them a resource discount to dodging. The opponents are prevented from using these for one post only, and this perk itself has a three post cooldown.

↯ Lust ↯
When hitting the opponent with a technique, this perk ******** with their head and makes it impossible for them to create an attack that harms the Kishin for two posts. This perk is usable only once per battle. The opponent must be under at least tier one Madness, but this perk stays in effect even if they are cured of it.

↯ Envy ↯
The Kishin is able to emulate a technique that they see the opponent use if it is a skill tree they could potentially own based on their class type. They are able to use the technique if it is lower than level five. The Kishin cannot emulate outside of their class type, even if it is a skill tree they possess from unusual means. For example, a Meister Kishin cannot emulate a Pyromancy technique even if they know that skill tree because of "Natural Anarchist." This perk can be used twice per battle.

↯ Appetite ↯
For every opponent that the Kishin puts into Tier 3 Madness, the Kishin receives 10 resource. The opponent must be into Tier 3 by a Kishin's technique or perk. This perk does not cost an activation, but it only works up until the Kishin gains 50 resource. Then the perk is disabled until the end of combat.

⇨ Tier Two Perks

↯ Pride ↯
The Kishin can use the Madness Skill Tree's Madness Sting technique with scaled level now. Additionally, the Kishin gains 100 extra resource.

↯ Natural Anarchist ↯
The Kishin gains access to the Soul Wavelength tree or Pyromancy. If possessing one, the Kishin must take the other. All techniques from either tree become corrupted in an aesthetic way the Kishin chooses.

↯ 10 Year Old Playing COD ↯
The Kishin receives the ability to make one technique inflict Tier 3 Madness, so long as the technique only effects one single opponent. This has a three post cooldown.

↯ Wrath ↯
One technique under level five becomes overwhelming. This perk is usable once every other post if the opponent is under any tier of Madness. In other circumstances, this is usable once every three posts.

⇨ Tier Three Perks

↯ Tsukuyomi ↯
The Kishin manipulates the entire topic. Regardless of the Madness tier of any opponents (or lack thereof), the user can generate horrifyingly violent illusions that harass the opponent. These can generate sound, smell, and even taste; if they appear to interact with the opponent, the opponent will feel a phantom sensation there. This generation isn't an ability and does not cost an action, but it induces two tiers of Madness and causes great distress. If using the Phantom Play ability, the illusions will distort all Soul Perception information to be incorrect or non-existent. This torment will reduce one action from one opponent. The illusions continue for the rest of combat but the loss of activation only occurs once per battle. Madness is inflicted, passively, once every three posts until combat ends or the Kishin deactivates this perk. Requires "Unreality" from Madness.

↯ Gluttony ↯
The Kishin is able to swallow a Weapon of their choice, which must stick to one Weapon skill tree. The Kishin gains 150 resource that belongs "to the Weapon" that can only be used for its skill tree. The Kishin gains no access to the skill tree's perks, but they gain all of its techniques. They may use the Weapon for one technique every post without paying one of their own activations until the 150 resource is up. Requires "Madness Resonance" from Madness

⇨ Techniques


⇨ Madness Explosion | Scaled Level | Tier 1 | Resource
The Kishin generates a condensed ball of Madness energy that they then toss at an opponent. It explodes into a twenty foot radius per level that inflicts two Tiers of Madness.

⇨ Madness Reflection | Level 3 | Tier 2 | Resource
The Kishin creates a sphere of Madness around themselves. Level three techniques and lower that come into the sphere will be reflected back to the opponent with the additional effect of inducing one Tier of Madness. This sphere only lasts one post but reflects all level three techniques and lower that interact with it during this post. Usable once every other post.

⇨ Hellbound | Level 3 | Tier 2 | Resource
The Kishin creates chains of Madness that come from the ground and surround a specific opponent. These chains function one level higher against the opponent and is two levels harder to dodge.

⇨ Madness Minions | Scaled Level [ 1-4 ] | Tier 2 | Resource
Madness can manifest physically. Typically, it appears like a red plasma or fog, but this allows the Kishin to concentrate the Madness into goblin-esque minions. 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 dissipates after appearing to die violently. If summoning more than one minion then they consume actions instead of having one activation for itself. Finally, 25 resource per level of this spell is given to the minion summoned and split evenly among multiple minions to use techniques the Kishin knows and minions are given one action collectively. A minion action and mana is at no cost to the Kishin. This spell has a three post cooldown. This spell cannot be used at level five. A Kishin with knowledge of the Necromancer tree cannot use both minion summon techniques in one battle - the Kishin must choose one or the other to use in combat.

⇨ Soul Dissonance | Level 4 | Tier 2 | Resource
The Kishin expands their soul over the battlefield. Their sickening, revolting soul energy prevents Soul Resonance from occurring and disrupts Resonance in progress unless the party possesses some form of protection from Resonance disruption.

⇨ World Descending | Level 5 | Tier 3 | Resource
The Kishin creates a giant construction of Madness of their desired form - a dragon, a meteor, etc. - that crashes upon the topic and destroys it. This inflicts Tier 3 Madness. It is usable once per battle. This technique prevents all opponents from using any perks for one post even if this technique is blocked, destroyed, dodged, etc.
 
PostPosted: Mon Sep 13, 2021 9:53 am
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⇨ Dragon Sorcerer Magic Tree

The pinnacle of sorcery, dragon magic is performed by obtaining the Book of Eibon. The greatest sorcerer, Eibon, created this powerful Demon Tool from his own magic. It is the compendium of all of Eibon's wisdom and only the mightiest sorcerers can unlock it. Once a sorcerer has reached supreme power they must go on a mission to unlock Eibon's wisdom from the legendary Book of Eibon. Once that is done, the knowledge is imprinted within the sorcerer's own Demon Tool and they are allowed to possess the rare abilities of the great sorcerer. Dragon sorcery allows the Witch to summon and harness the power of dragons. Dragons are rare, powerful, immortal reptilian creatures as they are in the legends. They have human intelligence and can speak human languages. The tales of dragons are kept within the dragon lore enshrined in few books but all of the accumulated knowledge of these immortal creatures is within the Book of Eibon. Only one sorcerer can possess the knowledge of the Book of Eibon in their own demon tool. Dragons are masters of arcane magic and fire-breathing and pass on these lessons to the sorcerer. Must be Witch class and Sorcerer path. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. This skill tree requires the Arcane magic tree and is affected by arcane perks. Once the sorcerer invests at least one perk in this skill tree they receive an additional 200 mana and 4 perks.

⇨ Tier One Perks

↯ Asmodeus ↯
Asmodeus is the smallest dragon in the Book of Eibon who is approximately twenty feet long with a forty-foot wingspan. Asmodeus represents the sin of lust whose personality is obsessed with luxury and sensuality. He can only be summoned at level one using the Draconic Conjuring spell. Asmodeus can use two dragon spells for only one action in the same post by combining them together for a four post cooldown.

↯ Balaam ↯
Balaam is a green dragon who is thirty feet long with a sixty-foot wingspan. Balaam represents the sin of greed and his character is extremely avaricious as a result. He can only be summoned at level two using the Draconic Conjuring spell. Balaam can perform a spell for one level lower in cost once per four posts.

↯ Daenerys Targaryen ↯
Once per battle, a single dragon summon can be chosen to stay in combat for four posts per level summoned at.

↯ Dragon Rage ↯
Dragons are able to perform the elemental spells known to the sorcerer up to the level in which they were summoned.

↯ Dragon Type Beats Fairy Type ↯
Once per battle, a dragon is conjured with an additional 25 mana added to their pool per level of the dragon.

↯ Draconic Sorcery ↯
Once per four posts, a sorcerer spell is increased by one level in power.

⇨ Tier Two Perks

↯ Behemoth ↯
Behemoth is the fattest dragon in the Book of Eibon and is forty feet long, sixty feet wide, and has an eighty foot wingspan. Behemoth is the patron of the sin of gluttony and he is a constantly consuming dragon. He can only be summoned at level three using the Draconic Conjuring spell. Behemoth can eat an enemy spell or technique that is at his level or lower by inhaling it once per four posts.

↯ Mastema ↯
Mastema is a salmon-colored female dragon who is forty feet long and has an eighty foot wingspan. Mastema represents the sin of envy and she is constantly jealous of the prowess of other dragons. She can only be summoned at level three using the Draconic Conjuring spell. Mastema can copy and use the magical spell of another witch that she sees during the battle once per four posts.

↯ Azazel ↯
Azazel is a crimson dragon who is fifty feet long and has a one hundred foot wingspan. Azazel is the dragon of the sin of wrath and he has a short and terrifying temper and is often in conflict with other dragons. He can only be summoned at level four using the Draconic Conjuring spell. Azazel can increase the potency of the secondary effects of his elemental Dragonbreath spell to the same level as that of the original spell once per four posts.

↯ Mega Charizard ↯
A dragon spell that passes through the Draconic Gate spell is boosted by one level once per four posts.

⇨ Tier Three Perks

↯ Abaddon ↯
Abaddon, the destroyer, is a blue dragon who is eighty feet long and has a one hundred and sixty foot wingspan. Abaddon is the dragon of the sin of pride and thus is the most arrogant of all the dragons of creation. He can only be summoned at level five using the Draconic Conjuring spell. Abaddon's special ability allows him to coat himself in arcane magic to increase the durability of his scales once per four posts. This is a scaled level of magic but costs no action and will protect him against spells and techniques of the same level.

↯ Beelzebub ↯
Beelzebub, the horror dragon, is a black dragon who is eighty feet long and has a one hundred and sixty foot wingspan. He has a graveyard on his back and also possesses three heads each with distinct personalities. Beelzebub is the dragon of the sin of sloth and represents the laziness that ultimately leads to the atrophy of death. He can only be summoned at level five using the Draconic Conjuring spell. Abaddon's special ability allows him to release a breath of miasma that when it makes contact with a target forces the target to dodge at one level lower to all of the sorcerer and the dragon's spells for the following post. This ability has a four post cooldown.

⇨ Spells


☾ Draconic Conjuring | Scaled Level | Tier 1 | Mana | Sorcerer Spell
The essential spell of dragon sorcery, Draconic Conjuring allows the sorcerer to create a magic circle that materializes a dragon. Only one dragon can be conjured at any one time. This spell must be performed with the perk associated with the dragon that the sorcerer is summoning. The dragons are real creatures that are summoned from another dimension using the magic within the Book of Eibon. A dragon will never attack the dragon sorcerer under any circumstances. The sorcerer uses magic to control the dragons into absolute subservience. Dragons are able to perform dragon spells and have naturally tough scales. Dragons have their own mana pool that is 50 points per level applied to this scaled spell. This dragon will remain on the battlefield for two posts per level of this spell. When a dragon is defeated in battle, it disappears in a harmless blast of arcane magic and is returned to the Book of Eibon's dimension. Dragons are capable of using their mana reserves for their spells as well as dodging and basic attacks. They also have two actions per post.

☾ Dragonbreath | Scaled Level | Tier 1 | Mana | Dragon Spell
The dragon exhales a mighty breath of fire, ice, or lightning depending on the preference of the sorcerer. Firebreath creates a twenty-foot explosion per level of the spell that is one level lower in power than this spell. Ice breath will encase any object or opponent in ice that requires a technique or spell that is one level lower than this spell to break free from. Finally, lightning breath drains resources from enemies at one level lower than the level of this spell.

☾ Draconic Gate | Scaled Level | Tier 2 | Mana | Sorcerer Spell
An advanced arcane magic spell, Draconic Gate allows the sorcerer to form a massive magic circle that when a dragon performs a spell through refunds half the mana cost of the dragon's spell back to the dragon. The level of this spell must be at least equal to the level of the dragon's spell. This magic circle lasts for four posts. If a higher level dragon spell or enemy spell or technique hits the circle then it is destroyed.

☾ Dragon Claw | Level 3 | Tier 2 | Mana | Dragon Spell
The dragon extends its razor-sharp claws and coats them in arcane magic before slashing them at an opponent. The claws are extended by the arcane magic to ten feet per level of the spell.

☾ Draconic Flight | Level 4 | Tier 2 | Mana | Dragon Spell
The dragon is able to channel arcane mana into their wings to move so quickly that the eye cannot follow them. This spell will dodge any enemy attack that is of level four or lower. Additionally, the spell performed by the dragon right after this spell is used is one level harder to dodge.

☾ Infernal Incantation | Level 5 | Tier 3 | Mana | Sorcerer Spell
This is the ultimate advanced arcane spell that when performed by the sorcerer generates a fifty foot wide magic circle. This magic circle is fiery, icey, or stormy based on the element of choice by the sorcerer. When a dragon passes through the sorcerer, the overall level and power of the dragon is booted by one up to level five for the rest of the dragon's duration. This spell can only be performed once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Sep 13, 2021 9:55 am
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⇨ Username | RPC Name

⇨ Death Scythe Skill Tree

Hoorah! The Weapon has completed its mission, consuming enough souls to become a powerful weapon that can handle the Reaper's powerful, debilitating wavelength. Typically, the newest Death Scythe becomes Death's personal weapon until another is produced. In any circumstance, the Weapon's consumption of Kishin Eggs and a Witch Soul has granted them enough control over the domain of the Soul that they receive unique benefits and skills otherwise limited to Meisters. Unless otherwise stated, these perks can impact other weapon skill trees and other weapon skill trees can impact Death Scythe. Must be Weapon class. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. Once the Weapon invests at least one perk in this skill tree they receive an additional 100 stamina and 4 perks.

⇨ Tier One Perks

↯ Back in Black ↯
The Death Scythe receives a custom technique for their weapon type and an additional 100 stamina.

↯ Committed to the Craft ↯
The Death Scythe can use a technique from this skill tree and from one of their other weapon skill trees for only one action once every other post, but the cost for both must be paid.

↯ Masterful ↯
Once every four posts, a weapon technique can destroy same level spells or techniques.

↯ Hyperfocus ↯
Once every four posts, a weapon technique can be made to attack two additional targets without dividing the cost.

↯ 1% Witch ↯
Once per combat, the Death Scythe can completely resist a Witch technique and its related effects for no cost or action.

↯ Peak Performance ↯
When using a weapon technique, a copy of it is produced at the same level as the first attack for no resource or action.

⇨ Tier Two Perks

↯ Death's Vessel ↯
The close connection to Lord Death enables the Death Scythe to passively resist or cure one tier of Madness once every four posts.

↯ Attuned Killer ↯
The Death Scythe receives the ability to dodge for one level lower in cost once every four posts.

↯ Connected in Soul ↯
The Death Scythe can passively, telepathically communicate with Lord Death and other Death Scythes at will, regardless of location. Death Scythes and Lord Death can 'turn off' this communication at will. This is just the ability to implant ideas/thoughts in someone else's head, and does not grant innate knowledge of location nor what someone is seeing at that very moment.

↯ Tearing Down ↯
Death Shock is usable without costing an action once every four posts.

⇨ Tier Three Perks

↯ Death's Arsenal ↯
The Death Scythe receives access to one additional base Weapon tree without needing to meet its stat requirement. Tier 3 perks or Level 5 techniques cannot be acquired from this tree when it is accessed through this perk.

↯ Soul, Body, and Mind ↯
The Death Scythe's possession of 99 Kishin Eggs and 1 Witch Soul has given them the capacity to practice more control over the dominion of the Soul. The Death Scythe gains access to one Soul skill tree, never taking in Tier 3 perks or Level 5 techniques.

⇨ Techniques

⇨ Death Scatter | Scaled level | Tier 1 | Stamina
The Death Scythe makes an attack appropriate to their Weapon form that splits to attack multiple targets. This is ideal for fighting minions or multiple projectiles.

⇨ Death Shock | Scaled Level | Tier 1 | Stamina
This is an augment technique, typically used at the same time another attack is being used. This allows the Death Scythe to launch their wavelength while they attack, at a level of their choice (not necessarily matching the primary attack). The purpose is to wear down defenses for their primary attack.

⇨ Death Knock | Scaled Level | Tier 1 | Stamina
The Death Scythe makes an attack appropriate to their form -- or fights with a kick or punch -- and stuns the opponent internally. The opponent's first technique afterwards costs ten more resource.

⇨ Death Mark | Level 3 | Tier 2 | Stamina
This technique can be used at a distance. Unless dodged, it hits the opponent, because it's a sharp projection of energy that is intangible otherwise. It marks the opponent, and gives the Death Scythe passive, constant information about the opponent's location so long as they share a topic. It lasts for three posts; during these three posts, all the Death Scythe's attacks will move to follow the opponent, requiring these attacks to be destroyed by equal resource techniques because they will continue to chase the opponent if dodged. Usable on one person at a time with an overall four post cooldown when used successfully.

⇨ Closer to Death | Level 4 | Tier 2 | Stamina
The Death Scythe uses an attack appropriate to their weapon form and absorbs 10 resource from the opponent when this lands successfully.

⇨ Death's Scythe | Level 5 | Tier 3 | Stamina
This is the most devastating attack of a Death Scythe. The Weapon's soul heightens in energy output as if in Soul Resonance - but this technique is usable solo. The Weapon attacks in one of their Weapon forms and obliterates the topic with skull visages and aesthetics where appropriate. This attack can also be used to halt another topic-destroying attack, and if used in this manner, it restores 15 stamina to the user. This technique can only be used once per battle.
 
PostPosted: Mon Sep 13, 2021 9:56 am
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⇨ Username | RPC Name

⇨ Username | RPC Name

⇨ Grigori Skill Tree

Grigori, or Angel Soul, is a soul type achievable for Meisters who dedicate themselves to the purification and cleansing of Kishin Eggs or other souls. Angel Souls have unique abilities because of their calming, curing wavelength. They have unique resistance to Madness and have abilities similar to those of Clerics. While Clerics are oriented towards healing Madness, Angel Souls emphasize defending against it initially, though their passively healing soul wavelength will still cure allies. Once a Meister achieves the rare Angel Soul, they are able to powerfully defend the world from Madness. Must be Meister class. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. This skill tree requires the Cleric skill tree and is affected by Cleric perks. Once the Angel invests at least one perk in this skill tree they receive an additional 100 spirit and 4 perks.

⇨ Tier One Perks

↯ Angel Wings ↯
The Angel Soul can spread outwards, generating two tendrils that may produce smaller tendrils from it in the appearance of thin wings. The aesthetic of this can change to suit the Grigori Meister, but the passive ability of flight is gained regardless. Once this perk is activated, the wings stay visible to everyone, even those who do not regularly perceive souls. While the wings are active, the Angel can perform Cleric techniques for 5 less spirit per level of the Cleric technique.

↯ Practicality ↯
The Angel Soul passively emits a healing aura. Allies that remain within fifty feet of the Meister for more than one post will heal one tier of Madness every post starting on the second post spent in proximity.

↯ Uplifting ↯
Once every four posts, an Angel Soul technique is increased by one level in power.

↯ More the Merrier ↯
The Angel Soul can impact two additional targets without dividing the power of the technique once every four posts.

↯ Restoration ↯
The Meister is refunded the resource expended on an Angel Soul technique once every four posts.

↯ Muzzle for Madness ↯
This perk prevents a target from inflicting Madness through any means for one post. This perk has a four post cooldown.

⇨ Tier Two Perks

↯ Angel's Overwhelming Breadth ↯
The Angel Soul's natural healing radius is expanded from fifty feet to the whole topic. Benefits reliant on this radius, perk or technique-based, benefit from this expansion.

↯ True Therapy ↯
Regardless of the Angel Soul's knowledge of soul wavelength techniques, they're able to use Shock Value. The Meister weaponizes their pure wavelength, creating a shock that launches straight into the head and removes two tiers of Madness. This rough treatment removes an action from the target for one post in exchange for the anti-Madness boon.

↯ Angelic Mind ↯
The Meister receives a free custom technique for this skill tree.

↯ By Death's Grace ↯
The Angel Soul is able dodge a technique for free once every four posts.

⇨ Tier Three Perks

↯ Anti-Kishin ↯
It is impossible to fall under Tier 3 Madness. In fact, the Grigori is so wholesomely balanced in the mind, body, and soul that they are unable to be inflicted by any degree of Madness in any circumstance. Additionally, the second effect of this perk lasts for three posts when activated. During these three posts, all of the Angel Soul's techniques - from any skill tree - reduce Madness by one tier on their opponents.

↯ Archangel ↯
It is impossible to fall under Tier 3 Madness. In fact, the Grigori is so wholesomely balanced in the mind, body, and soul that they are unable to be inflicted by any degree of Madness in any circumstance. Additionally, the Angel Soul produces a powerful soul wavelength shock that spreads through the topic and prevents any Madness from being inflicted for three posts.

⇨ Techniques


⇨ Healing Soul | Scaled | Tier 1 | Spirit
The Meister's soul emanates a healing energy that recovers allies' wounds. Additionally, one tier of Madness is cured for those in this radius.

⇨ Righteous Light | Scaled Level | Tier 1 | Spirit
The Angel Soul generates a pure light from their body and launches it at the opponent. This light will blind and stun minions or other summons up to the level this technique is used at, on top of hurting whoever is struck with the light.

⇨ Angel Step | Scaled Level | Tier 1 | Spirit
The Angel Soul expends some pure soul energy to allow them to move extremely fast. The wings on their soul may grow at this point but this is just optional. This technique can dodge overwhelming techniques of the same level.

⇨ Prevention Sigil | Level 3 | Tier 2 | Spirit
Similar to how Madness skill tree users can create marks, the Angel Soul can create a sigil on up to three people - though only one innately through each use of this technique - that grants them an immunity to their Madness level changing. This requires the target in question to have no Madness influencing them at the time they receive the sigil. The sigil always dissipates after combat. It can never be put on the user nor someone who possesses a single perk from the Madness skill tree.

⇨ Consuming the Poison | Scaled Level | Tier 2 | Spirit
The Angel Soul spends the same resource the opponent does in order to absorb their technique by dissecting it with their pure soul wavelength. If the technique in question would have inflicted a tier of Madness normally, the Angel Soul receives 10 resource. This does not apply if the Angel Soul is using a technique to prevent Madness infliction at the same time, like Archangel.

⇨ Beacon of Bliss | Level 5 | Tier 3 | Spirit
The Angel Soul generates a construct of pure healing energy. Every individual in the topic has their Madness reset to zero, except those who cannot have their Madness altered like the Kishin. This is usable only once per battle.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Sep 13, 2021 9:57 am
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⇨ Username | RPC Name

⇨ Username | RPC Name

⇨ Black Blood Skill Tree

Black Blood is a mysterious, mystical-in-nature blood type that is usually obtained through a strange trial or forbidden curse. It gives the user some strange characteristics, including the ability to withstand and cause self-mutilation without permanent effect. The user is also very resilient and can withstand trauma others would not be able to. Black Blood cannot be inserted into another's body - it completely rejects other vessels. It moves as if it has a mind of its own when it isn't actively being controlled, though it can always be controlled by the user at will. It possesses a strange relationship with Madness that might warrant further investigation. Madness is not a pre-requisite for this tree as this can be used and gained completely separately from any Madness track. Review the technique section for the abnormal interactions this tree has with others. Must be Weapon class. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. Once the Weapon invests at least one perk in this skill tree they receive an additional 200 stamina and 2 perks.

⇨ Tier One Perks

↯ Survival Instinct ↯
When fighting two or more people at a time, the Black Blood Weapon receives a dodge discount of one level in resource once every three posts.

↯ Tank ↯
The Black Blood Weapon can take a level two technique or lower hit with zero damage because of the hardening of their blood. This benefit can apply once every four posts. If other effects are applied to the technique, the user is not protected from them.

↯ Infectious ↯
The Black Blood Weapon's techniques from this skill tree inflict one tier of Madness passively.

↯ Encore ↯
A Black Blood copy of a Weapon technique occurs immediately after a Weapon technique is cast at one level lower in strength. This can occur once every four posts.

↯ Defense Maestro ↯
The user can use Black Blood Harden and receive a refund of half its stamina once every four posts.

↯ Not Cool Headed ↯
Taking this perk allows Madness perks to augment techniques from this skill tree once every three posts. This is a passive perk that does not consume a combat action.

⇨ Tier Two Perks

↯ Tank but Better ↯
The Black Blood Weapon can take a level four technique or lower hit with zero damage because of the hardening of their blood. This benefit can apply once every four posts. If other effects are applied to the technique, the user is not protected from them. Requires "Tank".

↯ Shock Proof ↯
This perk negates the soul wavelength weakness of Black Blood for one technique once every four posts.

↯ Survival Savant ↯
When outnumbered in combat (minions/summons not counting), the user receives a dodge discount of one level in resource once every other post. Requires "Survival Instinct".

↯ Built Different ↯
This perk augments a Weapon technique from another skill tree. Upon performing the Weapon technique, the user coats their transformed body in Black Blood, enabling the attack to function as overwhelming once every four posts.

⇨ Tier Three Perks

↯ Blood is Thicker ↯
The Black Blood Weapon can withstand a level five technique without damage - even those that destroy a topic - once a battle. This costs no action or resource. For withstanding a level five technique, the user receives 15 stamina.

↯ Insanity of an Insidious Nature ↯
Direct attacks on the user inflict a heightened tier of Madness on the opponent(s). This applies to martial arts attacks and anything where a body (even transformed) makes direct contact. Projectiles do not count for this perk. This applies to each direct attack, including repeat casts. This perk only functions when the user is in T3 Madness or owns at least one perk of the Madness skill tree.

⇨ Techniques

Note: Soul Wavelength attacks function one level higher against Black Blood techniques and the user themselves. However, all stamina-based techniques from basic skill trees function one level lower. Black Blood also prevents Regeneration magic from working on the user

⇨ Black Blood Harden | Scaled Level | Tier 1 | Stamina
The user concentrates on hardening the Black Blood in their body. This enables them to withstand any technique of the same rank, though this defense is treated as overwhelming (except against Soul Wavelength techniques).

⇨ Black Blood Screech | Scaled Level | Tier 1 | Resource
Perverting the process of Soul Resonance, the user heightens the amount of energy stored in their Black Blood and lets the energy bubble up inside of them before its released in the form of a sonic attack. This scream launches in a directional blast about ten feet by ten feet that launches for a hundred feet.

⇨ Reconstruction | Level 3 | Tier 2 | Stamina
If, for whatever reason, a part of the user is cut off or otherwise destroyed, this technique allows the user to resew their body together or regenerate the missing part. The Black Blood holds all of the user's information, so as long as there is one drop of it un-obliterated, the user can be regenerated from this one drop. If more than two limbs is missing from the user, this technique takes all activations to complete.

⇨ From Flesh to Blood | Level 3 | Tier 2 | Stamina
The user's Black Blood can consume their flesh and revert them into a puddle of cognizant Black Blood. This blood can move (albeit slower than they would've otherwise) and reform the user at will. In this form, the user's soul is not discoverable through Soul Perception except through the Blood Hound perks. Soul information is not given because the soul is compromised by the Black Blood.

⇨ Black Blood Construction | Scaled Level | Tier 2 | Stamina
This functions much like Soul Constructs, where the user can emit their own Black Blood into shapes. The limits are that the shapes must be made within twenty feet of the user and stay within that radius and they must be smaller than a one story building.

⇨ Black Blood Curdling | Level 5 | Tier 3 | Stamina
This is a technique that can be a topic-wide scream or a topic-wide expulsion of sharp Black Blood - its performance is up to the user. In either circumstance, the entire topic is struck with this disorienting attack. Because of Black Blood's innate properties, this technique tends to obliterate stamina based skills. This technique can only be used once per battle.
 
PostPosted: Mon Sep 13, 2021 9:58 am
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⇨ Username | RPC Name | Left Eye

⇨ Username | RPC Name | Right Eye

⇨ Demon Eye Magic Tree

A demon eye is a magical eye that grants the Witch power to manipulate time and space. The Witch Queen is the only entity in the universe who can possess two demon eyes. The power of her demon eyes was use for the creation of Arcana's universe. However, an immensely powerful Witch is able to awaken the spatial magic in one eye. This gives the Witch the power to use magic to warp space-time, albeit in a more limited capacity than the Witch Queen who has the full power of two demon eyes working together. A demon eye witch can see for thousands of miles in all directions, has 360 degree vision, and can see through solid objects. The magic eye has not pupil or iris and is instead represented by a magical array. The demon eye also gives the Witch a much deeper reserve of mana. Must be Witch class and Necromancer or Occultist path. As with all legendary skill trees, this can only be unlocked after level five with moderator approval. Once the Witch invests at least one perk in this skill tree they receive an additional 200 mana and 2 perks.

⇨ Tier One Perks

↯ Nerd ↯
The Witch is able to perform the Space Manipulation spell at one level higher once per four posts.

↯ Back to the Future ↯
The Witch is able to perform the Time Manipulation spell at one level higher once per four posts.

↯ Math Magician ↯
If the Math Calculation spell is performed before another Demon Eye spell then half of the spell's cost is refunded to the Witch.

↯ Go the Distance ↯
The range of all spatial magic spells are doubled.

↯ Infinite Magic ↯
The Demon Eye now gives 300 mana passively to the wielder rather than 200.

↯ Third Eye ↯
One magic spell can be cast through the demon eye and is able to overwhelm same-level techniques and spells once per four posts.

⇨ Tier Two Perks

↯ Mathlete ↯
The cooldown for the Magic Calculation spell is reduced from four posts to three posts.

↯ Killer Stare ↯
The Demon Eye Cannon spell refunds half of the magic cost back to the Witch twice per battle.

↯ Jumper ↯
The Teleport spell is able to be performed without a cooldown once per battle.

↯ Let's Do The Time Warp Again! ↯
The Time Manipulation spell can be boosted by one level once per four posts.

⇨ Tier Three Perks

↯ Constellation ↯
The Witch can have the Space Manipulation spell boosted by two levels once per battle.

↯ Vancian Mage ↯
If the Magic Calculation spell is used before casting Independent Cube then half of the spell's cost is completely free to the Demon Eye wielder.

⇨ Spells


☾ Space Manipulation | Scaled Level | Tier 1 | Mana
The basis of the demon eye's power, the Witch uses their magic to manipulate space itself. By casting a geometrical shape of spatial magic over an area, the demon eye use is able to change the space within the object. The size of the shape is forty feet per level of mana applied to this spell. By casting this spell, an area can be completely destroyed or reconstructed for the Witch's purposes. A desert could be transformed into a tropical rainforest. This spell will also completely disintegrate or reform techniques or spells that are at least one level lower than this spell. This spell does not apply to living targets.

☾ Time Manipulation | Scaled Level | Tier 1 | Mana
The demon eye allows the Witch to access time magic in a limited but still potent fashion. By creating geometric shapes of mana, the Witch can cast the spell over a vast area of forty feet per level of the spell. This magic is capable of slowing time in a particular area to resemble slow motion. This makes the Witch able to dodge for one level easier and makes it one level harder for enemies to dodge. Alternatively, this spell could be used to speed up time on a lower level spell or technique only in order to completely subject it to entropy and disappear.

☾ Magic Calculation | Level 3 | Tier 2 | Mana
The Witch uses advanced calculation magic to enchant and buff the demon eye spells. The arithmetic spell spawns magical ribbons of calculation in the air to make the spatial magic more precise. As a result, this allows any following demon eye technique after using this spell to defeat same-level spells or techniques. This spell has a four post cooldown.

☾ Teleport | Level 4 | Tier 2 | Mana
The Witch is able to cast a geometrical shape of spatial magic anywhere within the immediate area (topic). Once the shape lands on the spot, the Witch is able to teleport to it instantly. This spell has a three-post cooldown. Another option is to place up to five geometrical shapes over the immediate area (topic) that allows for teleportation with the same cooldown.

☾ Demon Eye Cannon | Level 4 | Tier 2 | Mana
Initiating the spell with an open mouth and expressing the name of the spell, an eye is displayed, expanded, and opens towards the targeted area as a large amount of energy is gathered. As energy gathered, a small circle of light appears on the irises and expands. The resulting blast is a powerful energy wave in which also explodes, capable of decimating a target. This cannon blast is purely destructive spacial magic can reach up to eighty feet.

☾ Independent Cube | Level 5 | Tier 3 | Mana
A massive lockbox up to two hundred feet wide can envelop up to the entire area (topic) that cuts off all within the cube from the rest of the world. Once the lockbox is fully materialized, a key of magic appears and locks the keyhole. This is one of the most powerful magical barriers in existence and allows for the manipulation of spacetime within the lockbox itself. All non-living objects within the barrier can either experience forwarding of time or restoration of time. If time is fast-forwarded then the area within the lockbox completely degrades. If time is slowed down then the area can be completely reconstructed. This spell can only be used once per battle.
 

Ephemeral Ozymandias
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Obsessive Prophet

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𝖨𝖵 ⇨ 𝖲𝖪𝖨𝖫𝖫 𝖳𝖱𝖤𝖤𝖲 𝖠𝖭𝖣 𝖯𝖤𝖱𝖪𝖲

 
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