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Post by Nasira on Jul 17, 2017 4:45:48 GMT
Magic-User Guide Sorcerers may have the potential to powerful, but they are not all powerful. To give non-user characters a fair advantage, there are rules for those playing magic-users:
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2. No bringing people back from the dead. Once a character is dead, they stay dead.
3. All spells require a line of sight. Being in the dark, or unable to see the target will prevent the magic-user from casting a spell.
4. All spells used in battle can not last for more than a minute. Most spells should only last a few seconds.
5. Don't be vague when listing your characters' powers. You must indicate what each spell does and its drawbacks.
6. If your magic-user gets wounded in battle, they will lose their powers until their wound is healed. Yes, it's probably a good idea for your magic-user to learn how to fight without the use of magic because it will happen.
[/font][/ul] Element Correlation Element Name | Strong Against | Weak Against | Water | Fire | Thunder | Fire | Nature | Water | Nature | Thunder | Fire | Thunder | Water | Nature | Light | Shadow | Illusion | Shadow | Illusion | Light | Illusion | Light | Shadow |
Types of Mages
Hydromancer Hydromancers specialize in water-based magic.
Subclasses: Carnomancer (blood/flesh) and Cryomancer (ice).
Pyromancer
Pyromancers specialize in fire-based magic.
Subclasses: none.
Terramancer Terramancers specialize in nature-based magic. They are also called druids. Subclasses: Aeromancer (air) and Metallomancer (metal).
Electromancer Electromancers specialize in thunder-based magic. Subclasses: none.
Luxmancer Luxmancers specialize in light-based magic. Subclasses: Solismancer (sun).
Umbramancer Umbramancers specialize in shadow-based magic. Subclasses: Necromancer (dead).
Occultamancer Occultamancers specialize in illusion-based magic. Subclasses: none.
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Post by Clopin on Jul 19, 2017 0:08:12 GMT
Magic Users A list of our current magic users. This will be updated periodically.NASIRAo Blackbloods o Necromancero Weakness: LightCLOPINo Rogueso Occultamancero Weakness: ShadowJENNo Rogueso Luxmancero Weakness: IllusionBOBo Rogueso Luxmancero Weakness: IllusionSOPHIAo Rogueso Luxmancero Weakness: IllusionPERTHMAILo Blackbloodso Terramancer/Hydromancero Weakness: Fire/ThunderOROBASo Outsiderso Umbramancer/Pyromancero Weakness: Light/WaterCORSONo Blackbloodso Umbramancer/Hydromancero Weakness: Light/ThunderMORTARAYo Blackbloodso Umbramancer/Terramancero Weakness: Light/FireDR. FACILIERo Blackbloodso Umbramancero Weakness: Light
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Post by Nasira on Jul 28, 2017 16:19:54 GMT
Nasira "The source of my abilities are far too complex for even you to understand." [/font] Nasira can summon ghosts, zombies and skeletons.d r a w b a c k s[/div] ► Incorporeal beings (ghosts) can only be seen and heard for a minute before disappearing. ► Incorporeal beings are unable to physically interact with the mortal world. ► Corporeal beings (zombies and skeletons) fall apart after thirty seconds unless healed. ► It does not take much to defeat a corporeal being.
c o o l d o w n None.
- - - - - X
n e c r o m a n t i c h e a l i n g This functions exactly like a restoration spell except that it only works on undead targets, such as zombies. d r a w b a c k s► Nasira cannot use it on herself or on mortals. ► See Reanimation.c o o l d o w nNone.- - - - - X b e c o m e e t h e r e a lThis spell can make the user spectral in appearance and will make them invulnerable to all damage for the duration of the effect. d r a w b a c k► Attempting to interact with the realm of the living, via fighting, accessing an object, or even talking to someone would cause the effects of the spell to stop working.c o o l d o w nA day.
- - - - - X s e m i - i m m o r t a l i t yBecause of her status as a necromancer, Nasira will not physically age. d r a w b a c k► Nasira can still be killed. She is just as vulnerable to mortal wounds, severe injuries, diseases/viruses and foreign substances as a mortal. She just can't die of old age.c o o l d o w nN/A
- - - - - X r e s u r r e c t i o nThe power to bring the deceased back to life, very few necromancers have ever achieved this goal, and none have ever repeated this spell. d r a w b a c k s► A mortal being, no matter how powerful, cannot bring somebody back from the dead on their own. They would need a reliable power source. And once that power source is used, it is destroyed in the process. ► Because of the above reason, most users die in the process. ► It's just a bad idea altogether.
c o o l d o w nN/A- - - - - X m e d i u m s h i pA spirit can temporarily take control of Nasira's voice and use it to relay a message, or Nasira simply hears a message and passes it on herself. d r a w b a c k s► There is a risk of being temporarily possessed. ► Because fraud is rife in the medium/psychic industry, Nasira's "clients" may not believe she's a medium. And she has no way of proving she is. c o o l d o w nTwo hours.- - - - - X e n c h a n t m e n tNasira can bring objects to life. d r a w b a c k► The affected objects are nonsentient, thus incapable of following orders.c o o l d o w nNone.
- - - - - X p a r a l y z eTargets remain paralyzed for fifteen seconds, just long enough for Nasira to book it. d r a w b a c k► The spell immediately breaks if the target is assaulted. c o o l d o w nNone.- - - - - X t r a n s f o r m a t i o nNasira can transform into anything she wants. d r a w b a c k s► If Nasira were to transform into an animal, she would not keep her human-like senses. For example, if she were to turn into a giant cobra, she would be deaf to ambient noise and would have trouble seeing things that aren’t moving. ► If Nasira stays as an animal for too long, she'll lose her humanity and become a mindless beast until another sorcerer can change her back into a human. c o o l d o w nNone.- - - - - X m i n d c o n t r o lNasira can control multiple people at a time to do her bidding.d r a w b a c k s► The target(s)' feelings are influenced by Nasira's. ► For some reason, Aladdin is immune to Nasira's hold. This may have something to do with him being the "diamond in the rough." ► The spell will break if Nasira falls asleep or loses consciousness.
c o o l d o w nA week.- - - - - X e l e m e n t a l m a g i cThough Nasira is a necromancer, she is capable of using other mediums of magic, though she is not nearly as familiar with them as she is with necromancy and occultamancy.d r a w b a c k s► See Element Correlation. ► Nasira can only hurl mystical bolts and other simple spells. c o o l d o w nNone.
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Jenn
Rogues
Posts: 41
200x300 Hover Image: http://i1281.photobucket.com/albums/a508/Sunamon/sidebar%201_zpst3hmszs7.png
Gender: Female
Army: Rogue
Rank: Shadowkeeper
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Post by Jenn on Jul 28, 2017 23:00:04 GMT
Jenn:
Active powers:
~Light Crystals A ranged attack of holy power formed in the shape of sharp crystals.
Drawback: takes a few seconds to summon. The more crystals, the harder they are to aim.
Cooldown: 10 seconds
~Blade summon Summons a holy blade to her hand to use in combat, very effective against dark beings. Bade will stay until dismissed.
Drawback: the blade can cause serious injury to angels, injuries caused by this blade take longer for angels to heal than normal injuries and can be fatal.
Cooldown: One minute
~Healing Angels can heal other beings of their injuries.
Drawback: bigger injuries take longer to heal, and use up more of an angel’s grace, which causes the cooldown to last longer. Injuries caused by dark magic take longer to heal. Can not heal the dying or recently deceased.
Cooldown: anywhere from 30 seconds to several minutes, depending on the injury.
Dormant powers:
(powers that are pretty much always on, in the background, and don't have cooldown.)
~Immortality Angels can not age, nor die from any mortal illnesses or diseases. They can be wounded by mortal weapons but powerful dark magic, holy blades, holy fire, or the attacks of another immortal being are more likely to seriously injure or kill an angel.
~Flight Angels can fly anywhere with their wings, sometimes moving so fast that to the human eye it almost looks as though they can teleport. Their arrival by this mode of transportation is almost always accompanied by the sound of wings. Angel’s can’t fly if their wings are badly damaged.
~Now you see them, now you don’t Angels can make their wings invisible at any given time. This doesn’t make them completely incorporeal however, and if an angel isn’t careful, they might accidentally hit someone or something with their wings. The shadow of their wings can also be seen even in this form under certain light.
~Telepathy Angels can form a telepathic connection to those they become close to and form a personal bond with, so long as the other person allows them to do so.
Hades:
Active powers:
Pyromancy:
~Fireballs Can summon fireballs to throw at enemies (or annoying minions)
Drawback: fireballs will be weaker in the rain, and a good dose of water will put them out entirely
Cooldown: 5 seconds
~Smoke manipulation Can manipulate smoke into various objects and beings, sometimes making said things into tangible objects.
Drawback: Smoke beings can easily be disposed of, and are more often nothing more than a simple distraction or display.
Cooldown: none
Umbramancy: (/Necromancy)
~ Reanimation Can bring the souls of the dead back to life, or stall a mortal’s death.
Drawback: More often than not they will simply die again anyway sometime in the near future, since the fates cut their thread of life for a reason. He also doesn’t do this without a damn good reason and something in it for him.
50/50 chance of the recently un-dead being in a zombie like state.
Cooldown: One day
Dormant powers:
~Immortality Being a god, he cannot die. He can however be brought down a rung or two by other gods and high tier immortal beings, and be restrained with strong holy powers. (Or y’know… just throw him into the whirlpool of souls. He’d probably be there for a little while ;P )
~God strength All gods have strength superior to that of mortals, Hades is no exception.
~Teleportation Can teleport anywhere.
~Telekenisis Can move objects without touching them.
~Summoning Can summon people and things that are in his possession.
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Rapunzel
Freedom Fighters
I have a dream!
Posts: 10
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Post by Rapunzel on Aug 4, 2017 20:26:34 GMT
A drop of sunlight had fallen to earth and grew into a golden flower. Rapunzel's mother, when she was pregnant with Rapunzel, drank a tea made from this flower to cure an illness. The flower's magic had been passed on to Rapunzel in the form of magic hair. When her hair had been cut, she had supposedly lost this magical ability. This wasn't the case. Unbeknownst to her, Rapunzel's hair had merely been a conduit to channel the power within her. Her hair had been a focus for the power. With it gone she now needs to learn to tap into and control the power with in her. Her power can only grow from here on.
Powers as of July 3 Dull the Pain
Through intense concentration Rapunzel is capable of easing minor aches and pains. These extend from headaches, to scrapes and bruises. Draw Backs- The pain can only be dulled for as long as Rapunzel can focus
- Rapunzel must be touching the recipient
- Rapunzel suffers from a headache from concentrating so hard.
DurationCool Down - A minimum of 1 hr before she can try again.
- The sooner she tries again, the worse her headache will be on subsequent attempts.
Minor Healing
Rapunzel heals light injuries. Currently only skinned knees, palms, and the like. Draw Backs- Rapunzel must touch the recipient
- Rapunzel gets a headache
- Can only heal up two 5 people in one day
- The recipient's own healing capabilities are used
Cool Down
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Puck
Rogues
Posts: 11
200x300 Hover Image: https://image.ibb.co/b75LMa/Proboards.jpg
Army: Rogue
Rank: Shadowkeeper
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Post by Puck on Aug 16, 2017 7:55:00 GMT
Puck Child of Oberon
Active PowersShape ShiftingThe ability to completely change form in look, attitude and voice. Puck keeps a few notable characters under his belt that he regularly transforms into. - Drawback: The more time spent in one personality the more “real” they become. For example, Owen is his own person at this point, whom Puck has little control over. Owen may make decisions that Puck is forced to obey because it’s “in character.” This also makes switching back and forth more difficult.
- Cool Down: The “cool down” is less for the sake of regaining energy and more for keeping personalities in line. Due to the “development” effect that too much time may give them, Puck tends to refrain from spending too much time with his more volatile characters.
TransfigurationThe ability to change objects and other creatures by shape/ability/voice. - Drawback: Must be in the same room/reach of the object/person being transformed. Not permanent and can be undone by other spells/finding a way to stop his transfiguration. For example, if he were to turn an axe into a spinning blade, the object could be stopped by cutting something with the blade/stopping the change he had made. Full body transfigurations of other people require much more energy than objects but are more permanent and require magic to realter.
- Cool Down: Several objects can be transfigured at once but multiple people require at least a few hours. Extended use of this technique will result in less effective transfigurations.
Soul TransferThe ability to possess someone’s body for a limited amount of time. - Drawback: Requires the most energy out of all his powers and is by far the least pleasant. Those Puck is possessing are fully cognizant throughout the process but require great strength to overpower him. Can only be performed at optimal energy for a few hours and more powerful magic users are more likely to be able to usurp this ability.
- Cool Down: A full day. Longer if multiple people were involved.
Invisibility
The ability to hide from plain sight. - Drawback: Very easy for him to slip out of. Requires concentration and does not make him mute/touchless. Humans are far less likely to notice him unless they are familiar with magic, but other magical beings will not be affected/can see him regardless.
- Cool Down: Slowly drains his energy over pro-longed use. He is unable to hide himself when extremely weak/unconscious.
Spell CastingThe most basic of his powers; as the name implies. - Drawback: requires the ability to form a rhyme and often requires a source of energy such as a mirror or light source when affecting either large groups of people or those not present in the same room. Affected entirely by the performance/energy level of Puck.
- Cool Down: Depends on the spell and who it is targeted at. Simple stun spells require short rests of a few minutes while larger spells require a full day’s recovery. If the spell is too strong Puck may faint for a short while.
Dormant PowersImmortalityPretty self-explanatory. Puck could theoretically be killed if he were to be completely drained of energy and evaporated/destroyed, or if he were to suffer an unhealable wound. It would also be possible for Puck to “fade out” over the course of a millennia, but this would require many centuries and lack of energy from Puck to occur. FlightFlight requires about as much energy as a slow stroll, adjusting of course for speed. It is usually easier for Puck to fly than to walk, so most of his transportation when not in disguise is done this way. However, being in flight or motion makes his attacks weaker/harder to project, so when casting spells, it is more preferable to land. WeaknessesIron
Puck is physically vulnerable to iron. When mixed with other metals it can be used as a method of restraint, only slightly weakening his powers. However, in it's pure form it is extremely painful and weakens him to the point of paralysis when in direct contact with him. SummoningThrough the use of spells Puck may be summoned and forced to do the bidding of others. To do this one must recite a specific spell and use Titania's Mirror, or an equally powerful magical artifact associated with Oberon's court, along with a feather and mixed iron chains. Once summoned Puck is bound to serve the summoner until he is released by them or whomever can break his chains.
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Post by Clopin on Sept 20, 2017 22:51:57 GMT
ClopinKing of France
ACTIVE POWERS Teleportation Perhaps one of Clopin's favorite attacks, he tends to teleport short distances in battle, either to avoid an attack, or make his own scythe-based attacks unpredictable to the enemy.
Drawback: If he uses this a lot, his energy stores will run out and he'll basically tire himself out, leaving himself prone to actually being hit.
Cool Down: A minute.
Scythe Blast He can manipulate his magical energy to affect his scythe, using the beams to enhance his scythe-based attacks.
Drawback: The enemy must be within 20-30 feet of him, otherwise it just completely fails. Again, since this is coming from Clopin's own magic stores, this will leave him exhausted if he does it excessively.
Cool Down: 1 minute.
Hand Blasts The ability to blast magical energy from the palm of his hand.
Drawback: He can't use this a lot, as it requires a lot more energy than his other attacks. Over repeated use, it will sap his energy and leave him weakened.
Cool Down: 1 day.
Magical Wave Emission
Sends out a wave of magic that repels most attacks.
Drawback: Will not work against any shadow-based attacks. It also requires the most energy out of all his attacks.
Cool Down: 3 days.
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Post by Clopin on Sept 20, 2017 23:05:14 GMT
Bob/SophiaUnicorn Wanderer/Unicorn Philosophe
ACTIVE POWERS
Light Beam Emission: WIP
Drawback: WIP
Cool Down: WIP
Light Missiles:
WIP
Drawback: WIP
Cool Down: WIP
Light Blasts:
WIP
Drawback: WIP
Cool Down: WIP
DORMANT POWERS
Immortality: WIP
Teleportation: WIP
Telekinesis: WIP
Healing/Purification: WIP
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