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| For Members to view, possible new race | |
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Kano Founder
Posts : 874 Join date : 2011-11-25 Age : 31 Location : Under your bed eating your Cookies
Arena Record Arena Credit: 10 Points
| Subject: For Members to view, possible new race Mon Apr 09, 2012 7:45 pm | |
| Exiled Deity Quick Summery:Exiled Deities are gods from many different religions reincarnated. The Soul King banished them from the Soul Society, sealed away their powers, and erased their memories. They were sent to earth. This race has different bonus's and a whole posting limit section that will be explained farther down. WHY!?: Well there are a lot of mythologies, I think it would be fun to have in God races, those who oppose Soul King for taking them down the pegs. It would give cool characters to join. Requirements: The characters must be based around a real mythological God, I say mythological cause I don't want people creating a God from lets say Christianity or Hinduism. Some people can get VERY touchy about that and would cause a lot of issues. The God must have in their past them being banished, powers sealed, and memory erased. They can be any real age, and can have any Name. However at some post limit they get memory back, there for they have to acknowledge the name at some point. They don't have to change it however. Memory: This is an idea I would like to have input, we could do the get all memory back. But another alternative is Stage one they have beginning powers, but only human memory. After reaching a certain stage, they contain all the memory while in there. NO OMNISCIENTS. Represented item: Most Gods if not all contain some sort of Item they are represented for. Poseidon and his Trident, etc. This is kinda like their Zanpakuto in terms of strong weapon that contains their soul. They can manifest it and manipulate its movement such as bringing it back to their hands whenever they want. It contains the lock to their sealed powers, they can use only stage one without it. The item itself does not include bonus abilities unless your stage requires you to use your item in some shape or form. Full God Powers This move will cause the God to have his appearance before he was banished, to human scale size however that part can easily be negotiable, I just donât want 30 mile high people walking around. Template For Distribution
Exiled God Template
Basic Information Name: [Your character's name] Age: [How old does your character appear to be?] God Incarnate: [ Who were they before all this. Must be a Real Mythological Figure] True Age: [What is their real age?] Sex: [Male or Female] Personality: [Describe how your character acts and thinks in general. Be descriptive] Likes: [What does your character like to do? Must have 3] Fears: [What does your character fear most? Must have 3] Character Appearance Height: [How tall is your character] Weight: [How much does your character weigh] Physical Traits: [What do they look like? Face, skin color, etc. Pictures are acceptable.] Clothing: [What does your character wear] Accessories: [What do they carry with them excluding their zanpakuto. Jewelry, hats, etc. Some accessories may have to be approved in the equipment bored] Fighting Style General Fighting Style: [Everyone has a general fighting style. What is your characters?] Strengths: [What are your characters strengths in combat?] Weaknesses: [What are your characters weaknesses in combat?] Abilities & Weapons Represented Item: [This is an item you can bring into existence at will] God power Stage One: [Their beginning for of the ability. The set at its weakest point(normally as simple as a spell. Instead of fire manipulation, you would have fire ball)] God Power Stage Two: [a stronger version of previous abilities and maybe some add ons ] Boosts:[i/]
[i]God Power Stage Three: [Even more strong version] Kidou/Hollow powers: [hollow powers and kidou do they know] Boosts:[i/]
[i]Full God Power: [Almost full power as before they were sealed, No Omnipotent powers] Boosts:[i/]
Back Drop:
[i]Background:Side Notes:RP Sample: Racial AbilitiesEvasion of Detection: While not using their Represented item, they are considered undetectable, and to any form of assessment, they have average human power and feel completely human and normal. This is due to the Soul King trying extra hard to seal the powers of these Ex-Gods. They after years under the seal, the Gods found a way to loosen it to make the Represented item and use that as a temporary key to opening their powers more and more, therefor once the Represented item is out, they can be sensed, and have their powers looked. For you Jun, Raiden could not tell they're power level while they do not have their weapon out, since they would be normal human however they can use Stage one abilities with ease and it causes no spike in power level and sensing abilities, they are still human at this point. None of their other racial boost can be used unless in Stage Two. Enhanced Mortality They can not die as easily as normally. They can take a shot to the heart and still have time to heal it and be all better. This does not make them immortal, they can live without a heart for many a posts length and have it healed. Their bodies are also thickened such as Heirro. Different spiritual pressure: They contain a spiritual pressure that feels more divine then normal. It seems more pure than shinigami and arrancar and is said by some to feel the closest to Soul King as any other form of spiritual Pressure. Racial Powers: their spiritual energy is so pure that the leakage causes minor burns. It normally encases slightly on the body and on the Represented Item. Just as well they can mimic Kidou and Arrancar/hollow spiritual energy moves. Such as cero. They are much harder moves to learn and can only be used in stage three.
Post Limits and Equivalents 25posts= Become Aware of First Stage 50 posts= Manifest Represented Item 100 posts= Stage Two 300posts= Stage Three 750 posts= Stage four First stage= Sealed Zanpakuto (more similar to Kidou moves) Second Stage=Shikai Third Stage=Bankai Fourth Stage=Toukai
I do not remember if I have anything to add. This is all I have for now. | |
| | | Avassul Senior Member
Posts : 155 Join date : 2011-12-01 Age : 1010
| Subject: Re: For Members to view, possible new race Mon Apr 09, 2012 9:10 pm | |
| that looks good to me but what about limiting them like sinniers they have tip certain teir first? that way we wont have new and what about Roman and Greek gods pertty much the same what will ya do there? and what if they use a god none of have heard of? so and so forth there is alot left to do in that repect but the app itself seems fine to me
| |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: For Members to view, possible new race Mon Apr 09, 2012 9:24 pm | |
| Besides the fact that your statements contradict each other, which we have already gone over in the xat, the race in general seems like a generalist race stealingt he racial abilities from many others which made them unique. They can use kidou, cero, acidic touch, and already they have an ability that is similar to what makes a bounto useful. Though their spiritual energy is not completely hidden, they can hide in a group of people as a normal human, thus granting them an informal cloak which to hide from their enemies.
Furthermore, their enhanced mortality seems over the top. They can take fatal wounds which aren't really fatal. All they need is a healing ability and they can't be killed, unless you drive them to such tiredness they can't even speak. Stab their heart, they regenerate their heart, chop off their head, no worries they can just plop it back on, because they are immortal. If they can't use their limbs while decapitated? No problem, all you need is an ability to do so. Run out of blood? Make more! They have no fatal weakness like other races do. Kill a hollow it stays dead. Stab a sinner's heart? They die and return to hell. Chop off a shinigami's head? Dead.
These gods have too much lee way for healing abuse. All you need is a mediocre healing skill to survive almost any fatal attack. Unless you somehow disintegrate them completely, or their brain. But you wouldn't be allow to do that without the owner's permission anyways. Their skin, just plain skin is already as strong as a hierro, then add on top of that an ability to make even more durable skin, or use spiritual energy for an extra layer of protection. They stole most of the useful abilities from other races but none of the weaknesses of the other races.
All that is needed is some kind of healing and protective ability such as a shielding ability, regeneration and so on, and so forth. I also dislike that they have to be made after a mythological god, it takes away the entire concept of naming and creating you own custom character, and placing them in the world. Instead you'll have these knock-offs called "Thor" "Zeus" instead of "William Blank Blank" or "Catherine Blood Blank"
In addition, how would these gods be implemented into the site? How old are these gods? why has nobody seen them until now? Why do they have to be evil? Sinners are made evil for a reason, but why can a god not "forgive and forget" and if they have no memory they literally have forgotten. For the memory dilemma why would they only be able to attain their memories part of the time and not it being a once in a lifetime thing?
I have more, but for now this will do. | |
| | | Kano Founder
Posts : 874 Join date : 2011-11-25 Age : 31 Location : Under your bed eating your Cookies
Arena Record Arena Credit: 10 Points
| Subject: Re: For Members to view, possible new race Mon Apr 09, 2012 10:18 pm | |
| I'll break down per paragraph :3
well the Acidic touch isn't really on this app to begin with. In fact, I think there is a character on here that influenced that idea that happens to be neither hollow or arrancar. It was not meant to be a general class, hence why I put it up here to add some individuality. And I honestly don't think it would hurt to take out Kidou and Cero and replace it with a God's own form of spells
The enhance mortality could be done away with but I would like to replace it with a general regeneration capability. Gods are not meant to be OP but they were Gods at one point. Maybe add such in a later stage they gain accessibility for. I didn't think it was that large of an issue at first cause as you said, you need permission to kill them anyways. Its not like a character is gonna die if you don't want it to die. But your right about it being over the top, it takes away from the realism.
The whole god part was meant to begin with. Since it would add a story to all these mythologies we know about. However if you can get a vote that allows people to make their own âGodâ I would gladly add that in, however it would make the app more complex since you would need to add your âGodsâ role in history, such as with all the other gods have, also it would be limiting to what you can do, some gods have similar powers, but their overall personality is different, I would rather not see carbon copies of Zeus if someone already has Zeus
With the explanation of why they are now being seen. Before I wasn't to much worried about that, just getting the hardcore biology of them all. However I was thinking that they were sealed centuries before, maybe when the âReligionâ became a âMythologyâ idk, but Gods can/can't die. What would happen is like any other human, their soul is sent back into the soul stream and takes the form of a new human such as all other souls or however that works. But with these souls, they carry the memories of Pre-Sealed and the sealed powers. After centuries of rebirth, the seal has been weakened to the point they can unlock for example, 4 out of 7 locks with their represented Item. And I dont think I ever stated it is REQUIRED to become evil. They can easily forgive and forget, its no issue to me and I could care less of their view. Go ahead and make a god that loves the soul king, if I stated they must be evil, I'm sorry for that, along with being sorry for the contradiction I hastily made. | |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: For Members to view, possible new race Mon Apr 09, 2012 11:12 pm | |
| Well I do not believe the application would have to be made overly complex if the idea of a custom made god was implemented, and that would be at your discretion and/or a vote, to decide that, but I digress. The application would only need a minor edit, if that, if it was a custom made god, so to speak, one would only have to put the history and influence in the history section of the application, and just have in parenthesis something like this: "If the character is not based off of a mythological god, please describe in suitable detail how it as influenced a person(s), and attained its rank as a god." Or something along those lines. Simply I think the over all concept would be nice, especially that of a new race, but there seems to be some chinks, at least to me, that should be fixed.
A new skill set for gods could prove somewhat difficult to pull off, but its not impossible (if you do go through with that I already have an idea(s) on that end.) A regeneration ability or something along those lines would be more suitable compared to this extreme mortality ability, and since they would have some other racial abilities and all that, the regeneration skill could be better than a hollow's or something along those lines. Either way, for the possibility of copies of the same mythological god, that shouldn't be too big of a problem as, knowing the older Greek mythology, they had a god for almost about anything, and if they had ever come up with a god for salt, they would need one for pepper. And the custom god idea could help with stop people from making carbon-copies of the same god, as well. As in the history they could state they were only a "minor god" or one from a different region of the world, etc. There are plenty to choose from just the older Greek end, but there are plenty of other older mythologies such as Egyptian, and so on. | |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: For Members to view, possible new race Thu Apr 12, 2012 3:29 am | |
| I heard the idea of a custom spell list for this possible new race, somethign similar to kidou but different. so here it is. THIS IS AN EXACT COPY FROM SPELLS AND INFORMATION I MADE FOR THE SITE NOVUS GENERAL RP SO IT DOES NEED WORKCustom Spell Template- Spoiler:
Name of spell: [What is the name of your spell?]
Type of spell: [Elemental, summoning, enhancement, binding, healing, absorbing, creation, forbidden, debuffs.]
Incantation/Symbol/Etc. for spell: [If the spell requires an incantation to use the spell, or perhaps a symbol is needed, or other requirement.]
Consequence for use of spell: [All spells have some sort of negative side to using them, the consequence must match the strength of the spell, and type of spell it is. At the very least it must have energy consumption.]
Approximate Level of the spell: [From the scale of 1-5, 5 being the strongest what is the level of the spell? Note that the level may be changed if staff believes it should be lowered or raised.]
Description of spell: [Tell us how this spell is used, what it does, and anything else of importance.]
Who can learn the spell?: [Can anyone use this spell if learned? Or can only a certain character use it?]
What race(s) can use this spell?: [Is this for Sinful only? Angel only? Human and Angel? Etc. If the choice is human, you must include one other race.]
Who is the creator of the spell?: [Who created this spell? Your character? Someone else?]
Role play example of the spell: [Show us how this spell could be used in a situation by using your role playing skills.]
Overview of spells Spells have been around for centuries, giving humans their power to thwart supernatural beings and in some cases other humans. Up until the current year, these spells have been used by the few skilled enough to handle the sheer power and might of these abilities. Now that the human race has progressed and evolved most humans have the opportunity to train and learn these spells. The Sinful and Angels have long been in command of their own set of powerful spells. Humans steal spells from these races for the ability to combat these supernatural beings. Spells require some sort of incantation, symbol, and consequence to be used. Rules of spell use are below, to use certain levels of spells, one must be of appropriate tier. On the scale, level one spells are the weakest, as level five spells are the strongest. Tier 4 - Use of level one spells Tier 3 - Use of level two spells Tier 2 - Use of level three spells Tier 1 - Use of level four spells Tier 0 - Use of level five spells Level one- Three may be used in one post, with a two post cool down for the spell(s) used. Level two- Three may be used in one post, with a three post cool down for spell(s) used. Level three- Three may be used in one post, with a four post cool down for the spell(s) used. Level four- Two may be used in one post, and a five post cool down for the spell(s) used. Level five- One may be used in one post, with a preparation post of two, and a seven post cool down for the used spell. If different level spells are used together, such as a level one and a level four, only two different spells may be used if they are of different levels. The only exception to this rule is level five spells, if they are being used, they are the only spell that can be used at that time. Furthermore, only so many spells can be known, it is impractical that someone could know every single spell in existence. Here is a general guideline for amount of spells allowed to be known. Of course, characters which specialize in spell usage will be allowed slightly more spells, and those who are not specialists would know less or none at all. Tier 4 - Five spells may be known, only level one spells at this tier. Tier 3 - Eight spells may be known, eight spells in total could be known, both level one and two. Tier 2 - Thirteen spells may be known, from level one to level three spells. Tier 1 - Sixteen spells may be known, from level one to level four spells. Tier 0 - Twenty spells may be known, they may be a mixture of any level spells. The above list is a general guideline for amount of spells allowed to be known, exceptions may or may not be made, it is up to the staff and owner's discretion while checking applications. However, if things are found to be abused, spells may be revoked from the abuser. An example of judgement would be a character that has no special abilities besides being able to use spells from the list. That character may be allowed more than the stated restrictions. Also, if a character has many abilities and powers, they may be forced either to give up some of their powers and abilities, or have a lower spell amount. There is no restriction of the amount of spells known, level wise. A character could know ten level four spells, and know none level two spells, for example. Here is a list of symbols that must be used in certain types of spells.Seven Pointed Star Symbol (Creation Spells)- Spoiler:
Danger Symbol (Forbidden Spells)- Spoiler:
Anchor Cross Symbol (Absorbing Spells)- Spoiler:
Symbol of Lime (Enhancement Spells)- Spoiler:
Blair Witch Symbol (Debuff Spells)- Spoiler:
Hexagram Symbol (Summoning Spells)- Spoiler:
Spell Types These are the types of spells, types might be added or removed from this list. Summoning- The spells which focus on summoning items, things, and people from one place to another. This includes other characters in the much higher levels of spells, and these can be used to summon armor, monsters, and many other things. -Symbol -Incantation Creation- Probably the second most imaginative restricted spell set, these spells come in many shapes and forms from walls, swords, materials, and objects. These spells create things from raw material and shape it into new forms. Usually used to protect, these are also effective in offense. -Symbol -Incantation Enhancement- Spells made for enhancing the users natural abilities and senses, they can also effect other things and people as well for the better. From being able to see in the dark or increasing your muscle mass, these spells were made for the battle field. -Symbol Debuffs- A grouping of spells who received their name for the changes that make to people and the environment for the worse. These spells tend to affect the five senses, among other things, they are temporary for the most part, while also being able to weaken other object such as the durability of steel. -Incantation -Symbol Binding- Spells specifically created for the binding and trapping of opponents, these come in numerous shapes and forms such as partial bindings such as hand cuffs, or giant cages for an entire trap. These tend to be hard to pull off on an opponent. -Incantation Elemental- The average element spells which control the power of fire, water, earth, electricity and so on. They take many shapes and forms and probably the most widely known and used. From fire breathing to tidal waves, these are the most flexible of the spells. -Incantation Healing- What little there is to say on this group of spells, these are meant for individual healing of wounds and damage to physical objects. Some heal temporarily while others heal permanently until damaged once again. -Incantation Absorbing- These peculiar spells have the ability to give absorption like abilities and conditions to the user. For example, these spells may allow a certain object to soak up water at vast quantities, or receive physical blows, while taking in the raw energy of the attacks. They are useful in battle conditions but can cause adverse effects. -Symbol Forbidden- These are the most potent and powerful spells, only the strongest of the strong can wield these spells in battle. Furthermore, these particular types of spells have extreme consequences for use, so be wary. They are a mixture of types of spells with incredible power. -Symbol -Incantation -Sacrifice All spells are listed in a separate thread called "List of spells."-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Summoning- - Spoiler:
1.External Warping Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)!" The hexagram's points must fit in a two foot radius of a circle. Conciquence: Energy use, mild tiredness Description: This spell is able to summon forth any equipment a character owns inside the hexagram circle. As long as the equipment is accepted it can be summoned to the point, size does not matter, however only one equipment may be summoned with this spell.
2.Blood Leech Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)! The hexagram's points must fit in a three foot radius of a circle. Conciquence: Energy use, mild tiredness Description: This summons a tier 3-2 monster which will go after an enemy of the summoner's choice, however the beast cannot be controlled, once it is summoned and given a target it will attack viciously without any forethought to itself or its surroundings. The Blood Leech looks like an enormous leech with legs, like an insect to move around quickly. There are four legs, and the Leech weighs two hundred pounds and is seven feet in length, the color varies. It will try squishing and suck the blood out of its target.
3.Rain of Needles Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)! The hexagram's points must fit in a four foot radius of a circle. Conciquence: Energy use, speed decreases for two posts by ten percent, and mild tiredness Description: From the four foot in diameter circle, which the hexagram is in, will come out two hundred thin needles, made of steel which will fly upwards at half the speed of sound, then they will rain down at 3/4's the speed of sound landing across the battlefield, which then they will explode individually causing slight burns on any who are caught in the blast. The blast radius of one needle is five inches.
4.Beast Most Unworthy Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)! The hexagram's points must fit in a five foot radius of a circle. Conciquence: Energy use, inability to use any other natural abilities the user may have for one post, tiredness, and a ten percent decrease in strength for one post. Description: A tier 2-2 monster is summoned from the hexagram circle, the beast is ten feet tall, and is very muscular, the beast is humanoid, and has wings on its back. The beast's skin is as strong as steel, and is a bright crimson color. It weighs five hundred pounds, and is able to reach speeds up to 1/3 the speed of sound. It is able to fly, and can be ordered around by the summoner, until the beasts dies, or the summoner is defeated. The beast is very weak to fire abilities and hot temperatures, causing it to melt like an ice cube and die. If it is not given a target of some sort it will stay in one place and do nothing to protect itself or others. Appearances vary, however the beast always has two wings, two legs, two arms, a torso, and a head, with teeth.
5.Hell's Wrath Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)! The hexagram's points must fit in a six foot radius of a circle. Conciquence: Decrease of twenty percent in speed, strength, stamina, durability. This causes major tiredness and uses a large chunk of energy. The decreases wear off after two posts. Description: From the circle a large pillar of black fire will shoot out from the symbol and cause severe burns. Any one caught in the flames will loose 2/6 of their energy and will receive a temporary debuff in speed of twenty percent for two posts. The fire pillar will stay active still shooting off flames into the sky for five posts. The flames reach a height of one hundred feet.
Enhancement- - Spoiler:
1.Protrusion of Might Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Energy use, and pain Description: The bones of the user of this spell become as strong as titanium and just as light, the bones take a silver colored appearance, and spikes will pop out from the elbows, knees, and spine. This will cause pain to the user, however they are able to keep moving without too much suffering, the pain disappears after one post. The bone hardness lasts for four posts, then the bones recede to their normal places and become the usual strength.
2.Stitched Together Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Energy use, and pain, and mild tiredness Description: From the symbol, a black thread will appear and swivel up the body going in and out of the skin as stitches would, causing pain, the stitches stitch the user's mouth completely shut. The wounds heal and the pain goes away after one post. The effects are that eyesight is greatly improved so that the spell caster can see for one mile all details they would not have noticed before and their hearing becomes much more acute. The spell deactivates after three posts, and the stitches disappear, and the wounds bleed for one post then heal. All senses are then returned to normal.
3. Fibrous Steel Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Energy use, hair loss, decrease in speed and stamina by ten percent for two posts. Description: All the hair on the spell caster's body becomes pointed and sharp likes spikes and the hair hardens to become as strong as steel, though not as heavy. The hair changes color to a metallic brown color, the hair can then be used for protection or impalement. The hair however, becomes a conductor of electricity. After three posts, the hair returns to normal, and all of it falls off from the individual.
4.Jello-mellow Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Energy use, decrease in strength by fifteen percent, mild tiredness. Description: The entire body of the individual becomes a very soft solid, while still being able to move around. For example, joints would be able to bend in all directions, and punches from opponents would do less damage. The user becomes extremely flexible. The ability wears off after two posts. This ability gives a twenty five percent buff for durability, for two posts.
5.Hooves of the Damned Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Major energy use, tiredness, feet become broken after spell wears off, and a decrease in durability by thirty percent, for four posts. Description: The legs of the user of this spell become demented metal hooves of a horse and ox mixture, giving a fifty percent increase to speed for the user, which lasts three posts, however once the spell ends, the user's feet are broken, and bloody. Causing extreme pain, and a tough challenge to move. The entire spell lasts three posts.
Binding- - Spoiler:
1.Chain Gang Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, mild tiredness Description: Once the incantation is spoken, three chains burst from the surface near the caster, and the three chains will surge forward at one target, the chains made of iron links, will try to twist around the victim's legs and arms to stop movement. If the first attempt fails, the chains will fall to the ground and turn into smoke and disappear. If the chains succeed, they will entrap the victim until the victim breaks free, and the chains will disappear.
2.Silly String Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, mild tiredness, five percent decrease in strength for one post. Description: Once the incantation is spoke, a rainbow colored string will shoot out from the spell caster's fingers, totaling four strings, which cannot be burned or melted. They are weak against water based attacks and defenses. The strings are as strong as titanium, but can be cut. The four strings will surge forward and can be used as whips by the spell user. The strings last for two posts.
3.Pentagon Horror Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, fifteen percent decrease in speed for two posts, and mild tiredness Description: Six flat pentagons appear behind the caster, each shape is flat and from one point to another point is two feet. The pentagons will fly at six individual targets, or one target, and will decrease the targets general abilities, speed, strength, and durability. The debuff is ten percent in one field, for each pentagon. So a maximum of a sixty percent decrease is available in one area. The debuff disappears after two posts. If the pentagon misses the target twice they will crumble and disappear.
4.Cage Fight Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, twenty percent decrease to durability for two posts, mild tiredness Description: Ten reinforced steel beams break from the surface below the spell caster and rise up to thirty feet in height. Then a special titanium and steel mesh connects the beams together into a large cage, with a floor, ceiling, and walls. The cage being electrically charged to zap anyone who touches the walls or ceiling. The cage lasts for five posts, before it disappears into the air.
5.Tree of Woe Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Temporary extreme tiredness, a lot of energy use, unable to hear sounds for two posts. Description: A giant tree sprouts from the ground, which rises to thirty feet in height with massive steel cages on each of its branches, and nooses as well. The Tree is a tier 2-1 monster which will attempt to imprison everyone inside the cages, and wrap around the nooses on people's limbs, and torso. The monster will not harm the spell user. There are ten branches with cages, and twenty branches with nooses. The cages are made of reinforced steel, and the nooses are as flexible as rope, but as strong as carbon fiber. The Tree's main weakness is light based abilities and fire abilities. The tree stays in combat until it dies, or the spell caster is defeated or flees from combat.
Elemental- - Spoiler:
1.Woods of Splinters Incantation/Symbol/Etc.: "If Hell has the furry, bring forth the mightiest of seas, the raging waters which suffocate, the flames that sear, Bring forth from Hell the finest forests of death! (Say spell name)!" Conciquence: Energy use, mild tiredness Description: Once the incantation is spoke, chunks of wood, will appear behind and above the caster and the caster can control the wood splinters to attack the spell user's enemy. The wood has the same properties as average construction wood, and can be burnt and so on. The wood splinters are about one foot in length each, and are sharpened into stakes. Ten of these wooden stakes appear. After three posts, the wood dissolves whether they were in use or not.
2.Dark Aura Incantation/Symbol/Etc.: "If Hell has the furry, bring forth the mightiest of seas, the raging waters which suffocate, the flames that sear, Bring forth from Hell the finest forests of death! (Say spell name)!" Conciquence: Energy use, mild tiredness Description: A sphere with a radius of twenty feet appears from the user's body, with the user being at the center of it. Where ever the spell user goes, a complete darkness over takes the area, visibility decreases to zero, unless the user or enemies have special abilities to see in the dark or use abilities which emit light, such as fire for example. The sphere of darkness lasts for two posts.
3.Fire Stream Incantation/Symbol/Etc.: "If Hell has the furry, bring forth the mightiest of seas, the raging waters which suffocate, the flames that sear, Bring forth from Hell the finest forests of death! (Say spell name)!" Conciquence: Energy use, moderate tiredness, burnt fingers. Description: A straight fire stream comes forth from the user's hand of choice. The fire stream goes in a straight line and goes up to a distance of twenty feet, and can ignite anything combustible. It is a one time attack, the user suffers burns from the fire, on their hands and fingers. The fire stream's width is two feet, and looks like a cylinder of fire.
4.Wind Scythe Incantation/Symbol/Etc.: "If Hell has the furry, bring forth the mightiest of seas, the raging waters which suffocate, the flames that sear, Bring forth from Hell the finest forests of death! (Say spell name)!" Conciquence: Energy use, fifteen percent decrease to strength and speed for two posts. Description: A large arc of wind comes from the spell user's limb of choice, the wind arc goes in a straight line, but spans a width of ten feet and will keep on going until it hits some object, strong enough to stop it. The wind scythe does cutting damage and can easily cut through iron. The user can shoot off two wind scythes.
5.Electrical Combat Incantation/Symbol/Etc.: "If Hell has the furry, bring forth the mightiest of seas, the raging waters which suffocate, the flames that sear, Bring forth from Hell the finest forests of death! (Say spell name)!" Conciquence: Energy use, debuff of twenty five percent to earth based abilities. Description: The hands, and feet of the spell user become electrically charged, and increases the user's speed by twenty percent. The electricity does extra damage to the spell user's opponent and can cause slight burns as well. The speed buff lasts for three posts, and the electrical ability lasts for three posts.
Healing- - Spoiler:
1.Blood Gain Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Energy use, and nausea Description: The user gains blood of their same blood type back into their body, and their body goes into a small over drive and heals minor cuts and bruises. However, large wounds will not be healed with this ability, this spell just gives more blood in the case of blood loss. This transpires in one post.
2.Sinister Recovery Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Energy use, pain Description: All wounds are healed for two posts, temporarily, after the two posts are up all past wounds that were healed reopen and cause double the amount of pain as before. This ability does not recover stamina. Fatal wounds cannot be healed with this ability, however deep gashes, cuts, stabs, and broken bones will be healed temporarily.
3.Bone Stabilization Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Energy use, mild tiredness, and aching pain in joints. Description: All broken bones are healed and repaired to their original settings. This includes any bones which may have popped out in combat or were completely destroyed. This happens over the curse of two posts. A temporary boost of twenty five percent to durability is gained by the user for two posts.
4.Stab Lab Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Energy use, inability to use healed areas for one post. Description: After the incantation is used, and the spell used, the spell user recieves a small dagger which is only a six inch blade and five inch handle. The blade is meant for stabbing. Where ever the blade is stabbed the wounds will be healed, unless the wounds are fatal, however this spell can be used on others besides the spell caster. The stabbed person will feel pain, and then their wounds will be healed. However the dagger lasts only for two posts, and the dagger is made of steel. The healed area is unable to move whatsoever for one post.
5.Vital Search Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Massive energy use, stomach ache, watery eyes, muscle cramps. Description: This ability is able to heal one fatal wound on the spell user, or one target of the spell user's choice. However, only one fatal wound can be healed, and all fatal injuries to the brain are excluded. brain and head injuries which result in death cannot be healed with this ability. Once the target is selected, the one fatal wound of choice will heal instantly, and the target will experience watery eyes, muscle cramps, stomach aches, and a loss of energy.
Absorption- - Spoiler:
1.Electric Mayhem Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, quickened heart rate, and static hair and clothes. Description: The spell user receives a twenty percent buff against all electrical based abilities for three posts. All of the energy from electrical based abilities that come in contact with the spell caster will be absorbed into their body and be transformed into stamina, for three posts. However the spell user would still take damage from the abilities. For example, the enemy shoots an electrical bolt at the spell user, who is hit by the bolt. The user would take in all the energy, and will still be harmed. The user's body becomes a soft green color.
2.Heat Focus Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, mild tiredness, ten percent decrease to speed for two posts. Description: The user can absorb the raw energy of heat and fire based attacks. The energy is converted into stamina for two posts. Normal damage is applied to the user. The user also gains a fifteen percent boost to strength. The spell wears off in two posts. The spell caster's body becomes a bright red.
3.Humidity Dry Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, moderate tiredness, and fifteen percent decrease in durability for three posts. Description: The ability allows for the spell user to have a thirty percent buff against all water based abilities for three posts, and a thirty percent increase in physical strength for three posts.
4.Sounds of Silence Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, tiredness, inability to talk, and twenty percent decrease in strength for two posts. Description: Once this spell is activated, the spell user makes no noise whatsoever, even if they were to walk on a floor of broken glass, they would make no noise. Any abilities which involves detection with noise is temporarily disabled against the spell user. Nobody can hear any of the sounds which comes from the spell user for two posts. The spell caster cannot talk or communicate with noise to anyone else. The spell user can hear the noise everybody else and themselves make. They receive a twenty percent boost to their speed for two posts.
5.Light Taker Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, tiredness, cold feeling throughout the body, thirty percent decrease to durability. Description: The spell user will absorb all the light in a one hundred foot radius of their body. Nothing can be seen even with sight enhancing abilities. The darkness cannot be broken unless the opponent escapes the one hundred foot radius sphere. The user of the spell can see in the darkness. The effects last for three posts.
Creation- - Spoiler:
1.Rain of Spears Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, mild tiredness Description: From the circled symbol, ten spears will be created from the user's energy, the spears will be ten feet long, and have a one foot point. The spears can look any way the user wishes them to look, such as having a hooked point, versus a more sword like blade. However, the spears are only solid objects meant for throwing or close combat, and the spears can be controlled or manipulated by anyone. The spears are made of solid steel, and are heavy. The spears last until they are destroyed or at the end of the thread.
2.Slip n' Slide Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, mild tiredness, itchy skin. Description: The spell caster will summon a rush of specialized base chemicals from the symbol. The chemicals will make any one who touches the surface slide around, like ice, however the chemical is always a liquid and cannot change state. The chemicals will make the skin of people who touch it skin itch. The chemical cannot be destroyed unless with fire or electricity, but water will make the chemical foam over and increase surface area. The chemical lasts for four posts. The chemical cannot be manipulated or controlled.
3.Black Wall Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, mild tiredness, twenty percent decrease to speed for one post. Description: Where ever the symbol is place, a giant wall of lead will surge forth from the symbol and will be twenty feet tall, two feet thick, and fifteen feet wide. The wall will disappear after three posts, unless destroyed. The wall cannot be moved, only broken. So if the wall is made on a wall for example, the wall will stay there.
4.Glued Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, ten percent decrease to speed, durability, strength for two posts. Description: The entire circle where the symbol is will turn into a special glue, which any targeted person of the spell caster's choice can become stuck in the glue. For example, the spell caster could not become stuck in the glue, but someone the spell caster targets could. Five targets can be selected at the maximum. The glue lasts for five posts. The victim of the glue can break away from the glue if they use enough force, however element abilities have no effect on the glue the glue cannot be destroyed but will disappear.
5. Hermes' Shoes Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, thirty percent decrease to durability for two posts, moderate tiredness Description: Special shoes will form on the spell caster, once they step inside the symbol. The shoes are made of Diachromium, and the shoes are on size fits all, meaning they will enlarge or shrink to the spell caster's foot size. The shoes stop at the ankle, and have one sharpened point on the ends of each shoe. The shoes give a fifty percent increase to speed for two posts. After that the shoes will completely disappear.
Debuff- - Spoiler:
1.Smoked Vision Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Energy use, mild tiredness Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell. The spell "Smoked Vision" will cause the victim's eyes to start to water and only be able to see in shades of gray, including black and white. The eyes will start to itch and become red. The spell will last for two posts.
2.Air Impurity Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Energy use, mild tiredness, fifteen percent decrease in speed for two posts. Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell. This spell will cause the victim to become less efficient when taking in air to breathe, this spell lasts for two posts, and the victim will have trouble breathing, and will receive a twenty percent debuff to their strength and speed for two posts.
3. Poisonous Life Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Energy use, moderate tiredness Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell. This spell will cause a poison to spread across the victim's body and cause a thirty percent decrease to their durability, the effects last for three posts. Furthermore, the poison will cause muscle cramps and joint pain.
4.Searing Heat Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Energy use, moderate tiredness, ten percent decrease to strength and speed for two posts. Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell. This spell will cause a victim's internal body heat to rise to a temperature of 120 degrees Fahrenheit, this can cause fatigue, fever, stomach pains, hazy vision, the effects of this spell were off after two posts, where the temperature decreases back to normal. The victim suffers a forty percent decrease in durability for two posts.
5.Magic Aura Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell.
Forbidden- - Spoiler:
1.Boost The Clock Incantation/Symbol/Etc.: The danger symbol must be drawn on the spell caster's face, chest, and one other area on their body. The incantation is as follows: "Hear the thunderous crime which awaits my flesh, soon the world will wither away and die just as prophesy says, through breaking these fundamental laws I will achieve power..." The spell name does not have to be spoken. The danger symbol must be drawn in the user's own blood, nobody else's. Conciquence: Moderate energy use, moderate tiredness, loss of one limb. Description: This spell grants the user a strong buff of thirty percent to speed, strength, and durability for three posts. However in return for such power, they must forfeit one limb of theirs after the spell ends. (If the sacrificed limb needs to be recovered, the character who used this spell must make another thread stating they are regenerating or seeing a healer to receive the lost limb).
2.Monster of the Abyss Incantation/Symbol/Etc.: The danger symbol must be drawn on the spell caster's face, chest, and one other area on their body. The incantation is as follows: "Hear the thunderous crime which awaits my flesh, soon the world will wither away and die just as prophesy says, through breaking these fundamental laws I will achieve power..." The spell name does not have to be spoken. The danger symbol must be drawn in the user's own blood, nobody else's. Conciquence: Moderate energy use, moderate tiredness, loss of one liter of the user's blood, and one of the user's eyes. Description: Once the spell is activated, one of the spell caster's eyes will fall out from their socket, and one liter of blood will come forth from the empty eye socket. From their the eyeball and blood will mix together into a tiered 2-1 monster which can be commanded by the spell caster. The monster will be three feet tall, and have one eye to see with, however it can regenerate its body from any physical attack, such as a sword slash, a punch or what have you. The monster appears to be a red blob, with the consistency of honey, the creature can strike out with hardened spikes which are as strong as reinforced steel. The creature will last the entire thread, unless killed. The monster can be killed by stabbing the eye in the center of its body. The creature can move at half the speed of sound at its maximum speed. And has enough strength to puncture holes in titanium, or at least make a sizable dent if the titanium is thick enough.
3.Dimension Vortex Incantation/Symbol/Etc.: The danger symbol must be drawn on the spell caster's face, chest, and one other area on their body. The incantation is as follows: "Hear the thunderous crime which awaits my flesh, soon the world will wither away and die just as prophesy says, through breaking these fundamental laws I will achieve power..." The spell name does not have to be spoken. The danger symbol must be drawn in the user's own blood, nobody else's. Conciquence: Moderate energy use, inability to move for two posts, and a decrease in strength and durability by fifty percent for four posts. Description: This spell once activated will created a sphere with the spell caster in the center. The radius of the sphere is twenty feet, and anything in the sphere will automatically be teleported to another area on Earth, the destination can be anywhere, and will accommodate as many things that can fit in the sphere. Where ever the teleport takes place, everything in the sphere will be transported, anything not in the sphere will be cut off, even the strongest material can be cut if it is not in the sphere fully.
4.Sink Hole Incantation/Symbol/Etc.: The danger symbol must be drawn on the spell caster's face, chest, and one other area on their body. The incantation is as follows: "Hear the thunderous crime which awaits my flesh, soon the world will wither away and die just as prophesy says, through breaking these fundamental laws I will achieve power..." The spell name does not have to be spoken. The danger symbol must be drawn in the user's own blood, nobody else's. Conciquence: Extreme energy use, forty percent decrease to speed and strength for three posts. Furthermore, the inability to use any other spells after this spell is used. Description: A one hundred foot hole will appear in the thread, right below the spell caster, causing buildings. trees and other things to fall into the five hundred foot pit. Just like a massive earthquake, the shock from this spell will effect everything for miles. The sinkhole will radiate out from the spell user in one hundred feet. This ability only works when used on a surface such as Earth, it will not work in the air.
5.Sin Transfer Incantation/Symbol/Etc.: The danger symbol must be drawn on the spell caster's face, chest, and one other area on their body. The incantation is as follows: "Hear the thunderous crime which awaits my flesh, soon the world will wither away and die just as prophesy says, through breaking these fundamental laws I will achieve power..." The spell name does not have to be spoken. The danger symbol must be drawn in the user's own blood, nobody else's. Conciquence: Extreme energy use, extreme tiredness, decrease by fifty percent to strength for remainder of the thread. Furthermore, loss of transension form for two threads, after this spell is used, the two threads must be combat threads, as social threads will not count. Description: All sin of the spell user is transferred to one individual in the thread of the spell caster's choice, which will force an Angel character to leave the Angel organization, and a Human to become a sinful automatically after their death. This spell requires permission of the victim's character to use, and one staff member must know of this.
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