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Hiro the Herp

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PostPosted: Wed Jul 02, 2014 11:36 am


-EM- Epic Muffin
Hiro Totally Has A Soul
-EM- Epic Muffin
Forever 20-Hiro
-EM- Epic Muffin
I would rather not make it my rage form, and sacrifice the rage form as a result. Is there something else I can do to make it 'not' my rage form? Like...no flying or something?

As a long lasting skill, it'd need constant energy consumption simply because it's really strong. I'm not asking you to spend A Rank energy for each post, but spend A Rank energy initially, then spend 50 energy each post that it's active. And yeah. Remove the flying, lol. Then it'd be acceptable.
If I spend 100 initially, and 50 each post after...do I get +2/+2, or +1/+1? Das a lotta energy for +1/+1, mayne...

Would you settle for 25 energy per post afterwards? I mean, in terms of stats, with two classes alone, your RPC is set. lol Actually, don't take away the flight. The payment for it is like another A Rank skill.
Or how about this. Since I've come to realize that I don't need the stat boost, how much could I nerf the energy cost if this were just a transformation without stat boosts?

Idk why I just got this notification.
Anyways. If you remove the stat boosts, I won't have you add on anything else. You get whatcha paid for.
PostPosted: Wed Jul 02, 2014 12:03 pm


Hiro Totally Has A Soul
-EM- Epic Muffin
Hiro Totally Has A Soul
-EM- Epic Muffin
Forever 20-Hiro
-EM- Epic Muffin
I would rather not make it my rage form, and sacrifice the rage form as a result. Is there something else I can do to make it 'not' my rage form? Like...no flying or something?

As a long lasting skill, it'd need constant energy consumption simply because it's really strong. I'm not asking you to spend A Rank energy for each post, but spend A Rank energy initially, then spend 50 energy each post that it's active. And yeah. Remove the flying, lol. Then it'd be acceptable.
If I spend 100 initially, and 50 each post after...do I get +2/+2, or +1/+1? Das a lotta energy for +1/+1, mayne...

Would you settle for 25 energy per post afterwards? I mean, in terms of stats, with two classes alone, your RPC is set. lol Actually, don't take away the flight. The payment for it is like another A Rank skill.
Or how about this. Since I've come to realize that I don't need the stat boost, how much could I nerf the energy cost if this were just a transformation without stat boosts?

Idk why I just got this notification.
Anyways. If you remove the stat boosts, I won't have you add on anything else. You get whatcha paid for.
Kay.

Edit: Would I be able to put the original cost down to B-rank?

Also, you got the notification because you changed your user when I tried quoting you last time. Lol.

Sorgaren
Crew

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Hiro the Herp

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PostPosted: Wed Jul 02, 2014 9:31 pm


-EM- Epic Muffin
Hiro Totally Has A Soul
-EM- Epic Muffin
Hiro Totally Has A Soul
-EM- Epic Muffin
If I spend 100 initially, and 50 each post after...do I get +2/+2, or +1/+1? Das a lotta energy for +1/+1, mayne...

Would you settle for 25 energy per post afterwards? I mean, in terms of stats, with two classes alone, your RPC is set. lol Actually, don't take away the flight. The payment for it is like another A Rank skill.
Or how about this. Since I've come to realize that I don't need the stat boost, how much could I nerf the energy cost if this were just a transformation without stat boosts?

Idk why I just got this notification.
Anyways. If you remove the stat boosts, I won't have you add on anything else. You get whatcha paid for.
Kay.

Edit: Would I be able to put the original cost down to B-rank?

Also, you got the notification because you changed your user when I tried quoting you last time. Lol.

Thats fine. The B Rank one is approved.
PostPosted: Tue Jul 08, 2014 1:33 pm



    RPC Name: Auriel Samael
    RPC Rank: Novice
    RPC Class: Cleric
      RPC Sub-Class: Paladin

    RPC Element: Wind

    Skill Name: Exorcise
    Skill Rank: B
    Skill Description:

    This spell requires physical contact. It only works against the ethereal and ghostly, regardless of holy or unholy affiliation. Energy is put into the hands and then transferred into the target. That area that is afflicted is essentially burned and useless for 6 posts.

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Wed Jul 23, 2014 5:12 pm



    RPC Name: Auriel Samael
    RPC Rank: Novice
    RPC Class: Cleric
      RPC Sub-Class:
    Paladin
    RPC Element: Wind

    Skill Name: Fear of God
    Skill Rank: Passive
    Skill Description:

    This passive creates an invisible aura around Auriel that extends to 10 feet. Anything within that range will receive the 'Fear of God', which makes them weaker to holy attacks by 1 rank. If they leave the aura it does not apply to them, but if they enter once more it is applicable.
PostPosted: Wed Jul 23, 2014 5:20 pm


A faint smile


Exorcise:
Hm... I would say burned instead of erasing it for 10 posts... it will make the part unable to be used for at least um... 6 posts.

Fear of God:
Approved.

KnightsRoyal

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Ro Mayvine

Pesky Ghost

PostPosted: Sun Jul 27, 2014 8:52 am



    Skill Type: Air
    Skill Name: Featherweight
    Skill Rank: C
    Skill Description: By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.



    Skill Type: Air
    Skill Name: Drift
    Skill Rank: D
    Skill Description: A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.



    Skill Type: Air
    Skill Name: Burst Step
    Skill Rank: B
    Skill Description: An advanced gap closer that relies on the user's air magic to thrust themselves forward in a sudden, massive burst of speed. The user gains a temporary +3 boost to the their speed, which only lasts for a single action, and can only be used for linear movement. There is a 8 post cool-down on Burst Step.
PostPosted: Wed Aug 06, 2014 7:13 am


Ro Mayvine

    Skill Type: Air
    Skill Name: Featherweight
    Skill Rank: C
    Skill Description: By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.



    Skill Type: Air
    Skill Name: Drift
    Skill Rank: D
    Skill Description: A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.



    Skill Type: Air
    Skill Name: Burst Step
    Skill Rank: B
    Skill Description: An advanced gap closer that relies on the user's air magic to thrust themselves forward in a sudden, massive burst of speed. The user gains a temporary +3 boost to the their speed, which only lasts for a single action, and can only be used for linear movement. There is a 8 post cool-down on Burst Step.

Approved.

Hiro the Herp

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PostPosted: Wed Sep 10, 2014 6:01 pm



    Skill Type: [ Shade ]
    Skill Name: Shadow Regeneration
    Skill Rank: Passive
    Skill Description: The Shades are known to be living and breathing elementals of darkness. Because of that, they are capable of recovering at a slow rate while residing in dark areas or in an ally's shadow. The body is constantly healing for as long as they are within darkness and having their weapons put away. The rate of healing increases with the duration they remain in the darkness. During the regeneration process, the user cannot use offensive Bloodline or Elemental skills. If they are attacked, they have to restart recovery at the slowest rate.
    1 post: Small cuts & bruises are healed.
    2 Posts: Gashes are turned into small cuts.
    3 Posts: Broken limbs can recover within three constant posts inside of darkness.
    4 Posts: Internal injuries or burns from light/flame/holy techniques can be recovered.
    5 posts: An entire missing body part can be restored at a slow, and painful rate(Excluding the head or torso and it takes 5 full posts waiting in darkness to recover.).



    Skill Type: [ Shade ]
    Skill Name: Moonlight Spear
    Skill Rank: A
    Skill Description: Can be used at anytime, but gains a rank in powe if used during the time of night. A special kind of spear that is generated from pure dark energy, appearing as some sort of dark blue bolt of lightning. The user channels their energy through the spear, getting granting it more strength and power for it to pierce the air. The shade takes a step towards the opponent and hurls the spear silently to a total of 50 feet, the light of the bolt making it hard to see clearly except for the black outlining of energy. On impact, the spear shatters, but it inflicts heavy physical damage to the foe, leaving on the foe a small hex mark that heavily poisons the foe, reducing the foe's strength and speed by 2 for 4 posts. This cannot pierce through armor or shields, but the attack is capable of shattering shields weaker than the spear itself.



    Skill Type: [ Shade ]
    Skill Name: First Shade's Fist
    Skill Rank: A
    Skill Description: The Shade gains access to summon the first created being of darkness's own hand. It's a fraction of what the First Shade is capable of, but still very strong. The user summons the fist up from underneath the opponent, breaking the ground in the process. It happens quickly, but with a noticable start-up rate. The hand can reach up and grasp an entire leg of the foe to keep them grounded. It takes the user a single post, emitting their dark aura as they channel into the darkness within the Earth itself. Should the user be hit with anything(something big enough to make someone go off balance) they will lose their concentration and the technique is broken. The grasp is strong enough to break the foe's leg if allowed, but it is capable of being dodged in the 6-way run directions as this only shoots straight up for about 6 feet into the air.



    Skill Type: [ Shade ]
    Skill Name: True gift of the First Shade
    Skill Rank: S
    Skill Description: The Shade gains one of the abilities of the Original Shade from olden times. The gift allows the Shade to absorb in as much darkness or shadows around them into their body, gaining the strength of multiple shadows as one. This transforms the user into an Abyss Shade, maxed out in their stats even in sunlight. The form lasts about 7 posts with a 10 post cooldown afterwards. The user gains the ability of Dark Blade, their weapon is endowed with pure dark energy and becomes a literal extension of themselves. This increases the blade length by at least 5 inches while it becomes dangerous to neutral foes. This can only be used three times in battle each time.
PostPosted: Thu Sep 11, 2014 2:00 pm



    Skill Type: Class, Cleric
    Skill Name: I walk with the Mighty
    Skill Rank: A
    Skill Description: Once this skill is learned it becomes a passive. A holy aura will constantly be around the Cleric that negates the effects of unholy auras. They will not cower or balk before the presence of any unholy creature.

    Skill Type: Paladin
    Skill Name: The Darkest Day
    Skill Rank: S
    Skill Description: The Paladin will imbue their body with holy energy, increasing their ability to protect exponentially. A holy light will wrap around them and shroud them in a shining light. This divine presence empowers the Paladin. On the first post they will experience a stat increase of +1/+1. On the second post it becomes +2/+2. The third, +3/+3. On the fourth, +4/+4. On the fifth, +5/+5. When the sixth post comes the stat bonuses reverse until the paladin is suffering a -1/-1. During this time they cannot use Paladin skills past B rank. That state lasts for three posts, following a seven post cool down.

    RPC Name: Auriel Samael
    RPC Rank: Novice
    RPC Class: Cleric
      RPC Sub-Class:Paladin

    RPC Element: Wind

    Skill Name: Hallowed Ground
    Skill Rank: SS
    Skill Description: Auriel will physically draw a line on the ground, which to the naked eye seems nothing more than them refusing to give ground. In truth, the line marks the reach of an incredibly powerful force. If anything unholy (weapons, armor, beings shrouded in unholy energies, actual unholy beings) crosses the line they are struck with the might of divine power. Unholy aligned items/beings will be literally turned to ashes. An all-consuming light will wash over them the moment they cross the line and obliterate them. This does not affect neutrally aligned beings or holy beings/items in the slightest. The line is affective so long as Auriel is standing behind it. It's range is 50m in a circle around the nephilim.

A faint smile

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KnightsRoyal

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PostPosted: Fri Sep 19, 2014 11:04 am


A faint smile

    Skill Type: Class, Cleric
    Skill Name: I walk with the Mighty
    Skill Rank: A
    Skill Description: Once this skill is learned it becomes a passive. A holy aura will constantly be around the Cleric that negates the effects of unholy auras. They will not cower or balk before the presence of any unholy creature.

    Skill Type: Paladin
    Skill Name: The Darkest Day
    Skill Rank: S
    Skill Description: The Paladin will imbue their body with holy energy, increasing their ability to protect exponentially. A holy light will wrap around them and shroud them in a shining light. This divine presence empowers the Paladin. On the first post they will experience a stat increase of +1/+1. On the second post it becomes +2/+2. The third, +3/+3. On the fourth, +4/+4. On the fifth, +5/+5. When the sixth post comes the stat bonuses reverse until the paladin is suffering a -1/-1. During this time they cannot use Paladin skills past B rank. That state lasts for three posts, following a seven post cool down.

    RPC Name: Auriel Samael
    RPC Rank: Novice
    RPC Class: Cleric
      RPC Sub-Class:Paladin

    RPC Element: Wind

    Skill Name: Hallowed Ground
    Skill Rank: SS
    Skill Description: Auriel will physically draw a line on the ground, which to the naked eye seems nothing more than them refusing to give ground. In truth, the line marks the reach of an incredibly powerful force. If anything unholy (weapons, armor, beings shrouded in unholy energies, actual unholy beings) crosses the line they are struck with the might of divine power. Unholy aligned items/beings will be literally turned to ashes. An all-consuming light will wash over them the moment they cross the line and obliterate them. This does not affect neutrally aligned beings or holy beings/items in the slightest. The line is affective so long as Auriel is standing behind it. It's range is 50m in a circle around the nephilim.


Fine fine... approved. =3=
PostPosted: Sat Sep 27, 2014 9:17 am


KnightsRoyal


• Shadow Regeneration
This should have a few more restrictions since most shades tend to stick around shadowed areas. It should be that they can't use offensive spells while regening, and if interrupted they'd have to start at the slower rate once they begin again.

• Shadow Eating
Denied, there's no real way to regulate this and since there can be any number of shadows this could essentially let you go on and on and on.

• Moonlight Spear
This needs a nerf. The bards dont even have something that halves stats. You can reduce theirs by a set amount.

• First Shade's Fist
Approved.

• True gift of the first Shade
Should have a limited number of uses per battle OR some sort of drawback.

A faint smile

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HeadlessKoko

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PostPosted: Thu Apr 09, 2015 2:44 am


It's been a while, custom skills threa- Wait a minute... This is a new thread, isn't it? Hm, in that case... A good portion of the following skills have actually been seen by and approved in one of the previous threads already. I'm not sure if we needed to resubmit customs. However, times (and threads) are a-changing, so I figured I should put them up again just in case. I wanted to verify that they were still acceptable anyways, so this works out quite well.

I will just like to direct the approver's attention to the Tempus Inexstinctus bloodline for a moment.
"This bloodline has only one skill."
All the previous approvers have interpreted that sentence to mean that the bloodline only comes prepared with one skill, and that is, admittedly, the interpretation I prefer. I just wanted to point it out so no one can come out later and cry foul on the following customs >< .


    RPC Name: Nai
    RPC Rank: Mater
    RPC Class: Gunslinger
      RPC Sub-Class: Under construction

    RPC Element: n/a

    Temporal Accuracy [ Passive ]
    Attunement with the primal magic of time gifts the Tempus Inexstinctus with an innate sense for the passing (or lack thereof) of time. Tempus Inexstinctus have a naturally keen sense of time that is capable of accurately keeping the time without any form of outside help. This sense of time is even maintained during the usage of time manipulating skills for both the time passed by the user and the time passed by those unaffected by such skills. Unlike most of the Tempus Inexstinctus's skills, this passive does not break down when within a meter of another person.

    Past Premonition [ E ]
    The user can figuratively step into the past of wherever he/she stands with the help of a physical medium. This is, of course, just an illusion. The illusion can be felt using only one sense at a time. When used on a general area, past events that took place in that area can be felt and the user is restricted from moving. When used on specific subjects, the skill reveals the past appearance, feel, taste, whatever detail that correlates with the sense chosen. This skill does not reveal the history of the subject. It may be held indefinitely as long as the focus remains constant. The user may choose what time in the past they wish to observe and don't need to rewind to get to it. The physical medium must be an item connected to the area/subject from either the time that the user wants to see or a time before the time that the user wants to see.

    Time Share (single) [ D ]
    By investing an extra amount of energy during the beginning of a Tempus Inexstinctus skill, the user is able to use the technique on a single object other than themselves. Line of sight is vital to the execution of this technique.

    Time Share (group) [ D ]
    By investing an extra amount of energy during the beginning of a Tempus Inexstinctus skill, the user is able to use the skill on everyone and everything within a 1 meter radius (1 meter rule does not apply here). While this skill is active, no one within the affected area can move from their spot. As long as they do not change their specific locations in the slightest bit, they are allowed to move any part of their body that they wish to move.

    Parallel Possibilities (Physical) [ B ]
    The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of physical projectiles used at any one time without decreasing ammo count. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. When first used at expert rank, this can only double the targets. Using this technique as a master triples the targets. At Sage rank the targets are quadrupled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectiles are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally ,there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

    Parallel Possibilities (Magical) [ A ]
    The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of energy projectiles (elemental, arcane energy, meteor, etc.) used at any one time without having to cast the technique responsible for the projectile multiple times. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. A rank of at least master is required for this technique, and using this technique as a master doubles the targets. At Sage rank the targets are tripled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectils are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally ,there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

    Restore [ S ]
    The user can restore inanimate, non-sentient objects to their former state. The skill requires a hefty amount of focus, and for that, knowledge of what the former state of the inanimate object looked like is needed. At an S-rank energy price for each year that is passed to restore the object, a minute (one post) of focus is needed for each month that has passed since the object was last in its target former state. Doubling the energy cost to SS-rank for each year greatly speeds this process, requiring only a minute (one post) for each decade.

    Time Accelerate [ S ]
    The opposite of Time Lag, Time Accelerate speeds up time rather than slowing it down. This skill can neither be used in battle nor when anyone is able to see the user, but it does have its uses despite the added restrictions, especially since that when the time of everything/one but the user is sped up, the user seem to disappear completely. Of course, the user, in turn, cannot see what is happening around them because everything is moving too quickly in relation to them, much like how the user vanishes while using Time Lag. Because this skill speeds up time, only one post is needed regardless of how long the skill is needed to last.
PostPosted: Thu May 07, 2015 7:44 pm



    RPC Name: Shura
    RPC Rank: Adept
    RPC Class: Weapons Master
      RPC Sub-Class: N/A

    RPC Element: Fire

    Skill Name: Trace
    Skill Rank: E-S (learned as A-rank skill)
    Skill Description:
    Trace is a spell that greatly improves on the weapons master normal Phantom Blade skill, in the fact that not only does it reproduce the shape and substance of an object, but also its entire history as well. Objects created with tracing are slightly inferior to the originals due to the fact that only so much information can be gathered by sight alone, and Custom Weapons are degraded by an entire rank. Objects/weapons need to be seen directly in order to be traced, as even with a blueprint and materials it is impossible to trace a weapon. Objects seen through shared memories, such as cutom weapons seen through another's eyes can be properly traced.

    Shura mentally divides the process of Tracing into seven steps, which include:

    1) Judging the concept of creation
    2) Hypothesizing the basic structure
    3) Duplicating the composition material
    4) Imitating the skill of its making
    5) Sympathizing with the experience of its growth
    6) Reproducing the accumulated years
    7) Excelling every manufacturing process

    Due to the extra effort, it is possible to produce incredibly stable ordinary items that can remain in the world for hours after their creation. Furthermore, whenever replicating mystical objects such as Custom Weapons, it is possible to faithfully copy their special abilities and any skill that its owner performed are available for use. The reason this is possible is due to the nature of Tracing, which at a glance, records the history, composition, and design of what the user sees, and then provides the necessary materials needed to reproduce them. The actual reproduction happens within Shura's mind, and is then brought into the real world at need via energy. If her energy is interrupted in any way, the item will be physically weak and shatter upon physical impact. It is also possible to apply Reinforcement to objects recorded within her mind, as demonstrated when she was in battle in Yuran.

    Amount of energy to summon weapons and how long they last:

    E-rank: Basic knives or simple household objects (10 posts)
    D-rank: Short swords or short axe's (8 posts)
    C-rank: Basic Swords or Katana's (7 posts)
    B-rank: Great Swords or large axe's (6 posts)
    A-rank: Custom weapons (no abilities/skills) (5 posts)
    S-rank: Custom weapons (full abilities/skills) (4 posts) (Will always be one rank weaker than orignal in strength)

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Hinote Tosatsu

Eloquent Lunatic

PostPosted: Wed May 20, 2015 9:00 am



    RPC Name: Singultus
    RPC Rank: Adept
    RPC Class: Necromancer
      RPC Sub-Class: [N/A]

    RPC Element: Fire

    Skill Name: Corpse Reanimation
    Skill Rank: E
    Skill Description: The most basic skill of a true necromancer, the user floods a recently fallen corpse with their energy, restoring not life, but animation to the body. The user's energy then controls the corpse not unlike a puppet, carrying out whatever intent the user has imbued in it. This costs energy equal to the rank of the target corpse, and restores the body to it's living strength. The corpse cannot however use any special skills or abilities. This spell can affect as many targets simultaneously as the user wishes, but changes in cost accordingly, and can only be used on corpses actually present.

    Skill Name: Purge Rot
    Skill Rank: D
    Skill Description: Aware of his body's growing weakness after death, the lich is able to use this spell to purge the rot from their body, halting the progression of decomposition for ten posts. This can only be used during the first two stages of decomposition, and cannot be used again for thirty posts.

    Skill Name: Runic Corpse Binding
    Skill Rank: D
    Skill Description: If the necromancer should find a desirable corpse, but have no current use for it, he may choose to draw a rune in his own blood and energy upon the body, marking it as his own. Bodies marked with this rune are bound to the necromancer's service, and cannot be raised by another necromancer. Bound Corpses must be listed in the user's profile under the Equipment section, along with their stats and a link to their binding.

    Skill Name: Corpse Summon
    Skill Rank: D
    Skill Description: Once a corpse has been bound to his service, the necromancer may summon it to him at any time using this spell. In the process of summoning the corpse, it is reanimated, arriving ready to do it's master's will. Summoning a corpse costs equal energy to the rank of the summoned body, and only bodies bound to the user's service may be summoned.

    Skill Name: Soul Siphon
    Skill Rank: D
    Skill Description: To a mage, running out of energy means losing a battle, and even more so to the lich, who may at times be unable to even generate his own. Thus the lich created this spell, creating a vampiric link to the soul of another and drawing upon it to increase his stores of energy. Use of this spell increases the user's Energy by 5% per post it is maintained, and drains the target of an equal amount, but the user cannot move or divert their attention from the target while the link is active. Costs nothing to activate.

    Skill Name: Spirit Walk
    Skill Rank: D
    Skill Description: When the lich grows weary of his mortal form, rather than waiting for it to die or become inhabitable, he may merely step out of it, cutting his magical ties to the body and returning to his spirit form, leaving the body behind. The body, no longer held up by magic, will collapse and if not already dead, enter into a coma until it either dies, or a new soul is given to it. Exiting a body costs no energy.

    Skill Name: Possession
    Skill Rank: D
    Skill Description: To interact with the world, the lich needs a physical form. He can take this form from any body he likes, human, monster, or anything in between, just so long as it does not currently contain a soul that would fight his intrusion. Possession always begins from the lich's spirit form, and is as simple as entering into the desired body and flooding it with his energy. This requires all of the lich's current energy pool to bind him to the body. This spell cannot be forgotten.

    Skill Name: Soul Binding
    Skill Rank: D
    Skill Description: Once any living creature has been killed, their soul is released from their body. During the brief time the soul lingers before deciding where to go, the necromancer is able to bind the soul to his service. This is only possible with souls of at least one rank below, or a willing target. Once bound, the soul must obey the necromancer's wishes, meaning it can be used as part of any soul based magics, or simply commanded at will. This costs energy equal to the rank of the soul bound regardless of willing participation. This spell is only usable on lingering souls, such as spirit or ghost races, or the souls of those who died within less than six rounds of posting. Spirits and ghosts are able to resist this spell if they wish, unless they are three or more ranks below the user. Successfully bound souls must be listed on the user's profile under Equipment, along with their race, class, and a link to their binding.

    Skill Name: Flesh Mold
    Skill Rank: C
    Skill Description: At times, one simply isn't happy with their own appearance. This is even more true when one changes bodies like clothing. With this spell, the user is able to enforce their will upon the very form of their body, magic commanding flesh and shaping it to it's will. On use, this spell reshapes the user's current body to match their soul, or more specifically, their original body. This changes every aspect of the body, including race and stats. This spell can also be used to heal the user by restoring their body to it's original unharmed state, but cannot heal extreme damage such as lost limbs unless those limbs are in contact with the body. Costs A ranked energy regardless of changes required. Used during decomposition this spell reverses decomposition by up to twenty five posts, but can never restore life, and is only effective during the first two stages.

    Skill Name: Corpse Revival
    Skill Rank: C
    Skill Description: Stepping beyond mere reanimation, once the necromancer has bound a soul to their service, they are able to implant that soul in an empty vessel, in this case, a corpse. A corpse piloted by a soul is able to act autonomously to complete the user's orders, and can utilize any skills the soul was capable of, so long as they are compatible with it's body. Souls placed in their original body or a body matching their own are capable of utilizing any skills they were capable of in life. Implanting a soul reanimates the body without the need for extra spells. This spell costs energy ranked equally to that of the corpse raised or soul implanted, whichever is higher.

    Skill Name: Soul Contract
    Skill Rank: C
    Skill Description: A contract is a terrible thing to break. A Soul Contract even more so. Signed in blood and magic, a Soul Contract can be for any service or deal the writer wishes, but all contracts have one thing in common. Should the signer break the contract, their soul is forfeit, and immediately bound to the service of the contract writer. The writer's soul is never forfeit in this way, but they are required to include a forfeit in the contract, which can be agreed upon between them and the signer. The contract must be signed by both parties in their own blood, and with an E rank's energy applied to the signature, thus signed, the contract becomes binding, and must be upheld. When broken, the signer's soul is forfeit, and the writer may do with it what they will, whether that be to leave it, gaining the service of a living individual, or summon it to them, tearing it from the individual's body and killing them in the process.

    Skill Name: Soul Capture
    Skill Rank: C
    Skill Description: Binding souls can be a hassle when they escape so quickly after death. Using this spell, the user creates a field around an area, be it around themselves, a body, or an entire battlefield, through which no spirit or soul can pass. Put up before a battle, this prevents the dead from moving on, allowing the user to claim what souls they like from the fallen, regardless of the duration of the battle. This does not however bind the souls, merely prevent them from escaping. Costs E ranked energy per cubic yard covered, and lasts one post per E ranked energy spent.

    Skill Name: Soul Summon
    Skill Rank: C
    Skill Description: It does no good to have bound souls if they aren't around when you need them. Using this spell, the user may summon any soul bound to him instantaneously. This summons only the soul, meaning if the soul was currently in a body, the body will die. This spell only summons the soul, relocating it to be near the user, and nothing else.

    Skill Name: Phylactery
    Skill Rank: C
    Skill Description: Creating a phylactery is the very basis of becoming a lich. The first time, it is an extensive series of rituals and spells designed to split the soul in two. But once done, it cannot be undone. Even when the two parts rejoin, they are always apart. And when the soul is split, is is all too easy to create a second phylactery. Should the lich's phylactery be destroyed or his soul recalled, he may create a new one using this spell, simply reconnecting his soul to the chosen object. A phylactery may be created with any object, be it a ring, locket, or other trinket, or a weapon, tool, even a stone. Once an item has been transformed into a phylactery, it becomes as timeless as it's creator, never deteriorating with time and weather, but otherwise retains it's original resistances, being possible to destroy with any kind of attack. The current phylactery must be listed under the user's profile under Equipment, along with it's current location.

    Skill Name: Soul Embedding
    Skill Rank: B
    Skill Description: Similar to Corpse Revival, but a bit different in a most important way. Using any soul bound to their service, the user may implant it in any object they like, from a stone to a suit of armor. Souls implanted in objects similar to their own form, such as armor made for their race or similarly shaped beings, are able to manipulate their new form as if it were their original body, being able to use any skills they know that the body is capable of replicating. Souls implanted in objects different from their original form, such as a stone or a chest, are limited to the capabilities of that form. A soul implanted in a chest or door would be able to manipulate the object along it's hinges, while a soul implanted in an inanimate object, such as a rock, would be able to levitate it's new form to a limited degree. Souls implanted in any of these ways gain stats equal to their rank, regardless of original race or class, beginning at 3/3 for a Trainee/E Rank. This spell costs equal to the rank of the soul implanted.

    Skill Name: Soul Absorption
    Skill Rank: B
    Skill Description: Using a bound soul, the necromancer can temporarily fuse it to his body, gaining that soul’s skills for a short time, becoming able to utilize any skill they were capable of, so long as it is compatible with the current body. He won’t be able to gain any of their memories or knowledge, but their skills will be easily available to him. This state lasts for four posts before the soul rejects him and leaves the body. If he is currently possessing that soul’s original body, the state lasts for six posts before the soul rejects him, and he is able to utilize any unique traits the body might possess. Once the skill has been used, it cannot be used again in the same battle, or for ten posts if used outside of battle.

    Skill Name: Flesh Steal
    Skill Rank: B
    Skill Description: A gruesome spell if ever there was one, when the necromancer becomes badly injured, to the point they simply cannot heal themselves, they can use this spell. Through physical contact with a recently slain corpse, the necromancer's magic peels the flesh from the dead, and draws it into his own body, shifting the stolen flesh throughout himself to replace any he has lost. This spell can even go so far as to restore lost limbs, or should there be enough flesh, even restore a bare skeleton to human appearance. Used during decomposition this spell reverses decomposition by up to two stages, but cannot restore life.

    Skill Name: Devil's Contract
    Skill Rank: A
    Skill Description: Never make a deal with the Devil, because the Devil always wins. A step up from the Soul Contract, the Devil's contract always ends the same way. The user forms a contract will a willing participant, offering them any service they wish. But in this contract, the price is always the same. Should the contract be completed, the writer gains ownership of the signer's soul. Should the contract be broken by the signer, the writer gains ownership of their soul. The writer must include a forfeit of their own as well, but need never sacrifice their own soul. This contract requires the willing participation of both parties, and must be signed in blood and with a D ranked sample of energy from both.

    Skill Name: Life Steal
    Skill Rank: S
    Skill Description: The peak of Necromancy, this spell takes the life of a living sacrifice, and uses it to restore that of a dead target. To work, the living and the dead must be in physical contact, and via the user's necromantic energies, the soul and flesh of the living is pulled into the body of the dead, restoring it fully to life. This spell does not require a willing participant, but requires up to three posts to complete during which an unwilling sacrifice may attempt to escape. Once the ritual is complete, the soul of the sacrificed is released to do as they will, even if it were originally a bound soul. This spell can be used on the user, and if used during decomposition will restore the user fully to living condition, removing all signs of decomposition, but also restoring the body to the soul's original form. This spell cannot be used in combat.


Holy s**t there's more there than I thought. o.o
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