In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
Everything was going according to plan as the Daemons whip had destroyed the Fire Mages spell, along with striking him as well. It was a glorious sight for him to witness as the great Crimson King had allowed for himself to get struck. Malacath knew that this man was a beast, juggernaut, a hidden kind of devil in a mans body. Toying with this man would only get himself killed as he knows just what kind of power that this man held. Just like in this moment before the great daemon. Ardere had a tricky move up his sleeve as he got struck by the daemons abyssal whip. A sword of flames had appeared right there with the Crimson King as he used it to slice the part of the palace roof he was standing on. This had only caused him to burst out into a laugh while gripping his whip with both hands as hard as he could. “You are such a fool my dear boy. Your defeat is inevitable as I will slice you, your little pest, and this damned fool who thinks he will save you pathetic ass!” He said aloud while the building below him was sliding down off of the main structure of the building. While sliding with the roof, the new mana signature he had felt quickly shown his face right near where the Crimson King was located. It was a familiar mana that he knew that he had sensed before, but the relevance of whoever they were didn’t care to stay within his mind. Mana then began to form around the fire mage, spirit, and a creature that Mala wasn’t sure what it was. All he knew was that it disappeared right as the Crimson kings pet sent out an explosion that was headed right towards the Daemon. “Wave of despair.” The words came out of his mouth as he would then feel a being of mana appear behind him. It was all too scary great how well he is able to time any and everything he needed just in time. A wave of void magic would then shoot out all around the Daemon with such force from the power that the Daemon possessed. This spell would cause for two different things to happen at once. It first would strike the golem that had appeared behind him, with the speed of 85 meters per second. Causing it to begin being knocked back to where it will stop around 100 meters. Though, it wouldn’t make it that far. The other occurrence would be that the wave of despair would collide with the Crimson Kings pet spell. Another Mana surge would then shoot out across the Capital once again, but not as strong as the last time. Though, Malacaths power was a lot stronger than the Spirits which caused his spell to continue onwards until it reached an area of 110 meters in area.
As the spell travelled, it began causing more damage to the Capital palace than what the Crimson King had caused. Opening the area up more as the top of the palace was completely destroyed where the Daemon once stood. That wasn’t all he had though. His body quick spun as the would whip his whip around to where he sent it flying, at 85 meters per second, towards the golem he had sent flying backwards. While this was happening, the other two wasn’t off of the hook to where the Daemons back was wide open. Three spheres of void mana had appeared around the two in the shape of a triangle. Each appearing within 10 meters of one another about middle abdomen height. Those spheres would then quickly shoot out into a area wave in all directions. The speed of these waves were at 85 meters per second at a 10 meter distances from the two knights. Undoubtably not quick enough, the spell would strike the two causing grand damage to whatever the waves would touch. Though, whether striking the golem or not, Malacaths abyssal would swing around towards the two Knights with the same speed of 85 meters per second. He aimed for the Crimson King first while the other Knight second. Malacath wasn’t going to hold back now. Right now was when he would kill these two, and parade their bodies across the capital in victory.
Name of Spell:Abyssal Whip Elemental Type: Void Rank & Spell Type: Grand | Attack | Range & Speed: 150m | 75 m/s (+10 m/s perk) Mana Cost: 80 | 40 Stats Effected: +16 Power (att buff), +10 Power (Sig move) Applicable Perks: Battle Knight | Signature Attack | Quick Shot Description: Upon reciting the spell, a whip made out of void will appear in front of the user. It is a solid black whip that has a length of 150 meters. If this whip makes contact with an opponent it would completely detach the part from them. Causing Grand Rank damage.
Name of Spell:Wave of Despair Elemental Type: Void Rank & Spell Type: Grand | Attack | Range & Speed: 150m | 80m (+30m AoT) AoE | 75 m/s (+10 m/s perk) Mana Cost: 50 | 25 Stats Effected: +12 Power (att buff), +3 power per hit, capped at +15 or 5 hits, Knockback Applicable Perks: Battle Knight | Apex Predator | Quick Shot | Area of Triumph | Artillery Support Description: Upon reciting the spell, a burst of void energy will shoot out all around the user. The burst of void energy will shoot out to hit everything around the user within a 110 meter area. This spell will stay in affect for as long as the user sustains the spell. Whatever gets struck by the initial form of the spell will Get knocked back 100 meters. This spell is also able to use the ammo rule to create spheres of void within 150 meter range of the user. From there the orb will shoot out into an area of 110 meter areas at 85 m/s.
The Corrupt Prisoners had taken off from their previous point with a hostage child in hand. These things didn’t really care what they had to do, use, or even kill to do what their master wanted. Feeling that mana surge before was undoubtedly the signal that would inform every corrupt creature to begin moving towards the Capital Square. None of them knew why they felt the pull of that location tug on their very being. It was a feeling that they knew they had to go there, but to them their bodies were moving themselves more than they were moving them. Whatever it was that is located at the Capital Square had to be something more powerful than they could imagine. In the meantime, the four Corrupt Prisoners made their way on. While they ran the female they were just fighting had begun throwing things at them. All of them knew that she was trying her best to stop or slow them down in anyway she could. Sadly, nothing she would do would cause any decrease in their speed. Not even the barrel they saw smash against the ground right in front of where they were. When this caught their eye they had quickly jumped towards the walls that were located on either side of them. Using the walls to get past where the female opponent had thrown a barrel at this. If they could laugh then this would be the moment they would. Then, once running back on the ground, was when they realized that they were closer to their destination than they thought were. All four of them would enter the Capital Square to only see that there was nothing here in front of them. Each of them would quickly look around for a split second before they would feel another surge of mana shoot across the capital. This time was a surge they felt was not as intense as the last time. Nonetheless, it had too caused an occurrence that would scare the corrupt guards into dropping the child. Only quickly disperse from the group to hide their bodies onto the buildings surrounding them. In the middle of the square was what they felt that caused them to disperse. Thud... Thud... Thud... It was almost as if it was a heartbeat that they would hear. But it wasn’t. At the center was two small 10 meter areas of show mana that covered the ground in a circle. When the citizen would appear was when an arms shot out of both floors of shadowy mana. At first there were only one creature that exited each floor. Following their exit would then come out another two creatures of pure darkness. All four of them would stand at 10 feet tall with an all blacked out appearance. You could tell what their appearance looked like if you looked close enough, but these things weren’t going to allow for anyone to have that much time.
On the other side of the Capital, two corrupt guards had managed to make it out and away from their opponent. With their escape, they were able to take one of the humans they wanted to kill as a hostage. Both of them running at their top speed of 40 meters per second as they made their way towards the Square. While they ran they were able to pick up on the Magic Knight had began following them. This was a good sense for them to feel as they knew more of what was going to happen than any of the Corrupt Prisoners did. Whatever it was that was located at the center of the Capital square was something evil. These two Corrupt Guards knew that they were strong opponents to fight, but what this knight was about to fight would make them look like ants. Though, they kind of felt sorry for the pour human that she would going to die without even killing either one of them. Mana would then begin to be felt behind the two of them like it did just moments before. The Crystal made had formed an idea of its own whenever the mana struck his senses. It would jumped upwards, over the lava guard, grab the hostage, and watch as the lava became a victims to the Magic Knight. Sadly, as the corrupt guard fell, its corrupt outer shell would quickly exit the host crimson Lion guard it controlled. If the Magic Knight would see it she would noticed that she had actually killed a fellow magic Knight with her own spell. Markings of her spell covering the entire body of that poor deceased human. The Crystal guard found this humorous as it would then make its way into the Capital square. It stood there for a moment before another surge of mana shot across the city like it did last time. The only difference, to the guard, was that it wasn’t as strong as last time. Still it knew what was about to happened, and decided to drop the citizen to get to safety itself. In the middle of the square was what they felt that caused them to disperse. Thud... Thud... Thud... It was almost as if it was a heartbeat that they would hear. But it wasn’t. At the center was two small 10 meter areas of show mana that covered the ground in a circle. When the citizen would appear was when an arms shot out of both floors of shadowy mana. At first there were only one creature that exited each floor. Following their exit would then come out another two creatures of pure darkness. All four of them would stand at 10 feet tall with an all blacked out appearance. You could tell what their appearance looked like if you looked close enough, but these things weren’t going to allow for anyone to have that much time.
Meanwhile, before Malacath begin his counter strike, the King of the Clover Kingdom was within his office when screams began to echo across his room. Turning his head he would notice that there were two loud thuds that sounded like they struck the floor. The King had felt the mana that raging all around his senses. He knew that something had began within his city as screams were heard, mana felt next, and then more powerful mana surging from above. Knowing this didn’t bother the man all that much as he knew the Wizard King, and fellow Magic Knights, were here to do whatever it took to protect this kingdom. After those thuds struck the floor, King Clover began making his way over towards the door to see about whatever it was that made those thud noises. Before he made it, the door had broken open as the King fell backwards towards the ground. Something had broken into the Kings Chamber as his ass was pressed against the ground. His arm rose up out in front of him like he figured it would do something to protect him. “What are you....”
OOC: Alright everyone, playtime is over! Malacath has begun his full assault on Ardere and yuurei. Flora and Bryn will stumble upon creatures that would hover themselves. Something has also happened to King Clover as the siege around the Capital continued on. The Wizard King was no where in sight, Something is happening to King Clover, and citizens are still dying. Time is starting to run out for the people of the Capital. You must hurry if you do not want your Capital to fall to the Daemons!
Post by Yuurei Krane on Jul 28, 2020 14:00:54 GMT -5
Yuurei would look at his golem as it would be hit with the wave of void that had come straight at him. When the two spells collided, he saw that the Daemon's attack had done damage to his armor. It was interesting to see as he could see that his golem was pushed back from the first attack as it would regain its composure when it had gotten the max 100 meter distance away from Malacath. He would see that things weren't done there as he could see that something had to be done quickly.
“Wind Magic: Void Gladiator’s Armor.” He would say this as he would place this on Ardere, himself, and Salamander.
This armor would go under the stronger armor that he had placed on everyone in the beginning. This was perfect for them right now and he figured that he was the only one that could see the void magic being formed without it being too late.
Yuurei had done this at the right time as there would be more void orbs that would appear around him and the people around him. He had braced himself as he would defend himself against the wave of attacks that were coming his way. He stood his ground as everyone had grand defense on them and would be protected by the blast of the wave. This was good, but he could see that the Daemon wasn’t even done with his onslaught. The whip came next and it wouldn’t be slow enough for him to dodge, but right now that wasn’t something he was trying to do. He would take in a deep breath as the whip would come towards him as it would hit against Yuurei’s defense, as he could see that he had taken a hit from the attack and his defense would once again be damage but not destroy. This wasn't good as things seemed dire and the Daemon in front of him was truly a strong one. He could see that his Bahamut was all types of damage, which meant that he had to do something different.
Yuurei took in all the information around him right now and his grimoire would flip through the pages as he was getting ready to activate a spell of his own. He wasn't sure what was going to happen, but he had to go all out from the beginning it seemed.
Name of Golem: Wind Magic: King Bahamut [break]Spell Element: Wind [break]Spell Rank: Grand [break]Mana Cost: 50 | 25 [break]Type of Golem: Predator [break]Range and Speed: 180 meters & 41 m/s [break]Health of Golem: Grand + Junior [break]Applicable Perks: Armament | Fierce Golems | Self-Improving Golem | Light Footed Golem| Artillery Support [break]Description: The user will use their grimoire to produce a stronger intensified wind out in the open. This wind will compress itself into a huge golem, which will shape itself into that of a huge dragon. This golem is purely made out of wind, and use that to attack if it needs to when it comes into contact with enemies. Bahamut also attacks with its four limbs making use of the talons and the power behind each limbs. It has horns of what looks to be deer horns on its head. It has huge wings that are strong enough to damage enemies as well. Bahamut can be summoned as small as 1 feet to as big as 8 meters. This golem is able to take flight into the air. When Bahamut carries people its speed becomes 40 m/s due to weight and can only carry up to 5 people. The user can create more of these golems if their control allows them to. [break][break] Picture of King Bahamut
Name of Spell: Wind Magic: Void Armament of Ares Elemental Type: Wind Rank & Spell Type: Grand & Defensive | Transformation Range & Speed: 150 meters & 75 m/s Mana Cost: 50 | 25 Stats Effected: +9 Durability | +16 Durability to Void Applicable Perks: Dug In | Target | Strong Resistance | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user will create a wind armor that covered their entire body and resembles the armor of Ares. It will be compressed to take the visual of the armor and if any attacks come into contact with the armor will be sliced up into nothing before they could hit the user. The armor is good enough to allow the user to see everything without hindering their movements and visuals. The armor itself is stronger than usual as it will have a stronger resistance to void magic as the armor design would have a void design to it.
Spatial Magic: Iter SPOILER: Click to hide Type & Uses: Burst & 5 Uses Rank & Specialization: Senior & Transportation Mana Cost: 33 | 6 Turns Active | 60 Recharge Cost Range & Speed: 80 meters & 40 m/s Stats Affected: +9 Control Description: The Bangle activates and will be able to create a spatial portal anywhere within a line of sight. This special portal is 13 cubic meters and anybody who steps inside of the portal, or has the portal placed on them will find themselves taken into a separate dimension for a few seconds as the portal will close and reopen in another location allowing the person to come out in however manner they want. The most people the portal can handle letting inside at once is 5 people. The user can create more of these spatial portals for every 30 points in control the user has.
Name of Spell: Wind Magic: Void Gladiator’s Armor Elemental Type: Wind Rank & Spell Type: Senior & Defensive | Transformation Range & Speed: 80 meters & 40 m/s Mana Cost: 30 | 15 Stats Effected: +6 Durability | +14 Durability to Void Applicable Perks: Dug In | Target | Strong Resistance | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user will create wind armor that covers their entire body and resembles the armor of a gladiator. It will be compressed to take the visual of these types of armor and if any attacks or anything harmful comes towards the armor it will be sliced up by the wind until there is nothing left. The armor will be good enough to make sure that the wearer can still see everything and is flexible enough to make sure it doesn’t hinder their movements. The armor itself is stronger than usual as it will have a stronger resistance to void magic as the armor would look like a corrupted dark wind.
Combat Summary: The wave that was shot out at everyone would rub against Yuurei's armor as the impact wouldn't do anything to Yuurei and his companions.
Yuurei's golem would hit the first attack, and then attempt a second attack this post.
Yuurei would make another defense spell on himself, Ardere, and Salamander.
Yuurei would stand his ground as he used his defense to block the whip that would come towards him. It would also protect Ardere and Salamander if they decide to get hit by everything.
Last Edit: Jul 29, 2020 19:58:38 GMT -5 by Yuurei Krane
[attr="class","ardereescroll"][break]Yuurei had arrived. It was about time he stopped fluttering around with the weaker daemon. Nice of you to show up, Silver boy. Let's show this guy how we did it in the Capital. Grinning devilishly, Ardere stared the Arch-Daemon in the eyes as he slid down the rumbling Palace. Rubble fell and shattered on the earth and stone below, people still evacuating. [break][break] Salamander wrapped his crimson wings around the injured form of the fire mage, instinctively protecting him from further harm. Leaping from the building, master in arms, began to fall from the top of the Royal Palace. Ardere was in shock. No one had ever rescued him before--he had always been the one doing the saving. But here he was, standing face to face with a phantasmal force from a world beyond his own, and he was being saved. The red dragon did not bat an eye as his wings were struck by the whip, slicing into his tough flesh. He was significantly injured, beyond flight capabilities. The Crimson King knew what to do, the voice screaming in the back of his head. His heart was pounding voraciously, adrenaline pumping through his rage filled veins. We have to protect these people, Salamander. He thought, and the dragon heard him. I know. [break][break] In that moment, falling from the Royal Palace he was engulfed in flames. The gigantic form of the crimson red dragon was gone, and only Ardere remained. Two things happened; he brought forth his own power and Salamander brought forth his to accompany the flames. Partial Spirit Dive, the technique he had spent so much time mastering in the weeks since the Mirage Desert was now blazing around him. The spirit power formed across his right side as a blazing wing shot across his back, and the rest of his right side was engulfed in crimson flame, even sprouting a singular horn from his head. Meanwhile with his own power, his right side spawned something very similar but made of actual scales and flesh. Partial Spirit Dive: Ryujin the Dragon God. Taking flight immediately, he swept just a few meters above the ground which sent a shock wave of wind across the street. Sword still in hand, he watched as Malacath attacked his comrade. Now was the time to fight, and to win. This was no game or spar, it was a fight to the death. He saw no sense in playing around and neither did Salamander. They had become one being, far more powerful than before. This was the onslaught. [break][break] Partial Spirit Dive: Eternal Wrath of the Dragon God. Another spell activated, furthering his offensive capabilities and speed. He was quite fast in this new form, enough to zoom around and begin to send spiral attacks as he flew around Malacath at his maximum speed, repeatedly shooting his God Killer sword at the Daemon and retracting it, attempting to get a hit from about 40 m away. He kept his Fyjla's form skin tight for now, just seemingly adding a glowing flame around his Spirit Dive. His power was flickering more than it ever had before. This was Spirit Dive. This was his power combined with Salamander's, an insight into their true potential. The white god killer sword turned his left half white, the scales themselves turning white as well. He was a being half of white flame and half of Crimson flame. He did not aim to be stopped now. There's gonna be nothing left of you, Daemon. No blood. No ash. I'm sorry, Nero. Grinding his teeth, he felt the pain in his heart. Ardere knew that the man he respected was deep down in there. Could he kill him to save the Capital?
Speed: 100 m/s[break] -God Killer Sustained[break][break] Name of Spell: Crimson King: Ryujin[break] Elemental Type: Fire[break] Rank & Spell Type: Grand | Transformation (Transfigure - Transport) | Physical Reinforcement (Speed)[break] Range & Speed: Self | 60 m/s[break] Mana Cost: 40 (20)[break] Stats Effected: +20 m/s[break] Applicable Perks: Mana Conservationist, Predator's Mutation.[break] Description: The user quite literally transmutes their own body to grow wings that appear like those of a dragon, and burst into flames. The user's fingers also extend by 4 inches into claws with red scales that go up his arms/legs/torso and across his face, his feet being subject to the same claw growth as his hands. Ardere's eyes will even turn a piercing yellow, with vertical slit eyelids. The wings themselves are 50 inches. This spell's speed is further increased via the use of Physical Reinforcement magic, causes Ard's veins to pulse as magic flows through them. Ardere can transport others if he wishes, with a maximum of 5 people. [break][break] Name of Spell: King's Flame: Fylgja's Prowess[break] Elemental Type: Fire[break] Rank & Spell Type: Grand | Attack Creation/Physical Reinforcement[break] Range & Speed: 75 m | 75 m/s[break] Mana Cost: 40 (20)[break] Stats Effected: +20 m/s Speed[break] Applicable Perks: Mana Conservationist[break] Description: Ardere's body becomes encased in a blazing armor comprised entirely of flames. This armor takes the form resembling a sort of Lion warrior, with a Lion head and claws. This is to represent his Fylgja or spirit animal as a lion. The spell drastically increases his speed, but the blazing armor itself allows him to dish out massive 3rd and fourth degree burn damage. He can expand and contract the armor at will, to a maximum of a 75 m tall lion warrior, used to pummel buildings or mountain sides. The armor can be as tight as right up against his skin, or as large as the size mentioned before. This gives the spell great versatility in combat, and makes it quite frightening to go up against.
Ability Appearance: Ardere gains one blazing wing of fire, one horn of fire, and his arm is encased in a blazing gauntlet while his left leg gains a spiked flaming armor piece. All of this occurs on his right side.[break] Time of Usage: 4 posts[break] Spell Lock and Spirit Drain: 4[break] Mana Cost: 30 | 15[break] Dive Abilities: +10 Power[break] Second Ace Perk[break] Attack Creation spells gain +5 power when clashing with another spell.[break] Melee attacks made against the user drop a tier in damage[break]
Last Edit: Jul 28, 2020 15:26:04 GMT -5 by Ardere✧
As the guard she had fired her spells at crumpled to the ground, whatever force was controlling them was released leaving only a dead magic knight. Flora frowned. It seems that whatever spirits or beings were taking control of these knights could enter and leave the body without being damaged themselves. Kuku... this is no good. I'll need to think of a way to destroy their true forms.
Flora quickly put this line of thinking away as she quickly approached the hostage.
"You there, kuku. Looks like you've made it. Good."
Suddenly, dark forms began to rise in the courtyard. Flora knew she was in for a fight, and a difficult one at that.
"I can't keep you safe and fight these things at the same time, kuku. I need to run and hide. We magic knights will tear all of these invaders apart, kuku. So don't worry. Just find somewhere safe. Lay low. Stay quiet, and wait for us to come find you, kukuku."
Flora would then put herself between the shadowy enemies and the hostage."
"I guess I'll just have to show you dummies what a true witch can do... Kukukuku..."
Suddenly, Flora sensed another force approaching. It was the mana presence Flora had sensed and sent her communication spell too early. Seeing her enter the square, Flora would shout to her.
"You there, kukuku. No mantle so I guess you're not a magic knight, ku. Still, you seem like the type that likes a good fight. Follow my lead if you would like to help, kukukuku!"
Flora turned back to the shadow figures.
"My name is Flora of the Witches' Forest, Vice-Captain of the Blue Rose, and The Witch of Red Groves! Kukukuku! When I'm done with you, there will be nothing left!"
Opening her grimoire, Flora began her barrage of spells.
"Witches' Forest Magic! Witch Queen's Claim!"
As the magic of Flora's first spell materialized a 65-meter area under and around the shadowy creatures began to, for lack of a better word, bloom. Paved walkways, sidewalks, and stone began to violently transmute into blood-red vines, grasses, branches, trees, and shrubs exploding upwards and all around the creatures while attempting to bludgeon, spear, bash, and trip the creatures. Even the side of buildings transmuted to look as if the buildings had been carved from still living sanguine wood.
"Kukukukuku, see you now why they call me The Witch of the Red Grove! The very wood of my homeland, the Witches' Forest strikes out at my command! Kukukukuku!"
As Flora maintained her spell, the area would come to look like the shadow beings had walked into a blood-dyed facsimile of the Witches' Forest, quite the sight in the middle of the Clover Kingdom Capitol.
"I hope you still have more fight in you, kuku, because I'm just getting started! I'll show you, dummies, not to mess with a kingdom under the protection of a witch! Witches' Forest Magic! Phantom Briar!"
In Flora's hand a great seed, the size of a grenade took form. Blowing gently on the seed, it rocked forward into the center of the blood-red growth created by Flora's last spell. Once the seed reached its destination, it exploded into a tangled growth of vines and brambles that whipped through the area serrating and sawing through everything in their path.
"More, kuku more more more more more! Witches' Forest Magic! Phantom Splinter!"
As she had before when fighting the two corrupted guards earlier, Flora created three spears of wood, bark, and vines and fired them at shadow creatures 1, 2, and 3.
"Hmmm... kukuku, what else? Oh, kuku, I know! Witches' Forest Magic! Security Golem Gamma!"
Waving her hand, three stout, humanoid creatures grew from red plant matter. Small tufts of plants gave each of the golems what looked like hair over simple eye and mouth faces.
"Kukuku, defend me my pretties!"
The golems suddenly moved into a defensive position in front of Flora.
"And for my last trick... kukuku, let's tip the scales in my favor! Kuku, a witch plays to win after all... kuku... not necessarily fair! Witches' Forest Magic! Hidden Leaves!"
From Flora's Grimoire, red leaves began to blow out around the little witch. As they did, she turned to her new ally.
"Don't worry, kukuku, I'll assist you as well."
Grinning, Flora's leaves began to circle around Bryn as well. When the spell was completed both had vanished from sight, smell and vision.
Summary: All of Flora's illusions require 71 sensory to see through. All enemies have -5 in all stats due to intimidating aura. Flora shoots two AOEs at the shadow beings. If the first, a transformation attack, hits all enemy's movement will be -10. Flora's second AOE is an Illusion/Attack. Flora fires a single target illusion attack against shadows 1, 2, and 3. Flora summons 3 golems that take up defensive positions in front of her. Flora uses her final spell to cast an illusion over herself and Bryn.
WC: 741/2568
HP: Grand mana skin + Senior health Buff: Intimidating Aura (title), +15 power (spell buffs) Mana: 50/185 Mana Regen: 45 +10 per enemy hit (world tree) Spell Casting limit: 7 Items held:
Rank & Element: Jr, Blood Class & Type: Relic, Accessory Magic Specializations: Healing, Hex Appearance & Lore: The witch hat of Flora of the Witches’ Forest. Having received the hat as a child the hat is ever present on the little witch’s head, and marks her as a witch of the Witches’ Forest. Unbeknownst to most, Flora has tinkered, experimented, and fiddled with her hat in hopes of giving it abilities much like a certain witch hat created in an experiment by the Coral Peacock’s magical squad.
Having reversed and engineered the Coral Peacock’s process, and in her own mind perfected it, Flora succeeded in imbuing her own witch hat with blood magic. Utilizing techniques extracted from the Coral Peacock’s experiment, as well as pieces of cloth collected from her deceased sister Majolica, a user of blood magic, Flora imbued her hat with some of her sister’s power.
Dubbing her hat the Bloodflow Coronet, Flora believes the hat to symbolize her and her sister’s dream of eventually becoming Witch Queen. Flora believes that this hat will also serve as her crown when she accomplishes her goal. The hat itself is smaller than typical witch hats and is black, purple, or very dark red depending on the light. Flora’s ornamental yellow, green, and black strip runs around the rim as well as a star with a lidless eye pin. Abilities:
While wearing this witch hat, the user gains the perk Cleanse
Cleanse: Twice in a thread, the healing mage may cleanse a target of a single debuff of any kind and of any rank. Once the healing mage reaches Grand, they will be able to do this three times.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Healing Mana Cost: 8 | 4 Range & Speed: 25m, 10m/s Stats Affected: Description: This ability causes an orb of red blood veins to surround and connect to the target. These veins transfuse blood into the target healing them while the ability is sustained.
When cast, the red veins sprout up and around from the witch’s hat creating the cocoon around the target.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Healing Mana Cost: 8 | 4 Range & Speed: 25 meter range, 10 meter aoe, 10 m/s Stats Affected: Description: Similar to Lifeblood Cocoon only over an area.
When used, this ability creates a sphere or dome of red veins that connect to and heal all persons within the area as long as the ability is maintained.
As AoE healing ability, Lifeblood Scaffold automatically drops one rank, doing nothing at junior.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Hex Mana Cost: 8 | 4 Range & Speed: 25m, 10m/s Stats Affected: -healing Description: An insidious ability that curse’s the target’s blood causing the body to reject any healing used on them. When the hex is cast on the target, they suddenly feel themselves stiffen as if afflicted by rigor mortis, though the feeling quickly passes.
When afflicted, if a spell is cast at the same rank but Flora’s power is +5 over the healer’s control, then the heal will have its potency dropped by a single rank (junior cut in half).
If Flora's hex is +10 in power than player B’s control, that buff/healing will be erased completely.
If Flora’s power is +15 over the healers, then that heal will now damage the target equal to a spell one rank beneath the heal’s.
Name of Spell: Witches' Forest Magic: The Braided Broomstick Elemental Type: World Tree Rank &a Spell Type: Intermediate, Attack, Transformation Range & Speed: 20 meters (Range), 10 meters per second (Speed), 2 passengers Mana Cost: 20, 10 Stats Effected: +6 power Applicable Perks: Battle Knight, Elemental Oddity: Blood Description: Flora runs her hands through her hair and pulls a single hair. Using her Witches' Forest magic, Flora transforms the hair into a broomstick made from braided hairs. The broomstick allows Flora to fly as well as fire a single, 1.5 foot projectile for intermediate damage for every round the spell is sustained.
Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.. The attack portion of this spell also makes use of ammo rules.
From studying Majolica's notes, Flora has discovered how to use the transformation aspects of her magic to transform parts of herself. By using these techniques on a single strand of her hair, she can create a broomstick with offensive capabilities. The broomstick looks like a tightly knotted braid of clean hair the same color as Flora's. The brush end of the broomstick is also made of hair but is much more rigid to allow for sweeping.
Offensively, the broom can create spines of tightly woven and hardened hair to fire at enemies. When the broomstick attacks, strands of hair and plant from the broom rise up automatically and begin to quickly braid the projectile together. The process looks similar to thread spooling.
Name of Spell: Witches' Forest Magic: Phantom Splinter Elemental Type: World Tree Rank & Spell Type: Senior, Illusion/Attack Range & Speed: 80 m, 40 m/s Mana Cost: 30, 15 Stats Affected: +9 power, hearing, sight, smell Applicable Perks: Battle Knight, Elemental Oddity, Master Illusionist, Shattered Psyche Description: Using her magic, Flora forms a large red flowering spear out of wood and vines. When this projectile strikes a target it deals senior damage. The projectile is magically camouflaged in an illusion make it hidden from sight, smell, and hearing. The illusion requires 30 + (2 for every 5 control Flora has) sensory to see through. This spell obeys the ammo rules.
Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.
Name of Spell: Witches' Forest Magic: Witch Queen's Claim Elemental Type: World Tree Rank & Spell Type: Senior, Attack/Transformation (offensive) Range & Speed: 80 m, 40 m/s, 65 m aoe Mana Cost: 30, 15 Stats Effected: +9 Power, -10 movement speed (one round) Applicable Perks: Elemental Oddity: Blood, Battle Knight, Area of Triumph Description:
One of Flora's favorite spells. This spell transmutes an area causing it to grow into a blood-red facsimile of the Witches' Forest. Anyone caught within the spell's area will have their speed reduced for a single round while taking senior damage as long as they remain in the area and the spell is sustained. This spell makes use of ammo rules and steals 10 mana from every individual in the spell's area per round.
When cast, Flora's blood-red mana expels out of her pointer finger seeping into the ground area she designates. Suddenly, the ground begins to rumble and a moment later blood-red plant life begins erupting from the ground. Gnarled trees, shrubs, grasses, and vines explode upward and outward like bludgeons and pikes crushing and destroying everything in their path. As roots and grasses weave through the ground making movement on foot difficult. The magic will continue to nurture the unnatural plant life until the area resembles, sanguine-colored Witches' Forest.
As with other offensive transmutation spells, this spell permanently changes the area it is cast in. Though the spell's magic and the plants' ability to steal mana will cease, the plant life grown from this spell will remain as if a natural part of the landscape.
Name of Spell: Witches' Forest Magic: Phantom Brier Elemental Type: World Tree Rank & Spell Type: Senior, Illusion/Attack Range & Speed: 80 m, 40 m/s, 65 m aoe Mana Cost: 30, 15 Stats Affected: +9 power, hearing, sight, smell Applicable Perks: Area of Triumph, Battle Knight, Elemental Oddity, Master Illusionist, Shattered Psyche Description:
This spell causes a thick red flowering brier patch to grow across an area dealing senior damage to all within the area. These brambles are cloaked in an illusion make them hidden from sight, smell, and hearing. The illusion requires 30 + (2 for every 5 control Flora has) sensory to see through. This spell obeys the ammo rules.
When Flora casts this spell, red, flowering, and unnaturally thick brambles begin to quickly sprout from the ground. These briers are equipped with over-sized razor-sharp thorns that rip and tear through everything in the vicinity. To make matters worse, the briers are magically camouflaged, silent, and carry no smell making them difficult to detect.
Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.
When Flora casts this spell, red, flowering, and unnaturally thick brambles begin to quickly sprout from the ground. These briers are equipped with over-sized razor-sharp thorns that rip and tear through everything in the vicinity. To make matters worse, the briers are magically camouflaged, silent, and carry no smell making them difficult to detect.
Name of Spell: Witches' Forest Magic: Security Golem Gamma Spell Element: World Tree Spell Rank: Senior Mana Cost: 30, 15 Type of Golem: Guardian Applicable Perks: Tenacious Golem Description:
A smallish, four foot tall, humanoid looking golem with short arms and legs made of compacted plant matter. Security golems have small faces and tufts of leaves on their heads like hair. These golems are slow, very sturdy, and utilize ramming attacks to dealing damage.
Flora recreated these security golems using her own mana and designed them based on the security golems that patrol the Witches' Forest. Unlike the security golems found in the Witches' Forest, Flora's cannot utilize projectiles or ranged attacks. Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.
Appearance: SPOILER: Click to show
Type Power Durability Sensory Range Speed Health Guardian 90 110 50 40 m 9 m/s Grand
Name of Spell: Witches' Forest Magic: Hidden Leaves
Elemental Type: World Tree
Rank & Spell Type: Senior, Illusion
Range & Speed: 105 m, 40m/s
Mana Cost: 30, 15
Stats Effected: Sight, Sound, Smell
Applicable Perks: Elemental Oddity, Shattered Psyche, Master Illusionist, Area of Triumph
Description: This spell casts an illusion on everyone within 105 (+10 per 10 sensory) meters of Flora, with Flora being the center of the spell. Sustaining the spell causes it to move with Flora as the central point. The illusion causes those affected to be unable to see Flora, making her functionally invisible, while also hiding any smell or sound coming from Flora except her voice.
If Flora desires, While someone is afflicted by the spell, Flora's can make her voice sounds as if it is coming from all around the afflicted at once, making tracking Flora by sound impossible. If Flora wishes she can also allow other to see, hear, or smell her as normal while under the spell’s effects.
The check to see through the illusion is 30 (+ 2 per every 5 of Flora's control). This spell can be cast on allies and makes use of the ammo rules.
Opening her grimoire, a blood red leaves blow out frantically around Flora. The leaves become thick enough to hide Flora and when the leaves fall away Flora, or whomever the spell is cast on, is gone.
Actions Taken - Maintained Dher Bankaa and Jhonkaqadam (-20 MP.) - Arrived at the Square. - Guided the noble child out of the square, advising them to follow the other hostage. - Disengaged and escaped the area of effect of Flora's spells. - Positioned self to Flora's left, 10 meters away. - Canceled build up on Dher Bankaa; Stored Haunt 210; build up at 1. - Recovered 25 MP
Elemental Type: Pure Aura Rank & Spell Type: Junior Rank Supplementary Construct Spell Range & Speed: Self; 10 (+5 from Fast Lane) m/s Mana Cost: 10 | 5 Stats Affected: None Applicable Perks: Fast Lane Description: Jhonkaqadam, or the Gust Step, earns its name by the Aura user seemingly moving through the air as if it were solid ground. A bluish aura surrounds the limbs to be used for movement, releasing a visible gust of energy per push. The key difference lies that the user cannot sustain their elevation without constant input from the caster. It is a spell that allows one to move upon surfaces that are not naturally able to be traversed by a mundane human with nothing but one's own aura (such as air, water, oil). The caster is unable to change trajectory without use of another step or input (such as applying the spell with one's hand)..
Elemental Type: Pure Aura Rank & Spell Type: Intermediate Rank Attack/Physical Reinforcement Spell Range & Speed: Up to 40 meters, 15m area, 10 cubic meters (full charged); expands out at 20 m/s Mana Cost: 20 | 10 Stats Affected: Strength Applicable Perks: Build Up, Concussive Blows Description: The next step of the Principle series focusing on enhancing her strength. Capable of being unleashed as an attack, Bryn will charge forth and strike the opponent with an advancing strike. This can be done as a punch, kick, or grapple. Her aura focuses and then is fired forth like a torrent of energy in a cone formation, dealing intermediate damage to the target. A fiery red aura that then condenses around one limb. The targeted limb glows similarly to a heated blade, pulled straight from the forge. While active, the spell increases Bryn's strength to Intermediate rank.
Name of Spell: 210अड्डा * सर्दियों की धुंधली छाया 210Adda - Sardiyon kee Dhundhalee Chhaaya (Haunt 210 - Hazy Shade of Winter)
Elemental Type: Pure Aura Rank & Spell Type: Intermediate Rank Attack Spell Range & Speed: Up to 40m; 20 m/s Mana Cost: 20 | 10 Stats Affected: None Applicable Perks: Build Up Description: Visualising an extension of herself, a pair of phantasmal arms spawn from her backside. These arms can lunge out or attack in tandem with Bryn's physical strikes. The arms are transparent blue, wearing similar gauntlets to Bryn's own. If used in tandem, the fist move with Bryn's own swinging limbs up and extends her attack range up to 10m. The fists deal intermediate damage.
The spell is able to extend further out at the expense of requiring concentration from Bryn. The spell increases in power by +5 per turn for a maximum of three turns due to Build Up. Limiting her movement to walking, she can unleash punches up to the maximum range of 40m. These punches still deal intermediate damage.
Seeing the ease in which the fleeing guards evaded her crude projectile was a bit disheartening but expected. The first wave was meant to get a response and the other to test habits. Mead would promote slipping, though she couldn't fathom the possibility that whoever made these stalwart men into corrupted slaves would overlook such a rudimentary weakness. No. Bryn needed a better understanding of what these fallen men were capable of. Even beasts rarely erred from their instincts. From her experiences in the dungeons and reading monster manuals, others shared her insight. It would be problematic if her opponents shared the undead's trait, who would power through without regard for their safety. Instead, the enemies wove out with their impressive speed and then cut the corner leading into the central square. Bryn was sure this was not the end-all-be-all assessment. Any step closer to picking up on her opponent's habits would improve her chances of surviving this ordeal.
'This was the view of what my folks saw during the last fall huh.' Bryn thought to herself, catching up to the speed demons in the courtyard. Fallen houses, screams of terror, all of it seemed so surreal now that it was actually happening before her. The younger Bryn appeared once more, devoid of the emotions that currently went through her older self. A part of this made her wonder: was this piece of her truly there? Sure, her life was not nearly as difficult as some others in the world. She technically had no home to return to, but the nomadic life was far from oppressive. In fact, given that she was sure her captain was taking on these guy's boss, Bryn's dealt hand was far from the worst.
Her eyes caught a glimpse of them releasing the noble child, which was more than enough of a tell for Bryn to step in there and grab seize the initiative. Kicking off with the already active Jhonkaqadam, her eyes caught up to what her body was doing and widened at what was happening to her opponents. Thankfully the target for her charge was the type to flee rather than freeze-up. Bryn called out to her and immediately took to the side profile when grabbing ahold of the child. Avoiding exposing her back entirely, the side result was still leaving the metamorphosis of the individuals who once were her capturers. Their bodies claimed and revealing to be towering giants. The reach disadvantage Bryn was currently at surely was an understatement. Even with Haunt active, she had doubts on being able to contest properly without utilizing a charge. She did have to wonder if these creatures would even be weakened by exploiting their joints?
The voice of the vice-captain calling out to Bryn brought her senses into focus. An eccentric one and bearing the looks of one who ought to be in school still. Looks could be deceiving and She put herself between the noble girl and the way out. Bryn made sure to tell the young child to follow after the other hostage and to keep moving. There were no guarantees that those citizens wouldn't get picked off by another round of corrupted humans, but she knew that the child staying here would only be a distraction. These creatures were intimidating enough to warrant such caution.
"Now back to these guys." she said to herself, before addressing the vice-captain politely, "I'll be in your care Witch of the Red Grove."
As did the vice-captain, it seems. The world about them was beginning to become distorted, and Bryn couldn't see the zone where the citizens fled to anymore. Instinctively she was on guard, but realized that she was fortunate enough to be out of the area the vice-captain deployed her spell on. What did follow was a spectacle of magic, with a series of magic bombarding the ten shadows who had yet to move. This witch put a lot of pressure on the first three shadows, but was also expending a lot of energy from a distance. The weakness of up close seemed to be reinforced by the summoning of golems to serve as a wall. Though the abilities of these creatures were unknown, she definitely had the right idea in putting a wall between them. She doubts it was wise to charge in while the sparks went off, so Bryn exercised some patience and paid attention to the positioning. This gave insight on approach options, though perhaps limited the visibility. Speaking of that, she felt the sensation of a new spell coming over her literally. Before her eyes, all traces of her body disappeared. After all that, the vice-captain could still find time to throw up an illusion spell? She definitely needed to make good use of this boon.
Yet she couldn't see herself breaching through whatever it was that the vice-captain casted without taking fire to herself, "Gonna have to play zone defense then..."
She took notice of her current location again and the sentinels spawned recently by the vice captain. Under the guise of the illusion spell, Bryn kicked off and skirted the outside of where the briar spell that was casted upon the square. She'd need to take to the rooftops to reunite with the witch. Backpedaling past the gate, she vaulted on the other side of the buildings where the transmutation occurred. She'd wager a guess of at least 3 meters away from the area, but couldn't be exactly sure. In a few moments however, the view of the white haired powerhouse with the escorts came into view.
"Calm the soul and come onto me." Bryn chanted, her aura shifting to a multitude of colors rather than just the fiery red.
"Blessed ancestors, I offer my body as the vessel of your limbs, Adda 210, Sardiyon kee Dhundhalee Chhaaya "
The aura about her shifted slightly, as Bryn's spells changed up. The reddish fire that coated her fist dimmed, now surrounding herself with a bluish opaque energy. Her eyes also shared the energy's color, as she began gathering what she could to improve the spell's potency. She stood at the ready in a loose, normal battle stance. What little she could contribute to this war, Bryn was ready to give.
Royal Capital Squad
Last Edit: Aug 2, 2020 19:43:01 GMT -5 by Bryn Halcyon
Everything began to get interesting in he eyes of the Daemon. His whip had maneuvered around the entire battle field while waves where they were summoned. None of this had bothered the daemon though when his spells didn’t seem to phase the newer person to the party. All that his attacks managed to do was enrage the Crimson King to the point of no end. This was his ultimate goal for this entire fight. Malacath wanted his opponent to be at his upmost max strength before ring struck down to the ground lifelessly. What he didn’t expect was the power that began emitting from the Crimson King with such force. The Daemon moved his arm in front of his face as if he was shielding his eyes from a massive wind that was striking his eyes. It wasn’t until a moment later when he saw that the Spirit, Salamander, has disappeared from the Magic Knights side. “I didn’t think this fool would master such an ability like this...” Saying to himself as his appearance stayed like it normal did. Next, Malacath watched as his opponent took off from where he stood with such speed. Just by watching that take off made him knew that whatever attack was about to happen wasn’t going to be unblockable. Taking a deep breath, he changed his stance to where his right leg was right in front of his other. His Archmage whip was gripped in both hands that were placed by his side. This was going to be his stance as he allowed for his opponent to waste all of his energy on a single strike that wouldn’t phase the Daemon. Malacaths eyes would try to keep up with the man, but he was too fast for his eyes to track. All he knew was that the Crimson King began slinging his flame sword at the stationary daemon. It flew over and over at the being dealing Archmage damage to his skin while leaving a lot of other battle marks as well. When the bombardment of the attack would cease would be when he began speaking. “Ha ha ha ha ha. This is all that you are capable of doing Crimson King? Leaving pathetic excuses of battle marks is such a shame. Especially when you call yourself a Captain. I can feel Nero deep inside me, ashamed, as he watches how pathetic his old friend has become.” The words slid out of his mouth with much insult behind each word. It was almost like a musical to his ears when every word had finished exiting his mouth.
Mala then left his stationary stance to get ready for his own attacks. Sadly, for the Crimson king, there was something else that caught eyes as he was now on the ground. Citizens running away from the fight that, for some reason, stayed behind until now. A evil grin slid across his face as his arm extended out towards the running citizens. From there would be a sphere of void mana forming within the palm of his hand. When ready, it shot over towards the running citizens with such speed that they wouldn’t be able to evade. The sphere would then reach them to where it would shoot out into a wave that was the exact same from the ones he did moments ago. None of them would be able to evade this attack, and each of them falling to the ground as they were all sliced in half. Once that was over, he turned his attention back over towards the flying Crimson King with his evil smile across his face. From there he would flick his wrist to where he would send his whip flying through the air, destroying whatever’s in its path, to where it would be aimed at the Magic Knight. Everything was all going according to plan. Time was easily passing by while his other plan was almost ready to commence. This attack may not destroy the Crimson King, but what he had planned next would be what takes the cake on this whole set of events.
Malacath took Archmage damage from ards God Killer spell. BUT he lived. How ya like that *black pink music starts playing*
Name of Spell:Abyssal Whip Elemental Type: Void Rank & Spell Type: Archmage | Attack Range & Speed: 300m | 125 m/s (+10 m/s perk) Mana Cost: 80 | 40 Stats Effected: +16 Power (att buff), +10 Power (Sig move) Applicable Perks: Battle Knight | Signature Attack | Quick Shot Description: Upon reciting the spell, a whip made out of void will appear in front of the user. It is a solid black whip that has a length of 150 meters. If this whip makes contact with an opponent it would completely detach the part from them. This spell causes damage of Grand whenever it strikes.
Name of Spell:Wave of Despair Elemental Type: Void Rank & Spell Type: Grand | Attack | Range & Speed: 150m | 80m (+30m AoT) AoE | 75 m/s (+10 m/s perk) Mana Cost: 50 | 25 Stats Effected: +12 Power (att buff), +3 power per hit, capped at +15 or 5 hits, Knockback Applicable Perks: Battle Knight | Apex Predator | Quick Shot | Area of Triumph | Artillery Support Description: Upon reciting the spell, a burst of void energy will shoot out all around the user. The burst of void energy will shoot out to hit everything around the user within a 110 meter area. This spell will stay in affect for as long as the user sustains the spell. Whatever gets struck by the initial form of the spell will Get knocked back 100 meters. This spell is also able to use the ammo rule to create spheres of void within 150 meter range of the user. From there the orb will shoot out into an area of 110 meter areas at 85 m/s.
Time for the second phase had begun for the siege of the Capital. It had started a lot later than what the masters had planned, but it didn’t phase the creatures that stood at the middle of the courtyard. Each of the 4 creatures stood there in a square like formation. The entering Blue Rose Knight could see creatures 1, 2, and 3 while the last, and most important one, could be seen by the late entering citizen. None of the creatures gave any mind to the two that entered as they were awaiting for the right moment to strike. Creature 4 lightly moved his fingers, to where no one from afar can see, to where a shadowy dome would appear around the 4 minions. What made this dome special to them was because the dome was invisible to everyone outside the dome, a grand defense/sensory spell. It was amazing that creature 4 was ale to do this before things go started. The first thing they had noticed was the battlefield had quickly began to change after they sensed mana form from the Magic Knight. Everything around them, outside the dome, had completely changed into what looked like a forest like area. Each of the creatures had begun to laugh at the sudden change of scenery to them. After which, the Blue Rose Knight would then along two more attacks at the creatures, but both set of attacks struck the dome. The 4th Creatures took this opportunity to drop the invisibility part of the spell to where both of them saw why the attacks didn’t strike. Chuckles would then leave the mouths of the creatures once again as the shield would then drop from protecting them from the first wave of attacks. This would only be the first step into their plans to kill off these pesky people that want to try and be hero’s. So, the 4th creature would then follow up with a spell that would place senior defense spell around the other three creatures. Those three would now look like three armored, from head to toe, knights. But right before they would begin their assault they would notice that the Blue rose had used some of her mana, but nothing happened to the creatures. This would affect them as they would also notice the Citizen would make her way over towards the Magic Knight. Perfect. To begin, Creature two would grab 1 and 3’s arms to where he would begin spinning around. When he was fast enough they would let go to get slung over, and above, the two adjoined opponents of theirs. They would fly past them to where they had landed on the roofs of the buildings behind them. Both of them gave the two opponents a deathly look before they would summon one spear each. These spears were that of a senior rank spell. Both of them would then jump down quickly with their base speed of 30 m/s to where they would send an attack at both of their opponents.
[attr="class","ardereescroll"]Tch. The Daemon was a bastard. Speaking for the once great Wizard King Nero like that was a statement he had no right to make. He may possess Nero's form, but his pride and dignity was nowhere to be found. If anyone was dying today, it was him. As much as the thought of hurting someone he considered a former mentor, he could not allow him to suffer like that--not in that horrid form filled with such malice, hate, and despair. No one deserved that, especially Nero. But the incoming onslaught gave him a choice; either save the citizens or take damage himself. A void attack was being charged by the Daemon, but he was unsure how big or powerful it would be. He only had one option, go for a dive. He chose to take this option and fly towards the citizens as the attack was being fired. What a backhanded bastard! Ardere should've known the monster would resort to such tricks. Sadly he was barely faster than the attack itself, only enough to attempt to slice right down the middle of it. Unfortunately he was smacked by the spell itself a bit as he went to swing, and he managed to only save a few citizens who ducked for cover. The rest of the void energy wiped part of the street from existence. If only he was faster. Then, he was struck by the whip. Being sent right through the wall of a nearby building, he tumbled across the ground for a moment. His mana skin shattered for a moment and blood splattering across the floor, there was no way he could keep this up for long. (Vengeance Perk activated) [break][break] Get up. A solemn voice called out to him. I know, Salamander. I'm- But it wasn't Salamander. For a moment, he could've sworn that he saw his father. Did he get hit so hard he was hallucinating, or did he see a ghost just now? Regardless, it was enough to pump him up. White flames engulfing him and swirling around him, the Partial Spirit Dive allowed him to maintain another Grand level spell. Siegried's Arsenal. Never once had this much power been coursing through his veins before. It was enough to melt the ground beneath him and bellow out of the building as he burst forth with all of the speed he had. So much power, but what even was power? Was it the strength to protect his friends? Was it ultimate physical or magical strength? Or was it simply to make one damn choice for yourself? Ardere knew the answer, but it didn't matter. All that mattered was helping the Capital, and destroying this enemy. The enormous white flames exuding from him shone bright like a small white sun, a beacon in Clover. Never again would he stand down or let anyone be hurt. Never again. His mind would forever dwell on Silas, but today he took that young man's strength and he used it. He dug deep into his heart for the will not to crumble into darkness, but to take his pain and fight with it. The young red head sacrificed too much and it would not be in vain, not ever. [break][break] He had one thing in mind; killing Malacath. To make him pay for Arthurius and Argentia, for Nero and for the citizens he had killed. For everyone in the Diamond war who's deaths he orchestrated. For that damned war he spent years of his life burning in flames of his own rage and self hatred. This strike was for everyone in Clover, a strike to end this damn fight. So with all of his might he brought forth his Arsenal in four different directions as he shot his God Killer straight at Mala, while also sending two giant flaming arms at the Daemon from his left and right. I won't let you have my Kingdom!! Screaming at the top of his lungs, he was emitting enough power for the entire Royal Capital to feel as he unleashed more white flames than ordinarily necessary. This was the rage of the Crimson King, bellowing from multiple directions. For a moment no one else was there, not Yuurei or any citizens, just Mala and Ard. His eyes glowed a bright white as Salamander's power flowed through him as much as he could handle.[break][break] OOC: Ard zooms over to the citizens, tries to slice the AoE. Get hit with the attack and whip, Vengeance perk triggers as he tumbles. He busts back up and utilizes Second Ace to casts Arsenal. Zooms over to Mala and send his Arsenal from four different sides, while he extends the blazing fists from Fylja to full size and launches his God Killer at Mala. So that makes two Grand attacks and one Arch attack coming at him as Ard zooms over at 100 m/s from a broken building.
-God Killer, Ryujin, and Fylja sustained.[break][break] Name of Spell: Siegfried's Arsenal[break] Elemental Type: Fire[break] Rank & Spell Type: Grand | Attack Creation[break] Range & Speed: 80 m area| 75 m/s[break] Mana Cost: 40 (20)[break] Stats Effected: +22 Power[break] Applicable Perks: Mana Conservationist, Battle Knight, Signature Spell.[break] Description: This is Ardere's most often used spell, and one he learned from his father (It being a mirror of his father's signature spell). It has gotten stronger as he has, and this is the final version of this spell. He creates a massive sword out of flame. Being 2 meters in length it is long enough to match his own height but not too large to be awkward when wielding. The user can grab this sword, but they can also manipulate it in an 80 meter area, being 40 m radially around them-self. They can manipulate it to stab or slash or twirl, anything the user can think of. For every 50 control the user has, they can make an extra sword. These swords are powerful enough to cleave through stone and metal like it was butter, and limbs are just the same. These spells do have the ability to kill.
Actions Taken - Casted Haunt 220 in response to the black sphere forming. Speed increased to 20 m/s (-20 MP.) - Moved closer to the golems and Flora (within a 3-5 meter distance) - Took off and uses one ofthe golem's as cover against the javelin. - Flew upward and then shot stored Haunt 210 spell at the incoming Shadows to intercept their approach. (-20 MP); INT damage at 75 PWR - Is currently 5m above Golem 3 - Recovered 25 MP
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Spells Used: Spells Used:
Name of Spell: 220अड्डा आच्छादन ◙ 222Haunt Aachchhaadan (Haunt 222 - Mantle)
Elemental Type: Pure Aura Rank & Spell Type: Intermediate Rank Attack/Supplementary Construct Spell Range & Speed: Maximum Passengers: 3; 15m area; 20 m/s speed Mana Cost: 20 | 10 Stats Affected: N/A Applicable Perks: Fast Lane Description: Taking lessons learned from the Jhonkaqadam spell, Aachchhaadan coats Bryn with an aura matching the color of any physical reinforcement spell active (default color is blue). The aura forms a cowl that sleeves slightly around Bryn's long hair and drapes down similarly to a cloak. This spell grants Bryn the ability to move upon or through surfaces that are not naturally able to be traversed by a mundane human with nothing but one's own aura (such as air, water, oil). Aura coats Bryn's entire body while in motion, making her appear as if she were a flying projectile. Unlike Jhonkaqadam, this spell does not require active movement from the user to maintain elevation or hover. While moving with the spell, contact from the spell cause intermediate damage.
Name of Spell: 210अड्डा * सर्दियों की धुंधली छाया 210Adda - Sardiyon kee Dhundhalee Chhaaya (Haunt 210 - Hazy Shade of Winter)
Elemental Type: Pure Aura Rank & Spell Type: Intermediate Rank Attack Spell Range & Speed: Up to 40m; 20 m/s Mana Cost: 20 | 10 Stats Affected: None Applicable Perks: Build Up Description: Visualising an extension of herself, a pair of phantasmal arms spawn from her backside. These arms can lunge out or attack in tandem with Bryn's physical strikes. The arms are transparent blue, wearing similar gauntlets to Bryn's own. If used in tandem, the fist move with Bryn's own swinging limbs up and extends her attack range up to 10m. The fists deal intermediate damage.
The spell is able to extend further out at the expense of requiring concentration from Bryn. The spell increases in power by +5 per turn for a maximum of three turns due to Build Up. Limiting her movement to walking, she can unleash punches up to the maximum range of 40m. These punches still deal intermediate damage.
The speed of the creature's reaction was to the point that Bryn barely caught. From how quickly the entities summoned the black sphere to cover themselves, it was clear that whatever firepower she held in her arsenal was going to be sorely lacking if the vice-captain's spells couldn't even lay a scratch on the dome. Changing gears immediately, Bryn's aura shifted and whipped about her body, changing colors into something on the cooler spectrum. Her fiery red color wisps enlarging and then wrapping themselves akin to flames. These flames surrounded her shoulders and draped slightly with her long hair, as if acting as a mantle of fire. Despite the image however, these flames bore no heat. Only the raw energy generated by Bryn and her grimoire.
"Words of understanding bestowed upon me, gather and interlock with me in a return to proper form. Raise up, Haunt 222...Aachchhaadan." Bryn chanted, spell completed as the sphere's darkness faded slightly.
Their enemies wasted no time, with three of them on the move. One to be used as a sling for two to soar over harmlessly, of which the aura clad female could discern. She wouldn't wait for this to happen in stupor. As the creature 2 wound up to speed, Bryn relocated closer to the golems and Flora while not taking their immediate side. She'd wager no more than 5 meters separated her and the golems as the creatures were tossed over. It was a trap, to which Bryn sent the message back through the mental pathlink the vice-captain established earlier. 'It's a pincer ploy! They seek to divide our attention!' Bryn mentally warned to Flora, recognizing a similar tactic that had been done to her once before near Hage. She was unsure of how the witch's previous communication spell worked, whether it was two way or a speaker just for the caster, but an attempt was better than nothing! Throwing units over to their flank, especially ones that demanded attention, exposed the front to a potential two-pronged assault. Though the vice-captain had summon her golems, Bryn wondered if their cumbersome size would prove to be an issue given how quickly these creatures moved about. The need for the shadows to use such a maneuver however made the girl question whether or not these individuals had the innate ability to fly, yet did not seem to hinder the monsters one bit.
Her mind quickly noted this as she had relocated within sidestep distance of one of the golems. The red aura gal had shown the speed increase to 20 m/s, but kept her feet planted on the ground till she saw the creatures wind up their projectiles. Willing her body upwards and gauging where these fiends had their arms positioned, Bryn quickly flew to the nearby golem's right flank to evade the incoming projectiles. The sudden elevation different mid-throw certainly improved her chances, but she would have to give credit to the golem's sturdy body in taking the incoming javelins. Similarly to real life javelins, part of dodging was anticipating the flight path. And since her aggressors quickly pursued after their projectiles, Bryn let loose a counter strike.
"Raise up, HAUNT 210." Bryn called, as her energy flared up around her till two phantasmal arms emerged from her aura and lashed out and downward towards the approaching creatures. Bryn, who had taken off 5 meters above the golem's head post-taking cover, aura arms shot downward at the same speed she exercised earlier, slamming into the flooring before retracting back to her. She remained alert to see what else would come of the creatures and whether the vice-captain caught on to the importance of her positioning. THey needed to learn quickly what these creatures could do else matters would sour faster than it already was.
As the shadow creatures preformed their maneuvers, Flora grimaced.
"Trying to be tricky now, kuku..."
Waving her hand, Flora's golems sprang into action placing themselves between the two spear attack and Flora and Bryn. The magical spears would slam into Flora's golems. As two of Flora's golems would defend Bryn and herself, Flora would position her third behind the pair to defend against any sneak attacks from behind.
Grinning, Flora shouted to the shadow creatures.
"Kuku... it will take much more than that to defeat my magic!"
Flora was unsure of how many of these types of attacks her golems could actually defend against before breaking apart, but at the very least she knew they were strong enough to block one.
Kukuku... we need to focus on one of them and attack. Even if it is being shielded, kukuku, a shield can only take so much before it cracks! I'll just have to go all out, ku!
Flora focused her attention on shadow creature four, while also using her spell ammo to target shadow creatures one, three, and four.
"Let's test your shields and see if they can stand up this, kukuku!"
Suddenly, Flora would let out a salvo of spells at the creature.
Three spears of blood-red wood, leaves, and vines would quickly form and fire out at the same three creatures Flora had already target.
"I'm not done yet, ku! Lapis Philosophorum Dulcis!"
Holding out her finger, three beams of swirling mana and plant matter shot out at the three creatures. It was easy to tell that using this much mana was taking it's toll on the little witch, but she wouldn't give up. I have to keep pushing myself, kuku! Who knows how the other Captains are doing! Kuku, they might need our help and the longer these dummies stand in our way, kuku, the worse it's going to be for the capital!
Digging deep, Flora readied herself to case one more spell. Similar to the previous one, but specialized against different elements.
"One more time, ku! Lapis Philosophorum Dulcis!"
Again, three beams of mana and plant matter shot out from the witch's hand. She was breathing hard and if not for the special mana absorbing properties of her magic, she would have run herself dry minutes ago. Thankfully, the little witch was a master at mana manipulation and through the mana generating powers of her magic she could push herself further and longer then any other mage.
"Kukukuku... let's see how you deal with that!"
Summary: All of Flora's illusions require 71 sensory to see through. All enemies have -5 in all stats due to intimidating aura. Flora attempts to block the enemies projectiles with her golems (golems have grand health and can remain on the field for one round after being destroyed. After blocking, Flora attempts to fire four spells at shadow's one. Three of the spells would hit for senior damage, and one for intermediate if they make contact.
WC: 454/3022
HP: Grand mana skin + Senior health Buff: Intimidating Aura (title), +15 power (spell buffs) Mana: 20/185 Mana Regen: 45 +10 per enemy hit (world tree) Spell Casting limit: 7 Items held:
Rank & Element: Jr, Blood Class & Type: Relic, Accessory Magic Specializations: Healing, Hex Appearance & Lore: The witch hat of Flora of the Witches’ Forest. Having received the hat as a child the hat is ever present on the little witch’s head, and marks her as a witch of the Witches’ Forest. Unbeknownst to most, Flora has tinkered, experimented, and fiddled with her hat in hopes of giving it abilities much like a certain witch hat created in an experiment by the Coral Peacock’s magical squad.
Having reversed and engineered the Coral Peacock’s process, and in her own mind perfected it, Flora succeeded in imbuing her own witch hat with blood magic. Utilizing techniques extracted from the Coral Peacock’s experiment, as well as pieces of cloth collected from her deceased sister Majolica, a user of blood magic, Flora imbued her hat with some of her sister’s power.
Dubbing her hat the Bloodflow Coronet, Flora believes the hat to symbolize her and her sister’s dream of eventually becoming Witch Queen. Flora believes that this hat will also serve as her crown when she accomplishes her goal. The hat itself is smaller than typical witch hats and is black, purple, or very dark red depending on the light. Flora’s ornamental yellow, green, and black strip runs around the rim as well as a star with a lidless eye pin. Abilities:
While wearing this witch hat, the user gains the perk Cleanse
Cleanse: Twice in a thread, the healing mage may cleanse a target of a single debuff of any kind and of any rank. Once the healing mage reaches Grand, they will be able to do this three times.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Healing Mana Cost: 8 | 4 Range & Speed: 25m, 10m/s Stats Affected: Description: This ability causes an orb of red blood veins to surround and connect to the target. These veins transfuse blood into the target healing them while the ability is sustained.
When cast, the red veins sprout up and around from the witch’s hat creating the cocoon around the target.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Healing Mana Cost: 8 | 4 Range & Speed: 25 meter range, 10 meter aoe, 10 m/s Stats Affected: Description: Similar to Lifeblood Cocoon only over an area.
When used, this ability creates a sphere or dome of red veins that connect to and heal all persons within the area as long as the ability is maintained.
As AoE healing ability, Lifeblood Scaffold automatically drops one rank, doing nothing at junior.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Hex Mana Cost: 8 | 4 Range & Speed: 25m, 10m/s Stats Affected: -healing Description: An insidious ability that curse’s the target’s blood causing the body to reject any healing used on them. When the hex is cast on the target, they suddenly feel themselves stiffen as if afflicted by rigor mortis, though the feeling quickly passes.
When afflicted, if a spell is cast at the same rank but Flora’s power is +5 over the healer’s control, then the heal will have its potency dropped by a single rank (junior cut in half).
If Flora's hex is +10 in power than player B’s control, that buff/healing will be erased completely.
If Flora’s power is +15 over the healers, then that heal will now damage the target equal to a spell one rank beneath the heal’s.
Name of Spell: Witches' Forest Magic: The Braided Broomstick Elemental Type: World Tree Rank &a Spell Type: Intermediate, Attack, Transformation Range & Speed: 20 meters (Range), 10 meters per second (Speed), 2 passengers Mana Cost: 20, 10 Stats Effected: +6 power Applicable Perks: Battle Knight, Elemental Oddity: Blood Description: Flora runs her hands through her hair and pulls a single hair. Using her Witches' Forest magic, Flora transforms the hair into a broomstick made from braided hairs. The broomstick allows Flora to fly as well as fire a single, 1.5 foot projectile for intermediate damage for every round the spell is sustained.
Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.. The attack portion of this spell also makes use of ammo rules.
From studying Majolica's notes, Flora has discovered how to use the transformation aspects of her magic to transform parts of herself. By using these techniques on a single strand of her hair, she can create a broomstick with offensive capabilities. The broomstick looks like a tightly knotted braid of clean hair the same color as Flora's. The brush end of the broomstick is also made of hair but is much more rigid to allow for sweeping.
Offensively, the broom can create spines of tightly woven and hardened hair to fire at enemies. When the broomstick attacks, strands of hair and plant from the broom rise up automatically and begin to quickly braid the projectile together. The process looks similar to thread spooling.
Name of Spell: Witches' Forest Magic: Phantom Splinter Elemental Type: World Tree Rank & Spell Type: Senior, Illusion/Attack Range & Speed: 80 m, 40 m/s Mana Cost: 30, 15 Stats Affected: +9 power, hearing, sight, smell Applicable Perks: Battle Knight, Elemental Oddity, Master Illusionist, Shattered Psyche Description: Using her magic, Flora forms a large red flowering spear out of wood and vines. When this projectile strikes a target it deals senior damage. The projectile is magically camouflaged in an illusion make it hidden from sight, smell, and hearing. The illusion requires 30 + (2 for every 5 control Flora has) sensory to see through. This spell obeys the ammo rules.
Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.
Name of Spell: Witches' Forest Magic: Security Golem Gamma Spell Element: World Tree Spell Rank: Senior Mana Cost: 30, 15 Type of Golem: Guardian Applicable Perks: Tenacious Golem Description:
A smallish, four foot tall, humanoid looking golem with short arms and legs made of compacted plant matter. Security golems have small faces and tufts of leaves on their heads like hair. These golems are slow, very sturdy, and utilize ramming attacks to dealing damage.
Flora recreated these security golems using her own mana and designed them based on the security golems that patrol the Witches' Forest. Unlike the security golems found in the Witches' Forest, Flora's cannot utilize projectiles or ranged attacks. Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.
Appearance: SPOILER: Click to show
Type Power Durability Sensory Range Speed Health Guardian 90 110 50 40 m 9 m/s Grand
Name of Spell: Witches' Forest Magic: Hidden Leaves Elemental Type: World Tree Rank & Spell Type: Senior, Illusion Range & Speed: 105 m, 40m/s Mana Cost: 30, 15 Stats Effected: Sight, Sound, Smell Applicable Perks: Elemental Oddity, Shattered Psyche, Master Illusionist, Area of Triumph
Description: This spell casts an illusion on everyone within 105 (+10 per 10 sensory) meters of Flora, with Flora being the center of the spell. Sustaining the spell causes it to move with Flora as the central point. The illusion causes those affected to be unable to see Flora, making her functionally invisible, while also hiding any smell or sound coming from Flora except her voice.
If Flora desires, While someone is afflicted by the spell, Flora's can make her voice sounds as if it is coming from all around the afflicted at once, making tracking Flora by sound impossible. If Flora wishes she can also allow other to see, hear, or smell her as normal while under the spell’s effects.
The check to see through the illusion is 30 (+ 2 per every 5 of Flora's control). This spell can be cast on allies and makes use of the ammo rules.
Opening her grimoire, a blood red leaves blow out frantically around Flora. The leaves become thick enough to hide Flora and when the leaves fall away Flora, or whomever the spell is cast on, is gone.
Name of Spell: Witches' Forest Magic: Lapis Philosophorum Dulcis: Void and Light Elemental Type: World Tree Rank & Spell Type: Senior, Attack/Transformation Range & Speed: 80m, 40 m/s Mana Cost: 30, 15 Stats Effected: +9 Power Applicable Perks: Battle Knight, Elemental Oddity: Blood, Elemental Mixologist (void, light) Description: Lapis Philosophorum Dulcis is a single target offensive attack that attempts to transform magic of any void or light elements it comes into contact with into a food element specializing in stamina. Specifically, this spell attempts to turn spells of void or light elements into candy.
The spell works as a standard senior attack spell unless the spell comes into contact with one of the aforementioned elements. If this spell collides with one or both of the aforementioned elements simultaneously, and if Flora's control is fifteen points over the target's control, the target's spell is transformed into candy and will have its damage type and properties shifted accordingly (food, stamina).
Whether or not this spell transmutes another spell, it will continue to travel on and attempt to deal its damage.
This attack spell obeys the ammo rule and can only transform spells designated in its title.
From her hand, Flora’s Witches' Forest magic grows into a red mass of plant matter that shoots through the air until it reaches its destination.
Having inherited and deciphered parts of her sister Majolica's journals, Flora has discovered how to create an attack spell that also attempts to convert specific elements into her one true love... candy.
Name of Spell: Witches' Forest Magic: Lapis Philosophorum Dulcis: Fire and Lava Elemental Type: World Tree Rank & Spell Type: Senior, Attack/Transformation Range & Speed: 80m, 40 m/s Mana Cost: 30, 15 Stats Effected: +9 Power Applicable Perks: Battle Knight, Elemental Oddity: Blood, Elemental Mixologist (Lava, Fire) Description: Lapis Philosophorum Dulcis is a single target offensive attack that attempts to transform magic of any World Lava or Fire elements it comes into contact with into a food element specializing in stamina. Specifically, this spell attempts to turn spells of Lava or Fire elements into candy.
The spell works as a standard senior attack spell unless the spell comes into contact with one of the aforementioned elements. If this spell collides with one or both of the aforementioned elements simultaneously, and if Flora's control is fifteen points over the target's control, the target's spell is transformed into candy and will have its damage type and properties shifted accordingly (food, stamina).
Whether or not this spell transmutes another spell, it will continue to travel on and attempt to deal its damage. This attack spell obeys the ammo rule and can only transform spells designated in its title.
From her hand, Flora’s Witches' Forest magic grows into a red mass of plant matter that shoots through the air until it reaches its destination.
Having inherited and deciphered parts of her sister Majolica's journals, Flora has discovered how to create an attack spell that also attempts to convert specific elements into her one true love... candy.
Post by Yuurei Krane on Aug 10, 2020 4:27:35 GMT -5
Yuurei would look at the fight take place and it would seem like things were getting interesting. He noticed that the dragon that he was riding on was no longer there and it seemed like the two of them had fused with each other. He could sense the mana and magical force between the two of them combine, which he found interesting and fascinating. This was new to him, but he couldn’t continue to be excited about that right now. He had to pay attention to the monster that was in front of them. It would seem like Ardere would move quickly enough to catch the Daemon off guard with an attack, which he had caught him. Yuurei started to notice that he was going to have to go all out on his defense just so that the two of them would be able to keep going without dying or being harmed.
He had one of his golems almost destroyed and he would order the golem to attack Malacath once more as he knew that it might be destroyed, but he would do his best to keep him distracted for Ardere. It wasn’t just that, but his grimoire had flipped towards another page as he was ready to use another spell. When it got to the page he wanted he would activate it without hesitating as it was going to be used on Ardere, and himself right now.
“Wind Magic: Armor of the Gods.” He would say this as his wind magic would come out directly from his grimoire and it would wrap itself around both of them.
It was his strongest defense spell and he figured it was something that he could do right now. Then something else happened. The Daemon had attacked a bunch of civilians and without being able to react Yuurei could only see them being taken out by Malacath without being able to do much. It was all because he couldn’t sense the monster’s creation and formation of his void magic. He would suck his teeth as those were people that could have been saved, but were dead before anything could be done.
Still, he continued to keep his distance as he would hope that his defense on Ardere would make things much easier for the man.
Power: 0 Durability: 240(250) + 16 from Void Armament of Ares + 14 from Void Gladiator Armor +16 from Armor of the God + 7 from Dugin = 303 Sensory: 150 Stamina: 120 Control: 220(225) Total: 730
Name of Golem: Wind Magic: King Bahamut [break]Spell Element: Wind [break]Spell Rank: Grand [break]Mana Cost: 50 | 25 [break]Type of Golem: Predator [break]Range and Speed: 180 meters & 41 m/s [break]Health of Golem: Grand + Junior [break]Applicable Perks: Armament | Fierce Golems | Self-Improving Golem | Light Footed Golem| Artillery Support [break]Description: The user will use their grimoire to produce a stronger intensified wind out in the open. This wind will compress itself into a huge golem, which will shape itself into that of a huge dragon. This golem is purely made out of wind, and use that to attack if it needs to when it comes into contact with enemies. Bahamut also attacks with its four limbs making use of the talons and the power behind each limbs. It has horns of what looks to be deer horns on its head. It has huge wings that are strong enough to damage enemies as well. Bahamut can be summoned as small as 1 feet to as big as 8 meters. This golem is able to take flight into the air. When Bahamut carries people its speed becomes 40 m/s due to weight and can only carry up to 5 people. The user can create more of these golems if their control allows them to. [break][break] Picture of King Bahamut
Name of Spell: Wind Magic: Void Armament of Ares Elemental Type: Wind Rank & Spell Type: Grand & Defensive | Transformation Range & Speed: 150 meters & 75 m/s Mana Cost: 50 | 25 Stats Effected: +9 Durability | +16 Durability to Void Applicable Perks: Dug In | Target | Strong Resistance | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user will create a wind armor that covered their entire body and resembles the armor of Ares. It will be compressed to take the visual of the armor and if any attacks come into contact with the armor will be sliced up into nothing before they could hit the user. The armor is good enough to allow the user to see everything without hindering their movements and visuals. The armor itself is stronger than usual as it will have a stronger resistance to void magic as the armor design would have a void design to it.
Spatial Magic: Iter SPOILER: Click to hide Type & Uses: Burst & 5 Uses Rank & Specialization: Senior & Transportation Mana Cost: 33 | 6 Turns Active | 60 Recharge Cost Range & Speed: 80 meters & 40 m/s Stats Affected: +9 Control Description: The Bangle activates and will be able to create a spatial portal anywhere within a line of sight. This special portal is 13 cubic meters and anybody who steps inside of the portal, or has the portal placed on them will find themselves taken into a separate dimension for a few seconds as the portal will close and reopen in another location allowing the person to come out in however manner they want. The most people the portal can handle letting inside at once is 5 people. The user can create more of these spatial portals for every 30 points in control the user has.
Name of Spell: Wind Magic: Void Gladiator’s Armor Elemental Type: Wind Rank & Spell Type: Senior & Defensive | Transformation Range & Speed: 80 meters & 40 m/s Mana Cost: 30 | 15 Stats Effected: +6 Durability | +14 Durability to Void Applicable Perks: Dug In | Target | Strong Resistance | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user will create wind armor that covers their entire body and resembles the armor of a gladiator. It will be compressed to take the visual of these types of armor and if any attacks or anything harmful comes towards the armor it will be sliced up by the wind until there is nothing left. The armor will be good enough to make sure that the wearer can still see everything and is flexible enough to make sure it doesn’t hinder their movements. The armor itself is stronger than usual as it will have a stronger resistance to void magic as the armor would look like a corrupted dark wind.
Name of Spell: Wind Magic: Armor of the Gods Elemental Type: Wind Rank & Spell Type: Archmage & Defensive Range & Speed: 300 meters & 125 m/s Mana Cost: 80|40 Stats Effected: +16 Durability Applicable Perks: Dug In | Target | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user is able to envelop themselves in nothing but wind. This would cover their body from head to toe and any type of attack or anything harmful to the user will be cut up and destroyed or stopped in its tracks. The user will be able to see completely through the wind, but the target outside of the wind armor will only see a shadow of the person inside the armor. This can be placed on additional people depending on the amount of control the user has.
Combat Summary: Yuurei send his damage golem to attack, and activated his archmage defense spell to protect him and ardere over the other defense spells.
Hatred poured out all over the battlefield once those citizens died a pathetic death. The Events became more appealing whenever the Crimson King tried to save as many as he could. Sadly for him, he wasn’t able to save all of them, nor the Silver Eagles Captain, but also took some of the damage from the waves himself. This brought a great deal of joy into the Daemons eyes as the spilt blood of Citizens stained the ground beneath Ardere. Malacath raised his hand over his face as he let out an enormous laugh of pure evil. This would go on for a few brief moments until the mana spike of the Crimson King became vibrantly clear to anyone that was within any amount of distance from them. “Time for the Final Phase...” Mumbling to himself as his opponent spiked up his flames that looked as if he was a shining star high up in the sky. Malacath could see the rage emitting from the mans face as he knew would be the face that would probably end this fight. Or maybe not... Ardere would then use his speed to zoom towards the daemon that kept his ground where he stood. The man would also send a total of four blades, coming at all four directions, As well. Not to forget, the sense of the Silver Eagles Captains golem had began to come at the Daemon as well. This was perfect. Perfect way to begin the true end of this blasted fucking kingdom. Mala would let out a grimace right as all the attack spells approached where he stood. But, before they struck, Malacath would let out a giant roar that could be echoed across the entire Capital. This roar would mean nothing to the Magic Knights that were fighting at this time. Yet, it would mean everything to the Daemons that were fighting and killing Magic Knights and Citizens alike. The roar would go on as all attacks collided with the Daemon as it all burned, torched, and damaged his body. When it was all over, Malacath stood there with his body somehow still intact. Everything that came at him was powerful enough to kill the creature of pure darkness. But why? How? “Hahahahahaha.” A laugh that started out very low that would end in a medium tone.
Blood began pouring out of the daemons body as he stood there after taking the full force of an entire army by 2 people. His laugh echoed out in a medium tone as a way to mock the two knights that thought they had enough power to kill a daemon such as Malacath. “You damned fools. To think the both of you assuming I will just fall without having any sort of trick up my sleeve. Hahahaha.” His tone and volume had changed as those words flowed out of his mouth. Strips of blood would begin escaping the creatures mouth as he stopped speaking for a second after his second laugh. “The both of you didn’t fail to entertain my time as my creatures rage hell all across your Capital. Now I must give the favor back, and allow myself to entertain the both of you.” Once the final word came out of his mouth he would lightly raise of his hand to snap his fingers once. Though this wasn’t no ordinary snap. The volume of this snap was purposely loud enough for his special guests to make their appearance. “They’ve been waiting a long time for this my two Magic Knight Friends. Show my minions the respect that they deserve, and BOW!” Speaking aloud to the Crimson Lion and Silver eagle Captain as two giant creatures climbed up to where the three of them would be. Creatures that sky scrapped over all three of them by 3x which would cast a shadow over the entire area. Following their grand entrance would be another guest. Someone that will show the two Magic Knights what it really meant to be helpless. “Allow me to announce the arrival of your Kingdoms King Clover!” Announcing the entrance as a giant square pole Of void magic shot out of the ground upwards into the air. The mana created object rose up to where it would meet the eye level of the two other creatures that entered before. On the pole the two Magic Knights would see the King of the Clover Kingdom hanging by his arms with a chain of void dangling them there.”hahahaHaHaHaHAHAHAHA” Malacath would scream aloud as he would look at both of the two magic Knights as they take in at what has now appeared before them. “Behind your King are two spikes that are pressed against the locations of his heart and brain. Any sudden movements will cause of the spikes to lodge themselves into those areas of your King.” Informing the two before they would have any time to really react to try and save the man. “Now, drop all of your spells and drop to your knees, or you will be the death of the Last ruler this Kingdom has. Your Wizard King is gone. Now will be your Kingdoms highest monarch. So, dispel your spells and drop to the ground.” Demanding the two Magic Knight Captains while an evil grin quickly formed across the daemons face.
Daemons last roar: A special ability that allows for the user to be granted junior rank health upon health being dropped down to 0. This is not a way to escape death. The user will only be allowed to live for 3 rounds after ability is activated. After the three rounds will cause the user to fall to the ground lifelessly. With this ability activated the user will be unable to heal or be healed by anyone or thing.
Everything further into the Capital City has become a lot more interesting. The two shadow creatures had jumped downwards towards the the two targets below them. Byrn had evaded her Shadows attack by dodging to allow for the golem to take a hit, causing senior damage to the golem. Hale had done something similar which ultimately made it to where her shadow would strike a different golem, causing senior rank damage. From there Byrn had quickly thought of a counter strike by sending a spell of her aura towards her shadow. That shadow would the strike to the golem to where it would push itself upwards. Then slinging its spear to smash the aura arms away from attacking. Byrns shadow would hit the ground to where it would flip away to where it would dodge all spells that Flora had sent its way. Floras shadow would do something similar by pushing itself off the golem to land back on top of the building in which it jumped off of. From there it would see that Flora had began her spree of attacks towards it. The Shadow was ready. When the room stick spell flew towards the shadow it quickly spun the spear around to where it would collide and smash through the the oncoming spell. It didn’t stop there. When the next spell, splinter, came it would continue the momentum to where the spear would spin around to collide with it. Though, unlike the last spell, this spell would continue its course after the collide to where it would hit the shadows armor. Causing intermediate damage. This would cause the shadow to stagger a little, but not to where it would be thrown off his momentum too much. When the next spell came, he would collide his spinning spear with it to where it would continue its course to deal another intermediate damage to its amor. From this caused the amor the shadow was wearing to break and disperse into the wind. The shadow would be thrown off his momentum to where it would spin down with its knee hitting the ground. It looked up to see another spell headed towards it, and allowed for the spell to strike. Causing Senior Damage to the shadow. Lastly, the third Shadow had assistance from he forth shadow that it was still near. The fourth shadow quickly threw up a grand ranked defense shadow wall in front of shadow three. All attacks struck the wall to where no damage was done to it or the shadow it protected.
At this point in time there would be a loud roar that echoed across the entire Capital. The Shadows knew what this roar was. Time had quickly grown to where it was getting to the endgame of this battle in front of them. Byrns shadow would quickly take action by creating an area around the two Magic Knights that stood in front of them. The area reached out to a 380 meter area in which Bryns shadow can trick the Knights seeing, hearing, sensing, and smelling into whatever it wants them to. From this it would trick the Knights minds into not seeing, hearing, smelling, or sensing the four shadow creatures around them. Floras shadow would then summon four grand ranked shadow balls overhead. Byrns shadow would create four senior ranked shadow balls over its head. Across the way, Shadow three would summon two shadow hammers (Thor’s hammer size) with one being in each hand. That shadow would stay around a 30 meter distance from the two magic Knights, in wait for what would come next. Flora and Byrns shadows would both them quickly shoot their shadow balls at the two knights at speeds of 75 m/s (Grand) and 40 m/s (senior). When these balls would make contact with anything it would cause the orbs to burst into an area of 80 meters (grand) and 40 meters (senior). This was their main plan all along. To make them lose sight of each of them to where they can send devastating blows at the two knights.
Creatures 1-3 Pow: 150 Dur: 0 Sen: 150 Con: 145 Sta: 145 Base speed: 30 m/s Specs: Attack, PR, Trans, Sensory -5 in all stats
Creature 4 Pow: 0 Dur: 150 Sen: 150 Con: 145 Sta: 145 Base speed: 25 m/s Specs: Defense, Supp Creation, Restrain, Sensory -5 in all stats
OOC: Everything looks like its getting down to the endgame of the Capital. Both teams are now at a huge disadvantage. Malacath opponents, you have 2 choices. You can attempt to save the king, but fail and then be labeled as a traitor to the Kingdom, or two do as the Daemon says. There will be no Hero’s in this story;).
Also, here is the countdown clock for this round. If you can not make the date in the clock then please inform me. If not then you will be left behind, and possibly die. So keep that in mind:P
[attr="class","ardereescroll"]Tch. Fury. That was the only word that bore enough potency to describe what Ardere was feeling. Malacath by the skin of his teeth managed to survive the onslaught of the fire mage, only to further anger him. The arrogance of this Daemon, threatening everything he loved. The rage and determination of Salamander made his heart beat faster, surging with the strength of a dragon bearing quite the grudge. But this was not the end. As he stood there, asked to lay down his arms by a daemon who had no right to live on this earth, the Captain shook with anger. His eyes watered and his veins boiled with blood hot as lava, there was only one choice; win. He had no other option. Fighting from this position would only prove to endanger the King. Alright Malacath. You've proven your point. You Daemon are more powerful than I anticipated. I am a man who would do anything to save his people. Deactivating his swords that hovered around Malacath, it appeared as if he was going to deactivate his other spells as well. Lowering his head in what appeared to be shame, he exhaled. But he did not surrender. [break][break] Standing there, appearing like he was powering down, he sadly looked over to the King. But he did not fully power down, just enough to activate a spell in time to save the man. A blazing sword formed at his back where the spells that threatened him were, and broke them down as he was covered in healing flames. Hinokami's Sword Dance. Ardere said as it was already activated, and with a smirk he spun his blade around, extending its length to slice the Daemon around him in half. He still possessed his intense speed, and they were no match for him. Unless they suddenly became light based demons, they would be felled instantly by the God Killer. You possess the Wizard King, you threaten my people, and you just genuinely piss me the hell off! I'm not gonna stand down til you man up and put me in the fucking ground! With rage and hatred inside him, he hyper focused on Malacath. Taking Salamander's advice for once, he channeled all of the anger inside him into power and flew over to the Arch-Daemon. [break][break] I will not let you take my Capital, or either of my Kings. And I'll free Nero from the prison you hold him in, so he can get some long deserved rest. Return to the shadows where you belong Daemon! Yelling with all the air in his lungs as he zoomed over to his enemy, he went in for another strike with the God Killer and sent two massive flaming arms from his Fylja to slam right into the bastard. This was everything he had, and fortunately Yuurei's spell would compensate for his lack of health, willing it was still active. The fight in the Capital was truly reaching a climax, but Ardere was on a time limit. Having not mastered this Dive, he would not be able to hold it for much longer.
Fylja/God Killer sustained[break][break] Name of Spell: Hinokami's Sword Dance[break] Elemental Type: Fire[break] Rank & Spell Type: Grand | Healing/Attack Creation[break] Range & Speed: 150 m initial - 80 m area | 75 m/s[break] Mana Cost: 40 (20)[break] Stats Effected: +12 power[break] Applicable Perks: Mana Conservationist, Battle Knight, Master Healer.[break] Description: Ardere summons a sword that is 4 meters tall and summons it anywhere within 150 m of himself, but when the sword is summoned, it's powers can take up to an 80 m area maximum. This blade forms a dome made of connected swords around his intended allies, and begins to heal them. The more allies, the less potent the healing will be. But the dome itself provides protection, as anyone who touches the outside will instantly receive 3rd or 4th degree burns.
Flora clicked her tongue as the majority of the spells she had fired off had missed their targets. Though there was some small satisfaction in her having at least knocked the defensive spell off of one.
"Kuku, very dodgy are we... dummies shadows, kukuku. Well at least I got one of you. Serves you right, kuku. My spells hurt don't they little dummy? Kuku, are you upset that the magic you were laughing it just knocked you down, kuku?! Poor pathetic little dummy."
As Flora taunted her enemy, suddenly a strange, eerie sound rung out across the capital. Flora held her hands to her ears as she tried to pinpoint where the sound was coming from.
"That is very very unpleasant, ku. I wish whatever was making it would be told to be quiet and never make this noise again, kuku!"
Suddenly, Flora quickly noticed that the enemies that had just been around her were now go.
"Uh oh, kuku. This isn't good."
As Flora was a fairly exceptional illusionist herself she knew that something bad was about to happen. Though her sensory was not good enough to know what exactly was going to happen, or where the enemies had actually hidden themselves, it didn't matter much and to the little witch there was really only one course of action.
Gonna have to get down, kuku! Move quick! Jumping on her broom, the Blue Rose Vice-Captain flew as quickly as she could towards the woman that had been fighting with her while shouting.
"Get down! Kukuku, there going to attack!"
As Flora flew her golems followed suit placing themselves around her in an attempt to block any stray shots.
"Get down dummy! Kukuku, don't you hear me! Get--"
Suddenly the blast hit Flora in the back sending her flying forward to Bryn.
"Gah!"
As the blast threw Flora forward she would attempt to tackle Brynn then have her golems pile around the two of them to create a protective shield. Even though Flora's golems had also been caught in the blast, they were surprisingly sturdy and though cracking and splintered in some places they held together and quickly attempted to pile on top of the fighters.
Hitting the ground with or without Bryn, Flora would quickly begin to dig into the dirt. The last attack had knocked the wind out of her, but thankfully her mana skin absorbed the blast.
"Diggy diggy diggy diggy, ku!"
Digging with her hands furiously, Flora began to dig herself a small hole in the dirt.
If I dig deep enough it will make it harder to hit me, kukuku! And if I dig even deeper, kukuku, maybe I can suprise them and attack from under!
Having her golems pile around her like a dome, the little witch continued to dig. If Bryn was also there, Flora would tell her to help her dig so they could escape.
Summary: Flora notices all the enemies have vanished and starts flying towards Bryn. As she flies she gets caught in the blast destroying her mana skin and propelling her forward toward Bryn. As she is thrown forward, she attempts to tackle Bryn down, cover them with both with her golems that are still up thanks to tenacious golem, and begins to dig downwards to make a small hole she and possibly Bryn could use as cover.
WC: 483/3505
HP: Senior health Buff: Intimidating Aura (title), +15 power (spell buffs) Mana: 65/185 Mana Regen: 45 +10 per enemy hit (world tree) Spell Casting limit: 7 Items held:
Rank & Element: Jr, Blood Class & Type: Relic, Accessory Magic Specializations: Healing, Hex Appearance & Lore: The witch hat of Flora of the Witches’ Forest. Having received the hat as a child the hat is ever present on the little witch’s head, and marks her as a witch of the Witches’ Forest. Unbeknownst to most, Flora has tinkered, experimented, and fiddled with her hat in hopes of giving it abilities much like a certain witch hat created in an experiment by the Coral Peacock’s magical squad.
Having reversed and engineered the Coral Peacock’s process, and in her own mind perfected it, Flora succeeded in imbuing her own witch hat with blood magic. Utilizing techniques extracted from the Coral Peacock’s experiment, as well as pieces of cloth collected from her deceased sister Majolica, a user of blood magic, Flora imbued her hat with some of her sister’s power.
Dubbing her hat the Bloodflow Coronet, Flora believes the hat to symbolize her and her sister’s dream of eventually becoming Witch Queen. Flora believes that this hat will also serve as her crown when she accomplishes her goal. The hat itself is smaller than typical witch hats and is black, purple, or very dark red depending on the light. Flora’s ornamental yellow, green, and black strip runs around the rim as well as a star with a lidless eye pin. Abilities:
While wearing this witch hat, the user gains the perk Cleanse
Cleanse: Twice in a thread, the healing mage may cleanse a target of a single debuff of any kind and of any rank. Once the healing mage reaches Grand, they will be able to do this three times.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Healing Mana Cost: 8 | 4 Range & Speed: 25m, 10m/s Stats Affected: Description: This ability causes an orb of red blood veins to surround and connect to the target. These veins transfuse blood into the target healing them while the ability is sustained.
When cast, the red veins sprout up and around from the witch’s hat creating the cocoon around the target.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Healing Mana Cost: 8 | 4 Range & Speed: 25 meter range, 10 meter aoe, 10 m/s Stats Affected: Description: Similar to Lifeblood Cocoon only over an area.
When used, this ability creates a sphere or dome of red veins that connect to and heal all persons within the area as long as the ability is maintained.
As AoE healing ability, Lifeblood Scaffold automatically drops one rank, doing nothing at junior.
Type & Uses: Flow, Active turns 3, Overheat 2 Rank & Specialization: Jr, Hex Mana Cost: 8 | 4 Range & Speed: 25m, 10m/s Stats Affected: -healing Description: An insidious ability that curse’s the target’s blood causing the body to reject any healing used on them. When the hex is cast on the target, they suddenly feel themselves stiffen as if afflicted by rigor mortis, though the feeling quickly passes.
When afflicted, if a spell is cast at the same rank but Flora’s power is +5 over the healer’s control, then the heal will have its potency dropped by a single rank (junior cut in half).
If Flora's hex is +10 in power than player B’s control, that buff/healing will be erased completely.
If Flora’s power is +15 over the healers, then that heal will now damage the target equal to a spell one rank beneath the heal’s.
Name of Spell: Witches' Forest Magic: The Braided Broomstick Elemental Type: World Tree Rank &a Spell Type: Intermediate, Attack, Transformation Range & Speed: 20 meters (Range), 10 meters per second (Speed), 2 passengers Mana Cost: 20, 10 Stats Effected: +6 power Applicable Perks: Battle Knight, Elemental Oddity: Blood Description: Flora runs her hands through her hair and pulls a single hair. Using her Witches' Forest magic, Flora transforms the hair into a broomstick made from braided hairs. The broomstick allows Flora to fly as well as fire a single, 1.5 foot projectile for intermediate damage for every round the spell is sustained.
Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.. The attack portion of this spell also makes use of ammo rules.
From studying Majolica's notes, Flora has discovered how to use the transformation aspects of her magic to transform parts of herself. By using these techniques on a single strand of her hair, she can create a broomstick with offensive capabilities. The broomstick looks like a tightly knotted braid of clean hair the same color as Flora's. The brush end of the broomstick is also made of hair but is much more rigid to allow for sweeping.
Offensively, the broom can create spines of tightly woven and hardened hair to fire at enemies. When the broomstick attacks, strands of hair and plant from the broom rise up automatically and begin to quickly braid the projectile together. The process looks similar to thread spooling.
Name of Spell: Witches' Forest Magic: Security Golem Gamma Spell Element: World Tree Spell Rank: Senior Mana Cost: 30, 15 Type of Golem: Guardian Applicable Perks: Tenacious Golem Description:
A smallish, four foot tall, humanoid looking golem with short arms and legs made of compacted plant matter. Security golems have small faces and tufts of leaves on their heads like hair. These golems are slow, very sturdy, and utilize ramming attacks to dealing damage.
Flora recreated these security golems using her own mana and designed them based on the security golems that patrol the Witches' Forest. Unlike the security golems found in the Witches' Forest, Flora's cannot utilize projectiles or ranged attacks. Due to this spell being of the world tree element, this spell is able to naturally steal 10 mana from a person per individual spell that touches them a post.
Appearance: SPOILER: Click to show
Type Power Durability Sensory Range Speed Health Guardian 90 110 50 40 m 9 m/s Grand
Name of Spell: Witches' Forest Magic: Hidden Leaves Elemental Type: World Tree Rank & Spell Type: Senior, Illusion Range & Speed: 105 m, 40m/s Mana Cost: 30, 15 Stats Effected: Sight, Sound, Smell Applicable Perks: Elemental Oddity, Shattered Psyche, Master Illusionist, Area of Triumph
Description: This spell casts an illusion on everyone within 105 (+10 per 10 sensory) meters of Flora, with Flora being the center of the spell. Sustaining the spell causes it to move with Flora as the central point. The illusion causes those affected to be unable to see Flora, making her functionally invisible, while also hiding any smell or sound coming from Flora except her voice.
If Flora desires, While someone is afflicted by the spell, Flora's can make her voice sounds as if it is coming from all around the afflicted at once, making tracking Flora by sound impossible. If Flora wishes she can also allow other to see, hear, or smell her as normal while under the spell’s effects.
The check to see through the illusion is 30 (+ 2 per every 5 of Flora's control). This spell can be cast on allies and makes use of the ammo rules.
Opening her grimoire, a blood red leaves blow out frantically around Flora. The leaves become thick enough to hide Flora and when the leaves fall away Flora, or whomever the spell is cast on, is gone.
Actions Taken - Maintained Haunt 210 and 220 Speed increased to 20 m/s (-20 MP.) - Caught Flora and golems - Dug a grand total of 9 ft, with staggered shores. - Repositioned self to be on top of Flora. - Recovered 25 MP
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Spells Used: Spells Used:
Name of Spell: 220अड्डा आच्छादन ◙ 222Haunt Aachchhaadan (Haunt 222 - Mantle)
Elemental Type: Pure Aura Rank & Spell Type: Intermediate Rank Attack/Supplementary Construct Spell Range & Speed: Maximum Passengers: 3; 15m area; 20 m/s speed Mana Cost: 20 | 10 Stats Affected: N/A Applicable Perks: Fast Lane Description: Taking lessons learned from the Jhonkaqadam spell, Aachchhaadan coats Bryn with an aura matching the color of any physical reinforcement spell active (default color is blue). The aura forms a cowl that sleeves slightly around Bryn's long hair and drapes down similarly to a cloak. This spell grants Bryn the ability to move upon or through surfaces that are not naturally able to be traversed by a mundane human with nothing but one's own aura (such as air, water, oil). Aura coats Bryn's entire body while in motion, making her appear as if she were a flying projectile. Unlike Jhonkaqadam, this spell does not require active movement from the user to maintain elevation or hover. While moving with the spell, contact from the spell cause intermediate damage.
Name of Spell: 210अड्डा * सर्दियों की धुंधली छाया 210Adda - Sardiyon kee Dhundhalee Chhaaya (Haunt 210 - Hazy Shade of Winter)
Elemental Type: Pure Aura Rank & Spell Type: Intermediate Rank Attack Spell Range & Speed: Up to 40m; 20 m/s Mana Cost: 20 | 10 Stats Affected: None Applicable Perks: Build Up Description: Visualising an extension of herself, a pair of phantasmal arms spawn from her backside. These arms can lunge out or attack in tandem with Bryn's physical strikes. The arms are transparent blue, wearing similar gauntlets to Bryn's own. If used in tandem, the fist move with Bryn's own swinging limbs up and extends her attack range up to 10m. The fists deal intermediate damage.
The spell is able to extend further out at the expense of requiring concentration from Bryn. The spell increases in power by +5 per turn for a maximum of three turns due to Build Up. Limiting her movement to walking, she can unleash punches up to the maximum range of 40m. These punches still deal intermediate damage.
Something had gone wrong. The dust settled and the creatures had not slowed by the dual assault done by the women. Her haunt spell had been brushed aside as if it were nothing, with the aura arms reforming about her own body once again due to the magic not being dispelled. It was problematic since the point of the maneuver was to draw the fire for the vice-captain to exploit, but the creatures were every bit as nimble as they were aggressive. How easily the shadows brushed aside her spell was alarming, which put Bryn's mind on notice. She was not going to be contributing much in the way of offensive bruising this time around and given the impact power of the spears thrown, taking a hit was certainly going to prove problematic. She could somewhat keep track of their movements but even that was growing difficult. Truly, this was an enemy that was out of her weight class though beggars could hardly be choosers at this point.
She rearmed herself and received the message from the vice-captain. Coming down to the ground while putting a small bit of distance away from the shadows, Flora's message crossed the lines of 'Something about getting down.' Bryn looked to the ground and saw a literal meaning of this, which was going to be necessary. Still, getting attacked by a blast, Flora had been sent flying towards Bryn with her golems in tow. Bryn braced herself and caught the Flora with minimum impact, as well as extending her spell to catch the golems too. Thankfully this was less of a task than it would appear due to her innate strength, as Bryn quickly let down her companion. It was less about them being damaged and more that these beings were not the quickest when it came to movement. Serving as their barrier against the oncoming targets, Bryn took it as a very bad outcome if the golem happened to bounce one thump too many due to the crash landing. Still, Flora was rather direct with her desire to land in the same vicinity despite being thrown this way. The vice-captain had quickly wiggled out just as the connection to the outside world went dark. 'That would be the reason why.' she thought to herself, taking the cue.
The vice-captain's digging strategy meant that evading whatever came next was off the table. They would have to bunker down and weather whatever the illusion was masking. She pieced together what was on hand, though the amount of ground necessary to be unearth for a serviceable trench was definitely not going to be covered with the vice-captain's personal effort alone. Well if two hand weren't enough, then Bryn would offer the vice-captain four. Once you dug past the soft surface dirt, the solidified under belly would certainly take longer to haul through. 'Give me a bit of cover and I'll get us in a sizeable hole quickly vice-captain.' she messaged. Utilizing her boosted speed aura, she began clawed in an arc whilst kicking the dirt under her. It was similar to how four-legged creatures would do so, though Bryn's natural lifting force would be put to use to excavate dirt as quickly as she could.
To bolster the effort, as her natural body reached the five feet mark quickly, her haunt spell spiraled about to cleave the earth in a secondary, slightly concave dome shape. it was a common defense mechanic her village used for artillery positions, where the deepest part of the trench would then be met with a combination of sloping and benching. Taking a look from the side, it would appear as if the earth were being formed in a stairs like fashion. This was often done to mitigate the chances of a cave-in while reducing the actual exposed area where the long ranged unit would be located. Granted, Bryn often saw these encampment parts paired with some sort of sensory magus to compensate for the awkward, low visibility trench but they needed protection to cover as much as they could in between the golem's walling position. The speed in which Bryn formed the two layer crater formation was impressive, but it was fueled by the uncertainty of when the attack came.
She began to slow at the 6 foot mark from ground level, facing more bedrock than firm dirt. Bryn took a moment to ensure Flora was fully in the center of the pit too, seeing that her golems began to dogpile over the center point pit's entrance. Enough that she could barely see anything else, though whether that was reality or the illusion's work Bryn was unsure. Her aura arms retracted, having formed a shallow 3 feet foot descending shore. Bryn shook off the pain in her hands and noticed the blood trickling through her gloves. Seems something minor broke or blistered inside, but their defensive fortification was going to be the best it could given the time it took. She whispered to Flora, giving her the heads up that nothing short of magical blasting was going to get them any deeper. Bryn braced for impact and hoped the three golem dogpile plugging their position as a trench shield would hold long enough against the two waves of spells. She was the expendable one, so Flora rotated up and over Flora's smaller frame.
"I know you're the one who's supposed to save the citizen, but you're the one with the better chance to survive Vice-captain. We gotta maximize our chances to pull through."
Post by Yuurei Krane on Aug 15, 2020 9:53:54 GMT -5
Yuurei would watch his golem attack Malacath, and it was the same with Ardere’s other attack. It seemed like things were going their way, but that roared that came from the Daemon said otherwise. When the attacks connected, and it was all said and done, Malacath was standing still, and his golem would move away from the monster. He was trying to figure out what was going on, and what was Malacath’s endgame. He was on the defense because he wasn’t sure what was going to happen, and when an enemy laughed as this one did, then they had to make sure they weren’t caught off guard.
The Silver Tempest listened to the Daemon speak up and soon enough he would snap his fingers. Yuurei’s sensory would feel the mana coming from belonging as they were approaching the two of them right now. It wasn’t just that, but that snapped felt like an attack was heading their way, but nothing of the sort had happened. That creeped him out for a second, but he would soon realize that with those two enormous amounts of mana there was one that was familiar. There was a third person there, and there he knew that the King of the Kingdom had been captive.
This brought Yuurei to shake his head when he saw this because this was to be expected. There was nobody to protect him from this type of danger. The noble would just rub the back of his head as he heard Daemon threaten the king’s life as he had revealed his plan on what would happen to the king if they refuse to surrender. The wind mage didn’t like what was going on right now, and he could only look at Malacath in his eyes. This monster would do anything to win, and honestly, he could respect that, but he was going to allow their King to die. If he did then it would benefit him anyways as things would start to change within the kingdom.
“If Ardere gives up, then I guess I don’t have much saving to do. Well, in that case, you got me beat. I don’t have the time to struggle.” He said this as he had dispelled the golem that was badly damaged.
After he had done that he saw Ardere making his attack once again, but this time to protect the King. Yuurei had created the last armor of his archmage spell to form around the King of Clover at high speed without hesitation as this was perfect and he knew he would need a reason to hold onto the last of his creation.
“You really think so little of us Malacath. To think we would give everything up for you to win. I don’t think you know us too well. Ardere do what you got to do and Malacath regrets messing with us.” He said to the man as he stood on his golem in the air.
Power: 0 Durability: 240(250) + 16 from Void Armament of Ares + 14 from Void Gladiator Armor +16 from Armor of the God + 8 from Dugin = 304 Sensory: 150 Stamina: 120 Control: 220(225) Total: 730
Name of Golem: Wind Magic: King Bahamut [break]Spell Element: Wind [break]Spell Rank: Grand [break]Mana Cost: 50 | 25 [break]Type of Golem: Predator [break]Range and Speed: 180 meters & 41 m/s [break]Health of Golem: Grand + Junior [break]Applicable Perks: Armament | Fierce Golems | Self-Improving Golem | Light Footed Golem| Artillery Support [break]Description: The user will use their grimoire to produce a stronger intensified wind out in the open. This wind will compress itself into a huge golem, which will shape itself into that of a huge dragon. This golem is purely made out of wind, and use that to attack if it needs to when it comes into contact with enemies. Bahamut also attacks with its four limbs making use of the talons and the power behind each limbs. It has horns of what looks to be deer horns on its head. It has huge wings that are strong enough to damage enemies as well. Bahamut can be summoned as small as 1 feet to as big as 8 meters. This golem is able to take flight into the air. When Bahamut carries people its speed becomes 40 m/s due to weight and can only carry up to 5 people. The user can create more of these golems if their control allows them to. [break][break] Picture of King Bahamut
Name of Spell: Wind Magic: Void Armament of Ares Elemental Type: Wind Rank & Spell Type: Grand & Defensive | Transformation Range & Speed: 150 meters & 75 m/s Mana Cost: 50 | 25 Stats Effected: +9 Durability | +16 Durability to Void Applicable Perks: Dug In | Target | Strong Resistance | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user will create a wind armor that covered their entire body and resembles the armor of Ares. It will be compressed to take the visual of the armor and if any attacks come into contact with the armor will be sliced up into nothing before they could hit the user. The armor is good enough to allow the user to see everything without hindering their movements and visuals. The armor itself is stronger than usual as it will have a stronger resistance to void magic as the armor design would have a void design to it.
Spatial Magic: Iter SPOILER: Click to hide Type & Uses: Burst & 5 Uses Rank & Specialization: Senior & Transportation Mana Cost: 33 | 6 Turns Active | 60 Recharge Cost Range & Speed: 80 meters & 40 m/s Stats Affected: +9 Control Description: The Bangle activates and will be able to create a spatial portal anywhere within a line of sight. This special portal is 13 cubic meters and anybody who steps inside of the portal, or has the portal placed on them will find themselves taken into a separate dimension for a few seconds as the portal will close and reopen in another location allowing the person to come out in however manner they want. The most people the portal can handle letting inside at once is 5 people. The user can create more of these spatial portals for every 30 points in control the user has.
Name of Spell: Wind Magic: Void Gladiator’s Armor Elemental Type: Wind Rank & Spell Type: Senior & Defensive | Transformation Range & Speed: 80 meters & 40 m/s Mana Cost: 30 | 15 Stats Effected: +6 Durability | +14 Durability to Void Applicable Perks: Dug In | Target | Strong Resistance | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user will create wind armor that covers their entire body and resembles the armor of a gladiator. It will be compressed to take the visual of these types of armor and if any attacks or anything harmful comes towards the armor it will be sliced up by the wind until there is nothing left. The armor will be good enough to make sure that the wearer can still see everything and is flexible enough to make sure it doesn’t hinder their movements. The armor itself is stronger than usual as it will have a stronger resistance to void magic as the armor would look like a corrupted dark wind.
Name of Spell: Wind Magic: Armor of the Gods Elemental Type: Wind Rank & Spell Type: Archmage & Defensive Range & Speed: 300 meters & 125 m/s Mana Cost: 80|40 Stats Effected: +16 Durability Applicable Perks: Dug In | Target | Natural Resistance: Durability | Natural Resistance: Power | Natural Resistance: Sensory | Natural Resistance: Control | Artillery Support Description: The user is able to envelop themselves in nothing but wind. This would cover their body from head to toe and any type of attack or anything harmful to the user will be cut up and destroyed or stopped in its tracks. The user will be able to see completely through the wind, but the target outside of the wind armor will only see a shadow of the person inside the armor. This can be placed on additional people depending on the amount of control the user has.
Combat Summary: Yuurei places an Archmage defense on the King of Clover
Last Edit: Aug 15, 2020 9:54:49 GMT -5 by Yuurei Krane