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Necromancer Magic [2,500,000J]

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#1Jyu 

Default on Wed Sep 27, 2017 4:09 pm

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Magic Name: Necromancer Magic

Magic Element: Darkness

Magic Description: Necromancer Magic is an unseemly form of magic whose spells deal with the raising of the dead and the summoning and control of various creatures for this purposes. They also use spells which utilize the darkness for offensive purposes directly rather through a summon. Last but not least, they use curses which debuff their foes. Most people shun them for their peculiar ways, but none doubt the power of the necromancer, for it is the stuff of nightmares.

Spells:


Summoning:

  • Name: Raise Skeleton Warrior
    Rank: D
    Mana Cost: 25
    Requirements: Necromancer Magic
    Type: Supplementary
    Element: Darkness
    Range: 5 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: Early on, necromancers learn to control the skeletal remains of deceased creatures. Invoking this skill causes a nightmarish jumble of animated bones to rise from the ground. Animated partially through their own will and partially through the summoned spirits of ancient warriors, necromancers often maintain a small host of these reanimated soldiers to do their bidding. The user raises their hand and summons a skeleton warrior out of the ground. The skeleton warrior is quite weak and wields old rusty swords that easily break on impact. The summons are 2 meters tall. They possess 5 Strength and 5 Speed.


  • Name: Raise Skeleton Beast
    Rank: C
    Mana Cost: 50
    Requirements: Necromancer Magic
    Type: Supplementary
    Element: Darkness
    Range: 5 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: Dead warriors are not the only things that a necromancer may summon to inhabit his creations. Many a necromancer regales in raising the corpses of long dead beasts and bending them to his will. The user raises their hand and summons a skeleton beast. The summons are 1 meter tall, and 2 meters long. They possess 20 Strength and 25 Speed.


  • Name: Raise Skeleton Behemoth
    Rank: B
    Mana Cost: 200
    Requirements: Necromancer Magic
    Type: Supplementary
    Element: Darkness
    Range: 5 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: Developing this skill permits the necromancer to divert more of his will and energies into raising beings more obscure. The behemoth is sometimes referred to in lore as underworld draggers and underworld crawlers, because they'd crawl out of the ground with their enormous upper bodies and slither towards their target with their serpentine underbody made out of skulls. The behemoth uses its hands to pull itself forward, hence its name underworld crawler. Its upper body is 2 meters big, and its lower body is 2 meters long. It can't use its lower body to stand straight. At most, it can lean forward on both hands to create height. They possess 45 Strength and 25 Speed.


  • Name: Raise Skeleton Reaver
    Rank: A
    Mana Cost: 200
    Requirements: Necromancer Magic
    Type: Supplementary
    Element: Darkness
    Range: 5 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: While skeleton warriors may be excellent cannonfodder, or in some instances even enough to overwhelm enemies, they're not enough for difficult battles. Through extensive studies, necromancers have managed to refine their mana to such an extent to raise a skeleton reaver. In their lifetimes, the reavers used to be monstrous warriors cutting through the battlefield. The skeleton reaver is 3 meters tall and is equipped with a 2 meter long sword that has a width of 30 centimeters. They possess 80 Strength and 25 Speed.

  • Name: Soul Bind
    Rank: S
    Mana Cost: 400
    Requirements: Necromancer Magic
    Type: Supplementary
    Element: Darkness
    Range: 5 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The ultimate goal of a necromancer is the perfect reanimation and control of a dead being, maintaining the purity and properties of its body while releasing its soul to allow the necromancer full control. When a necromancer at long last gains this ability, he can truly claim mastery of the great cycle of being. necromancers feel that this is the proof of the dominance of their particular branch of the mystic arts. Whenever a Necromancer has slain another player, they may harvest their souls with this spell. In the future, they may use this spell to summon the harvested soul. The summoned being appears the way they did when they died, except with black eyes. It will have the stats and spells but not their gear anymore. Only the souls of adventurers appear with the gear they wore when they died.


Offensive:

  • Name: Bone Spikes
    Rank: B
    Mana Cost: 100
    Requirements: Necromancer Magic
    Type: Offensive
    Element: Darkness
    Range: 15 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user points into a direct and causes the ground in a 3 meter radius to tremble within their spell range. After 2 seconds, bone spikes shoot out of the ground in that radius. The spikes are 3 meters long.

  • Name: Bone Spear
    Rank: A
    Mana Cost: 200
    Requirements: Necromancer Magic
    Type: Offensive
    Element: Darkness
    Range: 20 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds out their hand in front of them and summons a long shaft of bone issuing forth from their hand and piercing any opponents in its path. Since the force of this projectile is mystical as well as physical it can pass through one opponent and carry on to the next, rending and tearing through whatever is in its path. It does not stop on impact when it hits a person, but it does stop when it hits another spell or something else. The bone spear is 2 meters long.

  • Name: Bone Spirit
    Rank: S
    Mana Cost: 400
    Requirements: Necromancer Magic
    Type: Supplementary
    Element: Darkness
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: This powerful spell briefly summons the spirit of a vengeful revenant. This skeletal specter immediately seeks out its objective, ripping free a portion of the target's soul and carrying it away to the plane of the dead. This is not a true summoning spell, however, as the necromancers have not yet determined how to control these wraiths. For now, it is enough that they are able to shield themselves and their companions from their wrath. The user holds out their hand and conjures the wraith which is about 2 meters in size in height and length. It chases its intended target.


Curses:

  • Name: Nightmare Suffocation
    Rank: C
    Mana Cost: 50
    Requirements: Necromancer Magic
    Type: Debuff
    Element: Darkness
    Range: 10 Meters
    Cooldown: 2 Posts
    Duration: Sustain
    Effect: The user causes the target to experience a suffocating feeling as if they're trying to wake up from a terrible nightmare but are unable to do so. The target suffers a debuff in their endurance.

  • Name: Nightmare Decrepify
    Rank: B
    Mana Cost: 100
    Requirements: Necromancer Magic
    Type: Debuff
    Element: Darkness
    Range: 15 Meters
    Cooldown: 3 Posts
    Duration: Sustain
    Effect: The user gives the victim a glimpse of their own mortality, briefly aging the victim. Imagining itself with an infirm body of advanced age, the afflicted believes it is no longer capable of youthful exertions and debuffs the speed of the target.

  • Name: Nightmare Breakdown
    Rank: A
    Mana Cost: 200
    Requirements: Necromancer Magic
    Type: Debuff
    Element: Darkness
    Range: 20 Meters
    Cooldown: 4 Posts
    Duration: Sustain
    Effect: The user infects the target with malevolent spirits that feast upon the target's sanity and causes them to suffer a debuff in strength.

  • Name: Nightmare Terrors
    Rank: S
    Mana Cost: 400
    Requirements: Necromancer Magic
    Type: Offensive
    Element: Darkness
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user channels bitter and mischievous spirits into the minds of a nearby enemy. The victim is bombarded with the gibbering of the dead, which, indistinguishable from their own thoughts, urge them to strike at friends. While the spell is being sustained, the target will see their allies as their enemies. The target may not fool around during these posts to null the effects of the necromancer's spell, but must in fact precisely try to attack one of their allies with a spell equal to their rank or the next best thing if their mana does not allow it. When a target does not abide to the spell, they will go mad and suffer 1x S-rank damage each turn the spell is sustained.


Notes:

  • The user must either purchase or train the spells mentioned above when they have unlocked their respective slots to acquire them.


Restrictions:

  • The user must have a Darkness-type magic to purchase this magic.
  • The user must have the Shaman class.
  • The user can't use the Self-Buff function of the Shaman class anymore.

#2Odin 
Online

Default on Thu Jan 04, 2018 8:06 am

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Buying this, having reserved it with the reduced price

#3Hikari Snow 

Default on Thu Jan 04, 2018 8:15 am

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Odin has purchased Necromancer Magic for 2,000,000 Jewels.

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