Malomancy
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Malomancy
- My Magic -
Name: Malomancy
Type: Lost Caster Magic
Description:
The Malomancy art is an old and powerful magic that preys on the emotions of those who would stand against the caster. An ancient forest spirit taught the only surviving human master of this magic and asked him only one thing, to make his shadow grow across the whole world. A caster of this magic can sense the emotions of those who he would use his powers against and can devour the emotional essence of a victim. One can feed off the strong emotional residue that hangs in the air after an outburst. Consuming this emotional residue in the air slightly heals the caster and invigorates him.
Strengths:
Knowing the emotions of a foe can help you to defeat them in a battle of wits or strength. Also the magic itself feeds off the the responses of others. This magic can begin to compound heavily on a foe who has not been careful. Malomancy can quickly overwhelm an emotionally unstable opponent. The magic contains both offensive and defensive magic.
Weaknesses:
This magic requires it's foes to be emotional, thus, those with control over their emotions can defeat even a master of malomancy as they do not give in to their primal nature. Malomancy requires the caster to be in a powerful emotional state to use, as the magic evokes the emotions in all those around them.
Spells
Rank D: The Circle of Pain
- Spoiler:
Name: Grasp of Pain
Rank: D
Element: None
Description:
The caster extends his hands out toward his target and dark tendrils of magic power tear free from his arms and rush out to strike the target.
Strengths:
The cast is immediate and surprising.
Causes intense pain the target if it strikes.
Can make minor adjustments to it's course to try to strike a foe.
Weaknesses:
Causes minimal actual damage to a foe.
Has a short range, only about five meters.
Causes pain in the caster as well.
The person must already be in some pain before this can be used.
Duration: Instant
Cooldown: One post
Name: Tearing Wound
Rank: D
Element: None
Description:
This spell requires the foe to have a wound on their body in order to affect them. The caster reaches out and closes his fist at the target and whispers a simple word, "Pain" then the targeted wound pulls open more causing greater pain and injury.
Strengths:
Quick to cast.
Can be combined with Grasp of Pain.
Hard to detect.
Weaknesses:
Requires a open wound.
The wound must be in sight.
Short range, out to five meters.
If the spell is failed or the target is out of range the spell reflects onto the caster.
Duration: Instant
Cooldown: One Post
Name: Shackles of Truth
Rank: D
Element: None
Description:
The power of pain is true. it is one of the only truths in the world. This can shock those unprepared for it. The caster locks eyes with a target and unleashes the truth of pain within them., causing immense pain the wreak their body for a moment.
Strengths:
Leaves a target open for a moment while they writhe in pain.
Disables a foe for one post.
No sign that it is being used other than eye contact.
Weaknesses:
Very short range only about one meter.
can leave the caster vulnerable because of it's range.
Has no effect on foes that feel no pain.
causes no actual injury.
As always, the target ust be in some pain be affected by the spell.
Duration: Instant
Cooldown: 3 posts.
Name: Blood Boil
Rank: D
Element: None
Description:
The first lessons of the Malomancer are about controlling the darkest emotions. this is the technique that evokes this ideal. The malomancer sense the strong dark emotions of a foe and twists them. this is achieved by talking with the foe. They must make a brief physical contact and then engage in conversation. Each post the convorsation lasts the more powerful the Malomancer makes the dark emotion in the foe.
Strengths:
If not stopped can lead to powerful repercussions or even death.
Is subtle and non-abrasive, at first.
Weaknesses:
Has no effect on emotionless targets.
Short Range, of around ten meters
The target must be feeling at least a small amount of the emotion.
The caster has no control of how the emotion manifests in the target.
Duration: 5 posts
Cooldown: 3 posts
Rank C: Circle of Hatred
- Spoiler:
Name: Hate spike
Rank: C
Element: None
Description:
The Malomancer channels his hatred outward. He turns his hate to power and unleashes it at his foe. The hate takes the form of red energy spike burst from the ground in front of the caster trying to impale the foe's feet and lower legs.
Strengths:
Can be surprising.
Highly damaging.
Feels nice to hurt people with them.
Weaknesses:
Highers the caster's emotional state.
Causes the ground to glow and heat up before the spikes erupt.
Short rang of on five meters
Duration: Instant
Cooldown: one post
Name: Burning Hate
Rank: C
Element: None
Description:
The caster either invokes his own hate or evokes the hate of another. This causes the targeted individual to become enraged and increases their strength, speed, and stamina. However, during this time the person is consumed with hate and they begin to smolder from the inside out causing pain and injury the longer they remain under the spell's influence.
Strengths:
Can be used either to make an enemy kill themselves or for a boost to your own fighting prowess.
The rage is an enjoyable release of anger and hate.
Easy to remember incantation, "Burn, turn and boil the blood!"
Is lethal if the target endures the whole duration. The burning becomes more severe the longer they remain in the rage.
Weaknesses:
Has an incantation.
Requires a touch to bare skin.
The target must feel some hate in order to be targeted.
The anger and hate release is enjoyable and can cause the caster endure serious injury if used on himself.
The target can attempt to calm themselves down by focusing on being calm or tranquil, also unconsiousness stops the effect.
Duration: 5 posts
Cooldown: 4 posts
Name: Divided Anger
Rank: C
Element: None
Description:
Rage is all consuming but anger is focused. The caster learns to twist his anger into another servant of his will. This spell creates a smokey and glowing eyed clone of himself just off to his right. this agent is commanded by the caster's will and requires on concentration to command. It cadres nothing for it's own life an strikes at it's foes without reservation.
Strengths:
Two heads are better than one.
Is great at distraction.
can harm the enemy with it's punches and kicks and bites.
can block attacks for you.
Weaknesses:
Doesn't defend itself well.
Is destroyed easily.
has no real weapons or magic to speak of.
Duration: 2 posts
Cooldown: 3 posts
Rank B: Circle of Desire
- Spoiler:
Name: Divided By Desire
Rank: B
Element: None
Description:
This is an extension of the target's lust and human desires. "Desire strong and desire far. reach inside and desire shall mar." the incantation is spoken and a target is designated by a point of a finger. In a flash of strange reddish light and a figure shall appear. this figure appears as a manifestation of what the target finds most physically desirable. However, this summoned thing is nothing but an extension of the caster's desires. the being has the will of the caster and will work to complete it's goal of pleasing it's master. This being appears completely physical and can even take up arms if needed. Though it's true purpose is manipulation.
Strengths:
Is an excellent spy.
Can carry on a conversation and shares knowledge with the caster.
Is fully capable of "physical" persuasion.
Weaknesses:
Nothing more than a regular human in combat.
Direct sunlight reveals it as a strange mass of horrid shadows and magic.
Duration: 12
Cooldown: 10
Name: Our Wills Align
Rank: B
Element: None
Description:
Te caster can turn the desires of other into a tool of his own. One of the strongest and most insidious of the Malomancy magic is this spell. The caster needs to gently touch the target on open skin and utter a phrase, "Maybe we can help each other." this spell then immediately takes effect. the target's mind is pushed to associate the caster with a problem they need solved, whichever problem they are most emotionally invested in. The target feels as though the caster can help them with this issue, no matter how improbable that it may seem at the time. Obviously, this problem can not be killing the caster and this spell has no effect on openly hostile targets.
Strengths:
Can make the target work with the caster.
Allows the caster an insight into what the target wants.
Can be used as leverage.
Weaknesses:
If the caster is called out as an obvious threat, ie "That person can't help you recover the family crest, he stole it!" or something similar the spell is broken.
If the two ever exchange blows the spell is gone.
Does not control anyone's thoughts. only implants an association.
Duration: Instantly complete
Cooldown: This spell can only be used on one target at a time. thus the cooldown can fluctuate greatly, minimum 6 posts.
Name: The Great Relic of Greed
Rank: B
Element: None
Description:
A strange and dark ritual that the advanced Malomancer must learn in order become a great caster. This spell is ritualistic and requires dark candle lit room, a number of arcane symbols an item and a drop of the target's blood. The ritual takes a few hours to complete and includes the drop of blood being rubbed into the item. After the ritual is complete the next time the target sees the item he is compelled to take actions to acquire the item. these actions are driven by magic desire and can compel them to do some strange things to get the item. Once they have claimed the item the spell is immediately broken.
Strengths:
This is the perfect bait for a trap for a distraction.
This power is the only spell that can create an emotion in the target, due to it's powerful nature and ritualized casting.
Weaknesses:
When they acquire the item the spell breaks. If this happens before whatever ends have been set up the spell is wasted.
This desire does not over-ride self preservation or make them act against their morality, only makes them seek the item.
Duration: Varies, until the item is acquired.
Cooldown: this can only be used on one target at a time. Minimum cooldown is 10 posts.
Rank A: Circle of Sorrow
Name: Torment
Rank: A
Element: None
Description:
Doubt, regret, sadness, all of these can cripple a warrior. The Masters of Malomancy can make this utterly true. All the target needs to do is feel some sadness, doubt, or regret. With these feelings in his mind the Malomancer then locks onto that feeling and reaches out with his magic. this takes the form of translucent tendrils flowing from the caster's aura. If they touch the target then the torment begins. The caster can twist the sorrow in the target into a crippling depression. This sudden depression can lead to a weak minded person's suicide or even a strong willed warrior surrender. Normally, this spell will wreck the target with such terrible sorrow that they are unable to fight, or do much of anything aside from weep or drop to the ground in sadness.
Strengths:
Will nearly always end a fight if it strikes.
Can correct it's path to seek a dodging foe.
Holds an enemy still for a finishing blow.
Weaknesses:
Has a limited range, about ten meters.
Causes no actual damage.
Evokes feelings of sadness in the caster.
Duration: 3 posts
Cooldown: 5 posts
Name: Fangs of Despair
Rank: A
Element: None
Description:
Despair is a final emotion. Despair destroys the heart of a warrior. this spell is the truth of despair. Once a foe has a powerful feeling of sorrow or sadness, such as that inflicted by Circle of Sorrow, the Malomancer can finish them. With a flourish of thier hand and a shout of "Fall to what you know to be true..." and then the target's name. In that moment the fangs of despair strike. The fangs close in from the location of the caster and dart at the enemy. They seek after the target for a short time, if they strike the foe they are immediately paralyzed with despair and sorrow.
Strengths:
Homes in on the target.
Causes paralysis
Long range, up to fifty meters.
Cripples the target with increased sorrow and despair.
Weaknesses:
The foe must be feeling powerful negative emotions.
Can be evaded with continued effort.
Take a small time to cast.
Causes the caster to become saddened.
Duration: 3 Posts of chase, once struck the paralysis duration is for 1 post, the emotional duration varies based on the individual.
Cooldown: 8 posts
Rank S: Circle of Truth
Name: The Great Weave
Rank: S
Element: None
Description:
The subtlest magic in the arsenal of the Malomancer. this is a powerful and long lasting weave of lost magics. This is a prolonged spell that takes numerous hours and days of interaction. Those with stronger will will last longer, those who are weak will fall quickly. This spell weaves a subtle influence over the target's emotions. The weave makes every negative emotion they feel slightly stronger as time goes on. These emotions become more and more powerful until eventually the target is a total wreck of negativity.
Strengths:
Can not be detected except by those who know of the magic's nature.
Requires only eye contact and conversation.
Weaknesses: (Every magic has weaknesses.)
Duration: (How many post does the duration of the magic skill.)
Cooldown: (How many post does the cooldown need after the duration.).
Name: (The name of the magic skill.)
Rank: (What rank this magic skill is)
Element: (The element of the magic, put as None if the magic do not have any element.)
Description: (How to cast the spell etc.)
Strengths: (What is the effect of the magic skill, how much damage did it give etc.)
Weaknesses: (Every magic has weaknesses.)
Duration: (How many post does the duration of the magic skill.)
Cooldown: (How many post does the cooldown need after the duration.).
Last edited by Mr. Black on Fri Jan 18, 2013 7:38 pm; edited 5 times in total
Mr. Black- GM
- Posts : 13
Join date : 2013-01-11
Age : 86
Location : Around
Re: Malomancy
Okay so, explain to me what your spells have to do with emotions?
Daddy Poppa- GM
- Posts : 44
Join date : 2012-12-22
Re: Malomancy
They are emotional evocations. they are a manifestation of an emotion in the real world. Not only that, but other are centered around effecting a single emotion to heighten or change it.
Mr. Black- GM
- Posts : 13
Join date : 2013-01-11
Age : 86
Location : Around
Re: Malomancy
And so the emotion they are evoking is pain? If that is the case you could only use them when pain is shown. With a magic like this I want you to only be able to use techniques based around specific emotions that are the requirement that is needed for you to use those spells. Because as I see it now I don't see a connection of your spells to your over-all magic. They need a pre-req before use.
Daddy Poppa- GM
- Posts : 44
Join date : 2012-12-22
Re: Malomancy
Agreed. That shall be implemented. Though, dragon-slayer and god-slayer magic has nothing to do with either of those things other than what taught them. in the end it is just elemental magic. No argument, just a thought.
Mr. Black- GM
- Posts : 13
Join date : 2013-01-11
Age : 86
Location : Around
Re: Malomancy
Sorry, I just don't see the connection between your magic and Slayer magic. You have confused me.
Daddy Poppa- GM
- Posts : 44
Join date : 2012-12-22
Re: Malomancy
There is no connection. it's not important either. Just something i had noticed.
Mr. Black- GM
- Posts : 13
Join date : 2013-01-11
Age : 86
Location : Around
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