Administrator
HIGH PRIESTESS
gold
familiar Familiar
played by OOC Namestaff
aww i guess you're my little pogchamp aww i guess you're my little pogchamp aww i guess you're my l
MONKEY KING
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Post by Admin on Jun 21, 2022 21:07:12 GMT -7
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ULTIMATE SPELLS
[attr="class","staffbody"] [attr="class","staffheadimg"] [attr="class","staffpara"] Ultimate spells are currently in BETA and may be subject to changes at any point. If you choose to engage in a system that is in BETA, please note that there may be inconveniences and staff gives zero guarantees on your investments into these systems. [break][break] ICly, using an ultimate spell is seen as a great feat of magic -- some of these feats are seen as feats of legends! Please use them sparingly and within reason. [break][break] Ultimate spells do not count toward your advance spell max. They do count towards you 60 spell max. [break][break] You can only have 1 ultimate skill PER SUBDOMAIN.[break][break] A witch of any rank is capable of unlocking an ultimate skill through: - Repeated NPC interaction
- Participation in high-stakes events or quests
- IC development
- The ultimate spell can be the objective of their IC champion test
[break][break] Any quest (including champion tests) where an ultimate spell is posited as the reward must have a legitimate chance of failure.[break][break] Enjoy! [attr="class","spelltitle"] AER, AIR [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: TRUE ELEMENTALIST [break] Enables the witch and familiar to become intangible, dissipating into their element and rematerializing seconds later, making them extremely challenging to land a blow against.
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ULTIMATE: MJOLNIR [break] All electricity-based attacks across any domain are rendered useless against the witch. They gain some heat resistance as well. In addition, the witch gains newfound precision when channeling storm-like spells, making their magic difficult to redirect and unlikely to miss. When channeling electricity-based spells, they gain the ability to fly.
[attr="class","spelltitle"] AER, SPELLSINGING [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: ABSOLUTE PITCH[break] Spellsinging spells can be "hypercast" by the witch. Hypercast spells will cancel all other spellsinging in the area, overriding their effects, automatically apply a wide-ranging SILENCIO for several minutes against all other beings, and upcast the spellsong by one rank. It also weakens all other buffs and debuffs from any domain applied in the general area for some time.
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ULTIMATE: VENTRILOQUIST[break] Allows a spellsinger to manipulate sound they do not create into spells of their own -- e.g. turning someone's crash landing into a sonic boom, or a whisper into a COMMANDMENT.
[attr="class","spelltitle"] PYROS, FIRECALLING[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: TRUE ELEMENTALIST [break] Enables the witch and familiar to become intangible, dissipating into their element and rematerializing seconds later, making them extremely challenging to land a blow against.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ULTIMATE: MANA BURN[break] The witch can conjure a fire that burns mana in the surrounding area. It can be used to directly "burn" the energy of energy or mana-based spells, like other elemental constructions or attacks, rendering them useless. This fire only interacts with mana-based constructs.
[attr="class","spelltitle"] PYROS, LIGHTCRAFT[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: CLAIRVOYANT[break] The witch will never be fooled by an illusion cast by a witch of equal or lower rank. They will also be identify enchanted/cursed objects, and "trace" mana back to its caster. Typically, witches with this skill have lightened irises, or fully white eyes.
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ULTIMATE: SOLAR POWER[break] While the sun is out, the witch will not run out of mana. In this state, mana becomes highly synergized, enabling to the witch to upcast their light spells as well as heal their own injuries at a constant rate. Minor injuries will take minutes, while moderate injuries can be healed in hours.
[attr="class","spelltitle"] ENCHANTMENT, ABJURATION[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: ELEMENT KILLER[break] Can land magic attacks against all temporarily "dissipated" beings such as true elementalists, or witches using other spells that allow them to travel, such as oracle bones: taygete, or shadow hopper, desert hopper. Blows made against such foes are almost instantly incapacitating and often fatal.
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ULTIMATE: ROSETTA STONE [break] Generates a four-dimensional runic array (also known as a tesseract) that begins rapidly spinning and "translating" the universe. While connected to the array, the witch is capable of communicating to any living organism in a large regional area spanning the size of several cities — including insects, animals, other witches, their familiars, etc. They can also convey their information to a willing recipient, or use it offensively to overload the mind of a target. The hivemind can become overwhelming if used for too long.
[attr="class","spelltitle"] ENCHANTMENT, AUGMENTATION[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: INFINITY AUGETES[break] Enables any two augmentation spells to be permanently and passively active (not require a familiar present). there may be exceptions, check with staff.
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ULTIMATE: HEALING FACTOR[break] A witch's healing factor is permanently increased, making them nearly impossible to kill unless decapitated. Can regrow limbs. Only applies to wounds of the flesh and not, say, poisons or disease, however. Activation is never optional, and drains mana constantly while the witch is wounded in order to heal the wound.
[attr="class","spelltitle"] ENCHANTMENT, CHARMS[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: THE TYRANT[break] Allows the witch to designate a rule for a custom "room" -- in other words, they can enchant the general area and freely manipulate the "laws" that govern it. An example could be that all movement is inversed, or that gravity is halved. The witch may or may not designate themselves an exception to the rule, but they must be inside the "room" for its magic to be active. A witch cannot "trap" another being inside the room, but they can alter the laws for "entry" into the room to keep others out. The rule(s) for this witch's room is: __ **requires staff approval
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ULTIMATE: THE GADGETEER[break] Allows for the creation of a highly sophisticated enchanted object such as a mecha, an airship, a magical train, etc. **requires staff approval
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ULTIMATE: THE AUTHOR[break] Enables the witch to rewrite another being's memories, given the target is unconscious. The memories will revert if the caster is killed, if another enchantment specialist is able to fix them, or if the caster wills it. Reverting the memories can be extremely painful for the target.
[attr="class","spelltitle"] AQUOS, WATER[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
TRUE ELEMENTALIST [break] Enables the witch and familiar to become intangible, dissipating into their element and rematerializing seconds later, making them extremely challenging to land a blow against.
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ULTIMATE: BLOODLETTER[break] An illegal spell. A witch can infuse their own blood into most aquos spells, increasing their effectiveness. Only activated when suffering from a severe injury, and can only improve the ability of offensive or utility (non-healing) spells. Spells imbued with blood are upcast by one rank.
[attr="class","spelltitle"] AQUOS, ICECRAFT[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: PERMAFROST[break]
A witch can instantly coat another being (or object) in a surprisingly thin layer of ice, and render them cryogenically frozen. The frost will last as long as the witch can maintain their familiar. Beings frozen by the spell cannot be "broken" apart or killed, but they cannot cast magic or move at all.
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ULTIMATE: TIMEKEEPER[break] A witch can expend a huge amount of mana to momentarily stop time in a small radius, allowing them to gain precious seconds of an advantage in important situations. Cannot be selectively applied to targets.
[attr="class","spelltitle"] GAIA, EARTH[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: TRUE ELEMENTALIST[break] Enables the witch and familiar to become intangible, dissipating into their element and rematerializing seconds later, making them extremely challenging to land a blow against.
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ULTIMATE: GRAVITATIONAL REND[break]
The witch generates a medium-sized spherical field around themselves in which they can manipulate the gravity of all objects including organic or inorganic material, either making them extremely heavy or light. This extends to mana-based objects like elemental spells. Their mana is drained constantly while the field is active.
[attr="class","spelltitle"] GAIA, PLANTSHAPING[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: AMBROSIA[break]
Generates a small droplet of golden nectar. When consumed, it allows the witch to temporarily ascend into "godhood" --- organic summons (and sometimes even organic summoners) become highly reluctant to attack the witch, or fear them outright. The witch is granted temporary flight, and has all their physical attributes and senses enhanced to superhuman degrees.
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ULTIMATE: INVASIVE ROOTS[break] Enables plantshaping spells to be grown on the bodies of magical beings (witches, familiars, or mythical creatures). Instead of using the witch's mana, these plants drain the mana of the beings they are grown on. The roots can be still be cut off, but harden over time.
[attr="class","spelltitle"] ALCHEMY, POTIONS[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: PHILOSOPHER'S STONE[break]
An illegal spell. A stone that can be embedded into the witch's body. Once placed, it allows the witch to achieve immortality (they no longer age, but can still be killed). It gives a general buff against poisons and toxins as well.
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ULTIMATE: ABEL'S CURSE[break] An illegal spell. The witch creates a potion that upon consuming, will bestow a curse. This curse can only be undone by a counterpotion (generated by the original creator), another potions specialist, or once conditions are fulfilled (if there exists any). Some curses are permanent mutations, while others are highly illegal, such as a potion of affection.
[attr="class","spelltitle"] ALCHEMY, TRANSFIG[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: WITCHWIFE[break] Allows Familiaris transfiguration spells to be applied to other beings, including witches. Increases the limit of Zoologist to two species per rank.
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ULTIMATE: SHAPE SHIFTER[break] When the witch changes skins or transfigures a part of themselves for another, they also "shed" the previous skin, removing injuries sustained and, if done quickly enough, poisons, debuffs, etc. Could be used to regrow limbs, with varying degrees of success.
[attr="class","spelltitle"] SUMMONING, ORGANIC[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: DRUID[break]
Pre-req: bloodspawn, feedback. Summoned beings under direct control of the witch gain a substantial healing factor and increased durability. FEEDBACK becomes completely seamless for the witch, and integrates across summons as well, enabling a semi hive-mind that can be tapped into. In addition, all summoned creatures can be buffed/debuffed using other magic, and all bestial summons gain a degree of sentience. In exchange, the negative side effects of SKILL: BLOODSPAWN are also permanently active.
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ULTIMATE: SUMMONER'S GATE[break] The summoner summons a large circle on the ground. While inside the circle, it acts as a "gate" to the caster's innate mana reserves. The witch may freely transfer their mana to other magical beings inside the circle. They may also generate homing blasts of pure, non-elemental energy that are highly effective against daemons. The presence of the circle speeds up rupture healing.
[attr="class","spelltitle"] SUMMONING, INORGANIC[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: CASTER'S GATE[break] The summoner summons a large circle on the ground. While inside the circle, they may freely use any 3 advanced spells from any ONE elemental subdomain. You've chosen : X, X, X. While the circle is active, mana is continually drained.
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ULTIMATE: SWORD OF DAMOCLES[break] More often manifested as a shield than a sword. The witch can summon any small/medium-sized inorganic object or weapon with a "pure reflective" property. You've selected: __. It can instantly absorb incoming spells and, at the discretion of the caster, reflect them back at an equal power or the witch's rank (whichever is stronger). It can only have one spell "absorbed" at a time. It can be freely manipulated by the witch, as though through telekineses.
[attr="class","spelltitle"] ILLUSIONS, PURE ILLUSIONS[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: DREAM EATER[break]
Allows an illusionist to appear in a marked target's dreams and control the contents of the dream. The illusionist can attack the target witch, and whatever injuries the witch sustains in the dream will appear on the witch upon waking. The illusionist can also be attacked, however.
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ULTIMATE: IMPOSTER[break] An illegal spell. A witch can turn themselves fully into any other person. They can perfectly mimic humans or other witches, including mirroring their familiar (or lack of familiar). They seamlessly take on their features, voice, mannerisms, etc. as long as they have a decent knowledge of the target. While acting as an imposter, their persuasive abilities are heightened, and most of what they say is "believed" those around them.
[attr="class","spelltitle"] ILLUSIONS, DARKNESS[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: TRUE ELEMENTALIST[break] Enables the witch and familiar to become intangible, dissipating into their element and rematerializing seconds later, making them extremely challenging to land a blow against.
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ULTIMATE: PUPPETEER[break] Enables the witch to directly manipulate any object (including organic material) that casts a shadow by manipulating its shadow. A powerful form of telekinesis, but dependent upon well-lit surroundings.
[attr="class","spelltitle"] STARCALLING, STELLAR[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: HITCHHIKER[break] By using two starettes, the witch may warp space and time to generate a wormhole -- instant, light-speed transportation from one place to another. Unlike other forms of teleportation, wormholes cannot be conjured very far from each other, but can be rapidly generated and dissipated in the heat of battle. A wormhole cannot have multiple directions, but its direction can be switched at the witch's will.
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ULTIMATE: SINGULARITY[break] An illegal spell. The witch embeds a starette into their heart and absorbs energy from space and nearby stardust, sustaining self-injury to upcast all spells. In dire circumstances, a witch with an embedded starette, after a few hours of spellcasting, may sacrifice themselves to generate a small black hole capable of instantly decimating an area the size of a small town. Using this spell in any amount may result in damages to the user's heart.
[attr="class","spelltitle"] STARCALLING, CONSTELLAR[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
ULTIMATE: STARSUMMONER[break] A witch may "summon" constellation-like summons of any constellar spell they know -- up to three at a time. E.g. summoning a ephemeral fish with traces of the pisces constellation and/or a dog-like creature with a canis major outline in its form. They function like giant organic bestial summons, and have a "semi-tangible" quality, allowing them to avoid attacks when convenient. Unlike summoning, maintaining these constellar creatures is highly dependent upon the witch's concentration.
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ULTIMATE: WALPURGIS NIGHT[break] Using this spell, a witch may "pluck out" the stars from the night sky, rendering all constellar starcalling but their own useless. Light and darkness based spells are also debuffed. No matter the time of day, all the stars are removed from view, and only constellar spells cast by the witch can be seen in the sky. The witch's own starcalling spells are upcast.
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