Name: [indent]Coal[/indent] Race: [indent]Homo Magi[/indent] [indent][indent]A race of a magic touched beings. Though they may appear human (most of the times), they generally have many special quirks carefully hidden with disguises or spells. (Ex. Claws, tails, etc.)[/indent][/indent] Age: [indent]16[/indent] Appearance: [hider="I see you"] [img]http://pre02.deviantart.net/5948/th/pre/i/2016/009/2/5/you_shouldn_t_be_here_by_crazyfox346-d9nakej.png[/img] [/hider] Arsenal: [color=ed1c24]Ritual Knife[/color] [indent]Fused with immense dark power, this enchanted knife is a handy tool for fighting at close range. 25% of the damage done to an enemy with this knife in return heals the user. The enchanted blade can even cut through thick armour, though it may tire the user quickly to exert that much physically force. Especially on someone that's used to magic-ing everything. The knife can also be used to carve more permanent magic circles, but this obviously takes a long time. At least 2 turns. [/indent] [color=39b54a]Bag 'O Herbs[/color] [indent] For when the battle is really close, it always helps to have a medicinal herb to chew on, or a special little concoction for a little extra speed. The power of these herbs isn't anything dramatic, but always helps to have a little buff. (Or a little [color=ed1c24]Poison[/color]) These effects range from, Regeneration(Heals up to flesh wounds), Poison(fast acting disease that can induce vomiting, weakness, and anyone that comes in contact with the bodily fluid from the afflicted will also be affected), Nausea(Difficulty doing even simple tasks, can't walk straight, etc.), Pain Relief(Stops the pain from a wound, but doesn't heal it), and many more. The herbs must be consumed or rubbed on a person to have any effect. It may also require some time to shift through the bag to pick out exactly what is needed.[/indent] [color=f9ad81]Chalk[/color] [indent]The most mundane things can be turned into the most powerful in the hands of a skilled witch. With a few pieces, a witch can draw a ritual circle to act as a trap, buff for friends, or debuff for enemies. The power of these drawn on circles are virtually limitless as long as the witch has time, and space to draw them. And they always can be washed away. These powerful, yet easily dismantled, circles have many effects, and the AoE depends on the size of the circle. A circle can Freeze, Daze, Heal, Shock, Cripple, Confuse, etc. anyone who steps on the circle. Anyone. Friend or foe, everyone who steps in will succumb to the circle's effects. And the circle's effects increases in potency depending on how intricate the patterns and runes are. An easy formula is, for every 5 runes, the potency is increased by X1.5. A rune typically takes 5 to 10 seconds to complete, and a circle requires at least 3 to work. [/indent] [color=662d91]Book of Shadows[/color] [indent] Where would a witch be without his spellbook? This handy little book contains incantations, instructionss, and spells for quick usage. From levitating a pebble, to vanishing for even just a second. A good witch never solely relies on his traits. The spells are all in different languages. Latin, Persian, Arabic, even mystic and forgotten languages like Enochian, making it easy to slip up. Spells are generally weak, and fast acting. They are meant to be used for specific circumstances, and aren't generally used to maim or kill. [hider=A few examples of spells] [color=ed1c24]Tamen ne non[/color]: Latin for, "However, he would not", derived from the powers and language of voodoo. This grants the caster very brief control of a single limb on his target, this window of time is small enough to only allow a single action. Like causing his target's hand to twist to throw off his aim, or delay an action such as picking up a weapon. This power however doesn't grant full control, can't be casted multiple times on the same target, and can't be used to cause them to kill themselves. [color=39b54a]OL NOSTOAH OFECVFA AR[/color]: From the language of the angels, it's a spell that clears a single status effect from the target. This particular incantation requires a few conditions be met. the caster must be standing in arms length of the target, and for the target to be consenting to the spell being casted on them. [color=fff200]Amabhola Encanyana Inzondo Umlilo[/color]: Other spells require ingredients. For example, this piece of South African magik requires rice husk, and pebbles (Hidden in the handy Bag 'O Herbs), and with a few magic words it turns the pebbles into mini explosives. Not large enough to cause damage, but just enough to leave a burn, or cause a distraction. [/hider] In short, the Book of Shadows is meant to be used a utility, and not a weapon. To cause a distraction, or stop an attack. However, a truly creative sorcerer knows how to turn the most innocent of spells into a deadly attack. Coal isn't that sorcerer. [/indent] Stats: [color=ed1c24]5 ATK[/color] [color=00aeef]3 DEF[/color] [color=39b54a]5 HP[/color] [color=fff200]13 ENG[/color] Traits: [color=fff200]Strength of the Gods[/color] [indent]As a free move on their turn, the user can add 25% to their Attack, or their DEF, to better suit the current situation. However, the caster may choose to contact the Gods themselves. By sacrificing a turn, the caster can try his luck at contacting a god, however, the Gods can always choose to not answer. More powerful and well known Gods are harder to call, but lesser known Gods are easier to channel, but are also much weaker. By channelling the powers of a God, the caster gains buffs associated with that God. Channel Ra and gain a golden warm aura that singes enemies, channel Circe and cast your next spell with less energy consumption. There are also different tiers of Gods. [hider=Low Tier] These are basically magical creatures. Ancient wizards, water nymphs, unicorns and the likes. Their power isn't very impressive but can be helpful. Channelling a unicorn can heal a single life point, a wizard can replenish a few energy points. Powers revolving around one time use, and after being called, they turn stubborn and refuse to answer to the caster for a while. They have an almost 100% chance of answering when called, and are simply summoned by uttering their name and a prayer. [/hider] [hider=Mid Tier] These are your demi-gods, Hercules, Eryx, Helen. Their powers revolve around effects that last many rounds. Hercules can add strength to the caster's next attack, etc. They have a 50% chance of answering, and are summoned by giving them verbal praise and uttering long prayers. However, the process can be sped up by cutting yourself and offering blood, which does have the chance to effect the caster with Nausea. [/hider] [hider=God Tier] Zeus, Odin, Ra, yes, even Jesus. All beckon to your call, if they want to. These are by far the hardest creatures to summon. The only way to invoke them is by dropping to your knees, muttering prayers, and paying up in blood. And there still is no grantee they'll answer. Casters usually have a 20% chance of getting it to work. But their powers can be game changing, from manipulating the environment, to granting you underlings to fight for you. Their powers are varied and awesome. [/hider] But with power comes risk. Anger a God and you'll risk being afflicted with the [color=ed1c24]Wrath of a God[/color]. Beg too much, praise too little, fumble up, and many more. [color=ed1c24]Wrath of a God[/color] is a curse that afflicts only the caster which basically reverses the effect of what they wanted. Tried to heal yourself but managed to anger a God? Great, now you're smitten. Tried to summon minions to fight for you? Now they fight against you. And obviously, the higher the Tier, the greater risk there is. Low Tier has a 10% chance. Med Tier only 25%. And God Tier 50%. Every summoning requires 7 energy, doesn't matter if it fails or works. [/indent] [color=662d91]Return Threefold[/color] [indent] The greatest lesson a witch can ever learn is knowing the presence of Karma. And of course, utilizing it. Drawing in the powers of Karma, the user adopts a defensive pose, making them immune to all weak attacks, with a 25% chance the attack will bounce off them and return to the attacker with thrice the power. Stronger attacks may bypass the shield, but the effect of the attack will be dampened. The distinction between Light and Heavy attacks is a tricky one. But in some cases it's obvious, a few bullets won't do much harm, but a huge sweeping laser will pack a punch. Man-made weapons to "weak" powered attacks can be blocked a 100%, but anything past that can bypass the shield. However, if the attack is reflected, the shield-bearer faces no damage. The shield can also be casted over many people for the same cost and is invisible. Burns 3 energy But Karma has more than one use. Invoke it and let it judge your actions. [color=fff200]Invoking Karma[/color] causes your last 5 actions in battle to be judged. If more violent actions were taken, you'll gain a buff when it comes to battle, more "peaceful" actions (Healing, protecting, etc.) and you gain a buff in that area. (I'll get into detail once I have time to finish this up) [/indent] [color=fff200]Meditate[/color] [indent]Sitting down, standing, or falling off a roof, meditating can be done everywhere. By the simple act of closing one's eyes and concentrating, energy flow is increased, replenishing their energy well fully. However, while meditating, the user can't move, attack, or defend. They are left totally vulnerable for their turn. However, the caster can opt to [color=fff200]Chant[/color] instead. Basically, a weakened version of meditating that only replenishes a little energy at a time, but this way the caster can still move around and attack/defend. But while chanting, the user can't communicate with others, and sometimes will have to stop chanting in order to cast a spell.[/indent] [color=662d91]Beast Within[/color] [indent]A handy tool to repress one's humanity and unleash full power of the beast within. Cast it upon yourself and transform into your spirit animal. Your speed, defence, and attack is given a 50% boost. Lasting 3 turns before the spell ends, leaving the caster dazed and weakened for a turn. However, use it on a foe, and curse them to transform into a hideous, yet powerful, beast by drawing on the power of Circe. Leaving the foe dazed, confused, weakened, and angry. Lasts 3 turns, and leaves the afflicted passed out or Dazed (nauseas, difficultly walking, threat of puking). Both variations of the usage burns 5 energy[/indent] [i][color=fff200]Oiad[/color] [color=662d91]Ehnb[/color][/i] [indent] The most varied, and powerful spell of a witch's arsenal. This active trait calls upon the help of the elements. [color=ed1c24]Fire[/color], [color=0072bc]Water[/color], [color=007236]Earth[/color], and [color=6ecff6]Air[/color]. It burns all of the user's energy, and it's effectiveness increases the more energy the user has. Every 2 points of energy used increases the effect of the spells by X1.5. Using this allows the user to cast 4 spells with no effect on their energy. All the four spells must be related to one of the elements, no element can be used twice, and how the element is used is up to the caster. Buff your friends with the wildness and power of fire, or create a crack in the ground. The spells also don't expire and can be used at any time. The caster can cast all 4 spells in a single turn if they wanted too also, or they could save it for future use. [/indent] Power Summary: [indent][color=662d91]Witchcraft[/color][/indent] [indent][indent]Or sorcery, wizardy, etc. Basically, magic.[/indent][/indent] Free points: (Hopefully enough for all these god damn traits) Class: [indent]Balanced[/indent] Negative Traits: [color=ed1c24]Overflow[/color] [indent] Casting requires energy, burn too much and you run the risk of overflowing, turning you into a being of pure magic. Though it may sound swell, in reality this often leaves in the caster in immense pain. After a few turns however (depending on how much energy was used up), the caster will return into his normal state. But he may be left unconscious, or weak and always with no energy left. However, there is an upside. In this overflowed state, the caster's powers will increase dramatically, but also become more wild and hard to control. On the other hand, the more magic the caster uses in this state, the more penalties the caster will have to face when brought back to normal. There are tell tale signs, and the caster can always choose to rest as to not be Overflowed[/indent] [color=ed1c24]Traumatophobia[/color] [indent]The fear of getting hurt. The afflicted will usually try to stay out of harm's way, the closer to getting hurt the afflicted is, the more panicky and wild he or she becomes. And therefore, Coal chooses to fight from afar, using levitation and invisibility spells to try his best to remain out of harms way.[/indent] [color=ed1c24]Kakorrhaphiophobia[/color] [indent]The fear of loosing. The closer to failing Coal is, the more reckless and desperate he becomes. But there is always an upside. When he senses he's close to loosing the battle, his kakorrhaphiophobia basically overrides his traumtophobia, allowing him to be more bold, and violent. Even resorting to killing his enemies to secure a victory. [/indent] [i][color=ed1c24]"Oops"[/color][/i] [indent] Whenever a spell is cast, there always is a small chance something can go wrong. A syllable misspoke, a hand movement fumbled up, a myriad of other things that can go wrong and explode in the caster's face. These mistakes could have an infinite number of effects, there is no good way to predict the effect of a messed up spell. It can be [color=00a651]Good[/color] or [color=ed1c24]Bad[/color]. But you never really want to take that risk. Concentrating before casting will help, but will also slow you down. So in the thick of battle, stay clear of the panicked caster's way. [/indent] [color=ed1c24]Silence[/color] [indent]A witch always needs a way to cast, they never can just will a spell to work. They need a way to cast. Be it with words, circles, hand movements, or any mixture of them. A witch that can't at least speak, can't cast. [/indent]