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Damian Blackwood [Rune War]

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Damian Blackwood [Rune War]

Post by Damian Blackwood on Wed Oct 24, 2012 9:37 am

Name: Rune War
Type: Caster
Element/Aspect: Augmentation
Description: The user can augment many things with the runes he has learned. The runes strength can very great on its placement , some runes will have no effect when used on some things while on others its effect is more powerful than normal. These runes vary greatly in use but the magic however has a few drawbacks and if used in an incorrect or risky manner could end up resulting in the death of the caster. Some runes work in combination with one another to become more effective , and others can have an adverse effect if attempted to combine. The user can only learn this through experimentation. I will only list things that the augment effects in the description of spells , if a spell doesnt have a placement listed it has no effect when placed there. Also runes can be dismissed at a range , he doesnt need to be physically in contact with it to dismiss it , only to place it. Most runes are invisible to the naked eye. However those who can clearly see aura's will be able to see rune placements. Those that can see the runes cannot always tell what they do however but in come cases simply knowing that the runes are there will be a forwarning. Some runes however are visable to everyone in the base form.
Side Effects: The side effects of the runes vary greatly but in most cases if a rune is applied directly to the user the sustainment cost is higher then if placed on anything else. The largest side effect comes from using multiple runes at the same time. If the user has more than 3 or more runes active the sustainment cost of all runes is doubled. This only takes effect when using sustainment runes however as a base cost rune doesn't effect his sustainment costs.
Example: Running 2 runes that have a 5 MP cost per turn to sustain , if he places a rune on the ground that's a 1 time use that requires no sustainable costs are not doubled , however if places a rune that has 5 MP cost per turn , all rune costs are double taking him from 15 MP per turn to 30 MP per turn on activation.

______________________________________________________________
Binding Rune
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 , 5 to move
Type: Utility
Element: N/A
Range: Physical Contact
Requirements: Physical contact with what he wants to place the rune on.
Effect:
Ground Placement - When placed on the ground or a wall it creates a 6 foot circular pattern in all directions from the user. It takes a little over a second for the rune to spread to full size and once it has done so anyone who touches it aside from the caster will be magically bound in place for 1 Post. The user may expend an additional 5 MP to move the rune to another location. If left untouched and Unmoved for 3 turns it disappears. The rune can only be moved up to 3 times. Furthermore , it can be moved to a human placement as well. The rune can hold up to three people at once but shatters once it releases the first one.

Human Placement - If the rune is places directly on another mage then its effect is amplified. The rune spreads out over the skin of the person it was applied to and binds them to the first thing it touches. This binding lasts for 2 turns. If the user is in contact with multiple objects it will bind him to the largest one. Furthermore this rune seems to ignore the existence of cloths.

Cooldown: Once the rune is gone it Must cool down for 5 Posts.

______________________________________________________________
Wave Rune
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (Active 5 per Turn)
Type: Offensive
Element: N/A
Range: Physical Contact
Requirements: Wave rune placed by touch before wave can be used.
Effect:
Weapon Placement - When place on a weapon it allows the use of the ability "Wave" through the weapon it has been placed on. Anyone who uses this weapon will be able to generate on wave per turn. Even if the wave is not used the sustained 5 mana is still taken.

Human Placement - Whatever limb the rune is placed on acts as a meduim for the "Wave ability" However by generating a wave from their limb they cause damage to that limb as the energy explodes from their body. Every time the ability is loosed it causes lascerations on the limb because of the weak meduim its being fired from. As with weapon placement even without using wave it still drains the 5 MP.

Note - Anyone this rune is placed on or holding the weapon its placed on will gain the knowledge of how to use it , but not the knowledge of the drain it will have on their body. If placed on someone else or weapon is used by someone else it will take 10 of the users MP to activate the rune and use the wave ability. And it will still drain Damian through its sustain cost.

Cooldown: 1 post cooldown once rune is dismissed
______________________________________________________________
Wave
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: (See "Wave Rune")
Type: Offensive
Element: Energy
Range: Ranged
Requirements: "Wave Rune" must be Active on the use of the Wave ability
Effect: The user creates a wave of energy which is propelled from the source of the rune. In its base form the spell is not to powerful. Because of the instability of it when it makes contact with the enemy the energy creates a small explosion leaving minor bruising , cuts and burns on the enemy. If it collides with anything solid it will explode resulting in damage to said object. It could break through thin wood on impact and leave scratchs or cracks on other materials. Clothing will be Shredded.

The wave itself is about 5 inchs wide and 3 feet high. It arcs out in the direction of the swing of the runed object.

From the Flesh- If wave is fired from the body of the user then it will rip at their soft flesh with each turn. This only happens to users who have normal or soft skin. Those with augmented or hardened skin might not be effected by this. Damage is minor however but will build up over time.

Cooldown: This can be used once per Post , but does not need to cool down afterwords.
______________________________________________________________
Rune of Regeneration
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (Five for Extension)
Type: Utility
Element: N/A
Range: Touch
Requirements: None
Effect: Places a rune on the target person or object that induces a type of healing. This healing will restore damage done to anything that is alive. The healing takes longer for larger wounds and is used it 2 turn bursts. Once the two turn burst is over 5 MP can be expended to extend the healing duration another 2 turns. This can be done up to a maximum of 5 times. This Rune creates a visible green aura around the person its being used on. Once the rune is removed the aura dissipates.

Scratchs and Minor Burns - Healed in the first turn used.

Small Cuts and Mild Burns - Healed in 2 turns.

Moderate Cuts and Burns - Healed in 5 Turns.

Sever Cuts and Burns - (Spell Level to Low)

Removed Limbs - (Re-attached but unfunctional) 10 turns.

Removed Limbs - (Re-attached fully functional) (Spell level to Low)

Cooldown: 5 Post Cooldown
______________________________________________________________
Sparrow's Soul Rune
Tier: Base Spell (Plot Spell)
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: N/A
Range: Physical Contact
Requirements: Plot spells are only allowed to be used with RP'er Consent and are not combat based,.
Effect: The person effected by this Rune will be made to appear as "Red Sparrow" and also assumes the distorted voice that comes with the new Persona. Red sparrow masked vigilante wanted in many towns for many a crime. Though little is still know about red sparrow other than his appearance and that he has many talents and has yet to be caught or unmasked. The person who this rune is applied to becomes the "Red Sparrow" in further RP's until the rune is removed in some manner. This does however not limit their spells and abilities. "Red Sparrow" has also been referred to as the Copycat Mage , since he seems to mimic others abilities. Only one person can assume the identity of "Red Sparrow" at a time.

Routes of Removal- This rune often comes with a toll for its removal. The infected person is given a task or series of tasks that he must complete before the rune will be removed. The only other way to get the run removed is though the work of a powerful healer , who can sense the placement and makeup of the rune. Furthermore the mage attempting to remove the rune must be of equal or higher rank than Damian. This route would be much harder considering that a vigilante thief would have to convince someone that he/she is not who he appears and sounds to be.

Cooldown: Only available once Deactivated

Red Sparrow:
______________________________________________________________


Last edited by Damian Blackwood on Sun Nov 04, 2012 1:56 pm; edited 5 times in total
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Damian Blackwood
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Re: Damian Blackwood [Rune War]

Post by Damian Blackwood on Tue Oct 30, 2012 11:51 am

Ready for Nerfing!

Oh also , i know i dont really have an offense , but for now hes more of a dont fight alone type of character.

Also The reason i seperated "Wave" from "Wave Rune" is because it would be like a secondary ability since he can attach that rune to others as well. So i made it its own ability so that would be more fare instead of having to start with 6 abilitys from a cheap manner. It also lets me augment the rune and the ability seperatly for more spell depth.


Thanks to whoever picks this up!
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Damian Blackwood
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Re: Damian Blackwood [Rune War]

Post by Spitfire on Sun Nov 04, 2012 10:15 am

MAGIC:
- Approved

BINDING RUNE:
- Reduce the turns someone is bind when placed on a human to 2

WAVE RUNE:
- Approved

WAVE:
- Approved

RUNE OF REGENERATION:
- Approved

SPARROWS SOUL RUNE:
- Plot spell approved
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Magic:
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Re: Damian Blackwood [Rune War]

Post by Damian Blackwood on Sun Nov 04, 2012 1:56 pm

Changed as Asked
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Re: Damian Blackwood [Rune War]

Post by Sokuseki on Mon Nov 12, 2012 3:01 am

Approved
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Re: Damian Blackwood [Rune War]

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