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Omni Archive
Tom Riddle - Printable Version

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Tom Riddle - Tom Marvolo Riddle - 10-14-2015

Character Name: Tom Marvolo Riddle
Character Source: Harry Potter and the Chamber of Secrets (Book Universe)
Appearance:
A leather bound tome, thick with pages of parchment that have weathered the years and not been totally altered by time. His edges are capped in brass to prevent damage. Written in a slightly faded gold leaf, “T.M. Riddle” marks his face.

Horcrux Body
As a human he appears roughly, in the age range of his fifteen to seventeen year old self. Not overly tall but not short either. His eyes are black as his hair though they seem deeper than can be possible for a construct. For his face its definitely easy on the eyes and well suited to a smug or self-assured look.

Personality:
Cunning, ambitious, and a desire to lead the world into a greater reality, these are the core traits that define Tom. Here underlies a willingness to do what it takes for him to achieve his goals, with little in the way of humanity to guide him. But it’s what humanity he has left that separates him from who his creator eventually became, while still something of a monster, he is able to control himself, restrain baser impulses and emulate the empathy that comes to others so naturally. Where Voldemort was cruel, Tom merely seeks swift vengeance. Where Voldmort saw threats, Tom finds rivals and allies. Where Voldemort feared to tread, Tom seeks power.

History:
Hello, I’m Tom Riddle…

Perhaps you’ve heard of me? No?

Then it’s all for the best. After all I’ve taken a wrong turn in my life, if you can call it a life. I failed to recognize the error of my lessers and was undone all the same as them. I don’t expect you to understand- I hardly understand it myself. But that’s all changed, it seems I have a second chance and I will take it. I will remake myself, remake the world and succeed where my creator failed.

For unlike him, I still have most of my soul intact.

Clearly he shall regret his folly in trying to improve upon me but alas that is his lot in life. Not mine.

You see I was born in an act of murder. I can’t say I regret that terribly much, the witch was totally insufferable but still… Voldemort could have been a bit more tactful in his choices of human sacrifices. But then again I can’t say I regret missing out on his demise at the hands of an infantile half-blood either.

So I will say I am lucky, lucky that my creator had the foresight to leave me in the hands of that imbecile Lucius Malfoy. Lucky I convinced him to give me to Ginny Weasley, and even more lucky when Harry Potter the boy who lived killed me.

Don’t look at me like that.

My death and this rebirth into this place has given me options. Options I never had before. The portions of Ginny’s life and even some of the Potter boy flow through my pages, my bindings, their blood and my ink are one in the same. I am ever so much alive! Alive now, with their essences mingling to give me vitality where my creator did not, could not, was too stupid to ever comprehend. I shall rise above the name Voldemort, above the name Dumbledore, above the flaws of flesh and blood.

Above it all!

Stats:
ATK: 5
DEF: 1
SPD: 1
TEC: 3

Starting Proficiencies:
Ranged Proficiency – 1000
Area Attack Proficiency – 600
Debuff Proficiency – 1000

Starting Powers:
Starting Moves:

Parseltongue
Cost: 0 Om, Fodder
The language of snakes is a gift that Voldemort could perform and was passed on to his diary. Communication by written form and the spoken word allows brisk, positively human like exchanges between Tom and any form of serpent.

Wand, Yew and Phoenix Feather 13-1/2“
Cost: 0 Om, Fodder
Requires: Ranged Proficiency; Debuff Proficiency; Area Attack Proficiency
A slender bleached bone-white wand with pale-red swirl like striations running through it and with it a wizard casts their spells, or at least most of them. May be replaced or repaired in roughly four seconds.

Evocative Curses
Cost: 1800 Om
Requires: Ranged Proficiency, Area of Attack Proficiency,
This is a class of ‘line of sight’ and ‘fire and forget’ spells which are streamlined for three main mode types and may be augmented, often through experimentation, to produce strange or wondrous effects. It emphasizes adaptability and flexibility in and out of combat as they only require wand, an optional verbal invocation and the need to focus on one spell for charging before being fired.

By default and without augmentation these spells fall under non-elemental burrowing bolts of magical energy that expand as they encounter resistance. The core of the bolts are finger sized spikes that while traveling at a speed that’s fast but more in line with sub-sonic ammunition. However they pack significant amounts of damage at the cost of this speed.

Appearance wise, colors range in the pale to prismatic warm colors with a theme of molten light like substance.

Non-verbal Casting [Frusto]
Semi-Automatic casting and firing of spells as the user requires it. These are specifically often grouped in a similar level of damage of weaker projectiles that while still dangerous, are less likely to cause critical injury unless they hit closer to vital locations. These thin, streaky bolts that are mostly bleached whites with interspersed color that leave erratic static like trails.

A shot can be fired up to five times a second without exhausting a wand’s recharge rate.

Verbal Casting [Lacero]
Verbalized magic is more powerful, taking around three seconds total of time but results in a powerful more dramatic end result that can be devastating both to the victim and the environment.

Appearance wise it has a deep orange outer core with its inner core being that of fractured white light that shines out in starbursts and accompanied by a shrill whumping noise.

The verbal casting produces a noticeable explosive force upon impact, shedding its outer core and releasing wide two meter plume of spherical force. This shedding happens at the point where the bolt meets significant resistance while the inner core of the bolt attempt to continue burrowing through. Shrapnel unlike its charged sibling isn’t as much of a concern due to the centralized force is towards burrowing and grinding.

A shot can be fired upon charging for three seconds and up three times in a ten second period without exhausting a wand’s recharge rate.

Charged Casting [Magnus Totum Lacerovisis]
By drawing out the verbalized casting and including actual wand movements the user can super charged Evocative Curses to create an area of effect.

When fired, this bulbous bolt of cracked light leads with meteoric like Mach cone and a pale maroon-white molten light core. It isn’t much to look at but the sound it makes after it passes by and on impact sounds like a cacophony of screams and machinery sped up digitally on repeat.

The explosion measures in a six meter spherical radius plume, forming at the point just after where the bolt first meets significant physical resistance even as what remains of the core attempts to burrow through whatever it impacts. The eruption of force because how and when it detonates, is best suited for firing shrapnel from and around its detonation site.

A shot can be fired with a five second charge up delay, and up twice in a ten second period without exhausting a wand’s recharge rate.

Quote:Augmentation Definitions
These are enhancements to the already dangerous Evocative Curses; as such they work in combination with each of its Modes. The form of magic generally stays the same but the end result can vary wildly from the base line depending on the nature of augmentation.

Unless otherwise stated, all augmentations adopt their Evocative Curse base form and results.
  • Dark Magic - It corrupts the nature of Evocative Curses so that anything they contact becomes abhorrently hostile to life. The bolts gain sickly, pale cooler colors, usually teals and purples. Anything touched by the magic or what it has infected darkens and glows with an abyssal weir light and marked with barbarous lines that are deeper than black.

    There is also a few downsides with Dark Magic, the first being that its wrongness is easily noticed by anyone with enhanced senses when the spell is being cast, doubly so when released. Secondly the spell offers no protection to the caster from itself if they are caught within range of its effects. Third it has adverse effects on a person’s emotions, bringing out aggressiveness, euphoria and potentially at even higher more constant use over minutes, feelings of arrogant godliness.

    Finally Dark Magic trades Evocative Curse’s piercing, kinetic and explosive force for splash like damage that seeps into anything it touches.

    Regardless for how long it’s charged, each hit from Dark Magic creates rot at a set scale, starting from mild and increasing rapidly to significant and deepening bodily harm following the list below in order with each subsequent casting and hitting of the same location. For the rot to spread and intensify the spells must hit in roughly the same area. However this effect is lessened by higher DEF in comparison to the spell’s ATK. Assume the listed descriptions are for equal ATK to DEF; intensify as needed for lower DEF. This list lays out a spectrum of effects of increasing magnitude due to repeated spell exposure.
    • Baseline - Cracking flesh and bruising
    • Gangrenous tone, pustules and weeping.
    • Effects intensify to eventual blackening, spongifyng or loss of flesh.

    Inanimate objects may carry the taint themselves and will be corrupted in a similar fashion. The more significantly infected they are the more they react to the presence of life and will literally scream and rend it is presence.
    • Non-Verbal [Malforo] – Bursts of thin lightning like bolts led by a core of cold molten light that leave behind trails of sickly wrongness. They impact like bullets of forceless energy that stains and spreads.

      Spreads deeper with each subsequent hit.

    • Verbal [Semper Minuo] – A bolt filled with a thicker more mutinous light. It follows much the same pattern as its Verbalized Evocative cousin, albeit the power is more centralized at its core. However when its power is released the core becomes a starburst of purple weirlight and yellow lightning that strikes and infects at everything within its range.

      Explosive radius is confined to a half meter spherical area and seeps at an increased depth with each subsequent hit.

    • Charged [Infini Fractaviscus] – Like its lesser spell siblings, and its Evocative cousins, it’s a bolt of molten light that seems to leave a trail of warped reality in its wake. Upon impact the molten nature explodes into a fast moving black smoke and purple starlight like static which infects everything within its range

      Explosive radius is confined and intensified to a one meter spherical area and seeps in a centimeter at a time per hit.

Horcrux Body
Cost: 300 Om
To put simply Tom is a book, a diary to be specific, as such to operate in the world he must expend emotions, life force and channel the magical energies of the world to create a construct body. The result is a body matching that of his creator as a fully normal wizard of a desired age between 15 of when the horcrux was created and 17 when Voldemort stopped updating it, but always, intrinsically, identifiably, the same person. As this body is not his true self, there are marked differences. When damaged it has wounds light, and blood of ink, upon destruction it will burst into a cloud of ash, burning paper and miasma. Furthermore, any additional injuries it suffers will cause it to become vaporously ghost like.

It is worth noting all damage dealt to the Construct is dealt to the true body, mostly in the form of damage but also a good amount in the form of fatigue. The destruction of the body leaves Tom spiritually broken, his magic sluggish and weakened and finally if forced to construct a new body it will not be nearly as effective unless Tom is given time to recover. More to the point, to create a replacement body, a good four seconds is required leaving him vulnerable to a Coup de grâce.


Re: Tom Riddle - Minato Namikaze - 10-14-2015

Evocative Curses: Unfortunately, one move cannot encompass a wide range of effects like this does. Upon reading all of it, I have determined that each of these effects is different enough to warrant a separate cost for each effect. At a base minimum, for the effects only, This move will cost you 2100 OM not to mention the debuff proficiency cost and the extra 300 (each) cost for Non Verbal, Verbal and Charged casting.

Horcrux Construct: Since this is a physical manifestion of Tom's consciousness, any damage this body takes HAS to damage the real body (the book) itself. I'm sorry, but this is just how it has to be. Also, I'm going to also have to say no to the dismissing it being different than it getting destroyed. They are two separate ways of summoning and then getting rid of the body. Needing to resummon a body like that is going to cause MUCH more stress on your character than just a 'little energy lost'.

Wand: Why does this cost 900?

Parseltongue: This is indeed a role play fodder move, but these snakes cannot help you out in any advantageous way without becoming a move or an assist.

Also, the rules on telekinesis say;

Quote:Telekinesis (requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)

and you only have one of the required powers/ profs

Also, We've allowed levitating moves before, but three meters of the ground is way too high without the flight proficiency.


Re: Tom Riddle - Tom Marvolo Riddle - 10-16-2015

There that should take care of everything, redid the Spectrum move into normal damage an dark magic for now, still same three mods. Took out all telekiensis and redid the horcrux body to match your requests. Also included Memory Modification charm


Re: Tom Riddle - Minato Namikaze - 10-17-2015

Horcrux Binding - This isn't allowed.

Wand, Yew and Phoenix Feather 13-1/2“ - Does the wand do anything other than act as a medium for Tom's spells? Can it use attacks on its own without use of spells?

Non-verbal Casting [Frusto] - What sort of projectiles? Magical Energy, small blade like projectiles? etc. how often can this be used, how much energy does it use, how fast do the projectiles travel? how many projectiles at once?

Verbal Casting [Lacero] - What sort of effect? fire, explosions? etc. how often can this be used, how much energy is used, how fast do the projectiles travel?

Charged Casting [Magnus Totum Lacerovisis] - 10 meters is a bit too large of a radius, How fast is this beam? how much energy does it take to use? How long does it take to charge?

Augmentation Definitions - So each spell can be upgraded with one of 3 effects (Corruption, Poisoning and corrosion)? And on top of that, if the spell misses and hits a tree and corrupts a part of that tree, and if the bark from that tree flies off and makes contact with something else (say your target) it will transfer the effect to the target?

Memory Charm Obliviate - This move, as it is, is way too powerful. This needs to have a hard in character time limit. On how it lasts and how often it can be used on a single opponent. As for how long the effect lasts, I would say no longer than 20 - 30 seconds, and even then, that's probably stretching it a little bit. As for how long Tom would have to wait for using it on the same person another time, I would say at least 2 days.

On top of all that you would also need Telepathy for this move, and it's effectiveness would work based off of TEC differences as per the telepathy rules. With double another person's TEC this move would work to it's maximum effect. The closer they are to your TEC, the harder it will be to influence someone with this move. and if they have double your own TEC, it will effect them for only a fraction of the entire time.

Horcrux Body - It is being used as a physical representation for Tom's body. All damage it takes should be reflected on the actual body itself. Otherwise this could just be used as a way to mitigate damage that you should be taking.


Re: Tom Riddle - Tom Marvolo Riddle - 10-17-2015

Minato Namikaze Wrote:Horcrux Binding - This isn't allowed.
Can I ask why not? And what can I do about it? Its meant to be sure that if someone make a Prime version of canon secondaries, that mine aren't affected.

Minato Namikaze Wrote:Wand, Yew and Phoenix Feather 13-1/2“ - Does the wand do anything other than act as a medium for Tom's spells? Can it use attacks on its own without use of spells?
Adjusted this based on a conversation in the chat that was enlightening. Its basically acting as gun. Without it Tom does have to expend his own stamina in an equivalent fashion.

Minato Namikaze Wrote:Non-verbal Casting [Frusto] - What sort of projectiles? Magical Energy, small blade like projectiles? etc. how often can this be used, how much energy does it use, how fast do the projectiles travel? how many projectiles at once?

Verbal Casting [Lacero] - What sort of effect? fire, explosions? etc. how often can this be used, how much energy is used, how fast do the projectiles travel?

Charged Casting [Magnus Totum Lacerovisis] - 10 meters is a bit too large of a radius, How fast is this beam? how much energy does it take to use? How long does it take to charge?
Included a default appearance, shape, speed in the main Evocative Curse text. Also reduced the size of Charged Casting by 4 meters. Also each Casting type includes energy recharge rates.

Quote: Augmentation Definitions - So each spell can be upgraded with one of 3 effects (Corruption, Poisoning and corrosion)? And on top of that, if the spell misses and hits a tree and corrupts a part of that tree, and if the bark from that tree flies off and makes contact with something else (say your target) it will transfer the effect to the target?
You're taking me far to literally again in regards to the differences of words that can be use pretty much interchangably with each other.

Quote:Memory Charm Obliviate - This move, as it is, is way too powerful. This needs to have a hard in character time limit. On how it lasts and how often it can be used on a single opponent. As for how long the effect lasts, I would say no longer than 20 - 30 seconds, and even then, that's probably stretching it a little bit. As for how long Tom would have to wait for using it on the same person another time, I would say at least 2 days.

On top of all that you would also need Telepathy for this move, and it's effectiveness would work based off of TEC differences as per the telepathy rules. With double another person's TEC this move would work to it's maximum effect. The closer they are to your TEC, the harder it will be to influence someone with this move. and if they have double your own TEC, it will effect them for only a fraction of the entire time.
Removed. Though out of curiosity that two day limit seem rather oddly arbitrary even going on omniphysics. To be fair it'd be far easier to just then use a spell that liquefies that portion of a person's brain while leaving them alive and well horribly... *shudder*. I do need to take this eventually which is why I ask.

Quote:Horcrux Body - It is being used as a physical representation for Tom's body. All damage it takes should be reflected on the actual body itself. Otherwise this could just be used as a way to mitigate damage that you should be taking.
Done. So basically pointless for Tom to ever make a new body then? If so I'll delete as well since you break this body you kill him. I was trying to get some sort of vibe with a wheelchair or iron man type situation thing going but I guess not.


Re: Tom Riddle - Minato Namikaze - 10-17-2015

Hocrux binding - The way it is written, and the way it sounds because of the way it's written, makes it seem like; When you get banished, any secondary Tom has summoned is also banished at the same time. my answer to this is a flat out No.

Wand, Yew and Phoenix Feather 13-1/2“ - No matter what sort of conversations you had in the chat, normal members are normal members, and if you had no official staff input or answers given through the right channels (the help desk), All game related conversations are only speculation and interpretative.

Now on to the actual new move itself. You can't use this want to mitigate Fatigue, which is what you're doing at the moment. Channeling magical energy into the wand would require some of Toms own energy. There is no way around this, this is just how the system works. And before you argue about people who use guns not getting fatigued for it. They should be.

1. They have to summon some of these guns
2. The summoning of ammunition when their ammo runs out (the cost is hand waved but energy is still required to actually summon something)
3. They are running around, in battle, carrying large, heavy, metallic weapons. That will tire any body out.

Non-Verbal, Verbal and Charged casting for all your spells seems fine. However, with the two 'charged' spells, you may consider increasing their charge times a bit, for the power that you want them to have, their charge times are a little too short. Also, it'll be good to make note of what each projectile for the different modes looks like, The description that's under Evocative Curses seems more like it'd be fore non verbal casting more that the other two modes.

Augmentation Definitions - Moves are supposed to be literal, not vague. The descriptions aren't for YOU, they are for OTHERS. Of course you know what your moves are going to do, but if others can't understand what effects your moves have, they will not be approved.

so I will ask you; what sort of effects does this upgrade to the moves cause? Does it inhibit their functions to make them sluggish (a sort of poison effect)? does it slowly eat away at their flesh, causing minor wounds (a corrosion effect of sorts)? etc. Also, this would need to be purchased as a separate upgrade for each spell if that was your intention on this. So that would add another 300 (depending on the variability of the effects this OM amount is subject to change) onto the price of these moves.

Memory Charm Obliviate - I said what I said because that would be the sort of requirements we look for in a move such as this. As it was, you had no mention of energy cost, no time limit and no hard cap on how often you could replace someone's memories. also diging through memories and implanting memories requires Telepathy, says so in the rules.
Again, liquefying someone's brain would definitely come with it's own caveats (if it's allowed). Of course, a move like Obliviate would be fine, but the stipulations i mentioned would apply to it.

Horcrux Body - The new version looks good. I admit, I may be being a little harsh here, but no, Tom does not have to die when the body he summons is destroyed. The body can have it's own limit, but whatever that limit is should be reflected on the real body. The best way to do this would be a combination of actual damage and fatigue. He was spending energy to maintain the body, so if it was forcefully broken through, that is going to have to show some wear and tear on the real one somehow.

Also, your character has very low defense, so it won't be that hard to break through this body.

Also, I assume you won't be using the body for melee attacks as you do not have the Physical Strength prof. So he won't be a very effective Melee fighter (yes, he is a wizard and I know they don't fight with their fists, but I'm just mentioning it for the sake of being clear).
The same way that he took 'damage' when he was part of professor Quirrell.


Re: Tom Riddle - Tom Marvolo Riddle - 10-18-2015

Minato Namikaze Wrote:Hocrux binding - The way it is written, and the way it sounds because of the way it's written, makes it seem like; When you get banished, any secondary Tom has summoned is also banished at the same time. my answer to this is a flat out No.
Alright took out the death and banishment, kept the protection against them being taken away due to prime versions of them being summoned. Just in case.

Minato Namikaze Wrote:Wand, Yew and Phoenix Feather 13-1/2“ - No matter what sort of conversations you had in the chat, normal members are normal members, and if you had no official staff input or answers given through the right channels (the help desk), All game related conversations are only speculation and interpretative.

Now on to the actual new move itself. You can't use this want to mitigate Fatigue, which is what you're doing at the moment. Channeling magical energy into the wand would require some of Toms own energy. There is no way around this, this is just how the system works. And before you argue about people who use guns not getting fatigued for it. They should be.

1. They have to summon some of these guns
2. The summoning of ammunition when their ammo runs out (the cost is hand waved but energy is still required to actually summon something)
3. They are running around, in battle, carrying large, heavy, metallic weapons. That will tire any body out.
Alright done, created a system where Tom has to recharge it and integrated/based off of the Evocative spell times. And the way its written it should always fatigue him, let me know if missed something in editing.

Minato Namikaze Wrote:Non-Verbal, Verbal and Charged casting for all your spells seems fine. However, with the two 'charged' spells, you may consider increasing their charge times a bit, for the power that you want them to have, their charge times are a little too short. Also, it'll be good to make note of what each projectile for the different modes looks like, The description that's under Evocative Curses seems more like it'd be fore non verbal casting more that the other two modes.
Increased the charged times for both Verbal and Charged, doubled verbal, added I believe another two or three seconds for a total of five seconds. Also added individualized appearances.

Minato Namikaze Wrote:Augmentation Definitions - Moves are supposed to be literal, not vague. The descriptions aren't for YOU, they are for OTHERS. Of course you know what your moves are going to do, but if others can't understand what effects your moves have, they will not be approved.

so I will ask you; what sort of effects does this upgrade to the moves cause? Does it inhibit their functions to make them sluggish (a sort of poison effect)? does it slowly eat away at their flesh, causing minor wounds (a corrosion effect of sorts)? etc. Also, this would need to be purchased as a separate upgrade for each spell if that was your intention on this. So that would add another 300 (depending on the variability of the effects this OM amount is subject to change) onto the price of these moves.
Done, at least I think so. It should only be corruption now, and that corrption is rotting flesh in appearance which keeps blood loss going. That should be a single effect right? Since if its rotting the body can't seal the wounds. At least that's the logic I'm going on. Though slowing them down might be something I want to pick up later.

Minato Namikaze Wrote:Memory Charm Obliviate - I said what I said because that would be the sort of requirements we look for in a move such as this. As it was, you had no mention of energy cost, no time limit and no hard cap on how often you could replace someone's memories. also diging through memories and implanting memories requires Telepathy, says so in the rules.
Again, liquefying someone's brain would definitely come with it's own caveats (if it's allowed). Of course, a move like Obliviate would be fine, but the stipulations i mentioned would apply to it.
Roger that good advice to keep in mind when I head down this path.

Minato Namikaze Wrote:Horcrux Body - The new version looks good. I admit, I may be being a little harsh here, but no, Tom does not have to die when the body he summons is destroyed. The body can have it's own limit, but whatever that limit is should be reflected on the real body. The best way to do this would be a combination of actual damage and fatigue. He was spending energy to maintain the body, so if it was forcefully broken through, that is going to have to show some wear and tear on the real one somehow.

Also, your character has very low defense, so it won't be that hard to break through this body.

Also, I assume you won't be using the body for melee attacks as you do not have the Physical Strength prof. So he won't be a very effective Melee fighter (yes, he is a wizard and I know they don't fight with their fists, but I'm just mentioning it for the sake of being clear).
The same way that he took 'damage' when he was part of professor Quirrell.
You are correct about melee, it won't be until later that Tom figures out this is a distinct disadvantage not to have. Also included some of the damage to the Construct being converted into fatigue like you suggested. Everything else is the same.

Edit: I'm still going through reproofing this as I had to rewrite a lot of it.

Edit: That should do it, I love text to speech.


Re: Tom Riddle - Minato Namikaze - 10-19-2015

Horcrux Binding - You don't really need this, as this sort of thing is already detailed within the rules. See Writing as NPCs and characters other than your own for further details.

Non-Verbal - This is fine

Verbal Casting - What I meant to change in this spell was the one second charge up time for the move. It seems more powerful than a move that would usually have a charge time of one second. I would say three seconds is appropriate.

Charged Casting - I'm assuming the charge time for this is five seconds?

Augmentations - Is this effect exactly the same for each spell, it's just the appearance that changes based on Non-verbal, verbal and Charged casting? if so, you need to make that very clear (if I had to ask, then it wasn't clear enough).

I would also say causing flesh to rot and keeping wounds from closing are two separate effects. It's one thing to cause a wound, but another thing to keep a wound open and worsen it, this would definitely increase the OM price per spell.

I'm also going to say that Rapidly eating away at flesh is too strong for a basic effect such as this. It's too vague at what 'rapid' could be. It could eat away all the flesh on a person's arm (I know you don't mean this, but I have to be clear) in the few seconds, it could be slower than that, but still fast enough that if you hit someone with the spell a could of times it could eat through their torso/ limb. I would say that it eats away at their flesh slowly.

Also, rather than over a period of a few seconds, could you give a specific amount of time?

You also need a limit on the affliction. As in, if someone (a Prime) is already affected, then being hit in another area will simply not cause any more corruption until the current effect ends, rather than cause all areas that had been hit, to be eaten away at. Because as it stands now, just by hitting someone with all five projectiles, in five separate spots, from non verbal casting would cause five separate areas of the body to become 'infected'. That would be way too over powered.

Quote:Afterwards its progress slows as the magic runs out of spreading momentum within a twenty second period before setting into place. Afterwards it becomes impossible to remove without significant

you can remove this part. Just substitute it out for an area of effect for the flesh eating effect and the amount of time that it would last. You can have it so that the area only effects, for example, an area of one centimeter in diameter. But, over the course of the effect, it slowly spreads to an area of - say - three centimeters.

Horcrux Body - This seems fine on the most part. The only problem being in the age part of the move. Of course we won't charge you extra OM for slight age differences, but as it stands now. The body would be that of an 17 - 18 year old right? If you wanted to, say, have him create a child-like body, that would cost you extra OM as the differences between appearance are too great. The same stipulations would apply with a body that is noticeably older.


Re: Tom Riddle - Tom Marvolo Riddle - 10-20-2015

Minato Namikaze Wrote:Horcrux Binding - You don't really need this, as this sort of thing is already detailed within the rules. See Writing as NPCs and characters other than your own for further details.
Removed

Minato Namikaze Wrote:Non-Verbal - This is fine

Verbal Casting - What I meant to change in this spell was the one second charge up time for the move. It seems more powerful than a move that would usually have a charge time of one second. I would say three seconds is appropriate.

Increased to three seconds, made it charged based.

Minato Namikaze Wrote:Charged Casting - I'm assuming the charge time for this is five seconds?
As far as the way I written it that's what it should be saying

Minato Namikaze Wrote:Augmentations - Is this effect exactly the same for each spell, it's just the appearance that changes based on Non-verbal, verbal and Charged casting? if so, you need to make that very clear (if I had to ask, then it wasn't clear enough).
Edited an addendum into the main augmentation text so that unless otherwise stated, all augmentations follow the Evocative Curse base.

Minato Namikaze Wrote:I would also say causing flesh to rot and keeping wounds from closing are two separate effects. It's one thing to cause a wound, but another thing to keep a wound open and worsen it, this would definitely increase the OM price per spell.
Alright it just rots away at wounds now. Nothing about it keeping them open.

Minato Namikaze Wrote:I'm also going to say that Rapidly eating away at flesh is too strong for a basic effect such as this. It's too vague at what 'rapid' could be. It could eat away all the flesh on a person's arm (I know you don't mean this, but I have to be clear) in the few seconds, it could be slower than that, but still fast enough that if you hit someone with the spell a could of times it could eat through their torso/ limb. I would say that it eats away at their flesh slowly.
Done, added in a note that the first injury take precedence and all subsequently separate injuries revert back to the base Evocative Curse parent. Though question (should I include this?) would hitting someone constantly with dark magic while the curse is in its rotting cycle prevent them from healing a wound that's rotting/spreading.

Minato Namikaze Wrote:Also, rather than over a period of a few seconds, could you give a specific amount of time?
Done, three seconds for the first centimeter another, seventeen for for the next three centimeters. Is this a reasonable amount of time, to long or to short? I'd prefer shorter personally due to the limitation of one at a time.

Minato Namikaze Wrote:You also need a limit on the affliction. As in, if someone (a Prime) is already affected, then being hit in another area will simply not cause any more corruption until the current effect ends, rather than cause all areas that had been hit, to be eaten away at. Because as it stands now, just by hitting someone with all five projectiles, in five separate spots, from non verbal casting would cause five separate areas of the body to become 'infected'. That would be way too over powered.
As I said before the first wound takes precedence as of this latest update. So the only way of getting a better infection is to to hit them with a stronger curse (verbal or charged) to make a bigger initial wound. Surface area matters. Savvy?

Minato Namikaze Wrote:
Quote:Afterwards its progress slows as the magic runs out of spreading momentum within a twenty second period before setting into place. Afterwards it becomes impossible to remove without significant


you can remove this part. Just substitute it out for an area of effect for the flesh eating effect and the amount of time that it would last. You can have it so that the area only effects, for example, an area of one centimeter in diameter. But, over the course of the effect, it slowly spreads to an area of - say - three centimeters.
Removed and based the spread rate on your measurements. I'm assuming you meant it spreads a radius from the surface of the wound which makes how severe the first wound the determining factor of how much more worse it'll get.

Minato Namikaze Wrote:Horcrux Body - This seems fine on the most part. The only problem being in the age part of the move. Of course we won't charge you extra OM for slight age differences, but as it stands now. The body would be that of an 17 - 18 year old right? If you wanted to, say, have him create a child-like body, that would cost you extra OM as the differences between appearance are too great. The same stipulations would apply with a body that is noticeably older.

Changed it from 15 to 17 years old with included reasoning behind the ages


Re: Tom Riddle - Tom Marvolo Riddle - 10-23-2015

Going to bump this, been three days.


Re: Tom Riddle - Minato Namikaze - 10-23-2015

You didn't need to bump this, There's a lot to work through and I needed to take a breather. I have a life you know.

But with that said, I was going to resume work on it today.


Re: Tom Riddle - Minato Namikaze - 10-23-2015

Quote:Verbalized magic is more powerful, taking around a second total of time

This would be where you substitute your charge time into, not at the end of the move's description.

Quote:Within the first three seconds the wounds inflicted with the taint will rot away all flesh within a centimeter’s distance before slowing to another three centimeters over seventeen seconds. The amount of taint that infects a wound is proportional to that injury’s initial size and shape. Furthermore once an injury is initiated any subsequent injuries from Dark Magic revert back to the Evocative Curse base until the taint has completed its cycle of infection and rotting of 10 seconds or until stymied by regeneration or healing of some sort.
What I have put in bold is the part about this move that Is still too powerful. You can't just rot away all the flesh within a one centimeter area on a person's body. You may not think so, but a hole going through someone's arm is a lot more devastating than it seems. I also said that this should slowly eat away at flesh, not quickly enough that it eats through all of the flesh within that area. Otherwise this is just a move that allows you to put holes in people.

This is a link to a move where I was giving Zack Ideas on Bio Materia ideas. One of them has an effect that eats away at flesh.


Re: Tom Riddle - Tom Marvolo Riddle - 10-23-2015

Minato Namikaze Wrote:You didn't need to bump this, There's a lot to work through and I needed to take a breather. I have a life you know.

But with that said, I was going to resume work on it today.
Sorry that's seemed how it was laid out in the rules, I'm fine with waiting, but I was kind of worried it got left in the wayside behind easier characters.

Minato Namikaze Wrote:
Quote:Verbalized magic is more powerful, taking around a second total of time

This would be where you substitute your charge time into, not at the end of the move's description.
Done, I had forgot about that section.

Minato Namikaze Wrote:
Quote:Within the first three seconds the wounds inflicted with the taint will rot away all flesh within a centimeter’s distance before slowing to another three centimeters over seventeen seconds. The amount of taint that infects a wound is proportional to that injury’s initial size and shape. Furthermore once an injury is initiated any subsequent injuries from Dark Magic revert back to the Evocative Curse base until the taint has completed its cycle of infection and rotting of 10 seconds or until stymied by regeneration or healing of some sort.
What I have put in bold is the part about this move that Is still too powerful. You can't just rot away all the flesh within a one centimeter area on a person's body. You may not think so, but a hole going through someone's arm is a lot more devastating than it seems. I also said that this should slowly eat away at flesh, not quickly enough that it eats through all of the flesh within that area. Otherwise this is just a move that allows you to put holes in people.

This is a link to a move where I was giving Zack Ideas on Bio Materia ideas. One of them has an effect that eats away at flesh.

Let me start by saying I'm not angry, frustrated nor trying to fight with you. I'm merely trying to make you aware of my point of view since we seem to be clashing often where perspective is concerned. That said:

Your not really giving me much to work with here. Based on the move you just linked too, if I followed your example and your idea of what slow is, I could use this spell exactly once per fight successfully and using the small or medium version of it would utterly pointless since I'd be better off just going big anyways. While that may balance out the power, that's not really fair to me as a writer and owner of the character. It pigeon holes me into a certain play style of only doing big damage, cause that will be the only thing that matters..

To the point Tom's attack is 5, there are already going to be copious holes in most characters just from his normal evocative spells. The ones who can tank that are where Dark Magic will gain the most benefit if I can score even minor injuries. If I have to wait twenty minutes for dark magic to even enhance the wounds by a centimeter then the entire point of the technique in terms of combat scale time is utterly useless since the actual alterations to the spell are cosmetic at best rather than anything that would change the flow of combat since its no longer a debuff of any substance. There would be no noticeable effect on the character beyond it looks different. Since unlike the move you linked to, it doesn't affect the whole body but rather just the flesh near the wound's surface area.

My goal is a fast acting spell that at least gives me a minor enhancement (at least a centimeter in size is minimally acceptable) that doesn't lock me into using the spell once if I do hit. I say this because if I do say get a hit with the smallest size and it won't let any more dark magic for say the next 50 or 60 seconds that may be three or four rounds (which seems the scope of all fights as it is anyways) which is already a concern with 20 seconds that its at, at the moment; I am again locked into only using the spell once and would be better off going with its bigger versions. If I need to change what the spell does then so be it, please tell me, cause its not very practical from the way you are describing it and it in no way inhibits the character any more than they did due to the base injury.

So lets talk shop in how I'm trying to frame this move in the direction I'm working

Spell effect, any flesh in range of the initial wound is my target for dark magic but only flesh that's directly adjacent. In most cases due to high TEC and ATK, we are already looking at grievous injury on par with most modern day firearms unless I really really miss a vital area, or the character has some serious DEF. The question is, how badly can I make this injury worse in the shortest amount of time? If this was HP canon, Dark Magic would affect the wound in such a way that it would be impossible for it to ever heal properly without significant scarring at least. Since this is Omniverse, that's not going to work, so it has to become something more palpable to combat. Hence why I went with rotting as its the closest in nature.

My preference and probably the most balanced compared to what I had written before, just 3 to 5 seconds and a single centimeter of adjacent flesh. As it is I prefer short quick and noticeable if less grand vs slow and forgettable with more potential for damage if we do have a battle that's 30 posts long.

With that in mind am I make any sense here?


Re: Tom Riddle - Minato Namikaze - 10-24-2015

All I am trying to say is that the flesh eating effect should not be able to eat all the way through a Prime's skin. The area for the rotting flesh can increas over time, and it can be 'fast' acting. But not so fast as to eat through all the flesh within that area.

For example;

When struck by one of Tom's spells, an area of 1cm in diameter around the wound is corrupted. This corruption causes the flesh to deteriorate, as if it was eating away at itself. Over the course of 5 seconds the area of corruption increases to 3cm in diameter. The flesh eating effect acts quickly for the first three seconds, eating away at the first and second levels of skin, leaving it a [insert colour here] pigment. After this initial effect, the corruption and pain begins to lessen, before coming to a complete halt after five seconds.

A few things to note: This move isn't perfect, it's just a quick run down of something I'd work on (usually while constantly referring back to the rules on moves). This also does not completely eat away the first two layers of skin that a person has, it just acts quick enough that it can penetrate that deep. The area of effect can be of your chosing, but the larger it is, the slower your effect is going to have to be, there's no other way around this.

Also, like you said, this is NOT Harry Potter Canon. This is the OMNIVERSE, and the Omniverse has it's own set of rules. We will not work around the canon people bring their characters from, you must work your characters around our system. That's how it works.

Edit: Just as a reference, Okor has moves that work in similar ways to the effect you're looking for in your moves. Looking at what sort of Balance he's got on his moves could really help you out. Here


Re: Tom Riddle - Ururu Kyuuei - 10-24-2015

@ Minato Namikaze, Quick quick yes or no question, did your assessment of the tech take into account how corruption infected the inside of wounds that could possibly be deep?


Re: Tom Riddle - Minato Namikaze - 10-24-2015

Yes


Re: Tom Riddle - Ururu Kyuuei - 10-24-2015

Alright then I can go forward with this. I took out any spreading beyond the initial amount on contact. So nothing happens afterwards. Kept to it to one centimeter which then allows me to retain re-usability of the spell after its been used and hit. I've highlighted the changes from the original.

Also reduced the evocative explosions by half the size. When I get a chance I'll have to upgrade it with feverishness.

Quote:Augmentation Definitions
These are enhancements to the already dangerous Evocative Curses; as such they work in combination with each of its Modes. The form of magic generally stays the same but the end result can vary wildly from the base line depending on the nature of augmentation.

Unless otherwise stated, all augmentations adopt their Evocative Curse base form and results.
  • Dark Magic corrupts the nature of Evocative Curses so that anything they contact becomes abhorrently hostile to life. The bolts gain sickly, pale cooler colors, usually teals and purples. Anything touched by the magic or what it has infected darkens and glows with an abyssal weir light and marked with barbarous lines that are deeper than black.

    Upon contact whether it be the flesh inside the wound or merely the skin, this spell immediately spreads up to one centimeter deeper and outward in the process to all adjacent flesh before its magic gives out. The result of this targeted tissue is that it becomes a juicy, sickly, decomposed rot of what was once healthy body.
    • Non-Verbal [Malforo] – Bursts of lightning like bolts led by a core of cold molten light that leave behind trails of sickly wrongness. While weaker, a group of them are more efficient at infecting subjects as they transmit their corruption deep into the body upon penetration of whatever they strike.

    • Verbal [Semper Minuo] – A bolt filled with a thicker more mutinous light, its radial explosion loses half its kinetic energy and spreads out with contagious splash of molten light instead. Of the three modes this one has the most burrowing power though it its infectiveness is curtailed by how centralized it is.

      Explosive radius is confined and intensified to a one meter spherical area.

    • Charged [Infini Fractaviscus] – Like its lesser spells, this bolt explodes with a burrowing force that spreads outward with resistance, but of all the Dark Magic augmentations this one stains the most. As such any inanimate material even after it’s no longer contagious seems to hiss and scream in pain whenever something living touches it. However what makes this bolt so dangerous is that is that when it explodes it does so in churning blender like motion that increases the surface area in which it affects and infects.

      Explosive radius is confined and intensified to a three meter spherical area.

If that works I'll edit it in


Re: Tom Riddle - Minato Namikaze - 10-24-2015

Okay, that seems better now.

On to the actual AOE attacks.

With both verbal and Charged casting, what do the blast areas look like? how does the augmentations work with them? Does the corruption effect only work if the initial bolt hits someone? or does the AOE blast radius also carry the corruption effect?


Re: Tom Riddle - Omni - 10-24-2015

Use this checklist. I'm going to bold everything that's relevant and hasn't been included.

• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
• *Is it instantaneous, or quick to use? Or is it slow? (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
• Is it difficult to aim? Must it be aimed at all?
• Can the user move around or do other things while using the move, or must they be stationary?
• Does the user have to keep their focus on the move, or is it 'fire and forget'?

• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
• What does it look like? How is it performed? How does it feel to get hit with it?

Use this as a basis:

Necrotic Touch (Requires physical, debuff proficiencies, 600 OM)
Okor's hands ooze a toxic slime, containing a particularly virulent strain of flesh-eating bacterium, which draws forth his various parasites with the promise of a meal. This ability takes two seconds of stationary concentration to activate, afterwards, Okor's hands become dangerous weapons. Contact with the substance seeping from his hands almost instantly causes deterioration. With only brief contact (such as a slap, or a punch), the area is irritated and sore. If Okor manages to maintain the contact for several seconds (such as by holding the enemy down), the skin begins to rot and soften. Should the unfortunate target be unable to free themselves from his grip for seven seconds, the damage becomes more severe, as a variety of infections and parasites begin to make their way to the foe, causing significant discomfort, and starting to worm their way into the foe's flesh. The foe's chances of escape are greatly increased if their ATK or DEF score is higher than Okor's. The parasites may be removed out of combat, with either the channeling of Omnillium, or skilled medical aid.

Note that Okor has to be in melee range and sustain contact for a good effect. At present, you seem to be able to rapid-fire attack with an instant cast spell that rots flesh (albeit in a small range). You also don't take into account the difference between your ATK/TEC and their DEF. Give a range (ie, it ranges from bruise-like abrasions and mild softening of the skin to major blisters/softening) to account for stat differences. Give it downsides.


Re: Tom Riddle - Tom Marvolo Riddle - 10-24-2015

Minato Namikaze Wrote:Okay, that seems better now.

On to the actual AOE attacks.

With both verbal and Charged casting, what do the blast areas look like? how does the augmentations work with them? Does the corruption effect only work if the initial bolt hits someone? or does the AOE blast radius also carry the corruption effect?

Included descriptions for blasts on all AoE and they do indeed carry its corruptive influence.

------------------------------------------------

Omni Wrote:Use this checklist. I'm going to bold everything that's relevant and hasn't been included.

• *Is it instantaneous, or quick to use? Or is it slow? (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
For base damage its as fast as being hit by a bullet, for the Dark Magic immediate with now a much lower spreading range.

Omni Wrote:• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
Base evocative text makes note that the spells are equivalent to sub-sonic firearm ammunition.

Omni Wrote:• Is it difficult to aim? Must it be aimed at all?
Not sure how to quantify this given its point and shoot wand usage. By the nature of a want its a pretty light weapon, very much finesse. Noted they are line of sight in the first few words of Evocative curses

Omni Wrote:• Can the user move around or do other things while using the move, or must they be stationary?
Added this in though it was subtly in the text already given that it only required wand movements, a wand and voice at most. Charging already precludes the use of other magic.

Omni Wrote:• Does the user have to keep their focus on the move, or is it 'fire and forget'?
Added into the base Evocative Curse text, first few words in fact.
Omni Wrote:• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
Both Evocative and Dark Magic linger in that they leave lasting damage. I removed any growing or additive over time effects.
Omni Wrote:• What does it look like? How is it performed? How does it feel to get hit with it?
That's all in the base text and given the amount of damage varies depending on DEF I don't want to imply how much pain a person will be in. I'll leave that sort of thing to the Cruciatus curse. *Evil Grin*

Omni Wrote:Use this as a basis:

Necrotic Touch (Requires physical, debuff proficiencies, 600 OM)
Okor's hands ooze a toxic slime, containing a particularly virulent strain of flesh-eating bacterium, which draws forth his various parasites with the promise of a meal. This ability takes two seconds of stationary concentration to activate, afterwards, Okor's hands become dangerous weapons. Contact with the substance seeping from his hands almost instantly causes deterioration. With only brief contact (such as a slap, or a punch), the area is irritated and sore. If Okor manages to maintain the contact for several seconds (such as by holding the enemy down), the skin begins to rot and soften. Should the unfortunate target be unable to free themselves from his grip for seven seconds, the damage becomes more severe, as a variety of infections and parasites begin to make their way to the foe, causing significant discomfort, and starting to worm their way into the foe's flesh. The foe's chances of escape are greatly increased if their ATK or DEF score is higher than Okor's. The parasites may be removed out of combat, with either the channeling of Omnillium, or skilled medical aid.
Seen it and read it many times though I've had a hard time drawing parallels. The new version of this though should line up more.

Omni Wrote:Note that Okor has to be in melee range and sustain contact for a good effect. At present, you seem to be able to rapid-fire attack with an instant cast spell that rots flesh (albeit in a small range). You also don't take into account the difference between your ATK/TEC and their DEF. Give a range (ie, it ranges from bruise-like abrasions and mild softening of the skin to major blisters/softening) to account for stat differences. Give it downsides.
I thought this was inferred by the base system already so I hadn't bothered, fixed it now, added several paragraphs.

Below is a copy of what has been edited into the character. I've highlighted all the changes.

Quote:Evocative Curses
Cost: 1800 Om
Requires: Ranged Proficiency, Area of Attack Proficiency,
This is a class of ‘line of sight’ and ‘fire and forget’ spells which are streamlined for three main mode types and may be augmented, often through experimentation, to produce strange or wondrous effects. It emphasizes adaptability and flexibility in and out of combat as they only require wand, an optional verbal invocation and the need to focus on one spell for charging before being fired.

By default and without augmentation these spells fall under non-elemental burrowing bolts of magical energy that expand as they encounter resistance. The core of the bolts are finger sized spikes that while traveling at a speed that’s fast but more in line with sub-sonic ammunition. However they pack significant amounts of damage at the cost of this speed.

Appearance wise, colors range in the pale to prismatic warm colors with a theme of molten light like substance.

Non-verbal Casting [Frusto]
Semi-Automatic casting and firing of spells as the user requires it. These are specifically often grouped in a similar level of damage of weaker projectiles that while still dangerous, are less likely to cause critical injury unless they hit closer to vital locations. These thin, streaky bolts that are mostly bleached whites with interspersed color that leave erratic static like trails.

A shot can be fired up to five times a second without exhausting a wand’s recharge rate.

Verbal Casting [Lacero]
Verbalized magic is more powerful, taking around three seconds total of time but results in a powerful more dramatic end result that can be devastating both to the victim and the environment.

Appearance wise it has a deep orange outer core with its inner core being that of fractured white light that shines out in starbursts and accompanied by a shrill whumping noise.

The verbal casting produces a noticeable explosive force upon impact, shedding its outer core and releasing wide two meter plume of spherical force. This shedding happens at the point where the bolt meets significant resistance while the inner core of the bolt attempt to continue burrowing through. Shrapnel unlike its charged sibling isn’t as much of a concern due to the centralized force is towards burrowing and grinding.


A shot can be fired upon charging for three seconds and up three times in a ten second period without exhausting a wand’s recharge rate.

Charged Casting [Magnus Totum Lacerovisis]
By drawing out the verbalized casting and including actual wand movements the user can super charged Evocative Curses to create an area of effect.

When fired, this bulbous bolt of cracked light leads with meteoric like Mach cone and a pale maroon-white molten light core. It isn’t much to look at but the sound it makes after it passes by and on impact sounds like a cacophony of screams and machinery sped up digitally on repeat.

The explosion measures in a six meter spherical radius plume, forming at the point just after where the bolt first meets significant physical resistance even as what remains of the core attempts to burrow through whatever it impacts. The eruption of force because how and when it detonates, is best suited for firing shrapnel from and around its detonation site.

A shot can be fired with a five second charge up delay, and up twice in a ten second period without exhausting a wand’s recharge rate.

Quote:Augmentation Definitions
These are enhancements to the already dangerous Evocative Curses; as such they work in combination with each of its Modes. The form of magic generally stays the same but the end result can vary wildly from the base line depending on the nature of augmentation.

Unless otherwise stated, all augmentations adopt their Evocative Curse base form and results.
  • Dark Magic corrupts the nature of Evocative Curses so that anything they contact becomes abhorrently hostile to life. The bolts gain sickly, pale cooler colors, usually teals and purples. Anything touched by the magic or what it has infected darkens and glows with an abyssal weir light and marked with barbarous lines that are deeper than black.

    Upon contact whether it be the flesh inside the wound or merely the skin, this spell immediately spreads up to one centimeter deeper and outward in the process to all adjacent flesh before its magic gives out. The result of this targeted tissue is that it becomes a juicy, sickly, decomposed rot of what was once healthy body.

    The severity of the rotting depends significantly on the target’s DEF, though the minimum effect remains the spreading of one centimeter, it may increase with the difference of that of a lower DEF compared to the Caster’s ATK. While higher DEF results in a less pronounced rotting, the minimum remains the same.

    There is also a few downsides with Dark Magic, the first being that its wrongness is easily noticed by anyone with enhanced senses when the spell is being cast, doubly so when released. Secondly the spell offers no protection to the caster from itself if they are caught within range of its effects. Finally it has adverse effects on a person’s emotions, bringing out aggressiveness, euphoria and potentially at even higher more constant use over minutes, feelings of arrogant godliness.

    • Non-Verbal [Malforo] – Bursts of lightning like bolts led by a core of cold molten light that leave behind trails of sickly wrongness. While weaker, a group of them are more efficient at infecting subjects as they transmit their corruption deep into the body upon penetration of whatever they strike.

    • Verbal [Semper Minuo] – A bolt filled with a thicker more mutinous light. It follows much the same pattern as its Verbalized Evocative cousin, albeit the power is more centralized into a smaller blast radius that is still quite infectious especially when burrowing.

      The impact’s explosion seems to ring out with sizzling corruptive lightning and expanding molten energy; anything caught within its domain will be subject to the Dark Magic’s rotting influence.


      Explosive radius is confined and intensified to a one meter spherical area.

    • Charged [Infini Fractaviscus] – Like its lesser spell siblings, and its Evocative cousins, it’s a bolt of molten light that seems to leave a trail of warped reality in its wake. Upon impact it produces a furious explosion of shedding its outer layers of corruptive influence while its inner core attempts to burrow through whatever was able to resist enough to trigger the effect.

      Anything caught in contact within the domain of its explosive energy or the waning inner core of bolt as it attempt to burrow is infected with the writhing Dark Magic that defines this augmentation. This includes the inanimate which may hiss and scream when in contact with living flesh even after the corruptive magic has lost its ability to infect.


      Explosive radius is confined and intensified to a three meter spherical area.
[/quote]