|
Post by Spooky_Uko on May 16, 2017 23:25:49 GMT
Half-demon: when a demon and a normal (not accursed) Viro have a child, the spawn is known as a Half-Demon. Half-demons have no real difference in terms of how they look or act in comparison to a normal Viro, but during their life as a minor, they come into contact with a specific weapon that grants them access to certain spells that are otherwise unobtainable for their element. When a half-demon finds their special weapon, the become awakened. One of the main characteristics of an awakened is that whenever their weapon is in hand, they are enveloped in a visible aura of their element. For fire half-demons, they're engulfed in flames, dark elements are enveloped in a shroud, light elements will glow, and so on and so forth. Along with this, the weapon will become an extension of this aura, bullets travel with the element trailing behind them, blades are engulfed in the element.
A half-demon has a much shorter life than any other Viro as the spells they use don't cost Mana, they cost years of the half-demons life. Most don't make it past 30 years old, and the longest recorded life-span is 58 years. Around age 28 most half-demons develop an unnatural fear of death which causes at least one mental disorder, but commonly they are inflicted with depression or PTSD-like symptoms along with a second mental disorder.
Advantage: they gain the spell of their element along with a weapon. They also have +1 accuracy and +5 damage with said weapon. Disadvantage: damage from the opposite element is doubled and they have -2 accuracy for any other weapon beside their special one. (Excludes combat knife)
Special spells for each element:
Fire- Flame sweep: the user swipes their hand, or blade, out in front of them sending out a large fiery blast at their opponent. This attack leaves small chance to dodge, but doesn't do much damage as a result.
roll 1d6, hits on 1, 3, 4, and 6. Deals 10 damage. Can not be used unless weapon is in hand and can only be used once per round.
Water- soaked healing: a water spell that sends out a bubble(s) that heals the target(s), or surrounds the caster to heal them. The one(s) in healing can not move or attack during the round.
heals 10 hp, and can not be used unless the weapon is in hand. Can only be used once per round.
Earth- plunge: the user manipulates the ground beneath a target into a clay like substance that prevents the targets movements for one round, however it doesn't prevent blocking or attacking.
roll 1d6, landing on 1, 3, or 6. Traps the target for one round. Can only be used when the weapon is in hand and can be used more than once per round.
Wind- cutter: the user swipes their hand or sword to send out several slashes of wind, up to 10 at a time. Each slash is a visible gust of wind that damages the target.
roll up to 10d6, landing one 1 or 6. Deals 2 points of damage for each hit. Can only be used when the weapon is in hand and can only be used once per round.
Light- mirrored light: creates several mirrors copies of the user. These can't attack, but copy everything the user does.
lowers the accuracy by 1 of anyone who targets the user for one round. Can only be used with the weapon in hand.
Dark- shrouded bolt: the user fires off an invisible bolt at the target from their hand.
roll up to 3d6 landing one 1,3,4, or 6. Deals 5 damage. Can only be used with the weapon in hand.
Pure- purify: the user targets an ally or themselves and creates an orb around them for a second. The orb purifies them and grants a small damage buff.
removes all ailments and increases damage by +5 for one round. Can only be used with the weapon in hand and can only be used once per round. Target can't attack until next round.
Void- delete: the user simply shouts delete and causes their body to visibly disappear. This gives the ability to sneak around for one round without being seen or heard. In their place, the words "object removed" simply stands. This illusion spell is often seem as kind of a joke, but it helps in tight spots.
the user is unable to attack until they're visible again, but using this allows them to hide and set up for a second sneak attack. Can only be used with the weapon in hand and only used once per round.
|
|