Darkness Magic

Kudlak

Green Slime
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Darkness magic is a dangerous branch of sorcery. It is as accessible as any other magic; an apprentice can learn a few Dark spells, practice them in the woods and employ them with as much ease as they'd cast Fireball or Shock. There's a good reason to do just that, too- Dark magic is the most destructive type of sorcery! But in all the civilized world, Darkness magic is scorned with a foul stigma: it's a danger to everyone around it, especially its user. Its infamy is not undeserved, either...

To cast Darkness spells, its user must charge them first; this is true for any magic, except that Darkness costs much more than just its user's energy. It will steal Health from its mage and hurt them as they charge its spells. The caster feels pain and torment during this process. However, most mages find it is worth it: the more pain a Dark mage endures through casting, the stronger their spell becomes. Even a weak mage can unleash swathes of destruction if using Darkness- ... though, it will cost them much of their own blood.

Some have called Darkness the magic of
sacrifice. But most call it the magic of murder. While it does hurt its user to fully wield its power- Darkness also affords them strange abilities, and distorts the rules that limit other branches of magic. A Dark mage can steal life from his enemies, and heals outright from causing deaths... fallen sorcerers who turn to evil may use this power to steal the life force of others. Darkness also lets people see beyond their mortal perceptions and temporarily take-on a Wraithlike state, harming anyone they pass through while as a spectre.

Darkness is a strange, corrupting and powerful magic feared since ancient times. Its users thrive on pain and adversity, unafraid of harm and even able to turn their own suffering into power through a hateful battle-trance.


MECHANICS


X ~ While Charging, all Darkness spells drain the user's Health. The amount of health lost by charging is added to the user's M.ATK for that spell's damage. This bonus multiplies based on the charge level; Bronze has a multiplier of 1 x Health lost, Silver is 3 x Health lost, and Gold offers 5 x Health lost.

X ~ Similarly to Perfect Guard, casting a Dark spell near the exact moment you take damage (from an enemy hit) ensures the spell will do Critical damage.

X ~ Darkness magic looks very spooky.


SPELLS

Grudge Orbs: After a long charge time- the user conjures a ball of bubbling, black, tar-like ectoplasm. After two seconds, eye(s) will open on each dark orb, and then the orb will quickly fire at the closest enemy as a delayed homing projectile. If no enemy is close, the orb will 'sleep' and wait, activating when an enemy gets within range of it. Does high damage and pursues an enemy for a very long time, but will only shoot at enemies who get close to the orb. If a Grudge Orb kills an enemy, the user will heal for 20% of their maximum life. Upgrades:
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Bronze Charge: Conjures 2 Grudge Orbs
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Silver Charge: Conjures 4 Grudge Orbs -- and has a 15% chance to Curse enemies hit by them, slowing them + lowering their magic defense.
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Gold Charge: Conjures 5 Grudge Orbs + 1 Grudge Mass (a much larger Grudge Orb), the 5 Orbs have a 15% chance to Curse and the Grudge Mass will always Curse anything it hits.
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Final(?) Charge: Summons 1 Grudge Beholder, a terrifying monster that blusters enemies with curses and rots them with decaying rays fired from disembodied eyeballs. It disappears back into the void after attacking.

Ghost Walk: After a short charge time- the user fades from space and sprints forward as a ghostly shadow. A haunted purple fog appears where they move during this time, covering a large area around them. The user can only move forward and cannot stop moving while in Ghost Walk, but can move side-to-side while using this spell. This spell will heal the user for 5% of all damage it deals, and it can damage multiple enemies inside of its range. Any enemy within the haunted fog will take low damage, whereas enemies touched directly by the player's shadow-body will take medium damage. Upgrades:
- Bronze Charge: Increases distance traveled.
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Silver Charge: Increases distance traveled + fog AoE size.
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Gold Charge: Drags enemies with the ghost-fog, and causes ghost fog to linger for 3 seconds wherever the player dashes.
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Final(?) Charge: Enemies dragged with the fog are clustered in front of the player after the spell is over and are stunned for 1 second.

Thorns of Torment: After a medium charge time black and red spikes will spear-out all around the player, stabbing everything in a short range around them. Deals high damage, knocks enemies back and has a 20% chance to inflict bleeding on them. Heals the player for 5% of damage inflicted by the thorn-spikes, but not for any of the bleeding damage.
- Bronze Charge: Increases the damage and knock-back.
- Silver Charge: Upgrades the thorn-spikes to black spears, with longer range.
- Gold Charge: Thorn-spears will shoot from the player 1 second after they stab outward, damaging enemies again.
- Final(?) Charge: Continues to fire more thorn-spears after the initial volley 2 more times and always inflicts bleeding on enemies hit by them.
 
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