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(Preface)
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==Preface==
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<html><div class="ma bcontainer" style="height: 450px">
__NOTOC__
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<div class="ma bbox lbox" style="height: 450px"><div class="bcenter">
<html><img src="http://terrarp.net/resources/mastery/blackmagic.png" class="right" style="margin: 0 0 130px 20px; width: 200px"></html>
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<img src="http://terrarp.net/resources/mastery/blackmagic.png" style="width: 128px;">
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<div class="bname">Standard</div></div>
  
Black magic allows its user to wield dark energy that often manifests as a dark purple or shadowy form which causes damage to its target upon impact. It is a nefarious and powerful magic that corrupts nature and can utilize rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
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<span style="color:#f1bb2b">Black Magic</span> allows the user to wield a dark energy that often manifests as a dark purple or shadowy form which causes damage to its target upon impact. It is a nefarious magic that corrupts nature and is used in rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
  
Black magic causes moderate damage. It is optimal at long and medium range and consume a moderate amount of energy. Excessive use may cause harm to its user.
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<div class="gcontain" style="margin-top: 25px">
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<span class="gtype">Energy</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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<span class="gtype">Range</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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</div>
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<ul class="mtag">
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<li>Magic</li>
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<li>Utility</li>
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<li>Mobility</li>
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<li>Disruption</li>
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</ul>
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</div>
  
<span class="b2a">Strengths</span> - Condition damage, corruption
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<div class="ma bbox" style="height: 450px"><div class="bcenter">
<br><span class="b2a">Weaknesses</span> - White magic, long casting time
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<img src="http://terrarp.net/resources/mastery/blackmagic.png" style="width: 128px;">
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<div class="bname">Awakened</div></div>
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<div style="text-align:left">
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<span style="color:#4bbac4">Necromancy</span> gives the user the ability to reanimate corpses and place them under their control as mindless minions. These minions require constant sustenance from the user and can be difficult to maintain in larger numbers. The user can also imbue lesser undead creatures with energy to create hostile abominations with limited lifespans.
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</div>
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<div class="gcontain" style="margin-top: 25px">
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<span class="gtype">Energy</span> <img src="http://terrarp.net/resources/mastery/gauge4.png" alt="gauge">
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<span class="gtype">Range</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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</div>
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<ul class="mtag">
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<li>Magic</li>
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<li>Damage</li>
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</ul>
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</div>
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</div></html><br>
  
 
==Spell Types==
 
==Spell Types==

Revision as of 17:10, 13 January 2018

Standard
Black Magic allows the user to wield a dark energy that often manifests as a dark purple or shadowy form which causes damage to its target upon impact. It is a nefarious magic that corrupts nature and is used in rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
Energy gauge Range gauge
  • Magic
  • Utility
  • Mobility
  • Disruption
Awakened
Necromancy gives the user the ability to reanimate corpses and place them under their control as mindless minions. These minions require constant sustenance from the user and can be difficult to maintain in larger numbers. The user can also imbue lesser undead creatures with energy to create hostile abominations with limited lifespans.
Energy gauge Range gauge
  • Magic
  • Damage

Spell Types

Below are some common spell types this magic features; you are not limited to this list. At higher level, you can combine them with other mastery for more interesting effects.

Damage over time These spells do not deal damage upfront, but over a period of time.
Drain These spells drain the target's various needs such as food, water, health, or energy.
Conditions Rot, fear, hex, curses, and disease are features of these spells.
Ritual These spells are best used out of combat because they take a long time to cast and require magical reagents. They are often strong curse or otherwise powerful, which as tainting a lake, or rotting a field.