Upon her lips
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
HomeHome  Latest imagesLatest images  SearchSearch  RegisterRegister  Log in  

 

 Salem Marquess IDOL Headmistress of Arcane Research Division

Go down 
2 posters
AuthorMessage
Dataslycer

Dataslycer


Posts : 2062
Join date : 2009-11-08

Salem Marquess IDOL Headmistress of Arcane Research Division Empty
PostSubject: Salem Marquess IDOL Headmistress of Arcane Research Division   Salem Marquess IDOL Headmistress of Arcane Research Division EmptySat Jul 10, 2021 9:36 pm

Salem is a long time character of mine and I thought my previous profile didn't really do much justice so I decide to redo it.  Let me know what you think.

Salem Marquess IDOL Headmistress of Arcane Research Division APop80GYb8JaT_XOkODas1eY9CqRhHmnq1wkpj4b-2bvv6joVPvzyCbqvVD-y7-8XFfFI8IGPRjUvYCSQvnQ3l1yw5KjkHdnWE6dX3jPVWt85iCcUKzTncc0XiXXI_YdTavAxU8h


Profile
Name: Salem Marquess
Race: Devil
Class: Magic Channeler
Association: IDOL

Salem is the longest standing member of IDOL and the most magical inclined of the organization.  She is the magic researcher and paranormal investigator.  While not on any missions, she often performs magical experimental 

Because of her looks, she is often confused with succubi.  While she can be extremely good at utilizing her beauty to infatuate anything with a heartbeat, her forte is actually magic, not charming or seduction.  While she doesn't really find herself very inspired to actually help with IDOL missions, she somehow does them very well with putting fairly minimal effort.


Appearance
Salem stands at a rather impressive 5'9'' with long purple hair reaching down to her waist, a pair of horns jutting from the top, short pointed ears peeking from the sides, heterochromatic eyes of blue and red, full lips stained in purple.  Her body is curvier in proportion than even for her height, up to DD below slinking down to flat stomaching.  But what really sets her body apart from most others is her very long slender legs, making a good portion of her height.

Ironically for an infernal being and especially for someone of her natural sensuality in looks alone, she is conservatively dressed of the group, wearing a white collar button blouse with long sleeves, a thin purple button-down dress worn over it, and black knee-high stockings worn up her legs, exposing just the top portion of her thigh in a zettai ryouiki fashion ending with purple low-heels.  Due to her shapely body, and how fitting the outfit is, her figure seems to be more pronounced as her breasts swell from the top portion of her dress while the stocking gives a glimpse of her legs but not hides the rest.


Personality
Salem is, through and through, an intellectual and a bookworm.  She has a passion for magic and science and loves to talk about different magic and science theories and information with others.  That being said, she also have a very seductive and alluring side implicitly or explicitly and can be eager to displaying her knowledge of erogenous points and and sex techniques should someone catch her fancy.

Despite her vast knowledge of magic, science, and midara related subjects, she is lacking in some different social skills, namely interacting with animals and children to the point that she would comically look clueless when they are nearby.  She also lacks quite a lot of domestic or general skills as well.  A powerful and knowledgeable individual, but rather specialized in her field.


Combat Moves
Salem is very magic oriented when it comes to resolving conflicts, having quite the arsenal or direct or indirect magic to incapacitate enemies or put them at a disadvantage.  Her favorite tactic is modifying the terrain and local climate to her advantage or the opponent's disadvantage.  Her magical knowledge isn’t limited to just the basic 4 elements but also the two including Taiyang elements of plants and metal, mana structure and energy, and even holy spells.  While she does not have formal hand-to-hand training, she does know some close range attacks, enhanced by her spells.

When it comes down to seduction however, she prefers to not use magic utilizing words with promises only limited to the imagination being very effective at teasing, foreplay, and sometimes even erogenous spots that are not the genitals.   She can even make her normal motions rather distracting if she wishes to.  Even her outfit reinforces a more subtle approach to her method, her voluptuous body is well covered up but is no less eye-catching than if she is wearing a bikini or leather bodice.  Her technique isn’t even limited to just seduction either as she also employs her knowledge into a specialized category of technique: Sexcraft.  Through these techniques, she can both wear her opponents' stamina and will power that they are incapable of resisting her.

Passives

Mana Channeler
Like all casters, Salem needs mana to be able to cast spells.  Fortunately, she is able to passively draw mana from her surroundings and, in some cases, from others spells and even directly from others.  Conversely though, many of her attacks rely on mana so she cannot afford to be frivolous with it.
- Salem starts with 4/40 mana.
- Each turn, Salem gains 4 mana per turn.
- If Salem is hit by a spell, she gains 1 mana for each 2 damage she takes (rounded down).


Hot as Hell
To say Salem is hot is a pretty accurate description.  To even touch her is touch hot silk.  Many have fallen for her even without her doing anything.  However, should she not feel amorous, she can also be searing hot, too hot to handle for most.  As a demon kind, she isn’t overly bothered by fire based attacks considering that hell is a very hot place.
- Any move that makes contact with Salem may cause the attacker to take 1 damage.
- All fire based moves will deal -1 damage and is immune to all fire based status effects.


Weakness

Cold
Demon kind generally do not handle the cold and water very well considering they are far more adjusted to extreme heat and many can die easily to exposure.  Salem can handle better than most due to her strong affinity to water but the cold is still an issue for her.  In addition, should she find herself in a cold environment for some extreme reason, she needs to expand mana to create a warmth shield just for it to be bearable.
- Take 1 extra damage from cold based attack
- If Salem is in a cold location, her mana regeneration is reduced by 1 due to needing a passive heat spell.


New Status Effects

Wet
- Takes 2 damage from electric attack with advantage roll from related status effects
- Takes 1 damage from cold attack with advantage roll from related status effects
- Reduce 1 damage from fire based attack.
- Remove all fire based status effects on the enemy.

Chill (counter)
- If the enemy has 3 chill counter, then they are frozen
- Frozen enemies cannot act and will automatically get hit by the next attack.  That attack will deal 2 extra damage.
- Next turn, chill counter goes down to 0.
- If Wet is also inflicted on the enemy, this is automatically converted to a chill counter.
- Chill Counter is reduced by 0.5 per turn.

Scorched
- Next fire or contact move deals 2 damage. 
- Removes all chill counter.


Seduction

Subtle Suggestion
Salem does not need to be in a fight to persuade people, just talkng is enough and Salem's method of weaving words, low husky voice, and cunning intellect. -  Deal 1 willpower damage.  Can be used outside of battle without detection but can only be used twice in an event.
- Deal 1 damage.
- Can be used outside of battle without detection once per event.

Hypnotic Allure
Salem enthralled someone’s gaze with his beauty, adding a slight amount of magic she continues to to entrance them with whatever part of her that is captivating their eyes.  She adds a bit of hypnosis to make them quite receptive to wanting her even more.
- Deal 3 damage.
- 25% chance to develop a body part festish (+1 damage) for the fight if they do not have one.
- Enchanting Allure is enabled for that person.
- If Luna is in the party, this adds 2 Subconscious Suggestion

Enchanting Allure
With a dash of magic woven over herself, she emphasizes any of her features to appeal more to whoever she wants looking at her: her lips, her breasts, her hips, her legs, any part practically leaving them awestruck in their gaze.
- Deal 3 damage.
- If the enemy has a specific body part weakness, then the effect is doubled.
- Needs an enemy to be hit by Hypnotic Allure first.  Disabled after usage.
- If Luna is in the party, this adds 4 Subconscious Suggestion

Light my Fire
A smouldering whisper of sinful promises and a heated caress of her hot passionate touches, she beckons them to for a moment of passion, despite what is going on around them.  Being that they are closer to their passion will be aroused enough to lose some control of themselves with her.
- Deal 3 damage
- 50% to cause Lust Frenzy: Can only perform basic attacks aimed at Salem until they snap out (free roll).  Hot as Hell will automatically proc while they are in this state.

Teasing Whisper
Salem does not give immediate pleasure but dangles it before them like a forbidden fruit with the power of her seductive words.  Denying the taste of the forbidden fruit can be more effective, making them long for it until it is given.
- Deals 2 damage and inflict Infernal Infatuated for 2 turns max (1 damage per turn until they are hit by Salem.  Hot as Hell counts)
- Enables Echoing Whisper for that person.

Echoing Whisper
Salem’s words continue to tantalize her victim with repeated promises that is just out of reach.  With traces of magic on her lips, she continues to repeat these promises with some teasing air kisses, often driving her victim mad with lust.
- Deals 2 damage and inflict Infernal Infatuated for 3 turns max (1 damage per turn until they are hit by Salem.  Hot as Hell counts)
- Causes Obsession next turn (Enemy must attack Salem)
- Requires Teasing Whisper to be used first.  Disabled on usage.

Taste of Paradise (Kiss)
Salem very briefly leans in and kisses someone softly on the lips leaving the heat and softness of her lips behind, a memory that will linger until they can snap themselves out of it.
- Deal 2 damage and causes Memory of Kiss, causing them to take +1 damage from a kiss attack from Salem.
- Target makes 1 free roll per turn and dispels the effect if they roll 2 success total.  Total required is down to 1 for subsequent afflictions.

Enchanting Kiss
Salem bestows a bit of magic bestowed on her purple lips before homing onto her victim, pulling them in for an intensely passionate kiss.  After releasing them, they will later feel the intensity of the kiss several seconds later as if she is kissing them again.  Then again.
- Deal 1 damage for 3 turns.  Only the first turn can proc Hot as Hell.
- 50% chance to inflict Charmed each turn.

Captivating Kiss
Just one kiss isn't enough.  Even echoes of kisses isn't enough.  Salem pulls her hapless victim into her embrace and constantly peppers them with kisses to faces and especially her lips, constantly melting their will and mind with each hot touches of her lips until they can pull themselves free from the sensual barrage.
- Deal 2 damage and constantly deal 1 damage on the same turn until a fail is rolled.
- If Memories of Kiss is active, then it requires 2 total fail to escape.
- Charms will still trigger but will not dissipate until the attack is over.
- Requires Enchanting Kiss to be used first.  Disabled on usage.

Sensual Dance
Salem likes to put on a show and starts dancing in a sensual way, drawing all eyes onto her and subconsciously making them desire her.  Once she has their attention, it is hard for them to think of somewhere else, even if they are hostile to her.
- Deal 1 damage to all enemies and inflict charm.
- Cannot be used if Salem is attacked on the previous turn.
- If Salem is not attacked this or previous turn, the first enemy that is hit can only target Salem next turn.

Mesmerizing Dance
Motion in poetry, sensuality in limbs, Salem's dancing draws eyes towards her.  With a subtle magic on her body, she imprints such delicious image that they can barely able to focus on the battle.
- Deal 1 damage to all enemies and inflict charm.
- 50% to cause their next attack to roll at disadvantage.
- 50% chance to cause the next attack towards them to be rolled at advantage.
- Cannot be used if Salem is attacked on the previous turn.

Heated Exchange (Kiss)
If someone decides to take the advantage and start making out with Salem, she is more than willing to fight fire with fire and return the kisses.  There are very few that can best the devil in a make-out tug of war for dominance.
- Deal 2 damage
- Causes enemies to deal -1 damage with kiss attack for the next turn.
- Can only be used if kissed but can still be used while bound
- If the kiss attack is a bind, then they are also bound as well

Mild Melting Make-out
A make out session really stirs Salem’s fire and she will make sure that they will feel the heat of her passion as well as the exchange no longer is just about kissing as her hot hands run all over their body with her lush curves melding with them as she all but consumes them erotically.
- Deals 3 damage and permanently charms the target.
- Enemy deals -1 damage with kiss attack for the next turn.
- Can be used while bound
 
Devil’s Embrace
Salem pulls the hapless victim into an embrace that will not be forgotten anytime soon.  With her soft and lush curves, heated body, and expertise touches, they will find themselves very, VERY aroused even if she isn’t actively stimulating them.
- Deal 1 damage and binds for 1 damage/turn (plus potential Hot as Hell proc)
- Each 2 failed attempts to struggle results in 1 damage to them.
- Salem can perform kiss attacks while binding.
- Can be used while bound.

Forbidden Fruit
Do you dare let the sinner within the garden of paradise.  Do you dare taste the forbidden fruit?  Salem either goes down on her victim, consuming them passionately with her hot mouth.  Alternatively she can offer them a taste of her, an intoxicating taste and scent that lures many between her thighs.
- Requires either her HP or opponent HP down to 50% or below and her using at least 5 seduction moves
- Giving version: Deals 3 damage, binds for 3 damage, and automatically procs Hot as Hell.  Charms them if they escape.
- Receiving version: Deals 4 damage.  Dance with the Devil now has a permanent +1 damage bonus (does not stack).

Dance with the Devil
The time for foreplay is over.  Salem brings her unfortunate down with her and started having sex with them, gender be damned.  The passionate act  of love making arouses Salem so much that she shares this sensual heat with her partner.
- Deals 4 damage and binds for 4 turns.
- Procs from Hot as Hell is now guarantee on the target
- Can be used if Devils’ Embrace and Mind Melting Make-out is used.  Salem must use the moves again.
- Alternatively can be used if either Forbidden Fruit is successful.
- Can be used while bound

Spells

Aqua Burst (1 mana)
Salem throws a sphere of water at the enemy which explodes as it reaches the opponent whether the projectile misses or not, all but guaranteeing a wet opponent.
- Deal 2 water damage
- Inflicts wet for 2 turns regardless of result
- Create 1 puddle

Water Laser (3 mana)
With a strong enough water pressure, a jet of water can flow hard enough to cut metal.  Even at just a fraction of the focus precision, water is still a powerful force that can topple the hardiest of foes.
- Deals 2 water damage and ignore all damage mitigations.
- Inflicts wet for 3 turns
- 50% chance to floored (must get up or automatically get hit by next attack and 50% chance to bleed (take 1 damage until a successful roll at end of turn)
- Creates 2 water puddles

Squall (5 mana)
Salem concentrates a large amount of mana in drawing the moisture above before directing it down at a group of enemies in a series of torrents.
- Deal 2 water damage to all enemies
- Inflicts wet for 3 turns
- Creates 3 puddle

Steam Blast (5 mana)
Salem heats up water and unleashes it down on a group of enemies.  The steam will linger on their position for a while before they become too thin to affect anything.
- Deal 2 to a group of enemies
- Enemies must either spend an action to move out of the steam or use a melee move. Otherwise they will take 2 damage per turn and gains scorched and wet.  This lasts for 3 turns.
- Use 1 puddle to reduce 1 mana.  Use 1 hot air to reduce 2 mana.

Refraction (3 mana)
Light refracts whenever it travels at an angle into a substance with a different refractive index.  Salem creates a lens of water to project the light in a way so an image of the person is created somewhere else.
- Target ally gains Refraction for 3 turns.
- When an enemy attacks the ally, there is a 33% chance of them attacking the image.
- If the ally is Luna, the chance is increased to 66%.
- After the buff fades, create 1 puddle.

Ice Sheet (3 mana)
Salem causes the moisture on the ground to freeze up right under their feet.  In addition to being chilly with their legs, the floor underneath becomes slippery.
- Deals 2 cold damage to 2 enemies
- Use 1 puddle to reduce 1 mana
- Cause them to fall to the floor.  Unlike most other similar states, the enemies must roll to succeed to get up.  Any failed attempt will add one Chill counter but will not activate freeze.
- Creates 1 Cold Air
- If Abigail is in the party, grant her the ability to deplete the ice sheet to use Remote Ice with 4 ice shards.

Ice Wall (5 mana)
Salem creates an ice wall.  Someone in the path may get struck by sharp ice as it rises.  This also serves to divide enemies from their allies, potentially isolating them from the fight.
- Deal 5 damage with disadvantage roll
- Use 1 puddle to reduce 1 mana.
- Roll 1d10 to cause these situation
- 1: 1 enemy is isolated from the fight.  The wall has 4 HP that needs to be destroyed
- 2-3: One enemy attack does -1 damage due to being an obstacle
- 4: If Hestia is in the party, then she gains Without a Trace, other nothing
- 5-10 Nothing
- Creates 2 Cold Air 

Frozen Shard (8 mana)
Salem forms several sharpened icicles that orbit around her.  She doesn’t release them immediately but lets them protect her while occasionally releasing one or more while she attacks.
- Creates 4 Icicles around Salem
- When an enemy attacks Salem, use 1 icicle
- Icicle has a 50% chance to reduce damage by one if it hits.  If this succeeds, it has 50% to deal 1 damage to the attacker.
- If she crits an enemy or attacks an enemy that autos, use 2 icicle to deal 2 damage without roll.
- Use 1 puddle to reduce 1 mana.  Use 1 cold air to reduce 2 mana.
- Damage has a 25% chance to cause 1 damage next turn and 25% chance to add 1 chill counter.

Blizzard (8 mana)
Dropping the temperature to below 0 C, Salem then unleashes the moisture downward towards a group of enemies.
- Deal 3 damage to all enemies
- Use 1 puddle to reduce 1 mana.  Use 1 cold air to reduce 2 mana.
- Add 1 chill counter to all enemies struck with a 25% chance of adding one extra chill counter.  A crit will cause 3 chill counters, essentially freezing them on the spot.

Ignite (1 mana)
It takes one single spark to create a large enough fire and spread it.  Salem only needs fuel for the spark in which she has no shortage to what she can light up.
- Deal 1 damage
- Following this turn, the enemy will take 1 damage at the beginning of the turn.  A roll is required if the enemy puts it out.  Alternatively, an enemy can spend an action to put it out on themself or an ally.
- For each turn the fire persists at the end of turn, adds 1 hot air and has a 50% chance of inflicting scorched for 3 turns.
- If the target is wearing anything wooden, then the damage is increased to 2 per turn and the chances of scorched is guaranteed.

Fire Bomb (3 mana)
Salem compresses a bunch of heated air into a singular point with fuel before lobbing it at the enemies.  Unlike the traditional fireball, she can detonate the blast even if it would miss, ensuring that they will at least be signed by the radius
- Deal 2 damage to 3 targets and 50% chance to cause scorch.
- If the attack misses, each target rolls an additional time.  Failure means they still take 1 damage.
- Create 1 hot air.
- Use 1 vegetation to reduce mana cost by 1 or if she is in an area with plenty of plants.

Fire Stream (3 mana)
A simple line of fire streaming towards an opponent.  Salem can maintain a long barrage of fire almost like a magical flamethrower.
- Deal 3 damage and has 50% chance to cause scorched.
- Salem may continue using this attack consecutively for only 1 mana.
- Create 1 hot air per turn.

Fire Wall (4 mana)
Salem manipulates the tinder for the fire so it will form a straight line or any other pattern she desires before igniting the flame, causing a wall of fire to rise you, deterring anyone’s path.  Salem often uses this to manipulate the movement of her enemies.
- Deal 1 damage to 3 enemies and inflicts scorched
- Up to 2 enemies will be isolated from the battle for 5 turns.  To pass through, they must either spend 2 actions putting out the fire (no roll required) or pass through  while it burns taking 2 damage and inflicting scorched.
- Creates 2 hot air.

Burning Palm (2 mana)
Being highly resistant to the effect of heat, Salem can afford to heat up her hand to where it is searing painful for others.  A slap or palm strike is going to be that more painful from her despite that she has no formal hand-to-hand training.
- Deals 2 damage and causes scorched.
- A crit will cause 2 stacks of scorched.

Glass Floor (5 mana)
Salem superheats the sandy floor in an area before flash cooling it.  This allow her or an ally to be able to step on it and be insulated, rendering electrical attack much less effective
- Grants Salem or an ally “Glass Floor”
- Reduce electrical attack by 2 until they move off with a melee attack or forced off by an attack.
- If Abigail is in the party, then she can expend Glass floor to use “Glass Barrage”
- Deal 1 damage to 4 random enemies (enemies can be hit multiple times.  Any enemy hit by a glass barrage has a 33% to take 1 extra damage.
- Abigail can also use the glass floor as a shield to grant herself with this bonus regardless of her movement until she uses it to negate one attack.

Spark Orb (3 mana)
Salem fires out an orb of electricity at the enemies.  It does not collide with enemies but will follow them and periodically zap them with a 
- Create a Spark Orb
- The following 3 turn it will attack a random enemy for 1 damage
- This can rebound to another enemy if the number of puddles is at least 2.
- Cannot hit anyone buried

Lightning Bolt (4 mana)
A standard spell for most mages and Salem is no different.  However, Salem’s variety explodes on contact rather than jolts them, radiating a field of electricity to other enemies
- Deal 3 damage 
- Deal 1 damage to 2 additional enemies.
- If the primary target is wet, then it also has a 50% chance to paralyze.

Electrical Storm (6 mana)
Salem performs some weather manipulation while creating the ideal condition for a storm to occur at her bidding.  At least mostly, as nature is more unpredictable than most would be able to handle.

- Does nothing for 3 turns.
- On the fourth turn and onwards, deal 3 damage to a target for 3 turns
- 25% chance to a random ally
- 75% chance to a random enemy
- Cannot hit target under ground
- If a tornado is around when the storm forms, then extend the tornado’s duration by 2
- Cannot be used indoors.

Magnetize (4 mana)
Salem touches an enemy and ionizes them.  If they are wearing or holding anything metallic on them, that item is now a beacon for flying metal stuff to fly at them.
- Deals 1 damage, next electric attack will roll advantage against them.
- If the enemy is wearing metal, then they are inflicted with magnetized for 2 turns.
- All metal based attacks will have advantage roll against them.
- In addition, crit fail from any individual, ally or enemy, attacking with anything metallic will end up hitting the magnetized enemy.

Flight (2 mana)
Flying is a dream to many and Salem can often grant this dream to many that longs for it.  On a more practical scale though, it also gives her allies a lot more maneuverability.  It does take a modicum of mana to maintain it though.
- Grants an ally flight
- Can attack airborne targets without penalty
- Ally has advantage on attack and defense against ground based enemies but is lost if struck
- Requires 2 mana per turn per ally

Wind Javelin (4 mana)
Salem concentrates a tight ball of air into a singularity point before pushing it at the enemy, resulting in a highly concentrated mass of air shooting forward like a solid spear.  The concentration takes time to perform but once started, it cannot be stopped.
- On first turn, it does nothing
- On next turn, deals 6 damage and bleeds (take 1 damage until a successful roll at end of turn).  Will occur regardless unless Salem cancels it willingly.

Dust Storm (4 mana)
A strong, turbulent wind which carries clouds of fine dust, soil, and sand over a large area.  It's coarse and rough and irritating and it gets everywhere, including your eyes.
- Attempt to sand-blind all enemies for 2 turn
- Sand-blinded enemies roll a disadvantage in range attack.  In addition, their crit fail range increases to 40.  Crit fail effect from Sand-blinded enemies has a 50% chance to randomly target including allies.
- Cannot be used indoor

Tornado (5 mana)
Tornadoes are formed when fast moving cold, dry outflow air from a thunderstorm is blown through a mass of stationary, warm, moist air near the outflow boundary, resulting in a "rolling" effect.  While Salem can be able to create both motions at the same time, she can utilize lingering hot and cold air to create one with more efficiency and unleashing a powerful, albeit unpredictable, force of nature
- Creates a tornado for 5 turns
- Each turn roll 1d4.  1 means it attacks a random ally (except Salem or Luna) while 2-4 means it attacks a random enemy.  All attacks deal 2 damage and 25% to get knocked down.
- Use 1 hot or cold air to reduce mana cost by 1 and 2 respectively.
- Cannot be used indoor
- Cannot hit enemies underground.
- An enemy can try to attack the tornado itself and negate it with a fire or cold attack in the center of the tornado but will take 2 damage if it is melee.
- If Luna is in the party, she can ride the tornado and remove all chances of attacking allies.  Luna can also prevent enemies from attacking the tornado itself.
- Luna is also immune to all close range attacks.  Projectile attack has a 50% chance to be redirected to a random target including the shooter’s allies.

Down Draft (3 mana)
Salem creates a large concentration of air and sends it down at one enemy.  This isn’t as nasty as it sounds unless someone happens to be airborne.
- Deal 2 damage
- If the enemy is flying, deal 3 damage, stuns them, and makes them lose flight.
- Cannot hit enemies underground
- Cannot be used indoor

Rock Barrage (1 mana)
Probably the most primitive attack in her repertoire but a spell for hurling a bunch of rock at her opponent does the job surprisingly well
- Deal 2-5 attacks dealing 1 damage each.

Earth Trap (3 mana)
Salem creates a pot hole right underneath the enemy who unceremoniously falls down before she closes it, effectively trapping them.  However, due to how recently the earth has changed after her control, enemies can still try to force themselves out.
- Deal 1 damage and bury the opponent
- Enemy must roll 2 successes (not necessarily consecutive) to escape.
- Enemy is immune to wind based attack and other spells

Elevation (6 mana)
A fighter on the high ground possesses a tactical advantage against them such as better perception to the battlefield, better range with weapons, or just being untouchable.  Salem is all too willing to grant her allies this advantage by raising the earth from underneath them temporarily.
- 2 Allies gain elevation for 2 turns
- Grants allies advantage and cannot be attacked in melee.  This bonus is lost next turn if the ally uses a melee attack.
- If Hestia is in the party, grant her automatic hit if she uses Love from Above.
- Once the elevation status effect fades out, attack 2 enemies for 2 damage.

Burrow (4 mana)
Salem creates a passage for her or an ally to go into either for an emerging surprise attack or an escape route.  Some individual can easily utilize all of the earth underneath them for a rather explosive result
- Take an ally out of the fight on this turn
- Next turn the ally can initiate an attack with an advantage roll, in addition Salem deals 2 additional damage to that target due to rocks flying.
- If Abigail is the target, then her attack also stuns
- If Hestia is the target, she can instead have Salem burrow one of her explosives.  If an enemy tries to attack Hestia or Salem, deal 3 damage to them and negate their attack.

Quick Sand (6 mana)
When water in the sand cannot escape, it creates a liquefied soil that loses strength and cannot support weight.  Despite popular belief, quicksand doesn’t make people sink and engulf them but function more of a leg trap, something Salem is all too willing to exploit
- 1 character gets trapped in a quicksand.  To escape, they must lie down, then use 1 turn to escape.  Alternatively, they can use 3 actions to waddle slowly back.
- Rolls advantage against heavy characters and requires double the actions to escape.
- Enemy is inflicted with “Wet” while they are trying to escape.
- Allies can use their action to reduce the amount of action to 1.
- Use 1 puddle to reduce 1 mana.

Root Trap (2 mana)
Salem controls some of the flora at the enemy’s location, causing a multitude of roots to wrap around their legs binding them to that position
- Deal 1 damage and inflict roots
- Enemy cannot make a melee attack, and all attack against them rolls at an advantage
- Roots uses the normal bind escape mechanism.
- If the attack is fire based, then the enemy takes 1 damage per turn as the roots are ignited

Wood Dust (4 mana)
Salem takes some dead wood material and shatters it towards some enemies with a strong wood magic, resulting in a bunch of sprayed wood dust and splinter to hit the enemies.  The resulting residue making it a bit hard to see through and ripe for a small bonfire.
- Deal 2 damage to 3 enemies and inflict Wood Dust for 2 turns
- Enemies has 30% chance to miss entirely and will take 1 damage from a fire attack. 

Spore cloud (3 mana)
A cloud of spore is blasted into an opponent’s face from a nearby mushroom patch resulting in a few different lingering effect depending on what mushroom it was.
- Deal 1 damage.  Roll 1d3 to determine effect
- 1: Amanita muscaria: Deal 1 damage over 3 turns from poison
- Psilocybin: Attack a random target for 2 turn, including allies.
- 3: Clostridium tetani: Victim rolls disadvantage on next 2 attacks and cannot use mouth based attacks for 2 turns.
- 4: Shitake: Nothing.

Metal Chains (2 mana)
Salem uncoils some chains off of her being and places it on the ground.  She then controls it to coil it around a hapless victim.  The binding is extra strong but she only has 1 of them.  After the battle she collects them regardless of their shape due to Juria’s metal scarcity.
- Binds the target and makes any attack automatically hits until they escape
- They must make 2 success to escape but only roll 1 dice per turn
- Can only be used once per battle

Steel Boomerang (4 mana)
Salem unfolds 2 boomerang before throwing it at the enemies.  Boomerangs in reality do not return to their user by normal means but Salem’s spell manipulation and usage of magnetism makes hers do so.
- Deal 2 damage to 2 targets.
- The boomerangs will return and make another attack on whomever it misses.

Ignis Fatuus (3 mana)
Surprisingly one of Salem’s most effective spells is a light spell, a field in which many superstitions believe that demons are weak against.  It is quite a surprise when she effectively pelts balls of light around like fireballs.
- Deals 1 damage to 3 targets though it can be the same target.
- If any of the attack misses, they explode and deal 1 damage to that target but  with a disadvantage
- If in a dark region, then Salem creates 4 Ignis Fatuus
- If Luna is in the party, enemies that were previously hit by Ignis Fatuus will also have “Faerie Fire inflicted on them for 3 turns
- All attacks towards the enemy has a 30% chance of automatically hitting.
- Disables all stealth based status effects.

Spirit Illumination (4 mana)
A bit of light goes a long way towards lifting the spirit and rally their spirit to push forward.  Salem is willing to play support once in a while.
- Up to 3 allies gain +1 damage for 2 turns.
- If in a dark region, all allies are targeted instead

Silver Guard (4 mana)
A spell that was taught by a paladin long ago who is dead now.  Salem honors his memory by using this spell to protect her colleagues from mind binding effects
- Protect 3 allies from charms and mind control effects for 3 turns.
- If in a dark region, all allies are targeted instead.

Light Strike Array (4 mana)
Salem calls down a barrage of light energy down on a group of enemies to strike down the heath- OK... technically, this isn’t how light is supposed to work but having your retina getting seared by light explosion is still painful.
- Attack 2 enemies 2 times for 2 damage each and cause them to roll a disadvantage for x turn where x is the number of time they got hit.
- If in a dark region, Salem can target the same enemy with both attacks.

Hexblade (3 mana)
Salem conjures a blade of darkness within her hand.  While the devil isn’t a skilled swordsman like many others, she is serviceable enough.  Furthermore, blade itself will curse anyone that she strikes with it.
- Her basic attack now causes Hex for 2 turns
- Enemy crit fail range increases by +20 (to 35 by default)

Shadow Cloud (3 mana)
By dropping down a large column of dark mist on an opponent, Salem can obscure their sight down to a minimum, making any decisions on long range problematic.  Furthermore, this will also help with her light spells against them
- Target 3 enemies, rendering them unable to use range attack for 2 turns.
- Cannot be used in dark regions.
- Useless against enemies with enhanced senses.
- Light spell deals +1 damage while they are in the cloud
- Enemy can skip their turn to walk out if they are able to
- If Hestia is in the party, she can gains Without a Trace without having it if she attack enemies within it

Eclipse (6 mana)
Salem creates a large bubble of darkness within the area while dimming many light source, creating a darker environment, perfect for individuals that are home in the darkness.
- Last for 6 turns.
- Grant her light magic bonus effects
- If Hestia is in the party, she can use Without a Trace within situations that she is unable to.
- All other nocturnal based individuals, gains 25% chance to automatically hit.
- Note Salem is not one of them as she is crepuscular.

Leyline (0 mana)
Salem tries to tap into sources of mana that is hidden to most others.  While she can be able to do this easily, it is rather taxing on her body.
- Roll 4 dice and gain twice the amount of mana of success.
- Cost 1 HP

Magic Eater (0 mana)
One of Salem’s trump cards, she is capable of decomposing enchantments from herself or anyone else.  This also includes barriers, allowing her to just eat a mage’s magical defense.
- Automatically remove all magic buffs/debuffs from the target and gain the amount of mana based on the amount of turn left.

Magic Feedback (4 mana)
Within a single touch, Salem can mangle a mage’s ability to properly cast.  However it requires them to actually make the actual motion of casting in the first place to trigger the process
-  Inflicts Spell Curse on a target for 3 turns
- If the enemy casts a spell, they take 3 damage automatically.
- Once triggered, the enemy cannot cast a spell and their magic system is in stasis for 3 turns.

Arcane Echo (6 mana)
Salem creates a mana field that absorbs a small amount of remnants of spells casted in the battlefield.  Later in, an echo of a few spells that end up being projected from the field itself.
- Salem gains Arcane echoes that last for 12 spells.
- Each time someone cast a spell, Salem gains 1 Echo Counter
- If Echo Counter reaches 4x Counter, then she can use a copy of the spell as a free action for that turn.  Otherwise she gains 2 mana.
- Salem’s spell counts in regards to increasing Echo Counter
- Note that some spells may be off limit.

Magicannon (7 mana)
There are times for some skills, tactics, and tricks and Salem as plenty of them.  Then there is a time when you want to shove as much magic in the enemies’ face; that is what Magicannon is.  Salem gathers as much mana within her before using one hand to unleash a large beam of pure magic at her opponent.  After the blast, she needs some time to recuperate.
- Deal 6 damage + the amount of extra magic she has remaining.
- This uses up all of her mana.
- Skips next turn regardless if she hits or not.

Changelog:


Last edited by Dataslycer on Sat Oct 09, 2021 10:04 pm; edited 2 times in total
Back to top Go down
forest Assasin

forest Assasin


Posts : 8397
Join date : 2016-12-26
Age : 26
Location : I don't know

Salem Marquess IDOL Headmistress of Arcane Research Division Empty
PostSubject: Re: Salem Marquess IDOL Headmistress of Arcane Research Division   Salem Marquess IDOL Headmistress of Arcane Research Division EmptySun Jul 11, 2021 12:38 pm

Simply amazing , what a nice work there Data.

_________________
https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Theme-
Back to top Go down
https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Them
 
Salem Marquess IDOL Headmistress of Arcane Research Division
Back to top 
Page 1 of 1
 Similar topics
-
» Salem, the Devil of the Arcane Star (Obsolete)
» Osric the Arcane Trickster
» Yvonne, the arcane archer
» Salem Vs. GloryHole
» Jun the sadistic Idol

Permissions in this forum:You cannot reply to topics in this forum
Upon her lips :: Original Content :: Character/Enemy creations-
Jump to: