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  1. Custom Phantom Table
  2. So you’ve awakened the beast inside, then. Let me explain Phantoms. They are an inner creature, one from beyond the veil of reality, that allows you to twist said reality to your will. Simply put, they’re monsters that give you magical powers like some familiar. However, they usually are hostile and would rather kill their host and take their place rather than work with them. However, as they are creatures of despair, fighting them back with Hope allows you to subdue and enslave them. Now, this phantom is your...somewhat faithful, somewhat reluctant partner. Which creature will you call out to for help, when you are in the Last Despair?
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  5. Duende(0PP): It appears that you have attracted the attention of...one of the less impressive members of the Phantom’s family tree. This is the Duende, a goblin-like spirit with a weak presence and even weaker spirit. What a valiant fight this one must have put up in your attempt to turn him into your Enslaved Phantom. He has no associated Element, only able to use pure magic as the method of channeling damage, which is most effective at stunning foes. He is able to produce enough Mana to cast magic rings and transform, but...that’s about it. If he is chosen, you may receive the “Duende Bo Staff” as a weapon if the PhantoWeapon option is chosen, a simple staff that is able to channel elemental magic through it as blasts. You may also create the “Heavy Duende Treader”, all-terrain enhancements to any vehicle augmented by the “PhantoMachine” option.
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  8. Al-Miraj(300PP): This Phantom appears to be a rather large rabbit, with a black horn between atop its head...This frame, despite being the form of a prey animal, is not to be underestimated. The Al-Mira’j is known in mythology for being a fierce predator able to kill creatures 10 times its size with sheer bloodymindedness and speed. As such, the Al-Miraj influences direct attacks made with magic (such as with the Finisher spell) and mobility spells, amplifying them by a large amount in efficiency and power. The Al-Miraj’s eyes burn with the Fire elemental aspect, and if the PhantoWeapon option is taken, it will transform into the “Miraj Unispear”, a polearm that is able to extend itself with mana and launch the spearpoint as a wave of energy. Al-Miraj’s PhantoMachine, the “Miraj Leap Springer” gives the enhanced vehicle the ability to leap massive bounds, even able to clear city blocks!
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  11. Lechuza(300PP): A giant predatory-looking Black Owl, this beast is almost the size of a thunderbird despite being in all other respects an owl. The Lechuza was said to be the form of witches who had sold themselves to the devil, and a bit of that infernal magic apparently stays, as the Lechuza improves your skill and potency in casting indirect magic, such as the Bind, Shrink and Connect rings used by Wizard. It is also able to create small ‘familiars’ out of these kinds of rings as a natural ability, the familiars able to independently cast and follow thought commands. The Lechuza’s avian lineage is indicative of its elemental aspect, Wind, and when the PhantoWeapon option is taken the Phantom will become the “Witchlock Longshot” able to ‘fire’ spells scanned on the Hand Autor placed onto the side of the longshot. For example, ‘firing’ a Bind Spell would produce the chains from where it was pointed, and it may be used as a ‘portal gun’ with the Connect spell to give some applications. Vehicles augmented by Lechuza’s “PhantoMachine”, “Owlbomber” leave howling hurricanes in its wake and are able to glide besides.
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  14. Makara(300PP):This strange creature seems to find its inspiration from hindu mythology, being partially a crocodile and partially a fish tail in the hindquarters! The Makara were said to be the vehicles of the sea gods, and this is easily told as the elemental aspect of this Phantom is Water. They were also guardians of entrances and exits, echoed by the Makara Phantom increasing the power of defensive magic by a large portion and allowing you to spawn multiple long-term Connect ring portals simultaneously. The Makara’s PhantoWeapon is the Makara “Oarwards Into Dawn”, a large club with a flat end that can ‘splash’ physical matter as if it was liquid, allowing you to ‘splash’ the ground into a number of projectiles or ‘splash’ it apart to open areas or destabilize surrounding areas. The Makara’s PhantoMachine is the “Makara Vahana”, which allows adjusted vehicles to become submersible or already aquatic vehicles to move on land easily!
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  17. Cadejo(300PP): This hound is large and wild, looking closer to a wolf than a dog. It’s split down the middle being both coal dark and snow white, and has powerful claws and teeth at its disposal. An entity of dichotomy and balance, it is excellent at attack and defense magic(though not as much so as the Al-Miraj and Makara respectively) as well as possessing the reconciliation of fire and water together. Otherwise, the hound has general all around high levels of mana though only attack and defense as specialties. By taking “PhantoWeapon”, the Cadejo may become the “Twin Clawders” which are enhanced claws able to tear through enemies with magical might similarly to the Duende Staff, and the Cadejo’s “PhantoMachine” can improve vehicles with the Cadejo “DogFighter” addition, giving a massive speed and handling boost to the vehicle in question.
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  20. Zhenniao(300PP): A brightly colored purple and green eagle, this Phantom brims with a killer aura...50 words for death and this one’s a good 30, as it brims with a magical and physical toxin in its body. The Zhenniao has a higher all around capabilities than the Duende but lower than the Cadejo, however it’s main ability is to inflict a ‘toxin’ on the spells it empowers, able to melt away enemy defenses and vitality with the aforementioned magical/physical poison. This can be applied to any spell, so even Bind can be used to inflict the mystic poison of the Zhenniao, though non-combat Spells have slower rates of damage, and combined with the elemental attunement of Wind it is capable of spreading gales of death across vast fields. The Zhenniao’s “PhantoWeapon” is the “Venom Viper”, A bow capable of firing arrows with the Zhenniao’s toxin and capable of flying in flocks like birds, meaning they are able to move with complete freedom in the air independent of how you fire them. The Zhenniao’s “PhantoMachine” is the Zen Wave, turning the vehicle into a hovercraft that is capable of dropping “Caustic Balloons” onto enemies with the same damage rates as the Venom Viper’s arrows.
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  23. Nemea(500PP): A vast and powerful lion, plain and simple. This Phantom seems to shake the very Earth as it takes a step, and it is obviously this near invincible power that grants it the elemental attunement of Earth. The Nemea vastly improves defensive magic(even further than Makara), and allows you to ‘wear’ these spells like a cloak over you even if you couldn’t do so before. It also allows for you to use barriers and defenses as an offensive attack, smacking enemies with Barrier and similar spells for a good amount of damage. The Nemea is able to become the “Pride of Nemea” PhantoWeapon, a massive shield that can be swung around with ease as well as used as a heavy cleaver-like blade...and the Nemean PhantoMachine is the “Invincible Panzer Armor” that can turn a vehicle into the durability of a powerful tank no matter the size with no loss in speed.
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  26. Karkino(500PP): This Phantom waves a large claw at you, obviously enthusiastic to see you. The Karkino is a Large Friendly Crab, with unrealistic and monstrous proportions. Due to being a crab, giving it the Water elemental attunement, but despite this as it is made of calcified salt and various minerals it has a focus on making things stronger.. The Karkino’s main strength is in fortifying existing magic, making it stronger and any physical objects it creates more durable and powerful. For example, using Copy or Big on someting will create an extremely durable and tough ‘mineral’ version of it, and spells such as Bind or the ring provided by “Phantom Limb” will also summon harder and more powerful versions. Otherwise, the Karkino has a strong store of mana and can provide a large amount of it for casting. The Karkino’s PhantoWeapon is the “Crab Sickle”, a curved blade that can launch out and boomerang back to it’s owner while cutting through the hardest of metals even before mana is channeled through it. By summoning the Karkino’s PhantoMachine, a vehicle can be outfitted with the “Sand Scuttler”, quick and nimble legs that allow it to crawl on walls and over rough terrain.
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  29. Teumessia(500PP): You have been blessed with the fantastic Fox Phantom, Teumessia. This clever creature was known in mythology for being uncatchable by any mortal creature, only failing when a similarly magical beast was set to catch it...Teumessia is a Phantom that is all about evasion, and as such it is attuned to the ever shifting and untouchable Wind’s element. It is able to grant you the ability to use your mana and become one with the Wind, as if you had used the Liquid ring but without needing to cast the spell using the Driver. However, as the wind you are unable to strike or unable to do anything but move freely and evade even attacks that would normally strike at spirits. It also improves the power of evasive and mobile spells such as Fall, Drill, and even provides the “Jump” magic ring to its user, able to teleport small distances. The PhantoWeapons for Teumessia are the “Lealaps Boots”, a pair of winged boots that allow the user to perform a number of quick and powerful kicks alongside strong leaping and hovering capabilities, and the PhantoMachine for Teumessia is the “Vulpes Jump Jet” that gives the power of the “Jump” magic ring to the vehicle outfitted with the PhantoMachine.
  30. Balor(600): This towering titan of a Phantom has a single eye, covered by a heavy cloak. The Balor Phantom is known for it’s destructive power, and the heat and power coming off of the uncovered eye can only allow it the elemental aspect of Fire. Balor does not give any special or unique abilities, only pure and concentrated destructive power, being approximately 4x as potent as Cadejo’s’ own focus and 2x Al-Miraj’s abilities. However, this power bleeds out from the user, causing a hot aura around the one using his magic as more and more power is produced. While this doesn’t hurt the user, it may in fact blight and destroy the land around him. Balor’s strong reserves of mana however ensure he can bring down nearly any enemy he faces in this world. Balor’s PhantoWeapon is the “Malojo Cannon”, a shoulder-mounted rifle that fires single-shot beams of heat that can melt through buildings. The PhantoMachine of the Balor is the “Formorian Jacket”, a set of legs and a single heavy beam cannon that give up speed for durability and the power of a mounted weapon almost twice as strong as the Malojo cannon.
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  32. CUSTOMIZATION OPTIONS
  33. Is your Phantom not powerful enough? Then if you have any phantom points left over, you can begin the process of empowering it...Sacrifice these points to it, and it will serve you with a greater vigor.
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  35. Strong Spirit(100PP): Your Phantom has been empowered by your sacrifice, and now fills you with an even greater and more robust amount of Mana to use and cast spells influenced by its powers. Normally the spells of this world do not take up a substantial amount of power, but using this energy for other world's magic may drain it faster...so it's not to be ignored so easily. You are allowed to purchase this multiple times for larger mana stores.
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  37. Violent Spirit(100PP): Your Phantom has been fired up and given more violent thoughts which to fill its mind. By absorbing these violent thoughts, your Phantom is quicker to spill blood and in turn any offensive magic you cast is that much stronger if the Mana is drawn from this Phantom. This may be purchased multiple times to increase the power of the Phantom’s effect on offensive magic.
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  39. Supportive Spirit(100PP): Your Phantom has been exposed to the powers of Hope, and is much more helpful for the change. By taking this, healing and defensive magic your Phantom empowers are much stronger and more potent. This can be taken multiple times to further increase this effect’s weight on the Phantom’s magic.
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  41. Trickster Spirit(100PP): Your Phantom is clever, and has taken this cleverness as an addition into the magic it already wields to become a tricky entity to defeat. “Buffing” and “Debuffing” magic such as the Shrink, Excite, or Stench spells are cheaper to cast OR are much more potent, with each purchase allowing another addition onto the empowering abilities of your Phantom.
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  43. Mystic Liquid(200PP): The Mystic Liquid has filled your Phantom and given it dominion over Water, giving spells it empowers the elemental attunements of Water if you so choose and allowing it to manipulate water with the spells it casts. (Such as allowing you to create Water Chains with Bind.) This also gives you the Water Style ring for your Wizard form, or Water (Phantom) Style if the phantom is already attuned to that element.
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  45. Blessed Wind(200PP): The Blessed Wind has fallen upon your Phantom, and granted it the power to imbue the element and power of Wind into your spells, such as allowing the Barrier to create powerful wind walls or explosion rings to create bursts of gale-force power! This also gives you the Hurricane Style ring for your Wizard form, or Hurricane (Phantom) Style if the phantom is already attuned to that element.
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  47. Strength of the Earth(200PP): The Strength of the Earth is dominant in your Phantom now, allowing it to shift the dirt and imbue the elemental attribute of Earth into your magic, such as creating walls of solid rock with the Barrier spell or producing giant fists of Stone with the Big spell.This also gives you the Land Style ring for your Wizard form, or Land (Phantom) Style if your phantom is already Earth Attuned.
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  49. Last Engage(200PP): The power of flame has made its Last Engage, swirling into the spirit of your Phantom and lighting its soul with the elemental attribute of Fire! This empowers many offensive spells and allows for the manipulation of the flames using your Phantom’s mana. This also gives you the Flame Style ring for your Wizard form, or Flame (Phantom) Style if the phantom is already attuned to that element.
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  51. Infinite Possibility(600PP): Water, Earth, Wind, Fire, come together and fulfill this desire! The power of Infinity is now open to you, costly though it is, giving you the power to transform into Infinity style with a special Magic Ring granted by this purchase. Infinity Style is able to utilize all 4 elements at once and when used with the Magic Rings, boosts their power to levels incomparable to that of the Phantoms on their own. The power of Infinity seeps into your Phantoms as well, their specialities becoming much much more pronounced and stronger in the bargain.
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  53. Phantom Mirage(300PP): Much like how the Beast Chimera Phantom could be called upon as an attack, now you too are able to call upon your Phantom as a guardian and partner. You now gain the “Mirage” Magic Ring, or a Spell if you already know magic that doesn’t operate on the Magic Rings. By casting this spell, your Phantom will arrive at full power and begin to fight by your side, retreating into your Underworld once damaged enough.
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  55. Phantom Limbs(200PP): By taking this, you are able to cast the “Special” spell either as a Magic Ring or a regular spell, which when combined with the elemental Style of a Phantom, summons part of the Phantom’s body as an addition onto your own that can channel mana. For example, the Al-Miraj “Special” ring would produce a giant flaming horn to ram into people with. If used with Infinity Style, your body is entirely ensconced in the Phantom and allows you to use a number of capabilities alongside that.
  56. PhantoWeapon(200PP): Your Phantom has forged a stronger bond with you, and has granted you the ability to call upon it in the form of a weapon much the same as how Dragon was able to form AxeCalibur. The weapon’s powers and abilities are detailed by the invididual Phantom’s descriptions, but they are all magical weapons and can be counted as such.
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  59. PhantoMachine(100PP): If you don’t already own a motorcycle, you have a simple one now so you can make the most of this ability. Now, you’re able to combine any vehicle you’re riding or desire with your Phantom to improve its performance in ways detailed in the Phantom’s description.
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  61. PhantoRise(0, Mandatory): This is simply one of the basic powers of the Phantom, but it bears re-iterating. The Phantom is a spiritual/mental entity for most things, and is able to protect you from being attacked on those fronts in a very physical manner. If you enter other mindscapes, you are also able to summon it with the “PhantoRise” ring/spell you acquire from this purchase.
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  63. WIP OPTIONS
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  65. Phantom Ring(100PP): A spell that can be cast without
  66. PhantoStrike(200PP): Use Phantom to do a powerful attack
  67. (Un)Sealed Sorrow(100PP): Either seal an enslaved Phantom or enslave a Sealed phantom.
  68. Supreme Power(200PP): Put more magic into a Magic Ring or other kind of Spell to give it greater effectiveness
  69. Twin Souled(800PP): Two Phantoms(?) not sure if this should be offered
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