The Veritas; The Crystal Dimension
The Veritas; The Crystal Dimension
The Veritas; The Crystal Dimension
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 Mare List

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PostSubject: Mare List   Mare List EmptyTue Nov 16, 2021 6:42 am

Mares


The Mares are Equine beings that are cousins of the Centaurs, their only difference being that they do not have partial human bodies at all times, and can change into full humanoid beings, or even more so than a Centaur. Many mares are typically elemental beings, however not all of them are. They are said to be spirits of nature given form as whatever elemental force they have been granted. However, because not all Mares are elemental spirits, there are some that are normal Equine beings. They are known to be tamed and ridden. Though they typically are given away by having the word 'Mare' in their name, not all of them are required to have it. Also, even though 'Mare' is for 'female horse,' male Mares are still called Mares.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 11:57 am

Name: Maregenesis
Species: Mare
Specific Species: Unicorn, Bicorn, Pyremare, Sleipnir (Darkmare), Mystmare, Pegasus, Lightmare, Nightmare, Valemare
Type: Beast, Divine Being
Elemental Affinity: Dark, Light, Electric, Wind
Combat Specialty: Physical
Sociability: Stern, Violent, Stubborn, Wild
Threat Level: High
Habitats: Enigmatic Ruins (Uncommon), Pale Forest (Uncommon), Land of Eternal Rain (Uncommon), Sky Sanctuary (Uncommon)
Weakness: None
Immunities: Earth Element, Dark Element, Light Element, Wind Element, Blind, Petrify, Silence, Darkness, Confuse, Berserk, Virus, Disable, Immobilize, Gravity, Stop, Poison, Sleep, Slow, Heat, Freeze, Doom, Mini, Death, Vanish, Float.
Item Dropped: (WIP)
Additional Info: Absorbs the element attributed to it. Mystmare, Nightmare and Darkmare absorb Poisons. Lightmare is immune to all elements except Ice. Valemare takes half damage from physical and non-physical attacks. Darkmare takes no damage from physical attacks. Lightmare moves at greater speeds than other mares.


Weapons

(WIP)

Natural/Signature Abilities

Kick: A powerful kick delivered from either the front or hind legs with hooves that can crush diamond. The force of this attack is enough to knock even the strongest of men unconscious and leave them with bones broken close to beyond repair.

Horn: Making use of the massive blade-horn upon its head, the Amdusias will thrust or swipe it, using it as if it were a sword with all the skill and swiftness of any skilled ronin. This horn is said to be able to cut through even steel with ease and is as sharp as a finely honed sword itself, making it a formidable blade to use.

Rush: A swift, full-speed and full-powered rush at the opponent aiming to do massive damage with horns, tendrils or by trampling them down with diamond crushing hooves.

Snake Lash: The Amdusias and its variants will use its tail and wings (Amdusias) or the tendrils on their necks (Other Variants) to act like snakes and lash at the target with the swiftness and precision of a viper, however with the piercing power of a metal spike. Using this ability, the tendrils can extend up to twice or thrice their original length to capture the target as well, just like the Amdusias' tail. If even so much as grazed by this attack, the target will have a deadly poison and other liquid solutions shot into their body to spread at a great speed, the poison inflicting them with Venom, and/or the liquid secretion causing Paralysis and Disability to the body part that was hit.

Aeroga: (Amdusias only) A stronger version of the Aera spell, where the Amdusias flaps its mighty wings and generates and manipulates the wind and force from them as a powerful, swift, slicing wind current that blows away everything in its way with a great force, or as a massive tornado with the same properties. Alternatively, the Amdusias can blow its breath and release powerful bursts of wind with the same effects or create tornadoes of the same proportions.

Thundaga: A stronger version of the Thundara spell, where the Amdusias generates, absorbs or controls an incredibly large amount electricity within the air or within its horn/mane. When this electricity is charged to the utmost degree, it will release the electricity as colossal, concentrated bolts of destructive lightning to disintegrate everything in its way. Alternatively, it can release a shock wave of equal power and with great radius or even call down powerful bolts from heaven itself. (Only Amdusias and Braegh can use.)

Holy: (Amdusias only) A basic spell of the holy element. The Amdusias generates or manipulates light and/or holy energies and concentrates them into a large and powerful blast or ray of pure destructive holy energy to purge all things in its path, doing massive damage to evil, tainted beings or darkness itself. Alternatively, this attack can be called straight down from the sky onto the opponents.

Dark: Though a holy being, the Amdusias was granted with the power even to counter light, that being the Dark. By harnessing the darkness that is produced by the light, the Amdusias is able to create or control darkness to create a small vortex to implode or explode around its targets, causing a large explosion of sheer dark power to occur. Alternatively, it can take control of a small amount of shadows and darkness in its general area to attack the foe as well. Its command over the darkness is not as great as with light. (Only for Amdusias and Nightmare)

Bio: By manipulating its natural poisonous attributes and energies within into actual energy, the Amdusias will create a poisonous liquid or gaseous energy from itself or in the atmosphere that will not only harm and suffocate the target, but also instantly poison all that it touches.

Poison: Harnessing the natural toxins and poisonous substances coursing through its body, the Amdusias is able to release a poisonous mist from itself that will poison all that come in contact with this poison. Its command over this mist is so potent that it can even alter its shape, density and even size.

Slow: With a powerful concentration on the target, the Amdusias is able to literally slow down the flow of time around it, causing it to move at a very slow rate, slowing it down to the liking of the Amdusias. When slowed, every aspect of the user is slowed, such as thought, perception and even hearing or reflexes.

Invert: A powerful magical ability granted only to few, the strongest. The last person who has attacked or come in contact with the Amdusias is the target of this attack, and this allows the Amdusias to switch its own health and status with the target's, thus making the Amdusias' health that of the target and vice versa. Not only this, but the Amdusias is also able to switch this amount of health with the amount of chakra left within the system of the opponent, meaning if they have little health and it is switched, then they will have little chakra left. A very dangerous ability, indeed.

Null Atmosphere: Using a powerful negating force, the Amdusias is able to nullify the effects of the atmosphere on itself or even in the general area itself. Such a negation will cause it to be unaffected by changes in the weather, by terrain of land, gravity and things of the like that have to do with the natural atmosphere.

Pierce: The Amdusias activates a special force within itself that allows it to pierce through any barrier or shield (such as Reflect) with ease by embedding the energy within any and all of the attacks the Amdusias may use. It is the ultimate barrier destroying technique and works universally on all barriers, shields and anything of the like.

Magic Shield: A powerful shield made of an incredibly potent and great magical force that totally sheets the user. The special ability of this thin armor of magical potency is to negate any and all effects of any non-physical attacks done to the Amdusias for a temporary amount of time. (2 posts.) After this time limit is up, they are unable to use it for another 2 posts.

A heavenly, yet demonic horse creature brought straight down from a celestial plane to keep the order of nature in line. Though its demonic and menacing appearance gives it the look of evil, it is pure of heart and holy in the utmost way. Formerly a high ranking Demon King known as 'Amdusias' with 30 legions of demons and spirits under its command, it is now the 'King of the Equines,' known as the Maregenesis, parent to all other Mares. It has split its Darkness and Divinity up between its children, creating Mares of the Darkness, such as the Nightmare and the Bicorn, and Mares of the Light, such as the Lightmare and the Pyremare.

This creature is about twice or thrice the size of a normal equine and tinted a sort of dark purple or even black or gray color, with a blackened blade-horn attached to its forehead, however its coloration may become white. The demonic looking wings on its back allow it to naturally take flight and easily exceed the sound barrier, flying at any speed it needs to like lightning. When it flies, thundering trumpets resound in the clouds, though none can see them. They say that the thunder is its very voice. The cacophonous music always plays when it appears, and it can bend the very trees to its will.

The wings of this creature are also very sharp and durable, giving them the power to be used as weapons as well. Its long, tendril-like tail is strong and bulky with the power to extend to about twice or thrice its length, to punish or ensnare unsuspecting foes with swift and powerful whips and slaps. Its legs are majestic and strong, allowing it to run just about as fast as it flies, and even across water or other changes in terrain with ease. Its mane is pointy and as sharp and sturdy as a steel needle, so mounting this beast correctly can serve as a problem for those fool enough to even try. Being a celestial being, it has a number of holy abilities that purge evil and darkness from its path, and it is said that even its blood red, menacing eyes can keep away the darkest of shadows from itself and others. Also, with its celestial power, it is able to enter, alter and consume the dreams and nightmares of those it influences. The same trait is shared with the Nightmare and Sleipnir. It is said that they can traverse alternate planes of reality and walk through the dimensions at will, which is how they appeared here in the first place; warping from wherever they came.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 11:58 am

Voltmare
Immobilizega: By releasing an intensely large, yet invisible amount of static electricity into the air, every moving object within will succumb to the electrical power and become totally and utterly paralyzed/immobilized without any way to move at all.

Thundaga: A stronger version of the Thundara spell, where the Amdusias generates, absorbs or controls an incredibly large amount electricity within the air or within its horn/mane. When this electricity is charged to the utmost degree, it will release the electricity as colossal, concentrated bolts of destructive lightning to disintegrate everything in its way. Alternatively, it can release a shock wave of equal power and with great radius or even call down powerful bolts from heaven itself. (Only Amdusias and Braegh can use.)
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:01 pm

Valemare
Chomp: An ability attained from consuming so many Malboros. The stomach acids of the Mallicant became just as strong as the Malboros, giving it the power to literally consume anything and everything as it sees fit, as well as take a bite out of anything with its sharpened teeth.

Quaga: A stronger version of the Quakra spell, where the Mallicant stomps the ground and causes powerful seismic waves to rush through, rupturing the land severely under the foe. Alternatively, it can cause a large portion of ground to erupt under the foe with a great and powerful force, or alternatively create a large amount of massive spikes under the foe to impale them.

Toxify: (Also used by Darkmare and Mistmare) A powered up version of Poison, fitting to the variants with incredibly toxic blood and properties, such as mist or gases flowing from the body. When using this ability, a large, very thick amount of poisonous air is released as a sort of explosion to cover a large radius rather quickly, rather than slowly like the Poison does. Much like the poison, this toxic mist is able to be controlled in the utmost way, making it all the more deadly and poisoning everything it touches.

Bad Breath: An ability attained from consuming so many Malboros that it took on their most famous ability; Bad Breath. By conjuring and releasing noxious, toxic gas from its body, it can create the effect of any or all status ailments in that cloud of pungent gas to severely cripple all who are within it.

Leech: By creating a sapling out of its body, it latches this sapling onto the foe and has it drain out life force as well as the blood of the target, causing their energy to be forcefully drained into the Mallicant to restore its power.


A plant-like Mare with an affinity to the earth. It is an herbivore that only feeds on Maneaters and sunlight and water. Using the sharp spikes that grow at the tips of its tentacles, it stabs at its enemy's vitals with disheartening accuracy. It is said that, should each tentacle find its mark, a man would die before sensing the merest touch." (Can change into stone and mesh with other plants, alter the plants on its back's form and type, as well as eat anything)
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:01 pm

Mistmare
Blizzaga: A stronger version of the Blizzaga spell, where the Mistmare generates a freezing blizzard from its body as well as solidifies its mist into ice shards to create huge diamond dust to harm the foe. Alternatively, it can freeze the area around the foe and crush or impale them with huge shards of ice from all sides. It can also release this freezing cold wind from its very breath, or as its mist itself.

Waterga: A stronger version of the Watera spell, where the Mistmare takes control of or generates an incredibly large amount of water molecules in the air to create a massive body of water under its control. With this, it will deluge the foe, crushing them with the super pressurized water pressure. Alternatively, it can shoot this water up as geysers or even take control of natural water in the area.

Slowga: A stronger version of the Slow spell, by which the Mistmare generates a mist that spreads extremely wide and fast to cover ground at a very fast rate. This special mist is meant to slow down every aspect of its victims, be it perception, mentality or movement. It can control the slowness of these things to its will as long as the targets are within the mist, and even after that, the effect lingers for a while.

Stop: Using its potent abilities, the Mistmare will generate a mist from itself with the specific purpose of freezing time around it and its target. When this deadly mist makes contact with the foe, it traps them in suspended animation, where they cannot do anything, frozen in time where they are until the Mistmare sees fit or is destroyed.

Toxify: (Also used by Darkmare and Mistmare) A powered up version of Poison, fitting to the variants with incredibly toxic blood and properties, such as mist or gases flowing from the body. When using this ability, a large, very thick amount of poisonous air is released as a sort of explosion to cover a large radius rather quickly, rather than slowly like the Poison does. Much like the poison, this toxic mist is able to be controlled in the utmost way, making it all the more deadly and poisoning everything it touches.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:03 pm

Darkmare
Darkga: A powered up version of the Darkra spell, by which the Nightmare harnesses the sheer power of darkness to create and control darkness, as well as generate a massive vortex to implode or explode around its targets, causing a enormous explosion of powerful dark energy to occur across a very large area, consuming everything that it can and plunging it into darkness. Alternatively, it can take control of a huge amount of shadows and darkness in its general area to attack the foe as well.

Darkness: One of the strongest of the dark magic spells, by which the Darkmare generates a powerful darkness that consumes all other darknesses in the area and voids out light, leaving only a darkness that only it controls. This powerful darkness will be used to crush, consume, etc. the foe in any way the Darkmare sees fit, as this darkness is rather versatile and powerful. Not even light can penetrate it.

Blindga: A powered up version of the Blind spell, by which the Darkmare uses the power of darkness to releases a huge, consumptive dark mist that will block off any and all light from the targets that it hits, making them blind in any way until it is lifted. Alternatively, the Nightmare can literally strip the light from their eyes to ensure they cannot see through any means as well.

Toxify: (Also used by Darkmare and Mistmare) A powered up version of Poison, fitting to the variants with incredibly toxic blood and properties, such as mist or gases flowing from the body. When using this ability, a large, very thick amount of poisonous air is released as a sort of explosion to cover a large radius rather quickly, rather than slowly like the Poison does. Much like the poison, this toxic mist is able to be controlled in the utmost way, making it all the more deadly and poisoning everything it touches.

A creature born of the purest darkness within the Maregenesis, given shape and form through darkness and dark magics, preferring to inhabit ruins and other places starved of light. Dark mist and deadly arcane magic rises in clouds about its body, and pours incessantly from its mane and hooves. It seems to be most associated with the Nightmares.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:06 pm

Blightmare
A special variety of Mare whose energy constantly emits from its body as a condensed Myst. It thrives on Myst itself, even absorbing hostile magics on occasion, hence requiring no food or other material sustenance. Its dependence on pure energy, and the fearful reports of black mages who saw their finest magics consumed, earned it its name. It has a special affinity for manna.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:11 pm

Lightmare
Fearsome stallion burning bright, in the Jungle of the Night! Its supple, metallic hide is a fantastic material, being at once both Flexible and Hard. As a being of pure light and electricity, it will brighten the way of any darkness, and is the Darkmare's fated counterpart. It seems to be most associated with the Pyremares.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:13 pm

Name: Pyremare
Species: Mare
Specific Species: Elemental (Fire)
Type: Beast (Horse)
Elemental Affiliation: Fire
Combat Specialty: Close (Flame Manipulation)
Sociability: Hostile
Threat Level: Medium
Habitats: Wildfire Woods, Corona Badlands
Weaknesses: Water Element
Immunities: Blindness, Petrification, Silence, Darkness, Confusion, Berserk, Disease, Disable/Immobilize, Gravity, Time Magic, Poison, Sleep, Mini, Intangibility/Invisibility
Additional Info: Absorbs Fire Element.
Able to increase temperature of its flames.
Can burst into flames and burn things from the inside out with its flaming thorns as well as alter its form as it sees fit.
Can ignite what it touches and use it as energy.
Can change parts of its body from solid to pure flame at will.

Item Dropped: Ether, Remedy, Fire Magicite, Fire Crystal, Pyremare's Flame

Weapons
Legs/Hooves: Powerful legs with strong hooves able to crush even diamond at full force. Kicks have devastating power, leaving even the strongest with broken bones. Their potency is even greater lit aflame.

Horn: An invisible horn atop its head sharp and hard and hot enough to pierce through solid thick steel. Its power is even greater when lit aflame.

Flaming Body: Body becomes pure and utter fire, which it is able to manipulate with the utmost control.

Tendrils: Snake-like appendages attached to the neck that are invisible until lit aflame. They lash at the target with the swiftness and precision of a viper, however with the piercing power of a metal spike. The tendrils can extend to any length to ensnare or capture the target in the same fashion as a whip. If even so much as grazed by them, they inflict severe burns.


Natural/Signature Abilities
Burning Rush: A full speed rush at its target with body lit aflame.

Inferno: Harnesses the power of its own rage and manifests it into pure heat and flames, which burn just as hot as its own fury.

Bushfire: Generates a flame that is so hot that even being within its presence is enough to physically injure those subject to it. Its intense heat causes those nearby to become sick with a great fever and Poisons their blood with 'heat poisoning.' The actual flames burn away at literally everything that they can, being fueled by the things that they burn. Whatever is burned is then used as energy for the Pyremare. (Heat, Poison)

Inflammation: With the raging soul of fire, a wave of heated energy is expelled that enrages all who are subject to its presence, causing them to lose control of themselves while also sealing special abilities by locking them in Berserken rage. (Berserk, Heat)

Repulsive Flare: A burning coat of forceful shimmering heat reflects all physical attacks back at the attacker, be it through the use of their own force or by use of the attack itself. (Reflect)

Methane Burst: Releases heated poisonous smog from its constantly burning body. Objects its fire burns not only harm and suffocate the target, but also instantly Poisons them on contact. (Poison, Heat)

Shimmering Heat: A powerful concentrated heat wave with mystical properties that alter the flow of time around them. (Slow, Haste)

Afterburner: The strongest fire technique of the Pyremare, which causes the last person who has attacked or come in contact with the Pyremare to be burnt by very eerie, sinister flames of its own essence. It feeds on the energy of that which it burns, transferring its ailments and health to that afflicted, thus switching the Pyremare's health with the target and vice versa. Alternatively, this may be done with energy (chakra), and the health of the Pyremare may be switched to become the amount of energy the target has left by literally burning it away. (meaning if the Pyremare has little health it can switch it with the target's health or chakra as it wishes, thus leaving the target with either low health or low chakra.)

Nulling Heat: Heat is released with powerful force able to nullify the effects of the atmosphere on itself or even in the general area itself. Such a negation will cause it to be unaffected by changes in the weather, by terrain of the land, gravity and things of the like that have to do with the natural atmosphere.

Heat Pierce: Heat that burns hot enough to pierce through any barrier, shield or protective force (such as Reflect).

Heat Shield: A powerful shield made of incredibly potent and great condensed force of the heat of the Pyremare.


General Description/Info

A Mare blessed with the gift of fire, burning with the heat of the Magnus Ignis itself. Originally created from the very spark of fire from the heavens, these great blazing stallions were all consumed by the Magnus Ignis upon its birth, and then, rebirthed from its great flame. It is said that when people use fire not as a sacred object, but as a weapon of war, it angers the Magnus Ignis, and its Will appears among them as a stallion, cloaked in searing fire, its body of a heat impossible to measure.

As all Mares, they are heavenly in stature, yet demonic in 'nature.' As the Mares were brought down to keep nature in line, the Pyremares were sentenced to keep the element of Fire in check.

Its size and shape are variable, as it is able to transition between a solid state of pure solid charcoal and an ignited state of pure fulminated flame. As all Mares, they have a long horn atop their head, yet it is only apparent when in its true form as a being of pure flame. Otherwise, this horn is invisible, taking the shape of shimmering heat when not ignited, just the same as the snake-like tendrils upon its nape. Like all Mares, its legs are majestic and strong, allowing it to run fast and proud across any terrain with ease.

Its mane is made of the purest flames burning from the fires of its very soul. With its flames burning with the same fury as its own heart, mounting this beast correctly can serve as a problem for those fool enough to even try. These celestial flaming equines are gifted with the power to burn down anything in their way as servants of the celestial body that is the Magnus Ignis.


Points: 1-10
Soul Worth: 1-10
Gold Dropped:1-15
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:14 pm

Name: Nightmare
Species: Centaur, Mare
Type: Elemental, Beast, Beastkin
Elemental Affinity: Darkness, Fire
Combat Specialty: Magical
Sociability: Grim, Malicious, Emotionless, Dark
Threat Level: High
Habitats: Necropolis (Uncommon), Darkness Lands (Uncommon), Pale Forest (Uncommon), Misty Field (Uncommon), Warrior's Wasteland (Uncommon), Reversal Plains (Uncommon), Mount Mortis (Uncommon)
Weakness: Light/Holy Element
Immunities: Blind, Petrify, Silence, Darkness, Confuse, Berserk, Virus, Disable, Immobilize, Gravity, Stop, Poison, Sleep, Slow, Heat, Freeze, Doom, Mini, Death, Vanish, Float.
Item Dropped: Dark Magicite, Nightmare Scythe
Additional Info: Absorbs Darkness/Shadow element, Absorbs Poison and Disease. Absorbs Souls.

Weapons

Nightmare Scythe
Hooves

Natural/Signature Abilities

Darkra: A powered up version of the Dark spell, by which the Nightmare harnesses the sheer power of darkness to create and control darkness, as well as generate a rather large vortex to implode or explode around its targets, causing a huge explosion of powerful dark energy to occur. Alternatively, it can take control of a great amount of shadows and darkness in its general area to attack the foe as well.

Blind: Using the power of darkness, the Nightmare releases a dark mist that will block off any and all light from the target that it hits, making them blind in any way until it is lifted. Alternatively, the Nightmare can literally strip the light from their eyes to ensure they cannot see through any means as well.

Kick: A powerful kick delivered from either the front or hind legs with hooves that can crush diamond. The force of this attack is enough to knock even the strongest of men unconscious and leave them with bones broken close to beyond repair.

Rush: A swift, full-speed and full-powered rush at the opponent aiming to do massive damage with horns, tendrils or by trampling them down with diamond crushing hooves.

Snake Lash: Tendrils o act like snakes and lash at the target with the swiftness and precision of a viper, however with the piercing power of a metal spike. Using this ability, the tendrils can extend up to twice or thrice their original length to capture the target as well, just like the Amdusias' tail. If even so much as grazed by this attack, the target will have a deadly poison and other liquid solutions shot into their body to spread at a great speed, the poison inflicting them with Venom, and/or the liquid secretion causing Paralysis and Disability to the body part that was hit.

Dark: By harnessing the darkness that is produced by the light, the Amdusias is able to create or control darkness to create a small vortex to implode or explode around its targets, causing a large explosion of sheer dark power to occur. Alternatively, it can take control of a small amount of shadows and darkness in its general area to attack the foe as well. Its command over the darkness is not as great as with light.

Bio: By manipulating its natural poisonous attributes and energies within into actual energy, the Amdusias will create a poisonous liquid or gaseous energy from itself or in the atmosphere that will not only harm and suffocate the target, but also instantly poison all that it touches.

Poison: Harnessing the natural toxins and poisonous substances coursing through its body, the Amdusias is able to release a poisonous mist from itself that will poison all that come in contact with this poison. Its command over this mist is so potent that it can even alter its shape, density and even size.

Slow: With a powerful concentration on the target, the Amdusias is able to literally slow down the flow of time around it, causing it to move at a very slow rate, slowing it down to the liking of the Amdusias. When slowed, every aspect of the user is slowed, such as thought, perception and even hearing or reflexes.

Invert: A powerful magical ability granted only to few, the strongest. The last person who has attacked or come in contact with the Amdusias is the target of this attack, and this allows the Amdusias to switch its own health and status with the target's, thus making the Amdusias' health that of the target and vice versa. Not only this, but the Amdusias is also able to switch this amount of health with the amount of chakra left within the system of the opponent, meaning if they have little health and it is switched, then they will have little chakra left. A very dangerous ability, indeed.

Null Atmosphere: Using a powerful negating force, the Amdusias is able to nullify the effects of the atmosphere on itself or even in the general area itself. Such a negation will cause it to be unaffected by changes in the weather, by terrain of land, gravity and things of the like that have to do with the natural atmosphere.

Pierce: The Amdusias activates a special force within itself that allows it to pierce through any barrier or shield (such as Reflect) with ease by embedding the energy within any and all of the attacks the Amdusias may use. It is the ultimate barrier destroying technique and works universally on all barriers, shields and anything of the like.

Magic Shield: A powerful shield made of an incredibly potent and great magical force that totally sheets the user. The special ability of this thin armor of magical potency is to negate any and all effects of any non-physical attacks done to the Amdusias for a temporary amount of time. (2 posts.) After this time limit is up, they are unable to use it for another 2 posts.

Warp


Image

A nightmarish equine creature, living in deep forests, possessing strange external dark fiery aura that twist and wind like snakes around its body. Though they have the bearing of herbivores at first glance, the positioning of their eyes and the set of their musculature are those of the flesh-eater, and indeed their teeth are sharp, being made for the tearing of tendon and hide. They are relentlessly aggressive, never abandoning a pursuit once the quarry has been sighted.

Though they are Mares, they are also Centaurs, able to take on the shape of a horse or as a man-horse hybrid. They are frequently accompanied by the Dullahan, known to many as the 'Headless Horseman.' Their bodies produce a dark aura that seems to be a sinister spiritual fire that thirsts for souls. Like many of the Mares of the Darkness element, they are capable of entering the dreams of others and consuming the souls as well as the mind. If one is seen, it is usually unable to be deciphered if it is within a dream or if it is really present. Once it is within your dreams, it can distort it to any way it wishes, creating horrific Nightmares. If one dies by the hands of a Nightmare whilst it is within their dreams, their souls will be taken from them in their sleep.

They freely control the elements of darkness and spirits, making them difficult to fight at night, which is where they always tend to be seen. Masters of illusions, darkness and dreams, these creatures are difficult to truly overcome. Together, with the Dullahan, they are a formidable duo. Others are known to ride them occasionally. Their scythes have the power to directly rip open portals into dreams and souls.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:15 pm

Name: Unicorn
Species: Centaur, Sacred Beast (Equine)
Type: Divine Being, Beastkin
Elemental Affiliation: Light, Wind
Combat Specialty: Magical
Sociability: Peaceful, Gentle, Loving, Serene
Threat Level: High
Habitats: Sky Garden (Uncommon), Empyrean Isles (Uncommon), Sky Sanctuary (Common), Mystic Woods (Uncommon)
Weakness: Darkness Element
Immunities: Light Element, Wind Element
Item Dropped: Mystic Horn


Weapons

Horn
Hooves

Natural/Signature Abilities

(WIP)


Unicorn Info

A mysterious type of Centaur related closely to the Pegasus, harboring powerful divine energy around it. They tend to live out of sight and deep within forests where normal beings have never tread, safe from harm. They are distinguished by their prized horns and pure white coats, and seem to be considered pure because of the shining white. They are regarded as symbols of purity and magic. With a gentle personality, it differs from many other Centaurs, and is very distant from aggression and the pride that they hold deep within them. This 'pride' seems to radiate in the pure aura rather than exist within the Unicorn's emotions, giving it no reason to fight others.

These creatures are known to do no wrong and are completely innocent. If one is to be tainted it is known to become a Nightmare, which is how that species of Mare came to also be a species of Centaur. Because of their pure and devout nature, they tend to be misunderstood, but they also are gifted with incredible divine power because of it, which they are not hesitant to make use of when need be. They are more likely to run away than fight a foe of and kind, unless put into a corner. There is an incredibly potent power within their horns, which makes it an invaluable prize to any being, and that is the power to heal even the dead. The regenerative power it has is potent enough to restore even a soul consumed in pure darkness, or one that has been shattered to pieces. Thus, they are also considered soul-saving entities. However, to a soulless being, they cannot give them a soul, but can lead them to where their soul is, if still in captivity.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:15 pm

Name: Bicorn
Species: Centaur
Type: Elemental, Beastkin
Elemental Affinity: Darkness/Shadows
Combat Specialty: Indirect
Sociability: Gentle, Cunning, Impure, Friendly, Dark
Threat Level: High
Habitats: Darkness Lands (Rare)
Weakness: Light/Holy Element
Immunities: (WIP)
Item Dropped: (WIP)
Additional Info: Absorbs Darkness Element.


Weapons

(WIP)


Natural/Signature Abilities

(WIP)




Bicorn Info

Beastkin Storehouse Bicorn_zps52bc1750

A variant of the Unicorn with an alluring black coat and two horns. When a Unicorn's purity is tainted by impure energies, being anything that is not completely and utterly pure, it draws in this power and this horn of purity splits in two, one side channeling the elements of darkness to show its new impure form whilst the other continues to remain pure. Though they still have the same gentle disposition, they are now quite dark and much more cunning, wishing to indulge in the impure iniquities of the land rather than to continue staying chaste. Thus, this creature draws in all the impurities of the world and becomes known as a symbol of 'impurity' as opposed to its pure white coated counterpart.

They enjoy seducing others to ride them, then stealing their energies as they do so. They are able to not only purify the hearts of others now, but also to taint them with the newly split horn which harbors nothing but the impure energies. As they draw in impure energies, they will also draw out the impurities of others, causing them to be corrupt beings that move solely on their deepest and darkest impurities within themselves. Therefore, even the nicest person will become twisted and dark as long as there is such darkness within themselves. They are also known to increase the power of Distortions in one's soul, thus causing them to overpower the original soul and eventually turn the soul into one of darkness, ruled by the terrible distortion it has.
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PostSubject: Re: Mare List   Mare List EmptyTue Nov 16, 2021 12:15 pm

Pegasus
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PostSubject: Re: Mare List   Mare List EmptyThu Nov 18, 2021 7:26 am

Nightmaregenesis

Mare List Nightm10

Counterpart of the Mare progenitor, Maregenesis. Spawns Sintaurs.
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