Magic
Primary Magic: Metallic God Slayer
Secondary Magic: N/A
Caster or Holder: Caster
Description:
God Slayer Magic (滅神魔法 Metsujin Mahō) is a form of lost magic, that is said to have been granted to the humans by the gods. This magic however, was lost, and forgotten, having nothing about it's origin or how to obtain it, only few chosen ones may control it. Every type of god slayer magic is restricted to a single element. The element is stronger than the one dragon slayers use, but god slayer elements are always black in color. Though god slayer magic is equivalent to it's counter part, the demon slayer magic.
The metal, that this magic uses, is god metal, originating from the metal god and from his heaven. This metal has a shadowy glow to it when Shairako uses it, otherwise it's a stainless steel kinda color, with seemingly no imperfections what so ever. It is one of the toughest metals ever recorded and can't be melted with fire, unless it reaches incredible temperatures. The metal also is unstable in earthland and thanks to that can go from liquid to solid at will of the user. When the metal forms any kind of weapon or object, blue or green lights appear on it, like energy in the object. With the shadowy glow they are quite easy to see. When anything is formed with the metal, it doesn't just appear. Liquid form of the metal will flow out from small cuts on the user's arms or legs, depending where the spell is cast from and will then form the weapon or object while becoming solid. The process is incredibly quick and can't usually be disrupted, though the disruption is possible.
The magic itself is considered unholy in nature, though being from a holy origin, if you can consider the metallic god holy. It has a unholy feel whenever it is used and a feeling that it shouldn't belong in this world. It feels alien. The magic is highly destructive and brutal in it's nature and can't really be considered flashy or beautiful. It was meant to kill, destroy and annihilate and that's what it will do.
Strengths:
Weaknesses:
Abilities/Powers:
Primary Magic: Metallic God Slayer
Secondary Magic: N/A
Caster or Holder: Caster
Description:
God Slayer Magic (滅神魔法 Metsujin Mahō) is a form of lost magic, that is said to have been granted to the humans by the gods. This magic however, was lost, and forgotten, having nothing about it's origin or how to obtain it, only few chosen ones may control it. Every type of god slayer magic is restricted to a single element. The element is stronger than the one dragon slayers use, but god slayer elements are always black in color. Though god slayer magic is equivalent to it's counter part, the demon slayer magic.
The metal, that this magic uses, is god metal, originating from the metal god and from his heaven. This metal has a shadowy glow to it when Shairako uses it, otherwise it's a stainless steel kinda color, with seemingly no imperfections what so ever. It is one of the toughest metals ever recorded and can't be melted with fire, unless it reaches incredible temperatures. The metal also is unstable in earthland and thanks to that can go from liquid to solid at will of the user. When the metal forms any kind of weapon or object, blue or green lights appear on it, like energy in the object. With the shadowy glow they are quite easy to see. When anything is formed with the metal, it doesn't just appear. Liquid form of the metal will flow out from small cuts on the user's arms or legs, depending where the spell is cast from and will then form the weapon or object while becoming solid. The process is incredibly quick and can't usually be disrupted, though the disruption is possible.
The magic itself is considered unholy in nature, though being from a holy origin, if you can consider the metallic god holy. It has a unholy feel whenever it is used and a feeling that it shouldn't belong in this world. It feels alien. The magic is highly destructive and brutal in it's nature and can't really be considered flashy or beautiful. It was meant to kill, destroy and annihilate and that's what it will do.
Strengths:
- Hit me: Can be incredibly defensive, so the user can take multiple hits.
- I can go for a long time: Most duration spells have a high duration, making them very efficient.
- Buff city: The magic has quite a few buffs for it's user and can make regular hand to hand combat favorable to the user.
Weaknesses:
- With great duration, come great cool-downs: The spells have fairly high cool-downs, which usually are a huge weakness.
- Venom = Bad: Anyone with a magic that utilizes poison or venom, deals 25% extra damage and one hit from a venom/poison spell can knock down a duration of a spell by one post. This weakness also goes for any corrosion type spell or magic.
- Magma = Very Bad: Magma is the greatest elemental weakness to the metal. It can easily melt it and deal extra damage. Magma deals 50% more damage to Indar and lower duration's by 2 posts.
- In your face: The magic is close ranged most of the time, with the exception of a few spells. This creates fighting at long range very difficult.
- No can eat: Can't consume their own metal or the metal of the metallic demon slayer.
- Lightning Rod: As the user has a massive amount of metal in their body, all lightning magic has a much higher chance of hitting him and makes dodging lightning or electricity much harder.
Abilities/Powers:
- God Force: After consuming enough metal, the user can enter god force. While in god force, the user has increased strength and durability. Also spells consume no mp. God Force lasts for 7 posts and when the user comes out of god force, he/she has 5% mp remaining.
- Enhanced senses: Being a God Slayer, the user has enhanced sense of hearing, smell and sight.
- I will resist: The user has hardened skin, being able to shrug off damage to an amazing extent. Though when facing a higher ranked mage, the resistance is weakened a lot and in no way are poison, corrosion and magma resisted. Though all other types of damage are.
The resistance to damage is as follows:
30% for lower ranked damage.
20% for equal ranked damage.
10% for 1 rank higher damage.
Nothing for anyone even higher. - Consuming of metal: The user can consume any source of metal, expect demon slayer metal or his own. When consumed, the metal restores the user's mp, depending on the amount of metal consumed.
- Increased Stats: The user has 50% increased strength and durability.
- Signature Spell:
Name: Ravager Blades.
Rank: C-rank
Type:Metal, Offensive, Body Manipulation.
Description: When cast, liquid god metal starts to form on the user's hands, melding together with the skin and bone of the user. The metal keeps forming and in a few seconds, the user's hands have taken the form of chainsaws. The blades are 3 feet in length and have 3 rows of teeth on them. The side rows spin in a clockwise direction, while the middle row spins counter clockwise. The rows start spinning right away, creating a sound and let out a small amount of steam, as the friction created is incredible. The chainsaws start at the elbows of the user and extend a little more than his regular hands, due to not having that much width.
The user can move freely with these equipped, not slowing down at all, though the user's weight is increased. A regular person would be slowed down, but as Indar is a demigod, he doesn't suffer the speed decrease.
Strengths:- Double the fun: The user gets not one, but two ripper blades.
- Ravager: Each hit from these blades deals a B-rank damage and can cause cuts. The cuts don't change the damage done.
- Godly: The user suffers no speed decrease from the spell, even though it adds weight.
Weaknesses:- Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to Ripper blades, they remove duration, exact numbers marked in weakness.
- Gravity, why do you exist: If Ripper Blades are active, the user takes 25% more damage from gravity magic.
- Long range, medium range, not a good fit: Ripper Blades are attached to the body of the user, so they can only be used effectively in close range combat.
- Barriers, why you got to do this?: Ripper Blades, while being chainsaws, can't actually break through magical barriers. Even a C-rank barrier will need to get hit at least 5 times, D barriers for 3 and B-rank and up barriers can't be broken.
Duration: 4 posts
Cool-down: 5 posts- Double the fun: The user gets not one, but two ripper blades.
- D-rank spells.:
Name: Atomizer.
Rank: D-rank
Type: Utility, Defensive
Description: When cast, the user's eyes and mouth start to glow in an orange glow. The area in front of their face turns static and a little blurry. The spell creates a small area in front of the face of the user, that can atomize almost any type of metal and covert it into energy the user can use to force or regain mp. The metal consumed gives the exact same amount, as eating it regularly would. But this spell can double as a defense.
Strengths:- Atomize: Can consume metal a lot faster.
- Efficiency: Is more efficient to use in a fight, that to just regularly eat the metal.
- Invisible Defense: Can atomize metal from weapons and spells that are thrown towards his face.
Weaknesses:- Not a good defense: Can only atomize spells of D-rank and only atomize C-rank spells by half, causing them to do half their damage.
- Regulations: Can't atomize the user's own metal or demon slayer metal.
- Weaponry: Can't atomize weapons strong and up. Or only D-rank weapons if fighting a requip mage.
- Visibility: Disrupts the visibility of the user by 30%.
Duration: 3 posts
Cool-down: 4 posts
Name: Grapple Hook.
Rank: D-rank
Type: Offensive, Utility
Description: The user generates two hook like objects onto their shoulders. The hooks can be shot out and they can attach to objects very easily. Their ends are attached to chains, that seemingly come out of the user's shoulders. With no effect on the user. The hooks can hook any inanimate objects, animals, monsters and people. Depending on what is hooked, the user can either pull the hooked objects towards them or slingshot themselves towards the object. The hooks have a shadowy glow to them, as do the chains.
Strengths:- Dual usage: Can be used to pull or slingshot themselves at 25 mph towards the hooked object.
- Dual Hook: There are two hooks, so if one misses, the other can still hit and be used.
- Multiple Usage: Can be used multiple times during the duration.
Weaknesses:- One go: Even with a duration, can only be used once per post.
- Accuracy: If only one hook lands and is used, the user can't control the trajectory of the hook. It may lead them off course badly.
- Weak Metal: The metal of the hooks is durable, but the chains are broken with a single D-rank magical hit or a two hits from a weapon. Regular punches can only break it, if they are from a B-rank or up mage. The hooks have twice the durability, but still break from a single hit from a B-rank or up mage.
- Reach is an issue: The chains are only 40 feet in length.
- Pull, no go: The user can't pull any creature or mage over C-rank or any object that weighs more than 3 tonnes. The user can only get close to them.
Duration: 3 posts
Cool-down: 4 posts
Name: Telepathic Metal Control.
Rank: D-rank
Type: Utility, Passive
Description: The user focuses their mind on any piece of metal that is close to them and that they can see. With the focus, they can move the metal object towards them almost instantly. As this is a passive, it's active all the time, though it comes with a cost. Every time a piece of metal is moved, it consumes 5% mana. This doesn't' rely on the metal pieces size, it's always 5% mana. This counts even at S-rank, when D-rank spells shouldn't cost anything, but this one does.
Strengths:- Use the force: Metal can be pulled in telepathically.
- Mana boost: Can be used to get metal to refill the user's mp reserve.
- Passive: Is a passive spell, it's always active.
Weaknesses:- Mana lock: Always costs 5% mana, not depending on the weight of the metal pulled in.
- Weight lock: Can't pull in metal that weighs more than 1 tonne.
- Focus lock: To pull in a piece of metal, the user needs to focus on it, which may distract him during a fight.
- Pull lock: Can only pull metal towards the user, not move it any other way.
- Sight lock: Must have vision of the metal being pulled in.
Duration: Active constantly.
Cool-down: 2 posts, when another piece can be pulled in.
Name: Fall Break.
Rank: D-rank
Type: Utility, Defensive.
Description: This spell can only be used while the user is falling. When cast, the user's legs wrap in a bundle of metal and cushion the fall, no matter from how high this fall is. The landing is usually with an incredibly loud thud and cloud of smoke, due to the height. This spell nullifies all fall damage, but only if the user can fall onto his legs. When landed, the metal disappears instantly.
Strengths:- Fall damage, pfff: Nullifies all fall damage.
- Instant: Cast is instant. So can be used in a dire situation.
- Faster fall: Makes the fall be almost instant, due to the user becoming more heavy.
Weaknesses:- I'm not a cat: Will only work, if the user lands on their feet.
- No offense: Has no damage dealing properties.
- One use: Has only one use and that is to cushion falls.
- Air time: Has to be already falling, to use the spell.
Duration: 1 post
Cool-down: 3 posts- Atomize: Can consume metal a lot faster.
- C-rank spells.:
Name: Metallic God's Pillar.
Rank: C-rank
Type: Offensive, Metal.
Description: When cast, the user's left hand covers in liquid metal. The metal solidifies in a matter of seconds and the user's hand will take the shape of a pillar. The pillar can be used to attack or block physical attacks. The pillar can extend up to 20 feet away from the user, which makes it quite a versatile spell to use. The metal used to form the pillar is shadowy in color and has circles of green lights on it, that glow massively when the pillar extends.
Strengths:- Strike far, strike strong: The pillar can extend, increasing it's range, making it effective at medium range.
- Knock-back: If a hit from the pillar lands, D-rank mages are pushed back 7 feet, C-rank mages 5 feet, B-rank mages 3 feet and A-ranks and up aren't moved at all.
- Metal Protection: The pillar is indestructible, though the duration can be lowered.
Weaknesses:- Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to the Pillar, they remove duration, exact numbers marked in weakness.
- Reach is still an issue: At long ranges, even the extension falls short.
- One handed: The user gives up their hand for the spell, as the left hand of the user is converted into the pillar, so they can't grasp anything with their left hand.
- Duration, aww: The user can't cancel the spell, they must wait through the duration.
Duration: 4 posts
Cool-down: 5 posts
Name: Metallic God's Bellow.
Rank: C-rank
Type: Offensive.
Description: The user inhales a large amount of air and concentrates all his magical energy. After a couple of seconds, the user releases the energy in the form of a stream out of his mouth. The stream of energy is 7 feet wide all the time and can reach up to 100 feet. The stream travels at 55 feet per second, so it reaches it's maximum distance in 2 seconds. The bellow is just a stream of pure metallic energy, that holds no additional effects, but just pure raw power, like almost all of the metallic god slayer's arsenal does. The stream itself is metallic looking, with a unholy aura surrounding it. Also it's surrounded by green and blue circles of light.
Strengths:- Pure. Raw. Power: Deals double it's rank's damage to anyone who gets hit by the bellow fully.
- Mass area: The bellow is quite big and can travel quite far as well.
- Speed freak: The bellow itself travels fairly quickly for it's size.
- Demolition: The bellow can burst through B-rank and lower magical barriers, also doing considerable damage to C-rank and B-rank barriers. The bellow also destroys any building or what ever it meets in it's way.
Weaknesses:- No Defense: As the user is casting the bellow, no other spell can be cast.
- Exhaustion: After casting the spell, the user has their move speed reduced to 10 mp/h for the next post.
- No movement: The bellow can't be moved while in mid cast, it only goes where it was first targeted at.
- Limit: The Bellow can't be casted when the user is below 25% hp, as the bellow would drain most of their energy.
Duration: Instant
Cool-down: 4 posts
Name: Sword Arm.
Rank: C-rank
Type: Offensive, Defensive.
Description: When cast, the user's right arm is covered by liquid metal. After a couple of seconds the liquid metal forms into a 7 foot long sword, taking over the user's right hand, starting from the elbow. The sword is also a foot wide, making it be quite a massive thing. Though the user wields it like it had always been there, with extreme accuracy and skill. The sword is black in color, with an unholy aura and green lights dotting it. It's sharp on both sides of the blade and can never be dull.
Strengths:- Massive: The sword is fairly large in it's size, giving it quite a good reach.
- Indestructible: The sword cannot be broken in any way, as it's part of the body of the user and made of an incredibly powerful metal. This means that it can be effective at blocking physical damage.
- Forever Sharp: The blade is always incredibly sharp and this makes cutting very easy.
Weaknesses:- Venom, Corrosion and Magma...: Any of these elements will knock off the duration of the spell. With each hit the magic does to the Sword Arm, they remove duration, exact numbers marked in weakness.
- Reach: The sword may be long, but it still isn't useful in long range combat.
- The length: The swords length can be a hindrance in tight corridors, as it can get stuck on things and it lacks the power to break through materials stronger than stone.
- Barriers: Any C-rank barrier will require 5 hits to go down and D-rank barriers will require at least two.
Duration: 4 posts
Cool-down: 5 posts
Name: Arena of the Metal Heaven.
Rank: C-rank
Type: Buff, Area of Effect.
Description: When cast a silver pentagon forms underneath the caster. It starts to glow in a green unholy aura, lighting up the area around it. The area that gains this aura is 50 feet in diameter. The whole of the area glows in this eerie green glow. The area itself does nothing to anyone, but the caster, who gains a boost. A boost to all his stats, raising them by 50%, while they are in the area. Also, the arena makes all of the user's spells that have a duration deal 50% more damage, but only inside the arena. If the user leaves the arena, by will or by force, the arena disappears and the user loses all buffs gained from it.
Strengths:- Boosted Power: The user gains buffs to his stats and damage while in the arena.
- Size: The arena is quite large in size, so the user can move freely around in it.
- 1v2: The buffs from the arena, can make the user be able to take on 2 opponents with ease.
Weaknesses:- Leave: If the user leaves the area, they lose all the buffs instantly.
- Disappear: Even if the user steps out for a second, the arena disappears.
- Higher ranked opponents: The buffs from the arena aren't enough to fight off a higher ranked opponent still, in a 1v1 scenario.
- Eliminate: If the opponents possesses dispel magic or a powerful AOE of A-rank or equivalent, the arena can be wiped away.
Duration: 3 posts
Cool-down: 6 posts- Strike far, strike strong: The pillar can extend, increasing it's range, making it effective at medium range.
Last edited by Shairako on 2nd November 2014, 9:19 am; edited 1 time in total