Vermilion Terra
Primary Magic: Lurid Repercuss
Secondary Magic: Vermilion Terra
Caster or Holder: Caster
Description:
Vermilion Terra is a magic that is used by one of the hidden clan of Vampires/Dhampirs named the same as the magic. The Vermilion Terra clan’s magic focuses on earth magic that when used by them changes to a red-like color. The reasoning behind the reddish color of the earth magic is due to the clan having some sort of relation to the Goddess, Terra herself. They used their magic as a means to capture humans or other creatures for their sustenance through using the earth around them to make cages, pin down or even just hold onto their prey. The magic can be used to create pillar-like spears from the ground, create masses of earth to bash foes with, or be used defensively. Tsuin himself is a Dhampir from the Vermilion Terra clan which is why he knows this magic and how to use it.
Strengths:
This magic has a wide array of ways it can be used due to the earth being able to be molded into things.
Fire has trouble trying to burn through the earth spells of equal rank. Fire spells of equal rank or less to any of the spells in this magic deal 50% less damage.
Due to the user being a Dhampir he can receive a boost to his stats from consuming blood.
Weaknesses:
This magic requires the user to manipulate the earth around them and change it which means that this magic is completely useless in areas where this is no earthly material around (High in the sky or over water are examples).
Even though no other slayers can eat the earth used for these spells earth-related God Slayers still can.
The things formed with this magic are weak to ice magic of equal rank due to the earth being made brittle. If anything created through this magic is frozen by the ice magic it will not be able to be controlled by the user anymore. Ice magic can also be used to freeze the earth around the user preventing them from manipulating the earth under the ice unless they are able to break their way through the ice and to the earth underneath.
Steel type magic can be used to bash through the things made with this magic easier than most things. Steel type magic deals 50% more damage to the things made from this magic.
Lineage:
Unique Abilities:
Blood Boost: Due to the user being of a Dhampir when he consumes blood he will receive a boost in his strength and speed for a short time. This boost depends on the type of blood consumed. 5% from demonic-like blood, 10% from human-like blood and 15% from celestial-like blood. This boost cannot stack and only lasts 3 posts with a 5 post CD.
Blood Infused Boost: Due to the user being a Dhampir they can use their own blood to increase the power of their spells. The user can spend 5% HP along with the cost of a spell to increase the damage/damage threshold of the spell by 0.5 the rank of the spell. After use this ability goes on a 4 post CD.
Spells
Primary Magic: Lurid Repercuss
Secondary Magic: Vermilion Terra
Caster or Holder: Caster
Description:
Vermilion Terra is a magic that is used by one of the hidden clan of Vampires/Dhampirs named the same as the magic. The Vermilion Terra clan’s magic focuses on earth magic that when used by them changes to a red-like color. The reasoning behind the reddish color of the earth magic is due to the clan having some sort of relation to the Goddess, Terra herself. They used their magic as a means to capture humans or other creatures for their sustenance through using the earth around them to make cages, pin down or even just hold onto their prey. The magic can be used to create pillar-like spears from the ground, create masses of earth to bash foes with, or be used defensively. Tsuin himself is a Dhampir from the Vermilion Terra clan which is why he knows this magic and how to use it.
Strengths:
This magic has a wide array of ways it can be used due to the earth being able to be molded into things.
Fire has trouble trying to burn through the earth spells of equal rank. Fire spells of equal rank or less to any of the spells in this magic deal 50% less damage.
Due to the user being a Dhampir he can receive a boost to his stats from consuming blood.
Weaknesses:
This magic requires the user to manipulate the earth around them and change it which means that this magic is completely useless in areas where this is no earthly material around (High in the sky or over water are examples).
Even though no other slayers can eat the earth used for these spells earth-related God Slayers still can.
The things formed with this magic are weak to ice magic of equal rank due to the earth being made brittle. If anything created through this magic is frozen by the ice magic it will not be able to be controlled by the user anymore. Ice magic can also be used to freeze the earth around the user preventing them from manipulating the earth under the ice unless they are able to break their way through the ice and to the earth underneath.
Steel type magic can be used to bash through the things made with this magic easier than most things. Steel type magic deals 50% more damage to the things made from this magic.
Lineage:
- Aspect of Terra:
Description: Terra was a goddess who's domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights: Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
Ability: The aspect of Terra grants it's host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. The host can spend half of the magical energy an earth mage uses for a spell to nullify it.
Usage: Passive, 3 post cooldown on nullification. Can only be used three times per thread.
Unique Abilities:
Blood Boost: Due to the user being of a Dhampir when he consumes blood he will receive a boost in his strength and speed for a short time. This boost depends on the type of blood consumed. 5% from demonic-like blood, 10% from human-like blood and 15% from celestial-like blood. This boost cannot stack and only lasts 3 posts with a 5 post CD.
Blood Infused Boost: Due to the user being a Dhampir they can use their own blood to increase the power of their spells. The user can spend 5% HP along with the cost of a spell to increase the damage/damage threshold of the spell by 0.5 the rank of the spell. After use this ability goes on a 4 post CD.
Spells
- Signature Spell:
Name: Cardinal Spines of Sin
Rank: S
Type: Offensive/Defensive, Earth
Duration: Instant
Cooldown: 4 posts
Description: The user is able to form the earth near them into 6 giant spears to attack the opponent. These spears shoot up from the ground. These spears can range from 2-15 meters tall, range from 1-3 meters wide while getting larger near the bottom and will deal S-rank damage slashing/piercing damage to anything they hit. The spears will be formed up 2 meters apart from each other in a circle when attacking. Meaning the spears are formed 12 meters around the target(s). The user can also use these spears to block an S-rank projectile attack. When used this way the spears will form one behind the other to make a sort of shield.- Looks Like:
- http://fairytail.wikia.com/wiki/Iron_Rock_Powder_Explosion
Strengths:
The user can call these spears in a 20 meter area around them and can be used to hit multiple opponents.
The spears can be used to block projectile attacks if the user wants.
6 spears are formed with this spell and shoot up at 50 mph from the ground making it somewhat hard to dodge for bigger or slower enemies.
Weaknesses:
All the spears will be needed to block a projectile attack no matter what rank the attack is.
The projectiles blocked cannot be H-rank and if used to block such an attack all the spears will be easily destroyed allowing the attack to keep moving as if unimpeded..
Due to these spears needing to come up from the ground they are practically rendered useless against any opponent who flies higher than their max range.
Even if multiple spears hit, the opponent will only take 1 S-rank of damage.
- D-Rank Spells:
Name: Earth Phasing
Rank: D
Type: Support, Earth
Duration: 2 posts
Cooldown: 3 posts
Description: The user is able to move through earthly matter as if he was some sort of ghost or immaterial creature. This is a pretty handy spell for getting around faster through buildings or even move around the ground for a short distance.
Strengths:
Can be used to get through certain walls.
Any one earthly attack can be phased through.
Can be used to seep into the ground and come back up after. During this the user travels at a max speed of 10 m/s.
Weaknesses:
Can only go through earthly materials and if anything non-earthly is in the material the user tries to go through they will be prevented from doing such.
Cannot be used against any attacks that are non-earthly and higher than D-rank.
When the user seeps into the ground where he is can be seen by where the ground is darker.
If the area where the user is hit by an attack that is able to break it the user will be knocked from their position and will receive damage as usual.
- C Rank Spells:
Name: Carmine Serpent Fist
Rank: C
Type: Offensive, Earth
Duration: 2 post
Cooldown: 4 posts
Description: The user manipulates the earth around them and forms a snake-like construct with a fist for a head. The construct moves around as if it were a snake and will lunge at opponents in an attempt to bash into them dealing C-rank damage. The entire construct can be used to bash into an enemy(ies) to cause damage.- Looks Like:
- http://fairytail.wikia.com/wiki/Iron_Rock_Fist
Strengths:
Creates a large fist made of carmine earth that is 3m x 3m
The fist is not uni directional, meaning that it can freely move around and even follow a target before colliding.
It travels at 15 m/s.
Weaknesses:
Has a maximum range of 30m. If the fist attempts to go a ny farther than that, it will simply turn around into the 30m area around Tsuin.
The construct will be destroyed after 2 C-rank damage while Ice magic of C-rank or higher can destroy can freeze it which will destroy it.
Long ranged mages will make this spell worthless seeing as the fist needs to get close to deal damage.
The fist tends to have a mind of its own which can cause it to be tricked into hitting the user if done right.
- B Rank Spells:
Name: Crimson Iron Armor
Rank: B
Type: Support, Defense
Duration: 3 posts
Cooldown: 4 posts
Description: The user is able to form earth around their body that blends in with their skin and clothes to be used as armor against an attack. This is done by the user summoning earth around them and molding it onto their body. This masks the fact that this spell places a amount of armor over the body of the user. The next hit of damage that the user receives from an attack will be lowered by a B-rank of damage due to the armor. After that one attack the armor will all fall off of the user.
Strengths:
Can completely prevent damage from B-rank and lower damage.
Blends in with the user’s skin and clothes to mask the fact that they have armor.
Equal rank fire magic will do 1.5 a B-rank less of damage.
Weaknesses:
The user’s speed is lowered by 25% due to the weight of the armor.
After only one attack the armor will all fall off of the user no matter what rank of damage the attack causes.
A-rank and higher damage will still get through the armor but will do one B-rank less of damage.
Ice magic will do only lose a C-rank of damage.
- A Rank Spells:
Name: Fuchsia Constructs
Rank: A
Type:
Duration: 5 posts
Cooldown: 6 posts
Description: The user is able to morph the earth around them into an array of different things from weapons to bridges. This spell is mostly used to give the user weapons to use during battle which each take 2 A-rank damage to destroy and each deal A-rank damage. These weapons can only be melee type weapons but can be thrown as projectiles if wanted.
Strengths:
This spell gives the user the ability to make a wide array of things with the earth around them.
The user can call off any of the constructs they make anytime during the duration which can be used to set up advantageous scenarios during a fight.
This spell can be used to make a shield out of the earth around the user which can take 2 A-ranks of damage before being destroyed.
Weaknesses:
Anything made with this spell will disperse after the duration meaning things like bridges will only be temporary for use.
Ice magic of S-rank or higher will do double damage to the constructs made through this spell.
The user can only create one thing per use with this spell.
Weapons thrown out of a 20 meter area of the user will disperse causing the spell to go on CD.
- S Rank Spells:
Name: Scarlet Coffin
Rank: S
Type: Offensive/Support, Earth
Duration: 3 posts
Cooldown: 8 posts
Description: This user uses his magic to form bits and pieces of red earth around him and then cause them all to slam into one of his targets completely covering their body besides their head. The earth will hold them in place and then the user will slam his hands together to cause the bits and pieces to all slam into the target from all sides dealing S-rank damage. This damage can be a assortment of slashing, piercing or blunt damage. This spell can also be used to hold a person while allowing the user to carry them around with the earth holding them up.- Looks Like:
- http://fairytail.wikia.com/wiki/Supreme_King_Rock_Crush
Strengths:
This spell can be used to hold mages in place depending on rank. S-rank mages can only be held for one post, while A-rank can be held for 2 posts and B-rank and lower mages can be held for 3 posts. The earth holding the person can move at 20 m/s while holding someone.
The user can cause the earth to slam into the user at anytime when holding someone.
The earth used for this spell travels at 30 m/s and can be used on any target within a 35 meter area of the user that they see.
Weaknesses:
If used to hold a person the earth can take 3 S-rank damage before breaking as well as the person held needs to stay within the 35 meter area near the user of else the spell will disperse if they get out of the range.
Ice magic can be used to half the damage threshold the earth around the target can take as well as preventing the user from controlling the earth due to the ice covering it.
The user cannot use any other spells while holding a person with this spell. This does not include spells already on their duration.
If the user is hit by a S-rank worth of damage while holding this spell the spell will disperse.