Primary Magic: Magic of the Azure Flame Titan-Frircoras
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Vierorin has a centuries old fire titan sealed away within him, that is the primary source of his magic. Frircoras the titan locked with in him, has fire so hot that it burns blue, due to him being sealed within Vierorin, his power flows through the young man and leaks out. The magic itself is very dangerous and unstable, due to it coming from Frircoras and Vierorin the one trying to cast it. Under extreme circumstances however, the seal that holds Frircoras will be temporaily unsealed letting the titan being able start to take over the young man's body and mind.
Vierorin will use his magic has a long range fire mage, he is unaware of Frircoras's presence within himself and carry on trying to maintain the magic. He will use the extreme heat of his flames for both offensive and defensive purposes while maintaining awareness of where his spells hit. However when the seal is temporarily broken, he is unable to recognize friend from foe and attack everything around him. However when the seal reforms, he has no memory of what transpired and be extremely low on magic power.
Aura Type: (Locked until B rank)
Strengths:
Weaknesses:
List of Spell Fusions:(Locked until B rank)
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Vierorin has a centuries old fire titan sealed away within him, that is the primary source of his magic. Frircoras the titan locked with in him, has fire so hot that it burns blue, due to him being sealed within Vierorin, his power flows through the young man and leaks out. The magic itself is very dangerous and unstable, due to it coming from Frircoras and Vierorin the one trying to cast it. Under extreme circumstances however, the seal that holds Frircoras will be temporaily unsealed letting the titan being able start to take over the young man's body and mind.
Vierorin will use his magic has a long range fire mage, he is unaware of Frircoras's presence within himself and carry on trying to maintain the magic. He will use the extreme heat of his flames for both offensive and defensive purposes while maintaining awareness of where his spells hit. However when the seal is temporarily broken, he is unable to recognize friend from foe and attack everything around him. However when the seal reforms, he has no memory of what transpired and be extremely low on magic power.
Aura Type: (Locked until B rank)
Strengths:
- Flames are inheritadly extremely hot, Making it difficult for water spells to reach his fire spells before evaporating(only for spells of equal rank, spells one rank and higher can break through)
- Nearly all spells deal some form of heat damage within a 1 meter radius
- Normal spells typically have a high destructive power
- Grants Vierorin a Natural resistance to heat, (but not fire!)
Weaknesses:
- Collateral damage-The shear heat of the spells can injure allies by accident and catch the environment of fire[3% per post of an ally being near the flames of his magic]
- His fire spells are weak to wind base magic, if one were to collide mid flight with a wind based magic it would dissipate without going off(takes one Wind based spell of Equal rank, to dissipate any of his normal fire spells)
- his magic is a feast to the Fire God Slayer(lineage, makes it so only God Slayers can consume his magic)
- His spells are unstable in nature, each of his normal spells has a chance to fail in some way
- if there is too much moisture in the air, his spells(/attacks during Titan takeover) will be 25% less effective
- Frircoras:
Credit to the original picture goes to Jartsev from Deviantart
- Bearer of the Titans Seal(Lineage):
- Bearer of the Titans Seal:
Wielder: Vierorin Gorak(Vierorin)
Description: Vierorin has a powerful Titan sealed in him, Frircoras is a very powerful fire titan, although the seal that keeps him imprisoned is extremely powerful, it is not enough to keep the massive amount of power at bay. This Power leaks out and is harnessed by Vierorin as his magic, however there are a number of side effects. The flames from Frircoras are Unique in composition, this makes it that only Fire God Slayers are the only slayer that consume his magic. Vierorin also has gotten an increased Magic Pool(20%), Strength(25%), and Speed(30%) as a side result of having Frircoras locked away in him. On top of these, he also has two powers Vierorin can activate and control, Azure Flame Elemental Shift, and Azure Flame Manipulation.
Ability:
Azure Flame Elemental Shift: Vierorin’s body shifts into an elemental state, his skin turns dark blue in color and veins of Azure flame run through his body with multiple Flame Vents in various parts, his hair turns into Azure flames and burn on his head, as eyes start glowing bright Azure. Vierorin however is still in Control during this state, and receives a 100% boost to Magic Effectiveness, and 100% boost to strength and speed. His physical attacks also fire damage in this state and he constantly emits a large amount of heat(goes off the heat chart in his magic). This state lasts for five posts and only can be used once per thread.
Azure Flame Manipulation: Vierorin can temporally make his flames adopt a shape of a body part of Frircoras himself. The flame carnations can range from their small state(what it looks like when a Partial takeover takes place) or the regular size of the body part that is molded from the flames. The duration varies depending on the size created, with the small states able to last three posts, and the large forms one. This ability cannot be used alongside anything else, and when he attacks with the flames it deals damage equal to Vierorin’s rank as well as heat damage based on his rank. However he can use the flames for other things besides damaging something. Depending on what he molds, and the situation. This ability as a Cooldown of five posts, but only can be used twice per thread.
Usage: The Fire type, and stat boosts are passive abilities. For Azure Flame Elemental Shift, Vierorin will wrap himself in a thick cloak of flames that transforms him into that state, as for Azure Flame Manipulation, he bends his Azure flames to his will to fit the needs he sees needed at the time.
- Abilities:
- Titan's Seal(Passive):
- Titan's Seal: Prevents the use of the Titan Takeover Spell line. Under no circumstance can those spells be activated by normal means. The only way that this effect is lifted is if the Ability Unsealed Titan is activated,
- Unsealed Titan(passive Ability):
- Unsealed Titan: This ability only activates when specific requirements are met, when it does it will also automatically activate the current Titan Takeover spell.
Requirements for Activation:
Vierorin is at or under 50% health and one of the following:- He gets hotter than normal(Getting hit by three of his offensive spells or six fire spells from another fire mage)
- Is sent flying by a hit with a very high knockback while Azure Flame Aura is active
- Goes without using magic for four posts, this will cause Frircoras's power to back up and then unleash
- He gets hotter than normal(Getting hit by three of his offensive spells or six fire spells from another fire mage)
- Blazing Heat(passive):
- Vierorins magic emits a blazing wave of heat, The heat deals damage two those within two meters of Vierorins spell. The heat deals the rank below the spells rank in damage, or half the damage, so a D rank spell's heat will only deal 0.5, and C rank spells deal D rank damage from the surrounding heat. However this damage is less effective at the higher ranks.
Against mages of equal or lesser rank to the spell: full damage equal to the rank of the spell
1 Ranks Higher: 50% of the damage from the heat(not the spell)
2 Ranks higher: 25% of the damage from the heat(not the spell)
3 Ranks Higher: no damage from the heat(not the spell)
In other words one can resist the heat based damage that surrounds the spells but if they get hit by the spells they still take the spells damage.
- Acceleration:
- Acceleration: At the flick of his wrist, Vierorin can accelerate his projectile spells by 50%, this ability can only be used once every five posts
- Signature Spells:
- Azure Flame Stream:
Name: Azure Flame Stream
Rank: C
Type: Fire: Offensive
Description: Vierorin will channel Azure flames along his right arm and coalesce in the palm of his right hand. When the right amount of azure flames have come together he thrusts his right hand towards his target. The spell fires an thick(roughly three feet thick) condensed beam of Azure flames that fires straight at the target. The beam can be constantly aimed by just changing the direction his right hand is facing. This spells deals C rank damage each time the beam hits something.
Strengths:- Continuous attack that can change direction of fire, making it hard to dodge
- The spell has a decent range on it, traveling 10 meters before it dissipates
- The spell's high temperature travels along the entire beam, allowing the heat to be used in a certain ways to assist in a fight
Weaknesses:
Duration: one post
Cooldown: 0- Vierorin has to stay still while casting this spell,
- Collateral Damage- Vierorin cannot control how far the spell fires, so if it hits anything it will be stopped and will start to melt or burn the object it collides with
- The heat surge from the beam will also hurt any allies within one meter from the spell
- If it collides with a wind based spell or a wind barrier, the beam will be stopped although it will continue to fire(the spell will do no damage to wind spells due to the wind dissipating the flames)
- Continuous attack that can change direction of fire, making it hard to dodge
- D rank Spells:
- Azure Flame Trap:
Name: Azure Flame Trap
Rank: D
Type: Fire: Utility
Description: Vierorin will place both of his hands on the ground and channel Azure flames along his arms and onto the ground. The flames will move and encircle the target and then ten shifting pillars of flame will come out of the ring and meet at the top. This is basically a cage made out of Azure flames, if they try and break out they will be dealt D rank damage and the spell’s area of effect will contrict. The spell starts off with a base diameter of two meters and a height of three meters.
Strengths:- Great for trapping multiple enemies
- Deals damage if someone tries to break out(D)
- Every time someone tries to force their way out of the trap, it will shrink(One foot per attempt)
Weaknesses:
Duration: three posts
Cooldown: five posts- The spell can easily be escaped by one going underground
- If even one column of flames is hit with a D rank wind based spell it will dissipate the column and cause the entire trap to fail
- A person can escape from the trap before it fully forms,
- If two or more columns get destroyed it will recoil on itself and completely dissipate
- Great for trapping multiple enemies
- Wall of Azure Flames:
Name: Wall of Azure Flames
Rank: D
Type: Fire: Defensive
Description: Vierorin will have both of his arms angled downward towards the ground, Azure flames travel along both of his arms and then down towards the ground. The spell creates a wall of Azure flames that covers an area of 20 square feet,(10 feet long, two feet wide(If inside a building the area will be reduced, it will only go wall to wall) The flames themselves are six feet tall, this spell mainly aids in stopping an enemies advance. It can take 1 D rank (Wind, or earth based spell that comes out of the ground) for every other spell type it can take two hits of D rank damage before dissipating.
Strengths:- Impedes enemy movement, opponents will think twice about trying to walk through this wall of fire,(if they do it deals D rank damage), unless they have a resistance to fire
- Heat Shield: D rank Water based spells will not be able to reach the shield
- Covers a good area,(20 square feet) unless confined in building
Weaknesses:
Duration: two posts
Cooldown: four posts- If an Ally is caught on the opposite side, they too will be trapped,
- If it is cast inside a building, it will start to burn/melt the surrounding walls and ceiling
- Vunerable to Wind based spells and Earth spells that come from the ground, these two can dissipate/put out the fire with little issue.
- If a fire spell is launched into the wall, it will destabilize and explode,
- Impedes enemy movement, opponents will think twice about trying to walk through this wall of fire,(if they do it deals D rank damage), unless they have a resistance to fire
- Azure Flame Spout:
Name: Azure Flame Spout
Rank: D
Type: Fire:Offensive
Description: Vierorin will channel flames down his left arm and then punch the ground as he calls out the spell. The spell is focuses on an area Vierorin is targeting and six columns of azure flames erupt out of the ground. Each column is roughly one foot thick and three meters tall, typically there is atleast two meters between each column of fire, however Vierorin can cast the spell in a way that two or more columns combine into one larger and more powerful Column.
2 Columns Combined: Double the width, 10% power boost
3 Columns Combined: Triple the width, 20% power boost
4 Columns Combined: Four Times the width, 30% power boost
5 Columns Combined: Five times the width, 40% power boost
6 Columns Combined: Six times the width, 50% power boost.
Each Column naturally deals D rank damage when an enemy or object comes into contact with the Column itself.
Strengths:- The multiple Columns creates multiple heat fields creating a tricky area to maneuver around trusting you don’t have a high temperature tolerance.
- The Spell itself is very versatile, being capable of affecting multiple enemies or one target
- Can catch an unexpected opponent of guard,
Weaknesses:
Duration: Two Posts
Cooldown: Three posts- Can easily be avoided if one notices the ground heating up where the spout will erupt from,
- If the hole where the spout comes out of, is blocked by a material with an extremely high heat tolerance, the flames will build up and eventually destabilize and explode dealing damage to everyone and everything in a two meter radius,(12 meters if it is the large column)
- If a wind based spell is sent down the hole, it will effectively stop the spout without causing a backup
- If aimed without thinking, this spell can cause serious damage to surrounding structures and environment,
- The multiple Columns creates multiple heat fields creating a tricky area to maneuver around trusting you don’t have a high temperature tolerance.
- Azure Flame Spiral Boost:
Name: Azure Flame Spiral Boost
Rank: D
Type: Fire:Support
Description: When this spell is cast, Vierorin will extend his right hand out to an ally, the spell will then go dormant until a ranged spell or attack is used. When a ranged spell or attack is used, this spell will activate and envelope the projectile in Azure flames that spiral around the projectile. This Stacks an additional D rank grade damage tick on top of the affected attack/spell. When cast, this only affects the next three ranged attacks or spells unless the duration ends before the third spell or attack is executed. This buff however is incompatible with magical mediums fire doesn’t work well with.
Strengths:- Assist Allies by buffing their ranged attacks or spells
- Adds the Fire Element to the affected attack, giving it additional options
- Very quick and easy to cast,
Weaknesses:
Duration: Three Posts
Cooldown: Five Posts- Only affects Ranged Spells or Attacks, if the buffed person doesn’t have any, this spell will provide no assistance,
- Isn’t compatible with spells of a medium that doesn’t work with fire, either the buff will be canceled out or the spell itself will fail
- A wind base spell can blow away the flames canceling out the buff
- Only affects the next three spells or attacks regardless if they are successful or not,
- Assist Allies by buffing their ranged attacks or spells
- Azure Flame Aura Drill:
Name: Azure Flame Aura Drill
Rank: D
Type: Fire: Offensive: Child Spell
Description: This Spell can only be used when the Spell Azure Flame Aura is Active, this spell when active will cause the flames of the Aura to start spinning in a clockwise or counterclockwise motion, the point of which will move in accordance to the direction Vierorin himself his moving. If Vierorin manages to hit his target dead on, The flame drill will deal 1.5x D rank damage to the target, however if the target is off center and still gets hit they will be dealt D rank damage flat,
Strengths:- Turns Azure Flame Aura into a rotating drill which turns it into a temporary Offensive Spell
- Can be used to drill tunnels into a variety of materials,
- The focus of the Azure Flame Drill always will be facing the direction Vierorin is moving, turning him into a battering ram,
Weaknesses:
Duration: Three Posts(If the duration of Azure Flame Aura ends even before this duration is up, this spell will also fade.)
Cooldown: Five Posts- If Vierorin is hit by a wind spell, when this spell is active he will be dealt double damage and the spell will be cancled out,
- Requires Azure Flame Aura active to use,
- Makes finding a soft landing hard at times, if Vierorin forgets to control the direction of which the drill is facing when knocked back, he could drill into the surface he was suppose to land on,
- While active, the other Azure Flame Aura child spells cannot be used,
- Turns Azure Flame Aura into a rotating drill which turns it into a temporary Offensive Spell
- Azure Flame Aura Blast Ring:
Name: Azure Flame Aura Blast Ring
Rank: D
Type: Fire: Offensive: Child Spell
Description: This Spell can only be activated when Azure Flame Aura is Active, when Vierorin casts this spell, he will thrust out both of his hands. This spell sends out one to three rings of Azure Flames from the Azure Flame Aura that will encircle an opponent, each ring has a diameter of one meter and the flames are three inches thick. Each rings themselves will constantly move with the designated target until the duration is up and the ring detonates, or when Vierorin extends his hand towards the target and closes his hand into a fist. When the ring detonates in either fashion the diameter of the ring will quickly and suddenly shrink down onto the target and then explode(3 meter blast radius), however when this happens the ring will stop moving with the target. In terms of damage, if the target attempts to strike the ring while it is orbiting them with a physical blow, they will be dealt 0.5x D rank damage, however if a magical effect hits the ring before the detonation starts, it will fade away without detonating and deal no damage to the sender. When the ring detonates however, the explosion will deal D rank damage. There can only be one ring per target,
Strengths:- The ring of flames constantly moves with the affected opponent
- If someone tries to touch the ring before detonation, they will get damaged instead
- If the detonation phase is successful, the explosion itself is very hard to avoid,
Weaknesses:
Duration: Two Posts
Cooldown: Three Posts- Requires Azure Flame Aura to be active to use,
- If any magical effect, spell or otherwise(with the exception of ice based magical effects)hits the ring before the detonation phase is triggered, will dissipate without damaging anyone or detonating
- If the ring hits something before it encircles it’s target, the ring will destabilize and dissipate failing to reach it's target
- While active, the other Azure Flame Aura child spells cannot be used
- Despite there is the chance multiple rings are formed, there only can be one ring per target.
- The ring of flames constantly moves with the affected opponent
- Azure Flame Aura Pillar:
Name: Azure Flame Aura Pillar
Rank: D
Type: Fire: Defensive: Child Spell
Description: This spell requires Azure Flame Aura to be active to cast, when activated Vierorin releases more magical power to expand the flames from the Aura to create a large pillar of flames. The flame pillar is roughly ten meters in diameter, and 15 meters tall. The Pillar of flames emit a very large heat field, more so than his other spells, extending out five meters in all directions from the edge of pillar. The flame Pillar itself can take three D rank spells before the Aura returns to it's normal state, however while this effect is active Vierorin cannot move from his spot and has to maintain his concentration to keep the spell going.
Strengths:- Creates a large barrier of flames to help impede and defend against opponents
- The spell has a large heat field, which makes opponents think twice about approaching the pillar
- The Pillar itself can sustain a fair amount of damage before returning into the Normal Azura Flame Aura
Weaknesses:
Duration: Three Posts
Cooldown: Four Posts- This spell costs 50% more MP to activate
- Wind based spells deal double damage to the Pillar
- Vierorin Cannot move while this spell is active,
- Vierorin has to maintain a High degree of concentration to maintain the pillar,
- While active, the other Azure Flame Aura child spells cannot be used
- Creates a large barrier of flames to help impede and defend against opponents
- Azure Flame Sword:
Name: Azure Flame Sword
Rank: D
Type: Fire:Offensive
Description: Vierorin will channel Azure flames to his right hand and forms a magical blade of azure flames extending out of his right hand. The blade is three feet long and at the base one foot wide. Vierorin can send out three fire shockwaves by swinging or thrusting the sword in the air while releasing a bit of the swords power. The sword also has a very good potential in close quarters combat. All attacks from this spell deals D rank damage upon impact. Shockwaves from swings are four feet wide, six inches thick, with an arc of six inches, shockwaves from thrusts are two feet long and a max width of six inches in a cone shape.
Strengths:- This spell is highly versatile having uses for both Long range and close range combat
- slashing shockwaves are good for multiple targets
- Thrusting shockwaves are good for single targets
Weaknesses:
Duration: two posts
Cooldown: Three posts- Slashing shockwaves cannot be easily used indoors
- The sword can be destroyed from any one D ranks spell hitting it
- Can only send out shockwaves three times per post,
- If the blade was destroyed, the power will recoil dealing 5% damaged to himself
- This spell is highly versatile having uses for both Long range and close range combat
- Azure Flame Spikes:
Name: Azure Flame Spikes
Rank: D
Type: Fire: Offensive
Description: Vierorin will channel Azure Flames to his hands have form three spike shaped masses of azure flame in each hand. Vierorin will throw these at opponents, if they hit there mark they will deal high temperature burn damage, it takes three spikes to deal D rank damage.
Strengths:- Multiple Projectiles, makes it hard to dodge at times
- Compact, the projectiles can be thrown through small spaces
- Can be used to trigger traps of some kind, by throwing one at the trigger
Weaknesses:
Duration: 1-2 posts
Cooldown: two posts- Takes three of the spikes to deal D rank damage
- Can easily be blocked by any obstacle
- Any high winds, or wind based spell will dispel the spikes
- The Spikes can easily start fires if thrown and hits something flammable in the environment
- Multiple Projectiles, makes it hard to dodge at times
- Titan Takeover-Frircoras’s Left Arm:
Name: Titan Takeover-Frircoras’s Left arm
Rank: D
Type: Fire:Partial Takeover
Description: This spell is locked until the "Unsealed Titan" Ability activates, which then all active spells will end and start their cooldowns. Frircoras will become partially unsealed, letting him takeover Vierorins mind and body. Vierorin's eyes will start to glow and his iris's will transform into an X shape. Then his left arm will start to grow and his skin darkens and starts to deform. His left arm will grow three times its original size and take the form of Frircoras's left arm/claw(complete with the fire vent at the shoulder and heat cracks along the arm.)(Use Picture above for reference) In conjunction with the right arm, more of his face will be effected (more skin discolored and partially changed shape), as well as the two takeovers connecting across the chest and back.
The transformation causes some of the skin of Vierorins face to turn an extremely dark blue(the same color of Frircoras's skin) and he will fight anyone he sees and destroys everything in his path. The transformed arm can deal C rank damage, and fire off an powered down version of Frircora's Azure beam(only can fire this ability off once) After the seal reforms the transformation will leave Vierorin almost completely drained and seriously hurt.(The weaknesses does not stack with the other Take Over weaknesses)
Strengths:- Extremely strong, although Frircoras hasn't been fully released, the physical strength of his arm is very high.
- Extreme heat, the arm continuously puts out a ton of heat, preventing D rank water spells from reaching him
- Can cast the Titan's powered down Azure Flame beam spell(see active ability below)
- Grants Frircoras/Vierorin a temporary Defense boost(see passive ability below)
Weaknesses:
Duration: five posts
Cooldown: twelve posts- All dragon slayers deal 10% more damage to Vierorin when this spell is active,(The Fire Dragon Slayer deals 20% more damage)
- Frircoras's Control- while this spell is active Frircoras's consciousness takes over, he will see everyone as an enemy and will destroy everything in his path
- Due to the size of the arm in comparison to the rest of Vierorins body, he is slower than normal
- after the seal finally reforms, Vierorin will take a 10% hit to his health
- When the seal finally reforms, Vierorin will be left with 5% magic power and the regeneration counter resets
- When the Seal finally reforms, Vierorin will be out cold for two posts, (unless someone says the word Train)
- Vierorin will have no memory of what happened 20 minutes before the transformation and no idea that he did transform
- Passive Ability:
Hide of the Azure Flame Titan: The body of Frircoras is extremely strong and durable. This gives Frircoras a 25% damage resistance to spells and attacks against the transformed body parts, however wind base spells will still do full damage.
- Active Ability:
Name: Azure Flame Titan's: Azure Beam
Type: Fire: Offensive
Description: Frircoras will channel his flames into the palm of his claw, when a large amount of flames has come together in the palm of his claw he we point it the direction he wants it to fire, and then releases it. The beam that forms is two meters thick and travels at a very fast rate(2 meters/second). This spell currently deals continuous D rank damage(Max of three) upon impact. Due to the recoil Frircoras cannot change the direction the beam is firing
Strengths:- Large Continuous attack, if you start getting out of the way right before he fires, its highly likely you will get hit
- The spell has a long range on it, traveling 20 meters before it dissipates
- The spell's high temperature travels along the entire beam, this creates a shear gust of wind ahead of the beam as it fires
Weaknesses:
Duration: two posts(one to charge, and one to fire)
Cooldown: five posts- Frircoras has to stay still while casting this spell,
- Collateral Damage- Frircoras will not control how far the spell fires, so if it hits anything it will be stopped and will start to melt or burn the object it collides with
- The heat surge from the beam will also hurt any allies within two meter from the spell
- If it collides with a wind based spell or a wind barrier, the beam will be temporarily stopped although it will continue to fire(the spell will do no damage to wind spells due to the wind dissipating the flames)
- Large Continuous attack, if you start getting out of the way right before he fires, its highly likely you will get hit
- Extremely strong, although Frircoras hasn't been fully released, the physical strength of his arm is very high.
- C rank Spells:
- Azure Flame Bomb:
Name: Azure Flame Bomb
Rank: C
Type: Fire: Offensive
Description: Vierorin holds his hands roughly 3 1/2 feet apart and then starts to channel azure fire out of his body down the length of his arms and into the space between his hands. The spell forms a ball of azure fire roughly one yard in diameter. He will then throw the fireball at his target, if the fireball impacts an enemy it will deal C rank damage and explode. The explosion radius is roughly seven meters in diameter and deals D rank damage for everything caught in the blast radius.
Strengths:- Has a decent sized Aoe damage effect.
- Travels at a good rate, (roughly 2 meters per second)
- Effective against static barriers due to the explosion after effect(with the exception of wind based barriers)
Weaknesses:
Duration: 1 post
Cooldown: 3 posts- If the fireball is hit by a wind based spell, it will dissipate without exploding
- Allies or Vierorin can be caught in the blast, dealing friendly fire damage
- has a chance to considerably damage the environment...especially if there is flammable material around
- Once the fireball is formed, Vierorin has to throw it soon or else it will detonate in his hands(IC it has to be his next action)
- Has a decent sized Aoe damage effect.
- Azure Flame Typhoon:
Name: Azure Flame Typhoon
Rank: C
Type: Fire: Offensive
Description: Vierorin will envelope both of his arms in Azure flames, when this is finished he will thrust out both of his hands in any direction. Then azure flames will shoot out forming a rotating mass of Azure flames that can be controlled be Vierorin. The mass of flames has a diameter of one meter, and a length of two meters, He maintains control over it by directing it with one of his hands, this allows him to keep moving but restricts the use of one of his hands until the spell fades. The mass of flames deals C rank damage on contact, however Vierorin can maintain this spell for a second hit at the cost of more MP. Whenever he tries to turn the spell there is a second delay between his command and the action taking place.
Strengths:- Can be redirected to aid with Accuracy
- Can hit an enemy twice before fading
- The delay between when he commands it to turn and it turning can be beneficiary allowing him to string a number of turns together and the spell reacts
Weaknesses:
Duration: 2 posts
Cooldown: 5 posts- The spell can easily be countered by a wind based spell(D or higher)
- the delay can work against him, if a cunning opponent tricks him to redirect the spell at them he could hit himself with it
- Preoccupies one of his hands, preventing him from performing additional two handed actions
- Has to expend more Magical power to maintain it for another hit if he feels it is needed,(costs 5% additional MP)
- Can be redirected to aid with Accuracy
- Azure Flame Wheel:
Name: Azure Flame Wheel
Rank: C
Type: Fire: Offensive/Utility
Description: When this spell is cast, Vierorin will control the Flames to start rotating around him, in a vertical clockwise motion forming a wheel of rotating Azure Flames around him. The Wheel itself is about Three meters tall, and half a meter wide, Vierorin is suspended in the middle. Vierorin can then control the wheel in full and letting him and the wheel to run around as he needs it. While this spell is active, Vierorins speed is doubled, and every time he rams into someone with the Wheel, they will be dealt C rank damage.
Strengths:- Wraps Vierorin in flames shaped like a wheel turning him into a spinning battering ram of destruction,
- Grants Vierorin a speed boost, doubling his speed as long as he is within the flame wheel,
- As Vierorin is Suspended within the wheel of flames, anything that affects the ground will not affect him directly but the Wheel,
Weaknesses:
Duration: Two Posts
Cooldown: Four Posts- The spell doesn’t do well on slopes or other hazardous environments that is not good for wheeled vehicles, Vierorin will lose Control
- Although Vierorin is Suspended, the wheel has no innate ability to hover or fly,
- If it is hit by a fire based spell, the wheel will destabilize and explode, damaging Vierorin
- If the wheel is hit by a wind based spell, a chunk of the wheel will be dissipated and he will veer out of control.
- Wraps Vierorin in flames shaped like a wheel turning him into a spinning battering ram of destruction,
- Novia Shift:
Name: Novia Shift
Rank: C
Type: Fire: Support
Description: Vierorin will focus his magical power to increase the power of his flames, at this point this spell only halfway heats them up to the next spectrum, this causes Violet highlights to appear within his spells. This spell powers up Vierorins next three Fire spells by fifty percent and the heat damage from them by fifty percent, however for each spell he uses 1% of his health is taken away. This doesn’t affect the Titan Takeover Spell Line,
Strengths:- Powers up Vierorins next three spells by 50%
- Increases the heat side effect of those spells by 50%
- Gives Vierorin a needed power boost when he needs it,
Weaknesses:
Duration: Three Posts
Cooldown: Four Posts- For every spell used(+ for every post that spell is active), 1% of his health is taken away
- Increases the MP cost of the spells by 20%
- This Spell has no effect to the Titan Takeover Spell Line
- The increased heat of his fire, is a real threat to the environment and allies,
- Powers up Vierorins next three spells by 50%
- Azure Flame Whirlpool:
Name: Azure Flame Whirlpool
Rank: C
Type: Fire: Offensive/Utility
Description: This spell has three means of casting, but the main spell with essentially be the same. Vierorin will cast this spell by channeling Azure Flames down both of his arms, after that is finished is where the different means of casting comes into place. The first one is very simple, he will send out the flames to form a Azure Vortex of flames on the surface, the vortex is 5 meters tall, five meters wide at the top, with a one meter wide safe zone at the base. Contact with the vortex deals C rank damage and cannot be moved,
The Second and third casting methods are very similar, for the second casting mode, he will punch the ground with both of his fists. The flames will channel down into the ground, after this happens, the ground in front of Vierorin will start to heat up and glow with the epicenter being six meters away from Vierorin. The flames will essentially be swirling in a vortex of Azure flames underneath the ground, heating up the rock to the melting point until it gives way leaving a whirlpool of lava. However at the center of the Vortex is a One meter wide safe zone that leaves a column of rock at the center for someone to stand on. If for some reason, someone touches the magma formed from the spell it will deal C rank damage on contact. Whilist vortex of magma is going on, the Azure flames will continue to rotate in the magma, sometimes arcing out and passing through the middle. The third casting type is essentially type two, but with Vierorin surrounded in rock and casting it with him at the center, causing the vortex to form around him.
Strengths:- This spell is versatile in the number of ways it can be activated,
- As well as being a damaging Vortex of fire or magma, anyone trapped in the center who doesn’t have a high temperature tolerance will have trouble escaping due to the extreme heat exhaustion,
- Can catch an opponent off guard if activation means two or three is used,
Weaknesses:
Duration: Three Posts
Cooldown: Four Posts- Once activated, there is no way to move the Vortex
- If activation means Two or three is activated on unstable ground it could cause a chain reaction causing a large portion of the ground to collapse
- Vierorin himself can only sustain being in the middle of the vortex for one post, after which he has to get out or be succumbed to the heat exhaustion himself,
- The spell can be easily be countered by a wind spell(Cast type one), or an earth based spell to seal up the magma pit and interrupt the rotation,
- This spell is versatile in the number of ways it can be activated,
- Azure Flame Aura:
Name: Azure Flame Aura
Rank: C
Type: Fire: Support: Parent Spell
Description: Vierorin will channel Azure Flames around his entire body, enveloping him completely. This spell aids in close quarters defense letting the flames act as a shield of sorts against incoming blows also aid in his punches. When he goes to punch with this spell active, his punches will deal 1.5x C rank damage, but in return 2% of his health is knocked away every time something collides with the aura.
Strengths:- Gives Vierorin a Defense for close quarters combat(deals C rank damage to those trying to attack him physically)
- Aids in Vierorins close quarters fighting capabilities
- Gives him a speed boost(75%)
Weaknesses:
Duration: three posts
Cooldown: Five Posts- This spell consumes 50% more magic power to use
- Each time something hits Vierorin or when Vierorin hits something, his hp goes down 2%
- The spell is extremely unstable, this spell uses a good portion comes from Frircoras himself, the aura will sometimes lash out at nearby people,
- Being an Human torch, is not always a good idea, this spell wreaks havoc on the surrounding environment
- Takes double damage from wind based spells when this spell is active
- Gives Vierorin a Defense for close quarters combat(deals C rank damage to those trying to attack him physically)
- Titan Takeover-Frircoras’s Right Arm:
Name: Titan Takeover-Frircoras’s Right arm
Rank: C
Type: Fire: Partial Takeover
Description: This spell is locked until the "Unsealed Titan" Ability activates, which then all active spells will end and start their cooldowns. Frircoras will become partially unsealed, letting him takeover Vierorins mind and body. Vierorin's eyes will start to glow and his iris's will transform into an X shape. Then his right arm will start to grow and his skin darken and start to deform. His right arm will grow three times its original size and take the form of Frircoras's right arm/claw(complete with the fire vent at the shoulder and heat cracks along the arm.)(Use Picture above for reference) In conjunction with the Left arm, more of his face will be effected (more skin discolored and partially changed shape), as well as the two takeovers connecting across the chest and back.
The transformation causes some of the skin of Vierorins face to turn an extremely dark blue(the same color of Frircoras's skin) and he will fight anyone he sees and destroys everything in his path. The transformed arm can deal B rank damage, and fire off an powered down version of Frircora's Azure Nova(only can fire this abilty off once) After the seal reforms the transformation will leave Vierorin almost completely drained and seriously hurt.(The weaknesses does not stack with the other Take Over weaknesses)
Strengths:- Extremely strong, although Frircoras hasn't been fully released, the physical strength of his arm is very high.
- Extreme heat, the arm continuously puts out a ton of heat, preventing C rank water spells from reaching him
- Can cast the Titan's powered down Azure Nova spell(see active ability below)
- Grants Frircoras/Vierorin a temporary health boost(see passive ability below)
Weaknesses:
Duration: five posts
Cooldown: Twelve posts- All dragon slayers deal 10% more damage to Vierorin when this spell line is active,(The Fire Dragon Slayer deals 20% more damage)
- Frircoras's Control- while this spell is active Frircoras's consciousness takes over, he will see everyone as an enemy and will destroy everything in his path
- Due to the size of the arm in comparison to the rest of Vierorins body, he is slower than normal
- after the seal finally reforms, Vierorin will take a 10% hit to his health
- When the seal finally reforms, Vierorin will be left with 5% magic power and the regeneration counter resets
- When the Seal finally reforms, Vierorin will be out cold for two posts, (unless someone says the word Train)
- Vierorin will have no memory of what happened 20 minutes before the transformation and no idea that he did transform
- Passive Ability:
Name: Blood of the Azure Flame Titan
Description: When this Takeover activates Vierorin/Frircoras will receive a 40% additional health. This additional health acts as a cushion for Vierorin's remaining health, this additional health will disappear when the seal reforms.
- Active Ability:
Name: Azure Flame Titan’s: Azure Nova
Type: Fire: Offensive
Description: Frircoras holds his claws roughly three meters apart and then starts to channel azure fire out of his body down the length of his arms and into the space between his claws(this process takes one post). The spell forms a ball of azure fire roughly two meters in diameter. He will then throw the fireball at his target, if the fireball impacts an enemy it will deal C rank damage and explode.(if it hits nothing it will travel for 30 meters then detonate) The explosion radius is roughly fourteen meters in diameter and deals C rank damage for everything caught in the blast radius.
Strengths:- Has a very large Aoe damage effect.
- Travels at a good rate, (roughly three meters per second)
- Effective against static barriers due to the explosion after effect(with the exception of wind based barriers)
Weaknesses:
Duration: two posts(one to charge and one to throw)
Cooldown: eight posts- If the fireball is hit by a wind based spell(C rank), it will dissipate without exploding
- It deals damage to Allies and the normal parts of Vierorin that get caught in the explosion
- Will considerably damage the environment, causing fires and a crater if close enough to the ground
- If a fire spell gets sent into it even before it is fully formed, will cause the bomb to explode dealing damage to Vierorin and those nearby
- Takes one post to charge up.
- Has a very large Aoe damage effect.
- Extremely strong, although Frircoras hasn't been fully released, the physical strength of his arm is very high.
List of Spell Fusions:(Locked until B rank)
- Spell Fusions(Locked):
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Vierorin on 4th August 2015, 7:43 pm; edited 14 times in total