Primary Magic: Flame God Slayer Magic (First Generation)
Secondary Magic: -
Caster or Holder: Caster
Description: Description: God Slayer Magic is the Lost Magic, created long ago, to slay Gods. This magic corrupts the element that is is coupled with, causing their color to change to black, and their effects to be almost corrosive. This particular version of God Slayer magic, is Flame God slayer. (Derived from any Flame God, but specifically learned by Hephaestus for Ardere) The black flames are much stronger than normal flames, at higher ranks destroying what they touch, not just burning. These flames all come from the body in some way or form, as with any slayer magic, making them fit perfect with a physical fighter. The black flames are hard to control, therefore require much training and concentration. The only flames stronger than that of a Flame God Slayer, could be that of a Fire Demon Slayer. This magic is a very destructive and aggressive form of fire magic, even more so than expected. The magic was created to kill gods, therefore it must be powerful. First Generation God slayer magic must be learned from a God, and their power must be taught to a human mage.
Style: Ardere learned Flame God Slayer from Hephaestus, and just like his previous magic, as to be coupled with martial arts. Being proficient in several martial arts himself, he find this magic to suit him quite comfortably. Throwing in kicks or punches covered in flames would be quite common, but he also emits the flames from his body coupled with strikes for extra effect. When it would appear to be a normal punch, the opponent would then be slung back and scorched by the flames from the user's fist. He is a calculative mage, and uses his surroundings to advantage, which is useful considering this magic is fire based, and can set fire to many materials. Paired up with acrobatics, the field will be covered in flames, making it hard for the opponent to see what he is doing, when Ardere himself can see through the flames. He is not afraid to use tricky tactics such as blinding, and would not be opposed to surprise attacks.
Strengths:
- Strong against: Ice magic, Metal Magic, Plant/Nature Magic.
- Due to it's phsyical nature, the user is naturally faster/stronger than most mages.
- The flames can hit hard like concrete, almost physical, if need be.
- Can consume any fire magic. (Other than Demon Slayer)
Weaknesses:
- Weak to Earth Magic.
- Weak to Water Magic.
- Takes concentration to make sure the flames dont get out of control and light everything on fire, if concentration is broken, it can get out of control and cause collateral damage.
- Can be eaten by demon slayers.
- All spells must be physical, or come from the body.
- Lineage:
- Legacy of the Fire King
Wielder: Ardere Kasai
Description: Thousands of years ago, Prometheus brought fire magic to the world of mortals. The power of fire was not easy to harness, and could not be freely given throughout the world. Thus it was given to one family first, the family who's name would forever be in flames; the Kasai clan. The four great clans of Midi reach represented one of the four main elements, but many other clans would rise across the years. The Kasai clan were not the only fire clan, but they were the first and the strongest around in terms of fire. So much so, that their name would be known for years to come. This clan showed mastery in flames that would not be matched for years to come, understanding it so well that they could bend flames at will. No flames, magical or otherwise were safe from the control of this clan. They were not evil, but they were powerful and were feared. The Kasai clan was the first group of fire mages, the leader of this clan being known as the "Fire King". The Fire King was so proficient in magic, that even Prometheus himself feared his power. After many years, fire magic had spread, and was taught to many clans. Unfortunately, the king died due to natural causes. Without their leader, the clan broke apart. Each section spread across the lands, the main branch arriving in what is known as Midi. While the clan no longer possessed the prowess and power it once had, they still kept the fire magic line, pure flames and still the masters of it's art. There is only one surviving member of this clan left today, and he still bears the name that means fire. The only man with this ability left, and the only man who can carry on this bloodline. This man just so happens to be a direct descendant of the Fire King, the only one able to carry on with his legacy. Unfortunately, it is said that each Kasai will die in flames, whether or not it is at an old age or a young age is up to that person. Every Kasai's who's death is on record, has died in flames.
Ability: Pyrokinesis: (Active) The earliest of fire magic abilities, allowing one to control flames both magical and non magical. While this is an ability many fire mages can learn, the Kasai clan is born with it due to the power they were given by Prometheus. It is a purely mental control of flames, comparable to a psychic ability but with fire. Other such ones include cryokinesis or telekinesis. During the duration of the post that he uses it on one ability, he can shape the fire into any shape he wants, but he can never change the amount of fire, that will be however much was put by the user or the natural flame. Note: The user cannot control the flames of a fire mage who is a rank higher than them, or spells a rank higher than them.
Flame Superiority: (Passive) Due to the user being the master of fire magic, all fire spells/abilities are 25% more potent. (25% stronger) Kasai mages are born with such a preference to fire, that their spells are passively stronger than they would be at base strength. This shows their supremacy in fire, being able to overpower mages even of their own rank.
Flame Sense: (Passive) Being so in tune with flames, Ardere can sense their location. He can sense the location of any fire, be it magic or natural from 750 m away. As a Kasai mage, he was born with the ability to sense the location of fire. Fire is so important to his livelihood, that it has adapted his senses to be able to tell where it is. This ability is similar to normal magic sensory, but enhanced and specifically focused on fire magic rather than normal magic.
Usage: Pyrokinesis can be used up to three times per thread, and the control only lasts for the post that he uses it. It can be used on enemy spells/abilities, or a natural source of flame. Both enemy and his own spells. Non magical flames (natural sources) can not be more than 20 m worth of control. Flame Superiority and Flame Sense are both passive abilities, thus are always active.
Unique Abilities:
- Magic Abilities:
- God skin: Resistance to fire and fire type magics: (Not from slayer abilities, but a separate ability)
2 ranks above: 20%
1 rank above: 30%
Same rank: 50%
1 rank below: 75%
2 ranks below: 100% - Hephaestus' Sight: Due to the nature of Ardere's fire magic, he can see through fire spells of his own rank. Meaning even if the room is covered in fire, which would normally block sight, he can see through it. (Sight up to 45 m away)
- God Speed: Due to god slayer magic being that of a god, his body mimics that of a god, to be able to slay them. (Increase to speed-80%)
- God Strength: Due to god slayer magic being that of a god, his body mimics that of a god, to be able to slay them, even his legs. (Increase to strength-80%)
- Godly Afterburn: Due his body being so attuned with flames, the first two physical hits Ardere lands with his body will leave a small patch of flames no bigger than a foot in diameter. This flames will burn throughout one of the target's posts, dealing .25 rank damage per patch. Meaning if he lands two hits in one post, which is the max that can be dealt, he will deal .5 rank damage with the flames. (Not subtracting from the strike(s) he performed that turn)
- Flame Embodiment v1: Due to receiving massive injuries from his A rank exam, Ardere's body was forced to overuse his fire magic so much, that he became part flame elemental. This means, his insides are basically made of fire. He can control this at will, so he can hug people or grab onto objects. But when physical attacks, made by a weapon or body, hit, they will go straight through him. This does not mean the attacks are negated, they just do less damage to him, 25% to be exact. (Or a quarter a rank) In addition to this, the body part or weapon that goes through him, will take half of Ardere's rank in physical damage. With this ability, he is considered a Demi-Elemental of Fire.
- Sigil of the War God: Due to Ardere's training with the God of War; Ares, he now has the ability to turn any single object he wishes into a weapon. He does this by encasing the object he picks up in a fiery aura, giving it the damage of a Legendary weapon rather than just plain old tossing a stick damage. This has the restriction of not being abl to take apart an object and use individual parts as weapons. For example, he can not use each chair leg on a chair as a weapon, but rather the entire chair. When he activates this ability, the tattoo he received from Ares will light up. The tattoo is how he accesses the sigil, and covers his entire left arm. Link to pic
- God skin: Resistance to fire and fire type magics: (Not from slayer abilities, but a separate ability)
(Slayer Perks are separate but still taken into account, aside from the slayer resistance. This is completely overridden by the one above.)
Spells:
- D ranks:
- Flame God's Palm:
- Name: Flame God's Palm
Rank: D
Type: Fire/Offensive
Duration: Instant
Cooldown: 2 posts
Description: The user strikes at their target with either palm, sending cylindrical blast of flames up to 5 meters away at 10 m/s, giving first degree burns. If directly, the target will be knocked back 3 m. (B rank and higher mages are unaffected by the knockback, and C rank mages only get half of it.
Strengths:- Strong to metal, ice, and nature magic.
- Good at close or long range.
- Has knock back of 3 m.
Weaknesses:- Weak to water and earth magic.
- Flames limited range.
- Flames only last the post used.
- Only fired in one direction.
- Strong to metal, ice, and nature magic.
- Flame God's Kick:
- Name: Flame God's Kick
Rank: D
Type: Fire/Offensive
Duration: Instant
Cooldown: 2 posts
Description: The user sends a kick towards their target, and a crescent shaped arc of flames is launched at the target up to 10 meters away at 10 m/s. The arc is 5 m wide and half a meter thick. It gives first degree burns.
Strengths:- Strong to metal, ice, and nature magic.
- Good for long range or close range.
- Couples well with Heel Blast.
Weaknesses:- Weak to water and earth magic.
- Leaves user slightly open, due to motion of the hip.
- Limited to range.
- Fires in the one direction.
- Strong to metal, ice, and nature magic.
- Flame God's Gauntlets:
- Name:[/b] Flame God's Gauntlets
Rank: D
Type: Fire/Offensive
Duration: Duration (3 posts)
Cooldown: 3 posts
Description: The user's arms are coated in flames, which can be used in hand to hand combat in any way. The flames last the duration and give minor burns with each strike. The burns only deal damage the post they are inflicted, they do not linger. (.5 D rank each post)
Strengths:- Strong to metal, ice, and nature magic.
- Lasts multiple posts.
- Perfect for hand to hand combat.
Weaknesses:- Weak to water and earth magic.
- Only deals .5 of a D rank damage each post.
- Only lasts stated posts.
- Must make direct contact to deal damage.
- Strong to metal, ice, and nature magic.
- Flame God's Heel:
- Name: Flame God's Heel
Rank: D
Type: Fire/Supplementary
Duration: Instant
Cooldown: 2 posts
Description:
Strengths: The user blasts flames from their feet, and launches themselves at 10 m/s, up to 10 m away in any one direction. The stream has a diameter of 3 m.- Strong to metal, ice, and nature magic.
- Good for quick escapes.
- Helps with acrobatic attacks.
Weaknesses:- Weak to water and earth magic.
- Purely supplementary, no defense.
- Only fast enough to dodge D ranked attacks.
- Can only launch in one direction.
- Strong to metal, ice, and nature magic.
- C ranks:
- Flame God's Counter:
Name: Flame God's Counter
Rank: C
Type: Fire/Defensive
Duration: Instant
Cooldown: 3 posts
Description: The user swipes either of his legs in a crescent like motion, propelled by a 10 m by 5 m arc of flames with his leg/foot at 20 m/s, which he uses to swipe a spell of up to C rank in strength, to the side, canceling it out. (Unless elemental differences were included, meaning if fire was strong to it, it would cancel a B rank, but if it was weak, a D rank would stop it)- Strong to metal, ice, and nature magic.
- Good close range block.
- Completely disperses the spell it swipes, rather than redirecting, therefore preventing collateral damage.
Weaknesses:- Can only block one spell
- Can only block at close range.
- Weak to water and earth magic.
- Can only be used if the user can move.
- Strong to metal, ice, and nature magic.
- Flame God's Crashing Wave:
- Name: Flame God's Crashing Wave
Rank: C
Type: Fire/Offensive
Duration: Instant
Cooldown: 3 posts
Description: Ardere lifts his hand or hands upwards, causing flames to lift up from the earth at 20 m/s. The wave is 20 meters in length, 5 meters wide, and 5 meters tall. If a target is hit, they will receive stronger minor burns and be knocked back up to 5 meters.
Strengths:- Strong to metal, ice, and nature magic.
- Good at close or long range.
- Has knock back of 5 m.
Weaknesses:- Weak to water and earth magic.
- Only fired in one direction.
- Flames only last the post used.
- Flames limited range.
- Strong to metal, ice, and nature magic.
- Flame God's Ragnarok:
- Name: Flame God's Ragnarok
Rank: C
Type: Fire/Offensive
Duration: Instant
Cooldown: 3 posts
Description: The user presses his hand against a surface (like the ground or a wall), and emits the fiery energy from within his body into that surface. Then flames will burst from within that surface, in a 20 meter area around the user. If anyone is hit, they will be knocked upwards up to 5 m and given stronger minor burns. This surface will be ripped apart, and rubble will be scattered throughout the area. (Rubble travels up to 5m away from surface)
Strengths:- Strong to metal, ice, and nature magic.
- Good at close or long range.
- Has knock up of 5 m.
Weaknesses:- Weak to water and earth magic.
- Deals 100% of its rank in damage upon impact in the center, but only deals 75% of its rank in damage in the affected area
- Flames only last the post used.
- Flames limited to range.
- Strong to metal, ice, and nature magic.
- B ranks:
- Flame God's Impeding Scorch:
- Name: Flame God's Impeding Scorch
Rank: B
Type: Fire/Offensive
Duration: Instant
Cooldown: 3 posts
Description: The user performs a side kick, and fires an orb that is 3 m long and 1 meter thick at 50 m/s up to 30 m away. Whatever this orb comes into contact with, be it person or object, will initiate a 30 m explosion that travels at the same speed as the orb itself. Anyone hit by this will be knocked back 10 m, with second degree burns and 1 cm of flesh withered away. If the user's kick collides with a target, the orb that would normally form will overload due to not being able to fire, and explode immediately. This makes it usable at all ranges, but the explosive force makes it dangerous in enclosed spaces and to allies.
Strengths:- Can be used at all ranges.
- Knockback of 10 m
- Can take out multiple targets.
Weaknesses:- Can easily harm allies.
- Contact must be made with the kick or orb.
- Attack can be easily predicted as a kick initiates it.
- Dangerous in closed spaces.
- Can be used at all ranges.
- Flame God's Damnation:
- Name: Flame God's Damnation
Rank: B
Type: Fire/Offensive
Duration: Instant
Cooldown: 4 posts
Description: Ardere coats his arms and legs in black flames, then pivots his body to initiate the attack, and spins. One the pivot occurs, the attack will continue even if the user doesn't complete a full spin. Four torrents of flames burst from his body at 50 m/s, one from each area where the flames were charged. These Torrents spiral around his body, and continue outwards up to 30 meters. Each torrent starts 1 m in length and width, but the torrents spiral around to form a completely radial circle around the user progressively until it reaches it's max length. Growing to be 30 m in length and 3 m wide/thick. Damage wise, it can give second degree burns as well as cause some bits of skin and 1cm of muscle in spots to wither away on the point of impact. Small buildings and trees will begin to crack, and slowly crumple. The damage is B x 1.5.
Strengths:- Strong to metal, ice, and nature magic.
- Can hit multiple targets.
- Will break through non magical buildings or objects the size of the spell.
Weaknesses:- The initiation for the spell is easy to spot.
- Spinning leaves the user slightly vulnerable.
- Weak to water and earth magic.
- Can easily hit allies.
- Strong to metal, ice, and nature magic.
- Flame God's Bellow:
- Name: Flame God's Bellow
Rank: B
Type: Fire/Offensive
Duration: Instant
Cooldown: 4 posts
Description: Ardere exhales a massive amount of flames at 50 m/s in a cylindrical shape at his target. These flames can reach up to 100 m away and give second degree burns as well as cause some bits of skin and 1cm of muscle in spots to wither away on the point of impact. The bellow is 10 m wide.
Strengths:- Strong to metal, ice, and nature magic.
- Good at both close or long range.
- Causes structures the same size as the blast to break into pieces due to the destructive nature of the flames.
Weaknesses:- Activation of the spell is a bit easier to predict, due to the mouth opening.
- Ardere's jaw must be able to open to use.
- Weak to water and earth magic.
- Could easily hit allies.
- Strong to metal, ice, and nature magic.
- Flame God's Infernal Swipe:
- Name: Flame God's Infernal Swipe
Rank: B
Type: Fire
Duration: Instant
Cooldown: 4 posts
Description: Ardere swipes his arm/sword and sending a massive arc of black flames, large enough to be considered more of a curved wall. The degree of curvature is about 90 degrees. The wall being 40 meters tall, 60 meters long, and 5 meters thick is fired at 40 m/s up to 60 meters away. Damage wise it withers away some flesh and gives moderate burns.
Strengths:- Strong to ice, nature, and metal.
- Can be channeled through a sword.
- The arc of flames can be launched, or summoned right in front of the user.
Weaknesses:- Weak to earth and water.
- Requires a movement to activate.
- Can only be launched or created in front of the user, not both.
- Only fired in one direction.
- Strong to ice, nature, and metal.
- A ranks:
- Flame God's Heatwave:
- Name: Flame God's Heatwave
Rank: A
Type: Fire (Offensive/Supplementary)
Duration: 4 posts
Cooldown: 5 posts
Description: Ardere heats up the area around him in a 50 meter radius. This will have lasting effects on both the area around him and the targets within the area.
Post 1: The target(s) will feel 25% of the effects, and begin to feel slightly weak from the heat. Their speed and strength will decrease by 10%. The area around him will begin to slowly turn black, any plants will begin to die.
Post 2: The target(s) will feel 50% of the effects, noticeably weaker than before. They will notice their body temperature rising, like a slight fever. Their speed and strength will decrease by 30%. The ground will be noticeably black, and all plants will be near complete death.
Post 3: The target(s) will feel 75% of the effects, and be extremely weak, barely able to stand. Their speed and strength will decrease by 50%. Their body temperature will have significantly risen, like a bad fever. The ground will crack, and the plants will all die.
Post 4: The target(s) will feel 100% of the effects and will have their strength/speed decreased by 80%. Their blood will be slightly boiling, and all plants will turn to dust. The ground will look black and cracked.
Note: Opponents must stay inside the area to feel the full effects, every post outside of the area, 25% of the effects will wear off. Also, C rank damage is dealt very post, meaning it is A all together, but only A, no more than that. Another note, the effects do not stack upon the opponent(s), but rather increase.
Strengths:- Strong to nature, ice, and metal.
- Affects multiple targets. (Max of 4, any enemies within the zone.)
- Can knock out opponents.
Weaknesses:- Weak to earth and water. (Halves the effects)
- Damage dealt out across the posts, so avoiding the entirety of the damage is possible.
- Very obvious to tell how far the range is, due to it's effects on the environment.
- Full effect is only given if target(s) stay in the area for the entire four posts.
- Strong to nature, ice, and metal.
- Flame Gods Judgement:
- Name: Flame God's Judgement
Rank: A
Type: Fire
Duration: Instant
Cooldown: 5 posts
Description: Ardere grabs his target, whether it be an object or a person. But he performs a strike, gripping it, hence the name. As soon as his hand comes in contact with the object, he will transfer fiery energy from within his body to the point of contact, creating a massive explosion. This explosion travels at 60 m/s, and is 75mx75m (Range of 75 m basically). The damage is in terms of AoE. The explosion will rip through buildings and the ground itself, causing fractured bones and bits of withered away flesh from the destructive flames.
Strengths:- Strong to nature, ice, and metal.
- Good at close range.
- Cause a large explosion.
Weaknesses:- Weak to earth and water. (Halves the effects)
- Must touch the target.
- Could easily harm allies.
- Easy structural damage could cause self harm. (If hit by any rubble, will take 50% of the spell's damage)
- Strong to nature, ice, and metal.
- Flame God's Gungnir:
- Name: Flame God's Gungnir
Rank: A
Type: Fire
Duration: Instant
Cooldown: 5 posts
Description: Ardere thrusts one of his arm's forward, sending spiraling flames from his forearm, or the weapon he is holding. These spiraling flames travel at 60 m/s, up to a range of 80 meters. The spiral of flames resembles the shape of a cylinder with a rounded tip to it, having a diameter of 40 meters. Anyone hit by these flames will receive massive burns, bits of flesh withered away, and be knocked back 20 meters. (Knock back is halved by every rank higher than the spell, and is doubled by every rank lower than it. Deals A rank damage) The spiraling of the flames makes the spell look almost like a drill, even grooves form in the flames, not deep enough to affect the diameter though.
Strengths:- Strong to nature, ice, and metal.
- Can be channeled into a weapon.
- Good at any range.
Weaknesses:- Weak to earth and water. (Halves the effects)
- Easy to spot activation.
- Only fired in one direction.
- Requires a physical movement to be used.
- Strong to nature, ice, and metal.
(Purchased Spell Slot)- Inferno Drive:
- Name: Inferno Drive
Rank: A
Type: Fire/Supplementary
Duration: 5 posts
Cooldown: 6 posts
Description: When Ardere activates Inferno Drive, a black aura of God Slayer magic will coat his body. This black aura is thick and dark just like his god slayer flames, even flickering like them. When in this form, both his speed and his fire magic effectiveness (damage/defense essentially, depending on if it's a defensive or offensive spell) are increased in power. His speed is increased by 40%, and his fire spells/abilities are increased by 40% in effectiveness. This Drive is for when he powers up.
Strengths:- Increases speed/fire magic by 40%
Weaknesses:- The aura makes him an easier target.
- Due to two stats being boosted, it is lower than a normal boost.
- Appearance:
- Increases speed/fire magic by 40%
(Spell slots from raffle)- Flame God's Cloak:
- Name: Flame God's Cloak
Rank: A
Type: Fire
Duration: 5 posts
Cooldown: 6 posts
Description: A full body length cloak forged of pure black flames forms across the user's shoulders. This cloak can be used in a purely defensive manner, covering the entire body if need be. The cloak is treated as purely fire based, meaning it will always give off some sort of light, but being made of a more physical flame, it can be used to block physical attacks if need be. It can take up to two A rank spell attacks worth of damage before being destroyed, otherwise it lasts until the end of the duration.
Strengths:- Strong to ice, metal and nature magic.
Weaknesses:- Weak to water and earth magic.
- Only defensive in nature.
- Strong to ice, metal and nature magic.
- Flame God's Scatter:
- Name: Flame God's Samurai Scatter
Rank: A
Type: Fire
Duration: Instant
Cooldown: 5 posts
Description: The user brings their hand, or the blade in their hand, in a downwards motion. This causes a transfer of fiery energy from the conduit of their choice, to be sent into the ground or whatever surface the user is standing on. A series of katana blades made of pure flames will erupt from the ground at 60 meters per second. The katanas can reach up to 60 meters in height, each individual blade being controlled in height. They deal flame damage, as well as a form of piercing if the target is large enough. Due to this spell being so thin, only 2 meters per blade (the blades are attached, so there is no room to move between them), the range is increased, thus making the range 120 meters. This is a massive disadvantage as an opponent could easily dodge it, but an advantage against larger or longer opponents. The earth or surface will be scorched and ripped to pieces along this area.
Strengths:- Extra range.
Weaknesses:- A motion is required to activate it.
- Very thin attack, could be dodged easier than most.
- Extra range.
- Flame God's Odin:
- Name: Flame God's Odin Strike
Rank: A
Type: Fire
Duration: Instant
Cooldown: 5 posts
Description: The user presses his hand against a surface (like the ground or a wall), and emits the fiery energy from within his body into that surface. Then flames will burst from within that surface, in a 40 meter radius around the user. If anyone is hit, they will be knocked upwards up to 20 m and given strong burns. This surface will be ripped apart, and rubble will be scattered throughout the area. (Rubble travels up to 20 m away from surface)
Strengths:- Has a knock up of 20 m
Weaknesses:- Requires a surface or object large enough to use this spell on
- Could easily harm allies or allied structures
- Has a knock up of 20 m
- S ranks:
- Blazing God of Valor:
- Spoiler:
Rank: S
Type: Fire/Offensive
Duration: 7 posts
Cooldown: 8 posts
Description: The user's body is surrounded by flames that take the shape of Samurai armor holding a sword from the waist up. These massive flames form around the user almost like being inside of a mech, and the user can mentally control it's movements. This form is completed composed of fire, and will deal damage to anything it touches. The user is not safe from damage while inside of the armor, as this spell is offensive not defensive. The sword can break through large structures of it's own size due to destructive power. The form itself is 30 meters tall, and the torso is in a 7 meter radius around the user. The sword is 25 meters in length. The armor is positioned around the user and will always move with him at whatever speed he is moving at, and it's movements will be just as fast as his.
Strengths:- Strong to nature, metal, ice.
- Can use other spells without interfering with the structural integrity of the armor.
Weaknesses:- Weak to water and earth.
- Very bulky and makes the user stand out.
- Easy target due to size.
- Flame Emperor:
- Appearance:
Rank: S
Type: Fire/Offensive
Duration: Instant
Cooldown: 7 posts
Description: The user summons a massive ball of black flames in front of his hand that has a diameter of 100 meters. This fire ball is fired off at 80 m/s towards whatever target the user has in mind. This massive ball of flames can bust through buildings of it's own size, and when it hits leaves a massive crater. A person hit by this spell would be injured severely with flesh withering away from the corruption of the god slayer flames.
Strengths:- Strong to ice, nature, and metal.
- If hitting the ground or a surface, it creates a crater 30 meters further in all directions of the point of impact. (Instead of a crater the exact size of the fire ball, it is 30 meters more)
- Massive destructive force, could level city blocks.
Weaknesses:- Weak to earth and water magic. (halves effects)
- Can only be fired in one direction.
- Due to size, could easily harm allies.
- Massive spell means it can be seen coming from far away, makes the user an easy target and the spell easier to perceive.
- Ifrit's Blade:
- Name: Flame God Dark Arts: Ifrit's Blade
Rank: S
Type: Fire/Offensive
Duration: 6 posts
Cooldown: 7 posts
Description: The user summons a long sword completely composed of black flames, that is 1.5 meters in length. This sword can be used for melee attacks, but will deal spell damage rather than physical damage, as it is a spell. The sword can be wielded in just one hand, or two. Any limbs that are cut off, or any objects that have pieces removed by this blade, will turn to ash.
Strengths:- Strong to ice, nature, and metal.
- Any limbs it removes turns to ash.
- Can cut through solid steel.
Weaknesses:- Weak to earth magic. (halves effects)
- Weak to water magic. (halves effects)
- Extremely close range, almost contact close.
- Must touch the target to deal damage.
- Strong to ice, nature, and metal.
- Incineration Cannon v1:
- Name: Flame God's Dark Arts: Incineration Cannon v1
Rank: S
Type: Charge-up/Offensive (Fire)
Duration: 1 post to charge, fired on the next.
Cooldown: 7 posts
Requirement: The user must have his dominant arm available.
Description: Ardere points his arm at his target, and in the first post, the charging post, magic seals appear up his arm like wrist bands, but all the way up. A magic circle appears at his wrist, the center of his forearm, his elbow, the center of his upper arm, and his shoulder. He may choose to grab his own arm to stabilize himself and make it easier to aim.
On the second post, he fires a massive blast of flames at his target, almost like a searing hot beam. This beam reaches a range of 150 m at 150 m/s. It is 50 m wide radially, and is shaped like a cylinder when fired. Any structures caught in the blast, including the ground, will be vaporized. Anyone hit by this spell will be severely burned, with flesh withering away, and knocked back 50 m. This spell, however, is very unstable and has a good amount of recoil, shattering every bone in his dominant arm. It must be the dominant arm, because this is his most used.
Strengths:- Extra 75% damage due to charge up.
- Massive range and size.
- 50 m knockback
Weaknesses:- Breaks every bone in the user's dominant arm/hand/shoulder, making it unusable for the rest of the thread unless healed with a healing spell equal to Ard's rank.
- Deals 50 damage to the user
- Must be charged an entire post before fired.
- Can only be fired in one direction.
- Extra 75% damage due to charge up.
- Signature Spells:
- Starter Signature Spell:
- Name: Flame God's Crash
Rank: Ranks with user (Currently A)
Type: Fire/Offensive
Duration: Instant
Cooldown: 2 posts
Description: The user punches, propelling himself with flames that surround his body at 100 m/s. These flames surround his body in a 9 meter radius outwards from his body, and leave a stream (120 m long max) behind his body. If hit by the punch, minor burns and bruising will occur, as well as a knockback of 30 m. If hit by the stream, only minor burns will occur. The stream only lasts the one post. (He is basically the front of a flaming cylinder to punch his opponent with)
Strengths:- Strong to metal, ice, and nature magic.
- Leaves a stream.
- Has knock back of 30 m.
Weaknesses:- Weak to water and earth magic.
- Only fired in one direction.
- Stream only lasts the post used.
- Flames limited range.
- Strong to metal, ice, and nature magic.
- Weak Weapon Signature Spell (C rank):
Name: Flame God's Dash
Rank: C
Type: Fire/Supplementary
Duration: Instant
Cooldown: 1 post
Description: The user blasts flames from his feet to dash forward in any single direction at 30 m/s. The max range he can dash is 30 meters, leaving a streak of flames that does not deal damage in it's wake.
Strengths:- Strong to nature, ice, and metal.
- Quick dodge.
- Can be used for a quick melee attack
Weaknesses:- Weak to earth and water.
- Can only fire in one direction.
- Provides no direct defense.
- Easy to see the direction in which is being traveled, making it's movement predictable.
- Strong to nature, ice, and metal.
- Strong Weapon Signature (B rank):
- Picture:
Rank: B
Type: Fire/Offensive
Duration: Instant
Cooldown: 2 posts
Description: Ardere strikes either or both of his arms downward, causing black flames to erupt upwards from the ground. This is due to the transfer of energy from either his arm, or the arm through the blade. This flames erupt like thin mountains, reaching a height of 40 meters, a width of 20 meters, and a length of 60 meters. This eruption occurs at 40 m/s.
Strengths:- Strong to nature, ice, and metal.
- Can be channeled through a weapon.
- Great ranged attack.
Weaknesses:- Weak to earth and water.
- Thin attack for a B rank.
- A movement is required to initiate.
- Only fired in one direction.
Strong weapon purchases- Legendary Weapon Signature (A rank):
- Name: Flame God's Yggdrasil
Rank: A
Type: Fire-Offensive/Defensive
Duration: Instant
Cooldown: 5 posts
Description: Ardere spins his hands in a circular motion, creating a flame circle parallel to his chest. This circle can stop a projectile(s) equal to A rank, rather than two A ranks like a normal defensive spell. It is a minimum of 1 meter in diameter, and a max of 20 m, depending on how large the oncoming spell is. Then, once the projectile(s) is stopped, the user causes the projectiles to explode, sending an explosion forward. This explosion moves at 70 m/s up to 60 m away. The explosion only deals 75% of A rank damage, withering some flesh and burning opponents.
Strengths:- Strong to nature, ice, and metal.
- Provides a high power explosion.
- Good at any range.
Weaknesses:- Weak to earth and water.
- Only 75% damage
- Only fired in one direction.
- Requires a physical movement to be used.
- Strong to nature, ice, and metal.
- Spell Fusions:
- Flame God's Apocalyptic Tremors:
- Name Flame God's Apocalyptic Tremors
Rank: B (C+C)
Type: Fire&Energy/Offensive
Fused Spells Flame God's Ragnarok + Tremor v1
Ardere utilizes the effects of both Ragnarok and Tremor by pressing his hand or foot onto a surface, then creating an earthquake. However this is no normal earthquake, the earth will split and crack, spewing flames at multiple angles in a 40 meter area at 40 m/s. This will appear as if the ground beneath the use is exploding. Any buildings 20 m or lower in height will crumble at the power of this spell. It will also knock anyone hit by it upwards 15 meters. Combining the damages to give both broken bones and heavy burns that wither away the skin from the corrupted energy in god slaying magic.
- Flame God's Earth Shatter:
- Name: Flame God's Earth Shatter
Rank: User's Rank + A
Type: Fire&Energy/Offensive
Fused Spells: Flame God's Crash + Impact Punch
The user punches forward like they normally would, only their fist and arm encased in flames, but still leaving the standard trail. When their fist collides with their opponent, it launches them up to 60 more meters away at 40 m/s more than usual. As they are launched, a trail of crash energy and black flames will be left in their wake, creating an almost golden flame. They will be covered in burns, some flesh withered away, and many broken bones. If this collides with a surface, it will leave a 100mx100m crater. Anyone caught in the shockwave in a 50 m area will take 75% damage, and anyone caught in the 50 after that will take 50% damage. The ultimate punching spell.
- Flame God Secret Art:
- Name: Flame God's Secret Art: Fenrir
Rank: A+A (S)
Type: Fire/Fire/Offensive
Fused Spells: Flame God's Judgment + Flame God's Odin Strike
The user either slams their hand into a surface, or grips their hand around an object to activate this spell. A massive 120 meter explosion with an added 40 m/s speed is set into motion, ripping apart the structure or any structures in it's way. (Fired in front of the user) This black this explosion is enough to disintegrate certain types of rock and stone it comes into contact with. The user's hand will temporarily turn black at the activation of this spell.
- God's Finale:
- Name: Flame God's Finale
Rank: S + S
Type: Fire/Offensive/Charge up
Fused Spells: Incineration Cannon v1 + Flame Emperor
The user charges up the spell like normal, with the magic circles appearing up his arm for one post, then he fires the blast. Except this time the blast is much larger, and travels at 50 m/s faster than before, with a rounded shape on the edges due to the fusion of a sphere. The blast is 200 m long and causes an impact with an extra 50 m shock wave. All hit with the blast take full damage, but any hit by the shock wave only take half. All strengths and weaknesses of both spells still apply.
Last edited by Ardere Kasai on 13th October 2016, 5:29 pm; edited 79 times in total