Magic
Primary Magic: Glacier God Slayer: The Frozen Blood.
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: After wandering through the Cajun swamps of area outside Fiore Sayrn found a demon of flame that told and whispered in her ear that it could help ease her trouble with her blood and mutations for the right price. When the price was payed the god smiled a wicked grin and taught her the ways of the Glacier God Slayer and fulfilled its end of the bargain by freezing the very blood that ran through her veins with her venomous and dangerous blood frozen in ice and with the ability to devour it she then began her long trek back to Hargeon training herself to use her new found powers but also on how to keep her blood frozen in check.
With quick moves and deadly precision Sayrn can use her new magic to completely shred enemies apart and tear their bodies apart; however due to her nature she tends to go the less lethal route tending to hit areas on the body with precision ice that would cripple them and allows her to not ruin her clothes or have to worry too much about her blood unfreezing.
Strengths:
Weaknesses:
Unique Abilities:
Spells:
Primary Magic: Glacier God Slayer: The Frozen Blood.
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: After wandering through the Cajun swamps of area outside Fiore Sayrn found a demon of flame that told and whispered in her ear that it could help ease her trouble with her blood and mutations for the right price. When the price was payed the god smiled a wicked grin and taught her the ways of the Glacier God Slayer and fulfilled its end of the bargain by freezing the very blood that ran through her veins with her venomous and dangerous blood frozen in ice and with the ability to devour it she then began her long trek back to Hargeon training herself to use her new found powers but also on how to keep her blood frozen in check.
With quick moves and deadly precision Sayrn can use her new magic to completely shred enemies apart and tear their bodies apart; however due to her nature she tends to go the less lethal route tending to hit areas on the body with precision ice that would cripple them and allows her to not ruin her clothes or have to worry too much about her blood unfreezing.
Strengths:
- The nature of her ice means it cannot be eaten by Demon or Dragon slayers.
- Has a large amount of Crowd Control due to the nature of ice.
- Combined with her enhanced body she is not just a ranged threat but also a danger to enemies near her too.
Weaknesses:
- Blut Vene: Her blood is no longer able to simply coagulate so any damages to her that normally a scab would form will continue to bleed unless she freezes over the area.
- Family Unfriendly: Her spells can almost all affect and harm her allies.
- Disgusting Food: Cannot eat her own ice to replenish MP.
- Fire, Ice not so nice: She deals 10% less damage to flame mages due to the fact they can melt her ice so it has less impact.
- Lineage.:
Spirit Link:
Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat.
Usage: Each form lasts for 3 posts and can be used once per thread.
The Berserker gains a giant two handed spirit claymore, capable of shredding through User ranked armours and defenses, up to A-Rank. No defensive or healing spells may be used in this form
The Guardian gains a massive shield of adamantum capable of blocking the equivalent of 3 A-ranked spells. No additional defensive abilities can be used in this form.
The Dragon gives the user the ability to fly and a roar of pure energy equivalent to a B ranked Dragon Slayer roar. Also can use claws and tail for basic melee damage. Cannot use any other spells or magic in this form.
- Slayer Perks.:
- God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart.
- Deals double damage towards Holy, God, and Angel type non-human beings.
- First Gen. God Slayers have learned the magic from the God of their respective element.
God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is cloaked in a shaded aura of their respective element) It puts all stats into the next range on the character scaling.
The spell power of each rank is increased to 150%.
In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
Lasts for 7 posts
- A slayer’s body is naturally going to be stronger than regular people’s due to their intense training which gives them a 10% buff to their durability, strength and speed. This amount is considered what it is like for a mage to be just above the capabilities of a mage of their rank.
- All slayers have a resistance to their own element,
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%- All slayers have enhanced senses,
- God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart.
Unique Abilities:
- Endes Blut: The frozen blood in her body while being ice has in fact increased her reaction timing allowing her to react 25% faster than a normal human would be able to.
- Blutwider: Due to the frozen nature of her blood she is capable of resisting 10% of the damage taken to herself
- Enhanced Physicality: Due to her mutations her body is capable of going 25% faster when running.
- Blutgift: When her blood was frozen a small remnant of its old toxic nature remained anyone that touches the icy blood of hers will take one instance of D-Rank damage.
Spells:
- Signature Spell.:
Name: Glacial Gods Bloody Bellow.
Rank: C-Rank.
Type: Offensive, Ice.
Duration: Instant.
Cooldown: 2 Posts.
Description: After Sayrn takes a deep breath a rune appears in front of her mouth and her arms with the runes on her arms siphoning her frozen blood to the main rune as she lets loose a large blast of black and red snow and ice which rips at anything it hits in a straight line in front of her traveling at 7m/sec with a range of 20 meters and a width of 5 meters dealing 100% C-Rank damage and leaving a trail of slick black ice in its wake.
Strengths:- Deals good damage in a straight line.
- Can use the ice path it creates to slip up enemies.
- Is able to break open thinner walls and such by freezing the structure allowing her to break down the wall.
Weaknesses:- Easy to avoid due to her having to take a deep breath and also cause it travels in a straight line.
- Can harm allies and slip them up due to the ice path.
- Is a very loud spell and can alert enemies to her presence.
- It can be blocked by thicker walls and obstacles.
- Deals good damage in a straight line.
- D-Rank Spells.:
- Glacial Gods Cross Cut.:
Name: Glacial Gods Cross Cut.
Rank: D-Rank
Type: Offensive, Ice.
Duration: Instant.
Cooldown: 2 Posts.
Description: With a quick slice of her hands in the air in a X shape she fires off two blades in a row each in the X shape towards an enemy made of black ice with each dealing 50% D-Rank damage traveling at 7m/sec and ranging at 15 meters max. If hit the enemy will be slowed by 5% with it stacking twice based on how many of the blades hit up to a max of a 10% slow.
Strengths:- The slow while minor can still help her even a bit.
- Tends to be good for close encounter situations due to making it hard to avoid the blades.
- Is good for leading enemies into her other skills or following up after them.
Weaknesses:- Can be blocked by obstacles in the way.
- She needs both her arms to use this spell.
- If only one blade hits then it is only half as efficient.
- Is predictable due to the arm waves she has to do.
- The slow while minor can still help her even a bit.
- Glacial Gods Blut Schild.:
Name: Glacial Gods Blut Schild.
Rank: D-Rank.
Type: Offensive, Ice
Duration: Instant.
Cooldown: 2 Posts.
Description: Sayrn creates runes over her arms which siphon out her frozen blood and collects it around herself within seconds creating a sphere of black and red ice around her detonating it to create a massive area around her to get covered in the shrapnel of black and red ice shards dealing 100% D-Rank damage. (Range 15 meters. Shards travel at 7 m/sec)
Strengths:- Large AOE that is good for taking out a crowd.
- Can be used so long as she has blood in her veins.
- Does not take long to be ready again.
Weaknesses:- Can be blocked by obstacles.
- Is a danger to use against vampires (Or anything else that feeds on blood) due to the blood nature of the red shards.
- The shards are random in their spread and can be avoided.
- Can harm allies if they are in the area for it.
- Large AOE that is good for taking out a crowd.
- Glacial Gods Shard Scatter.:
Name: Glacial Gods Shard Scatter.
Rank: D-Rank.
Type: Defensive, Ice.
Duration: 2 Posts.
Cooldown: 4 Posts.
Description: Sayrn places her hand down on a spot as a small black ice flower grows in the spot she set her hand that has a 5 meter radius in which it will trigger on an enemy and explode firing tiny ice shards at the foe dealing 100% D-Rank damage. (Shard explosion range is 5 meter and travel at 2.5m/sec)
Strengths:- Can be used to lure an enemy into the trap she set for quick damage.
- Can be used to reroute enemies who already know what to look for.
- Is hard to see in the dark due to being made from the god slayers black ice.
Weaknesses:- If hit with 1 D-Ranks damage from a range it will destroy the flower.
- Is easy to see during the day time.
- The spell may go to waste if never come across by enemies.
- Is harder to use in wide open spaces.
- Can be used to lure an enemy into the trap she set for quick damage.
- Glacial Gods Glaciate.:
Name: Glacial Gods Glaciate
Rank: D-Rank.
Type: Supportive/Offensive, Ice.
Duration: 2 Posts or until all four shards break.
Cooldown: 4 posts.
Description: Sayrn creates four runes in the air behind her that form four large and very sharp black ice shards that will follow behind her until she makes a physical attack onto an enemy wherein they fly at and attack the enemy she just attacked for 25% D-Rank damage each, (Travel at 2m/sec and are 5 meters long and 3 meters wide. following at 3 meters behind her.)
Strengths:- Can enhance her physical attacks by a ton.
- Helps combos into other spells while the enemies try to avoid the shards flying at them.
- Can be used to break down obstacles as the shards do a lot of collateral damage and will fly at whatever she hits.
Weaknesses:- If she misses a punch the shard will fly to where the punch landed.
- The shards are easy to predict and dodge but are still a threat.
- If all shards are gone in the first post then the cooldown simply starts.
- Shards can be destroyed in 1 hit from a D-Rank equivalent of damage.
- Can enhance her physical attacks by a ton.
- C-Rank Spells.:
- Glacial Gods Blood Scythe:
Name: Glacial Gods Blood Scythe.
Rank: D-Rank
Type: Offensive/Defensive Mix, Ice.
Duration: Instant.
Cooldown: 3 Posts.
Description: Sayrn stomps her foot onto the ground creating a rune that siphons blood from her body into the ground and after a second in a 5 meter radius around her curved Scythe blades come out of the ground around her dealing 150% C-Rank damage and slowing by 30% with the blades of ice rising at 4m/sec to a max of 8 meters tall. When it reaches max height they rake inwards towards Sayrn shattering when they reach her and traveling at 2.5m/sec.
Strengths:- Can be used in multiple ways for adaptability.
- Is good for catching a enemy in her ring and harming them while the blades rake in.
- Is good for a combo chain into other slows or for catching a full damage ring on a already slowed enemy.
Weaknesses:- Can be used on and affect allies.
- The scythes can be predicted if an enemy is used to their pattern to sneak out of her radius as the blades rise.
- She needs to have solid ground to stomp on for this to work.
- This is harder to hit on faster enemies that can slip by the blades.
- Can be used in multiple ways for adaptability.
- Glacial Gods Field.:
Name: Glacial Gods Field.
Rank: C-Rank.
Type: Defensive, Ice.
Duration: 3 Posts.
Cooldown: 5 Posts.
Description: Sayrn creates a small ball of black snow in her hand and throws it up to 10 meters away. One the ball lands the true magi begins as a 4 meter tall and 5 meter thick pillar of black ice covered in odd runes an symbols rises from the impact spot and begins to radiate a cold so fierce that anything in a 30 meter radius sphere of the pillar begins to slow by 30% against C ranks, 15% against B, (while A and higher are unnaffected ) for the entire time that the pillar is there and intact.
Strengths:- Can be used for massive amounts of slowing and crowd control.
- Is a great way to help slow large crowds even if it does no damage.
- Is a very good way to take pressure off herself while that is on the field to her advantage.
Weaknesses:- Can be destroyed in 2 hits of C-Rank damage or in 1 hits of B-Rank.
- It is a stationary field so quick enemies can get out of it.
- Can affect allies at half the amount of slow.
- The spell deals no damage and is only good for the slow it does.
- Can be used for massive amounts of slowing and crowd control.
- Lanza de la Ventisca.:
Name: Lanza de la Ventisca
Rank: C-Rank.
Type: Offensive, Ice.
Duration: Instant.
Cooldown: 3 Posts.
Description: Sayrn cups her hands together and pulls them apart as lance made from pure black ice forms as she pulls her hands apart with runes on both hands. When the lance is ready she throws it at her intended target and when it reaches the spot detonates as a massive column of razor shard black snow rips up anything in the radius for 100% C-Rank damage. (Spear travels at 10m/sec and can reach 20 meters away, explosion has a 10 meter blast radius.)
Strengths:- Is a devastating attack on enemies that have been slowed from some of her other attacks.
- The blast can take out many unlucky enemies who also get caught in the blast with the primary target.
- Is very dangerous to enemies that tend to group up a lot or if in a cramped area.
Weaknesses:- The spear can be destroyed midair if it takes one hit from C-Rank or higher damage directly.
- It can harm allies and civilians caught up in the blast.
- It is harder to use in a cramped space due to the fact if it hits a wall it will detonate early making it a waste of a spell.
- The blast can harm herself to if it is too close when it detonates.
- Is a devastating attack on enemies that have been slowed from some of her other attacks.