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ⓑ̮̫̥̜͎̘̫̜͉̬̻͙͈̣̞̠̈̎ͬ̍͐͂ͮ̔ͯ̏ͨ ⓛ̭͉̳̻̻̥̳̜̜̺͔̟̺͚̾̏̓̑ͣ͑ͦ͆̃ͬͫ̋̒ͭͣ̌ͯ̚ ⓞ͕̞̟̟̣̜̠̯̦͕̮̹̖̫̼͌̓̀̉͂̔̑̚ͅ ⓞ̯̘̰̟̯͖̩̦͓͉̦̜̙ͪ̈́̉̃ͤ̀̒͐ ⓓ̙̼͈̭͉̫͚̭͚̙̞̟͈͆̎̏̍ ⓢ͕̗̻̲̩̝̣̮͉͓̰̘̾̃̓̓ͨ͐ͭͬͨͬ͊̓̋̉͑ͩ͋ ⓣ̲͇͔̝͎͙͐̌ͪ̇͑ͅ ⓞ͇̱̞̿͒ͯ̃ͦ͑͑̄ ⓝ̺̬͚͎̦̦͎̋̅̓͂ ⓔ̜͕̳̬͕̼͇ͯͧ̍̊̾ͨ̔̈́ ̼̪͔͍͕̥͖͍̞̙͙̲̊̊ͨ̿̊ͭ̈́̈̈͂͒ⓓ̹̣̟̜̙̼̱̖̖͉̝͈͍ͭ̏̾ͬ̐́̐̿̿͌̍͛͛̾ͭͬͯͅ ⓔ̮͉̻̹̳͍̠̞͓̬̹͍͍͔̮̙̮͋ͤ̄͒̿ ⓥ̤̱̤̭̠̜͉̜͔͎̯̤͈̻ͩͫ͛̿ ⓘ͓̩͎͖̗̻̩̰͈̤̘̮̲̣̮̲̹ͪ̇ͧͨͣ̇͌ͮ̍̍ͬ͛̓ ⓛ͎̙̱̬̻̫̫͍̰͇̭ͩͥͩ ̬̣̞̪͕̬̟̅̾́̈͒̔̒ͤ͐́ⓢ͇͖͚̒̈̽͗̒̃̈́͑ͭͪ̅̽̀͗̉ ⓛ͈͎̳̟̥̗̯̘̻̉̌̇̎ͪ͒ͅ ⓐ͍̼̩̩͍̻͇̪̦͙͙̳̩̇̽̄̅ͯ̒̓̾̊ͦ͌̔͑̃ ⓨ̫̫͓̝͔̬͎̞̟͐̾͌̋͐̓͛ͣ̐̏̊̌͊̚ ⓔ͔̹͚̗̳̜̥ͥ̐ͧ͒ͪ͂ͦ̔ͮͣͯͫ̅̎ͯͦ̚ ⓡ̰͎̺̲̗͎̠̼̗͔̬͙̞̫͂̌ͬͬ̀̆̈̉
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Primary Magic: Hellstone Devil Slayer
Secondary Magic: Burning Titan
Caster or Holder: Lost - Caster
Description:
- Spoiler:
Hellstone Devil Slayer magic is the interpretation of Earth Demon Slayer magic as used by Captain Redlocke, better known as Siren. When Siren was flooded with excessive amounts of Acnologia's power directly pounding her into the afterlife - into hell - her magic and soul itself got screwed over hard in a manner that flooded her ties to the Ocean with the the earth she was driven into by Acnologia's attack, and sealed when she was reborn as a demon.
Normally a soul would be lost at that point. Being in hell by itself breaks minds, and the molten rivers give those broken souls new life as a demon. Regardless of the demonic ties, Devil slaying is a holy magic. A unique combination of holy power and demon adaption saw Siren through those rivers, and she was reborn without being bound to hell. Without being bound to a demon lord or arch-devil. Without completely losing herself to corruption.
The submersion sealed the change in Siren with the rebirth, and by her own power she was able to exit the waters without being lost until a devil fished her out for the Pits. From there she would get a feel for what has happened to her, unsure of what exactly the change was but understanding that her powers of water were replaced by that of stone, molten or otherwise. Adaptable by nature she'd grow accustom to it quickly as demons close on her position drawn by the echo of a powerful demon being born of the river. Her skin red tainted red by the fires, a long slender tail trailing behind her with leathery wings and a set of horns that emerged from her head.
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Siren used this and her similarly evolved burning titan magic to dominate in Hell. Hell itself was her weapon against opposition there. Great caverns so large the ceiling begins to fade with distance and smoke forming an ashy sky, lava dripping from above like rain areas with lakes and rivers of molten rock and a burning landscape of fires and many, many tortured souls that are left to writhe along the rivers for as long as it takes for demons to carry them away for their nefarious uses or to be given new life as a demon themselves. The souls that find themselves in hell were a resource here. Labor, food, material, and entertainment alike.
The demons were chaotic and lived strewn about the landscape in dens and pits of blood. To have an actual building was a sign of rank and status, a sign of power. The further Siren traveled, or as in the beginning- dragged, the more structures there were. Monuments of flesh and bone, built of stone and bone often with the undying bodies of tortured souls built into the structures themselves.
She was not in a position to defend herself at first. She had gained some feel for it in the beginning and used it to sustain herself. But her first weeks were one of physical torment at the hands of demons while she remained weak in mind and body while unfamiliar with the new magic that had replaced the one she had known for centuries. They treated her as they would a new demon, as something more than fodder but still something to be tormented and driven into subservience. Given the nature of what sort of demon she was and is, her captivity involved seeing many of the ruling class of demonkind and moving from one hand to the next like a commodity. All the while her hate grew, the pain of hell became background sensation, her strength returned as a result, and on her own she came to understand her new power.
When she was ready, after weeks of dealing with the demons, she struck. Hard. Fast. And in full force, holding nothing back and only getting more capable the further she went. Many demons opposed her over days of progress and bloodshed, and many demons were left impacted into shells of lava in her wake making her way to the main structure in the center of it all: A citadel of obsidian and the remains of great beasts. The archdevil of this layer of hell met her in combat that carried on for weeks. The advantage was already hers, but as the fight carried out more demons started to turn on each other, demons fighting demons. Not in a free for all... But for her. As is normal for a supremacy fight between authority over a layer, the demons were voting for their new overlord. With their fists, their weapons of war, and with their blood.
In the wake of Siren's victory, She became the new ruler of this layer of hell, ascending up the food chain as a devil. With this influence Siren was able to learn more about the layers, about histories and the politics of hell. She was on one of the highest layers of hell. The lesser layers. The layers grew in power and scale the lower one went. People like her were usually taken in on a lower level where the most powerful devils tormented the strongest of the once-living that had the misfortune of winding up in hell from their poor choices in life. The way she died, her ties to the Archdevil Calico, her existing demon characteristics, her dimension-crossing antics aboard the Saving Goddess. Who was to say what it was that caused her to fall to a lower layer instead, allowing her to gain her footing and secure power for herself rather than end up in a cage bound by devils in a lower layer.
As she understood the nature of the afterlife and came to a better understanding of her magic, Siren had a new tool to leverage against the denizens of hell: Release. Using her magic, Siren is capable of releasing the corrupt forms of the demons, purifying them and breaking their ties to hell. Siren suspects this is also only possible since she is the master of the layer and the authority over these demons is hers already, throw in some holy mojo and poof. With this gift the demons she purifies are freed and ascend to a neutral afterlife and are free from the suffering and eternal pains of hell's torment.
Years past for Siren in hell, every week on Earthland marking the passing of a new year in hell.
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Using Hellstone Devil Slayer magic, Siren is capable of generating and infusing the earth with her magic to cause eruptions, earthquakes, fissures. To generate pressure within stone for explosive effect. The earth she effects or creates becomes a red with veins of white within it, a red marble stone.
This magic tends to focus on structural and environmental damage, dealing wide-spread damage to an area rather than to certain targets or enemy mages, using things such as earth-shaking tremors and opening great fissures in the earth.
It's not without damage of course. But it's primary theme and stuff-to-expect are wide scale far-reaching effects that make the Hellstone Devil Slayer one of the last people you want to try to hide from behind castle walls.
With this magic, the environment itself tends to be the mage's weapon and earth will be utilized against opposition to control a battlefield, divide and conquer. The earth is the Hellstone Devil's plaything.
The red marble represents her flesh and blood. The white veins represent her soul and magic. Black stains represent the stain of Acnologia's touch, which had slain her.
This magic, or the process of evolving it and her time in hell, caused dramatic change in Siren herself. In the process of getting Ocean magic Siren had already taken on characteristics of a succubus as a medium that helped define her demon slaying. After being submerged in the rivers of hell, she was reborn as a full succubus. Changes as described in Appearance, character app.Her red-marble "Hellstone" appearance:
Strengths:
- Spoiler:
• Devil Slaying:
As a devil slaying magic Hellstone Devil Slayer is capable very effective at slaying the undead and demons/devils. Devil Slayer attacks are twice as effective against them and inspire fear and terror against such creatures capable of thought. Mindless undead being incapable of feeling anything don't care, but any intelligent creature can feel a holy power in this magic. They are resistant to "Curses", generally defined as dark/unholy-themed debuffs or stranger changes such as a curse that corrupts morality or something. Debuffs targeting her of such a nature have their debuff percentages reduced by 50% (As in a 10% becomes a 5%).
Hellstone Devil Slaying gives the user a potent edge in combat, as the slayer's body is strong and durable, quick and honed for the fields of battle. Siren has an added layer in that she's been through the fires of hell and back, facing against the endless horde and fought against archdevils. Siren is reborn with fighting and violence in her blood.
Hellstone devil slaying allows her to enter Devil Force, and to consume earth (Molten or otherwise) (She can consume flames that are on a burning rock or bit of lava, but cannot eat flames separately, and flames do not count towards MP gain.)
Visually this Aura can manifest itself as a "Halo" of light around her head as though just barely in the visible spectrum. Black flames of acnologia taint it, making it appear to be burning with darkness that clings to the light. Making her truly look like a Demon Saint.
• Earthen strength:
This magic is very tough and durable, with stone structures or formations that get left behind in the wake of this magic's use. Earth is a constant force and as such generally the spells cause a change, but the spell is not THE change. A stone wall will remain as a permanent fixture until magic gets rid of it or is otherwise destroyed. Spells marked as being defense spells win against equal-ranked attack spells that are not strong against earth, and take 25% reduced damage from spells of a lower rank than it. Attack spells on the other hand don't have better resistance, but because earth is everywhere and they use earth as a medium they have much better range over most magics at the cost of having to use the ground surface which isn't always present.
Earth itself is strong against/resistant to electricity (Absorbing it), fire (Blackening but nothing to burn), water and wind (Buffering/breaking it), and acids (Containing it). Yes, earth has a fair few elemental strengths. Earth is a strong defensive element.
• Mass Smasher:
Earth Spells are all very weighty, and as a result if they work with gravity they use their great weight to their advantage and will deal 25% extra damage. A B-rank spell used from above will strike with B+D equivalent damage for example. Getting caught under an earth spell requires great strength or tricks to free oneself, and is not as simple as lifting a plank of wood. They deal 25% less damage when striking a target that is in the air, unless they hit the ground with the spell. Earth spells weight and physical nature allow gravity to carry them far, giving them greater range via arcing or falling than many energetic spells that lose energy as they travel and thus fade or abruptly stop.
• Rock and Hammer:
If a metal spell is 1 rank higher than Earth, it is considered strong against it. If an earth spell is 1 rank higher than metal, the earth spell is considered strong against it. Earth and Metal of equal ranks are considered neutral. They would have already won from rank advantage, but this means that a lower ranked earth spell will have a difficult time damaging metal while a lower ranked metal spell will have a difficult time damaging earth.
• Chains of Magic:
This magic contains Chain Spells. For repeat costs of the spell the cooldown can be ignored to cast multiple of the same spell at the same time. Once the chain stops, the spells are released at the same time for the cost of all of them at once, and the cooldown continues as normal.
Weaknesses:
- Spoiler:
• Tectonic Grind:
Ironically, one of the most notable mages the Hellstone Devil Slayer has to watch out for other earth based mages. Other earth mages can attempt to suppress/cover or diffuse her effects. A pit or fissure in the ground could be filled or slabbed over, a pillar might be pushed back into the ground. And most importantly, make it dangerous for the Hellstone Devil Slayer to dive underground, as earthquake and similar effects would be sure to hit her if she does. The Earth God Slayer cannot eat her earth and she cannot eat theirs. If both are considered enemies towards one another and are using their magic within the same location earthquakes will randomly trigger of their own accord as the earth strains against it. The same occurs with earth dragon slayers, but there are no full blown earthquakes, but fissures will randomly appear and the ground can tremble.
• Devilflesh:
By nature of this magic and how she got it in hell, Siren IS herself a demon. A devil to be exact. She is weak against demon slaying and any other effect that would be strong against demons as a result. Making her own kind (Demon Slayers) her potential threat. By this nature there are many who would blindly seek her death for what she is, and others who would desire her servitude in bondage or pacts. Even if she is legally secure people will have personal issues with dealing with her or negative opinions they keep to themselves unless they're open minded or have no opinion on the matter. Siren is a "Fire" Devil, meaning her plane of hell was hot and very molten. She can't take cold very well. She is less on her toes in wintry environments and takes x1.25 damage from cold attacks. This doesn't occur if the area is sufficiently hot.
• Sinking stone:
Hellstone Devil slaying is more difficult to use in large bodies of water, namely the seas. The water will prevent lava effects from working as intended (It will still be hot and boil the water and so on, but it will not function properly), and earth can be farther away deep below the surface making it more difficult to reach in situations, and can mean more travel time for spells that might come from a source of earth.
• Icebreaker:
If an earth/stone effect receives damage and has cracked, the next ice spell of 2 ranks less will deal double damage to it. Cracks generally occur with spells that explicitly damage objects/ground/terrain, or spells a rank under the rock barrier in question.
• Rock and Hammer:
If a metal spell is 1 rank higher than Earth, it is considered strong against it. If an earth spell is 1 rank higher than metal, the earth spell is considered strong against it. Earth and Metal of equal ranks are considered neutral. They would have already won from rank advantage, but this means that a lower ranked earth spell will have a difficult time damaging metal while a lower ranked metal spell will have a difficult time damaging earth.
• Heavy Chains:
This magic contains Chain Spells. Chain spells come with a heavy cost. By repeating the spell cost over again using chain spells can quickly drain a user of MP. What's more, Chain Spells are often explicitly designed in a way in which you'd WANT to chain them (They are purposely made with reduced effectiveness than they might otherwise) in order to get the most out of the effect. Take her boulder spell for example, a chain spell. By chaining the spell she expends a chunk of MP to create boulders. Using it once she'd have a single boulder. She could throw it or roll it down a hill. This isn't particularly effective. By Chain casting it however, she could create a row of boulders she could herself throw and use similar to a pile of cannonballs stacked beside a cannon, or make the mall roll down a hill at once to create an avalanche effect.
• Links in a Chain:
Chain spells, regardless of if it is not said in a spell app itself, increase in mana cost by 1% per repeat. Buff spells that might buff 1 a spell only buff 1 spell in a chain.
Lineage: Roger's Descent
Roger's Decedent:
Description: A pirate who's cruelty and wit makes him the most feared and respected buccaneer of all time; all the while keeping this image hidden from the world, and only being known as a high class citizen. The Pirate King had no heart for his fellow comrades once their usefulness was over, or if he had to save his own skin. The Pirate King has the ability to be an Admiral in a navy, and the leader of all pirates at the same time. Those who carry his blood, carry the tactical mind of a cruel and devious genius thief.
Ability: Greatly heightened intelligence, fast reflexes. Requires 3 people less to run a ship.
Usage:Passive.
- Slayer Perks:
- Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart.
- Deals double damage towards Darkness, Demon, and Undead type non-human beings.
- Devil Force:
- First Gen. Demon Slayers have learned the magic from the Demon of their respective element.
- Demon 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.
- Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. (Demon's Aura: Body is cloaked in a tinted 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 Demon 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 Demon 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,
Same rank: 25%
1 rank below: 30%
2 ranks below: 50% - All slayers have enhanced senses.
- Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart.
Unique Abilities:
- Spoiler:
• Soul-Bond:
The Effect:
Siren is tainted with heavy amounts of Acnologia's magic. (He killed her quite excessively after all)
Detail & Implications:
There is the saying, "You already killed me once. You can't kill me again." Well, that's not quite accurate but gets the point across. Siren was killed by an excessive amount of Acnologia's power. Being reborn in the waters of hell while she was still stained by that power sealed it in, fusing with her. Siren is resistant to attacks affiliated with Acnologia's power and death magic in general, using the resistance chart in Slayer Perks. Acnologia's own effects are flatly reduced by 50%. No effect can outright kill her.(No instant-death effects.) This soul-bond is readily present in Siren's aura and magical presence. It is as such that she can register clearly on effects that would detect Acnologia (Imagine a scanner, if she were closer then the scanner would show her.) This comes with it an overwhelming sense of magical power far beyond Siren's rank, that when allowed to "Leak" through can trigger earthquakes in the surrounding terrain that very from low rumbles, up to a loud shaking enough that some weak structures might collapse and things might fall off shelves and in combat would maybe make it a little more difficult for people to concentrate when on the ground and the shaking could make people trip and fall while moving or being careless (But it isn't THAT bad). This is a passive result of her aura and almost entirely a background effect for plot and style/theme.
How much it "Leaks" depends on how serious she is being and her emotional state. Unless her emotional state is unbalanced, she can control the flow of this aura thanks to her high rank and personal power. She can limit herself to "feel" non-magical, or emit "Pulses" of her aura as a taunt (Does nothing but let her aura be felt intentionally). If using her magic freely (Two+ spells in the same post) she can't hide her aura until she goes at least 1 full post without using more than 1 spell.
• Mistress of Hell:
The Effect:
Siren is a conqueror (of 1 layer) of hell, a very capable warrior and commander.
Detail & Implications:
Siren was already good. Put through hell, she got better. Coming out more than she once was. Siren is a masterfully talented warrior-queen of hell, who earned authority and command over a layer of hell through open combat. Siren's martial prowess can only be matched by the very best fighters Earthland has ever seen(Only limited by my ability to RP her) (Keeping in mind that this app is being made as an H-rank XD), and she is capable of commanding demons to do her will. NPC Demons of lower rank equivalence than her will obey verbal commands. Demon summons will hesitate to attack her and fear her. (though they'd be doomed anyway against any demon slayer). She can, naturally, understand infernal languages. Whenever Siren is killed she ends up in her layer of hell and can return normally through Sacred Altar IC-ly from here, the method varying. Anything destroyed by her magic is sent here as well. Because of her holy magic affiliation, she is capable of "lifting" beings in hell to a neutral afterlife rather than keeping them in hell. Similar to a typical religious priest type blessing/"atoning" them.
Demons that aren't a part of her layer of hell don't have to obey her. But they will know her instinctively as -a- ruler of hell, master of a layer, and find it in their best interest most of the time to do so. Situations where they will not obey her is if she is being unreasonable, they are highly independent, are under a different ruler's orders, or for some reason fear someone else who's command they are under more than her.
• Earthen Grace:
The Effect:
Siren can move through earth.
Detail & Implications:
Siren can dive through the earth as though it were water, gracefully "swimming" through the ground seamlessly, with the earth enveloping her and closing back in her wake where they were previously. This allows her to move through a stone carving, and the stone carving will be arranged back as it was unharmed. As she moves, it causes a slight bulge if she is within a range of the surface equal to how tall she is. Those capable of sensing earth could sense her quite easily. Those who see the bulge can attack it with spells that destroy terrain or explosions, or spells that penetrate or directly use the earth around her to attack. Natural ground is often easily cut through by magic and has no rank.
She cannot use spells that require a line of effect, such as throwing a boulder or throwing a fireball. Only spells marked with a * cannot be used while underground. Spells not marked can be used underground if the surface is within range. They are generally indirect and have other means of forewarning, and have no logical reason they could not function while underground.
Yes, being underground is still an advantage in some situations. That is the point of magic. That is the point of having anything. Everyone has their sets of advantages and they throw their advantages against each other, otherwise things would be boring and everyone would be the same.
• Tremorsense:
The Effect:
Siren can see earthen matter or things in direct contact with the ground.
Detail & Implications:
She'd be blind underound, however, if she did not have the ability to see the earth. With this tremorsense, Siren can see through the earth and things connected to it. She can see earthern matter in mid-air, but not things connected/touching it. Her vision carries on for 120 meters (20 per rank), and gets half as visible ever 120 meters there after. This range is doubled vertically (Seeing something further below or above her is easier than seeing something further away laterally) Can't see into anti-magic fields, but tremors through the earth still give a hazy idea of what might be within them proportionate to the size of the antimagic. A small field around an individual would prevent accurate sight but you'd still know an individual is there.
• Earthen Empowerment:
The Effect:
When in direct contact with earth, Siren is empowered. (If she is so much as in the middle of a jump, these effects do not apply)
Detail & Implications:
While in direct contact with the earth Siren receives 1% HP and MP Regeneration per rank (5max). She cannot be rendered unconscious or experience fatigue and has a bonus to strength and durability of 35%. The earth passively helps her out in tiny mini-effects that boost her speed as tiny foot-sized pillars of stone burst from the ground to up her speed (50% only when moving across an earthen surface), or scale a sheer mountain side. When she attempts to consume earth in any form, she can break down it's structure before hand and consume it as though it were sand, using the Immaterial guide rather than the Material guide, and vice versa. (Meaning she can suck it up, or bite it)
• Statuesque:
The Effect:
Siren's body is made out of stone.
Detail & Implications:
She is a living statue, including a lack of blood or a beating heart. As a statue, she is capable of tweaking the surface of her body to be softer and flesh-like with colors reflecting what her old flesh body use to look like, or to make her surface rough like sandpaper which causes 25% of the damage someone does to her back to what hit her (A sword for example would be scratched or take damage from her hard surface and chip or something, while a knuckle would be bloodied) due to the harsh surface and force they themselves throw against it. (You try punching sandpaper and tell me it doesn't hurt) Artifacts or fists augmented by A-rank glove-like protection will negate this effect if it's what makes contact. Because she is made of stone, she resists electricity using the slayer resistance chart.
When she takes damaged, and she does take damage. If all the broken walls and cratered floors are any indication, stone is obviously not invulnerable and it's no different here aside from how tough she is like any other mage, her damaged parts look obviously stone-like and can't be hidden/pass off as human.
Her stone body shares the weaknesses of her earth magic as given above.
It's important to note that not having important organs has no impact on received damage and how combat/damage works in a fight. It only effects the RP side of things. Such as an IC out of combat assassination attempt where they try to stick a dagger through my heart. The RP effect is changed, but in combat 5% damage or so is 5% damage regardless.
The only benefits if not for the texture change this gives are situational at best (Since when would anyone drown in combat?), and this ability doesn't even give her any damage reduction.
Antimagic exposure will reduce her speed by 5% per post. Increasing per post. 5, 10, 15, 20 for example for a total of 50. If she reaches 100% she becomes Petrified, an inanimate statue. Returns at the same rate once exposure ends.
• Stone Sculpt:
The Effect:
Siren can freely sculpt earthen material within 30m.
Detail & Implications:
With great ease she reaches out with her will and brings her imagination to life. Within 30m all earthen matter is capable of being reshaped by her power, reforming as though she were a master sculptor and given as much time as needed to sculpt something out of clay, regardless of the material (so long as it's earthen matter). This is even capable enough to let her animate things almost like a stop-motion movie, which is slow and at most as fast as human walking pace and cannot inflict damaging force on others due to it's slower speed (You try punching someone as though you were in slow motion). By altering the structure of the matter at hand she is capable of making it reflect light in certain ways as to give it different colors as though she could paint it with her imagination. She can use this to sculpt her stone body within the same size limits as her body is. So she can't increase or decrease size with this, and has to use the same volume of matter. She will take damage after 3 posts disguised in this manner starting at 1% and increasing by double each extra post until she assumes an unmodified shape.
Signature Spells:
________________________________
- Spoiler:
Name: Terraform
Rank: User Ranked. S-Capped.
Type: Utility
Duration: Instantish
Cooldown: N/A
Description:
Terraform allows Siren to manipulate earth by reaching out and making gestures relevant to the desired effect. Raising a hand to cause a section of earth to rise, lowering her hand to lower a section of earth. The only effect of this spell is to cause movement.
Terraform can influence an area of earth no greater than 10 meters by 10 meters in initial surface area, and can be done from up to 120 meters away (240 meters diagonally, 480 meters vertically, allowing her to effect things much farther below the surface than she can something across a surface from her). The earth being moved at 10 meters per second when it initially moves and increases by 10 meters per second per second it is in motion. This means it is not as fast if it bursts out from under you as it will be once it grows taller.
Strengths:
• Terraform only has one effect, but that one effect has a lot of uses. Terraform is versatile as a result. Cover something, uncover something, bury something, wall something, raise something, lower something or melt something.
• As one might guess by the name, Terraform, Terraform's purpose is to allow her to create and change environments. She can easily build structures and alter the environment utilizing this. Water contained in the ground can be diverted, rivers can have their course changed.
• Has both offensive and defensive use by common-sense application. If there is a surface nearby other than the surface to be manipulated, this could cause the two surfaces to meet, sandwiching an enemy if they cannot react. Or it could cause slopes and ledges to retract into a cliff side, or cause boulders to tumble down from a higher point. By it's very nature it is defensive in any action done is moving earth, which can block projectiles and make movement more difficult.
Weaknesses:
• The movement isn't that fast. Using this spell to attack with something like a pillar opening up towards someone would result in A-rank damage rather than the spells rank of S. It has some force behind it, A-rank is still A-rank, but not much speed as such that it'd be able to project things very far. A boulder under a pillar raised with this might fly up to 30 meters at most.
• The spell only cause rough change. It can't make things very accurately and is limited to simple geometric shapes such as pillars and walls. Fine points such as a cone / spike are beyond it. She'd have to shape the stone with other effects (Meaning within range of her Stone Sculpt ability she could make such shapes I guess)
• Manipulated earth is considered non-magical when the movement stops, allowing any other spell or effect to manipulate it. Typically meaning another earth mage could easily make a wall of earth open up for them, or make it retract into the ground as though it were never there. Spells that would burrow or dig through earth would dig right through as well.
• Can't be used if paralyzed or otherwise prevented from moving entirely by some effect, as it requires some gesture to direct the spell.
• The very quick-witted can guess the general idea of what effect she is trying to use by seeing the gestures as the effect starts to occur. The keen-eyed (ie; Eagle Vision lineage and so on) can see them if she's trying to be subtle.
• Terraform doesn't work on actively magic stone. Meaning it can't be used to seize control over an earth mage's spell.
- Code:
[blur][color=#000000][b]Name[/b][/color]:[/blur] ( Name of the Spell )
[blur][color=#000000][b]Rank[/b][/color]:[/blur] (What rank is your spell? H, S, A, B, C, or D)
[blur][color=#000000][b]Type[/b][/color]:[/blur]( Fire, Water, etc. Offensive, Defensive, Supportive.)
[blur][color=#000000][b]Duration[/b][/color]:[/blur](How long does the spell last?)
[blur][color=#000000][b]Cooldown[/b][/color]:[/blur]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
[blur][color=#000000][b]Description[/b][/color]:[/blur] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
[blur][color=#000000][b]Strengths[/b][/color]:[/blur] ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
[blur][color=#000000][b]Weaknesses[/b][/color]:[/blur] ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
List of Spell Fusions:
________________________________
- Spoiler:
Fire x Earth Fusion
New Strength:
Lava is hot and sticky. Getting hit with lava causes lava to cling to the surface, dealing a repeat of 50% damage (Effectively gaining a duration of 2 rather than instant) on the following post before it cools and hardens into rock. Hardened rock can weight someone down and reduce speed through natural roleplaying and not hard numbers, such as getting your foot stoned. Such rocks on a persons body could be broken by damage of the spell rank of the source lava, such as stomping a stoned foot with S-rank strength to get rid of hardened lava from an S-rank spell. This hardening only applies to lava on a player away from the source. Lava in the environment / background as splash and leftovers from effects remain as environmental hazards, cooling eventually of course, but is considered natural lava.
Lava is strong against Metal and Ice.
Curse Power. Being fused with her cursed fires, her lava isn't effected by anti-magic, as it is not entirely magic.. Instead, anti-magic effects reduce the power of the lava by half instead of negating it. (Anti-magic immunity is hardly an uncommon ability, as non-magical "Magic" types are somewhat common here, at least mine isn't immunity with this).
New Weakness:
Water spells sap heat from lava spells, cooling them. Reducing the rank of the lava spell by an amount equal to the water spell itself if 1 rank less or greater than the lava spell. The earth side of the spell is unaffected by this.
Ice and Wind spells cool lava into stone as well, but only at equal ranks or greater.
Different x-body type effects could allow easy escape from lava or cooled lava stuck to one's body. Such as assuming a water body to flow free, or a fire body to become incorporeal.
Lost Strength: Mass Smasher (No longer heavy stone), Earthen Strength (No longer hard/sturdy stone), Rock & Hammer. No longer strong against Wind (Neutral-Ish)
Name: Volcanic Eruption
Rank: SS
Type: Fire - Earth: Lava | Offense
Fused Spells: Scorched Earth + Earthen Eruption
-Instead of the earth bulging, it is tied to Scorched Earth's 5 second charge time.
-Scorched Earth appears from the ground with Earthen Eruption, matching the area effect of Eruption rather than it's usual AoE.
-With Earth and Fire working together, the visuals change to instead appear as a blazing geyser of lava. A volcanic eruption.
Name: Slayer's Volcanic Rage
Rank: SS
Type: Fire - Earth: Lava | Offense
Fused Spells: Scorched Earth + Slayer's Earth-Shattering Howl
- The earthen matter the howl projects becomes molten, appearing as a torrential hosing of lava that spreads around the area where it lands splattering and melting things in the area with lingering trails of lava.
- Scorched Earth's normal area of effect is contained within the beam, but the heat Scorched Earth gives off still radiates out from the beam within 50 meters (rather than 100)
- The bottom of the fissure that opens up under the Howl becomes a layer of lava to damage individuals that fall in the fissure.
- 5 second charge up time remains.
Name: Volcanic Landscape
Rank: SA
Type: Fire - Earth: Lava | Support
Fused Spells: Fields of Fire + Earth Shear
- Combined, this causes pools of lava to form inside of the fissures that get made with this, flames dancing visibly up out of the fissures.
- Streams / small rivers of lava branch out from the main fissure and smaller ones occasionally out from the smaller sub-fissures in the background.
Name: Volcanic Command
Rank: SA
Type: Fire - Earth: Lava | Support
Fused Spells: Fields of Fire + Elemental Command
- Serpents raised appear to drip with lava from their mouths and from cracks in their rocky bodies, dealing added damage on contact.
- The earth within 50 meters of a Serpent is molten and fiery as from Fields of Fire helping distance them from ground forces.
Name: Burning Sphere
Rank: SB
Type: Fire - Earth: Lava | Support
Fused Spells: Fire Ball + Earth Shear
- The shells are somewhat bouncy, making blunt attacks less effective.
- The shells burn, oozing lava, adding fire damage to those who make contact.
- The shockwave that results when a shell breaks has added flames that can burn/ignite things.
Name: Slagstorm
Rank: SB
Type: Fire - Earth: Lava | Offense/Support
Fused Spells: Shatterstorm + Scorched Earth
- The AoE of Scorched Earth concentrates on the AoE of Shatterstorm. The heat from Scorched Earth bleeds out past Shatterstorm's AoE by an extra 25 Meters for 25% of the damage.
- The air ripples/distorts with the heat of Scorched Earth.
- The shards from Shatterstorm become molten globs.
- Ribbons of flame/heat dance about the area of the Slagstorm (Aesthetic)
Name: Magma Ball
Rank: AB
Type: Fire - Earth: Lava | Offense/Support
Fused Spells: Boulder Toss + Fire Ball
Creates a ball of molten rock rather than a boulder or ball of fire.
Name: Volcanic Spout
Rank: A (BB)
Type: Fire - Earth: Lava | Offense
Fused Spells: Earth Pillar + Fire Ball
Rather than creating pillars, spouts of lava of equal size burst out of the ground for A-rank damage but no particular defensive ability.
Name: Fire Pit
Rank: BC
Type: Fire - Earth: Lava | Support
Fused Spells: Pit Trap + Fire ball
Flames dance on the stone spikes in the pit trap with the earth soft like very thick mud due to molten stone to deal BC damage to individuals who fall in the trap.
Great for cook outs!
Last edited by Lady Red on 8th August 2015, 1:37 pm; edited 41 times in total