Mizark's Magic
Primary Magic: Demon Fist Magic | 鬼殺拳 (Onisatsuken Magic)
Secondary Magic: None currently.
Caster or Holder: Caster
What is Demon Fist Magic?
Mizark was taught Onisatsuken Magic by Azazel, its original user. It is a kind of unique magic, given that it was created by the aforementioned demon. While most demons insisted on fighting humans, Azazel would not do so, instead becoming a renegade that would try fending off threats for the humans to survive. This devil took Mizark under his wing, and in order to turn him into a powerful individual who would be able to defend himself, and hopefully, to help him find a guild that would give him the family he lacked since little.
However, this caster magic is indeed strange. Instead of what would be conventional techniques, Azazel's liking for melee combat due to his advantage as a demon made Demon Fist Magic one that thrives and exceeds most, if not all others, when it comes to melee, one on one combat. The use of pure energy, Hado, as the resource to empower the body and temper it into a force of destruction prevents any Slayer type from consuming it. Furthermore, despite being originally created to fight among his peers (Demons and Gods alike), the magic evolved when passed down to Mizark, instead being far more powerful when directed to the human counterparts of the previous classes: the Demon and God Slayers.
Given the type of his techniques, the user is also quite nimble and adept at moving around the battle field darting, dashing, or with jumps and acrobatics that defy most (if not all) of the laws of gravity. The enhanced reflexes allow for rapid evasion maneuvers than most people would not be capable of doing. It also allows him to catch cups that fall to the ground. Seriously, that's really helpful.
To sum it up, this magic was created to turn mere melee fighting capabilities into a force of destruction, comparable to that of the most powerful weapons, while allowing far greater freedom of movement and enhancing the user's reflexes to compensate from its usual lack of range. However, it also messes with the personality of the individual so they can drop every restraint and fight seriously in every occasion. This can sometimes be very dangerous for the users.
How does Mizark use Demon Fist Magic?
Demon Fist Magic is employed, as previously stated before, to defeat foes with devastating melee combat strikes. As such, Mizark usually tends to get directly close and personal with a foe, rapidly approaching their side in order to unleash hell upon them. Using the terrain to his advantage in order he's able to dodge long range types with more ease, he will be very attentive to his surroundings. He may also employ this magic's capabilities to deflect spells directed at his allies, although if it's not far below his Rank, he will be taking damage in the process.
However, this caster magic is indeed strange. Instead of what would be conventional techniques, Azazel's liking for melee combat due to his advantage as a demon made Demon Fist Magic one that thrives and exceeds most, if not all others, when it comes to melee, one on one combat. The use of pure energy, Hado, as the resource to empower the body and temper it into a force of destruction prevents any Slayer type from consuming it. Furthermore, despite being originally created to fight among his peers (Demons and Gods alike), the magic evolved when passed down to Mizark, instead being far more powerful when directed to the human counterparts of the previous classes: the Demon and God Slayers.
Given the type of his techniques, the user is also quite nimble and adept at moving around the battle field darting, dashing, or with jumps and acrobatics that defy most (if not all) of the laws of gravity. The enhanced reflexes allow for rapid evasion maneuvers than most people would not be capable of doing. It also allows him to catch cups that fall to the ground. Seriously, that's really helpful.
To sum it up, this magic was created to turn mere melee fighting capabilities into a force of destruction, comparable to that of the most powerful weapons, while allowing far greater freedom of movement and enhancing the user's reflexes to compensate from its usual lack of range. However, it also messes with the personality of the individual so they can drop every restraint and fight seriously in every occasion. This can sometimes be very dangerous for the users.
How does Mizark use Demon Fist Magic?
Demon Fist Magic is employed, as previously stated before, to defeat foes with devastating melee combat strikes. As such, Mizark usually tends to get directly close and personal with a foe, rapidly approaching their side in order to unleash hell upon them. Using the terrain to his advantage in order he's able to dodge long range types with more ease, he will be very attentive to his surroundings. He may also employ this magic's capabilities to deflect spells directed at his allies, although if it's not far below his Rank, he will be taking damage in the process.
Since Onisatsuken turns the user into a fighting machine, the personality is also changed in order to suit its needs and appetite for destruction, Mizark tends to not want to fight unless he's sure the wizard can defend himself against him. As of his early days as a mage, that is no problem, but said thing can easily change in the future.
As a custom, Mizark's Hadou color is pitch black with some white and grey flashes.
Little else can be said about his particular use of the Onisatsuken Magic, since it's main usage is the one Azazel taught Mizark, and obviously, the one he adopted. Perhaps he may introduce variations in the future, but as of this time, there is not much else to it.
Strengths:
Weaknesses:
Strengths:
- Close Combat: with the use of Demon Fist Magic, the user's melee combat capabilities become a force to be reckoned with. Specializing in concussive, brutal assaults, should Mizark force you into a Melee situation, things will be much more difficult for you.
- Hadou: the user employs pure, element-less energy (Hado), which is in reality a manifestation of the physical prowess of his own body. Thus, no attack may be absorbed by normal means, and if facing against a magic that specializes in energy absorption, only energy-class spells (such as the Demon Wave) may be absorbed.
- Enhanced Reflexes: since the user employs melee assaults, quick dodges and approaches to unleash an onslaught of blows on his opponent, his reflexes are incredibly developed in order to suit these needs. As such, he's capable of dodging many dangerous spells with much more ease than his peers, even those who unleash a barrage of projectiles.
- Self-supportive: higher ranked spells, particularily the "Aspect" series feature very strong buffs for Mizark's magic, although of course they come at their own cost.
- Grievous Wounds: a large number of Mizark's higher ranked spells deal heavy damage to foes, causing them grievous internal wounds, cutting the ability to heal that damage (how much depends on the spell used). Duration of the effect depends on the spell.
- Combo Locked: unfortunately for the opponent, Mizark's magic is quite brutal when it comes to blows, hence why most of his spells have ways to partially (or completely) incapacitate those who are hit by the spells in order to continue the assault. Stuns, dizziness, heavy damage to limbs... (depending on the spell).
Weaknesses:
- Personality change: the usage of Onisatsuken is the main reason why Mizark's personality changes so much during fights, even to the point of becoming vicious (sometimes), and although normally he is capable of conserving his morals and ethics, it is too volatile to be sure of it. He may even attack allies if they keep interfering in his way. People will ask themselves if that demon-like human is the same person as the Mizark they know, which will probably make his relationships much more complicated.
- Easy injuries: given the traits of this magic, the user is far more prone to become much injured in battle than any long-range wizard, which means than more often than not, he's seen with wounds, despite his body being more resilient than average.
- Weaponless: speaks on its own. The users of Onisatsuken do not use weapons of any type.
- Movement impairing techniques: if the user can slow, stop or confine Mizark, most of his damage output gets weakened, given that he relies on overpowering the foe with savage, fast assaults.
- Terrain Damage: even though it's mostly melee, the destructive power of Mizark's techniques may prove enough to cause wreck should they be used without caution. Given his volatile personality when it comes to fighting, it's better if he controls himself and refrains from fighting if necessary.
- Unsupportive to allies: Demon Fist Magic focus on the foe and the user, and nothing else. As such, the user can only gain access to little to no supportive spells for his allies. Mizark is not your man when you need a buff.
- Elementless: due to him employing pure physical energy, he lacks any elemental advantage, which may make things way harder than usual in certain jobs. He also lacks any elemental resistances, given to this same trait.
- Lineage:
Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any spell except for S-Ranks and above three times per a thread.
Usage: Upon a spell being targeted at the user of the lineage, the user can choose to activate the lineage and dodge it a maximum of three times per a thread. Has no cooldown.
Unique Abilities:
- Demonic Body: due to the characteristics of Azazel's magic, Mizark has toned his body to unsuspected limits. Onisatsuken offensive spells and basic melee strikes get a 10% damage bonus. Plus, he's also 10% more resistant to damage and injuries than your average wizard. Each rank-up adds 5% to both bonuses. Caps at 20% Current Bonus: 15%
- Myth Destroyer: the user of Onisatsuken is expected to be taking down legends such as Gods and Demons by the usage of his body alone. Upon being transmitted to Mizark, this evolved and changed as well, focusing on their human counterparts. As such, Mizark gets a 50% damage bonus against God/Demon Slayers, and full/partial Demonesque Takeovers (Satan Soul, for example).
- Whirlwind Sprint: In order to compensate for the partial lack of range of Demon Fist Magic, Mizark was trained to be able to use everything, even water or thin air, as a stepping stone, making him able to dart through the oceans or skies and enabling full-fledged three dimensional movement in order to maneuver far better than most mages. However, his time in the sky is limited: it escalates with the user's rank, doubling it upon reaching the next one, beginning with 2 posts at D-Rank. Maximum speed also escalates with his rank, beginning at 50 MPH, multiplying by 2 with each rank. He may not just stand mid-air (if he wants, he may stay in the same place by jumping slightly).
Current max. time on air: 4 posts. Current Speed: 100 MPH - Brutal Strikes: All of Mizark's unarmed melee strikes (basic attacks only) do Heavy damage (1.5 of its rank) while being as hard to dodge as a Light one.
SPELLS:
- D-Rank:
- Impaled Majin:
Name: Impaled Majin
Rank: D
Type: Energy (Physical), Offensive
Duration: Usage post
Cooldown: 2 post
Description: The user charges the Onisatsuken Magic in one of his fists, which creates a few sparks of power. Then, he will proceed to charge towards a foe with his fist leading the way in a straight line, gliding. Due to the speed (according to rank) and way of delivering the move, it is able to pierce through a single D-Rank enemy spell in the process in order to reach the foe without reducing its damage.
Strengths:- Element of Surprise: being able to let the enemy think he has hit, then charge at them from inside their last spell fist-first is a good way to catch them off guard.
- Speedy: the speed at which the blow is delivered leaves little room for action if the technique is not anticipated.
- Fake Out: Mizark can fake out the enemy by coating one of his fists, then transmitting the energy to the other one the instant before delivering the attack.
Weaknesses:- Straight-line charge: if they anticipate it, they can just move out of the way, since it only goes in a straight line, getting a great opportunity to hit Mizark.
- Don't get too cocky: C-Rank spells and above will effectively knock him out of the charge, leaving him open for the foe to enjoy himself/herself.
- Freaking Shields! D-Rank physical shielding techniques completely stop this move (unless Imp Fists is active).
- Range: though this technique might be used to hastily approach from middle range to melee combat, if Mizark is too far it's easier to anticipate.
- Element of Surprise: being able to let the enemy think he has hit, then charge at them from inside their last spell fist-first is a good way to catch them off guard.
- Axed Imp:
Name: Axed Imp
Rank: D
Type: Energy (Physical), Offensive
Duration: Usage post
Cooldown: 2 post
Description: The user coats a leg in Hadou, creating a few sparks in a similar way to the Impaled Majin. He then approaches if needed at great speed (according to rank) and proceeds to deliver a very fast roundhouse kick aimed the enemy's neck/head. If the attack collides, it ends up knocking the foe to the ground, leaving them dizzy for their next post and unable to cast magic.
Strengths:- Impact Benefits: if the enemy is struck, it renders the foe unable to cast magic, making it easier for the user of Demon Fist Magic to follow up with another move afterwards.
- Fake Out: Mizark can fake out the enemy by coating one of his legs, then transmitting the energy to the other one the instant before delivering the kick.
- Disarmed: This attack is an excellent tool for disarming an opponent, which is specially handy when battling Holder type mages that rely on handheld items.
Weaknesses:- Parried!: if the hit is somehow parried, it leaves Mizark with little options to follow afterwards.
- Freaking Shields! D-Rank physical shielding techniques completely stop this move. Also, C-Rank and above physical shielding moves make the move damage his leg instead, making it numb for the next post.
- Where do I aim?: it is much more difficult to hit when the opponent is far taller than you, has no apparent head or neck, or when the aforementioned are protected.
- Discrimination: Imp Aspect does not buff this spell.
- Impact Benefits: if the enemy is struck, it renders the foe unable to cast magic, making it easier for the user of Demon Fist Magic to follow up with another move afterwards.
- Demon Wave:
Name: Demon Wave
Rank: D
Type: Energy, Offensive
Duration: Usage post
Cooldown: 2 post.
Description: Driving his hands backwards, the user forms a spherical cavity with them, in which his magic power is compressed. Once it is done, the technique is released by driving both hands forward, launching an energy missile towards an enemy of choice. The projectile explodes upon contact, dealing damage and knocking the target to the ground, stunning them on their next post. The Hadou can bypass a D-Rank shield/projectile without lowering its damage, unless the other projectile matches up its power/overpowers it. Travels 15 meters before fading.
Strengths:- Stun Capability: if the spell hits, the foe is stunned during their next post, being unable to use any magic, nor move, leaving them wide open. 1 post.
- No guard: Up to one D-Rank shield technique is outright ignored.
- Traveling speed: the missile travels at amazing speed (100 miles per hour), making the enemy unable to dodge without maneuvering. They will have to try harder than usual to do so.
Weaknesses:- Size: Its size is that of a mere rugby ball, so it's laughable, in a sense. This may lead to underestimating the spell, though.
- Single projectile: given that it only fires one projectile, the attack is not great when it comes to strength in numbers. Although it is not easy to dodge, it won't be followed by more of its class afterwards, making room for a little breather.
- Range: The more range between the foe and the user, the easier to dodge, obviously. Still, it can be fired at close range to avoid this inconvenient.
- Clash: since it's a D-Rank, it's easy to outclass it with ease with similar magic.
- Stun Capability: if the spell hits, the foe is stunned during their next post, being unable to use any magic, nor move, leaving them wide open. 1 post.
- Imp Aspect:
Name: Imp Aspect
Rank: D
Type: Energy, Offensive/Supportive
Duration: 3 posts.
Cooldown: 4 posts upon ending.
Description: Mizark enters his battle stance, but he crosses his arms forming an X in front of him, his fingers flexed in an attempt to resemble claws while his palms point at an enemy. A grey magic circle appears beneath him, and his fists become coated in what seem to be tiny, weak flames, but is his Hadou, which ends up taking the form of little blazing claws, thus enhancing his melee strikes and spells in order to deal grievous wounds, impeding recovery. His D-Rank spells duplicate their damage for the same duration, but cost 50% more (rounded up). Spells may not only pierce D-Rank shields now, but break them. Broken shield techniques are left in cooldown for their CD plus 1 extra post.
Strengths:- Bursty: if an enemy of Mizark's level is caught by attacks while in this mode, their health pool will be depleted at a much faster pace than it was expected at first.
- Grievous wounds: when Imp Aspect is active, 25% of the dealt damage cannot be healed until 2 posts after that.
- Defense Break: while in this mode, attacks are impervious to any possible damage reductions coming from all types D-Rank spell-shields or Weak Armor/Shields while shattering them in the process, unable to be used again for its cooldown +1 post.
Weaknesses:- Lack of power: even if it does add to his output, D-Rank spells are usually harmless to more experienced mages and most monsters.
- Time-Limited: at D-Rank, it is most probable that he will only be able to use it once, given how limited his magic pool is. If he uses spells during this mode, he will rapidly run out of juice.
- Melee Focused: buffing your physical attacks and spells means nothing when you can't even get close to your foe. Thus, movement impairing spells are the doom of Imp Aspects.
- Fists only: enhancements only benefits his D-Rank spells Impaled Majin and Demon Wave, apart from the basic attacks from his fists.
- Bursty: if an enemy of Mizark's level is caught by attacks while in this mode, their health pool will be depleted at a much faster pace than it was expected at first.
- C-Rank:
- Burning Pressure:
Name: Burning Pressure
Rank: C
Type: Offensive, Physical/Energy (Grab)
Duration: X posts, minimum 1, maximum 4.
Cooldown: Duration +1 post
Description: Mizark grabs any part of the opponent's body and proceeds to close his fist. Both Hado and physical strength join in order to create such pressure that puts the enemy in great pain as he crushes the grabbed part. The Hado will also scar the foe's body, damaging everything on that area from skin to nerves, organs and bones by altering the foe's own Hado and putting them on great strain, thus causing further incapacitation of that part of the body.
Strengths:- Won't be using that for a while, aren't ya?: due to the heavy, focused damage and internal muscle and nerve damage, the foe cannot use the afflicted part for 2 of his posts upon escaping of this move... unless they are higher ranked.
- Not so weaponless now: due to his magic, Mizark's body being much stronger than average, and he's able to move freely with the grabbed foe; not only that, but he can also use the foe's body against other mages as a weapon, a human shield, or simply as a means
- Grievous Wounds: both the damage caused by this spell and the grabbed part of the foe's body cannot be healed until those 2 posts have passed.
Weaknesses:- Must not give in!: higher ranked mages do not suffer from the extra MP cost penalty.
- Maintenance Cost: apart from being in danger, each post that the enemy is grabbed subsequent to the first one makes Mizark must pay half of the original cost to mantain the C-Rank damage surge.
- Melee Grab: even worse than usual, since the grab requires Mizark to actually stay at point blank range, meaning he has it much harder to dodge attacks from the grabbed foe.
- Focus: due to focusing on a specific area, Mizark cannot use other spells while grabbing an opponent. He may move freely, however.
- Won't be using that for a while, aren't ya?: due to the heavy, focused damage and internal muscle and nerve damage, the foe cannot use the afflicted part for 2 of his posts upon escaping of this move... unless they are higher ranked.
- Typhoon:
Name: Typhoon
Rank: C
Type: Physical, Offensive, Single Target/AoE
Duration: Usage post
Cooldown: 3 post CD
Description: Comes in two variants:
-Mizark jumps forward as he spin with either of his legs extended, forming a 90 degrees angle with the other, advancing mid-air as he strikes anything in his path a few times before delivering a final kick that sends them flying.
-Mizark jumps in place, spinning much faster in the same stance as before and creating a vacuum effect that draws enemies in a five meters area nearby, in order to hit them all with the attack. After being struck five times, they are also sent flying in different directions.
Strengths:- One-hit doom: being caught by a strike means that you're going to eat the rest of the attack, and you won't like that. Plus, it sends you flying backwards, setting you up for another move.
- Great Maneuver Capability: thanks to Whirlwind Sprint, the advancing version can be used from anywhere and be initiated with a great speed burst. Also, he can quickly move out of the attack with his free leg.
- Defense Break: the continuous assault can pierce through a single C-Rank /2 D-Rank shields with ease, with the foes taking full damage.
- Multiple Kicks: if the foe is striken with more than one kick, they take 1.5 C Rank Damage.
Weaknesses:- The miss!: not hitting a foe right next to him means that the opponent in question has avoided the entire move.
- Eh, I went too far: if he does not stop in time, he'll actually travel a good distance, which can make him feel disoriented for a moment, providing a good chance to strike him.
- Melee Focused: again, it's a melee focused attack, and as much as he hates it, Mizark needs to get close and personal for it to work. Easy to counter, if you expect it.
- My leg!: should you cut movility on one of Mizark's legs, he will become much more exposed since he can't move out without stopping first, and it also cripples the rotation speed.
- But not so AoE...: the thing is, the AoE can only take place in the form of the vacuum effect, other than that damage is only taken at melee range: enemies, in order to take damage, must be drawn next to Mizark (if they weren't there already). Also, allies can also get caught, which isn't pretty.
- One-hit doom: being caught by a strike means that you're going to eat the rest of the attack, and you won't like that. Plus, it sends you flying backwards, setting you up for another move.
- Rising Demon Blade:
Name: Rising Demon Blade
Rank: C
Type: Phyisical, Offensive
Duration: Usage Post
Cooldown: 3 posts
Description: First, Mizark has to approach the foe if he's not already there. When he's nearby (or if he was already), Mizark's Hado concentrates in its core muscles, make a rapid contraction at great speed which creates a strong burst that pulls him upwards with a high jump as he drives his fist up in a powerful uppercut. It has the ability to not only heavily damage the foe should he be too close, but also to knock him out for a few moments, leaving him wide open for the Kiir to chain other moves.
Strengths:- Bursty: it's a sudden burst of damage and speed due to the moves it requires. Thus, its power is increased to 1.5 of its rank should it hit a foe right at the very beginning of the move.
- Lengthy Knockout: The foe, should he be caught by the move, gets stunned for his next post, unable to do anything, and the following after that he will be dizzy, greatly limiting his movements and spell casting abilities. Obviously, higher ranks will just take the damage without any kind of side effect. However, this effect comes with a separate 2 posts CD, meaning this attack cannot apply it (to prevent spam).
- Reversal: it's the perfect movement to return from being knocked to the ground, when below the adversary, or when Mizark parries a melee blow.
- Physical Defense Break: up to one blocking/solid-element(e.g ice) shielding C-Rank technique is ignored
Weaknesses:- Can you throw me another?: Obviously, B ranks don't suffer the KO as much, only being dizzy for their next post after getting hit, and A ranks and above can just take the damage without any kind of side effect.
- Intangible Elemental Shieldings: if he rams into an intangible elemental shield, he'll be stopped and end up taking damage equal to the shield rank in damage, should it be made of a dangerous element (water, for example, would not apply to this last part, but fire would).
- Melee: the fact that Mizark has to get close enough to the opponent to use this technique means that there are lots of ways to avoid getting caught by it.
- Exposure: the uppercut will leave Mizark quite exposed should he fail to hit the target.
- Sound the alarm: breaking the barrier of sound makes it hard to be stealthed. Mizark's position is given immediately, and furthermore, foes will know that a battle is going on when he uses this move.
- Bursty: it's a sudden burst of damage and speed due to the moves it requires. Thus, its power is increased to 1.5 of its rank should it hit a foe right at the very beginning of the move.
- Signature Spells:
- Annihilating Demon Surge:
Name: Demon Arcana: Annihilating Demon Surge
Rank: Escalates with user's.
Type: Offensive, Energy
Duration: Usage post
Cooldown: 2 posts
Description: Mizark enters a completely different battle stance, seemingly building up all of his energy in a single instant. His aura will then form a kanji; in his usual state, it's "滅", which means "destruction". He will then bring his hands back as if he was going to use his D-Rank Spell Demon Wave, but a much bigger sphere is formed, and after a brief second, he proceeds to drive his hands forward in the same manner as the aforementioned spell, but instead a magic circle will appear right from his palms, releasing a glowing energy laser made of black and white colored Hado that travels towards the foe (speed begins at 30 m/s, but adds an extra 20 per rank up, capping at S).
Strengths:- Multi-target Strike: if there are multiple enemies standing on the line of fire, it will blast through them all, making them take the full damage.
- Long range: despite being a Demon Fist Spell, it travels a good distance without fading (escalates with rank, C: 30 meters/ B: 50 meters / A:75 meters / S: 100 meters). Its maximum width also evolves with rank, beginning with two meters at C and doubling each rank up.
- Counter Spell: should this spell clash with a single offensive one of Mizark's rank (or below, capping at S-Rank) fired by an equal/lower ranked mage, it quickly overpowers the rival spell, although if there are others following it, normal clash rules apply.
Weaknesses:- Straight Line: of course, straight-line directioned spells can be avoided easier than other types.
- Unintentioned Destruction: due to its range, Mizark cannot use it freely around populated or delicate areas, which would be badly damage should the blast travel through them.
- Too Flashy: not suited for sneak attacks nor stealthy missions, since the flashy black and white glow it releases will draw attention to it.
- Energy Absorption: unlike most of Onisatsuken techniques, being a laser made of pure energy means that some mages can absorb it, leaving Mizark without one of his most formidable weapons.
- Multi-target Strike: if there are multiple enemies standing on the line of fire, it will blast through them all, making them take the full damage.
List of Spell Fusions: Locked
Last edited by paarthurnax on 5th September 2015, 4:14 am; edited 25 times in total