Primary Magic: Earth Dragon Slayer Magic
Secondary Magic: Shadow Summoning.
Caster or Holder: Caster Baby!
Description:
Of all the elemental magics, Earth Dragon Slayer Magic is the one that requires you to be around the element the most. You must put your heart and soul into the casting of it. Some spells can take time to cast and often wield amazing results. The most obvious applications are of the defensive nature but the offensive magic can be just as impressive.
Mashyuu takes this magic to some amazing heights, as he is the only person he has seen use the magic that is still alive. He often uses simple motions of his hands or fingers to cast his magic and forms weapons and armor from the earth itself. However he has been known to make walls and clouds of pelting stone with his magic as well. His magic can be effective at anywhere from mid to melee range and is obviously great at defense.
Strengths:
-Defensive : The Earth Dragon Slayer magic is a fantastic form of defensive magic. The user can create armors, walls and mists of earth and stone to help defend himself and others from harm.
-Constructive: At the height of it's power Earth Slayer Magic can create constructs of great power to aid in multiple ways.
-Offensive: While the first and most obvious application of Earth Dragon Slayer magic might be to defend others with it, the spells can also deliver bone breaking blunt and drilling attacks as well as create fine weapons.
Weaknesses:
-Dependent on time and energy: While some spells take little time to cast, other spells require an immense amount concentration to cast, walls, and golem's as well as moving sharp clouds of stone and rock require almost complete attention and sometimes needs a good amount of time to shape into complex forms.
-Erosive: Powerful winds and water can erode the spells effects greatly, causing the earth spells to weaken or even break under the pressure of the magic.
-Encumbering: While the magic is great for defense if used to form armor (The way Mashyuu tends to use it.) It can slow down the wearer a great deal, causing someone who is extremely fast to move at a very noticeable lowered pace.
-Needs earth to use: The biggest draw back is that this magic is completely dependent on the user being in contact with some form of earth, being stone, clay, sand, dirt, ect, ect. Without it the spells have noting to come from.
Lineage:
Aspect of Terra
Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights: Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
Ability: The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a earth spell to nullify it(max S-rank).
Gains a user-ranked Earth-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Passive, 3 post cooldown on nullification. Can only be used three times per thread.
Unique Abilities:
-Earth Dragons Consumption: The Earth is everywhere but very few Wizards have the skill or power to use that magic. When Mashyuu goes to eat natural earth he consumes twice as much natural earth per post. (Taking in 50% more MP from Natural Earth.)
-Tremor Sense: While touching the ground Mashyuu can feel movement up to twenty feet away, helping his reaction time.
-Strong as rock: Carrying around stone, sand and dirt all day makes one strong and that wasn't lost on Mashyuu, at the cost of 5mp Mashyuu can enhance his melee damage by 10%
-Mountain Stance: Mashyuu has developed a firm stance and defensive fighting style, knock back spells and attacks that are of an equal or lower rank of Mashyuu don't move him.
-One with the Earth: Mashyuu is in tune with the earth around him to the point that he can draw a second wind from it. Once per thread Mashyuu can heal five points of health for two posts per rank. (I.E. 10 hp at D rank, 20 hp at C, 40 hp at B, 60 at A, ect, ect.)
Slayer bonuses:
- Bonuses go here.:
- General rule on slayers:
All slayers receive the following:
10% Buff to physical stats(strength, speed etc)
10% Buff to senses(hearing, smell etc)
The ability to enter force after consuming enough of the element
The ability to consume their element to regain MP
A resistance to their element shown by the following chart:
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will still be done to them.
The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything with out getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.
- Signature Spells:
Ranked Signature spell:
Name: rock bullet.
Rank: B
Type: Earth/ Offensive
Duration: instant (1 post)
Cooldown: N/A
Description: Using a single dense rock that is either carried or near by the caster summons it towards them and points. It flies through the air at upwards of 30 mph. and slams hard into the target dealing B ranked damage.
Strengths:
-Fast and small- Due to it's swift and small size the spell is hard to track and dodge.
-Long Range- a rare spell for an earth user, this spell has a range of 100 feet.
Weaknesses:
-straight line- If someone can manage to track the spell, it is easy to side step the attack at anything longer than 10 feet away.
-Water- Water based spells and creatures take half damage from this spell
-reflective- Thick shields and walls block the attack and causes the spell to only deal basic melee B rank damage.
Linage Signature:
Name: Armor of Stone
Rank: Linage Spell (Casters rank Max S rank)
Type: Earth/ Offensive
Duration: 5
Cooldown: (Duration plus 2 posts, current 9)
Description: The caster causes rocks and stone slabs to erupt out of the ground and encase the user in a heavy armor to protect against attacks. This armor looks like this:- Armor of stone:
-Defensive- This armor can block two attacks of the casters rank, four of a lower and eight of anything lower than that. As always one attack of a higher rank.
Weaknesses:
-Erosive- Higher ranking water and wind spells automatically break the armor, Only one attack from a water/wind spell of the same rank will be blocked and If attacked again the armor breaks and caster takes 1.5X spell rank in damage.
D Ranked Signature Spell:
Name: Earth Dragon's Wisdom
Rank: D
Type: Earth/ Dragon slayer/ Support
Duration: 2 posts
Cooldown: 4 posts
Description: The spell causes Mashyuu's Dragon Slayer boosts to grow slightly stronger.
Strengths:
-The normal 10% boost he has grows to 15% for two rounds and has a four post cool down.
Weaknesses:
-Dragon Force- This spell harms his ability to use the Dragon Force and any time he uses this spell he cannot use Dragon Force for the remainder of the thread.
-Sharp Senses- When this spell is in effect things that effect senses sharply such as a very loud sound or strong bad smell makes Mashyuu unable to move.
Spells:
- D rank spells.:
Name: Earth fog
Rank: D
Type: Earth/Defensive/Supportive
Duration: 3 posts (Effects last for three posts)
Cooldown: 5 posts
Description: Gathering the bits of dirt/sand or lose rock around in a ten foot area,(Requires one post) the caster brings it up and surrounds himself in a ten foot radius mist of dirt that rises seven feet to hide the movements of anyone inside and slows down some attacks made against anyone in the mist by 10 % while C rank spells are slowed by 5% and B rank and higher spells rip through at no penalty.
Strengths:
- Obscures vision: Those looking in have a hard time seeing those on the inside of the spell, granting a 10% miss chance (This value is cut in half for every rank higher the enemy is than this spell.) with non radius attacks and radius attacks under ten feet.
-Slows attacks: Attacks made into the fog are slowed, reducing damage by 2 points.
-pelting: Anyone who enters the fog after the spell is cast has a 5% chance of being struck for a single point of damage.
Weaknesses:
- Obscured Vision: Those inside the mist are just as blind as those outside looking in. The spell was meant to buy time not hide and attack in. Those attacking from inside without a way to sense others has a 10% miss chance (This value is cut in half for every rank higher the ally is than this spell.) as well.
-Stationary: Once cast the fog cannot move with the caster, thus keeping him or her locked in the spells radius to gain it's defensive effects.
-Pelting: Once someone inside the spell moves from their original position they also have a 5% chance of being struck for 1 point of damage.
-Wind buffed: When a wind of over 10 mph hits the fog, the spell ends early by 1 post.
Name: Stone staff
Rank: D
Type: Earth/ Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: This is a simple spell that is often the first spell taught to Earth Manipulators, the caster simply slams his open palm into the ground and pulls from it a cylinder shaped staff made of stone that is a little taller than the caster.
Strengths:
-Strong: The staff is durable, able to take blunt attacks well without breaking. (Two D rank strikes)
-Mid ranged: While the Staff is a melee weapon, one can use it at mid range of five feet to attack foes.
-Blunt force: The staff is smooth and blunt, allowing for heavy attacks to deal D rank damage.
Weaknesses:
-Slice and Dice: The staff is weak to slashing attacks and will break against swords and other forms of slashing magic. (1 strike)
-Short range: At normal melee range it's harder to use the staff effectively causing a 5% chance to miss the target.
-Sapping: The staff is a basic but consuming magic that drains 1 MP every post it is up.
Name: Sand Skin
Rank: D
Type: Earth/Defensive
Duration:3 posts
Cooldown:5 posts
Description: By focusing on the ground under the caster, the user saps up sand through the ground and wraps their body in a thin layer of constantly moving and shifting armor giving the caster improved defense without losing speed. Their skin takes on a gritty and pale look to it.
Strengths:
-Defensive sand: The sand armor grants a bonus of 10% to defense for the duration of the spell. The Armor can take three D rank hits before reverting back to sand.
-Shifting sand: When anyone attempts to grapple the wearer of the Sand Armor they have a 2% chance of slipping off the target.
-Manipulation: This sand can be used to create other spells such as the Earth Fog at the sacrifice of armor.
Weaknesses:
-Washable: A single water spell of a higher rank can end the early.
-Itchy: The sand is itchy and after the spell ends there is a 2% chance that other spells will fail it's casting for three posts.
-Manipulation: Other Earth Mages can manipulate the sand for other spells.
-Unstable ground: Due to it's shifting nature it's harder to move in anywhere other than a straight line and attacks that have radius or a.o.e. effects have a 10% better chance of hitting.
Name: Stone blast
Rank: D
Type: Earth/offensive
Duration:1 post
Cooldown:Three posts
Description: By simply reaching out with an open palm the caster sprays earth from the ground in a high pressured 25 mph. jet in a fifteen foot wide, ten foot long cone hitting targets for a d rank worth of damage with jagged stone or stinging dirt and sand.
Strengths:
-Fast: The spell is easy to cast and swift to act.
-Mid to close range: The spell is as effective at close range as it is mid range.
-Multiple targets: The spell can hit more than one target in the line of effect, making it ideal for small groups of weak foes.
Weaknesses:
-Stationary: Once the spell is cast it can't be moved or re aimed, making it impossible to track a swift foe with the spell.
-Cool down: While the spell is easy to cast it has a strangely long cool down rate, making it vital to pick the time to use the spell carefully.
-Earth dependent: If there is no sand or stone in the ground, such as in a muddy swamp the spell is useless.
-Reversible: A high wind (A higher ranked wind spell) or extremely reflective armor can cause the stone blast to be sent back at the caster, dealing half damage to the caster.
Name: Earth Dragon's tremor stomp.
Rank: D
Type: Earth/Dragonslayer/Offensive.
Duration:1 post
Cooldown:2 posts
Description: Mashyuu summons up his Dragons Slayer Magic and lifts a leg high into the air before slamming it down hard. The result is a ripple through the earth that is something like a wave that flows through the ground. Spiked pieces of stone jut and pierce those in a 20 foot circle around Mashyuu.
Strengths:
-Knock Down: Due to the ripple in the earth the spell causes those next to the caster have a 50 % chance of knocking targets down.
-Close range: The spell is great at harming those who are close range and slow.
-Multiple targets: The spell can hit more than one target in the line of effect, making it ideal for small groups of weak foes.
Weaknesses:
-Close range: The spell won't harm anyone any more than 20 feet away.
-Earth based: If there is no ground for Mashyuu to stomp on, the spell can't be cast.
-Hampering: Once the spell is cast and rocks jut from the ground it slows down Mashyuu's speed until he can get away from the twenty feet of spiked earth. (Speed reduced by half)
-Knock Down: The spell has a 25% chance to knock the caster down as well.
- C Rank Spells:
Name: Rock Wall
Rank: C
Type: Earth/ Defensive
Duration: 5 posts
Cooldown: 6 posts
Description: The caster extends his arm and brings it up at the elbow at a 90 degree angle and calls fourth from the ground a heavy rock wall that stands at just under six feet tall and three feet wide.
Strengths:
-Defensive- The wall can block four D ranked spells or any combination that equals two C rank strikes, two C ranked spells or one B ranked spell. Any damage from higher ranked spells is reduced by five points.
-Movable- At the cost of five extra MP the caster can move the wall ten feet at a direction of the casters choice so long as it remains in the ground. (Can't climb up walls or make a bridge.)
-Summon swiftly- The wall can be summoned from any area that has earth near it. It sprouts up through tile and wood swiftly to block ranged attacks.
Weaknesses:
-Water erosive- Water spells count as a spell rank higher against this wall.
-Physical- This wall can only stop physical attacks and spells that move through solid objects are not subject to the walls effects.
-Slow- The wall doesn't move fast enough to use as an attack. If moved after summoned the spell can't intercept attacks that move faster than five miles per hour.
-Backfire- If the spell is destroyed by an A ranked spell or higher the spell cooldown increases by one post.
Name: Earth Swim
Rank: C
Type: Earth/ Movement
Duration: 1 post
Cooldown: 3 posts
Description: Stone, dirt, sand, rock or other forms of earth erupt from the ground under the caster and mold around the user. The user is then sucked under ground and can traverse up to 50 feet away from where the user was standing, leaving a non moving shell of the user in his place before raising the user up somewhere else.
Strengths:
-Transports- The user of the spell and any one object (Not counting clothes) Smaller than the caster (Max is half size) is moved under ground up to 50 feet as the user designates then rises out of the ground.
Weaknesses:
-Trailing- This spell leaves a small rivet in the ground, revealing where the caster has come from.
-Limited movement.- This spell can't let the caster move up a wall that isn't a natural formation nor can it allow the caster to move past large bodies of water or other areas of the like, such as lava and deeply rooted walls of ice.
Name: Rock gauntlets
Rank: C
Type: Earth/ Offensive
Duration: 5 posts
Cooldown: 6 posts
Description: By calling up the earth around the user from things like potted plants and rock to anything of earth in between the caster covers his hands up to his just below his elbows in hard gauntlets to attack.
Strengths:
-Strong armed- This spell allows the user to deal C rank damage with his bare hands and forearms.
-Breaching- Due to the nature of the spell, attacks made with the gauntlets can deal D rank damage to phantasmal creatures.
Weaknesses:
-Water Weakness- This spell does only basic damage against water beings.
- limited range- Attacking in this manner requires close hand to hand combat range to be effective.
-Erosive- Wind spells of C rank or higher targeted at the gauntlets instantly end the spell if a block roll is failed.
Name: Earth Dragon's scales.
Rank: C
Type: Earth/Dragonslayer/Armor
Duration:5 posts
Cooldown:7 posts
Description: Mashyuu focuses his life force and Magical power into scales around his body to protect himself from harm. This forms a sort of flexible armor that is able to block both physical attacks and attacks used from phantom and ghost like creatures due to the life energy placed in the spell. This spell blocks an extra damage.
Strengths:
-Sturdy: This spell defends well against all forms of attack.
-Absorbing: Because of the need for life force the spell blocks 140 points of damage.
-Flexible: Due to the nature of the spell it does not slow down Mashyuu at all.
Weaknesses:
-Water Weakness: Water spells still do half Damage against Mashyuu's scales.
-Cool down: While the spell helps defend for a long while it takes even longer to recharge.
-Brittle: A single spell of a higher rank will cause the spell to end on the spot.
-Harmful: In order to cast the spell, Mashyuu must use ten points of his health to fuel the power along with his MP.
Name: Earth Dragon's Talons.
Rank: C
Type: Earth/Dragonslayer/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: Curling his fingers Mashyuu slashes his clawed hands, releasing a crescent shaped shock wave through the air to rip through his opponents. (5 meter range)
Strengths:
- Close Range impact- This spell does two extra points of damage to anyone struck at point blank range.
- Mid range tremor- As the shock wave rips through the earth, those struck from mid range take no damage but are pulled down by an intense gravity. (Anything past 1 meter)
Weaknesses:
- Wind Immunity- If countered with a wind spell the Talons effects are negated.
-Cool down- If the spell doesn't hit, the spell has an additional 1 post cool down.
-easy to dodge- Those at mid range can track the spells movement making it easy to avoid if they are ready for an attack.
- B rank Spells:
Name:Earth Dragons Secret Art: Exploding Spike
Rank: B
Type: Earth/Dragonslayer/Offensive
Duration: 2 post
Cooldown: 5 posts
Description: Mashyuu focuses on a spot near a foe and the ground forms a solid stone spike to impale a target. On the second post the spike explodes in a small burst to harm others in the area. (Up to eight meters away from Mashyuu)
Strengths:
- Two pronged attack- After the initial spell damage the spike explodes one post later in a four meter spread, dealing D rank damage.
- Never see it coming- This spell is one of the fastest spells in Mashyuu's arsenal forming and attacking at 40 mph.
Weaknesses:
- Backfire- If Mashyuu is caught in the blast of the spell then he suffers full D rank damage even though his lineage reduces earth spell damage.
-Stationary- While the spike is fast if the target does avoid it and the explosion the spell is useless.
-Brittle- The spike can be destroyed with a single C rank spell or two D rank spells. If this happens the explosion won't go off.
Name:Earth Dragons Dome
Rank: B
Type: Earth/Dragonslayer/Defensive
Duration: 6 post
Cooldown: 8 posts
Description: Mashyuu kicks up a sheet of dirt, soil, stone and earth and pulls it around himself to form a protective dome that is five feet around and seven feet tall. The spell protects against physical attacks.
Strengths:
- Movable- This spell can be moved at a speed of ten feet per post.
-Protects all sides- Because the dome surrounds Mashyuu and those near him it can protect from all angles of attack.
Weaknesses:
-Blind- Mashyuu can't see what is coming so if an attack is going to destroy the dome he has no idea.
-Enclosed- If something can get under the spell and come into the dome Mashyuu has a limited range of movement and many of his spells become useless because of this.
-Washable- A single spell from the water or wind type of B rank ends the dome spell instantly.
Name:Hail of Stone
Rank: B
Type: Earth/Offensive
Duration: 4 post
Cooldown: 6 posts
Description: Around Mashyuu in a an eight meter burst stones and compacted earth shoot up from the ground up to ten feet high and whip about smashing into those in their path to deal damage in the spells area.
Strengths:
-Constant Pain- The spell deals C rank damage each time a target is struck for the four posts.
-Wide Effect- This spell has a wide range of effectiveness to catch multiple targets in the spells path.
Weaknesses:
-Windy Skies- While the spell flings rocks and dirt around a wind spell of C rank or higher can blow the stones away and end the spell.
-C rank only- If a target is protected from C rank damage this spell does no damage to the targets as long as they are protected.
-Predictable- The stones that shoot up from the ground are easy to see and can be dodged by fast targets.
- B Ranked Spells won during raffle.:
Name:Earth Dragons Tomb
Rank: B
Type: Earth/Offensive/Dragonslayer
Duration: 6
Cooldown: 9
Description: Mashyuu brings both hands up and clasps them together, resulting in the ground around his targets coming up and swallowing the targets hole (4 meters under ground) and crushing them for a moderate amount of time.
Strengths:
-Crushing: This spell juts up from the ground and swallows a target, crushing him or her for B rank damage on the first round, followed by C on the second and D on the third until the spell ends.
-Far reaching: The earth that comes from the ground can rise up to nine meters into the air to swallow it's target and reaches out the same distance at a moderate speed. (25 mph)
Weaknesses:
-Wedgable: If a target caught in the spell has a pole arm or long reaching weapon to wedge between the crushing walls they reduce damage by one rank per post. (C on first post, d on second and none on the other posts.)
-Escape: If a target has a means of traveling through the ground or teleporting this spell won't interfere.
-Water: Casting a water spell inside the tomb will cause the tomb to spit the target back out and end the spell.
Name:Earth Dragons War Hammer
Rank: B
Type: Earth/Offensive/Dragonslayer
Duration: 6 posts
Cooldown: 8 posts
Description: Based on the stone staff and training Mashyuu gained from Emilia. The Earth Slayer waves his hand out in front of him and a solid one handed War hammer springs up from the ground and into his hand.
Strengths:
-Gravity: Those hit by Mashyuu's War Hammer take B rank damage and are slowed by one rank for the remainder of the spell.
Weaknesses:
-Water: If struck with a water spell of one rank lower or better the hammer washes away and the spell ends.
-Limited: Due to the hammer being only one handed Targets can avoid strikes as if they were avoiding a sword strike and the hammer isn't effective at mid to far range.
Name:Earth Dragons Stone Pillars
Rank: B
Type: Earth/Defensive/Dragonslayer
Duration: 4 posts
Cooldown: 6 posts
Description: This spell functions similar to Mashyuu's Earth Wall but instead he erects four stone pillars ten feet in height and six feet in radius to intercept attacks. (B rank spells max.) (Pillars can block 1 A rank, 2 B rank, 4 C rank, or 6 D rank spells)
Strengths:
-Moveable: These walls move at 10mph to intercept attacks from a range.
Weaknesses:
-Over: Attacks made from above can't be blocked by the pillars.
-Confusion: If more than four attacks are made at once the spell can't defend against every attack.
Name:Earth Dragons Stone Fist.
Rank: B
Type: Earth/Offensive/Dragonslayer
Duration: 1 post
Cooldown: 4 posts
Description: Mashyuu mentally commands the ground under him to form a large fist and attack those he deems a target. A chunk of ground spews out a fist the size of Mashyuu that travels up to 30 meters to smash into a target.
Strengths:
-Long range: The fist is easily one of the longest ranged spells in Mashyuu's arsenal and can deal B rank Damage.
Weaknesses:
-Interceptive: This spell can be evaded easily if it has to make any sharp turns or if the target is more than fifteen meters away.
-Blockable: If a spell of C rank or lower is used to block the fist, the strike only deals D rank damage.
Name:Earth Dragons Stampede
Rank: B
Type: Earth/Offensive/A.O.E./Dragonslayer
Duration: 3 posts.
Cooldown: 6 posts.
Description: Mashyuu focuses his weight down into his legs and creates a small earth quake in the ground with every step he makes, dealing damage to those near by. (5 meters around him.)
Strengths:
-Knockback: Those struck by the stampede effect takes a B's rank of damage and are knocked back 3 meters away from Mashyuu.
Weaknesses:
-Avoidable: If a target is in the air they can't be effected by this spell effect.
-Insubstantial: Targets that take on the form of Liquid, Shadow, Light or any other form that is extremely flexible can't be hurt for damage but are still pushed backwards.
Fused Spells
- Spoiler:
Name: Earth Dragons Blasting Stomp.
Type: Earth/Dragonslayer/Offensive
Duration: 1 post
Cool Down: 4 posts
Spells Used: Stone Blast, Earth Dragons tremor Stomp
Power Level: D+D= C
Description: Mashyuu raises his leg and stomps the ground, causing rocks to jut up and strike at those around him in a small spread (20 foot circle) Followed by stones blasting our an additional fifteen feet to hit anyone who was smart enough to move.
Strengths:
-Rapid effect- The moment the stones come up to hit targets they then shoot out fifteen more feet in straight lines.
-Long range- This spell can hit those up to 35 feet away in total.
-Surrounding- The spell surrounds Mashyuu making a great Area of Effect spell.
Weaknesses:
-Up high- Those attacking from above aren't effected by this spell.
-Shield- If standing behind someone else this spells secondary effect has a 75 percent chance of not hitting.
-See it coming- Unless you are already in the range of the spell it's easy to see see and avoid the spells effect.
Last edited by Mashyuu on 23rd July 2016, 5:54 pm; edited 27 times in total (Reason for editing : Fixing for approval)