Magic
Primary Magic: Venom Demon Slayer
Secondary Magic: -
Caster or Holder: Caster
Description: Venom Demon Slaying. The art of using holy poisons to destroy demons and learned from demons. A contradiction in terms. Yet it is a magic that Andrea has taken into her, involuntarily, and has mastered to enough of a degree that she can use its powers in combat.
The power of the venom demon slayer allows the user to generate and manipulate poison from within their body releasing it for the most part as powerful melee or ranged spells. However, the venom demon slayer is unique in that it not only focuses on poison, but the healing of poison. The holy aspect of it can turn poisons into antidotes.
Unlike most mages of the slayer variety who hit harder with elemental fists or do big flashy attacks like the famous 'roar' this particular user focuses on more precise strikes via things like needles and wires. Through precise control and knowledge the user is able to combine the poison with their own blood's coagulants to form solid objects as hard as steel.
Strengths:
Weaknesses:
List of Spell Fusions:
Primary Magic: Venom Demon Slayer
Secondary Magic: -
Caster or Holder: Caster
Description: Venom Demon Slaying. The art of using holy poisons to destroy demons and learned from demons. A contradiction in terms. Yet it is a magic that Andrea has taken into her, involuntarily, and has mastered to enough of a degree that she can use its powers in combat.
The power of the venom demon slayer allows the user to generate and manipulate poison from within their body releasing it for the most part as powerful melee or ranged spells. However, the venom demon slayer is unique in that it not only focuses on poison, but the healing of poison. The holy aspect of it can turn poisons into antidotes.
Unlike most mages of the slayer variety who hit harder with elemental fists or do big flashy attacks like the famous 'roar' this particular user focuses on more precise strikes via things like needles and wires. Through precise control and knowledge the user is able to combine the poison with their own blood's coagulants to form solid objects as hard as steel.
Strengths:
- Duration domination: Heavily focuses on duration based spells to destroy an opponent.
- Debilitating effects: The user is able to their poisons to weaken their opponents allowing for swifter destrouction
- Variety: The user has various poisons at their disposal and plenty of ways of using it.
- Immune to all non magical poisons of her rank this includes all poisonous and acidic materials
Weaknesses:
- The main weakness to poison is water because it can dilute and weaken the poison
- Another weakness is fire because it can burn away the poison and evaporate it. The heat can also work to neutralise the poisonous effects
- Wind can blow certain poisons away, such as those of a poisonous cloud
- Venom god slayer because the user cannot eat their poisons
- Due to her immunity to poison she is unable to get drunk no matter how much she drinks, which is a shame as one thing she would very like to do is get drunk just to shut up the symbiote
- Lineage:
Ice Cold
Description: Since the beginning of your entire bloodline, your moms, dads, grandfathers, great grandfathers and so on, have thrived in the coldest regions of Fiore. Over time, they have built up such a resistance, that your people can wear swim wear to the top of a mountain without so much as a shiver. Magical conditioning and perseverance can take you a long way. So, by this point of the bloodline, you don't even know what could feels like, just hot, but as all things, there are some drawbacks that weren't foreseen.
Ability: The user of this lineage has a passive 50% resistance to ice spells. Immune to natural cold temperatures. They feel fatigued and drained in hot climates however and take 50% extra damage from fire spells. They receive a ice spell of their rank or lower in addition to their spells in their magic(S Max). They can also redirect an ice spell of their rank or lower(S Max) by paying what the spell would cost them for their rank + half.
Usage: Redirection has a 4 post cooldown all the rest are passive.
- Demon Slayer abilities:
- 10% Boost to physical stats
- 10% Buff to senses
- The ability to consume poison in order to recover MP
- Elemental resistance to poison. 10% of one rank above, 25% of equal rank, 30% of 1 rank below, 50% of 2 ranks below
- Demon 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.
- 10% Boost to physical stats
- Unique abilities:
- The ability to extend each of the user's nails into razor sharp claws or thin needles. This does not add any damage, but gives a slight increase in range and also allows for better cutting/piercing roughly equivalent to a weak rank weapon. This only increases the length by about three inches.
- The user is in possession, currently, of four types of poison. These poisons are deployed via spells and are rank appropriate to those spells. However, the user cannot switch between these at will and must pay 5% MP in order to change to another poison type, with the exception of solid poison which is a free switch to it. Once the change is made all poison based spells from that point will be of that type.
The base poison(the one the user will start out with in any thread) is known as Aqua Regia and functions essentially like an acid burning the flesh of targets and melting through objects. This eats away at the target to cause damage over the duration
The second poison is a poison of debilitation. When this infects a target it will reduce their physical stats(strength, speed, endurance) by 10% if they are equal rank.
The third poison is a sensory poison that attacks the senses putting them into dissaray for the duration meaning sight, sound, smell and the like are messed up. Though of course higher ranks can resist this and even ignore it.
The fourth poison is known as solid. This has no poisonous effects and is merely a solid poison that can be used when the other poisons aren't as appropriate. This particular poison can be swapped into for free. However, swapping out of it to one of the other three poisons still costs 5%. - The user is able to extend their teeth into fangs and bite into a target absorbing the natural poisons from within their body. This can only be used on a target once per post and restores MP by 5%. It also allows the reverse and allows the user to directly inject poisons into the targets body. This can be done at the same time as draining. Bites do the user's rank of physical damage.
- The ability to extend each of the user's nails into razor sharp claws or thin needles. This does not add any damage, but gives a slight increase in range and also allows for better cutting/piercing roughly equivalent to a weak rank weapon. This only increases the length by about three inches.
- Lineage spell:
- Secret Technique Demonic Mirrors:
Rank: User rank (maxes at S)
Type: Ice
Duration: 3 posts+1 for each rank above D
Cooldown: 5 posts+1 for each rank above D
Description: In an instant, multiple mirrors of ice are created around the enemy, reflecting nothing but the user. The opponent is trapped in a dome 25ft across(+15 ft for each rank above D) Once the user has entered the mirrors, it's possible for he to move between the mirrors at very high speed, fast enough that she can go from one mirror to another in a second. As every mirror shows her reflection, one could say it's impossible to see all of her attacks. In order to attack though the user must emerge from the mirrors and this takes a second or two leaving them open. On top of that the mirrors can be destroyed taking 1/2 Rank damage to break or 1/4 if heat or fire based.
This is almost a final resort technique for the user as it requires twice as much MP as a normal technique of its rank
Strengths:- Allows the user to surround the opponent
- Makes the user harder to hit
- Twice as effective in cold, moist or icy areas.
Weaknesses:- Mirrors break quite easily
- Costly to use
- Leaves user open as they exit the mirror
- Highly susceptible to fire damage
- Allows the user to surround the opponent
- D rank spells:
- Demon Needle:
Type: Offensive
Duration: Needle = 1 posts, Poison = 3 posts
Cooldown: 4 posts
Description: With this the user forms between one and five senbon and throws them at a target. Those hit by the senbon if she throws a single one will receive D rank poisonous effects + 1 D rank impact damage. This amount is divided by the number of senbon. These have a range of 20m which they cover in a single second. They are thin and tiny so have less chance of hitting a target, but because they are so small they are hard to see.
Strengths:- Tiny so hard to see
- Can divide the needles to increase chance of hit
- Poisons target
Weaknesses:- Due to being so small they are easy to dodge
- Linear direction
- Dividing the needles weakens the damage
- Can be easily blocked
- Tiny so hard to see
- Demon Dripping:
Type: Coating
Duration: 3 posts dripping + 3 posts poison infection
Cooldown: 5 posts
Description: With this the user coats a sharp part of their body with poison, normally the claws, and mixes the poison with their blood to coagulate it into a form as hard as steel. Thus the area coated becomes a lot stronger and a lost sharper adding 1 D rank's worth of spell damage to attacks with it. Those hit by it will also be effected by a poison for three posts. However, if they are infected once then they cannot be infected again during the duration of this spell.
Strengths:- Enhances physical attacks
- Makes the part more resistant to damage
- Adds poison to the attack
Weaknesses:- Can only enhance a single part e.g. one finger nail or one tooth
- Cannot poison the same target twice within the duration
- Close range only
- Is obvious when a part in infected as it turns the colour of her poisoin
- Enhances physical attacks
- Demon Blowfish:
Type: Defensive
Duration: 1 posts + 2 posts poison
Cooldown: 4 posts
Description: With this the user swells up their body with poison causing them to inflate slightly and many poisonous needles extend from their body. This is a defensive technique that reduces incoming damage by 1 D rank. Those who physically hit the user and manage to hit the needles (of which the user is covered much like an actual blowfish and all of which are about five inches long) will be poisoned by whatever poison is active at the time. At the end of the duration the user lets out a shout and the needles fly out in all directions potentially hitting targets. The needles themselves do no damage, but can infect the target with the poison for 2 posts. This has a range of 20ft which it covers in a second
Strengths:- Reduces incoming damage
- Poisons meele users
- Omni directional attack
Weaknesses:- Could easily hit an ally
- Needles do no direct damage
- Makes the user look silly and its obvious they are doing something
- Poisonous defense only works on melee attacks
- Reduces incoming damage
- Demon Mist:
Type: Mist
Duration: 2 posts mist, 3 posts poison
Cooldown: 4 posts
Description: With this the user exhales and emits a poisonous cloud that covers a range of 40ft. This mist is highly poisonous and will infect those via skin absorbtion and inhalation though those infected will only be able to be effected once by the duration.
What is particularly interesting about this technique is that when it reaches the end of its duration or a spark is generated it will explode violently doing D rank damage to everyone within the explosion's 50ft range.
Strengths:- Obscures vision
- Can poison multiple targets
- Explodes
Weaknesses:- Could easily be caught within her own explosion
- Could easily poison allies
- Could easily catch allies in explosions
- Can easily be blown away by a D rank wind spell
- Obscures vision
List of Spell Fusions:
- Lineage link:
Last edited by Domino on 28th October 2015, 1:34 am; edited 2 times in total