Primary Magic: Beast Taming of the Nine Gates
Caster or Holder: Caster
Description:
In General
Originally wielded by Fiends, Beast taming utilizes a dark magic to bind a Caster to powerful Demonic Beasts. This is known as the Chains of Fate; Large Black chains that magically link themselves to the Beast and the Caster, flowing from her wrists, ankles and back to attach to the chosen beast. These Chains enforce the Will of the Caster upon the bound being, and as long as the Will of the Caster is strong, it is impossible to fight the link. Mages that use this magic can bind all kinds of chosen beasts, between earth monsters, to even evil celestial beings.
Alura’s chosen Beasts are from the Gates of hell; Son’s of the Gate Fiend himself. Known as the Beasts of the Nine gates, they are a gift given to the Priestess of Fiends Alura. Her Beasts are all large in size and each possess different capabilities.
Combat
When Summoning the Beast, a Large magic circle will appear behind her, then from that circle will appear a huge black gate, decorated with skeletons and horns. Each gate appears different in design and color, depending on the Beast she summons; These are known as the Nine Gates. The gate will then open and out will step the giant beast she commands, the Chains she possesses jingling from its neck and wrists.
Each of Alura’s beasts possesses different combat abilities, and to perform these abilities they pull magical energy from Alura via the Chains of Fate. Each ability pulls a different amount of magical energy to function differently. Stronger spells pull more amounts of Magic from the Caster.
Strengths:
- Combat :: While Alura CAN fight herself, she uses these beasts as her shields, and as her weapons. She doesn’t care about their feelings, as they give themself entirely upon binding.
- Elemental :: Each different Beast possess a different elemental attack. This can give her a opportunity over her opponent.
- God and Dragon Slayers :: Only God & Dragon Slayers C Rank and above can eat the elemental magic put out by her Beasts. Because of the raw amount of dark magic infused with the attacks. For God Slayers it would be like eating their own element. And with Dragon Slayers, this is because of the raw power in each attack.
Weaknesses:
- Demon Slayers :: Because even fiends are considered as demons, all demon slayers can eat the elements of their own from the Beast attacks.
- Broken Chains :: It is possible to break the chains and sever the bond for a full post. This takes at least 1 higher rank of damage to break the summoned beasts chains
- Speed :: The beasts she commands all operate at different speeds, some slower than others and this can pose a problem against faster opponents
- MP :: Alura loses a spell slot due to having to summon her beasts as a spell. Then the spells they use continue to take MP from her
- Lineage:
Lineage:
Curse of the White Witch
Description: There was once a village north beyond the snowy mountain pass that lived peacefully and abundantly. It was led by a kind and just ruler, Margery the White. She was nicknamed as such because she was a caster, a powerful one at that. It is because of her that the village can sleep peacefully at night and plant crops without having to worry of them freezing or dying due to lack of basic nutrients. You see, she had placed a powerful incantation around the land which prevents would be wrong doers from entering their domain. It also keeps the weather and land in check, making their land an idealistic hideaway.
However, their happiness did not last long for a powerful dark Magus heard of their place, the paradise in the frozen wasteland they called it. He wanted that for his own as well, so with an army of shades and demons, he invaded the village. He had a hard time breaking through the barrier but broke through he did. The powerful white witch tried her best to defend their land but because of the sheer number of enemies and with too many to protect her effort were rendered useless. With no hope left, she did something forbidden to all white casters, and that is to use dark magic. With her new found power, she was able to turn the tides, she was able to obliterate the dark Magi and his evil horde. But it was after when she got a second glance that she realized the error of her ways. Not only did she destroy her enemies, but she also wiped out half the land and its inhabitants. Ashamed of her deed, she fled town and was never to be seen again.
Some say she took her life as punishment of her sin, others say she regressed and turned into an old and evil crone who lives in a spooky dark forest, while others say she lived the rest of her days as a simple and normal human with her husband and children.
Ability: Those who were descended from her line are gifted with great magic regeneration. It also allows them to use Chaos blast. The melding of light and dark magic creating pure raw power which is formless and non-elemental. Chaos magic is effective against any type of magic and inedible to all forms of slayers. However it is weaker against steel or any form of metal. Making it less effective against physical attacks or defensive attacks made with any metal weapon or armor.
Usage: Chaos Blast is once per thread
Passive: 5% MP regeneration.
Gains an offensive "Chaos" elemental blast attack as a signature spell(max A-rank) OR normal spell of user-rank (S-rank Max) that must be made in addition to the user’s spells in their magic.
Passive:
- Communication :: Alura has the capability to communicate with Demonic Beings, Fiends and Beasts. She is even capable of reading their ancient language.
Active:
- MP :: In extreme measures, Her beasts are able to feed more Magical Energy out or Alura to give them an extra 25% attack boost. This can only be performed once per thread, and takes 50% of Alura’s remaining Magical Power.
- Gate walk:: Alura is able to summon up a Gate that can be used for simple transportation from where ever she is to somewhere she's been before. Also it is to note, these can be opened in mid-air, allowing her a place to stand in the air if she pleased.
Name: Alzara of Wrath
Rank: D
Type: Elemental Beast
Description: Alzara, fiend of the first gate. The gate in which all humans reap in fire and darkness. This gate appears in smoke and flame, opening at the steps of the large beast. Standing at 15 feet tall, he is a very intimidating sight. He has two heads, but each are Eyeless; And with large teeth and huge knuckled fists. Around him are the Chains of fate, which feed the beast Alura’s magical energy.
Alzara has a wide range of magical attacks, however each are tied with dark magic and make it difficult for God slayers and Dragon slayers to eat. It’s his non magical attacks however that can be rather abrupt. He may be large, but he moves at a speed of 15 meters a second, and deals out 15% more damage ( D + ¼ D ) per hit. So don’t get too close
Alzara is able to take 3 C rank’s worth of damage before having to step back through the Gate.
Strengths:
- Alzara is a heavy hitter; being able to deal heavy physical damage due to size
- Most of the spells Alzara uses are coated with Dark magic and make it hard for slayers to eat
- He also has a durable body and can take quite an amount of damage before disappearing
Weaknesses:
- Light magic deals an extra 5% damage to Alzara
- Demon Slayers deal an extra 10% damage to Alzara due to Origin
- The Chains of Fate connected between Alura and the Beast can be targeted
- Physical combat is all short ranged for him
- Alzara’s Spells:
Name: Dark Beam
Rank: D
Type Offensive Energy
Duration: 2 posts w/ 1 post charge
Cooldown: 3 posts
Description: After taking a full post to charge, Alzara fires a high powered beam from both mouths. Doubling the attack. The beam is able to be fired in any direction that Alzara’s heads can face. So obviously not behind him, but a full 260 degrees. They are a continued stream of dark purple light, so if Alzara move’s his head the beam follows until the duration is complete.
Each beam travels at 10 meters per second for a total distance of 15 meters. The entire diameter of each beam is 1 meter, so they are pretty large.
The beams will deal out 3/4 D rank Damage each, so if your hit twice, the damage is doubled.
Strengths:
:: Alzara is able to split up the attack, only firing from one head if he wishes.
:: Able to follow opponents so if they move, Alzara can move the beam as well.
:: Deals ¼ D burning damage to all opponents that are C rank and Below
Weaknesses:
:: Takes one full post to charge the attack
:: Light Magic can reflect the beam
:: Can be blocked by C rank and above shield spells
:: It is possible to cause damage to allies if they are caught in the beam
Name: Earthquake
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 3 posts
Description: By taking both of his large fists, and hitting the ground hard, Alzara splits the ground beneath her opponents. This causes Shock damage and could possibly be used to collapse the ground beneath them so they fall. This causes opponents to fly back 10 meters and deals D rank damage.
The AOE of this spell is 15 meters radius, the center being Alzara.
Strengths:
:: If opponents are caught directly underneath his fist, that adds another ½ D rank damage
:: Deals a lot of collateral damage to the area
:: Can affect more than one opponent
Weaknesses:
:: Can be dodged by stepping out of the AOE
:: Earth mages D rank and above can counter the spell
:: Possible to hurt allies as well
:: Earth Slayers can just eat the ground if needed
Name: Fire Blast
Rank: D
Type: Fire Offensive
Duration: 1 posts
Cooldown: 3 posts
Description: Alzara grows large orbs of dark flame within its mouths, then this flame is concentrated and shot at the opponent. The balls of flame grow to 2 meters in diameter, and explode upon impact. It flies at 15 meters per second due to the concentrated power behind the fire orbs and can reach up to 20 meters in total.
Initial damage from the fire is D rank, but the explosion impact creates another ½ D rank damage.
The explosion impact AOE is a 4 meter radius from the Flame ball.
If the opponent is D rank, the opponent is also pushed 5 meters from the explosion impact.
Strengths:
:: If the orb is dodged the explosion can still cause damage.
:: 25% chance of burning ( if opponent is C rank or below ) which adds another ¼ D rank damage
Weaknesses:
:: Water magic can counter or overtake the spell depending on rank
:: Can be blocked by C rank shield spells, and even D rank water shield spells
:: This spell can be dodged easily and is only fired once before cooldown.
Last edited by Lady Alura on 2nd November 2015, 10:45 pm; edited 1 time in total