Primary Magic: Wyvern Soul
Secondary Magic:
Caster or Holder: Caster
Description:
Note that all Wyvern referenced to here are NOT Fairy Tail wyverns but Monster Hunter wyverns.
Wyvern Soul is a magic quite similar to TakeOver. It allows the user to take on any traits of any wyvern with the help of spells. At later point it even allows the transformation into a full wyvern that either already is in existence or has been created from scratch by the user. Now what is the difference between TakeOver and Wyvern Soul? Simple, it’s the specialty of combing a large number of physical amenities/traits that would naturally not be seen in one body such as glands in the back of the mouth filled with napalm and a gaseous neurotoxin allowing to both paralyze the enemy and burning them at the same time… the limit being that only two different glands can exist at the same time. All spells have to wait out their duration and cannot be dispelled by the user himself; only magic cancelling spells can override the duration. Other limitations are that the elements may be usable, but only to an extent so that it is somehow biologically explainable; so it is not possible to summon a rain of meteors or freely manipulate an element.
When this magic is activated the user gains the physical strength of a wyvern and his/her hands turn into claws and the teeth become razor sharp. The eyesight is greater than that of any creature and the sense of smell rivals that of a dragon’s. The only downside is hearing as it is not as developed as in dragon-slayers, but definitely as good as a wolf’s hearing.
Strengths:
Versatility and adaptability are the keywords that define the strengths of this magic. The mere fact that many different parts of wyverns can be incorporated into one body and exist simultaneously gives users a great tactical advantage. Another advantage is the log duration of most spells.
Weaknesses:
This magic’s tactical advantage can also become its greatest weakness. As all spells have to wait out their duration when facing an opponent who is well equipped to fight against a certain type of wyvern (whether meant to or not) the enhanced limbs may be next to useless if not even a grave weakness.
Abilities/Powers:
Wyvern’s Strength
Wyvern’s Senses
Wyvern’s Body
Name: Jungle Wyvern’s Claws
Rank: D
Type: Physical
Description: Jungle Wyvern are quite well known for their many neurotoxins most of which are located in sacks within spike all over the body from head to tail and even the claws. This trait is implemented into the user’s arms, turning the skin on the arms and hands into that of a Jungle Wyvern.
Strengths: Paralysis for 1 post of the hit limb. Otherwise it can gauge out larger chunks of flesh like the normal claws, but can only break through D Rank defenses after repeated attacks.
Weaknesses: Long Cooldown and neurotoxins work against the user as well
Duration: 4
Cooldown: 3
Name: Wyvern Wings
Rank: D
Type: Support
Description: The user sprouts wyvern wings from his shoulder blades.
Strengths: Enables Flight adding maneuverability
Weaknesses: The wings are like extended body parts. The user feels pain if the wings are damaged and if a wing is damaged too severely flight is disabled whilst the wings stay in existence until the duration is over.
Duration: 6
Cooldown: 5
Name: Desert Wyvern Tail
Rank: D
Type: Physical
Description: Desert Wyverns are known to be heavy and slow, usually better adapted to staying above or under ground. Whilst they give up flight they gain heavier armor and are physically stronger than most other wyvern. This spell gives the user the tail of a Desert Wyvern which is heavy, long, hard and quite powerful.
Strengths: The immense weight, thick armor and muscle that the tail possesses gives any attack quite the punch, capable of breaking and shattering bones. It is made to break through D-rank defenses with few hits.
Weaknesses: The tail being heavy and all is quite cumbersome and reduces agility as well as maneuverability.
Duration: 3
Cooldown: 2
Name: Fear Toxin
Rank: D
Type: Poison
Description: There is a small wyvern, about the size of a grown man, that is physically inferior to almost all other wyvern. However that little bugger has one mean little trick up its sleeve: inside its mouth there are gland filled with a fear-inducing venom that makes its enemies not only se their fears, but also fell, smell, heart and taste them; a frightening illusion of all senses. Combined with its killer accuracy, this venom is quite frightening and thus it has no natural predators. This spells allows the copying of that very gland and toxin, the difference being the duration of the poison. Whilst the original can take months to dissipate, this copied toxin lasts a day at best against normal people.
Strengths: Causes the target to see, hear, feel, taste and smell their greatest fears, disabling them for some time (2 posts)
Weaknesses: Effects user and ally equally, so if the spell is reversed or reflected…
Duration: 1
Cooldown: 3
Secondary Magic:
Caster or Holder: Caster
Description:
Note that all Wyvern referenced to here are NOT Fairy Tail wyverns but Monster Hunter wyverns.
Wyvern Soul is a magic quite similar to TakeOver. It allows the user to take on any traits of any wyvern with the help of spells. At later point it even allows the transformation into a full wyvern that either already is in existence or has been created from scratch by the user. Now what is the difference between TakeOver and Wyvern Soul? Simple, it’s the specialty of combing a large number of physical amenities/traits that would naturally not be seen in one body such as glands in the back of the mouth filled with napalm and a gaseous neurotoxin allowing to both paralyze the enemy and burning them at the same time… the limit being that only two different glands can exist at the same time. All spells have to wait out their duration and cannot be dispelled by the user himself; only magic cancelling spells can override the duration. Other limitations are that the elements may be usable, but only to an extent so that it is somehow biologically explainable; so it is not possible to summon a rain of meteors or freely manipulate an element.
When this magic is activated the user gains the physical strength of a wyvern and his/her hands turn into claws and the teeth become razor sharp. The eyesight is greater than that of any creature and the sense of smell rivals that of a dragon’s. The only downside is hearing as it is not as developed as in dragon-slayers, but definitely as good as a wolf’s hearing.
Strengths:
Versatility and adaptability are the keywords that define the strengths of this magic. The mere fact that many different parts of wyverns can be incorporated into one body and exist simultaneously gives users a great tactical advantage. Another advantage is the log duration of most spells.
Weaknesses:
This magic’s tactical advantage can also become its greatest weakness. As all spells have to wait out their duration when facing an opponent who is well equipped to fight against a certain type of wyvern (whether meant to or not) the enhanced limbs may be next to useless if not even a grave weakness.
Abilities/Powers:
Wyvern’s Strength
Wyvern’s Senses
Wyvern’s Body
Name: Jungle Wyvern’s Claws
Rank: D
Type: Physical
Description: Jungle Wyvern are quite well known for their many neurotoxins most of which are located in sacks within spike all over the body from head to tail and even the claws. This trait is implemented into the user’s arms, turning the skin on the arms and hands into that of a Jungle Wyvern.
Strengths: Paralysis for 1 post of the hit limb. Otherwise it can gauge out larger chunks of flesh like the normal claws, but can only break through D Rank defenses after repeated attacks.
Weaknesses: Long Cooldown and neurotoxins work against the user as well
Duration: 4
Cooldown: 3
Name: Wyvern Wings
Rank: D
Type: Support
Description: The user sprouts wyvern wings from his shoulder blades.
Strengths: Enables Flight adding maneuverability
Weaknesses: The wings are like extended body parts. The user feels pain if the wings are damaged and if a wing is damaged too severely flight is disabled whilst the wings stay in existence until the duration is over.
Duration: 6
Cooldown: 5
Name: Desert Wyvern Tail
Rank: D
Type: Physical
Description: Desert Wyverns are known to be heavy and slow, usually better adapted to staying above or under ground. Whilst they give up flight they gain heavier armor and are physically stronger than most other wyvern. This spell gives the user the tail of a Desert Wyvern which is heavy, long, hard and quite powerful.
Strengths: The immense weight, thick armor and muscle that the tail possesses gives any attack quite the punch, capable of breaking and shattering bones. It is made to break through D-rank defenses with few hits.
Weaknesses: The tail being heavy and all is quite cumbersome and reduces agility as well as maneuverability.
Duration: 3
Cooldown: 2
Name: Fear Toxin
Rank: D
Type: Poison
Description: There is a small wyvern, about the size of a grown man, that is physically inferior to almost all other wyvern. However that little bugger has one mean little trick up its sleeve: inside its mouth there are gland filled with a fear-inducing venom that makes its enemies not only se their fears, but also fell, smell, heart and taste them; a frightening illusion of all senses. Combined with its killer accuracy, this venom is quite frightening and thus it has no natural predators. This spells allows the copying of that very gland and toxin, the difference being the duration of the poison. Whilst the original can take months to dissipate, this copied toxin lasts a day at best against normal people.
Strengths: Causes the target to see, hear, feel, taste and smell their greatest fears, disabling them for some time (2 posts)
Weaknesses: Effects user and ally equally, so if the spell is reversed or reflected…
Duration: 1
Cooldown: 3
Last edited by Maes Hughes on 28th December 2012, 12:24 am; edited 11 times in total