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Magic Name: White Dragon Slayer( 2nd gen)
Magic Type: Slayer
Description: The Magic of the White Dragon. This is the magic of light and those stricken by the light from the dragon. Wessiglia was the one who wielded this power and like those who have came before has passed it down. There are some though that was never taught the magic from the dragon. Instead they gained the magic from being imbued with a lacrima from the dragon. This form of the lost magic of Dragon interception was more common in the days of dragons when a dragon died.
Kiari has gained this magic from one of the last remaining lacrimas that his people had to save his life. The Dragon Slayer magic of Light was now his. Kiari uses this magic to save his friends and to help his guild out all the while enjoying a nice relaxing time not having to worry about his health. The lacrima has changed his physiology to more like a dragons and with that the health benefits.
Unique Abilities:
- Ability 1: Light speed- because of how light is kiari can increase his speed by 30%.
- Ability 2: Unlocks at B rank Hidden Light- When times call to be stealthy Kiari can bend the light around him to become hidden from sight. A simple stealth ability of the White Dragon.
- Ability 3: Unlocks at S rankLight clone- Mix light and add in some magic power and BAM a recipe for a magical illusion of two Kiaris. Clones take S rank damage and disperses. These clone look identical to the real Kiari. This ability works like a mirage no control just an illusion to make people think there are two.
- Dragon Slayer:
Overview: Slayers are mages which have been gifted control over an element (or potentially a concept) from a dragon, god, demon, or some other aspect or being. This can include both learning it directly from the being in question or through a lacrima left behind by a being. There are several different types, generations, and versions of Slayers. Details on every possible type of Slayer Magic can be found below the following benefits for Slayer Magic. Note that Slayer Magic cannot be freely created on FTRP. In order to obtain Slayer Magic, one may register to use it in this or can use a Slayer Lacrima in order to obtain it.
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.- +50% passive increase to Strength, Speed, and Spell Damage.
- Greatly enhanced senses of Hearing, Sight, and Smell.
- Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
- Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
- 2 Ranks above Character: 0%
- 1 Rank above Character: 10%
- Same Rank as Character: 25%
- 1 Rank below Character: 35%
- 2 Ranks below character: 50%
Magic Consumption: Slayers can consume the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
Dragon Slayers: Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements (Example: Ice Dragon Slayers cannot eat Dark Ice). If Dragon Slayers consume an impure spell/ability of their element they take full damage from the spell, which is not affected by resistances in any way or form. If they consume a naturally-occurring impure version of their element, they lose 10% of their maximum HP.
Advantages: The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Dragon Slayer Magic deals double base damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-player opponents.
Disadvantages: Though Dragon Slayers get these benefits, they do have one set back: Motion sickness. Dragon Slayers cannot ride on any vehicle or method of transportation without getting motion sick. They can still fly, of course, or use their pets for transportation without getting motion sick. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured through the use of a User Rank healing spell.
- Dragon Force:
- Second Generation: These Slayers have learned the magic from a lacrima produced by the Dragon/God/Demon of their respective element.
First and Second Generation Force: A Slayer must consume at least 5 spells of their rank and respective element in MP to activate First or Second Generation Slayer Force (Max. H rank), but must have at least 50% of their total MP to be able to do so.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Slayer force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Slayer Force is active. Once the user of force hits 0 MP or once they choose to cancel it Slayer Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- +50% passive increase to Strength, Speed, and Spell Damage.
Spells
Spells:
- Signature:
Name:Roar of the White Dragon
Rank: Same as caster up to S
MP Cost:0
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 120 meters
Speed: 120 meters per second
Duration: 5
Downside:
Description:The signature spell for the white dragon slayer. Here the castor will gather the light from inside their body and gathers it up within their mouth. Once the magic and light is gathered the slayer will expel it. This spell will blast out of the castors mouth heading along a line towards the enemy. This beam of light is only a meter in width. The beam moves up to 120 meters at 120 meters/second. This spell can easily be dodged and canceled out with a spell or roar of Equal rank.
- Drank:
Name: Claws of the White Dragon
Rank: D
MP Cost:20
Category: Offensive
Type: Single Target
Damage: 40 hp
Range: 60 meter
Speed: 60 meters per second
Duration: 3
Downside:
Description: The user will gather light around their hands as they start to glow. This spell will allow the castor to increase the damage that is done from a normal punch. With the spell in affect the castors melee punches will be stronger than the average strike from a non-magical human. This spell will do 40 damage per post. This spell can be blocked or dodged just like any martial move performed in normal fights.
Name: White Dragon: Holy Ray
Rank: D
MP Cost:20
Category: Offensive
Type: multi target
Damage: 30HP
Range: 45 Meters
Speed: 20 Meters per second
Duration: 2
Downside:
Description: A normal spell of the White dragon. The user will gather there magic and light into the palm of one hand. This ball is the size of a baseball((About 9 inches diameter) Once there is enough of the magical light Kiari would form a cage by bringing his other hand over the one with the ball of light. Once this is done he will burst the light through his hands sending 3 beams of Light towards those he calls foe. These beams are 1ft x1ft and move at 20 meters per second. These beams do a combined damage of D rank.
Name: White Dragons Burning Flash
Rank: D
MP Cost:20
Category: Offensive
Type: AoE
Damage: 20 HP
Range: 30 meters
Speed: 12 meters per second
Duration: 2
Downside:
Description: A simple low damage spell of the white dragon. The user would gather Their magic power as two white magic circles appear around his hands. Their eyes get a bit of a shine to them as They say the spell. Once said they would throw their hands up above them as a spell goes off. This spell will cause the air to heat up around the user. The user will cast the spell and send up a bright flash of light will happen causing those with in the 30 meter range to be blind while taking damage for the heated up air. After the spell is used the castor is unable to use this spell again for 3 post
- C Rank:
Name: White Dragons Radiant Wingbeat
Rank: C
MP Cost:30
Category: Offensive
Type: Single target, Multi target
Damage: 60 hp / 30 hp
Range: 50 meters
Speed: 40 meters
Duration: 1
Downside:
Description: Extending their arms out fully to each side of them, the user will gather up a ball of light in each of their hands. The user will then quickly swipe their arms in front of them, unleashing three beams of light that are two meters wide each, one from each ball and then a final when their hands cross paths, that travel out in a straight line in the direction that the user was facing up to 50 meters at 40 meters per second.
Note: The beams can hit either one opponent all at once for full C rank damage(Single target) or three opponents for D rank damage each(multi-target)
Name: White Dragon’s Moonlight claw
Rank: C
MP Cost:30
Category: offensive
Type: Single target
Damage: 45 hp
Range: 30 meters
Speed: 13 meters per second
Duration: 4
Downside:
Description: The user will channel light magic into all five of their fingers on one hand before targeting one opponent. The user will then thrust their hand forward at said opponent, unleashing the gathered up light magic in the shape of a dragon’s claws. This claw will then travel out up to 30 meters at 13 m/ps towards the target designated by the user before slamming into its target with laser like precision. The user can guide the claw if the opponent dodges to the side. This does require 4 post before use again.
Name: White Dragon: Healing Dome
Rank: C
MP Cost:30 mp
Category: Support
Type: Single Target
Healing: 60 hp
Range: 50 meters
Speed: 80 meters per second
Duration: 5
Downside:
Description: A basic healing spell. The user will gather the light from within them and around them before sending this spell out to an injured ally. The light will head over to the injured and form a dome around them that is 1 meter x 1 meter in size. As long as the injured stays within the dome the light will heal the damaged taken up to the duration of the spell. This spell can only be used if the ally that is injured has take sever damaged.
Last edited by Kiari Cold on 1st March 2021, 11:41 pm; edited 13 times in total