Primary Magic: White Dragon Slayer
Secondary Magic: White Dragon Slayer Lacrima
Caster or Holder: Caster [Lost]
Description: Taught to Shuhei at a young age, by the White Dragon Sapharaj, This magic is a potent form of Light Magic that allows the caster to transform his physicality in to that of a White Dragon. This act allows the Dragon Slayer to generate light in vast concentrated amounts to produce damaging effects in the form of a Laser beam, or an explosion. The concentrations vary depending on the desires of the caster and can be made in to very dazzling but deadly displays if the caster is skilled enough. These effects often effect ambient lighting to a small degree, making the world around the caster appear darker when Light is produced, as if the light around him has been drained from the atmosphere.
The ability to alter ones own physicality to produce light, also makes the caster practically Immune to light-based spells, and can actually strengthen the caster to a degree. Dragon Slayers act as a conduit for their respective elements, and are able to devour vast quantities of their element to replenish their magic supply and produce more spells. The light of the sun or Moon is favorable to the White Dragon Slayer, however any source of light can sustain him. The glow of a camp fire, a street light and any spell that produces light.
The White Dragon Slayer's ability to transform in to his own element makes it so that he is capable of transforming his body entirely in to Light, which for very brief moments allows him to move at the speed of Light. This is however dangerous to the caster, as a collision with practically anything at light speed can be catastrophic in spite of a Dragon Slayer's enhanced durability, thus the caster must plan his movements ahead of time to avoid collision with anything, which makes a stop and go approach favorable to the White Dragon Slayer.
Strengths:
Weaknesses:
Abilities/Powers:
Secondary Magic: White Dragon Slayer Lacrima
Caster or Holder: Caster [Lost]
Description: Taught to Shuhei at a young age, by the White Dragon Sapharaj, This magic is a potent form of Light Magic that allows the caster to transform his physicality in to that of a White Dragon. This act allows the Dragon Slayer to generate light in vast concentrated amounts to produce damaging effects in the form of a Laser beam, or an explosion. The concentrations vary depending on the desires of the caster and can be made in to very dazzling but deadly displays if the caster is skilled enough. These effects often effect ambient lighting to a small degree, making the world around the caster appear darker when Light is produced, as if the light around him has been drained from the atmosphere.
The ability to alter ones own physicality to produce light, also makes the caster practically Immune to light-based spells, and can actually strengthen the caster to a degree. Dragon Slayers act as a conduit for their respective elements, and are able to devour vast quantities of their element to replenish their magic supply and produce more spells. The light of the sun or Moon is favorable to the White Dragon Slayer, however any source of light can sustain him. The glow of a camp fire, a street light and any spell that produces light.
The White Dragon Slayer's ability to transform in to his own element makes it so that he is capable of transforming his body entirely in to Light, which for very brief moments allows him to move at the speed of Light. This is however dangerous to the caster, as a collision with practically anything at light speed can be catastrophic in spite of a Dragon Slayer's enhanced durability, thus the caster must plan his movements ahead of time to avoid collision with anything, which makes a stop and go approach favorable to the White Dragon Slayer.
Strengths:
- The Dragon Slayer can devour any source of light to regenerate magic. This ability grants the Dragon Slayer incredible survivability as he's able to sustain himself on nothing but Sunlight, acting as a human solar panel.
- Most spells are not easily avoided due to the Speed of Light Magic.
- Offensively, Light Magic can penetrate nearly any defense made from Shadow and/or Darkness magic.
- Most of Shuhei's spells involve bright flashes of light, which can potentially blind his opponents, which when coupled with the various speed bonuses this magic grants, make it so his movements are difficult to follow with the naked eye.
Weaknesses:
- Though moving at Light Speed may appear advantageous, the movements are too quick for any mind to follow. Attempting to continuously move at the speed of light will inevitably result in the caster crashing in to something, thus Light Speed Movement is not sustainable.
- Defensively, Light based spells are easily penetrated by Shadow and/or Darkness spells.
- Most movement spells require a clear line of sight to be used safely. Magics that blind, or generate obstructions make high speed movement difficult and have the potential to put the caster at a disadvantage.
- The Night is when the White Dragon Slayer is at his weakest. There are very few sources of Light to devour, and the Dragon Slayer cannot devour Light produced by himself which prevents him from regenerating magic at his usual rate.
Abilities/Powers:
- All Dragon Slayers receive these buffs:
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 Sight: Shuhei is not blinded by light, like most people are. In fact, he's capable of seeing in far greater detail than any normal being by manipulating the light that enters the pupil and is reflected by the lens inside of the eye. He sees the world in greater detail and in a larger spectrum of color, an ability he has learned to use to acquire greater insight in to the world and in to others. The finer details of people's movements, the color of their skin and the look in a persons eye reveals to him their inner thoughts and feelings.
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- D-Rank spells:
Name: Flash Step
Rank: D
Type: Movement / Supplementary
Description: Flash Step allows Shuhei to partially transform in to light and travel at near Light Speed for a brief moment. To an onlooker it would appear as though Shuhei vanished in a flash of light which is where the spell has gotten its name and in turn Shuhei's nickname Flash God. Though it is called Flash Step, Shuhei actually takes up to 2 steps during the spell, so he can Flash away from where he is standing and then make a second step somewhere else, which makes it very easy for Shuhei to maneuver around an opponent. Shuhei cannot run through solid objects or else he would cause himself serious harm. So he must be able to see where he's going and plan his movements beforehand. This technique is most effective in open areas and weakens as more obstructions fill the area. For example, Shuhei would not be able to use this spell in a forest because there is too much space that he cannot see.
Strengths: This technique allows Shuhei to out Maneuver nearly any opponent and is widely known as the most efficient and one of the fastest movement technique there is. When possible, Shuhei can literally reflect himself by using his Lineage to carefully pinpoint where he'd land allowing him to break the rule that he cannot move around corners, since he's able to use his enhanced vision to see the reflection of where he'll land and if the area is full of reflective surfaces he can flash step to nearly any location by reflecting multiple times.
Weaknesses: It becomes increasingly difficult to use this technique in enclosed areas or areas with a great deal of clutter like a forest. Shuhei cannot travel through walls or barriers using this technique and must move around all obstructions. Also, as he moves, he can only move in direct straight lines. Though if he plans far enough ahead, he can Flash step multiple times to maneuver through obstacles. Even then, moving obstacles become a great pain... If Shuhei were to accidentally run in to an opponent, they would both suffer an equal amount of damage. 1 post cool down.
Name: Halo
Rank: D
Type: Tactical
Description: After Flash Stepping, Shuhei has the option of leaving a single "Halo" in his original position. A halo is nothing but a trick of the light which leaves an after image of Shuhei behind to distract an opponent, keeping focus on it rather than where Shuhei has actually gone. It can perform basic movements like running forward or moving its arms in a specific pattern, all meant to continuously distract an opponent. It will emit the same glow as if he were preparing one of his other spells. A Halo also acts as a waypoint for Shuhei and is often a prerequisite for him to use some of his higher ranking spells. Once a Halo is created he has the option of Flash stepping back to where the Halo is in its current position to further confuse the opponent. When multiple Halo's are active he is capable of controlling the battlefield quite easily, even though the Halo by itself is in fact not very strong.
Strengths: A Halo is a superb distraction and a great method of hiding his Flash Steps which would allow him to easily surprise an opponent who doesn't pay enough attention to his/her surroundings. Halos can also only be destroyed by spells of the opposite element, Shadow or Darkness. A Halo can remain in play for up to 5 posts after they're created. This spell has zero cool down because it requires other spells to be used in order for it to activate.
Weaknesses: A Halo, without the aid of higher ranking spells cannot accomplish much other than to distract an opponent and can easily be identified by the constant glow it emits. 2 post cool down.
Name: Holy Stigma
Rank: D
Type: Hex
Description: The Holy Stigma is a mark Shuhei can place on an opponent by physically touching them, or an object. It acts as a homing beacon allowing some of his spells to home in on whatever the Stigma is placed upon. Shuhei's hand will glow white as he touches the opponent and darken the afflicted area, except for the glowing print left upon the body. The Stigma will constantly sting and burn as long as it remains and act as a constant distraction for the opponent until it is removed. The burning however is only a sensation and isn't actually damaging the body. There are several ways to remove the print, but someone who utilizes shadow or darkness magic will have an increasingly difficult time removing the Stigma. Once a spell that homes in on the Stigma has impacted the opponent, the Stigma will ignite, branding the opponent with the Holy mark of the white dragon as well as leaving a severe burn. Unless the wound is healed entirely with magic, the opponent will forever be marked with Shuhei's insignia. (Note: The brand is non-magical and doesn't act as a homing beacon.)
Strengths: Allows some of Shuhei's spells to home in on the target making his spells nearly impossible to avoid. Though this doesn't prevent them from blocking the spells. The stigma lasts 2 posts.
Weaknesses: The Stigma can be burned away by fire magic or purged by any spell meant to remove afflictions. Those who use Shadow or Darkness magic must use 2 purging spells to remove the Stigma or a spell 2 ranks higher. This spell has a 3 post cool down beginning from the time the stigma has been removed from the opponent.
Name: Radiant Pistol
Rank: D
Type: Offensive
Description: Shuhei aims his index finger towards a target and fires a small laser beam from his finger tip. The laser beam is powerful enough to deflect other D-Rank spells or small objects off their course and feel like small daggers when they make contact with an opponent. The shot can also be reflected off of a mirror-like surface to attack from multiple angles. Can fire 1 shot every post.
Strengths: Radiant Pistol is a quick shot that is capable of homing in on the Holy Stigma and proves to be an excellent way to harass and annoy an opponent as well as inflict minor wounds which could add up over time.
Weaknesses: Though it can be used frequently the Radiant Pistol spell is very weak and can only inflict minor wounds. It can also be reflected by mirror-like surfaces.
Name: Holy Stigma: Waypoint
Rank: D
Type: Tactical
Description: Shuhei places a Holy Stigma upon an object or person, to which he can Flash Step at any time so long as the Stigma remains in tact. The Holy Stigma takes the form of a dimly glowing magic circle which varies in size. The Waypoint allows Shuhei to bypass walls and barriers with his flash step techniques, negating all weaknesses normally associated with his Flash Steps, however the Waypoint is always fixed upon the same thing which limits the spells versatility to some degree. It is most useful when placed on an ally, who would be able to move and create a greater tactical advantage for Shuhei.
Strengths: A way point can last for up to 6 posts and can be used multiple times with any of Shuhei's Flash Steps & Variants. Furthermore if the Stigma is not used for its entire duration, it does not go on cool down.
Weaknesses: 6 post cool down.
- C-Rank spells:
Name: Holy Ray
Rank: C
Type: Offensive
Description: Shuhei joins the open palms of his hands together and then separates his hands but keeping contact with the tips of his fingers. A sphere of light begins to form between his palms and as he separates his hands the sphere becomes increasingly larger. Upon completion of the sphere which takes approximately 1 1/2 seconds, Shuhei flails his arms back releasing the energy gathered within the sphere in the form of 24 Rays of light which leave their starting point in a curved trajectory making the angle of impact hard to predict and ultimately barrages the opponent with several strong blows. Each Ray is capable of homing in on the Holy Stigma.
Strengths: This ability can be used both on a single target or many which makes it excellent for crowd control and is also capable of being used in combination with the Holy Stigma which could make this ability potentially life threatening because each individual ray does a fair bit of damage, but only together can they be considered Lethal.
Weaknesses: Each individual Ray does damage equal to a powerful D-Rank spell, but the accumulated power is equal to that of a B-Rank spell which is why this is classified as a C-Rank spell because of it's difficulty. 4 post cool down.
Name: White Dragon's Breath
Rank: C
Type: Offensive
Description: This is a weaker version of the White Dragons Roar meant to catch an opponent off guard. Usually a Dragons Roar requires the Slayer to breathe in a great deal of air, arching his back and expanding his chest. White Dragons Breath is a quicker method of performing the spell, sacrificing strength for the benefit of being capable of firing the blast in less than half a second. All Shuhei must do is exhale whatever air he has stored in his lungs and a Ray of light, or laser will fire from his mouth.
Strengths: This spell is excellent for when Shuhei is forced in to close quarters combat and wants to force an opponent back. The laser is capable of pushing an enemy up to ten meters away upon direct impact as well as damaging them somewhat. The speed of the spell also provides a great advantage as it is very difficult to dodge at close range since all Shuhei has to do is open his mouth and exhale which is impossible to predict unless the opponent has some sort of perception ability.
Weaknesses: At long range this spell becomes slightly less effective and is really only used in close quarters combat. Like with most of Shuhei's spells, this one is ineffective against someone capable of producing a reflective barrier of some sort. 3 post cool down.
Name: Illuminate
Rank: C
Type: Defensive / Tactical
Description: Shuhei creates a sphere of light which emits a very bright glow which has the same effect on an opponents eyes as the Sun. Anyone who looks directly in to the sphere will be blinded for a very short period of time, which is usually enough for Shuhei to make his move. Shuhei can toss the sphere and it will remain in the air for 5 posts, or it can be thrown directly towards an enemy to fake an offensive maneuver in which case it will vanish immediately afterwards.
Strengths: Provides an excellent distraction as well as a source of light in very dark areas. This spell allows Shuhei to bypass some of his spells weaknesses which require constant light to use, such as light feet. Blinds an opponent for 1 post.
Weaknesses: The sphere can be destroyed by a spell that can douse light such as water, gas, or shadow. 3 post cool down upon deactivation.
Name: Omnipresence
Rank: C
Type: Supplementary
Description: This spell is a variant of the Flash Step which must be used in combination with a Halo or two depending on how many are created. It allows Shuhei to constantly go between his current position and where his Halo(s) is(are) standing, leaving another Halo behind as he does so. This spell makes it seem as though he is actually in multiple places at once when in fact he's simply utilizing all available Halo to move back and forth between various waypoints at an incredible speed. Obstruction is not a weakness in this instance as each Halo must be created prior to using this spell. When he uses an offensive spell, all halo mimic each other allowing him to use the same spell multiple times from multiple angles in the same post. However this multiplies the cool down of whatever offensive spell he's used by the number of Halo he's utilized for the spell.
Strengths: While using this spell Shuhei can attack from multiple angles at once depending on how many Halo he's created prior to the spell. If one of his Halo are attacked he can automatically flash to another Halo to avoid damage but will loose the attacked Halo regardless of what the spell used to attack was. This spell makes for an incredible tactical advantage and further increases his crowd control ability. This spell lasts for 2 posts, extending the duration of all available Halo by that amount of time.
Weaknesses: Though the advantage this spell provides is enormous when facing a single or multiple foes, it requires some time to prepare and varies in effect depending on how well prepared it is, which is its greatest downfall. It also requires more spells to be used after it's initial casting to be used offensively as he cannot attack physically with the Halo as that will prevent him from quickly moving between waypoints. This spell has a 6 post cool down and also multiplies the cool downs of spells he uses during the activation of this spell. All Halo will disperse after this spell is used.
Name: Purge
Rank: C
Type: Supplementary
Description: Purge is a Holy spell that utilizes Shuheis inner power to overcome effects that a C-Rank spell normally wouldn't be able to. Effects such as Poison or Magic Cancelling can be negated with this spell, regardless of what rank the spell that caused the effect may be, so long as the spell does not exceed his own Rank. However, damage inflicted by the spells cannot be undone, only negative buffs which normally comprise only a portion of the effects of spells ranked higher than C.
Strengths: Allows Shuhei to negate negative buffs and continue fighting.
Weaknesses: Does not stop spells from hitting him, it only alters their effects on him after their initial strike. In other words, Shuhei must suffer through the first stages of the spell and realize he's under the influence of a negative effect before he's capable of removing it from himself. 2 post cool down.
Name: Flash Savior
Rank: C
Type: Supportive
Description: Shuhei utilizes his Flash Step ability to flash to an Ally's or friendly's location and grabs the ally, and then flashing once more to a different location. This spell is primarily used for quick rescues of an ally from a seemingly inescapable spell. It can also be used to simply move an ally from point A to B in a short amount of time in situations where time is of the essence or to help allies reach locations they wouldn't be able to reach without assistance. Depending on the size of the people Shuhei intends to carry, he can carry up to two allies if they are within two meters of each other. If one has a greater weight than Shuhei, he will only be able to carry one ally.
Strengths: Effective tool to rescue allies from harm, or to help allies reach places they wouldn't be able to otherwise.
Weaknesses: Same drawbacks as Flash Step. 3 post cool down.
- B-Rank Spells:
Name: Divine Dragons Iron Fist
Rank: B
Type: Offensive
Description: Shuhei's arm begins to emit a tremendous amount of light, preventing enemies from looking directly at his arm. Similarly to Flash Step, Shuhei propels his arm forward at nearly the speed of light shattering whatever he throws his fist at.
Strengths: A very powerful punch which can be thrown at very high speed. The enemy will have a difficult time defending against the punch itself as they wouldn't be able to look directly at his fists or where it's going. Instead they'd have to predict his arms movements by looking at the rest of Shuhei's body.
Weaknesses: The spell has many risks in return for the power it provides. If Shuhei tries punching something that this spell cannot penetrate his arm will suffer severe injury and he won't be able to use the limb he used for this spell for up to 2 posts. Though there isn't much he cannot penetrate with this spell, any A-Rank defense or impacting spell will render his arm useless for two posts or anything designated as impenetrable for a mission. B-Rank spells will be destroyed, but he will not be able to use his arm in his next post due to strain.
Name: White Dragon's wing
Rank: B
Type: Offensive
Description: Shuhei fires a beam of light from one or both of his arms and waves his arm(s) forward either horizontally or vertically. The Light emitted from the beams leaves a tail of light which results in the beams of light appearing as very Angelic wings. The beams only fire outward approximately 20 meters from Shuhei covering a lot of ground with very little movement. There are only so many ways to avoid this spell and usually avoiding it will leave you open to Shuhei's next attack immediately afterwards.
Strengths: The range of this ability far exceeds that of a regular spell and the amount of ground it covers makes it very difficult to avoid without leaving yourself open immediately afterwards. It is also great for attacking multiple opponents at once. Each arm can swing 200 degrees so he can potentially launch the attck in 200 degrees around himself and 20 feet outward which covers a huge area. If he swings horizontally with one arm, he can swing his arm 180 degrees, and the tail left behind by the beam of light still possesses some stopping power allowing him to stop many projectiles given the opportunity, creating a barrier of sorts which vanishes after 1 second, so he cannot defend against a constant barrage, only several at once.
Weaknesses: Like with most of Shuhei's more direct spells, the Wing attack can be reflected by very reflective surfaces, though that surface would shatter upon impact. Despite it having a large range, Shuhei swings his arms very widely leaving him somewhat open to a frontal assault and isn't meant for close quarters combat. 4 post cool down.
Name: Radiant Cannon
Rank: B
Type: Offensive
Description: This spell is identical to the Radiant Pistol except it has a great deal more power behind it. Instead of using only his index finger, Shuhei uses his hand and forearm. His arm will glow brightly and he will aim his fist at the desired target and fire a ray of white light, capable of reaching up to 100 meters. The speed at which the spell is fired is great so in order to avoid it, the opponent would have to pay attention to where Shuhei's fist is aimed and take advantage of the the time before it is fired in order to avoid it. If the opponent tries to dodge it after the beam is fired they will be struck. The Lethality of the spell drops at maximum range. At 50 meters it's power is cut in half and at maximum range it is only equal to a D-Rank spell which prevents Shuhei from "Sniping" people.
Strengths: The Radiant cannon is an excellent offensive spell which can do some real damage if it manages to strike directly at close range. Rendering limbs useless or causing severe bleeding. The cannon can be reflected from reflective surfaces to allow for multiple angles of impact and has a significantly long range.
Weaknesses: Like most light-based spells this spell can be reflected, though the surface upon which it reflects will be destroyed upon impact. It's strength is also greatly reduced at maximum range, so it would only surprise an enemy at a distance doing only minor damage. 3 post cool down.
Name: Radiance
Rank: B
Type: Defensive
Description: Shuhei expels light from his entire body and spins in place creating a sphere of light around him extending five meters. The light pushes away everything within its range including spells B-Rank and below and allows Shuhei to quickly escape a crowd of enemies or create distance between him and an opponent difficult to fight in hand to hand combat.
Strengths: This spell is an excellent defense that protects Shuhei by creating a 360 degree shield around him, allowing nothing to enter the spells area of effect.
Weaknesses: Because Shuhei is spinning at such a rapid speed he cannot see what's going on around him and will come out of the spell somewhat dizzy, preventing him from using any variant of Flash step in his next post. 4 post cool down.
Name: Flash Enhancement
Rank: B
Type: Supplementary
Description: This Spell allows Shuhei to negate the cool down of one of his Flash techniques Such as Flash Step or any of its variants other than Omnipresence & Flash Dance, or Halo or any of its variants allowing him to perform that extra Flash if he needs to get out of a sticky situation or create a more tactical advantage if the need arises.
Strengths: Grants Shuhei the option of flashing more than usual and allows him to better manipulate the battlefield by appearing in more places more often and also allows him to negate some of the downfalls of some spells which prevent him from using Flash Step for a short period.
Weaknesses: Along with this spells 5 post cool down, it adds an extra 1 post cool down on to the enhanced spell upon using it unless White Drive is used immediately after. So there is a little give and take when using this spell.
Name: Dragon's Howl
Rank: B
Type: Defensive
Description: Dragons Howl is identical to a Dragons Roar, with the exception of the overwhelming laser beam of death. All it is, is a really loud Howl which disrupts various spells that rely on sound waves or magics that have a weakness towards Sound based spells. It can also disorient mages for a brief moment, making them slightly dizzy and unable to focus. This effect only lasts for one extra post on those who have enhanced hearing such as other Dragon Slayers, but for the most part it's meant only to distract so that Shuhei can use a Flash Step without being noticed.
Strengths: Spells disrupted by this magic can be of any rank, but must have a weakness towards Disruptive sound magic. This spell actually requires no magic and therefore cannot be negated. It also has a long lasting effect on mages with enhanced hearing, causing them to become dizzy for one post.
Weaknesses: This spell is incredibly situational and has a limited number of uses. All a mage has to do in order to avoid this spell is wear a thick pair of ear muffs or something that is equivalent to that. 2 post cool down.
- A-Rank spells:
Name: Radiant Storm
Rank: A
Type: Offensive
Description: Shuhei's hands become enveloped in spheres of pure white light and by utilizing his incredible speed he can fire up to 1,000 bolts of light over the span of five seconds. Shuhei can control the spread of the arrows, targeting either a large area or focus them on to a single area making for a great ranger of capability. Unless an opponent is capable of finding or making cover it is very unlikely that they'd be able to avoid this spell.
Strengths: This spell is very difficult to avoid because there are so many bolts being fired at once over such a large area. The bolts can also home in on the Holy Stigma. Though because of the wide-spread nature of the spell the arrows only focus in to roughly a five foot radius so the opponent will only be struck by half of the arrows at maximum. If the opponent has no way of defending against all of the bolts while under the effects of the Holy Stigma, the opponent will suffer from near fatal injuries most likely resulting in the end of the battle. Basically it is a spell with variety, allowing him to fight both many and fewer enemies, though it's effectiveness and purpose drastically changes depending on the number of enemies and the situation he's in.
Weaknesses: Though the spell may appear powerful it is not meant to kill or render an opponent immobile. It's primary function is suppression and each bolt does very minor damage akin to a D-Rank spell and are only dangerous when struck by many at once. 6 post cool down.
Name: White Drive
Rank: A
Type: Supplementary
Description: White Drive is a Dragon Slayer ability similar to Dragon Force but isn't as strenuous and is much easier to activate and use. It cloaks Shuhei in a bright white aura and passively amplifies the strength of all his abilities and powers and reduces the cool down of his Flash Step by 1 post and he can also use Flash Step upon activation of White Drive regardless of whether or not he's used it in the same post. (The cool down does not become 0, he can still only use it once per post except for when White Drive is activated.) In this mode, his speed and agility are greatly amplified allowing him to out maneuver anyone without a movement technique of the same rank.
Strengths: greatly amplifies Shuhei's overall capability. Lastly it amplifies the strength of his Dragons Roar to the point where it can only be countered by an S-Rank spell. It's range is also amplified, expanding the width of the blast by ten feet without reducing its range. While this mode is active and its name changes to "White Dragons Holy Breath." Lasts 8 posts.
Weaknesses: 10 post cool down. After using his Dragons Roar in combination with this an extra 3 posts is added to its cool down. Shuhei can also only use his Dragons Roar once during the activation of White Drive and the cool down only starts after its deactivation.
Name: Judgment
Rank: A
Type: Offensive
Description: Judgment is a spell which allows Shuhei to call down a pillar of light from the sky on to his foe by first firing a beam of light in to the sky from his entire body. To most this would just seem like a display of power used to intimidate an opponent. The pillar of light is approximately 25 feet in diameter and can cause serious injury to the enemy, effectively ending a battle if the opponent is struck directly. Exactly six posts after the spell has been cast, it will descend upon the enemy. (Shuhei casts it, on Shuhei's Sixth post after that, he'll mention it falling from the sky in some way. Then the enemy must defend.) If the opponent ignores this spell and does not anticipate the beam falling they will be struck and anyone within five feet of its impact will be blown back several meters. (Note: They must express in their post that they've moved out of its way. If they do not mention this spell in any way in their post they will be struck.)
Strengths: This is a spell the opponent is meant to forget about and it is very easy to do so. It can effectively end a battle if the opponent does nothing to defend themselves.
Weaknesses: Though powerful, the spell is in fact very easy to avoid. All the opponent needs to do is be cautious and pay attention to his surroundings. If the opponent notices it coming, he'd literally have enough time to simply walk out from under it. 4 post cool down after the Pillar has landed.
Name: White Dragons Roar
Rank: A
Type: Offensive
Description: Shuhei inhales a great deal of air, expanding his chest greatly and gathers an immense amount of magical energy in his lungs. Upon exhaling Shuhei will roar loudly in a terrifying manor and fire a very large ray of light from his gaping maw. This is the signature ability of Dragon Slayers and one of the most terrifying. Shuhei's variant of the Dragon Roar covers a larger area than what some of his other spells are capable of, possessing a ten foot diameter and also travels a greater distance capable of reaching up to 90 meters covering a very large area.
Strengths: This spell is very devastating and like most of Shuhei's spells travels at speeds far greater than regular A-Rank spells. It can be potentially lethal if struck directly and is most effective against larger crowds.
Weaknesses: Like with most of Shuhei's abilities if the opponent possesses the ability to create a large enough mirror-like shield the spell can be reflected with ease, though the mirror-like surface will be destroyed unless it is an S-Rank spell or higher. 6 post cool down.
Name: Dual Cannons
Rank: A
Type: Offensive
Description: This spell allows Shuhei to fire two Radiant cannons using both of his arms instead of just one. They can be fired simultaneously or one after the other. For more information on the Radiant cannon, look in Shuhei's magic in the B-Rank spell section.
Strengths: Each individual cannon is roughly have the strength of an actual A-Rank spell, but still slightly more powerful than a B-Rank spell and only when they are fired towards the same target do they deal maximum damage. The cannons can be fired on either the same or two different targets offering the spell a wider array of capabilities. Each cannon is also capable of homing in on the Holy Stigma.
Weaknesses: 5 post cool down. Like most of his spells, it can be reflected by very reflective surfaces. Each Individual Cannon is only slightly greater than a B-Rank spell and only does maximum damage when fired on the same target.
Name: White Ray
Rank: A
Type: Offensive
Description: Shuhei quickly forms a sphere of light in his hand the size of a soft ball and releases it from his grip. Upon doing so, the Sphere explodes in to a dozen Ray's of light that travel in an arc towards they're targets. Once they make contact with their target, the individual Rays create small explosions with a five meter area of effect which have the potential to become greater when stacked with other Rays for a potential maximum AEO of 50 meters in one area. The spell can be used to target multiple targets or focused to converge on a single area from multiple directions which offers this spell a wide variety of uses. Each Ray has a maximum range of 100 meters in a one hundred and eighty degree range in front of the user.
Strengths: This ability can be used both on a single target or many which makes it excellent for crowd control and is also capable of being used in combination with the Holy Stigma which could make this ability potentially life threatening.
Weaknesses: 5 post cool down. The Rays can be reflected by highly reflective surfaces.
- S-Rank Spells:
Name: Flash Dance
Rank: S
Type: Offensive
Description: Flash Dance is the spell that earned Shuhei the nickname "Flash God." By utilizing the full potential of Flash Step and Halo, Shuhei vanishes in a flash of brilliant light and reappears beside every single opponent in the area as a Halo. Though since each Halo acts as a waypoint Shuhei travels between each Halo at such an incredible speed that it's as if each Halo is actually Shuhei. In the blink of an eye, each Halo will slash at an opponent and upon completion of the attack a second Halo will appear and attack, then a third and finally a fourth each appearing in a different location. The first three will appear surrounding the opponent on the ground and the last one just above their head. Whether it be two or a hundred or even a thousand opponents. These Halo are no simple distractions and inflict real damage. The opponents must defend against all four simultaneously to prevent taking damage. If Shuhei is using his sword, then the opponent will suffer from four deep cuts if they do not defend against it somehow. If Shuhei is disarmed, the opponents will suffer the same level of damage from four Divine Arrows. After performing the Spell, Shuhei will appear at the opposite end of the battle field he started on.
Strengths: This spells effectiveness increases as more enemies appear. At the climax of a battle Shuhei can use this spell to turn the tides of a battle in his favor and is widely considered one of the greatest "Anti-Army" spells of its time. Because Shuhei is making so many individual flash steps, he is capable of briefly taking in his surroundings before making his way to the next opponent. This spell offers him such a burst of power that he can make so many micro flash steps that its greatest weakness, Obstruction becomes irrelevant.
NOTE: If Shuhei doesn't want to cause physical harm to the opponent(s) he can use the blunt side of his sword or his fists to incapacitate them, but the same amount of damage will be put in to the calculation, even though they haven't suffered any fatal injury.
Weaknesses: Though it is an S-Rank spell, the actual damage one would receive is only enough to incapacitate them for a short period of time. It sacrifices a great deal of power for a wider range which is probably it's greatest weakness. It's effectiveness is greatly reduced as the number of enemies decreases and is really only useful against larger numbers. The actual Damage one could receive from this spell is probably that of a powerful B-Rank spell or weak A-Rank spell so it can be blocked by A-Rank defenses that surround the caster. (Note that when Dragon Force is active, the damage increases to an S-Rank level.) 8 post cool down.
Name: White Dragons Spear Horn
Rank: S
Type: Offensive
Description: Shuhei envelops himself in an Aura of holy white light and charges towards his opponent. The aura surrounding him leaves a long tail behind him and the part surrounding himself begins to narrow in the front so that the aura appears to be a very large spear. The aura acts like a shield surrounding him and annihilating anything it comes in to contact with including A-Rank spells and below and can also inflict severe damage on to the opponent(S) Shuhei charges in to. The spell only lasts one post, however Shuhei can use this to charge multiple opponents at once, using his impressive speed and agility to his advantage. With this spell he can charge through shields and break up groups while inflicting serious injury to those he comes in to contact with. The power of this spell lies in the fact that it's focused in to such a small area where as most S-Rank spells are generally on an extremely large scale.
Strengths: This spell has a variety of uses and can also be improved upon with some of Shuhei's other spells to make it less likely that the opponent will be capable of evading him. It is also the perfect example of a spell which is both defensive and offensive at the same time.
Weaknesses: The scale of this spell is drastically reduced because of the focused nature of the spell. During the activation of this spell, Shuhei cannot stop moving or else the spell will stop working. Offensive S-Rank spells can also effectively end his rampage and inflict damage that would be the equivalent of a C-Rank spell. (Note that Dragon Force negates the latter weakness.) 7 post cool down.
Name: Hippocrene
Rank: S-Rank
Type: Supplementary
Description: Shuhei envelops his entire body in light and fires a beam directly in to the sky. Clouds quickly blanket the sky darkening the land and from the darkness the Clouds will seem to part revealing A shining Pegasus comprised entirely of pure white light. The Pegasus falls from the Sky like a comet and crashes in to the earth opening a magnificent spring of pure magical energy which shoots in to the sky like a geyser enveloping the Pegasus. small glowing blue spheres will rain down over the battlefield, healing the wounds and replenishing the magic of all those Shuhei deems an ally and restores their fighting spirit and will to move on. No matter what danger they are faced with and no matter how badly beaten they seem to be, the magical properties of Hippocrene will restore them to their best condition. This spell heals all wounds and resets all cool downs making it as if Shuhei's allies have yet to even start fighting.
Strengths: Hippocrene can be used to turn a loosing battle in to a winning one. Though it can't bring the dead back to life, it can restore those who are an inch from it to their best condition and fill them with a feeling of warmth and courage, allowing them to fight on against the enemies who would most likely be weary from combat.
Weaknesses: Though the power of Hippocrene is great and its effects are hugely beneficial, it does not restore Shuhei to his peek condition and in fact drains him of a great deal of his power setting all of his spells on a 1 post cool down after using this spell. can only be used once per thread.
Name: Bliss
Rank: S
Type: Defensive
Description: Shuhei raises his hand with his palm facing him and then rotates it outward. Suddenly an incredibly bright Holy light will radiate outwards from Shuhei's palm. The light would be too blinding to actually see, but it will create a shield large enough to defend himself and anyone directly behind him from Spells that are S-Rank and below. The power of H-Rank spells will be drastically reduced and prevent fatalities, but the shield will be destroyed. The Holiness of the spell is meant to negate negativeness which will also negate negation effects and two-way effects such as life or magic siphoning and can be considered one of the greatest defenses known to the magic world.
Strengths: This shield can only be breached by spells one rank higher than itself and can negate negative effects which would otherwise destroy it.
Weaknesses: Despite its power, the shield is only good for defending from one direction and is incapable of protecting Shuhei from multiple angles. 6 post cool down.
Name: White Dragon's Holy Roar
Rank: S
Type: Offensive
Description: The Signature ability of any Dragon Slayer, Shuhei's Holy Roar fires in a concentrated ray of light which expands to a fifteen foot diameter. (20 in Dragon Force.) The Ray travels faster than most S-Rank spells which makes it difficult to dodge, or even defend against considering its strength. As a third generation Dragon Slayer, this spell of light is stronger than most other Light elemental magics and will overcome any other light based spell of its own rank or lower, other than the Light God Slayers Roar which it will clash with and cancel. The spell is effective against a single and multiple enemies, as with a simple turn of the head, the Ray which travels up to 150 meters can cover an extremely large area for maximum devastation.
Strengths: Aside from its devastating qualities, this spell is strong against Shadow and Light based spells and is capable of overcoming most shields of its own rank or lower. In Dragon Form, this spell becomes H-Rank, but it can only be used once while in Dragon Form.
Weaknesses: Any highly reflective surface large enough to reflect the entire width of the spell can repel this attack, but will shatter upon doing so. Any offensive spell of equal rank that can be considered "Unholy" can cancel out this spell also.
- H-Rank Spell:
Name: Dragoon Form
Rank: H
Type: Supplementary
Description:
The form of a Dragoon is the final stage of any Dragon Slayer, attainable only by a 3rd Generation Slayer who has achieved his full potential. It acts as an enhancement to the Slayers Dragon Force, focusing the Dragon Shaped aura in to a sleek set of scale armor which integrates itself in to the Slayers body. In Shuhei's case he also acquires a long silvery tail and two white antennae which act as sensors giving him a far greater sense of awareness of what's around him. This allows Shuhei to Flash Step or use any of its variations aside from any that are B-Rank and up twice per post. If Shuhei's sword is also drawn, having been crafted from the talon of a white Dragon, it will also change shape in reaction to Shuhei's change, however its abilities will not.- Spoiler:
Aside from allowing Shuhei to Flash Step more frequently, the enhancement to Shuhei's Dragon Force causes all spells to grow in power quite significantly. Where regular Dragon Force would allow spells to conquer all other spells of their own rank, Dragoon Form enhances the strength of all spells to the point where they can all be considered to be one rank higher than what they actually are, with the exception of all S-Rank spells which will still win in clashes against other S-Rank spells. Finally the Slayer becomes impervious to D and C-Rank spells, including negative buffs which will be purged by the holy energy of the White Dragon coursing through the Slayers veins.
This Secondary effect this spell has provides Shuhei with the option of expanding his aura and mold it, fusing all Dragon Slayer spells in to one to create an entire White Dragon around himself. He will be visible in the Dragons Head, manipulating the aura from within. In order to perform this, Shuhei must sacrifice the ability to Flash Step entirely. His Dragons Holy Roar increases another rank to the point where it is then classified as an H-Rank spell. All of Shuhei's ranged spells will be fired from the Dragons mouth and all of his mid range Dragon Slayer spells will be converted to physical attacks equal to his own rank.
Look in the head of the dragon to see Shuhei for a reference of scale.- Spoiler:
Strengths:
[/color][/font]- Further enhances all of the Slayers abilities, amplifying all spells by 1 Rank with the exception of S-Rank spells.
- Makes the Slayer impervious to all D and C-Rank spells.
- Dragon Form enhances the strength of Dragons Roar significantly and further increases physical strength.
Weaknesses:- This spell must be used in combination with Dragon Force, which means that no matter what Shuhei will be left with 10% magic afterwards. This also means that Shuhei will put himself at a disadvantage if he uses it at the start of a fight and does not manage to defeat his opponent.
- This spell has no cool down as a result of the previous weakness. It is a passive enhancement to Shuhei's Dragon Force.
- Shuhei can never change his secondary magic or else this spell will be voided.
- Dragon form negates the ability to use Flash Steps.
- Shuhei cannot activate Dragoon form with his Dragon Force without at least 50% of his magic remaining.
- Although Clashing with the Dragons attacks will result in a cancellation of a spell, direct hits to the Dragon will do it harm, requiring the equivalent of 15 S-Rank spells to deactivate the Dragon form or 2 H-Rank spells. Only half is required from Darkness, Ice or other highly reflective spells, although Clashes will still be cancelled. This will only deactivate the Dragon Form and force Shuhei to revert to his Dragoon form.