Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Red Dragon's Flame

    beets
    beets

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Demon Slayer- S-Rank- 1 Year Anniversary- Player 
    Lineage : Phoenix Fire
    Position : None
    Posts : 211
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 75,000

    Character Sheet
    First Skill: Endless ☢ Fusion
    Second Skill: ☲ Fire Dragon ☲
    Third Skill:

    Red Dragon's Flame Empty Red Dragon's Flame

    Post by beets 19th April 2016, 11:24 pm

    (This is a repost and update of Clementine's existing flame dragonslayer magic, which existed before there was even a separate secondary magic section I do believe, and before all the big rule changes and stuff.)

    ☽ Flame Dragon Slayer ☾

    Red Dragon's Flame Flame-orb-1339800991
    Red Dragon's Flame 2MIY7MI
    https://soundcloud.com/mo-mo-obrien/let-them-burn
    (Note: Song is not actually a good representation of Clementine, it's just fun.)

    Secondary Magic: ☽ Flame Dragon Slayer ☾
    Caster or Holder: Caster
    Description: Flame Dragon Slayer is an elemental magic designed to mimic the capabilities of a dragon through changes to anatomy to become more closely associated with the dragon it's based off of.   Different dragons having different elemental affinities.   This magic in particular is associated with the Flame Dragon and as such gives Clementine the abilities therein.   The ability to consume fire,  project fire from her body,   or alter her form.   Clementine is already something of a master of her own form,  and so it tends to be more dramatic changes at times. 
    Clementine's fire is closely bound to the stars,  the dragonfire merging with the light and radiation of her Endless Fusion to produce effects that more closely resemble solar fire,  behaving almost like a liquid in how it interacts with the world, like napalm.  

    Strengths:
    - All Clementine's fire spells stick,  to repeat the spell's damage a second time over the course of the post they got hit on,  at a lower rank of damage,   and repeats damage over the course of the next posts progressively lowering in damage ranking until it goes away.  They burn at such intensities that they blacken and melt flesh on contact leaving wounds and marks that don't bleed,  but also don't naturally heal well at all.   It takes 3 weeks x 2 per rank of the fire spell to heal naturally.  B-rank+ ranks don't heal without magic.   This destructive nature of her magic means that it cannot be used to do anything but damage others.
    - All Clementine's fire spells splash and spread out similar to emptying a bucket of flaming gasoline over an area.   This also makes it seep through cracks and spaces to really get through to targets.  The whole area of effect remains there burning and potentially setting anything flammable nearby on fire as well to spread like a wildfire,  meanwhile the area actually effected by a spell remains as an area of sustained burning for 2 posts per spell rank.   Due to this fluidity,  This fire is not weak to water for the same reason oil still burns in water.  https://www.youtube.com/watch?v=NC45vREoEOg
    It is,  in fact,  the opposite.  When water comes in contact with Clementine's flames,  along with ice being just solid water,  the fire will explode in a fireball equal to 5 meters per rank of the fire plus the same for the rank of the water.  So an S-rank fire meeting an S-rank water will produce a fireball of H-rank damage (The separate S-ranks adding up, S-rank fire + S-rank water + S-rank explosion) in a 50 meter steamy fireball (25+25 for S + S) from the point of contact.   Natural sources of water would be considered to be of a rank two less than Clementine, minimum D.

    Weaknesses:
    - Clementine's fire is weak to earth/stone,  being very hard to melt.  Though the surface area of earth/stone areas becomes molten exposed to higher-end fires,  becoming more molten through sustained exposure (Ie;  over the course that the fire remains burning on an area).   Fire spells are just typically overcome by earth.   Pouring water on her fire would be stupid,  but dumping earth over it would smother it.
    - This manifestation of dragonfire cannot be used for any other effect but to inflict damage on an enemy.  It cannot debuff,  buff, heal,  use illusions or so on.  It hurts.  It kills.  That's all it does to others.  It's also very destructive and easy to get out of control,  and so normally the collateral damage and retardedness of using this around allies would be a weakness.  But given Clementine...  It's not so much a weakness. Merged with it's inability to benefit or do fancy trickery.
    - It's fluid nature makes it ignore wind's attempts to put it out,  but it takes on a new weakness in that wind is now able to,  when it's in the air,  throw and divert it more easily.   Barriers of wind or force are excellent defenses against this magic.  (B-rank deflecting an A-rank fire attack).
    - The sticky flames on someone's body will be ended once it comes in contact with ice or water magic,  though with the drawback of that triggering the explosive reaction.
    - The sticky flames can be ended by fire slayers who can eat the napalm-flames.
    - Some fire mages may be able to control the flames enough to get it off of them or someone else.
    - Earth or metal spells capable of creating a "Shell" on their body could smother the flames and end the ongoing damage,  or if it comes up from their body it could push the flames away from their skin to cling to the shell itself instead, which could be shed, or simply left be now not damaging them.   Other similar effects could do something similar.  Such as a wood shell, though that wouldn't last long (But could still end the ongoing damage by shedding it. If left on it could burn through the wood shell however). 
    - Effects that replace the user's body could end the clinging napalm.  Such as a spell that substitutes the user with a voodoo doll, for example, or steals someone else's body.



    Abilities/Powers:

    -: - Burning Aura: Clementine can release heat from her body in the form of a burning aura,  flames flicker across her body lick the surfaces of things within 10 meters of her.  This can be varied in stages but at it's best,  it will ignite flammable objects ablaze within it's influence,  and cause fire damage to those in it's area.  The fire damage is equal to 25% of her rank per post,  and automatically applies to those who enter the aura.    By nature of this heat she has,  Clementine resists heat based damage by 25% +25% per rank less than her, and immunity to natural heat/fires.   Ice/Cold attacks would be warmed by this aura,  giving her half her heat resistance as cold resistance. 

    -: - Heat Death:  A focused ability of her ability to consume her element.  Clementine doesn't eat Fire alone, but heat.    Clementine can devour all the heat in an area to reduce temperatures to a great extent that the sudden and incredibly sharp drop in temperature can induce shock,  and greatly chill an area to the point that liquids will freeze instantly,  or water spells of up to 2 ranks less than Clementine (which could still cause damage as the momentum carries the now ice forward potentially),  while just making ranks 1 less than Clementine frigid and slower moving.   This can also sap energy out from heat based attacks in general, reducing their damage by 25% if she uses this as a sort of active defense.
    This can also make things fragile, such as making metal brittle,  reducing their resistances by half.    People caught in the areas of cold where the heat has been devoured can feel frigid,  reducing accuracy/reflexes and speed by 20%   This reduces by 10% per post they aren't exposed but increases by 10% per post they are,  and increases by 5% per rank less than Clementine and decreases by 2.5 for each rank greater.   Having Fire or Ice magic reduces this by 5% as well.   Having Water reduces this by 5% as well.   Having Water reduces this by 5% as well.   Having Water magic increases this by 5%.
    Effects a 25 meter area whenever used.   The area warms up by half after 1 post and is normal temperatures on the second post.  Repeat usages on the same 25 meter area stacks,  as there is still heat to be had.  However,  not enough to provide MP through slayer consumption.  Just enough to steal and further reduce temperatures.    Every usage effectively reduces the area's temperatures by 25% of the current.  Meaning it would take a lot of uses to reduce the temperatures to anywhere overly extreme and directly lethal.  


    Slayer Perks:
    Spoiler:



    Signature(s):
    Spoiler:


    D
    Spoiler:



    C
    Spoiler:


    B
    Spoiler:



    A
    Spoiler:





    S
    Spoiler:
    Heavens Empress Daiki
    Heavens Empress Daiki

    Heavenly Monster


    Heavenly Monster

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- God Slayer- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Player 
    Lineage : Stigmata of the Avatar
    Position : None
    Posts : 841
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Mentor : Daiki, Aiko (Mother - Missing)
    Experience : 0

    Character Sheet
    First Skill: Avatar of Amaterasu (Heaven God Slayer)
    Second Skill: Fallen Angel Slayer Lacrima
    Third Skill:

    Red Dragon's Flame Empty Re: Red Dragon's Flame

    Post by Heavens Empress Daiki 20th April 2016, 12:32 pm

    Red Dragon's Flame Q4YahIx


    _____________________________________________________________________________________

    Red Dragon's Flame 8ZbrsUC

      Current date/time is 4th November 2024, 8:39 pm