Elemental Dragon Slayer Magic
|
|
|
|
|
Spell Template
|
D-rank Spells
|
|
|
|
Lineage Spell
|
Spell Fusion Template
|
Last edited by Eevee on 11th April 2016, 1:56 pm; edited 1 time in total
|
|
|
|
|
|
|
|
|
|
|
|
Eevee wrote:Elemental Dragon Slayer Magic
Primary Magic: Heartstone Dragon Slayer Lacrima
Secondary Magic: TBA
Caster or Holder: Caster, Lost
Description:
The Heartstone Dragons, dragons whom have control over more than one element. Each dragon has four scale colors, each color representing a different element they control. Their scales seemed to changed colors based on the element they are using at the time, not all of them but enough to make it clear. Before these dragons vanished from history three lacrima were obtained from them and they vanished for many years. Recently they resurfaced and are for sale.
The slayers who use this Lacrima have access to four elements but their spells only feature one element each the cool thing is they decide what when they cast the spell. The down side is they have something visible on them change color to match the element.Garnet- Unholy/Demonic
Aquamarine-Ice
Alexandrite- Arcane(Elementally void)
Topaz- LightningEach of the elements have their own special effects that applies differently at each rank
- Spoiler:
Life Steal - Unholy/Demonic
-
Rank Amount D 5% C 10% B 15% A 20% S 25% SS 30% H 35%
-
Freeze - Ice
Rank Posts D 2 C 3 B 4 A 5 S 6 SS 7 H 8
-
Mana Drain - Arcane(Elementally void)
-
Rank Amount D 20% C 25% B 30% A 35% S 40% SS 42.5% H 45%
-
Paralysis - Lightning
-
Rank Posts D 2 C 3 B 4 A 5 S 6 SS 7 H 8
This entire section I've placed in the spoiler I'm going to have to disallow as you may only have 3 unique abilities at D Rank. I also considered these being possible benefits you gained when you purchased the item, but upon me checking the February IOTM thread, it said nothing of these benefits.
-
Rules for Heart Slayers:
Resistances: A heart slayer is resistant to all the elements they control but are not as much as a single element slayer.
Spells: A heart Slayer can make spells of any element they control, the only draw back is they can't have multi elemental spells. A spell can only have one element at a time, the exception is in spell mixing.
Consumption: A heart slayer can't eat pure versions of elements only elements that are mixed, and only with other elements they can use. This is a bit limiting but they have a naturally higher Mana regen only taking 3 posts to regen 10% Instead of 5(This cannot be lowered any furthe)r.
Strengths:
Multiple Elements
Has the ability to use the elements of Unholy/Demonic, Ice, Arcane (Elementally void), and Lightning at will.
Eat Magic
Can eat magic of that is mixed element based of their elements.
Weaknesses:
Counter Parts
Each element has its on counter part that its weak against: Unholy/Demonic < Holy/Divine, Ice < Fire, Arcane (Elementally void) < Unknown, and Lightning < Earth.
One Element
Can only use one of their elements in each spell they cast.
Transportation
Any transportation other then with his own two legs or flying by magic will make him become ill and unable to do anything tell he is removed from what ever he is on or in.
Lineage:Ariel's DescentDescription: There was once a mage who fell in love with a mermaid, and was loved by that same mermaid in return. Her name was Ariel. Because of their love, the mermaid taught him her ways. Eventually, his knowledge of the species and techniques became so great that it allowed him to redirect water attacks and also gave him the ability to breath under water. Eventually, Ariel's love for the sea grew so great that she decided to turn into a true mermaid, leaving her husband and daughters behind. The father taught his knowledge to his daughters, who then had children of their own, and continued passing the knowledge to their children; it became a tradition that was passed down through the ages.
Ability: Gives the ability Aqualung. An ability to redirect water attacks up to the user's rank, and to breath under water; finally, it gives the user a passive 25% resistance against water spells regardless of spell rank.
They gain a single user-ranked water spell (S Max) or a user-ranked minus one signature water spell (A Max) in addition to their spells.
Usage: Can be used when battling water mages to redirect spells for the MP cost the spell would cost the user for their rank plus half (S Max) with a 4 post cooldown after use. Water breathing and resistance is passive. Spell is dependent on spell creation, cooldown/duration up to the spell.
Unique Abilities:
Name Elemental Constructs
Type: Offensive/Defensive/Supportive
Description: Teddy can turn the elemental forces into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Once he has fully mastered this ability can use it for almost any situation, creating anything they need. Four Variations; Unholy/Demonic Constructs, Ice Constructs, Arcane Constructs, and Lightning Constructs. Does this include being able to make weapons and armour of the elements? If so, please specify: Damage/Durability, duration, frequency it can be done, and that weapons/armours made by this effect have no abilities. If you can't make weapon/armour just let me know when you bump the thread, or PM me.
Name Elemental Exoskeleton
Type: Offensive/Defensive
Description: Teddy can form armor around their body or a shape it from elemental forces for protection and physical boost. Once he fully mastered it he could even shape the armor into new forms for weapons, transportation, even constructs of the element. Four Variations; Unholy/Demonic Exoskeleton, Ice Exoskeleton, Arcane Exoskeleton, and Lightning Exoskeleton. I'd like you to limit the amount of times this can be done to 4 times per thread (during PvP), as well as give it a 3 post duration (during PvP) and a 1 post cooldown (PvP again).--Rounded to the closes whole number-
Rank Protection Physical D +25% Endurance +50% Melee Damage
Name Elemental Embodiment
Type: Supportive
Description:Teddy is made up of or can transform his body completely into an element. His transformed form can be either anatomically identical to their normal form, aside of being made of sand, in which case it contains all to organs and is somewhat vulnerable to attacks. But when physical attacks, made by a weapon or body hit, they will go straight through him. This does not mean the attacks are negated, they just do less damage to him, 25% of rank and the body part or weapon that goes through the user, will take half of user's rank in physical damage. Alternately Teddy can transform into homogeneous matter, without any part of their form being more important than the other. While the element lacks the raw power and durability form of that element, it more than makes up with flexibility. Teddy can manipulate his form with ease, being able to shift from solid to gas like state, form weapons or scatter themselves over vast areas. Four Variations; Unholy/Demonic Embodiment, Ice Embodiment, Arcane Embodiment, and Lightning Embodiment.
Weapons made in this form would be restricted in Damage/Durability to a requip equal to your rank. Additionally I'd like you to limit the amount of times you can transform to a maximum of 4 times per thread, with each time having a duration of 3 posts and a cooldown of 2 posts. This last bit can be a PvP-only mechanic, whereas during jobs/socials you can disregard it to an extent.Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)D-rank Spells
Name: Heartstone Dragon's Iron Paw
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2
Description: Teddy engulfs one of his paws in an elemental aura and strikes the target, causing sheer blunt damage. Depending on the color of the aura will apply difference elemental damage; Unholy/Demonic = Grey, Ice = Cyan, Arcane (Elementally void) = Pink, and Lightning = Yellow. Cause D-rank damage to the anyone or anything hit by his paw.
Strengths:
‡ Elemental based damage
Weaknesses:
‡ Has to be in melee range
‡ Elemental counter part spell shot at his paw will half damage at same rank and will stop all damage at any rank above it.
Name: Heartstone Dragon's Shifting Tail
Rank: D
Type: Offensive
Duration: 3
Cooldown: 4
Description: Teddy engulfs one of his tail an elemental aura and changing the shape into that of a weapon. Depending on the shape of the aura will apply difference elemental damage; Unholy/Demonic = Halberd, Ice = War Hammer, Arcane (Elementally void) = Katana, and Lightning = Battle Axe. Cause D-rank damage to the anyone or anything hit by the weapon shaped aura and 1.5x D-rank damage before the weapon shaped aurea breaks away from his tail. The damage would have to be D Rank Armed Melee damage, but the 1.5x it deals before the weapon breaks can be magic. Please specify how much damage it takes to break the aura.
Strengths:
‡ Increases reach (1 meter)
Weaknesses:
‡ Aura can be broken
‡ Has to have a tail for the aura to warp around it and reshape into a weapon I'd like you to replace this weakness with an actual one since your character does have a tail.
Name: Elemental Static
Rank: D
Type: Supportive
Duration: 2
Cooldown: 3
Description: Around Teddy's body begins to give off static, the static gives a 15% stat boost. Depending witch element is pick will choice what stat is boosted; Unholy/Demonic = Magical Reduction, Ice = Physical Reduction, Arcane = Spell Power, and Lightning = Speed. If you like, you can increase the stat boost to 25%.
Strengths:
‡ Stat Boost
Weaknesses:
‡ Can't change element during the spell
‡ Only self cast
Name: Extra Paw Padding
Rank: D
Type: Offensive
Duration: 2
Cooldown: 3
Description: Teddy engulfs the paw pads of the bottom both his feet in an elemental aura. Depending on the color of the aura will apply difference elemental damage; Unholy/Demonic = Grey, Ice = Cyan, Arcane (Elementally void) = Pink, and Lightning = Yellow. Causes half D-rank damage with each set of pads on both feet. If both set of pads strike at the time no damage is applied instand cause the target to be forced back 5 meters witch also causes himself to bonce off the target backwards 1 meter from where the target was standing at before the knockback.
Strengths:
‡ Knockback
Weaknesses:
‡ Has to be hit by the pads on the bottom of feet to cause damage
‡ The knockback against someone one rank higher only gets send 2.5 meters. Two ranks or higher isn't affected by the knockback at all.Lineage Spell
Name: Hydro Arts: Drowning Blob
Rank: D (Max S)
Type: Water, Offensive
Duration: Instant - 2
Cooldown: 3
Description: After liquefying a portion of his body, Teddy manipulates the resulting water to surround his target's head. Witch causes D-rank damage while preventing them from breathing in order to either; render the victim unconscious or kill them if the suffocation is sustained. Please specify some type of way players can avoid being suffocated, such as using a spell of equal or greater rank to blow up the water or something.
Strengths:
‡ Temporarily immobilize
Weaknesses:
‡ Has to be in melee range
‡ Only fits around the target's headSpell Fusion Template
(Spell fusion is locked until B rank)
(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses: