Magic
Primary Magic: Light Demon Slayer (Oprah Magic)
Secondary Magic: Not Yet Obtained
Caster or Holder: Caster
Description: Demon Slayer magic; all know what this is. Most assume that one with magic specifically used for demon slaying would be offensive based, this is where they are wrong. The user of this magic is focused on buffing and supporting those around them while not actually using offensive actions themselves. From increases of damage to the increasing of stats and shields of defense, so long as it is supportive the user of this magic will be focused on that.
Being the light demon slayer, the magic has a holy element added to the standard light element involved. Demon's flee in fear, knowing they will take an 'unholy' amount of damage from the holy magic, and more so if they have a hatred of the light as well. Even so, most of those that fear the elements of this magic won't find themselves being attacked by the user of this magic, but by their allies.
Strengths:
- Many Supportive Spells, all which involve the light.
- Can Use Spells Multiple Allies At The Same Time.
- Most spells have increased effectiveness when used on a single person.
Weaknesses:
- Pure Darkness means nothing to consume as the light demon slayer.
- Not too useful when alone.
- No real offensive spells.
- Using a spell on multiple people spreads out the spells effects.
List of Spell Fusions:(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?)
Primary Magic: Light Demon Slayer (Oprah Magic)
Secondary Magic: Not Yet Obtained
Caster or Holder: Caster
Description: Demon Slayer magic; all know what this is. Most assume that one with magic specifically used for demon slaying would be offensive based, this is where they are wrong. The user of this magic is focused on buffing and supporting those around them while not actually using offensive actions themselves. From increases of damage to the increasing of stats and shields of defense, so long as it is supportive the user of this magic will be focused on that.
Being the light demon slayer, the magic has a holy element added to the standard light element involved. Demon's flee in fear, knowing they will take an 'unholy' amount of damage from the holy magic, and more so if they have a hatred of the light as well. Even so, most of those that fear the elements of this magic won't find themselves being attacked by the user of this magic, but by their allies.
Strengths:
- Many Supportive Spells, all which involve the light.
- Can Use Spells Multiple Allies At The Same Time.
- Most spells have increased effectiveness when used on a single person.
Weaknesses:
- Pure Darkness means nothing to consume as the light demon slayer.
- Not too useful when alone.
- No real offensive spells.
- Using a spell on multiple people spreads out the spells effects.
- Lineage:
- Chaos Eye:
Description: A demon made a deal with a man that had lost vision in his left eye. The man was to become the demon’s vessel in return the eye would be restored to its full capabilities. As the demon’s usage of the vessel was no longer needed, the man settled down and had children. His children however unlike the man had one red eye that could predict a chaotic event.
Ability: The user can see a glimpse of the future for a brief minute, but causes great strain on the user’s body. Upon activation, the user of this lineages gains the foresight needed to predict enemy attacks and thus gains an increased chance to avoid them. It takes the appearance of ghostly echoes in their vision. Can be thwarted by the very skilled who react to your own reactions, or by others with similar ability.
Passively they can get visions of the future for plot reasons. They are occasionally plagued by nightmares of their own death.
Usage: Passive for plot purposes / Active for battle purposes. Active lasts for 1 post with a 10 post cooldown and even though the user knows the next move this does not mean they can dodge everything that post and the attacker can simply outmaneuver them if able.
- Slayer Bonuses:
- 10% Buff to physical stats(strength, speed etc)
10% Buff to senses(hearing, smell etc)
The ability to enter force after consuming enough Light.
The ability to consume Light to regain MP.
Light Resistance
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
- Unique Abilities:
- Blessing of Light:
- Using a spell grants a 5% endurance buff for herself and all allies. Does not wear off over time, meaning it is there until they are damaged. HP gained with this is not affected by HP regen or healing.
- Strengthen the Weakened:
Description: Once per post Once per post the user of this magic can cleanse a person of a single stat debuff. Costs 5% mana
Duration: Instant
Cooldown: Once per post
Strengths;
-Instantly removes a signle stat debuff from an ally.
Weaknesses;
- Costs 5% mana for each use.
- Person cleansed may still be hit with the same debuff after and end up with it again.
- Lights Absorbtion:
Description: The user of this magic may absorb any buff that hits them to their magic pool, regenerating 5% MP back for each buff absorbed this way. When doing so, the buffs are considered the element of light.
Duration: Instant
Cooldown: None
Strengths;
- May absorb a buff to regain mana.
- Buffs eaten this way count as eating light towards force.
Weaknessess;
- Debuffs can not be eaten.
- Can not eat two buffs that are the same stat on the same turn.
- Can not be used after force, or when out of MP.
- Courageous Light:
- Christine and her allies are granted passive healing. Gives 1% per rank, maxing at 5% health regen per turn at S rank. Cannot go over the maximums for health regen. (15% in combat/25% out of combat) (Current 3% hp regen per turn)
- Holy Radiance:
- Christine gains 50% more from the effects of buffs, heals, and shields when they affect her.
- Signature Spells:
- Name: Line in the Sand
Rank: B (Scales with Rank)
Type: Defensive
Duration: Instant
Cooldown: Once per post
Description: Once per turn Christine can draw a line of light that is five feet from end to end horizontally that nothing can pass, not even herself. The defensive barrier can block two spells of it's rank before failing.
Strengths:
- Creates an unpassable wall of light that can block up to 2 spells.
Weaknesses:
- Can be walked around.
- Need to be positioned right to block for multiple people.
Name: Movement of Light
Rank: D
Type: Teleport
Duration: Instant
Cooldown: Once per post
Description: Christine can teleport herself and one other up to fifteen meters in any direction, using her holy light.
Strengths:
- Teleport for herself and one other.
Weaknesses:
- Need to be in physical contact to teleport another.
- Allies rooted to the ground can not be teleported.
- D rank spells:
- Name: Shield Of Light
Rank: D
Type: Shield/Defensive
Duration: 2
Cooldown: 3
Description: Christine lets out light on herself and nearby allies within fifteen meters, granting them a shield of solid light that protects them from spells. The strength of the shield depends on how many people the ability is used on. One person = 2 D rank spells, 2 people = 1.5 D rank spells, 3 people = 1 D rank spell.
Strengths:
- Can be used on Up to three people.
Weaknesses:
- Using on multiple people lowers the strength of the shield.
- People using shadow magic can not be shielded.
Name: Light Healing
Rank: D
Type: Heal/Supportive
Duration: Instant
Cooldown: 3
Description: By gathering light in her hands, and throwing them out at an ally, Christine can heal the wounds of one person. Heals a D rank spell of HP instantly of one person withing fifteen meters.
Strengths:
- Heals a D rank spell of HP to the target ally
- Restores blood, heals wounds, and may also increase the speed of the regenerating of body parts depending on the person being healed.
Weaknesses:
- Can only be used on one person.
- May be intercepted to cancel the spell, but will not heal the intercepted.
- May be hit with shadow magic to cancel out the spell.
Name: Cleansing Light
Rank: D
Type: Restorative/Supportive
Duration: Instant
Cooldown: 3
Description: By focusing light around herself and blasting it out towards her allies, the light demon slayer is able to remove negative status ailments from those she deems allies and friends. The strength of the spell is dependent on how many people are affected by the spell. A single person may be relieved of the two most recent status ailments, any more than that and they are only relieved of one status ailment. Only three people may be affected at the same time, and all must be within twenty meters
Strengths:
- Instantly Relieves status ailments.
- Using on a single person doubles the effectiveness of the spell. (Heals two most recent status ailments)
Weaknesses:
- Only a max of three people may be affected by the spell at one time.
- Using on multiple people only relieves of the most recent status ailment, instead of two like it would on a single person.
- Does not affect DoT damage from spells.
Name: Weapons of Light
Rank: D
Type: Weapon Buff
Duration: 3
Cooldown: 4 (Starts after it wears off of all affected)
Description: By gathering the light from around her, Christine can buff the physical attacks of her allies, whether their fists or their equipped weapons. Damage added to weapons is dependant on the amount of people buffed. One person would get a one D rank buff, 2 would get a .5 D rank buff, and 3-4 would get a .33 D rank buff. Wears off after the first hit with it.
Strengths:
- Increased Buff if used on a single person
- Up to four people can recieve the buff.
Weaknesses:
- Using it on multiple people reduces the effectiveness of the weapon buff.
- Only effective on the first hit.
- Cooldown does not start until all those buffed use up the buff.
- C Rank Spells:
- Name: Light's Wrath
Rank: C
Type: Heal Based Buff
Duration: 2
Cooldown: 3
Description: The user of the magic can cast an aura of light on up to three people. The people the spell is used on are gifted with a radiance that absorbs damage they deal and heals them for it. Allies that deal damage while under effect of the spell gain 25% of the damage dealt as HP. Allies must be within thirty-five meters of her to get the effect
Strengths:
- Grants a heal based on damage dealt.
Weaknesses:
- They need to deal damage for the spell to do anything useful.
- Useless on herself, as she has no combat prowess.
Name: Medium Light Healing
Rank: C
Type: Heal
Duration: Instant
Cooldown: 3
Description: Christine can heal up to two people throwing light from her magic. A heal on a single person will heal for a full C rank, where splitting it heals for .5 of a C rank on both. Must be withing thirty-five meters of her to be healed.
Strengths:
- Heal with an option to heal two people at the same time.
Weaknesses:
- Healing two people makes the heal split, instead of two full heals.
- Can be intercepted to negate the spell.
Name: Absorption Shield
Rank: C
Type: Defensive
Duration: 2
Cooldown: 3
Description: Christine shield an ally with a bubble made of light. Enemies that try to enter the bubble or physically attack are pushed back 5 feet and take a half rank of damage from it. The bubble can take one spell of damage before it fades. Thirty meter range.
Strengths:
- Pushes back people that try to physically touch the bubble of light.
Weaknesses:
- Weaker than most shields.
- Can only be used on one ally.
- B Rank Spells:
Name: Strong Light Heal
Rank: B
Type: Heal
Duration: Instant
Cooldown: 4
Description: The slayer does the same as every other heal, but this one reaches out up to 50 meters to heal up to three people. 1-2 people get a full B rank of healing. But if 3 people are affected it heals each for .5 B rank spell worth instead.
- Long range, strong, heal.
Weaknesses:
- Only half effective on 3 people, compared to the healing of 1-2
- Can still be negated by someone else getting in the way, that isn't an ally.
Name: The Light of Justice!
Rank: B
Type: Field
Duration: 6
Cooldown: 7
Description: The magic user let's loose a light that covers the groun in a 40x40 meter area. The ground is sacred, keeping any with ill intent towards the user or their allies away from them by slowing them by half of the speed they try to move with.
- Halves the speed of those that are on it, and are against the user and their allies; not a % debuff.
Weaknesses:
- Fliers that are more than twenty meters above the affected ground are not affected.
- May affect temporary allies if they harbor ill thoughts at user or allies.
Name: Feel No Pain
Rank: B
Type: Buff
Duration: 3
Cooldown: 6
Description: The user emits an aura twenty meters in all directions that lowers the impact of damage against her allies, as well as allowing their bodies to think they were not hurt bad enough to end combat with those they fight.
- Grants a 25% damage resistance to allies for the duration.
Weaknesses:
- Others may die due to not feeling the pain of the blows they take if they are not careful.
- Does not affect herself.
List of Spell Fusions:(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?)
Last edited by modesty on 25th April 2016, 8:59 pm; edited 5 times in total