Secondary Magic: Demonic Curse
Caster or Holder: Caster
Primary Description: Hell slayer magic is one of the strangest dark magic in existence. It is the magic designed to slay a hell demon, a true master of darkness, and was taught by a hell demon. The best way to kill a demon is with their own magic or so it is said. This magic allows the user to eat any form of darkness, whether it be mixed or pure, and use it to refuel themselves. This darkness can then be used for powerful dark magic attacks. The darkness of this magic is strange because as it is designed to slay demons it counts as a blessed magic so is therefore blessed darkness. This gives all of her darkness based attacks a faint edging of white.
Strengths:
- Can eat any form of darkness whether it be mixed or pure, in order to refuel the user and use it for powerful dark magic.
- Is strongest at night where there is ample supply of darkness.
- Can make the darkness she creates into solid darkness.
Weaknesses:
- Naturally weak against light based magic
- Without darkness to eat she can tire quickly
- Cannot eat darkness she creates.
Abilities/Powers:
- Natural camouflage: In the dark and in the shadows the user fades until they are invisible to the naked eye. A good use of this is for her to stand in her target's shadow right behind them because if they turn to face her she will appear not to be there.
- Improve physical attributes: Strength, speed, reflexes, durability and endurance are all enhanced to high levels.
- Demon force: After consuming enough darkness the user is able to enter demon force. This cloaks them in an aura of darkness and increases the power of their magic greatly as well as further enhancing their strength, speed and endurance.
- Dark vision: Nara’s eyes have not fully become adjusted to be like that of a hell demon yet, but she is able to see in the dark to some extent. In darkness, including if it is pitch black, she can see as if it was bright as day, but it is black and white after 100ft.
- Enhanced sense of sight: Her vision is perfect and by focusing she can see greater distances than most humans and see smaller objects with greater ease. If she focuses she can also now perceive objects more effectively which when combined with her enhanced reactions allows her to do things like dodge high speed objects a lot easier.
- Enhanced reactions: Naraku has developed advanced reaction times which combine with her enhanced sight to allow her to dodge more effectively.
- Enhanced sense of smell: Like most slayers her sense of smell is near superhuman.
- Shadow sense: If someone enters her shadow or darkness touching her or her shadow then she will be able to sense them even if she cannot see them. This ability also extends to if their shadow touches her shadow or darkness touching her or her shadow.
D Rank
- Spoiler:
- Hell Claw:
Type: Dark
Description: Time has advanced Naraku's understanding of the claw techniques to a high enough level that she now only needs to use a single spell to coat both hands in demonic energy to form claws. However, sharpness is not all this provides. In terms of striking power the power is greatly enhanced. This boosts her physically strikes by one D rank. This lasts four posts.
Strengths:- Improve punching power
- Sharpened claws for cutting damage
- Can pierce through barriers of D Rank
Weaknesses:- Two post cooldown.
- Cannot pierce or damage light elemental barriers
- Improve punching power
- Devil's Trident:
Type: Dark
Description: . This forms a long, slender tail composed of dark energy from the base of the spine. This is 4ft long and fully prehensile. It is bare of ornamentation such as spikes apart from the tip which forms a trident. The tail's main use is as an extra limb because it is strong enough to lift a person or a weapon. This lasts three posts
Strengths:- Extra limb
- Extra weapon
- Can defend behind her more easily
Weaknesses:- Can be destroyed with a single C rank attack
- Cannot pierce C rank barriers
- A single D rank light attack could destroy this tail.
- 2 post cooldown
- Extra limb
- Hell Greaves:
Type: Dark
Description: The user has advanced their knowledge of the blade kick technique that they can now coat both legs in shadow via a single spell and thus Naraku gave it the new name Hell Greaves. This causes their feet to become sharp like a blade and improve kicking power greatly. It can pierce through barriers of D Rank. This increases her kicks power by one D rank. This lasts three posts.
Strengths:- Improved kicking power
- Can pierce through barriers of D Rank.
Weaknesses:- Two post cooldown.
- Cannot pierce or damage light elemental barriers
- Cannot break shields of C rank and above.
- Improved kicking power
- Hell's Fin:
Type: Dark
Description: The user forms a blade of shadow extending from each elbow giving her an extra way of fighting. These blades are 1ft long. Dark energy also surrounds the elbow joint providing some protection. These last three posts
Strengths:- Improved elbowing power.
- Versatility
- Can pierce through barriers of D Rank.
Weaknesses:- Two post cooldown.
- Cannot pierce or damage light elemental barriers
- Cannot break shields of C rank and above.
- Improved elbowing power.
- Hell Whip:
Type: Dark
Description: The user coats their arm in shadow and moves it in a whip like motion at the opponent. This generates a whip of dark energy that is 20ft long and travels very quickly. It strikes quite powerfully with enough force to shatter a D Rank barrier. This can be used to grab an opponent as well. If grabbed by this the whip will burn into them. Only one whip can be created before requiring a cooldown, but the whip will last three posts.
Strengths:- Improve striking power
- The whip can cut into flesh like a weak rank weapon.
- Can break barriers of D rank.
- Can grab opponents and burn them (first degree burns)
Weaknesses:- Two post cooldown.
- Cannot pierce or damage light elemental barriers
- If whip is dispelled early it will still require cooldown.
- Can be easily destroyed by light magic
- If dodged can leave the user open to a quick attack.
- Cannot break shields of C rank and above.
- Improve striking power
- Hell Lance:
Type: Dark
Description: The holds their hand above their shoulder and then moves it forward in a throwing motion. This launches a spear of black energy 5ft long and 2ft wide at its thickest poin. The range is 50ft. This travels quite quickly when thrown. However, it can also be used as a close range weapon, though it only lasts a single post.
Strengths:- Piercing spear of energy
- If hit by edge it cuts
- Can pierce through barriers of D Rank, but only with the tip.
Weaknesses:- Two post cooldown.
- Cannot pierce or damage light elemental barriers
- Linear so can be dodged quite easily if quick enough
- Piercing spear of energy
- Cyclops Eye:
Type: Dark
Description: Simply put the user places their hand on a shadow and they are then able to see out of any darkness within 500ft of themselves. They can rapidly shift between these patches of darkness for two posts if they wish thus allowing them to track down opponents, scope out areas and do other useful things.
Strengths:- Enables the user to find people and scope out area's safely
Weaknesses:- Two post cooldown
- Must be touching a shadow to perform it
- If they let go of the shadow the technique goes on cooldown.
- Enables the user to find people and scope out area's safely
- Banshee's Wail:
Type: Dark
Description: The user simply screams and fills the sound with dark energy. This scream will heavily damage the ears of anyone around her, be they friend or foe, if they are with 30ft of her. This will cause disorientation and loss of balance for two posts and loss of hearing for three.
Strengths:- Disorientates opponents
- Deafens opponents
- Is highly effective against people with advanced sense of hearing e.g. slayers
Weaknesses:- Three post cooldown
- If they cover there ears, or are already deaf, then they are not affected
- Can hurt allies
- Disorientates opponents
- Hell Bullet:
Type: Dark
Description: The user forms a ball of darkness on the tip of a finger and fires it off. This has a 500ft range and covers that in about a second. It has very low power, but is useful as a last resort or for torture.
Strengths:- High Range
- High speed
Weaknesses:- Low power
- 2 post cooldown
- High Range
- Shadow Puppet:
Type: Dark
Description: The user shows no sign of movement or anything whilst using this. However, their shadow becomes thicker, though this is only noticeable if you are really looking at it carefully. If in range of a physical strike by the shadow the user can manipulate the shadow via thought to strike the opponent. The user is able to move the shadow around them even if the light source would make it appear somewhere else. Their actual shadow still remains. This just formed on top, but is the same size as the original shadow. Whilst the shade can move about it must remain attached in someway to the original shadow. This can also only be used on the shadow of a human. The shadow lasts four posts before vanishing unless dispelled earlier.
Strengths:- Hard to realise what is happening
- Strongest when shadows are longest(as has greatest range)
- Piercing/Cutting attack
- Gives the user extra combat capability.
Weaknesses:- Three post cooldown.
- Cannot pierce or damage light elemental barriers
- Can be dispersed instantly by a light magic attack
- Cannot be used unless a shadow is present.
- Hard to realise what is happening
C Rank
- Spoiler:
- Hell's Doctor:
Type: Dark
Description: This is a temporary solution to physical damage, which can allow Naraku to continue fighting even once she is heavily injured. The basic principle of this is that it uses shadows to temporarily sew skin together, bind broken bones, seal fractures etc. However, these can be broken with a high enough damage, but they do provide some protection as well.
Strengths:- Gives temporary healing for the duration
- 4 post duration
- Slight protection (enough to block a single C rank)
Weaknesses:- Three post cooldown
- Can be broken by a single C rank light attack, or two C rank of other magic
- Cannot heal really fatal wounds like a punctured lung or something.
- Is only temporary.
- Gives temporary healing for the duration
- Hell Rising:
Type: Dark
Description: The user throws a needle of dark energy at the ground. A moment later there is faint rumbling and then suddenly the shadow hit spreads out to form an area with a 15ft radius (if it already isn't). A second later a huge eruption of shadow energy rises from the ground that covers the entire area of shadow to a height of 30ft. This is considered both piercing and cutting energy
Strengths:- Hard to realise what is happening
- Quite large hit area
- High power
Weaknesses:- Three post cooldown.
- Cannot pierce or damage light elemental barriers
- Can be dispersed instantly by a light magic attack
- Due to the rumbling it can be dodged
- Hard to realise what is happening
- Demonic Realm:
Type: Dark
Description: The user claps their hands together once and a 66ft wide black magic seal forms beneath them with them at the centre. From this a dome forms that is 33ft high. This dome is pure black and shuts out any light from the outside effectively giving the user ample darkness to use and reducing the opponent's vision. This doesn't count as their darkness because only the dome itself is darkness they created, not what was inside. The dome also works as a barrier able to block C rank attacks from the outside or inside. This lasts three posts
Strengths:- Gives the user plenty of darkness, which is edible
- Ruins a normal opponent's vision till their eyes adjust(normally takes two posts)
- Gives more usability for some of her techniques
Weaknesses:- Four post cooldown.
- Can be dispersed easily with a light based attack
- Can be dispersed easily by a C rank or higher attack.
- Can only be used when the user is truly angry/berserk due to her fear of darkness.
- Gives the user plenty of darkness, which is edible
- Aegis of the Hell Queen:
Type: Dark
Description: The user moves an arm in front of their body and envelops in dark energy that forms the shape of a traditional kite shield. This can block C rank spells and halve the power of B rank spells as well as block strong weapons and below. The barrier lasts three posts.
Strengths:- Blocks C Rank and below Spells
- Weakens B Rank spells
- Block strong(+) weapons and below
Weaknesses:- Cannot block light based spells
- Three post cooldown
- Blocks C Rank and below Spells
- Soul Gaze:
Type: Dark
Description: The users focuses dark energy into their eyes and stares at the opponent which launches two beams of piercing dark energy. These can pierce through C rank barriers and weaken those of B rank, unless they are light based. They are capable of cutting through stone, flesh and bone. These have a range of 50ft which is covered in three seconds.
Strengths:- Good range
- Can break C rank barriers and weaken B rank
- Piercing attack
Weaknesses:- Cannot pierce light based spells
- Three post cooldown
- Linear direction so easy to dodge
- Good range
- Fang of Cerberus:
Type: Dark
Description: The user gets in close to the target and makes a biting motion. This causes a giant mouth to form in front of them that bites the target three times over a six second period. This has enough power in a single bite to break a c rank barrier and if all three hit it can either heavily weaken, or in some cases even break, a b rank barrier. The user has to be within 3ft of the target though. Bites through flesh and bone easily.
Strengths:- Can break C rank barriers and weaken B rank, unless all three bites hit which means it can break a b rank if the user is lucky
- High damage
Weaknesses:- Close range
- Three post cooldown
- Can break C rank barriers and weaken B rank, unless all three bites hit which means it can break a b rank if the user is lucky
- Severance:
Type: Dark
Description: This is perhaps one of Naraku's most interesting abilities and it is one of her most useful despite only being a low level spell. This ability allows her to treat opponent's (and ally's) shadows as if they were tangible parts of them. This allows her to for instance strike the shadow's arm and the person will feel the wound on their own arm. However, this comes with a flaw. The connection she has with the shadows whilst this is active also causes her shadow to become tangible so if an opponent realises this then they can strike her shadow to cause damage. This link only works for physical attacks, but magic enhancement such as her Hell Claw's will add to it. This effect lasts three posts and all damage reduction, such as armor and barriers are taken into account.
Strengths:- Allows her a wider set of places to hit
- Can confuse and worry opponents as they don't realise what is happening
- In certain situation, such as midsummer's day at noon, the shadows are much longer and so the target area is further increased.
Weaknesses:- Her shadow also becomes tangible so can be hit like she can hit others
- Only works for physical attacks
- In certain situations shadows are much shorter so the area to hit is much smaller.
- Useless if the opponent doesn't have a shadow (e.g. if its really dark)
- Four post cooldown
- Allows her a wider set of places to hit
- Snatch:
Type: Dark
Description: The user extends a hand towards a target and a giant hand made of shadow detaches from their shadow. This shadow is not tangible, but can be destroyed by light magic. This hand grabs a target object(including people) and then pulls them into the shadow where they rush along to a specified point and are ejected. This ejection can be used to add one C rank worth of extra damage to a physical attack against the target. At the moment the hand grabs the user it becomes tangible and those of B rank and above can resist the effect and break free of it if they are quick. However, once they are pulled into the shadow they cannot break free and also cannot be hit until they are ejected. The hand has a range of 100ft and can transport the target to anywhere within 100ft of her. The maximum size of an object that can be grabbed is 10ft and lighter than 250lbs. The hand covers its maximum range in a second and twice that on its return journey.
Strengths:- Useful for getting allies out of trouble
- Useful for getting opponent's into a more favourable position for her
- Can be used to interrupt an attack
Weaknesses:- A D rank light spell can destroy the shadow hand at any point as can a C rank fire spell
- Cannot be used on herself
- 4 post cooldown
- Useful for getting allies out of trouble
- Spoiler:
- Hell's Aura:
Type: Dark
Description: This can be considered a lesser version of her Hell Incarnate and cannot be used in conjunction with it. This ability coats her in a black aura, much like Hell Incarnate, but it does not spike her hair nor does it red her eyes. The aura itself gives her a speed and strength boost of 60% whilst it is a active.
Strengths:- Boosts strength and speed by 60%
- Gives her a powerful aura that could frighten people
- Four post duration
Weaknesses:- Cannot be used in conjunction with Hell Incarnate
- Tends to be a lot more aggressive and less prone to rational thought whilst in this form.
- Six post cooldown
- Boosts strength and speed by 60%
- Hell's Torture:
Type: Dark
Description: The user throws a needle of dark energy at a dark place. This appears to do nothing. However, providing it is within ten posts the user is able to activate the Hell's Torture technique. This allows her to create tendrils from any darkness touching the area hit. These tendrils are 20ft long and 3ft wide at the widest point. They can be manipulated via thought. She can retract and re-extend these tendrils as much as she likes, but once the tendrils are activated the spell will only last three posts. This spell is mostly used as a way to restrict her opponents and torture them because it can grab hold of them and slowly cut into them. She is able to create up to twenty tendrils. If the user only createsbetween five and ten tendrils than every tendril is equal to a C rank spell, if the user has more than ten then each is equal to a D rank. If the user creates four or less they are equal to B rank. The user must specify the amount of tendrils she creates and cannot create anymore than that until the technique is off cooldown.
The true deadliness of this technique is that they can be placed in any shadow at all including ones such as the shadow of her hair on her back or under her sleeve. If the space is too small for them to come out of then they will merely be very thin until there is enough space. The tendrils, being composed of dark energy, can even extend from eachother thus giving them a truly deadly range.
In demon force mode this becomes Hell Queen's torture and she is able to create 1.5x the amount of tendrils(50 in total) and it becomes if more than 25 are used they are D rank, if between 15 and 25 used they are C rank and if less than 15 they are B rank.
Strengths:- Hard to realise what is happening
- Cutting tendrils
- Gives the user extra combat capability.
Weaknesses:- Five post cooldown.
- Cannot pierce or damage light elemental barriers
- Can be dispersed instantly by a light magic attack
- If a tendril is destroyed it cannot be reformed.
- Hard to realise what is happening
- Retribution:
Type: Dark
Description: The user forms a sphere of darkness on each hand and sweeps them towards a target. They home in on a target (meaning two dice rolls for each) and providing one hits a human, part human, demon or part demon the effect will take hold because the second orb will zoom to the first instantly. When a target is hit a huge sphere of darkness will form around them that will drain them of their magic power as if they had used a B rank spell and then hit them with that damage plus another B rank's worth of damage. If the two spheres hit different targets then the spell doesn't work and goes on cooldown.
Strengths:- Physically damages an opponent
- Magically drains an opponent and hits them with the magic drained
- Partial homing
Weaknesses:- 30ft range
- Can only hit one target
- Can be blocked by an A rank barrier or B rank if it is light based
- Power can be halved by a B rank barrier or C if it is light based
- 5 post cooldown
- Physically damages an opponent
- Shadow Step:
Type: Dark
Description: The most useful ability in her arsenal in terms of spying and travel. With this Naraku can step into a shadow and emerge from any other shadow that she can see or has seen within two post of using this. If she uses this with cyclops eye it means she can travel quite far. The user is able to shadow step three times before it goes on cooldown.
Strengths:- Can travel large distances almost instantly
- Perfect for surprise attacks
Weaknesses:- Must be able to see the shadow or have seen it within one post of using it
- Five post cooldown
- Can travel large distances almost instantly
- Hell Skulls:
Type: Dark
Description: The user generates up to seven heads composes of dark energy, which burn with a faint corona of white light. These will float in the air around the user, but the most common use of them is to juggle them in order to creep out or throw off opponents. Why does this creep out opponents? Because the user is able to change the heads so they look like any head she has seen before. These heads will last three posts. There true power though is as projectiles. The user can throw these at a target, one at a time or all of them at once, and their trajectory are manipulatable by the user whilst within range. The skulls do explode on contact. If more than four skulls are used each skull is equal to a C rank spell otherwise they are equal to B rank. The number must be declared when it is created such as Hell Skulls Three.
Strengths:- Can creep out opponent's as the heads look very realistic
- Trajectory can be controlled
- Ranged attack(80ft range)
- Explosive damage (5ft radius)
Weaknesses:- 3 post duration, 4 post cooldown(+1 if more than 4 are used)
- Can only be manipulated whilst within the range (15ft)
- Low power
- Can creep out opponent's as the heads look very realistic
- Spike Storm:
Type: Dark
Description: The user holds up their hand and focuses causing a black magic seal to form. Once the seal is formed a stream of spikes made of darkness are launched that cut with the power of a strong rank weapon. Fifty spikes are launched in a wide stream. The user is able to turn in order to change the direction of the stream. The spikes move quite fast and all fifty are launched in a second. This has a range of twenty meters. Every ten needles is equal to one B rank spell.
This technique has a variations, which despite her announcing it differently is the same technique. The change is very slight and uses the same amount of dark energy. It merely focuses it in a slightly different manner. This variation create more spikes in exchange for less power. These are all launched within a second. This is known as Hell Demon’s Needle Storm: Rapid Fire. This creates one hundred spikes with each group of 25 equalling one B rank spell.
Strengths:- High speed
- Many needles
- Piercing attack
- Variations
Weaknesses:- Four post cooldown.
- Cannot pierce or damage light elemental barriers unless they are C rank or below
- Takes a large concentration of the needles to penetrate barriers of B rank
- High speed
- Gluttony:
Type: Dark
Description: Named for the sin of over consumption this ability allows Naraku to consume her opponent's magic power to fuel her own. First she forms a 3ft spike of darkness on her hand and pierces her opponent or their shadow. As long as the spike is inside the opponent or the shadow she will absorb one B rank's worth of magic per post. This spike lasts three posts total so in total she can drain 3 B rank's worth of energy. If used on a willing ally then the ally can focuse their magic power towards the spikes and she can absorb four B rank's of magic in a single post. However, this causes the spell to go into automatic cooldown.
The spike can be destroyed by two B ranks spells or one B rank light spell. If the spike is destroyed then it automatically goes on cooldown. It can also be destroyed by legendary rank weapons in three hits.
Strengths:- Can drain opponent/ally of magic power
- Can restore her own magic power
Weaknesses:- Spike does no physical damage
- Naraku has to remain close to an opponent whilst using this putting her at high risk
- If she does not managed to get the spike into an opponent/ally over the three post duration then the spell effectively does nothing and she has wasted a B rank
- If spike is destroyed it auto goes on cooldown(requires 3 hits from a legendary, 2 hits from a b rank unless light based when it is only a single hit)
- Five post cooldown
- Can drain opponent/ally of magic power
A Rank
- Spoiler:
- Hell's Guardian:
Type: Dark
Description: Naraku will kneel down and place a hand on her own shadow then stand up. As she stands up a black liquid will seem to be attached to her hand that comes from the shadow. This liquid is quickly manipulated into a sphere and then thrown at the ground in front of her where it swirls into a wide vortex 30ft across. Unlike Eternal Abyss which drags people down into it from this vortex a figure begins to emerge. This figure is a large winged demon 15ft tall with a wing span of 30ft. It dark body is laced with white markings and it wields a whip in one hand and a sword in the other. This is the Hell's guardian a powerful beast capable of flight and whose weapons leave third degree burns on contact. Its weapons are considered Legendary as is itself.
In terms of speed it is capable of lumbering up to a speed of about 30mph, but its true fearsomeness is in its strength. It has highly power attacks able to shatter stone and bone with ease. It will remain on this plain for four posts, unless destroyed, where it revert back into the black liquid and return to her shadow. This is not a summoning. No this is a construct. She just makes it look like a summoning for psychological purposes.
If in Demon force mode this becomes the Hell Queen's Guardian and its size, speed and strength are doubled making it truly fearsome.
Strengths:- Giant demonic creature
- Burns opponents
- Four post duration
- Legendary weapons
Weaknesses:- Relatively slow
- Can be destroyed by a single S rank light or water ability or two S ranks of other types
- Cannot break through S rank barriers or A rank if they are made of light or water.
- Due to its fire-like nature it is also unable to swim or be used near large bodies of water.
- Eight post cooldown
- Giant demonic creature
- Hell's Restraints:
Type: Dark
Description: One of her more interesting spells, this is a binding spell utilising her opponent's own shadow. This begins with her hitting the opponent's shadow with a needle of darkness. Up to ten posts can pass before the effect has to be activated. However, once it does the shadow rises up and wraps itself about the person binding them. Yet it does not end there. Once they have embraced the person chains of shadow shoot out from it further binding them and making it much harder to break free. These bindings only last two posts, but that is often enough time for Naraku to do what she needs to do.
If demon force mode this becomes the Hell Queen's restraints and the shadow will form a duplicate before the embrace thus when the embrace occurs the power of the binding is essentially doubled.
Strengths:- Binds the opponent for two posts
- Can be set up well in advance to be used at the most opportune times.
- Can freak out an opponent as their shadow is the one binding them.
Weaknesses:- Short duration
- Can be broken free of by an S rank mage
- Can be broken by one A rank light spell, or two regular A rank spells
- Can be broken by one S rank spell
- Requires opponent to have a shadow for this to be utilised.
- Six post cooldown
- Binds the opponent for two posts
- Sloth:
Type: Dark
Description: Named after the sin of Sloth this technique is strange in its effect. Rather than being a directly offensive technique this technique is an area of effect debuff ability that promotes weakness and weariness in its victims. It shows no discretion between friend and foe and will effect anyone within its 66ft radius.
The technique begins with her closing her eyes and extending her hands. A faint layer of shadow seeps along the floor around her covering the radius and from this rises a faint mist that covers the area. The mist does partially obscure vision, but that is not its true effect. No, anyone who is not Naraku, who is caught within this mist is subjected to a great weariness making them lethargic. This lethargy reduces speed and strength by 30% whilst they remain within the field and has the potential to put C ranks and lower to sleep for two posts.
This does not effect magical strength directly, but those effected will feel the urge to use less magic and so when they launch a spell it will be considered 10% weaker than it normally would be. It also makes them less likely to want to attack, but this is resistable
Strengths:- Weakens opponent physically
- Can put C ranks and lower to sleep for two posts
- Obscures vision
- Reduces spell damage slightly
- Makes them less likely to want to attack
- Four post duration
Weaknesses:- Sleep effect does not work on B ranks and up
- Effects allies as well as enemies
- Can be blown away by light and wind magic of B rank and above
- An A rank explosion could also blow it away
- Effects dissapear if they leave the field
- Six post cooldown
- Weakens opponent physically
- Hell Queen's Doubles:
Type: Dark
Description: Naraku understood from much battling that occasionally there were times when a distraction was necessary. This why the double technique was created. This begins with a second third and fourth shadow forming atop her own shadow, which then moved around so the four shadows all face different directions. These then rise upwards forming shadowy replicas of her. These are pure black like shadow except for the eyes which glow red. The three clones are not as strong as her, and cannot buff themselves or be buffed by others, though if she is buffed before using this then the clones will receive that buff and it will continue until they are destroyed or vanish. They are roughly one rank less than her in terms of physical and magical attributes. Yes, they can use magic. Naraku controls them with thought and they last five posts. Naraku is able to equip these with shadowy replicas of her weapons.
Strengths:- Versatility
- Distraction
- Can attack from multiple angles
Weaknesses:- Cannot be used if Naraku doesn't have a shadow
- Can be instantly destroyed by an A rank light magic spell
- Can't pierce barriers of A rank or above, or B rank if they are light based.
- Any spells used will drain Naraku herself.
- Six post cooldown
- Versatility
- Pride :
Type: Dark
Description: Named thusly as it is designed to turn her opponent's pride, their magic, against them. Considered a variant on her Hell Queen's double technique this allows her to pierce her opponent's shadow with a needle and form a shadowy replica of them, much like she does with her own doubles. This will be one rank less than them and cannot be buffed by themselves or by others. However, if Naraku is buffed before its creation than it will have those buffs for the clone's entire duration. This clone is considered to be one rank lower than Naraku in physical and magical power, so at A rank even if she made a clone of a H ranker it would only be B rank in power. However, if the opponent is for example C rank and Naraku is A rank than the clone will only be C rank as it can't copy what technically doesn't exist yet (i.e. future magical power). Yes it can use magic and it will use the magic of the person it is cloned from. It can only use magic of its rank (one rank lower than Naraku) and below and can only use magic Naraku saw before its creation, therefore it is best to use near the end of a battle rather than at the beginning unless the adversary is well known. This clone lasts three posts and will fight in a similar manner to the person whom it is a clone of. This cannot be used to mimic light user's magic as using light magic would destroy them instantly.
Strengths:- Versatility
- Distraction
- Can attack from multiple angles
- Can freak out an opponent
Weaknesses:- Cannot be used if the opponent doesn't have a shadow
- Cannot light magic as it is its antithesis
- Can be instantly destroyed by an A rank light magic spell
- Can't pierce barriers of A rank or above, or B rank if they are light based.
- Can only copy spells Naraku saw before its creation
- Any spells used will drain Naraku
- As the opponent knows how the clone will fight(as it fights like them) they can use that knowledge to their advantage.
- Six post cooldown
- Versatility
- Armour of the Hell Queen:
Type: Dark
Description: Naraku, after much battling, has come to the realisation that great offense does not equal great defense. For this reason she created this technique. A technique which forms a dense aura, that looks like armour reminiscent of that worn by her mother, the original Hell Queen. This suit is composed of pure darkness and looks demonic. It provides a slight boost to offensive capabilities, similar to that of techniques like the Hell Claw, but provides a large boost in defense. Does not slow her down. This lasts 4 posts.- Spoiler:
- Can withstand the impact from 4 A rank spells before dissipating
- Can be dissapated by a single S rank spell.
- Increases melee offensive power slightly(by one C rank)
- Can scare opponents due to its fearsome appearance
- Cannot be broken by C rank or D rank spells, even if hit multiple times, unless several spells hit at the same spot at the exact same time.
Weaknesses:- Two A rank light spell can break this
- Two S rank spell can break this
- Four A rank spells will break this
- Eight B rank spells will break this, unless they are light based in which case only four.
- Six post cooldown
S Rank
- Spoiler:
- Hell's Veil:
Type: Dark
Description: One of the three techniques that gave her the nickname Disaster Zone this begins thusly. Naraku throws her hands into the air as a dark, pulsating magic circle appears in her hand. She brings her hands together, her open palms facing, and then covering the sun. She then calls out the name of the spell, as the sun above a radius of 150 feet is blocked out by darkness. While to anyone inside the radius of the shadow it seems as if the sun was blocked out around them, the darkness is actually stealing the heat from the light of the sun. After 10 seconds, a blast of shadow and heat, as wide as the radius, will impact into the ground. This has the advantage that even if her opponent is immune to shadow damage they will still be damaged by the heat, which is enough to incinerate weak targets.
In Demon force mode this becomes the Hell Queen's Veil where its radius increases to 200ft and its charge time is halved.
Strengths:- High power destructive beam
- Can worry the opponent
- Heat energy as well as darkness
Weaknesses:- Linear direction
- Takes time to charge
- Can be stopped by light magic of A rank and above.
- Can
- Can't pierce H rank barriers, or S rank if they are made of light.
- Can only be used outside during the day
- Eight post cooldown
- High power destructive beam
- Eternal Abyss:
Type: Dark
Description: One of the three techniques that got her the nickname Disaster zone this begins by the user extends their shadow all around them to form a swirling vortex with a radius of 150ft. A truly massive vortex. Anyone standing on top of it will find that the ground is incredibly sticky and then they will begin to sink. Once they have been consumed they will receive a large amount of damage (S rank) before being spat out. The sinking process takes three posts for a S rank mage, two for an A rank and one for those below. This of course allows Naraku to get in some blows as she is not effected by it and nor are any clones she has created. The vortex remains for four posts so if a mage is unlucky they might get hit by it mutiple times.
In demon force mode this becomes the Eternal Abyss of despair and will increase its radius to 200ft and it will cause mages to sink one post quicker.
Strengths:- Can trap the opponent for a few posts allowing for damage
- Severely hurts the opponent after they have sunk.
- Four post duration
Weaknesses:- Can hurt allies
- If the targets aren't touching the ground then this will have no effect
- H rank mages and above can break free with enough effort.
- If those trapped can catch onto something they might be able to pull themselves out, providing they are strong enough.
- A single hit of A rank magic from a light mage can break this.
- An S rank hits from a non-light mage can break this
- 8 post cooldown
- Can trap the opponent for a few posts allowing for damage
- Hell Incarnate:
Type: Dark
Description: As she reached B rank Naraku realised why she had not been able to combine her hell demon's strength and speed abilities. This understanding allowed her to combine the two and enhance them to create this technique, which has been enhanced further by reaching A rank and now again by reaching S rank. When this is activated the user is surrounded in a constant black aura that is tinged with white. This aura is now so dense that it forms a thin armour, very weak, but useful. Her eyes will change to pure red (the white, the pupil, everything) and her hair will become spikier. Whilst in this form she has 110% enhanced strength and speed making her truly lethal. This is said to be a technique that harnesses the power to slay demons. This ability no longer merely enhances her attributes, but allows her to turn into a shadow, making her immune to physical attacks, but not magical ones. However, she is incapable of attacking or defending whilst in this form and must become physical to do so.
In demon force mode this ability becomes Hell Queen Incarnate and the boosts are increased to 140%.
Strengths:- Enhanced physical atrributes (110% increase of each)
- C rank defensive boost
- Fearsome appearance.
- Can become a shadow making her immune to physical attacks
- Lasts seven posts
Weaknesses:- 7 post cooldown
- Tends to be a lot more aggressive and less prone to rational thought whilst in this form.
- Whilst in shadow form she is damaged twice as much by light based attacks
- Her C rank defensive boost is ignored by light based attacks and anything B rank or higher.
- Must assume a physical form to attack or defend
- Enhanced physical atrributes (110% increase of each)
- Hell Demon's Howl:
Type: Dark
Description: One of the three techniques that caused her to gain the nickname disaster zone this is the hell demon's equivalent of the roar technique made famous by dragon slayers. The user takes a deep breath inhaling a large amount of dark energy before launching it off as a huge beam of pure destructive energy that is black with swirls of white. This has a range of half a mile and it travels at about 150mph. The spell has a radius of 20ft. It is a cutting beam so can literally reduce an opponent to atoms if they are weak. If this hits a magical target(someone with magic) a 66ft wide explosion of darkness is caused further adding to the damage.
If in demon force this technique become's the Hell Queen's Demon Howl and will travel an entire mile at 200mph with a 33ft radius. The blast radius is also increased to 66ft.
Strengths:- High power destructive beam
- Good range
- Wide beam
Weaknesses:- Linear direction
- Can be stopped by light magic of A rank and above.
- Can't pierce H rank barriers, or S rank if they are made of light.
- 8 post cooldown
- High power destructive beam
- Spoiler:
Caster or Holder: Caster
Secondary Description: The magic of demonic cursing is a magic that is considered creepy, powerful and highly versatile. It is a very useful magic that suits Naraku to the core as it weakens the opponent thus she doesn't have to go all out and can play for longer. This allows Naraku to place various cursed seals on opponents that will cause some sort of negative effect on them. These curses can effect physical attributes, magical attributes or even the opponent's magic itself. It does however have one major weakness and that is that it requires Naraku to touch the opponent in order to cast a spell. Furthermore, only two cursed seals can be placed on an opponent at once so strategy is needed.
If Naraku only succeeds in touching a person's clothing than that clothing is cursed for the duration instead. This still causes the curse to take effect, but it can be stopped by the opponent removing that item of clothing.
Naraku is able to affix these 'curses' to a spell and if the spell hits then the curse takes effect. However, this will increase the cooldown of the curse and the spell by a post.
Strengths:- Can curse opponents to effect magical abilities
- Can make an item curses
- Can affix on spells for range, but this increases cooldown of spell and curse.
Weaknesses:- No offensive power
- Must touch opponent to be used
- Can be dispelled via Dispel abilities, Nullfication abilities and other such methods
- If an item is cursed instead of a person the person can just remove the item.
- Cannot be used as frequently as her regular magic
Abilities/Powers:
Spells- Curse of the red sun:
Rank: D
Type: Curse
Description:- Spoiler:
The curse of the red sun is a very simple spell which requires a low amount of magic power, but has a very fearsome effect. For the duration of this spell, which is three posts, any attack that draws blood will do 10% more damage by increasing the depth and severity of the wound. This at first doesn't seem too bad, but imagine if your hand was nearly almost chopped off, this could mean that it was entirely chopped off.
Strengths:- Increases damage of all attacks that draw blood by 10%
- Three post duration
Weaknesses:- Doesn't effect abilities that don't draw blood
- If Naraku doesn't succeed in cutting the opponent this has essentially done nothing
- Three post cooldown
- Curse of the Blackened Heart:
Rank: C
Type: Curse
Description:- Spoiler:
This is highly useful because if an opponent becomes aware of it they will be less likely to use high power spells or perhaps any spells at all.
Strengths:- Increases the amount of total spellpower used when cast by the affixed by 10%.
- Four post duration
Weaknesses:- Cannot recover magic power whilst this is in effect
- Five post cooldown
- Curse of the broken clock :
Rank: B
Type: Curse
Description:- Spoiler:
However, this has a major drawback. Any spell Naraku casts whilst this is in effect on an opponent will cost 5% more of her total magic power, as if to fuel the clock.
Strengths:- Decreases enemy spell duration
- Increases enemy spell cooldown
- Four post duration
Weaknesses:- Uses 5% more magic power on any spell casts whilst this in effect on an opponent.
- Cannot reduce a spell below one post duration
- Seven post cooldown
- Curse of the spider web :
Rank: A
Type: Curse
Description:- Spoiler:
Strengths:- Reduces physical speed by 60%
- Makes it more difficult to move to the point where those of C rank and below will have difficulty moving at all.
Weaknesses:- Increases strength by 5%
- Doesn't effect magical speed.
- 7 Post cooldown
- Curse of the Devouring Wolf:
Rank: S
Type: Curse
Description:- Spoiler:
Whilst this curse is affixed to an opponent any spell they use will be considered 50% weaker, but will still cost the same amount of magic power. Like with the broken clock any spells Naraku casts whilst this is affixed to someone will cost 5% extra of her total magic power.
Strengths:- Reduces spell power of spells used whilst this in effect by 50%
- 3 post duration
Weaknesses:- Naraku uses 5% more of her total magic power for each spell whilst this is in effect.
- 10 Post cooldown
- Can curse opponents to effect magical abilities
Last edited by Torturess Naraku on 16th July 2013, 7:12 am; edited 36 times in total