Aerwyna’s Magic
Primary Magic: First Generation Water Dragon Slayer
Secondary Magic: Royal Song
Caster or Holder: Caster
Description:
Dragon slayer magic is pretty self explanatory. It is a type of lost magic which is either obtained through lessons from a dragon, a lacrima or both. Aerwyna has learnt this magic through lessons from an actual dragon, this is unusual because it is unheard of. A mermaid being taught such a magic. But here is Aerwyna with a dragon slaying magic.
She gained this type of magic by sneaking out of her castle one day and came face to face with a water dragon. Upon meeting the mermaid, she demanded that she would be known to the mermaid princess as Juturna, and that she would like to teach the princess some powerful magic to help her when her kingdom was in danger. Aerwyna accepted the claim, she wanted to be a magic user and she wanted the power she needed incase there was a time that her father couldn’t use his powerful magic.
One day however, when Aerwyna was going to sneak out to learn some more of this powerful type of magic, she didn’t know that one of her father's servants were sent to spy on the mermaid princess. When everything was reported back to him, he was furious, he couldn’t believe that his very own daughter was learning magic that wasn’t akin to royalty and demanded her to be housebound, always guarded by people and never allowed to leave the palace unless she was by her father's side, this infuriated the mermaid princess. She was just doing what she thought was right, which was prepare herself incase any danger was imposed on her.
No form restriction - this magic can be used on land and in water.
Weaknesses:
Elemental damage - This magic can work really well against fire mages, but will not work well for thunder/lightning mages.
Stealth issues - if a job required her to go stealthy, then that will be impossible since she always smells like a fish, however, wearing perfume can mask this smell.
Lineage:
Power of Apocalypse
Unique Abilities:
Mermaid Form - This magic can be used underwater and on land. The looks are purely aesthetic.
Burn resistance - Aerwyna is resistant to burns by 50% due to being a mermaid.
Speed underwater - Aerwyna is 30% faster underwater if she decides to swim faster in the water.
Underwater Breathing - If Aerwyna is underwater with someone, she can opt to make an air bubble since it’s a mermaid's speciality, she can give someone the air bubble so they can breathe underwater for 5 posts, having a 6 post cooldown. This can only be used underwater and only on one person each thread.
Spells:
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?)
Description::
Duration::
Cooldown::
Strengths::
Weaknesses::
Primary Magic: First Generation Water Dragon Slayer
Secondary Magic: Royal Song
Caster or Holder: Caster
Description:
Dragon slayer magic is pretty self explanatory. It is a type of lost magic which is either obtained through lessons from a dragon, a lacrima or both. Aerwyna has learnt this magic through lessons from an actual dragon, this is unusual because it is unheard of. A mermaid being taught such a magic. But here is Aerwyna with a dragon slaying magic.
She gained this type of magic by sneaking out of her castle one day and came face to face with a water dragon. Upon meeting the mermaid, she demanded that she would be known to the mermaid princess as Juturna, and that she would like to teach the princess some powerful magic to help her when her kingdom was in danger. Aerwyna accepted the claim, she wanted to be a magic user and she wanted the power she needed incase there was a time that her father couldn’t use his powerful magic.
One day however, when Aerwyna was going to sneak out to learn some more of this powerful type of magic, she didn’t know that one of her father's servants were sent to spy on the mermaid princess. When everything was reported back to him, he was furious, he couldn’t believe that his very own daughter was learning magic that wasn’t akin to royalty and demanded her to be housebound, always guarded by people and never allowed to leave the palace unless she was by her father's side, this infuriated the mermaid princess. She was just doing what she thought was right, which was prepare herself incase any danger was imposed on her.
- Dragon Slaying Buffs:
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%
- Force:
First Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element.
Dragon Force:
A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%. (Dragon Skin: Body is covered in scales of their respective element)
The spell power of each rank is increased to 150%.
In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
Lasts for 7 posts.
- other important info:
Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will be done to them.
The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.
No form restriction - this magic can be used on land and in water.
Weaknesses:
Elemental damage - This magic can work really well against fire mages, but will not work well for thunder/lightning mages.
Stealth issues - if a job required her to go stealthy, then that will be impossible since she always smells like a fish, however, wearing perfume can mask this smell.
Lineage:
Power of Apocalypse
Unique Abilities:
Mermaid Form - This magic can be used underwater and on land. The looks are purely aesthetic.
Burn resistance - Aerwyna is resistant to burns by 50% due to being a mermaid.
Speed underwater - Aerwyna is 30% faster underwater if she decides to swim faster in the water.
Underwater Breathing - If Aerwyna is underwater with someone, she can opt to make an air bubble since it’s a mermaid's speciality, she can give someone the air bubble so they can breathe underwater for 5 posts, having a 6 post cooldown. This can only be used underwater and only on one person each thread.
Spells:
- D ranked spells:
- Name: The whip of swords
Rank: D
Type: Water, offensive
Duration: Instant
Cooldown: 2 posts
Description:
Using her sword, Aerwyna will spin the sword forward 2 times quickly, letting water manipulate on the tip of a sword and allows Aerwyna to whip the enemy two times. Each attack deals 50% of D-ranked magic.
Strengths:
Charging - there is no time needed to charge the spell, all Aerwyna needs is her sword.
Invisible - if this spell is casted while Aerwyna is underwater, it will not be seen.
Weaknesses:
Sword - if Aerwyna does not have her sword, she cannot cast this spell.
No invisibility - Unlike underwater, if this spell is casted on land, it will be seen.
Dodging - this spell can be dodged fairly easily by moving to the side.
Name: Rings of force
Rank: D
Type: Water, offensive
Duration: Instant
Cooldown: 2 posts
Description:
Making a circle in the air, a ring of water will surround the female before the female will either stab the centre of the ring or force push the ring to send out 2 rings of water, pushing the rings of water in her will. The distance is 15m and it is usually takes 10 meters per second to reach the opponent. When it reaches the opponent, they will be pushed back 10m. These rings deal 50% D-ranked damage.
Strengths:
Choice - this can be used with either Aerwyna's sword or her hands, although it will be 25% stronger if her sword was used.
Weaknesses:
Choice - this can be used with either Aerwyna's sword or her hands, although it will be 25% weaker if her hands was used.
Charging - this spell will take some time to charge, as Aerwyna will have to make a circle first before utilizing the spell accordingly.
Name: Water bowl/"Fishbowl"
Rank: D
Type: Water, offensive
Duration: 5 posts
Cooldown: 6 posts
Description:
A sphere of water with the dimensions of 15x15 will surround Aerwyna, and she turns into her mermaid form as she swims in the water as if she was under the sea. When the spell ends, Aerwyna will drop onto the floor and slowly turn human, but will only appear in her underwear as her clothes leave her when she turns into a mermaid. This can be used for charging attacks and to drown others if she so desired. To drown others, Aerwyna will grab the target and will keep their bodies in the water, mainly by hugging them or grabbing their head and keeping the head submerged in the water.
The drowning will be based on DoT and it will be 50% D ranked damage every post.
Strengths:
Drowning - Aerwyna can pull people into the sphere and make them lose their breath IF her opponents cannot breathe underwater.
Weaknesses:
Drowning immunity - if the enemy can breathe underwater, then the drowning effect will not work.
Form - this form will only work in mermaid form, as she will be completely submerged in water.
Name: Power jet
Rank: D
Type: Water, offensive
Duration: 1 post
Cooldown: 2 posts
Description:
Throwing her sword into the air, she will shoot a jet of water to the enemy, sending them 10 meters into the air, Aerwyna will then use the same water jet to get herself up the same 10 meters before slashing the enemy down with her sword, sending them straight back down to the floor.
Strengths:
Surprise attack - because of Aerwyna throwing her sword in the air, she will confuse the target, and thus this will always make the enemy surprised.
Weaknesses:
Ranks - if this spell is cast on someone C ranked, the knock up will be 5 meters, while the knockback will not affect anyone B ranked or upwards.
Underwater - If this spell is cast underwater, the knockup will be halved to 2.5 meters.
- C ranked spells:
Name: Extreme Burns
Rank: C
Type: Water, offensive
Duration: instant
Cooldown: 3 posts
Description:
Aerwyna will be slap a good amount of water on the targets face (Provided they are 25m away) and places her hand over the splashed area… upon doing so, the target will start to feel their skin boiling and bubbling so suddenly which deals C ranked damage.
Strengths:
Burns - this type of water spell burns for damage instead, making the spell unpredictable in a way
Weaknesses:
Form - some of the water might be splashed onto her, it won’t affect her damage-wise but she will transform into a mermaid
Limit - this can only be used with her hands.
Name: Aquatic Roar
Rank: C
Type: Water, offensive, roar
Duration: 1 post
Cooldown: 3 posts
Description:
Inhaling a lot of air to expand her lung capacity, Aerwyna will let out a wail which extends 25m away from the user, Aerwyna’s roar will sound just like a dolphin's and afterwards Aerwyna will spout out a barrage of water towards her enemy for C ranked ranked damage. This will also knock the user back by 10m if they are near the user due to the pressure of the water that will be spouting out of Aerwyna’s mouth.
Strengths:
Knockback - this knockbacks the enemy by 10m, this is useful if melee attacks are going to be performed on her.
Weaknesses:
Predictable - this is pretty predictable since Aerwyna will sound like a dolphin before she attacks
Vulnerable - she will be vulnerable from behind because the spell deals with the front
Allies - allies could be in the way and they would get hit instead.
Name: Liquid Fantasia
Rank: C
Type: Water, offensive
Duration: 2 post
Cooldown: 3 posts
Description:
Letting water surround (while not touching) her arms, Aerwyna’s arms will support what seems to be swords that are attached from her shoulders, this isn’t take over because her arms don’t become swords, but her arms do become covered in water which extends for 10m away from the moment the water leaves the hand area. These swords can deal half 25% increased melee damage with every slice she makes.
Strengths:
Length - 10m is pretty long for blades, meaning Aerwyna doesn’t have to be near the enemy to use them
Mermaid form - during the spell, Aerwyna won’t turn into a mermaid, only when the spell ends, she would
Weaknesses:
Usage - Aerwyna cannot pick anything up or use her arms apart from slicing while the spell is cast
Splashing - When the spell ends, the water will land on her arms and make them sopping wet, turning her into a mermaid
Allies - allies could be in the way and they would get hit instead
Limitation - Aerwyna cannot bend her arms
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?)
Description::
Duration::
Cooldown::
Strengths::
Weaknesses::
Last edited by Cascade on 18th January 2017, 5:22 pm; edited 4 times in total