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    Venom God Slayer.

    Sayrn
    Sayrn

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    Lineage : Gold Rush
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    Age : 28
    Experience : 262.5

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Venom God Slayer. Empty Venom God Slayer.

    Post by Sayrn 5th December 2016, 12:33 am

    Primary Magic: Venom God Slayer.
    Secondary Magic: N/A
    Caster or Holder: Caster.
    Description: A long history of magic found within Sayrn having been at one with her own venomous nature she began with the power to not only produce poison from her body but also wield for combat. This long history began with her initial mutations as a human and soon became the basis for who she was in time. Yet as Sayrn yearned for more and more power she soon became something unlike what she had been before using a book she acquired after a long search she became the Venom God Slayer. Unlike her previous magic the new one she had gained was hundreds of times more powerful in nature gaining her near perfect immunity to poisons and venoms.

    As a whole Sayrns poison is more than just consistent damage as she is highly capable of causing a combat wide lethal epidemic. Sayrn using this magic prefers to focus on wide AoE for her spells over just simply single target poison wanting to cause as much damage and panic she feels fits the situation. Using her magic Sayrn also has no care for the effects her poison may have on her allies often catching them in crossfire of her spells when she begins to weave her grand poisons. All of her spells take on the form of black outlined red poisons almost like her poison itself was blood. This magic also affects Sayrns specialized body as well causing her once less potent neurotoxic blood to become even more of a threat to those around her.

    Strengths:

    ~ Control effects: Sayrn is capable of controlling the flow of combat with the multiple effects her magic has.

    ~ Time is Danger: The longer an enemy fights her the more danger they get into due to the nature of her poison.

    ~ Water Mages: Sayrn's poison is not simply diluted by the water it inhabits and can actually cause water mages to become dangerous to themselves.

    ~ Corrosive: Unlike your basic poisons the unholy nature of Sayrn's poison makes it highly corrosive to anything it touches.

    Weaknesses:

    ~ Purge Effects: If an enemy can purge themselves her poison loses to it all the time.

    ~ Limited range of effect: While Sayrn does love to use AoE she is still limited on her range of influence.

    ~ No Safe Zone: Sayrn cannot simply weave the magic to avoid her allies meaning anyone stupid enough to get caught in her spells will take damage.

    ~ Meltdown: Any of Sayrn's items or weapons that are not designed to work with her poison will actually take damage from her magic due to it's corrosive nature.

    ~ Burst: She is limited in the amount of burst she can dish out meaning she may lose to someone that can deal more damage than her faster.

    Lineage:
    Spoiler:

    Unique Abilities:

    ~ Deadly Advance: Sayrn's poison begins to quickly eat away at enemies that are closer to full health much faster dealing 50% more damage to enemies that are above 75% of their HP and then dropping down to 25% bonus damage to those at 50% or above, and losese the damage bonus once they drop below half health. This affects ALL of Sayrn's poison damage she can deal even if not linked to her magic directly.

    ~ Creeping Death: As an enemy is affected by her magic they begin to feel the effects of her poisons more powerfully. Enemies that drop below half HP begin to experience an additive bonus of 25% to any slowing or percentage based debuffs her poison might cause while also causing enemies below half health to be incapable of resisting the effects of her poison fully preventing duration losses to her effects and spells but not resisting purges.

    ~ Life Drain Venom: With her link to her poison Sayrn gains benefits for every enemy or ally that she has affected by any of her poison. For every two enemies that Sayrn has effected by her poison she gains a 1% bonus HP and MP regen per post capping at 4% for both and should Sayrn have only one person poisoned instead of multiple she gains 5% HP per five posts instead but no MP regen.

    Spells:

    D-Rank Spells:
    Anastasia Isayev
    Anastasia Isayev

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Valkyrian
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    Posts : 2446
    Guild : Black Sails GM
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    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116

    Character Sheet
    First Skill: Mechanized REquip
    Second Skill: Dragons' Champion
    Third Skill:

    Venom God Slayer. Empty Re: Venom God Slayer.

    Post by Anastasia Isayev 8th December 2016, 6:18 pm

    Venom God Slayer. BTSjguv
    Nothing to grade here.
    Good work.
    Sayrn wrote:Primary Magic: Venom God Slayer.
    Secondary Magic: N/A
    Caster or Holder: Caster.
    Description: A long history of magic found within Sayrn having been at one with her own venomous nature she began with the power to not only produce poison from her body but also wield for combat. This long history began with her initial mutations as a human and soon became the basis for who she was in time. Yet as Sayrn yearned for more and more power she soon became something unlike what she had been before using a book she acquired after a long search she became the Venom God Slayer. Unlike her previous magic the new one she had gained was hundreds of times more powerful in nature gaining her near perfect immunity to poisons and venoms.

    As a whole Sayrns poison is more than just consistent damage as she is highly capable of causing a combat wide lethal epidemic. Sayrn using this magic prefers to focus on wide AoE for her spells over just simply single target poison wanting to cause as much damage and panic she feels fits the situation. Using her magic Sayrn also has no care for the effects her poison may have on her allies often catching them in crossfire of her spells when she begins to weave her grand poisons. All of her spells take on the form of black outlined red poisons almost like her poison itself was blood. This magic also affects Sayrns specialized body as well causing her once less potent neurotoxic blood to become even more of a threat to those around her.

    Strengths:

    ~ Control effects: Sayrn is capable of controlling the flow of combat with the multiple effects her magic has.

    ~ Time is Danger: The longer an enemy fights her the more danger they get into due to the nature of her poison.

    ~ Water Mages: Sayrn's poison is not simply diluted by the water it inhabits and can actually cause water mages to become dangerous to themselves.

    ~ Corrosive: Unlike your basic poisons the unholy nature of Sayrn's poison makes it highly corrosive to anything it touches.

    Weaknesses:

    ~ Purge Effects: If an enemy can purge themselves her poison loses to it all the time.

    ~ Limited range of effect: While Sayrn does love to use AoE she is still limited on her range of influence.

    ~ No Safe Zone: Sayrn cannot simply weave the magic to avoid her allies meaning anyone stupid enough to get caught in her spells will take damage.

    ~ Meltdown: Any of Sayrn's items or weapons that are not designed to work with her poison will actually take damage from her magic due to it's corrosive nature.

    ~ Burst: She is limited in the amount of burst she can dish out meaning she may lose to someone that can deal more damage than her faster.

    Lineage:
    Spoiler:

    Unique Abilities:

    ~ Deadly Advance: Sayrn's poison begins to quickly eat away at enemies that are closer to full health much faster dealing 50% more damage to enemies that are above 75% of their HP and then dropping down to 25% bonus damage to those at 50% or above, and losese the damage bonus once they drop below half health. This affects ALL of Sayrn's poison damage she can deal even if not linked to her magic directly.

    ~ Creeping Death: As an enemy is affected by her magic they begin to feel the effects of her poisons more powerfully. Enemies that drop below half HP begin to experience an additive bonus of 25% to any slowing or percentage based debuffs her poison might cause while also causing enemies below half health to be incapable of resisting the effects of her poison fully preventing duration losses to her effects and spells but not resisting purges.

    ~ Life Drain Venom: With her link to her poison Sayrn gains benefits for every enemy or ally that she has affected by any of her poison. For every two enemies that Sayrn has effected by her poison she gains a 1% bonus HP and MP regen per post capping at 4% for both and should Sayrn have only one person poisoned instead of multiple she gains 5% HP per five posts instead but no MP regen.

    Spells:

    D-Rank Spells:


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