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:
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:
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:
- Avatar of Ilyria
Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
Usage: Active ability that lasts 3 posts and is once per thread. Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
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:
- Venom God's Crippling Pool:
Name: Venom God's Crippling Pool.
Rank: D-Rank.
Type: Venom, Unholy, Offense, Debuff, AoE.
Duration: 3 Posts.
Cooldown: 4 Posts.
Description: Using her magic Sayrn forms a vast pool of her red and black poison that spans up to 15m in diameter and can be created at least 5m away from Sayrn herself. The pool of pure venom will actively attempt to reach up and attack anything that stand above it apart from Sayrn herself dealing 10 damage to anyone it touches and slowing them by 50% if they are of equal or lower rank than Sayrn or 25% if they are above her rank. The pool itself is immobile but when cast will expand at a rate of 10m/s until reaching the full diameter.
Strengths:
~ Is a vast form of area control.
~ Allows Sayrn to create a hazard that enemies may NEED to cross to attack.
Weaknesses:
~ The pool does not move once cast meaning someone can go around it instead.
~ Is limited to dealing damage once per post during the duration.
~ The pool does not distinguish allies only Sayrn herself so it will attack allies that step on this pool of venom.
- Venom God's Agent:
Name: Venom God's Agent.
Rank: D-Rank.
Type: Venom, Unholy, Offense, Debuff.
Duration: 5 Posts.
Cooldown: 6 Posts.
Description: Using her hands Sayrn forms a specialized agent of poison right in her hands that will be sent forth. This agent takes the form of a pure black ball of blood that Sayrn will then throw at an enemy up to 15m away at 9m/s. This ball upon impact coats the skin of the person it touches soon dealing 10 damage per post to them while also disorienting them heavily as their vision begins to randomly blur, sounds become louder or quieter at random and even the voices of people become muffled and cracked. This effects are random and will only affect those that are up to one rank higher than Sayrn herself.
Strengths:
~ Disorients enemies that are touched by the poison.
~ Deals Damage over time along with it.
Weaknesses:
~ Is damage over time so is slower than most spells.
~ Cannot disorient anyone more than a rank above the caster.
~ Allies that get hit by the spell will taste the effects.
- Venom God's Grand Plague:
Name: Venom God's Grand Plague.
Rank: D-Rank.
Type: Venom, Unholy, DoT, Spreading, Offense.
Duration: 4 Posts.
Cooldown: 5 Posts.
Description: Sayrn quickly whips a venom at an enemy in front of her that is up to 10m away from her at 9m/s. This black and red venom up contact will quickly begin to emit a noxious gas around the target slowly poisoning them and also causing build up of the venom on other enemies around the initial target. This poison gas will cause anyone caught in the range of it to become a carrier and emit their own poison aura. This aura and the gas itself deal 10 damage each post and has an effective range of 5m. Enemies cannot be affected and take damage from more than one gas aura and when the initial duration ends so do all the other ones like domino's.
Strengths:
~ Can quickly spread through a group of enemies like nothing.
~ Spreads the damage much further if enemies are mobile.
Weaknesses:
~ Allies can potentially become carriers if the get within range of it.
~ Allies also take damage from this spell meaning it has high potential for friendly fire.
~ If they quarantine the one she splashed with this specialized poison then Sayrn can do nothing but wish she hit a better target.
- Venom God's Weakness:
Name: Venom God's Weakness.
Rank: D-Rank.
Type: Venom, Unholy, Debuff, DoT.
Duration: 2 Posts.
Cooldown: 3 Posts.
Description: The spell itself is different than her other poisons as this one is imbued already into all her other spells. Using her magic power Sayrn causes anyone affected by her poisons to suddenly begin to lose 25% to their natural strength and causes fatigue. This is done by the fact Sayrn can activate a specialized dormant enzyme in all of her poisons that her own magic power can awaken for a short period of time. This will only affect a 15m radius around Sayrn herself and the strength loss will be gone after the duration but the fatigue may remain as a side effect. The strength loss is halved on anyone more than one rank above Sayrns own.
Strengths:
~ Adds onto her already existing spells as is.
~ Can be used to cause an enemy to essentially become a punching bag.
Weaknesses:
~ Unlike the damage over time which can exist as far away from Sayrn as she wants when already applied enemies must be within 15m for the enzyme to activate.
~ Is a weaker spell against those more than one rank above Sayrn's own.
~ Does no damage and relies on poison having already been applied.