Username: Ruvel
Secondary Magic Name:White Demon slayer, second generation
Evidence of Accomplishment: Magic shop: page 20, n°485
Secondary Magic Name:White Demon slayer, second generation
Evidence of Accomplishment: Magic shop: page 20, n°485
- Strengths and weaknesses:
- Strengths:
- Strengths:
- Good for illusions/concealment
- Can do stronger healings
- Improved defence
- Can eat natural/magical/dragon and demon slayer magic of the same element
- Weaknesses:
- Weaknesses:
- Limited to the light element
- Limited Range
- Not overly versatile in regards to attacks
- Strength of certain spells are reliant on how much light is around
- Doesn't have many spells that does damage
- Unique Abilites:
- Sunlight's Grace:
- Sunlight's Grace: As if coming to an unseen call of the wielder, a shield made of a very thin layer of dim light will envelop the wielder and two of their allies (so longs the allies are within max range of the wielder.) This shield can absorb up to three ranks of damage equal to it's wielder before the thin lair of light vanishes and will require two rounds after the shield breaks before being able to be used again.
- Moonlight's Deception:
- Moonlight's Deception: The wielder need not make any movement only think what they wish to be shrouded and it will be as if it was never there to begin with. While used in plot it is 100% effective in what it's does, however when in pvp it will only be 50% effective. It can keep up to three people or a single large structure hidden for four rounds before needing a six round cooldown
- Light's Tendrils:
D-Rank Spell Name: Light's Tendrils
Rank: D
Duration: 1
Cooldown: 2
Type: Immobilisation
Description: With a simple flick of the wielders hand, tendrils seemingly made from pure light appear under the feet of anyone within twenty meters of the action cocooning them in light for one round.
Strengths:
- Can instantly be cast
- Can give the upper hand if used right
- Can be used to escape from enemies
Weaknesses:
- Does no damage
- Range is less than that of a spell the same level
- Requires hand movement to be able to be used
- Only lasts a single round
- Corrupting Light:
- C-Rank Spell Name: Corrupted Light
Rank: C
Duration: 2
Cooldown: 3
Type: Trap
Description: The wielder need only tap their hand or foot on any surface to leave an unseen seal on it. An enemy that passes or attacks (depending on where it is placed) may find themselves in a tricky situation. The effect of the trap is dependant on where the seal is placed. The seal instantly becomes inactive the moment the wielder is out of max range of the spell. Only one seal can be used per activation of the spell itself.
- Floor: If the seal is on the floor to get within 5 meters of it will trigger the illusion the floor for 30 meters is missing.
- Ceiling: If placed on the roof anyone with a 30 meter radius will be hit with light spores becoming fatigued thus 20% slower, their physical and magical attacks will also become 20% weaker.
- Wall: Passing the mark will release what seems like fireflies that will act like a poison dealing 50% poison damage to enemies within 40 meters
- person: If placed on a person and they are attacked light shards will fly dealing 75% damage to the one who activated per round until fades
Strengths:
- Versatile
- Seal can't be seen by the naked eye
Weaknesses:
- Limited range
- Only one seal can be placed per activation of the spell
- Can potentially effect allies
- Seal will instantly become inactive if wielder is out of range
- Light's Healing:
- B-Rank Spell Name: Light's Healing
Rank: B
Duration: Instant
Cooldown: 2
Type: Healing (Breath)
Description: This is the wielders breath weapon and unlike the usual breath attacks of other slayers, this one when used heals anyone within it's arc for 75% rank damage, if the wielder holds it for an additional round it will do full rank damage as a heal. The range of this spell is only 75 meters so it's shorter in regards to most spells this rank.
Strengths:
- Can heal
- Multi target
- Can do additional healing
Weaknesses:
- Additional healing requires a round charge up
- Can heal enemies if caught in the arc
- Half the distance of a normal B Rank spell
- Does no damage
- Starlight's Aura:
- A-Rank Spell Name: Starlight Aura
Rank: A
Duration: 7
Cooldown: 10
Type: Defensive
Description: This requires the user to do an complex set of hand gestures that are fluidic in nature, once complete a see through shield appears around two people of the wielders choice. The only notion that the aura is there is that it twinkles with starlight every few seconds. While surrounded by the starlight aura a person will gain 50% resistance to their defence. The range of this spell is half that of max range of a multi-target spell.
Strengths:
- Can protect two allies
- Gives buff to defence
Weaknesses:
- Does no damage
- Long cooldown
- Hand movements required
- Shorter distance than a normal spell of same rank
- Bloodmoon's Curse:
- S-Rank Spell Name: Bloodmoon's Curse
Rank: S
Duration: 10
Cooldown: 18
Type: Buff
Description: The wielder of this spell sacrifices 20% of their own health, when this is done they glow with a red aura that engulfs the area in a dull carmine light. Any ally within the max range of this spell 50% to their speed, magical and physical strength
Strengths:
- Large area of effect
- Makes allies stronger
Weaknesses:
- Wielder must sacrifice their own health to use this ability
- Does not effect the wielder of the spell
- Long cooldown
Deals no damage in itself
- Light's Revenge (Sig spell):
- S-Rank Signature Spell Name: Light's Revenge
Rank: S
Duration: 4 (three rounds charge up, one round to release)
Cooldown: 10
Type: AoE, Offensive, Defensive
Description: The wielder entombs themselves in what seems like a twenty foot tomb made of each kind of light, they kneel at the centre their hands moving almost as if they're in a prayer but their body begins to glow brighter than the light that entombs them. If the energy within is released on the first round it releases an aoe of light shards to 200 meters all around that deals 50% damage The tomb of light requires two hits of same rank damage to be broken prematurely but even that will release whatever energy is stored within it. Each round the tomb is up it gains 30% increase to the damage it will released.
Strengths:
- Does massive damage
- large area of effect
- Can protect the wielder from 2 hits of same rank damage
- Does damage regardless of when it is released
Weaknesses:
- Long cooldown in comparison to duration
- Requires charge to do more damage
- Leaves the wielder fatigued
- May also hit allies
- Light shards can be eaten by other demon slayers of the same element