Primary Magic: Water Dragon Slayer, 2nd generation.
Secondary Magic: N/A.
Caster or Holder: Caster.
Description: This second generation water slayer magic is slightly different from most. Firstly, it was learned from a freshly deceased dragon via condensing their knowledge into a lacrima, so it probably as close as it could be to being taught by the dragon itself, at least in terms of time. Secondly the magic encompasses more obscure parts of water magic as all the dragon’s knowledge was taken out, not just on the flowing bits but on all of it, including experimental concepts allowing for a bit more variety around the central theme of water than most other lacrima’s. The themes generally include the usage of storms, fog, mist, and illusions to scramble an opponent’s sense of direction and abilities, along with good old fashioned drowning them in water. Unlike many other slayer types however this lacrima doesn’t focus upon disrupting the opponent via physical means and as such lacks any real debilitating physical status effects, such as paralyzing. This magic is designed to trap, encircle, and crush an opponent with a flurry of combinations and remorseless waves of attacks.
To further elaborate on the magic’s individual parts, there shall be a focus on different aspects, such as damage, weather, and illusions. The first aspect looked at is that of damage, the most obvious is in the form of water pressure and magically concentrated bouts and blows of water upon the opponent. The range, width and variety of these attacks can vary like the tides, with some being massive and others being incredibly tiny, though typically the tinier the deadlier but the least amount of surface affected, while massive attacks are still dangerous but could be considered lacking compared to the tiny spells punching power. Overall, all the damaging attacks play off each other as they all become sources of water for their durations to launch further attacks from if desired, allowing for a cascade of attacks to fly forth from but a simple set up move. In addition to all of this, she can also use her water to heal to a certain extent.
The weather aspect of this lacrima is both easy and difficult to explain. From simple fog and mist to storms up above, all of which can be used to further the users wishes. Much of the time storms are used to bolster the users own magical power within the area and to provide water for them to use for other attacks. Fog and mist are used to quickly move around the battlefield as they disappear and reappear within the mist at will, and hamper the opponent’s senses so it becomes nearly impossible to detect the user. All of this combines with the singular effect to sense those within their own weather most of the time, allowing for the user extreme flexibility in terms of their movement and attacks of opportunity.
Finally, the illusions aspect of this lacrima is probably the most complex aspect of it. While other aspects focus on the user’s abilities to move around the battlefield or chain attacks together, illusions specifically focus on messing with the opponent by using water particles either already in the air or that the user generates. This allows the user incredible range on their illusions and flexibility, however all illusions have the limitation of not actually rooting the opponent and instead just messing with their mind in untold ways. They can go as far as to alter all the user’s senses and perceptions, or simply alter only one, the sky is nearly the limit so long as the catalyst for being affected is listed.
How Aurora uses this magic is mostly described up above, with the weather to back her up and empower she takes control of the battlefields atmosphere and uses her attacks to launch more attacks towards the opponent, all while taking away most of their ability to fight with illusions and her disabling of their senses to a degree. This magic either goes off without a hitch and smashes an opponent into the ground with powerful combinations or adapts quickly to defend the user, with most battles ending shortly after they begin for better or worse.
- Dragon Slayer: This magic has the typical dragon slayer buff’s and concepts applied to it.
- Consumption: The user of this magic cannot consume demon or god slayer water magic.
- Status effects: This magic lacks any form of physical status effects.
- Forsaken:
[list]
[*]Name: Forsaken.
Wielder: Aurora.
Description: Once a proud and boastful Celestial spirit created to perform healing miracles and to bring peace to those in need. Due to her pride Aurora made sure that only the “strongest” of individuals managed to obtain her key, leading her to her lacking experience outside of her created duty. When the dragon wars kicked off and the world was thrown into chaos, she took pride in her abilities and made sure that everyone she could know about her amazing abilities. As one would expect this massively backfired, and when she was tasked with a contractor to become able to fight in the war as well, Aurora made due and learned the most impressive form of magic, the magic of dragons. Sadly, the lacrima she found was cursed with unknown magics and she ended losing the one source of pride she possessed, and was forced to watch everyone who she used to heal turn into moral dumpsters and begin to destroy those they had wished to protect. She couldn’t do anything about it either as the curse cut her off from the celestial realm and slowly dragged her real body into a realm that she now is trapped within. While not without its benefits, she lies a broken spirit that has turned her once prideful attitude into one of selfish selflessness.- Void Realm: Due to the curse that was laid upon her long ago Aurora has long since had her true ties to the celestial realm cut off, and instead has been “blessed” with her own form of realm to reside within. This realm leeches the energies from other plains of existence to keep her fueled and forever in its grasp. While she finds the place detestable to live in Aurora can’t deny the benefits it has granted her as being effective whenever she has found herself in a pinch. Aurora can manifest the energy of her realm into her other abilities/spells (though in the case of the spells it will only be as strong and durable as the spells rank). The energy of her realm is as strong and as durable as her own rank. This energy can also be used “raw” as well, and if used it appears as black holes in the shape of petals. Aurora gains +25% to her physical and magical damage, and receives 5% HP and MP recovery per post. All three of the last buffs can be toggled on and off. Whenever Aurora would become incapacitated she can instead just reappear within her realm, unharmed.
- Cursed Rose: Aurora’s ability to heal before she was cursed could only be described as miracles. Now the curse she was afflicted has left the one thing that Aurora used to make the world a better place a shadow of its former glory. Aurora can cause any spell/ability which would deal damage to an ally to instead heal them for the damage dealt by the spell/ability, though they can only be affected by one spell/abilities healing this way and any extra “hits” on them will simply vanish. Whenever an ally is healed (including herself) they instantly recover any lost limb/organ/body part in addition to the healing effects. Enemies are effected as normal by her abilities. The plot based downside to this ability is that the larger the health restored to someone the more of a “good” aspect of them is taken away such as their “kindness” or “humility” to name a few. The actual downside is if Aurora heals them for more than half of their life within 5 posts of using the ability they suffer the effects of 0% MP for 1 post, except for the part which states they cannot cast spells. If Aurora attempts to bring one back from the dead she must do so outside of combat and only needs to focus on the memory of them to bring them back, though the cost of doing so may change them depending on how strong their will is or not…
- Void Replication: By leeching energy from other realms, Aurora can projectile herself into them, allowing for her to venture without exposing herself and true nature to others. There replications created disguise themselves as more of a mundane magically, which makes them not appear as some unholy being but just a normal being of that realm, the only difference is when they are struck with great force them seem to flicker with dark cloud like energy. In terms of the number of replications, Aurora can create up to 2 replications freely with the number increasing by 2 per rank Aurora is above D (so 4 at C rank, 6 at B rank, 8 at A rank, 10 at S rank, 12 at SS rank, and 14 at H rank). These replications have the same HP as the rank they are manifested at times two (so 40HP at D rank, 80HP at C rank, 120HP at B rank, 160HP at A rank, 200HP at S/SS rank, 280HP at H rank). These replications have all the same primary/secondary magic spells and abilities that Aurora has, are as durable and powerful as Aurora ‘s rank, and have copies of the various equipment that Aurora has access to/carries, however these copies can’t be lent out to others, and instead tied to the replications. The replications can use all abilities, spells, and equipment freely, but can only use those which cost MP if they are within a certain range of Aurora when they attempt to manifest them. The range is 15 meters at D rank, 30 meters at C rank, 50 meters at B rank, 75 meters at A rank, 100 meters at S/SS rank, and same thread at H rank. They always count as in range if Aurora is within her realm, (but it must be her, not just her clones). Cooldowns of spells/abilities apply for all Replications and the MP pool is shared between them and Aurora, meaning it isn’t possible to cast multiple of the same spell from two different Replications. Should a replication be destroyed Aurora can create another one, one post after it was destroyed. In addition, once per post Aurora can transfer her consciousness into a replication shifting it into her “real” body, which counts as destroying the replication in the process, for creating another replication.
- Contracts: Aurora as a celestial spirit can form contracts with other’s. She can form up to 3 contracts with different player characters, and up to 2 contracts with non-player characters (so more for plot reasons than anything). These contracts allow for one to summon Aurora to aid them in the thread for a limited time. To be summoned Aurora must have an open thread type (so she must have an open job slot, or social slot {social encompassing duels etc.} To be summoned into a duel both parties must agree for it to be allowed.) If Aurora is summoned into a job, Aurora only gains 50% of the experience from the job, and it takes 10% of her MP pool to stay on the field every post, though it only costs the key holder 5% of their mana to summon her. Aurora can only use spells up to the one who summoned hers rank, so if she is summoned by a C rank and is B rank, she can only use up to C rank spells in the thread. She still has all her items and magic’s when summoned, but only lasts for 5 posts before being thrown back to where she was before the summoning. She can only be summoned once per thread. Aurora’s posts count doesn’t count towards the total posts needed in the job. If Aurora is summoned in a non-combat social the restrictions above don’t apply, since she could probably just join the social anyway.
- Void Realm: Due to the curse that was laid upon her long ago Aurora has long since had her true ties to the celestial realm cut off, and instead has been “blessed” with her own form of realm to reside within. This realm leeches the energies from other plains of existence to keep her fueled and forever in its grasp. While she finds the place detestable to live in Aurora can’t deny the benefits it has granted her as being effective whenever she has found herself in a pinch. Aurora can manifest the energy of her realm into her other abilities/spells (though in the case of the spells it will only be as strong and durable as the spells rank). The energy of her realm is as strong and as durable as her own rank. This energy can also be used “raw” as well, and if used it appears as black holes in the shape of petals. Aurora gains +25% to her physical and magical damage, and receives 5% HP and MP recovery per post. All three of the last buffs can be toggled on and off. Whenever Aurora would become incapacitated she can instead just reappear within her realm, unharmed.
- Ultra Condensation: Being highly in tune with her magic, Aurora can manifest water as if it was second nature to her. Aurora can freely create water from her body and around her that is as strong and durable as her rank. Aurora can also freely control water around her so long as she can sense it, and can mold her body into that of a water form following the same previous stipulations.
- Stormkin: Being a mage that has focused on the application of water, Aurora has gained the ability to create rainstorm clouds within the very skybox above her, boosting her own abilities while it is active. Aurora can manifest rainstorms freely within the sky above or other such “roof” overhead. They can be torrential or light. These storms boost her magical power by 25% while they are active, and she can sense the magical power/strength of those who are touched by the rain produced within the storms.
- Hidden Mist: Being able to condense her own magic into a vapor state, Aurora can manifest fog/mist around herself to disappear within, should the need arise. Aurora can create mist/fog around her with a potential density to block vision. Once per post Aurora can disappear and reappear elsewhere within the fog/mist, and enemies cannot originate spells/abilities of equal rank or lower to Aurora within the fog/mist unless it originates from their bodies proper.
- Cloud Strider: being in tune with her water based magic Aurora developed some passive affects that let do what she always secretly wanted to, walk on clouds, oh and actually not get crushed by her own water pressure, guess that helps too. Aurora can walk upon any object which contains or produces water freely (such as clouds), and can move through water as if she was on land. In addition, she is immune to water pressure/damage/effects of her own water techniques unless they are positive/beneficial for her.
- Fluid Illusions: Whenever Aurora uses a spell or ability she can weave an illusion into it. This illusion is a special type of one that allows her to manipulate all the opponent’s senses, so long as the attack is sensed/seen/hits the opponent. The illusion lasts for long as the duration of the ability or spell, and one can only be affected by this additional effect once per post, regardless of how many spells/abilities are sensed/seen/hit. This illusion can stack with the effects of other illusions used from spells of their own, and if used through a spell this ability only counts as the same rank as the spell. Aurora can choose which rank affects the target, so if she uses an A ranked spell and C rank spell and the opponent senses/sees/is hit by both the A rank could apply.
- Spoiler:
- Signature Spells:
- Name: Finger Bang
Rank: C/B/A/S-Same rank as user up to S
Type: Offensive.
Duration: Instant
Cooldown: N/A
Description: Aurora fires out a small, no bigger than the width of her finger tip, towards the enemy at a fast pace. The jet, or beam, of water can pierce any shields/armor, but not damage reduction, of the same rank or lower, and can be launched from any fingertip. The range of the beam is 30 meters at C rank, 50 at B rank, 75 at A rank, 100 at S rank.
Strengths: - Aurora can fire it from your middle finger for maximum flipping of the off.
Weaknesses:- Doesn’t buff her stats
- Isn’t a huge AOE
- Name: Water Wings
Rank: D
Type: Support
Duration: N/A
Cooldown: N/A
Description: Aurora extends her magic out up to 3 beings around her, making it so they can breathe underwater.
Strengths:- lets others breathe underwater
Weaknesses:- Doesn’t buff her
- Can only effect 3 people at a time.
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Weaknesses:C-Ranked Spells:- Name: Healing Tank
Rank: C
Type: Supportive
Duration: 3 posts
Cooldown: 4 posts
Description: Aurora created a bubble of water up to 30 meters wide, the bubble itself is filled special water that allows for those within to heal their wounds, counting as a 5% HP heal a post that it is up, and allows people who have lost limbs and organs to recover them outside of combat. The bubble however doesn’t provide a shield and doesn’t discriminate who it heals, meaning it could heal the enemy if they rush inside of it.
Strengths: - Heals allies within the bubble as described in the spell proper.
Weaknesses:- Enemies could heal off of the bubble if they enter it.
- Those inside the bubble still need to be able to breathe somehow, since it is still water.
- Name: Hydration Layer
Rank: C
Type: Defensive
Duration: 3 posts
Cooldown: 4 posts
Description: Coating herself or an ally in water Aurora provides them with a defensive shield and a bit of a boost. Those affected by the shield have their magical power boosted by 10% and have a shield which can withstand 2 C ranks worth of damage or 1 B rank.
Strengths:- Allows an ally/herself to receive a magical power boost, and a shield of the same rank.
Weaknesses:- Can only affect 1 ally or herself.
- Allies who can’t breathe underwater may dislike this buff.
- Name: Tide Shift
Rank: C
Type: Illusion
Duration: 3 posts
Cooldown: 4 posts
Description: Aurora makes it so that one of her spells appears to be at a different location that where it actually is. This can displace a spell up to 30 meters from its actual location on the opponent’s senses.
Strengths:- Can mess with an opponent through the illusion.
Weaknesses:- Only affects those who are 1 rank higher than the rank of the spell for half the duration.
- Doesn’t affect those who are 2 ranks higher than the rank of the spell.
B-Ranked Spells:- Name: Water shockwave
Rank: B
Type: Offensive/supplementary
Duration: 4 posts
Cooldown: 5 posts
Description: Aurora unleashes a water shockwave from her body that cascades the battlefield up to 50 meters from herself. This deals B rank to all within range and this water can be used for other water techniques.
Strengths: - Deals damage in a large area.
Weaknesses:- is easy to see coming.
- Doesn’t deal damage every turn.
- Name: Medicinal
Rank: B
Type: Support/offensive.
Duration: 4 posts
Cooldown: 5 posts
Description: Aurora creates an area of water that is up to 50 meters in diameter, all allies who drink from this water will have their health restored by 5% each post for the duration of the technique after drinking, enemies come into contact with the water instead lose 5% health each post.
Strengths:- Heals allies and hurts enemies.
Weaknesses:- Can only affect up to 3 allies at a time, including herself.
- Enemies 1 rank above the spell only lose 2.5% health and those 2 ranks above aren’t affected.
- Name: Pressure projection
Rank: B
Type: Supplementary
Duration: 4 posts
Cooldown: 5 posts
Description: Aurora manipulates all water within 50 meters of her to increase their power and weaken the enemy. All spells and abilities have their damage increased by 15% that belong to Aurora, and the atmosphere and any within water she controls increases reducing the enemies speed by 20% while within the water, or by 10% if they are 1 rank higher than this spell. Those two ranks higher aren’t affected by this spells slowing effect.
Strengths:- Buff’s Aurora’s spells/abilities.
Weaknesses:- The spell only reduces an enemies speed by 10% if they are 1 rank higher than this spell. Those two ranks higher aren’t affected by this spells slowing effect.
- Doesn’t affect spells 2 ranks above this one for Aurora.
A-Ranked Spells:- Name: Great Wave Explosion
Rank: A
Type: Offensive
Duration: 5 posts
Cooldown: 6 posts
Description: Aurora creates a giant wave of water over an area and drops it. The target area can be up to 75 meters from Aurora and the waters diameter is up to 75 meters. The water deals A rank damage to all who are hit.
Strengths: - Deals damage in a large area.
Weaknesses:- is easy to see coming.
- Doesn’t deal damage every turn.
- Name: Crushing wave
Rank: A
Type: Offensive
Duration: 4 posts
Cooldown: 5 posts
Description: Aurora launches a wave of water out from herself up to 75 meters in all directions. This water is brutal and deals A ranked to all within the vicinity, but it’s real strength is that other water abilities/spells can originate from the water left behind by this attack.
Strengths:- Deals damage in a large area.
Weaknesses:- is easy to see coming.
- Doesn’t deal damage every turn.
- Name: Feeding Sharks
Rank: A
Type: Offensive
Duration: 5 posts
Cooldown: 6 posts
Description: Aurora launches out a group of projectiles which have the appearance of Sharks to make impact with the opponent. They can join to form one giant shark or a different group after created, and have a maximum range of up to 75 meters from Aurora. The maximum damage this spell can do is A rank.
Strengths:- Can join to deal more damage or split to avoid attacks and hit from multiple angles.
Weaknesses:- The more they are divided the weaker the spell is on a ratio of normal division, so 6 sharks is 1/6 A rank power per shark.
- Can’t travel beyond the maximum range around Aurora, meaning enemies could remain out of their radius fo the duration of the spell.
- Name: Finger Bang
Last edited by That Adopted Kid on 7th April 2017, 6:16 pm; edited 10 times in total