Magic
Primary Magic: [Second Generation] Ice Dragon Slayer Magic
Secondary Magic: - - -
Caster or Holder: Caster - Lost
Description: Ice is both graceful and destructive. It has the ability to create magnificent beauty or a sight of war. It is a cruel relationship between the man and the ice, for the man can only behold it's beauty, but once the man touches, they fall.
Ice Dragon Slayer Magic is a form of Dragon Slayer Magic which grants the user characteristics unique to Ice Dragons, allowing them to incorporate the element of Ice into their body, granting them the ability to change parts of their body (or the entirety of it) into ice and sub-elements of ice, which can be shaped in a number of forms for different purposes, and to produce objects. - The Magic relies around the use of ice for both offense and defense, with the user being capable of creating a wide array of weapons from their body to attack the opponents both in melee and from a distance.
♦ 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%
Primary Magic: [Second Generation] Ice Dragon Slayer Magic
Secondary Magic: - - -
Caster or Holder: Caster - Lost
Description: Ice is both graceful and destructive. It has the ability to create magnificent beauty or a sight of war. It is a cruel relationship between the man and the ice, for the man can only behold it's beauty, but once the man touches, they fall.
Ice Dragon Slayer Magic is a form of Dragon Slayer Magic which grants the user characteristics unique to Ice Dragons, allowing them to incorporate the element of Ice into their body, granting them the ability to change parts of their body (or the entirety of it) into ice and sub-elements of ice, which can be shaped in a number of forms for different purposes, and to produce objects. - The Magic relies around the use of ice for both offense and defense, with the user being capable of creating a wide array of weapons from their body to attack the opponents both in melee and from a distance.
♦ 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%
- Strengths & Weaknesses:
Strengths:- Ultimate command and manipulation of chilling air, ice, water, and snow.
- Inherits the ability to consume his element of control and regain MP.
- Able to freeze most, if not all things.
Weaknesses:
[/font]- Cannot consume another slayer's magic.
- Extreme heat works against this magic.
- Most spells are AoE based and pose a threat to all, even comrades.
- At a disadvantage against Fire Wizards.
- Ultimate command and manipulation of chilling air, ice, water, and snow.
- Lineage:
- Lineage: Caine’s Descent
Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal. During this state, the user becomes insane, and will attack anything they see. Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
- UAs:
- Unique Abilities:
[/font]- Ice Surfing - Once per post, Ezra can ride a wave of ice in any direction up to 80 meters. While riding any wave of ice, his speed is increased by 45%.
- Ice Manipulation - With the power to manipulate and command the coldest element at will, Ezra has ultimate control over freezing water, cold air, ice, and snow. This can be used as a quality-of-life perk or against an enemy (however, only deals user ranked melee damage). 6P Duration with a 7P CD.
- Coldblooded - A cold mist always surrounds Ezra, making it easy for some spells to be cast (like healing spells). While this mist surrounds Ezra, Lightning, Earth, and Unarmored wizards take 45% more damage. This mist around Ezra can be warded away with Wind Magic.
- Everlasting Winter - (Reference by Izayuki) Damage taken by this magic cannot be restored, as a dragon's bite never heals, but scars. It cannot be reversed nor regenerated for 3P with a 7P CD.
- Ice King's Will - Ezra is naturally able to freeze incoming projectiles, objects, attacks, and NPCs. However, they must be of equal or lower rank. Freezing lasts for 2P and has a CD of 8P before it thaws..
- Ice Surfing - Once per post, Ezra can ride a wave of ice in any direction up to 80 meters. While riding any wave of ice, his speed is increased by 45%.
- Signature Spells:
- Icy Hands:
- Name: Ice King's Teleportation
Rank: A
Type: Mobility
Duration: Instant
Cooldown: 2P
Description: Once every two posts, Ezra can shift into a state of cool mist and instantly transport anywhere within 80 meters of him. This is reduced by 10 meters if on a blazing hot day.
Strengths:- Ezra is essentially invisible in this state. The only way to track him is by abnormal movements in wind or careful and accurate prediction.
Weaknesses:- Can't cast spells in this state.
- Difficult to sneak around with wind wizards.
- Ezra is essentially invisible in this state. The only way to track him is by abnormal movements in wind or careful and accurate prediction.
- Frosty Omnipotence:
Name: Frosty Omnipotence
Rank: D
Type: Ice, Supportive
Duration: - - -
Cooldown: - - -
Description: With spell, Ezra is able to see through all elements other his specialty within 20 meters around him. This includes ice, snow, chilled air, and freezing water.
Strengths:- Allows for Ezra to scan an area.
Weaknesses:- Causes strain on the eyes.
- Requires environmental awareness.
- Allows for Ezra to scan an area.
- A-Rank :
- Ice Rink:
Name: Ice Rink
Rank: A
Type:
Duration: 7P
Cooldown: 8P
Description: Ezra turns the area within 80 meters of him into smooth ice, increasing his speed by 45% and dealing 25% A-rank damage per post (20 HP). The Ice Rink gives the enemy a 45% speed boost as well. However, they are unable to control it if they are of equal rank and lower. Accuracy decreases and if they exceed A-rank running speed (17.5 MPH), the enemy will slip and fall, suffering 25% A-rank damage each time they fall while those of higher rank only suffer half of that. (20 HP) This caps once the opponent reaches 80 DMG taken.
Strengths:
[/font]- Ice is deadly, one careless movement could end a life.
- This spell is especially cruel to fast characters. It doesn't slow anyone down, it only makes them faster. But the higher the climb, the deeper the fall.
Weaknesses:
[/font]- This spell is only a ruler of the ground. If enemies find themselves in the air are safer there than they are on the ground.
- Teleportation spells escape the special ability, not dash spells!
- Ice Wizards of higher rank have their accuracy unaltered.
- Ice is deadly, one careless movement could end a life.
- Blizzard:
Name: Blizzard
Rank: A
Type: Offensive, Illusion
Duration: 7P
Cooldown: 8P
Description: Ezra breathes in and out deeply, snow and ice beginning to cover the area within 80 meters of him. Enemies stuck within the snowstorm suffer 25% A-rank damage (20 HP) per post. Once per post, the blizzard may create a clone of Ezra that emits the same magical power and mimics spells Ezra uses but deals no damage. The purpose of this spell is to fool the enemies into engaging the target. Present clones increase the hypothermia by 25% percent (20 HP) and must be destroyed to reduce the hypothermia. The clone is destroyed with two A-rank hits. Ezra's magical presence becomes undetectable in this blizzard, his location becoming covert making it even more difficult to track down the real Ezra.
Strengths:- Although the damage seems insignificant, freezing temperatures can become deadly if they neglect the priority to make it out of the blizzard.
- Ice is deceitful. It looks beautiful but the slightest touch can make one bleed. Figure out who is the real Ezra.
Weaknesses:- Ice Wizards only suffer half the damage of hypothermia if of higher rank.
- The blizzard is stationary, and cannot exceed the 80 meter AoE.
- Those with magic revolving around fire only suffer half of the hypothermia damage if of higher rank.
- The blizzard can only create ONE clone at a time.
- Although the damage seems insignificant, freezing temperatures can become deadly if they neglect the priority to make it out of the blizzard.
- Prison of Ice:
Name: Prison of Ice
Rank: A
Type: Offensive, Encasement
Duration: Instant
Cooldown: 6P
Description: Ezra does more than just work with ice. He also works with freezing air. The air within 80 meters of Ezra begins to freeze and traps one opponent within a cliche prison made ice. Eight spikes made of ice form on the ceiling and crash down on a single opponent, each dealing 10 HP upon contact. The Prison of Ice is destroyed after two A-rank spells. If the Prison of Ice is created on Ice Rink, a platform of ice, or if the enemy is not resistant to Ice Dragon Slayer magic, the spikes deal an additional 25% in damage (20 HP).
Strengths:
[/font]- This is not an immobility spell. It simply encases an opponent in a certain location.
- Allows for easy engagement or escape.
Weaknesses:
[/font]- Teleportation spell can escape this prison, but only right before it forms.
- Can harm allies.
- Only catches one target despite it's large AoE.
- This is not an immobility spell. It simply encases an opponent in a certain location.
- Ice Age:
- Spoiler:
Rank: A
Type: Offensive, AoE
Duration: 7P
Cooldown: 8P
Description: It was the Ice Age that killed off the world's strongest foes. Ezra places a hand on the ground as it begins to rumble, glaciers bursting out of the ground. They are all 80 meters in height and 80 meters in width and length. Two glaciers slowly move around the area within 80 meters, destroying the environment around it. If the glaciers are touched or the moving ground around it is touched, enemies suffer 45% A-rank damage (36 DMG). Cold air submerges the area within 80 meters. Once every two posts, the cold air gains weight and pushes all enemies within 80 meters of Ezra down to the ground or on the glaciers.
Strengths:
[/font]- Causes massive collateral damage. The environment is shaped into a destroyed area.
- The ground is no longer safe!
Weaknesses:
[/font]- Wind magic can blow cold air away for a certain time period, avoiding the Active.
- Those airborne avoid the damage below.
- Ice Wizards take 25% less damage if they touch a glacier.
- Abominable Snowman:
- Spoiler:
Rank: A
Type: Offensive
Duration: 7P
Cooldown: 8P
Description: An icy mist covers Ezra as ice begins to form over him, turning him into a giant iceman standing at twenty feet tall. While in this form, Ezra takes 50% less damage from physical and magical attacks but has a speed reduction of 45%. Once per post, Ezra can create 4 ice spikes, each dealing 25% A-rank damage (20 HP). Summons, pets, or enemies that make physical contact with this spell suffer 25% A-rank damage (20 HP) due to Frostbite.
Strengths:- In this state, Ezra is able to lift large objects.
- Those who wield lightning, holder magics, summoning magics, etc are at a disadvantage.
Weaknesses:
[/font]- Ice wizards only suffer half of the damage of frostbite.
- His large size makes him an easy target.
- This spell is not defensive, but resistant.
- The Black Knight:
Name: The Black Knight
Rank: A
Type: Grand Summon, Defensive
Duration: 7P
Cooldown: 8P
Description: (Summon Health: 240 HP) Every Ice King needs their loyal servant. Ezra summons a 75 meter tall Black Knight with a face obscured in darkness. It wields a bastard sword of equal size. The Knight specializes in defense and takes 50% less damage from magical attacks and projectiles. However, all good armors yields to rust and therefore takes 50% more damage from water mages.
Active
Once every two posts, The Black Knight stabs his sword into the ground, spikes bursting out of the ground within 80 meters of the Knight, dealing A-rank damage (80 HP) to all whom are hit.
Passive
Physical contact with the Knight results in 25% A-rank damage (20 HP) to the attacker due to frostbite.
Strengths:
[/font]- His large size makes it easier to defend against all kinds of offenses.
- His armor makes the Knight a true foe to wizards.
Weaknesses:
[/font]- The Knight rusts to Water Wizards.
- Ice Wizards only suffer half of the Frostbite.
- His large size makes him an easy target.
- His large size makes it easier to defend against all kinds of offenses.
- B-Rank:
- Ice King's Bow:
- Spoiler:
Rank: B
Type: AoE, Offensive
Duration: Instant
Cooldown: 5P
Description: Ezra summons a bow with 3 arrows to spare, each dealing 20 HP upon contact. If the arrows miss the target and hit a surface, the effected area explodes with ice and inflicts everything within 50 meters suffers standard B-rank damage.
Strengths:
[/font]- A spell that allows for three opportunities to strike.
Weaknesses:- Long ranged attack with little flexibility.
- Ice Wizards take 25% less damage.
- Deep Breaths:
Name: Deep Breaths
Rank: B
Type: Healing
Duration: Instant
Cooldown: 5P
Description: Ezra takes icy breaths of cold air around him and restores 90 HP.
Strengths:
[/font]- Restores quite a bit of HP, good for quick restoration.
Weaknesses:- This is highly dependent on the temperature. In blazing hot weather, this only restores 50 HP.
- Spell restoration is reduced to 40 HP without his cold air.
- Restores quite a bit of HP, good for quick restoration.
- Ice King's Mount:
- Spoiler:
Rank: B
Type: Flying, Supportive, Summon
Duration: 6P
Cooldown: 5P
Description: This dragon is the fastest of all of his summons. Of course, it deals basic B-rank melee damage every attack but excels in speed and keeping Ezra mobile. The summon runs at 35 MPH and 65 MPH during flight. The summon has 150 HP.
Active
For 3 posts, this summon can speed up by 20 MPH.
Passive
Physical contact with this summon results in 25% B-rank damage (15 HP) due to frostbite.
Strengths:- A speedy summon that keeps Ezra mobile!
Weaknesses:- Has below average offense.
- Goes down easily.
- Kingdom of Ice:
- Spoiler:
Rank: B
Type: Ice, AoE
Duration: 6P
Cooldown: 7P
Description: Ezra sends a wave of chilling frost over the land within 45 meters of him, freezing everything solid. In this icy state, all enemy spells are slowed by 30% and the kingdom is able to shift, bend, and move at Ezra's will. They can be used for both defense and offense. However, all objects within the kingdom deals only B-rank melee damage. Ezra can shift through the ice to any location within 45 meters of the kingdom. i.e, Ezra can walk into a frozen tree and out a frozen rock 10 meters away. Ezra's magic presence is obscured while within the kingdom, able to look through all of his ice.
Strengths:- The environment is used against the opponent.
- The environment is smooth and slippery, making keeping a position difficult.
Weaknesses:- If an opponent locates which object Ezra's inside of and attacks it, damage is given to Ezra.
- Friendly-fire. Allies are just as prone to damage as opponents are.
- This requires clever hiding and multitasking. If Ezra fails at one, he will not make it work!
- Ice King's Rifle:
Name: Ice King's Rifle
Rank: B
Type: Offensive
Duration: Instant
Cooldown: 5P
Description: Ezra summons his personal rifle. Every King indulges in their hunting. Te rifle has 5 bullets, each doing 12 HP per hit. If the bullet hits a surface besides the target, missing, the surface will explode with ice and all enemies within 35 meters of the explosion suffer B-rank damage. (60 HP) If the bullets strike a vital point (Head, thighs, neck, chest), the enemy suffers 30% additional damage. (18 HP)
Strengths:- More ammunition that most of his other gun-like weaponry.
- Bullets are faster than arrows and travel in the blink of an eye, making it very hard to dodge.
Weaknesses:- The gun makes a very loud noise when firing, exposing his position.
- Hands must be available.
- No frostbite effect.
- More ammunition that most of his other gun-like weaponry.
- The Royal Drake:
Name: The Royal Drake
Rank: B
Type: Grand Summon, Offensive
Duration: 6P
Cooldown: 7P
Description: (Summon Health: 180 HP) All King's have pets. Some more dangerous and deadly than others. At Ezra's heeding, a 65 meter tall and 150 meter long ice drake appears with a tail twice as long as its body. The Drake Specializes in offense and deals 35% more damage to enemies without armor, no resistance to Ice Magic, or Lightning and Earth wizards. However, all animals tuck their tail between their legs for something. Fire Magic deals 35% more damage to The Royal Drake.
Active
Once every two posts, The Royal Drake can roar, dealing basic B-rank damage to those who hear its cries within 50 meters.
Passive
The Royal Drake is able to burrow deep underground to obscure its magical presence.
Strengths:
[/font]- With a tail longer than it's main body, it can be used to attack opponents.
Weaknesses:- A large target, making it an easy target.
- With the right magic, this is a weak target despite it being a Grand Summon.
- With a tail longer than it's main body, it can be used to attack opponents.
- C-Rank:
- Ice Shard:
Name: Ice Shard
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3 Posts
Description: Ezra creates a handgun with one of his hands and aims it at an enemy. Upon 'fire', an ice shard about five feet long and two feet thick is fired at an enemy, and deals basic C-rank spell damage (40 HP) upon contact. If the shard fails to hit the target and hits a different surface, the area within 25 meters explodes with ice, inflicting C-rank damage (40 HP) to all whom come into contact with it.
Strengths:- A quick fix to a situation where no offenses are available.
Weaknesses:
[/font]- Only one shard.
- Hands must be available.
- A quick fix to a situation where no offenses are available.
- Ice King's Shield:
Name: Ice King's Shield
Rank: C
Type: Defensive
Duration: 5P
Cooldown: 6P
Description: Ezra creates an object of ice in any shape that's within 25 feet in height and length. The ice is capable of absorbing 3 C-ranks (120 DMG) before shattering. Ezra can change the shape during the duration.
Strengths:- A quick way of defense.
Weaknesses:
[/font]- Does not cause frostbite.
- The ice is stationary. Once he makes it, it stays put.
- A quick way of defense.
- Ice King's Fury:
Name: Ice King's Fury
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3P
Description: Ezra takes a deep breath before releasing a roar of icy breath 25 meters in front of him, dealing C-rank damage to all who dare cross its path. It leaves a trail of ice after it settles. Lightning, Earth, and wizards who do not have a special resistance to Ice Magic suffer 30% additional C-rank damage (12 HP)
Strengths:
[/font]- One of Ezra's few attacks that are not a summon or gun.
Weaknesses:- Ice Wizards take 25% less damage.
- Not very wide range.
- One of Ezra's few attacks that are not a summon or gun.
- Ice Needles:
Name: Ice Needles
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3P
Description: Ezra summons four 20 inch long needles and aims it at a target. Each do 10 HP per it.n When hit with a needle, those without fire/ice-based magics suffer frostbite and suffer an additional 30% C-rank damage (12 HP).
Strengths:
[/font]- Fast and Accurate
Weaknesses:- Unlikely to effect those with a lot of vitality, making it only a quick-attack.
- Ice wizards take 25% less damage.
- Fast and Accurate
- D-Rank:
- Snowfall:
Name: Snowfall
Rank: D
Type: Buff
Duration: 3P
Cooldown: 4P
Description: Ezra shoots a ball of ice into the area above before it explodes, making the area experience snowy weather if within 25 meters of Ezra. This grants him a 25% speed boost while giving others a 25% speed decrease.
Strengths:
[/font]- Buffs Ezra's speed.
Weaknesses:- Effects his comrades as well.
- Ice wizards are unaffected by the decrease.
- Buffs Ezra's speed.
- Icicles:
- Name: Icicles
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 3P
Description: Ezra summons four 1ft long icicles that are 2 feet long and 5 inches thick and aims it at a target. Each do 5 HP per hit. When hit with an icicle, those without fire/ice-based magics suffer frostbite and suffer an additional 25% D-rank damage (5 HP).
Strengths:- Speedy attack.
Weaknesses:- Unlikely to effect those with a lot of vitality, making it only a quick-attack.
- Ice wizards take 15% less damage.
- Speedy attack.
- Ice Clone:
- Name: Ice Clone
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 4P
Description: Ezra summons a clone of himself, capable of dealing standard D-rank damage (20 HP) to a single target before disspelling. When hit by a clone, those without fire/ice-based magics suffer frostbite and suffer an additional 25% D-rank damage (5 HP).
Strengths:- Exact replica, making it difficult to differentiate the two Ezras.
Weaknesses:- Unlikely to effect those with a lot of vitality, making it only a quick-attack.
- Ice wizards take 15% less damage.
- Exact replica, making it difficult to differentiate the two Ezras.
- Chilly Lungs.:
- Name: Chilly Lungs
Rank: D
Type: Supportive, Healing
Duration: Instant
Cooldown: 4P
Description: Ezra takes deep breaths and restores 30 HP.
Strengths:- Quick healing spell.
Weaknesses:
[/font]- Pure healing spell, has no other effect.
- Only effective with cold air.
- Quick healing spell.
Last edited by Ezra Aurence on 8th May 2017, 12:05 pm; edited 2 times in total