Username: Luna Jaeger
Secondary Magic Name: Sky God Slayer, Third Generation
Evidence of Accomplishment: Luna Jaeger's Secondary Training (Wordcount)
Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential.
A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.
The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
Strengths:
Weaknesses:
Abilities:
Spells:
Secondary Magic Name: Sky God Slayer, Third Generation
Evidence of Accomplishment: Luna Jaeger's Secondary Training (Wordcount)
Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential.
A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.
The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
Strengths:
- The magic is a fusion of Air and God Slayer magic, a powerful mixture.
- The winds can be easily redirected once cast by visual prowess.
- Air magic is strong against Earth magic as it erodes earth.
Weaknesses:
- Sky God Slayer is not as proficient with winds that cut through foes.
- As it is God Slayer magic, it is nulled by certain demon slayers
- The magic can be dealt with by removing eyesight/line of sight
- Wind magic only serves to heighten flames and fire magic
Abilities:
- #1:
Name: Schwebe (Levitation)
Description: Schwebe is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparably to a commercial jet-liner, however in battle travels at dash speeds plus an additional +50%.
- #2:
Name: Vampirstrom (Vampiric Current)
Description: Luna's magic seems to have taken on a hunger all it's own which serves to nourish and replenish the caster whenever it causes wounds in battle. When Sky God Slayer's spells deal spell damage, 25% of that damage (up to S-rank) is returned to Luna in the form of passive healing up to a maximum of 15% of her maximum health. Health which has not been recovered due to the maximum is instead recovered on the next turn or lost. This is represented as her body generally picking itself back together, regenerating damage, and closing wounds at an alarming rate.
Spells:
- Spoiler:
Spell Name: Wind Rotation
Rank: D
Duration: Three Post-Cycles
Cooldown: four Post-Cycles
Type: Offensive/Sky (Melee)
Description: The caster's entire arm is surrounded by living currents of wind which rotate around the arm and is channeled to the the palm itself where the wind rotates at an alarming rate. When touch contact with a victim is established the wind which has been rotating is forcefully injected into their mana pool - the mana pool connecting to the air. For each post after that initial connection, the victim loses 3% MP while the caster gains 3% MP revitalized in return to replenish their own mana pool, and deals base physical damage. Wind Palm Insertion seems to be more of a taoist spell/move than other melee-oriented spells of Luna's magic.
Strengths:- It is a melee-oriented spell which reduces the victim's MP and revitalizes the caster's MP.
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack.
- If the wind is somehow dispersed, it is simply a melee attack.
Spell Name: Breath of Life
Rank: C
Duration: Three Post-Cycles
Cooldown: Four Post-Cycles
Type: Supportive/Sky
Description: Occurences of wind are normally attributed to a calming affinity and this was the intention with Breath of Life, a supportive healing spell created through the catalyst of touch with one living subject (self included). Upon touch, the breath of life fills the lungs of the target, granting a regenerative healing that recovers 4% of max health each post-cycle for the spell's duration. Breath of Life can be disrupted and fizzled by anything which can disperse wind, asside from natural occurences - as it is magic.
Strengths:- Breath of Life is a spell which regenerates an ally's health by touch for it's duration.
Weaknesses:- If the wind is somehow dispersed, the spell is fizzled.
- If you can stop the contact, then you stop the spell from being cast.
Spell Name: Sky God Bellow
Rank: B
Duration: Intant
Cooldown: Two Post-Cycles
Type: Offensive/Sky (AoE)
Description: Gathering powerful wind within the lungs by taking a long draught of air, the caster is surrounded by winds of might black before exhaling loudly in a bellow or roar. Upon this exhale, the wind gathered within the lungs which have already been infused with the power of the god slayer magic to be pushed out into a large cone of wind within a 20 meter area and traveling at speeds of 10 meters per second. Anyone caught within the cone of wind will be painfully rended and pushed forwards along with the direction of the cone as far as 5 meters, dealing 75% of B-rank spell damage. The shape of the cone takes form similarly to the form of a dragon, almost as if the enemies are being attacked by a huge dragon of wind.
Strengths:- Sky God Bellow is a powerful area-of-effect with a cone rather than a radius.
Weaknesses:- The cone is easy to avoid so long as you aren't standing directly in-front of the caster.
- This AoE has a very short range in relationship to normal AoEs of it's rank.
Spell Name: Heaven's Wrath
Rank: A
Duration: Seven Post-Cycles
Cooldown: Eight Post-Cycles
Type: Offensive/Sky (AoE)
Description: Aptly named, Heaven's Wrath is the successor of spells such as Black Hole and Wail of Banshee, culminating into the final spell of it's form within the repertoire of the caster. As such, the spell is grandoise beyond measure, requiring at least four post-cycles of charging up in order to cast in the first place to increase damage by 10% for each post-cycle charged to a total of 125%, and the caster cannot cast other spells or defend themselves while this one is charging. As the spell is being charged, the sky above crackles with the anger of the gods as the scene darkens, and upon the next post is when the spell is summoned. Heaven's Wrath appears as one massive storm of black clouds above-head in a 75 meter radius from the caster, winds moving at 35 meters per second inside the storm, while everything caught within is sucked up to 15m towards the center of the storm each post-cycle. Anyone caught within the storm will take 75% of A-rank spell damage as they are dragged and pushed around by gale-force winds.
Strengths:- Heaven's Wrath is a massive Area of Effect spell.
- When are within Heaven's wrath, you are sucked up to 15m towards the center.
- If you are up to 5m away from the storm, you can be sucked into it.
Weaknesses:- Heaven's Wrath takes four post-cycles to charge and one post-cycle to activate.
- the caster cannot cast other spells while Heaven's Wrath is charging.
- The caster cannot defend themselves while Heaven's Wrath is charging.
- The spell can be broken by breaking the caster's concentration.
Spell Name: Sky God Cataclysm
Rank: S
Duration: Instant
Cooldown: Two Post-Cycles
Type: Offensive/Sky (Melee)
Description: The caster is fully surrounded within a midnight-hued aura of living wind which surrounds them as if armor of black energy, surging alive with air currents here and there. Regardless of whatever style or attack is used, Sky God Cataclysm is enacted in mostly the same manner - only requiring a melee attack as the trigger. Upon hitting the enemy with the melee attack, the blackened wind surges forth to explode from around them and increase in size to form a black dragon of energy roughly 10m in height and subsequently swallow the enemy whole. The enemy is subjected to hundreds of air currents cutting through them as they are then systematically ejected with a powerful force that will send them 10m behind the caster. The enemy, having taken the full brunt of the force then 'explodes' into a vortex of wind, dealing S-rank magic damage along with base physical damage.
Strengths:- Sky God Cataclysm, while flashy, is a powerful offensive spell that deals heavy damage.
Weaknesses:- Abilities which deal with avoiding or canceling spells will work on this.
- If the wind is somehow dispersed, it is simply a melee attack.
Signature Spell Name: Kyrie Eleison
Rank: S
Duration: Instant
Cooldown: Two Post-Cycles
Type: Supportive
Description: The most advanced healing spell within the arsenal of Luna Jaeger, Kylie Eleison is a spell which seeks to bypass an issue she has seen with most healing spells by effectively curing multiple allies rather than focusin on curing one ally excessively. Kylie Eleison is an area spell that effects all within 100m that are designated as allies by the caster, healing them of 15% their maximum HP as a blessed wind falls down from the sky along with the sound of joyous bells being rung to lift the spirits.
Strengths:- Kyrie Eleison is a strong area-effect healing spell.
Weaknesses:- If the wind is somehow dispersed, the spell is fizzled.
- Due to the sheer size of Kyrie Eleison, it drains 25% more MP than normal to cast.
- It is a melee-oriented spell which reduces the victim's MP and revitalizes the caster's MP.
Last edited by Luna Jaeger on 12th June 2017, 3:28 am; edited 5 times in total