Hime's Primary Magic
Magic Name: Fire Dragon Slayer
Magic Type: Slayer
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Overview: Slayers are mages which have been gifted the power of an element (or potentially concept) from a dragon, god, demon, or some other aspect. This can be learning it directly from the being in question or through a lacrima left behind by them. There several different types of slayers and different generations of slayers are detailed after the slayer benefits.
Slayer benefits: Slayer magic overrides the possibility to get benefits from other types of magi. Instead, Slayer magic grants the following benefits to the character who has it. The %’s are doubled should one have 2 slayer magics (primary and secondary).
+25% Strength, Speed, and HP.
Greatly enhanced Hearing, Sight, and Smell.
The Force Ability.
Ability to Consume Magic of same element for MP (See below)
Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:
2 Ranks Above Character: 0%
1 Rank Above Character: 10%
Same Rank as Character: 25%
1 Rank below Character: 35%
2 Ranks below character: 50%
Magic Consumption: Slayers can consume their own element(s) and this allows them to recover magic power. However, how much magic power they can regain varies and depends on the amount of magical energy within the element that is consumed. So, if a spell has 20MP within it and they eat it, the slayer gains 20MP, etc.
Plot Elements: There is an exception to consumption and that is known as plot elements. Now as we all know this is a site that focuses on plot and likes to encourage personal plots. Therefore, in non-pvp (player vs players) situations it is possible for a mage to consume 'special' plot related versions of their element that can trigger force. An example of a 'plot element' might be a water slayer consuming water from the fountain of youth or a metal slayer eating a sword like Excalibur.
Naturally Occurring Elements: There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such, they provide a limited amount of magic power. Naturally occurring sources of the element can only restore MP equal to a quarter spell of the users rank per post no matter how much of it you eat.
Magic of Your Element: The amount of magic returned is equivalent to the magic power used to fuel the spell. Of course, mages can consume spells of greater rank on their own. Mages are limited to consuming the magic from those of equal rank, or lower, to them. If the magic is any higher than they are they consume MP equal to a quarter of a spell of their own rank, but they take full damage from the spell. Resistances do not affect this damage taken in any way.
Additional notes: Slayers cannot consume their own spells whether this is from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.
Dragon Slayers: Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and damage will be done to them.
Advantages: The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
Disadvantages: Though Dragon Slayers get these benefits, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread using a status effect healing spell. They cannot consume God or Demon Slayer magic.
First Generation: These Slayers have learned the magic directly from the Great Dragon/God/Demon of their respective element.
First Generation Force: A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force, but must have at least 50% of their total MP to be able to enter.
Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
The spell power of each rank is increased to 150%.
In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.
I don't think characters can die without permission, but this is the plot device so that she's able to die in topics and still continue living later on - If Hime ever takes lethal damage, her body either melts into boiling liquid that seeps into the earth or erupts into flames and sparks. The liquid is filtered down into underground rivers; if Hime contacts fresh or salt water, she will be reborn for the next topic. If she goes the sparks route (for example if they're on concrete and liquid wouldn't be able to go anywhere) the sparks eventually wink out and wink into existence back at the Guild Hall in the main foyer's fireplace, then come together to create Hime again.
Strengths:
• Good in cold or dark places.
Weaknesses:
• Can be destructive.
Unique Abilities: 4 Unique Abilities
• Fire Serpent: Hime can form a snake out of the flames. Though it makes for good, if not a bit snarky company, her main reason for summoning it can also be combat related. It may slither around freely and burn anything that isn't related to another player's magic, unless it stays connected to her wrist or is used in magic spells. It can also grow and become a giant serpent whose max size is equal to burst range, but while it's like this Hime cannot perform her spells involving the serpent. When used without a specific skill specified below, the snake may only do damage equal to a 50% of a single target spell of Hime's rank in a post.
• Firebug: Hime can freely create and manipulate fire. She cannot eat it, but even without a formal spell, she is able to make flames both for plot or aesthetic purposes, colored flames are an option, and also to do damage. Any damage done is just 50% character rank damage only up to one per post and can only do that damage if the flames remain within burst range of Hime. Once they are out of her range, they do damage equal to a weapon of Hime's rank. In order to manipulate magical fire from another character, she must pay MP equal to whatever MP the user paid to create the fire.
• Candle Light Flicker: By covering herself in super-heated flames, Hime creates a thin layer of fire that can cause a mirage-like illusion by bending the light around for disguise. Usually this renders her invisible, but she can manipulate the heat waves to cause her to look like other people, creatures, or things. If something touches her, the appearance will be broken in that area that is touching and whatever is in contact with Hime will take character rank damage per post until they no longer are touching.
• Smoldering Wetlands: Though Hime is not particularly fond of water, she does not really object to it. Rather than lose any aptitude for fire magic when in a wet climate or even while submerged, Hime channels her more basic snake-y attributes and attempts to enjoy the experience instead. She can breathe underwater and move very well. Any normal advantages water has over fire as far as elemental magic goes are replaced with advantages that earth or sand has over fire, as long as the fire is Hime's. Normally, the way that fluids circulate in her body are reminiscent of water propelled by magic and grant Hime 45% extra cost reduction as efficiency.
Spells: 4 D-Rank Spells, 1 D+Rank Spell, 3 C-Rank Spells, 1 C+Rank Spell, 1 D-Rank Signature Spell, 1 C-Rank Signature Spell, 1 Character-Rank Signature Spell
Name: Fire Dragon's Molten Drop
Rank: C-Rank Regular (1)
Type: Single Target
Durability: 120 HP
Range: Self + 5 Meters Radius
Duration: Up to 5 posts
Cooldown: Duration +1 post
Description: Hime drips a molten substance around her, constructing a sort of hardened shield and bubble that ends up looking like a giant fiery solid raindrop floating around the mage. It can take two spells worth of damage and passively reverses any buffs or debuffs that attempt to enter or break the drop. For example, if an enemy throws a buffed single target spell at Hime, the damage will be debuffed by the same amount instead. Another instance might be if an ally sends a beam of light towards Hime to buff her damage. The beam wouldn't buff her. This downfall is why she can render enemy buffs ineffective with this spell when directed or relating towards attacking her when she is inside the Molten Drop. When allies try to buff Hime, she can accept the buff if she breaks the Molten Drop, in which case it will shatter and end the spell. Then enemy buffed attacks or debuffs can also get to her, though.
Strengths:
• Defensive spell to give time to recover or do other things.
Weaknesses:
• Doesn't allow allies to buff Hime.
Name: Fire Dragon's Serpent Strike
Rank: C-Rank Regular (2)
Type: Multiple Target
Damage: 45 HP
Range: 90 Meters
Speed: 65 Meters/Second
Duration: 5 Posts
Cooldown: 6 Posts
Description: Hime commands her fire serpent to split into 6 heads and attack within range.
Strengths:
• It's a snake bite, so people with a fear of snakes might have extra problems.
Weaknesses:
• She can't use this spell unless she first has her fire serpent out.
Name: Fire Dragon's Roar
Rank: C-Rank Regular (3)
Type: Single Target
Damage: 60 HP
Range: 120 Meters
Speed: 120 Meters/Second
Duration: Instant
Cooldown: 3 Posts
Description: Hime roars and sends fire to attack from her mouth.
Strengths:
• Very straightforward to use.
Weaknesses:
• So simple an enemy may also understand.
Name: Fire Dragon's Spark
Rank: D-Rank Regular (1)
Type: Burst
Range: 15 Meters
Duration: Instant
Cooldown: 2 Posts
Description: Hime teleports herself or one thing within range, and she leaves behind a bit of soot or something similar where she was last standing.
Strengths:
• Straightforward to use.
Weaknesses:
• Does not do any damage in itself.
Name: Fire Dragon's Ember Soul
Rank: D-Rank Regular (2)
Type: Area of Effect
Heal: 20 HP
Range: 30 Meters
Speed: 15 Meters/Second
Duration: 1 Post
Cooldown: 2 Posts
Description: Hime emits a wash of heat and fire from inside her with an internal command for her soul. This clears all status effects, such as debuffs, debilitating effects, anything affecting Hime or her allies negatively that is not purely damage and heals them very slightly.
Strengths:
• Status effects generally are able to affect everyone no matter what rank; similarly, this status effect healing spell can clear status effects, no matter what rank. If there are stipulations put in place to prevent the removal of status effects, Hime must pay MP equal to the amount used for the status effect in addition to reverse it.
Weaknesses:
• Small range and small heal.
Name: Fire Dragon's Snake Whip
Rank: D-Rank Regular (3)
Type: Multiple Target
Damage: 30 HP
Range: 45 Meters
Speed: 40 Meters/Second
Duration: Up to 3 posts
Cooldown: Duration +1 post
Downside: This whip does double damage to allies -> Extra Speed
Description: Hime wields a fiery whip that resembles a thin snake tail.
Strengths:
• Can move faster than maybe expected.
Weaknesses:
• Can accidentally hit allies, and it's bad if it does.
Name: Fire Dragon's Ring of Fire
Rank: D-Rank Regular (4)
Type: Multiple Target
Damage: 45 HP
Range: 45 Meters
Speed: 30 Meters/Second
Duration: 1 Post
Cooldown: 6 Posts
Drawback: Extra-Long Cooldown -> Extra Damage
Description: Hime flares out her magic and sends waves of flames, rings of fire hurtling out around her. They deal damage to everything they come in contact with and cut through with a burn, anything that is not magical/player created.
Strengths:
• The time between the waves can be inconsistent, so it's difficult to get a pattern down for dodging purposes.
Weaknesses:
• The rings of fire only move horizontally, so once one is dodged there's no way it can hit unless you literally run after it.
Name: Fire Dragon's Endless Inferno
Rank: D-Rank Signature (1)
Type: Buff
Description: Hime keeps her insides burning hot. She has +40% magical strength. When she wants to cool down for any reason, she can pause this ability.
Name: Fire Dragon's Thermodynamics
Rank: C-Rank Signature (1)
Type: Buff
Description: Hime gets a 45% bonus to her MP due to the extra flow of warm energy inside her.
Name: Fire Dragon's Serpent Slash
Rank: Character-Rank Signature (1)
Type: Multiple Target
Damage: 45 HP
Range: 90 Meters or Melee
Speed: 65 Meters/Second
Duration: 1 Post
Cooldown: Once per post
Description: Hime may command her serpent to split into 6 heads and slash within range. If she does not use her serpent, her fingers on one hand turn into fiery fangs, which she may use to attack instead.
Strengths:
• Despite the name, Hime does not require her serpent to perform this spell.
Weaknesses:
• Without using her serpent, she only can access melee range.
Name: Fire Dragon's Sizzling Touch
Rank: D+Rank Advanced (1)
Type: Single Target
Damage: 30 HP Per Post
Range: 90 Meters
Speed: 90 Meters/Second
Duration: 5 Posts
Cooldown: 6 Posts
Description: Hime sends up a flash of fireworks that rains down and homes in on a target within range. The sizzling firework can be dodged, outran, and blocked, but it will continue to pursue for the duration of the spell. If it hits at any point, it will begin to do damage over time per post until the end of the duration. It deals 30 HP in damage on hit and afterwards would deal the same amount per post for the remainder of the duration. It can only do a maximum of 100 damage.
Strengths:
• Has a long range and is relatively fast for a spell of its rank.
Weaknesses:
• Relies on hitting the target early on to do much damage.
Name: Fire Dragon's Blazing Butterflies
Rank: C+Rank Advanced (1)
Type: Burst
Damage: 90 HP
Range: 45 Meters
Speed: 45 Meters/Second
Duration: Instant
Cooldown: 3 Posts
Description: Hime explodes her magic in a swarm of furious flaming butterflies that trail fire everywhere they fly. The flock automatically flies to attack any enemy within range when Hime first sends them out and circles around quickly to encapsulate with flames. These butterflies can also be used to cause a distraction, as Hime can cause their blaze to be any color of fire. If she wants to and as a plot device, she can imitate the butterflies with her Firebug talent and create a flock that can be directed to perch on phone lines like a string of fairy lights or a flock of birds, or light the way into a dark forest, or act as will' o the wisps and lure someone away...
Strengths:
• The spell is also beautiful and amusing, so it can be used to show off.
Weaknesses:
• The butterflies have short lifespans and fade very quickly.
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Last edited by Rin Loves Mari on 11th September 2018, 9:09 pm; edited 17 times in total