- Spoiler:
- You know me, I know you, so let's get to it! Using this color as I normally do.
Though do be aware, there may be an edit I have not mentioned yet as I am consulting other staff before asking for it, just mentioning so you're not shocked if I suddenly have to ask for one more edit, it may be nothing in the end.Yuiisai wrote:Primary Magic:
Cursed Existence
Caster or Holder:
Lost Caster
Description:
Yuiisai is strange in many aspects be it their ability to shift between the genders or the fact their magic isn't quite what one would expect taking the strengths of slayers and elements alike making something that shouldn't exist within the realm of man. They have yet to put their abilities into practice and why would they living within the safe confines of a high end house in a pleasure district? Everything changes at some point and it was no different for them, they had a what they seen as a nightmare so vivid it made their magic explode, they wonder to this day if it was just a nightmare or a memory of something long since past.
As stated their magic takes the strengths of slayers and elements, what wasn't stated is that it allows them to eat any type of slayer magic within the four elements connected to it without any true drawback to Yuiisai themselves. Due to the fact they're able to consume and send out a mixture of elements it may give other slayers a run for their money if they attempt to consume the magic Yuiisai releases as it is classed as impure due to the hybrid nature of the magic. This hybrid slayer however strong it may be does have it's own downside in the fact it gives less force when consuming elements or other slayer magics and giving less resistance when hit by either demon or god.
Activating the magic is far from an issue as a lot of it can be made by simple hand gestures or words. For the most part the magic may turn up as seals or even fine colourful mists that seem less than threatening, but what is the saying the most deadly things are cloaked in beauty. The magic is versatile due to the use of four elements that allow for offensive, defensive and support spells but no matter the spell it's clear to those who know about the magic, that it shouldn't be take lightly.
Strengths:
- Can eat all types of slayer magics
- Can use four elements
- Is classed as both god and demon slayer
- Due to it's uniqueness classed as impure to other slayers
- Versatile
- Spells can't harm the caster unless stated I know it seems silly, but please just change this to say 'Spells from this magic' instead of simply spells as only stating spells makes it seem like this magic makes one immune to all spells someone else could cast.
Weaknesses:
- Primary elements consumed at 50% compared to single slayer types
- Secondary elements consumed at 25% compared to single slayer, single element types
- Attacks may hit allies if in the way
- If silenced or incapacitated some spells may not be usable
- Can't go outside the four elements stated within the lacrima
- Spells visually show traits of being holy and unholy
- Resistances are reduced by half when dealing with gods or demons due to being hybrid of both slayer types
Lineage:- Time Keeper's Curse:
- Time Keeper's Curse:
Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.
Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.
Usage:Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.
Unique Abilities:- Unique Abilities:
- Demon's Contract:
Demon's Contract:
Knowing the weakness of their own magic the caster has entered a contract with certain unholy forces allowing an increase of 25% in defence to any magics coming their way, the trade off is that they must give up 25% of their physical defence making them more susceptible to melee damage.
- God's Blessing:
God's Blessing:
Due to having a strong connection to the divine the caster gains 4% to both their mana and health passively each turn they are out of combat, while in combat this is halved due to the strain of the battle.
- Elemental Gifts:
Elemental Gifts:
Being so close to the four elements that embody their magic the caster has found a way to strengthen them further, allowing any effect of their magic to effect a people of one rank higher the same way as it would a person of their rank or lower. To do this however they must sacrifice additional mana equal to half the spell in question.
- Slayer Corruption:
Slayer Corruption
Due to the unique qualities of this magic, where the elemental magic can be eaten by the proper type slayer it leaves them with more than a stomach ache. In fact the impurities of the magic prevent slayers gaining additional mp towards their force or mana regain, instead they get half what they would gain as force in health instead.
Signature Spells- Signature Spells:
- Cursed Existence:
Name:
Cursed Existence
Rank:
Raises with user (Caps at S)
Type:
Offensive, Defensive, Healing, Multi-target, Charging
Duration:
5 Rounds (Up to 4 charging)
Cooldown:
5 Rounds higher than the duration regardless of when released
Description:
Breathing in their elements they begin to twist and turn within the casters body building up over time. The breath weapon starts as a 5 meter wide arc expanding by 3 meters per rank and reaches 3/4 the reach of a spell of the same rank. The first thing that happens when the weapon is released is that all allies that are hit with it gain a 25% damage resistance for three turns while being healed for 5% health for those same three turns. At the same time this is doing enemies get hit for 50% damage plus an additional 50% per round the caster charged. The down side to this is that the caster while charging is unable to move or defend themselves. This weapons sacrifices 10% of the casters mp and hp as collateral. Singature spells are limit to one effect, please change this spell to have a single effect.
Strengths:
- Can heal allies
- Gives allies defence
- Does additional damage
- Can hit many people at once
Weaknesses:
- Requires mp be used
- Requires hp be used
- Doesn't effect caster
- Long cooldown
- Shorter distance
- Unable to do any other magic when charging
- Unable to move while charging
- Corrupted Healing:
Name:
Corrupted Healing
Rank:
D
Type:
Self Regeneration, Fear
Duration:
3 Rounds
Cooldown:
6 Rounds
Description:
Surrounding themselves with the elements within their possession they almost seem like a corrupted doll of some sort causing a single round of fear to those of same rank or lower (With the use of Elemental gifts this may effect one rank higher, regardless it has no effect on two ranks higher though they likely will be somewhat cautious.) During the duration they heal and refil their health and mana by 3% per round.
Strengths:
- Regains mana
- Regains health
- Causes fear
Weaknesses:
- Can only heal caster
- Regenerates only a little
- Does no harm to anyone
- Has long cooldown in comparison to duration
Yuiisai wrote:D Rank Spells- Shadow's Disillusion:
- Name:
Shadow's Disillusion
Rank:
D
Type:
Shadow, Illusion, Multi-target, Defensive, Fear
Duration:
3 Rounds
Cooldown:
4 Rounds
Description:
Moving their hands in graceful movements (wither this being subtly or otherwise) a light mist shadow starts to emit from the caster. This mist is darker than most of the mists the caster will often use creating a foreboding feeling to anyone within 20m of the caster causing them to freeze in fear. (This effects same rank or lower, with the use of elemental gifts can effect one rank higher. When elemental gifts are not in effect, those one rank higher and above are unaffected by the fear effect but still feel at ill ease.) While scaring the enemy it also shrouds the caster and any of their allies within 30 meters of the caster themselves. Effects which make someone unable to move are limited to one post, two with sufficient drawbacks to the caster
Strengths:
- Can shroud caster and allies
- Can cause fear
- Movements to cast can be subtle
- Can potentially effect one rank higher
Weaknesses:
- Does no damage
- Has shorter range than a usual multi target spell
- Requires additional mana to affect higher rank mages
- Allies must remain close to caster or lose the benefits of being shrouded
- Doesn't mask any sound by those shrouded
- Deals no damage
- Can be eaten by slayers of shadow (though not advisable)
- Must be able to move hands to cast
- Elemental Shards:
Name:
Elemental Shards
Rank:
D
Type:
Multi-Target, Offensive
Duration:
Instant
Cooldown:
2 Rounds
Description:
To activate elemental shards the caster moves a single hand above their head, leaving only their index and middle finger uncurled as they do a glowing blue seal with runes appear, in a single movement almost as if pulling a trigger shards appear shifting from black, purple, yellow and white appear. As the hand flattens the shards move to any target that the caster can see dealing the max of 1.25x rank damage between the enemies. The distance these shard can go is 30m.
Strengths:
- Uses multiple elements at once
- Can hit multiple enemies or a single target
- Can do additional damage
Weaknesses:
- Can be eaten by designated slayers (Though not advisable)
- Must be able to see the enemy or attack is useless
- Must be able to move limbs
- Easy to know caster is casting due to movements
- Easy to see coming
- Can avoid shards
- Once released unable to manipulate their path
- Can only cast forward
- Creeping Mist:
Name:
Creeping Mist
Rank:
D
Type:
Offensive, Immobilisation, AoE, DoT
Duration:
3
Cooldown:
4
Description:
The caster starts an elegant dance as if to unheard music, a mist starts showing around them of vibrant reds and golds as they continue. The dance is able to stop those of same rank or lower in their tracks due to being mesmerised by the graceful dance and colours. (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the entrancing effect of the dance.) As the mist goes out it begins to seemingly poison for 50% rank damage per round on the unsuspecting enemy, what is happening in fact is the vibrant colours are small shards of spirit that are breathed in and slowly corrupt. Even after the duration comes to an end the mist remains in the air for an additional round but weakens to 25% rank damage and only effects those of same rank or lower (With elemental gift it may effect one rank higher in the same way, without it one rank and above are unaffected by the additional round.) The mist can spread 25m from the caster. The mist can not deal damage beyond it's duration. Also please state that stopping people in their tracks is not active the whole duration as it classes as a stun which as before stated is only active for a single post normally.
Strengths:
- Does damage over time
- Enemies within range can't avoid the attack
- Does additional damage
- Lasts an additional round after duration ends
Weaknesses:
- Must be able to move to use
- Wind users of same rank or higher can move the mist away from them
- Water users of same rank or higher can dampen the area making the mist useless
- Immobilisation may not work on same ranks higher
- Additional mana required if wanting to use immmobilisation on higher ranks
- Spiritual slayers may eat this mist (but not advisable)
- Spiritual Healing:
Name:
Spiritual Healing
Rank:
D
Type:
Single Target, Healing
Duration:
Instant
Cooldown:
2 Rounds
Description:
The caster need only touch themselves or another leaving a delicate glowing ice blue seal on where they touch. The seal does a single rank worth of damage as healing instead. Due to the fact that touch is required the intended target must be within arm range.
Strengths:
- Can heal for a full rank of damage
- Only touch is required
- Quick to activate
- Short cooldown
Weaknesses:
- Can only heal one person at a time
- Need to be within arms length
- Can be eaten by slayers that use spirit (Not advisable)
- Seal can be seen by the enemy
- Must be able to move to use
Yuiisai wrote:C Rank Spells- Shadow Dance:
Name:
Shadow Dance
Rank:
C
Type:
Movement
Duration:
Instant
Cooldown:
2 Rounds
Description:
This ability allows the caster to become one with the shadow and darkness around them, when doing this it allows them to move silently between shadows allowing them to gain the upper hand thus able to do a sneak attack. This allows the caster to travel to any shadow or dark area within 30m of their original position. Please note they can still be seen by mages of higher rank.
Strengths:
- Instantly able to be used
- Allows for sneak attacks
- Can move in any direction so longs there is shadow/darkness where they intend to be
Weaknesses:
- Does no damage
- Only effects user
- Can't be used if there's no darkness or shadow to begin with
- Doesn't mask sounds made by the user
- Unwanted Gift:
Name:
Unwanted Gift
Rank:
C
Type:
Offensive, Multi-Target
Duration:
3 Rounds
Cooldown:
4 Rounds
Description:
The caster seemingly creates a fan if they do not have one in their possession an seems to do graceful movements that will captivate any who look at it, while this is happening the enemy would start to feel at ease that would be until they felt like their body was slowly liquefying from the insides due to breathing in unseen corrupted light spores that mixed with the bodies natural pulses start to vibrate. This can effect up to three people at a time and does up to 75% damage between the targets per round, targets must be within 70m of the caster to be affected. This is 75% between all hits correct?
Strengths:
- Can affect several targets at once
- Does more damage than normal
- Very hard to see the corrupted light spores
Weaknesses:
- Shorter distance than a spell of same rank
- Darkness can null the light
- Needs item to be used
- Need to be able to move to use
- Can only work on the living
- Can be eaten by the correct slayer (not advised though)
- Deceptive Elements:
Name:
Deceptive Elements
Rank:
C
Type:
Offensive, Single target
Duration:
4 Rounds
Cooldown:
5 Rounds
Description:
The caster moves their hands in front of them creating one of four glowing coloured orbs. (Black being darkness, shadow being purple, light being golden and spirit being a crystal blue.) The orb they create can hold up to two elements of the casters choosing, however what the enemy would not realise is the colour shown isn't the elements they're about to be hit with in fact it will be one of the others, (black = golden, crystal blue = purple.) The orb deals 50% damage and is destroyed upon impact allowing a new orb to be created the following round. Orbs can not track enemies, nor can they change course when released. Orbs can travel the maximum of 100m from the caster.
Strengths:
- Enemies can prepare for what they don't know what's happening
- Does additional damage
- New orb can be created each round
Weaknesses:
- Only affects a single enemy per round
- Can be seen coming
- Direction can't be changed
- Can be dodged
- Have to have use of arms
- Shorter distance than other spells this rank
- Can be eaten by correct slayers though not advised
Cursed Existence Grading D/C Rank.
Jiyu Kazehime-
Posts : 1917
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill: Wind Magic
Second Skill: Demonic Takeover
Third Skill:
OykaiCortesan of Mist
- - - - - - - - - - - - - - - - - - - - - -
Lineage : Death's Cycle
Position : None
Posts : 484
Guild : Rakshasa
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : Sol
Experience : 21,756
Character Sheet
First Skill: Cursed Existence
Second Skill:
Third Skill:
- Post n°2
Cursed Existence Grading D/C Rank.
Requested edits are done