Flame Demon Slayer Magic
Magic Type: Caster Magic
Description: Flame Demon Slayer magic, like the name entail, is a fire elemental magic used to fight demons, the darkness, or undead. However, the only way to obtain this magic is from being trained by a Flame Demon and/or a fire lacrima left by the Flame Demon. Being a First Generation Demon Slayer, Zeltaath learned his magic directly from a Flame Demon. A Flame Demon Slayer has the abilities to resist fire based attack and to consume fire to restore MP. Mainly, his fire magic is used offensively with a small portion used to enhance his physical attributes, like speed.
Zel can produce fire from any part of his body and manipulate the fire. With this in mind, he will overwhelm his enemy by sheer force. Beating the enemy into submission, with a combination of Area of Effect and multi-target spells. Zeltaath will use this magic to defeat all demons, undead, or forms of darkness that seek to bring harm to the inhabitants of Fiore.
Strengths and Weaknesses:
- Strengths and Weaknesses:
Strengths:- Can consume Flames or fire element spells to regain some MP.
- Deals double damage towards Darkness, Demon, and Undead type non-human beings.
- Has an advantage against Poison and Shadow Magic.
- Destructive flame magic centered around AoEs and Multitarget attacks.
- Attacks boosted by Flames of Emotion.
Weaknesses:- Has a disadvantage against Water and Wind Magic.
- Cannot consume Flame God slayer magic or Flames produced by him or his pet.
- Cannot support allies with his magic as it is limited to destruction magic.
- No healing magic and a lack of single target magic.
- Allies can be harmed by the destructive flame spells.
- All spells are activated through incantations.
- Can consume Flames or fire element spells to regain some MP.
- Lineage:
Chaos Eye:
Description: A demon made a deal with a man that had lost vision in his left eye. The man was to become the demon’s vessel in return the eye would be restored to its full capabilities. As the demon’s usage of the vessel was no longer needed, the man settled down and had children. His children however unlike the man had one red eye that could predict a chaotic event.
Ability: The user can see a glimpse of the future for a brief minute, but causes great strain on the user’s body. Upon activation, the user of this lineages gains the foresight needed to predict enemy attacks and thus gains an increased chance to avoid them. It takes the appearance of ghostly echoes in their vision. Can be thwarted by the very skilled who react to your own reactions, or by others with similar ability.
Passively they can get visions of the future for plot reasons. They are occasionally plagued by nightmares of their own death.
Usage: Passive for plot purposes / Active for battle purposes. Active lasts for 1 post with a 10 post cooldown and even though the user knows the next move this does not mean they can dodge everything that post and the attacker can simply outmaneuver them if able.
- First Gen Slayer Buffs:
- +25% Strength, Speed, and HP.
- Greatly enhanced Hearing, Sight, and Smell.
- The Force Ability. 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.
- Ability to Consume Magic of same element for MP. 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.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.
- 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%
Demon Slayers: - Advantages: The form of elemental magic they use is light, on the other end of the magical spectrum. The element of light is being mixed with the other elements to alter their properties slightly. The Hell Demon Slayer uses a blessed form of darkness that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Darkness, Demon, and Undead type non-human beings.
- Disadvantages: Unable to consume God slayer magic.
- +25% Strength, Speed, and HP.
Unique Abilities:
- Unique Abilities:
- Ability: Flames of Emotion - While around friends or allies, Increased magical power by 40%.
- Ability: Inner Fire - He is able to increase his body temperature and produce fire from his limbs. Resistance: +10% to poison, +10% to shadow. However, He is susceptible to water and wind magic. Resistance: -10% to water, -10% wind.
- Ability: Demon Blitzkrieg - 40% increased speed when running on flat terrain.
- Ability: Flames of Emotion - While around friends or allies, Increased magical power by 40%.
Spells:
- Spells:
- Flame Demon's Wrath:
- Name: Flame Demon's Wrath
Rank: D
Type: Area of Effect
Damage: 20HP for each enemy caught in the blast.
Range: 30 Meter radius
Speed: 15 Meters per Second.
Duration: Instant
Cooldown: 2 Posts
Description: When Zeltaath casts the spell he jumps into the air and raises his hands above his head and produces a ball of fire that rapidly expands to the size of a Beach Volleyball. He'll yell out the name of the spell, "Flame Demon's Wrath!" Right before he slams the ball of fire into the ground and Zel falls back down to the ground. As the ball of fire makes contact with the ground, it bursts and washes over the surrounding area within the circle's radius like a tidal wave.
Strengths:- Hits enemies caught within it's circle range.
- The AoE of this spell allows Zel to pull off High Risk, High Reward stunts.
Weaknesses:- Can hit any allies that are caught within the circle.
- If there are too many foes present, he'll need to be in the center of them to make the most of his spell.
- Will burn and destroy non-magical wooden structures, Ally or Enemy owned.
- Hits enemies caught within it's circle range.
- Flame Demon's Volley:
Name: Flame Demon's Volley
Rank: D
Type: Multiple Target
Damage: 30HP
Range: 45 Meters Radius
Speed: 30 Meters per Second
Duration: Instant
Cooldown: 2 Posts
Description: When Zeltaath casts the spell he holds his hand, sometimes both, diagonally out in front of himself. As he yells out the name of the spell, "Flame Demon's Volley!" A magic circle appears in front of his hand(s) and multiple flame missiles launch from it. During their ascent the flame missiles move in a spiral motion around each other. After they reach their peak altitude the missiles arc and make their descent, having a chance to hit anything within a 45 meter radius.
Strengths:- Has a chance to hit multiple enemies in a radius.
- Allows Zel to make low risk, moderate reward ranged attacks.
- The spiral during the ascent keeps the grouping more towards the center of the 45m radius.
Weaknesses:- Has a chance to hit allies within radius.
- Enemies towards the edges of the radius have a lower chance of being hit.
- Has a radius reduced to 20M when firing at flying targets.
- Will burn and destroy non-magical wooden structures, Ally or Enemy owned.
- Has a chance to hit multiple enemies in a radius.
- Flame Demon's Rage:
Name: Flame Demon's Rage
Rank: D
Type: Area of Effect
Damage: 20HP
Range: 30 Meters
Speed: 15 Meters per Second.
Duration: Instant
Cooldown: 2 Posts
Description: Zeltaath inhales an abundance of air expanding his chest three folds. Before he exhales he releases his spell by yelling, "Flame Demon's Rage!" After which a magic circle appears over his mouth and flames spew forth in a straight line, burning everything in its path.
Strengths:- Can hit enemies caught within its path.
- Has a chance to cast this spell for free if he consumes a fire spell of the same rank.
Weaknesses:- Can hit allies caught within its path
- Path of spell cannot change mid cast.
- Will burn and destroy non-magical wooden structures, Ally or Enemy owned.
- Can hit enemies caught within its path.
- Flame Demon's Flash Step:
Name: Flame Demon's Flash Step
Rank: D
Type: Enhancement: Self-Target
Duration: 3 Posts
Cooldown: 4 Posts
Description: Zeltaath evokes the spell by saying, "Flame Demon's Flash Step!" He focuses his flame magic to propel out of his legs. He can choose for the flames to come out of his calves or feet for sprinting or vertical movement, respectively.
Strengths:- Boosts his speed by 50%.
Weaknesses:- Cannot use this spell on allies.
- Will burn and destroy non-magical wooden structures, Ally or Enemy owned. If they come in contact with the fire coming out of his legs.
- Boosts his speed by 50%.
- Advanced Spell:
Name: Flame Demon's Onslaught
Rank: D+
Type: Single Target
Damage: 60HP
Range: 90 Meters
Speed: 90 Meters Per Second
Duration: Instant
Cooldown: 2 Posts
Description: As a finisher move, Zeltaath activates the spell through it's incantation, "Flame Demon's Onslaught!" His arms are engulfed in flames and flames in the shape of wings spouting from his back. Flame Demon's Flash Step lifts him up by propelling fire from his feet. Zel then charges at his, pulling his fist back mid charge. Right as he is about to hit his target, he thrusts his fist forward, adding an extra bit of power behind his punch.
Strengths:- Zel's high speed during this spell allows him to juke enemies in between him and his target.
- With permission from other players, Enemies are stricken by fear for their next post after the spell from seeing a Flame Demon charge them.
Weaknesses:- Zel is required to reach melee distance in a short amount of time
- Far enough enemies can run out of range.
- Can become exhausted from the physical requirements if he uses the spell too much, three or more times, in one thread.
- Zel's high speed during this spell allows him to juke enemies in between him and his target.