Primary Magic: The Fourth Order | Plasma Dragon Slayer 2nd Gen
Secondary Magic: --
Caster or Holder: Caster / Slayer Magic
Description: The ages have known their Slayers for many things; their rarity, most particularly, eventually became the subject of interest for the curious humans. Over time, the concept of magic broadened, and along with the growth of society came the dawn of discovery that marked an entirely new chapter for Slayer magic in general: the creation of Lacrimas imbued with the ability to wield the same abilities as those who have trained under the beings themselves. Ironically, these crystals don't come cheap, and one could jest at how their prices and stocks in the market seem to boast rarity still. Secondary Magic: --
Caster or Holder: Caster / Slayer Magic
The Lacrima that inhibits Xiao Jing's person is a peculiar one - born from a necessity, the power is an amalgamation of his original talents and something else entirely. When the influence of his previous Dragon Mother proved to be more damning than beneficial, it'd been pivotal to extract it, lest he go completely mad. However unconventional and sketchy the process were to be, they (the alters) successfully suppressed whatever control Marux exercised on the red-head, and thusly fabricated a type of slayer ever uncommon: a plasma dragon, the enigmatic guardian of the fourth state of matter, and everything that it embodies. These slayers govern mastery over the principalities of plasma, alongside the unhindered control and generation of the substance itself, in which they are not hesitant to make the most of their latent talents to seek destruction in their very wake. They fashion no shame in their peculiar diet, often favoring the taste of the terrestrial forms of plasma, such as those present within lightning, fire, and light.
Being the creature of habit that he is, Xiao Jing's favored manner of fighting remains static and unchanging, often dominated by a particular martial arts style that he'd have picked up from his time with Tan Zheng. His experience largely contributes to how he weaves the element into his attacks, primarily favoring the conduction of electricity and/or the application of smoldering heat to further the intensity of his damage output. It's also useful to note that, unless stated otherwise, all attacks made from this magic leave a certain amount of vestigal plasma to linger in the area around the affected target with minimal visibility. These particles are all but harmless until they are used by other spells as a means of furthering the slayer's advantage.
Strengths:
✖The element itself is actually very fluid and flexible in terms of its usage, giving way for Jing to experiment with his creativity.
✖It works greatly against and together with metal magics due to its highly conductive properties, and is relatively advantageous against water and ice magic.
✖Apart from their own element, slayers of this form are known to feed on lightning, fire, and light respectively.
✖Any other dragon slayer governing one of the associated elements may consume the plasma, but not without experiencing a bout of intense vertigo and stomachaches due to its lack of purity (being a convoluted mix).
Weaknesses:
✖Magic with either an earth/air affinity hold up pretty steadily against it.
✖Its common for the magic to consume a large area without inhibition, rendering it devastating for any ally who somehow gets caught in the range of fire.
✖The slayer status in general causes the user to experience vertigo inside vehicles, and is especially jarring at higher levels.
✖Trapping the user in an insulator-rich environment somehow diminishes their effectiveness (such as a glass room, or a fortress of wood) due to the magic relying on conductivity for the most bit.
✖The slayer may not consume god/demon elements.
Lineage:
- Blessed by the Fourth Wall:
- Blessed by the Fourth Wall
✖Description: The ancestor in here could have turned into a god, but nooooo, he had to preserve the fabric of reality or something. For this lineage, this ancestor, known as the One Who Got Close, is the only one to have found the Fourth Wall of the world, giving himself the chance to break it and ascend to the heights that are unknown, basically, us. However, when told by the wall that breaking it would sacrifice everyone else in the world, the noble goody-two-shoes chose to stop himself instead and as a result, he was blessed by the Fourth Wall. This blessing would go down to his bloodline and now you, oh lucky guy, are one of his kin.
✖Ability: The Fourth Wall respects the user's bloodline and has given those of it the Glimpse, the ability to see what the user should not be able to see. Of course, to respect the purpose of the Fourth Wall, the user can only see one "Thing" at a time. Such as a snippet from a magic or character app (See 2 strengths or 2 weaknesses, see 2 likes or 2 dislikes, and so on.), or from another post to know someone is for example pursuing them or that someone is going to make a certain attack on them within the current post.
✖Usage: 5 post cooldown between uses
Unique Abilities:
✖Filamental | PASSIVE: Subjecting the slayer vessel to any form of combat promotes the growth of active plasma fibrin, eventually littering every square inch of the host body (clothes and under). The substance, having a viscosity akin to blood, adapts into a secondary layer of 'skin' that behaves with protective intent toward its host, despite remaining imperceptible to every other human eye apart from the slayer themselves. Suffice to say, the Filamental ability not only caters a 50% increase to their speed, but also allows its user to shift and mold this ionikinetic 'aura' to their bidding, where they may extend it to form extra appendages (distance and speed = user-ranked burst values; up to 5 appendages, increases by 1 for every rank above C) or secure themselves a barrier for defense purposes, managing a damage total equivalent of a single spell of the user's rank and below. *Defensive measures may only be used once per post.
✖Accretion Theory | PASSIVE: In order to keep the slayer viable under all circumstances, the plasma lacrima is affixed in a manner that makes it possible for it to synchronize with the host body through many a convoluted, yet efficient means. Nevertheless, the Accretion Theory now permits every buff to influence the host body as is whether or not the slayer's rank has surpassed it, keeping their integrity regardless of the slayer's level of progress. Complimenting this, the Theory also placates its host's thirst for power to a slight degree with its +50% magic power buff.
✖Coalessence | ACTIVE [1 post CD]: The states of the generated plasma, while gaseous in their base form, are in constant flux as they adhere to the slayer's whimsies, and although it is practical to preserve their initial condition, they may easily be converted into solids through a magic-induced system aptly titled Coalessence, allowing freeform constructing at the discretion of the user with but a single exception: all constructs must be offense-oriented, thusly limiting the slayer to basic, one-man weaponry whose damage/damage threshold is equivalent to the user's rank translated to weapon rank, capping at S (with ranges and speeds dependent on the user's melee). The relevant cost for Coalessence is 5% of the slayer's total MP for each weapon. *5 weapons per thread w/ 1 weapon per post are the construct maximums as of current. This increases by 2 per thread for every rank above C.
✖Ionic Constant | PASSIVE: Manipulating the rogue energies of the plasma lacrima ordinarily assures an elemental abundance throughout the combat instance, where controlled amounts may be discharged at a fixed rate to better augment the slayer's damage output. In a sense, the Ionic Constant injects doses of plasma into each melee strike or spell made by the user, enhancing the attack with a complimentary burst damage equal to 50% user's rank if it was a melee strike (caps at S), whilst adding a burn effect to all offensive spells. This ability may not be used to generate multi-hits/AOEs of any sort, while range and speed follow spell values accordingly. *Plasma excreted by the Ionic Constant has temperatures placed at a definite high, hot enough to sear skin and melt thin materials, however not so much that it could disintegrate sturdy materials such as metals or bones.
- Slayer Bonuses & Force:
- 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).
A. +25% Strength, Speed, and HP.
B. Greatly enhanced Hearing, Sight, and Smell.
C. The Force Ability.
D. Ability to Consume Magic of same element for MP (See below)
E. 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.
Second 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.
- Spell Code:
- Code:
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Last edited by Xiao Jing on 9th September 2018, 7:01 am; edited 29 times in total