- Medeia’s majik:
- Medeia wrote:Magic
Magic Name: Medea's Fury God Slayer
Magic Type: God Slayer - Magic Change - Lacrima Traded Here
Description: Medea's Fury is a form of god slayer where Medeia is able to utilise the elements of blood, anger and fire in order to eliminate her foes. It is a rather balanced magic and is split fairly well between offensive, defensive and supportive abilities. Poison and burns are common place when being struck by spells of this type and those who must face these in combat will be in for a rather painful time. The magic itself was granted to Medeia by use of a lacrima, as was her first, spawned by a betrayed woman who had desired venture against those who had betrayed her. A rather fitting story for Medeia and one that she knows all too well.- Slayer Benefits:
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.
+50% passive increase to Strength, Speed, and Spell Damage.
Greatly enhanced senses of Hearing, Sight, and Smell.
Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
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 the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally-occurring opposite versions of their element, they lose 10% of their maximum HP.
Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.
Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.
Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).
Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- Lineage:
- Lineage Name: Blessing Of The Fallen Angel
Wielder: Medeia
Purchase Proof: Here
Description:
It had been centuries, perhaps millennia, since the once holy angel Priya had been locked away inside that magical prison, doomed to live out her days in an eternal darkness, buried underneath the sands of Desierto for eternity. Cast out from the heavens due to her lustful and perverse ways, which were considered to be ungodly traits and what better way to punish her then by locking away from any human contact at all? They left her there, to rot away inside that cell, bound to a chair by magical shackles, unable to move, unable to speak and unable to die. It would seem that this was to be her destiny, however, fate or perhaps something more had a different plan in mind.
Her story had become a myth in the eyes of the mortals and there were many that sought to find and free her from her prison, whether it be for money, fame or simply in the small hope that they would earn a favour from her. It was a foolish notion in truth and many were either driven insane or died during their attempts, either by the sheer heat of the desert or by the traps that the gods had set in order to keep any intruders out. They had been careful with their planning and were more than ready to deal with interlopers. The prison remained untouched and yet the myth continued to encourage those who heard it to try, despite the difficulty.
It was only when a large group of explorers, led by a raven haired woman, set out to find her prison that the angel was finally granted her freedom. Medeia, cunning and always in control, commanded her explorers with enough force and strength of will, that they were able to fight off the madness and finally reach the hidden prison. Yes, the casualties were high and many were lost as they dug through the almost endless mounds of sand but Medeia was relentless and continued to push them on, until they finally came across the magical structure.
Stepping forward, Medeia would unleash a powerful torrent of sand, which would blast a hole through the door of the prison and without a word, she entered the cell...
What happened after that was something that only the witch knows but she was never the same again. When she exited the cell, the mage would unleash pure and unadulterated hell upon her workers, before growing an enormous pair of wings and flying off in to the distance, without looking back.
Combat Abilities:
• Speed Of Priya: Increases Medeia's spell speed by 120% - 2 Effects
• Range Of Priya: Increases Medeia's spell range by 120% - 2 Effects
• Wrath Of Priya: Increases Medeia's magical damage by 120% - 2 Effects
• Rejuvenation Of Priya: Increases Medeia's healing effectiveness and spell durability by 60% - 2 Effects
• Lifeblood Of Priya: Increases Medeia's maximum HP by 60% - 1 Effect
• Lust For Gold - Increases the amount of jewels that Medeia receives for completed jobs by 100% - 1 Effect
Plot Abilities:
• Flight: Medeia is able to create a pair of purple wings which grant her flight at any time.
• Master Of Speech: Due to her years of travel and and gift with words, Medeia is able to understand and speak any language after hearing just a few syllables. This also allows her to be incredibly skilled at charming those that she speaks to in to doing what she wishes.
• Immortality: Due to her divine heritage, Medeia neither ages nor can she be killed.
- Ascendant Abilities:
- Gold Rush:
- Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Blood Of A Witch:
- Name: Blood of a Witch
Description: A witches' power isn’t measured by the same strength that a man's power is. Witches tend to have immense magical power coursing through their veins and in their magical essence. If left unchecked, the power witches possess can have the ability to bring people to their knees before them. This power that they have is also why they tend to be feared by many, and kept by kings sides if they wished to follow one, especially during times of war.
Ability: Those with the blood of a witch within their veins are able to exert better control over their magic. To prove that they have the skill to have better control of their magic, spells can be cast for less MP and are stronger than they traditionally are. The user gains a 25% buff to MP cost reduction for their spells and a 50% buff to spell damage.
Usage Passive.
- Feline Sense [Locked until Z rank]:
- Name: Feline Sense
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
Unique Abilities:- Ability: Medea's Defence: Increases spell durability by 60%
- Ability: Purity Of Blood: Increases healing effectiveness by 60%
- Ability: Medea's Sustenance: Increases MP by 60%
Spells:- A Rank Spells:
- Name: Boiling Point
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Burst
Damage: 100HP
Range: 75M
Speed: 75M/S
Duration: 7
Description: Medeia taps into her own emotions and drags them to the surface, causing her anger to burst from her and affect those around her, taking the form of a literal red mist. All foes struck will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. Both effects last for the duration of the spell. OOC permission required to be used on players and played owned NPC’s.
Name: Medea’s Ecstasy
Rank: A
MP Cost: Offensive
Category: 50MP
Type: Burst
Damage: 100HP
Range: 75M
Speed: 75M/S
Duration: 7
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and causing all opponents hit to have their healing effectiveness reduced by 65% for the duration of the spell. They will also be drained of 5% of their maximum HP per post during that time.
Name: Blood Wave
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Multi Target
Damage: 75HP
Range: 225M
Speed: 165M/S
Duration: 7
Description: Medeia unleashes a tidal wave of blood that travels forwards in a line. All targets that are hit by this spell will be poisoned, losing 5% of their maximum HP per turn, as well as having their spell and physical resistance lowered by 30% each.
Name: Medea’s Rage
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 250HP (50HP Per Post)
Range: 300M
Speed: 300M/S
Duration: 5
Description: Medeia inhales a large amount of blood before releasing it in a powerful blast towards her opponent but rather than simply blast its target away with pure force, it will instead seep into the victim and infect them. The target will also have their spell durability lowered by 65% for the duration of the spell.
Name: Fireball
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 100HP
Range: 300M
Speed: 300M/S
Duration: 2
Description: Medeia starts to move around as though she’s doing keepy uppies, causing a ball shaped sphere to appear, which she then punts towards her foe. If the target is struck, they will be stunned for a post and lose 5% of their maximum HP due to being burned. The target can’t be stunned twice in a row by this spell.
Name: Medea's Boost IV
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases healing effectiveness by 55%
Name: Medea's Boost V
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases spell durability by 55%
Name: Medea's Boost VI
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases HP by 55%
Name: Medea's Boost VII
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases MP by 55%
- S Rank Spells:
- Name: Blood Bat
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage/Healing: 60HP,60HP
Range: 400M
Speed: 400M/S
Duration: 2
Description: Medeia unleashes a stream of blood from her hand which takes on the form of a bat and flies towards the target, homing on in them. If the bat should make contact, it will bite the foe and restore some of Medeia's HP.
Name: Medea’s Revenge
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia releases a powerful flume of flame that takes the shape of a man and flies in a straight line. If it hits, the opponent will be severely burned and lose 5% of their maximum HP per post for the duration of the spell and also have their speed lowered by 70%
Name: Blood Dart
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 2
Description: Medeia fires a blood coated dart that homes in on her opponent. Should they be struck by it, they will fall unconscious for a post due to poisoning. OOC permission required to be used on players and player owned NPC's.
Name: Medea’s Wrath
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Burst
Damage: 150HP
Range: 100M
Speed: 100M/S
Duration: 2
Downside: Sacrificing one effect for 25% damage.
Description: Medeia creates a whirlwind of flame that envelops an area, severely burning all targets in range and burning them for an additional 5% of their maximum HP in burn damage.
Name: Flaming Fist
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 400M
Speed: 400M/S
Duration: 1
Downside: Sacrificing one effect for 25% damage.
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile. If her target is struck, they lose 5% of their maximum HP due to burn damage.
Name: Fire Shield
Rank: S
MP Cost: 60MP
Category: Defensive
Type: Single Target
Durability: 360HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia creates a shield of flame that can either protect her or an ally from harm. While shielded, the target restored 5% of their maximum HP and MP per turn.
- H Rank Spell:
- Name: Blood Of War
Rank: H
MP Cost: 70MP
Category: Supportive
Type: Single Target
Healing: 140HP
Range: 600M
Speed: 500M/S
Duration: 20
Description: Medeia pricks her finger, causing the blood that spews from it to travel towards an ally and empower them with it. While this spell is in effect, the ally receives a 75% boost to their spell damage and will restore 5% of their HP and MP per post for the duration of the spell.
- Advanced Spells:
- Name: Denizen Of The Blood Realm
Rank: H+
MP Cost: 105MP
Category: Supportive, Defensive
Type: Single Target
Healing: 210HP
Durability: 420HP
Range: 800M
Speed: 800M/S
Duration: 25
Description: Medeia starts to chant in an old language, causing a denizen of blood to appear and infuse themselves with either herself or an ally of her choice. For as long as this spell is in effect, the target receives a 115% boost to their magical damage, the ability to negate a spell up to H+ rank as long as they pay the equivalent MP for the spell negated, as well as 5% MP recovery per post. They are also shielded for 2 H+ damage. The negation effect can only occur once per post and is limited to Advanced H-Rank Burst Range and Speed.
Name: Blood's Release
Rank: S+
MP Cost: 90MP
Category: Defensive
Type: Single Target
Durability: 540HP
Range: Self
Speed: Self
Duration: 12
Description: Medeia releases an enormous amount of blood that covers her from head to toe, creating a war like set of armour around her. For the duration of the spell, she is granted a 105% boost to her magical damage, and restores 5% of her maximum HP and MP per post for the duration of the spell.
Name: Blade Of The Betrayed
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia channels her hatred and from it creates a flaming blade, dripping with blood and combining all three of her slayer elements together. While wielding this, her spell damage is increased by 100%. Any target struck by it will be drained for 5% of their maximum HP and be consumed by hatred for a single post, making them unable to attack. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown.
Name: Blood Clones
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 2
Description: Medeia creates a group of blood clones that will charge towards the closest enemies, homing in on them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 5% of their maximum HP and MP.
Name: Flaming Javelin
Rank: B+
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 300M
Speed: 300M/S
Duration: 2
Downside: Sacrificing one effect for 25% damage.
Description: Medeia forms an javelin of fire which she then throws at her opponent which travels in a straight line. If it hits a target, it will explode, stunning her foe for a post.
Name: Blood Shower
Rank: B+
MP Cost: 60MP
Category: Single Target
Type: Supportive
Healing: 120HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% buff.
Description: Medeia directs her hand towards either herself or her target, causing a shimmering stream of blood to surround them. While this spell is active, they will have their healing effectiveness boosted by 112%
- Signature Spells:
- Name: Medea's Boost
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell range by 60%
Name: Medea's Boost II
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 60%
Name: Medea's Boost III
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases HP by 60%
Medea's Fury God Slayer
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°26
Re: Medea's Fury God Slayer
Julius Seas- - - - - - - - - -
Lineage : Knight of Destiny
Position : None
Posts : 1623
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,855
Character Sheet
First Skill: Water
Second Skill:
Third Skill:
- Post n°27
Re: Medea's Fury God Slayer
- Spoiler:
- Medeia wrote:Magic
Magic Name: Medea's Fury God Slayer
Magic Type: God Slayer - Magic Change - Lacrima Traded Here
Description: Medea's Fury is a form of god slayer where Medeia is able to utilise the elements of blood, anger and fire in order to eliminate her foes. It is a rather balanced magic and is split fairly well between offensive, defensive and supportive abilities. Poison and burns are common place when being struck by spells of this type and those who must face these in combat will be in for a rather painful time. The magic itself was granted to Medeia by use of a lacrima, as was her first, spawned by a betrayed woman who had desired venture against those who had betrayed her. A rather fitting story for Medeia and one that she knows all too well.- Slayer Benefits:
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.
+50% passive increase to Strength, Speed, and Spell Damage.
Greatly enhanced senses of Hearing, Sight, and Smell.
Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
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 the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally-occurring opposite versions of their element, they lose 10% of their maximum HP.
Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.
Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.
Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).
Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- Lineage:
- Lineage Name: Blessing Of The Fallen Angel
Wielder: Medeia
Purchase Proof: Here
Description:
It had been centuries, perhaps millennia, since the once holy angel Priya had been locked away inside that magical prison, doomed to live out her days in an eternal darkness, buried underneath the sands of Desierto for eternity. Cast out from the heavens due to her lustful and perverse ways, which were considered to be ungodly traits and what better way to punish her then by locking away from any human contact at all? They left her there, to rot away inside that cell, bound to a chair by magical shackles, unable to move, unable to speak and unable to die. It would seem that this was to be her destiny, however, fate or perhaps something more had a different plan in mind.
Her story had become a myth in the eyes of the mortals and there were many that sought to find and free her from her prison, whether it be for money, fame or simply in the small hope that they would earn a favour from her. It was a foolish notion in truth and many were either driven insane or died during their attempts, either by the sheer heat of the desert or by the traps that the gods had set in order to keep any intruders out. They had been careful with their planning and were more than ready to deal with interlopers. The prison remained untouched and yet the myth continued to encourage those who heard it to try, despite the difficulty.
It was only when a large group of explorers, led by a raven haired woman, set out to find her prison that the angel was finally granted her freedom. Medeia, cunning and always in control, commanded her explorers with enough force and strength of will, that they were able to fight off the madness and finally reach the hidden prison. Yes, the casualties were high and many were lost as they dug through the almost endless mounds of sand but Medeia was relentless and continued to push them on, until they finally came across the magical structure.
Stepping forward, Medeia would unleash a powerful torrent of sand, which would blast a hole through the door of the prison and without a word, she entered the cell...
What happened after that was something that only the witch knows but she was never the same again. When she exited the cell, the mage would unleash pure and unadulterated hell upon her workers, before growing an enormous pair of wings and flying off in to the distance, without looking back.
Combat Abilities:
• Speed Of Priya: Increases Medeia's spell speed by 120% - 2 Effects
• Range Of Priya: Increases Medeia's spell range by 120% - 2 Effects
• Wrath Of Priya: Increases Medeia's magical damage by 120% - 2 Effects
• Rejuvenation Of Priya: Increases Medeia's healing effectiveness and spell durability by 60% - 2 Effects
• Lifeblood Of Priya: Increases Medeia's maximum HP by 60% - 1 Effect
• Lust For Gold - Increases the amount of jewels that Medeia receives for completed jobs by 100% - 1 Effect
Plot Abilities:
• Flight: Medeia is able to create a pair of purple wings which grant her flight at any time.
• Master Of Speech: Due to her years of travel and and gift with words, Medeia is able to understand and speak any language after hearing just a few syllables. This also allows her to be incredibly skilled at charming those that she speaks to in to doing what she wishes.
• Immortality: Due to her divine heritage, Medeia neither ages nor can she be killed.
- Ascendant Abilities:
- Gold Rush:
- Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Blood Of A Witch:
- Name: Blood of a Witch
Description: A witches' power isn’t measured by the same strength that a man's power is. Witches tend to have immense magical power coursing through their veins and in their magical essence. If left unchecked, the power witches possess can have the ability to bring people to their knees before them. This power that they have is also why they tend to be feared by many, and kept by kings sides if they wished to follow one, especially during times of war.
Ability: Those with the blood of a witch within their veins are able to exert better control over their magic. To prove that they have the skill to have better control of their magic, spells can be cast for less MP and are stronger than they traditionally are. The user gains a 25% buff to MP cost reduction for their spells and a 50% buff to spell damage.
Usage Passive.
- Feline Sense [Locked until Z rank]:
- Name: Feline Sense
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
Unique Abilities:- Ability: Medea's Defence: Increases spell durability by 60%
- Ability: Purity Of Blood: Increases healing effectiveness by 60%
- Ability: Medea's Sustenance: Increases MP by 60%
Spells:- A Rank Spells:
- Name: Boiling Point
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Burst
Damage: 100HP
Range: 75M
Speed: 75M/S
Duration: 7
Description: Medeia taps into her own emotions and drags them to the surface, causing her anger to burst from her and affect those around her, taking the form of a literal red mist. All foes struck will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. Both effects last for the duration of the spell. OOC permission required to be used on players and played owned NPC’s.
Name: Medea’s Ecstasy
Rank: A
MP Cost: Offensive
Category: 50MP
Type: Burst
Damage: 100HP
Range: 75M
Speed: 75M/S
Duration: 7
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and causing all opponents hit to have their healing effectiveness reduced by 65% for the duration of the spell. They will also be drained of 5% of their maximum HP per post during that time.
Name: Blood Wave
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Multi Target
Damage: 75HP
Range: 225M
Speed: 165M/S
Duration: 7
Description: Medeia unleashes a tidal wave of blood that travels forwards in a line. All targets that are hit by this spell will be poisoned, losing 5% of their maximum HP per turn, as well as having their spell and physical resistance lowered by 30% each.
Name: Medea’s Rage
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 250HP (50HP Per Post)
Range: 300M
Speed: 300M/S
Duration: 5
Description: Medeia inhales a large amount of blood before releasing it in a powerful blast towards her opponent but rather than simply blast its target away with pure force, it will instead seep into the victim and infect them. The target will also have their spell durability lowered by 65% for the duration of the spell.
Name: Fireball
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 100HP
Range: 300M
Speed: 300M/S
Duration: 2
Description: Medeia starts to move around as though she’s doing keepy uppies, causing a ball shaped sphere to appear, which she then punts towards her foe. If the target is struck, they will be stunned for a post and lose 5% of their maximum HP due to being burned. The target can’t be stunned twice in a row by this spell.
Name: Medea's Boost IV
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases healing effectiveness by 55%
Name: Medea's Boost V
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases spell durability by 55%
Name: Medea's Boost VI
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases HP by 55%
Name: Medea's Boost VII
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases MP by 55%
- S Rank Spells:
- Name: Blood Bat
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage/Healing: 60HP,60HP
Range: 400M
Speed: 400M/S
Duration: 2
Description: Medeia unleashes a stream of blood from her hand which takes on the form of a bat and flies towards the target, homing on in them. If the bat should make contact, it will bite the foe and restore some of Medeia's HP.
Name: Medea’s Revenge
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia releases a powerful flume of flame that takes the shape of a man and flies in a straight line. If it hits, the opponent will be severely burned and lose 5% of their maximum HP per post for the duration of the spell and also have their speed lowered by 70%
Name: Blood Dart
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 2
Description: Medeia fires a blood coated dart that homes in on her opponent. Should they be struck by it, they will fall unconscious for a post due to poisoning. OOC permission required to be used on players and player owned NPC's.
Name: Medea’s Wrath
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Burst
Damage: 150HP
Range: 100M
Speed: 100M/S
Duration: 2
Downside: Sacrificing one effect for 25% damage.
Description: Medeia creates a whirlwind of flame that envelops an area, severely burning all targets in range and burning them for an additional 5% of their maximum HP in burn damage.
Name: Flaming Fist
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 400M
Speed: 400M/S
Duration: 1
Downside: Sacrificing one effect for 25% damage.
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile. If her target is struck, they lose 5% of their maximum HP due to burn damage.
Name: Fire Shield
Rank: S
MP Cost: 60MP
Category: Defensive
Type: Single Target
Durability: 360HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia creates a shield of flame that can either protect her or an ally from harm. While shielded, the target restored 5% of their maximum HP and MP per turn.
- H Rank Spell:
- Name: Blood Of War
Rank: H
MP Cost: 70MP
Category: Supportive
Type: Single Target
Healing: 140HP
Range: 600M
Speed: 500M/S
Duration: 20
Description: Medeia pricks her finger, causing the blood that spews from it to travel towards an ally and empower them with it. While this spell is in effect, the ally receives a 75% boost to their spell damage and will restore 5% of their HP and MP per post for the duration of the spell.
- Advanced Spells:
- Name: Denizen Of The Blood Realm
Rank: H+
MP Cost: 105MP
Category: Supportive, Defensive
Type: Single Target
Healing: 210HP
Durability: 420HP
Range: 800M
Speed: 800M/S
Duration: 25
Description: Medeia starts to chant in an old language, causing a denizen of blood to appear and infuse themselves with either herself or an ally of her choice. For as long as this spell is in effect, the target receives a 115% boost to their magical damage, the ability to negate a spell up to H+ rank as long as they pay the equivalent MP for the spell negated, as well as 5% MP recovery per post. They are also shielded for 2 H+ damage. The negation effect can only occur once per post and is limited to Advanced H-Rank Burst Range and Speed.
Name: Blood's Release
Rank: S+
MP Cost: 90MP
Category: Defensive
Type: Single Target
Durability: 540HP
Range: Self
Speed: Self
Duration: 12
Description: Medeia releases an enormous amount of blood that covers her from head to toe, creating a war like set of armour around her. For the duration of the spell, she is granted a 105% boost to her magical damage, and restores 5% of her maximum HP and MP per post for the duration of the spell.
Name: Blade Of The Betrayed
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia channels her hatred and from it creates a flaming blade, dripping with blood and combining all three of her slayer elements together. While wielding this, her spell damage is increased by 100%. Any target struck by it will be drained for 5% of their maximum HP and be consumed by hatred for a single post, making them unable to attack. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown.
Name: Blood Clones
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 2
Description: Medeia creates a group of blood clones that will charge towards the closest enemies, homing in on them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 5% of their maximum HP and MP.
Name: Flaming Javelin
Rank: B+
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 300M
Speed: 300M/S
Duration: 2
Downside: Sacrificing one effect for 25% damage.
Description: Medeia forms an javelin of fire which she then throws at her opponent which travels in a straight line. If it hits a target, it will explode, stunning her foe for a post.
Name: Blood Shower
Rank: B+
MP Cost: 60MP
Category: Single Target
Type: Supportive
Healing: 120HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% buff.
Description: Medeia directs her hand towards either herself or her target, causing a shimmering stream of blood to surround them. While this spell is active, they will have their healing effectiveness boosted by 112%
- Signature Spells:
- Name: Medea's Boost
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell range by 60%
Name: Medea's Boost II
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 60%
Name: Medea's Boost III
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases HP by 60%
- Squable:
SaraphinaThe White Queen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Blizzard's Frostburn
Position : None
Posts : 4942
Guild : Errings Rising - GM
Cosmic Coins : 555
Dungeon Tokens : 0
Experience : 1,361,997
Character Sheet
First Skill: Aspect of Divinity
Second Skill:
Third Skill:
- Post n°28
Re: Medea's Fury God Slayer
Hey Med, you know how this rolls. My edits are in this color.
- ♕♕:
- Medeia wrote:Magic
Magic Name: Medea's Fury God Slayer
Magic Type: God Slayer - Magic Change - Lacrima Traded Here
Description: Medea's Fury is a form of god slayer where Medeia is able to utilise the elements of blood, anger and fire in order to eliminate her foes. It is a rather balanced magic and is split fairly well between offensive, defensive and supportive abilities. Poison and burns are common place when being struck by spells of this type and those who must face these in combat will be in for a rather painful time. The magic itself was granted to Medeia by use of a lacrima, as was her first, spawned by a betrayed woman who had desired venture against those who had betrayed her. A rather fitting story for Medeia and one that she knows all too well.- Slayer Benefits:
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.
+50% passive increase to Strength, Speed, and Spell Damage.
Greatly enhanced senses of Hearing, Sight, and Smell.
Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
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 the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally-occurring opposite versions of their element, they lose 10% of their maximum HP.
Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.
Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.
Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).
Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- Lineage:
- Lineage Name: Blessing Of The Fallen Angel
Wielder: Medeia
Purchase Proof: Here
Description:
It had been centuries, perhaps millennia, since the once holy angel Priya had been locked away inside that magical prison, doomed to live out her days in an eternal darkness, buried underneath the sands of Desierto for eternity. Cast out from the heavens due to her lustful and perverse ways, which were considered to be ungodly traits and what better way to punish her then by locking away from any human contact at all? They left her there, to rot away inside that cell, bound to a chair by magical shackles, unable to move, unable to speak and unable to die. It would seem that this was to be her destiny, however, fate or perhaps something more had a different plan in mind.
Her story had become a myth in the eyes of the mortals and there were many that sought to find and free her from her prison, whether it be for money, fame or simply in the small hope that they would earn a favour from her. It was a foolish notion in truth and many were either driven insane or died during their attempts, either by the sheer heat of the desert or by the traps that the gods had set in order to keep any intruders out. They had been careful with their planning and were more than ready to deal with interlopers. The prison remained untouched and yet the myth continued to encourage those who heard it to try, despite the difficulty.
It was only when a large group of explorers, led by a raven haired woman, set out to find her prison that the angel was finally granted her freedom. Medeia, cunning and always in control, commanded her explorers with enough force and strength of will, that they were able to fight off the madness and finally reach the hidden prison. Yes, the casualties were high and many were lost as they dug through the almost endless mounds of sand but Medeia was relentless and continued to push them on, until they finally came across the magical structure.
Stepping forward, Medeia would unleash a powerful torrent of sand, which would blast a hole through the door of the prison and without a word, she entered the cell...
What happened after that was something that only the witch knows but she was never the same again. When she exited the cell, the mage would unleash pure and unadulterated hell upon her workers, before growing an enormous pair of wings and flying off in to the distance, without looking back.
Combat Abilities:
• Speed Of Priya: Increases Medeia's spell speed by 120% - 2 Effects
• Range Of Priya: Increases Medeia's spell range by 120% - 2 Effects
• Wrath Of Priya: Increases Medeia's magical damage by 120% - 2 Effects
• Rejuvenation Of Priya: Increases Medeia's healing effectiveness and spell durability by 60% - 2 Effects
• Lifeblood Of Priya: Increases Medeia's maximum HP by 60% - 1 Effect
• Lust For Gold - Increases the amount of jewels that Medeia receives for completed jobs by 100% - 1 Effect
Plot Abilities:
• Flight: Medeia is able to create a pair of purple wings which grant her flight at any time.
• Master Of Speech: Due to her years of travel and and gift with words, Medeia is able to understand and speak any language after hearing just a few syllables. This also allows her to be incredibly skilled at charming those that she speaks to in to doing what she wishes.
• Immortality: Due to her divine heritage, Medeia neither ages nor can she be killed.
- Ascendant Abilities:
- Gold Rush:
- Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Blood Of A Witch:
- Name: Blood of a Witch
Description: A witches' power isn’t measured by the same strength that a man's power is. Witches tend to have immense magical power coursing through their veins and in their magical essence. If left unchecked, the power witches possess can have the ability to bring people to their knees before them. This power that they have is also why they tend to be feared by many, and kept by kings sides if they wished to follow one, especially during times of war.
Ability: Those with the blood of a witch within their veins are able to exert better control over their magic. To prove that they have the skill to have better control of their magic, spells can be cast for less MP and are stronger than they traditionally are. The user gains a 25% buff to MP cost reduction for their spells and a 50% buff to spell damage.
Usage Passive.
- Feline Sense:
- Name: Feline Sense
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
Unique Abilities:- Ability: Medea's Defence: Increases spell durability by 60%
- Ability: Purity Of Blood: Increases healing effectiveness by 60%
- Ability: Medea's Sustenance: Increases MP by 60%
Spells:- A Rank Spells:
- Name: Boiling Point
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia taps into her own emotions and drags them to the surface, causing her anger to burst from her and affect those around her, taking the form of a literal red mist. All foes who are covered by this and contaminated will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. Both effects last for the duration of the spell. OOC permission required to be used on players and played owned NPC’s.
Name: Medea’s Ecstasy
Rank: A
MP Cost: Offensive
Category: 50MP
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and causing all opponents hit to have their healing effectiveness reduced by 65% for the duration of the spell. They will also be drained of 5% of their maximum HP per post during that time.
Name: Blood Wave
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Multi Target
Damage: 75HP
Range: 225M
Speed: 165M/S
Duration: 7
Description: Medeia unleashes a tidal wave of blood that travels forwards in a line. All targets that are hit by this spell will be poisoned, losing 5% of their maximum HP per post, as well as having their spell and physical damage lowered by 30% each. Both effects last for the duration of the spell. This can hit up to seven targets. [As this is MT, please make sure it maxs at 7 targets.]
Name: Medea’s Rage
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 250HP (50HP Per Post)
Range: 300M
Speed: 300M/S
Duration: 5
Description: Medeia inhales a large amount of blood before releasing it in a powerful blast towards her opponent but rather than simply blast its target away with pure force, it will instead seep into the victim and infect them. The target will also have their spell durability lowered by 65% for the duration of the spell.
Name: Fireball
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 100HP
Range: 300M
Speed: 300M/S
Duration: 7
Description: Medeia starts to move around as though she’s doing keepy uppies, causing a ball shaped sphere to appear, which she then punts towards her foe. If the target is struck, they will be stunned for a post and lose 5% of their maximum HP due to being burned. The target can’t be stunned twice in a row by this spell.
Name: Medea's Boost IV
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases healing effectiveness by 55%
Name: Medea's Boost V
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases spell durability by 55%
Name: Medea's Boost VI
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases HP by 55%
Name: Medea's Boost VII
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases MP by 55%
- S Rank Spells:
- Name: Blood Bat
Rank: S
MP Cost: 60MP
Category: Offensive [If this heals as well, this needs to also be supportive here too.]
Type: Single Target
Damage/Healing: 60HP,60HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia unleashes a stream of blood from her hand which takes on the form of a bat and flies towards the target, homing on in them. If the bat should make contact, it will bite the foe and restore some of Medeia's HP.
Name: Medea’s Revenge
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia releases a powerful flume of flame that takes the shape of a man and flies in a straight line. If it hits, the opponent will be severely burned and lose 5% of their maximum HP per post for the duration of the spell and also have their movement speed lowered by 70%
Name: Blood Dart
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia fires a blood coated dart that homes in on her opponent. Should they be struck by it, they will fall unconscious for a post due to poisoning. OOC permission required to be used on players and player owned NPC's. The immobility can only occur once every other post on the same target.
Name: Medea’s Wrath
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Burst
Damage: 150HP
Range: 100M
Speed: 200M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia creates a whirlwind of flame that envelops an area after five seconds, severely burning all targets in range and burning them for an additional 5% of their maximum HP in burn damage for the duration of the spell.
Name: Flaming Fist
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 400M
Speed: 400M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile. If her target is struck, they lose 5% of their maximum HP due to burn damage.
Name: Fire Shield
Rank: S
MP Cost: 60MP
Category: Defensive
Type: Single Target
Durability: 360HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia creates a shield of flame that can either protect her or an ally from harm. While shielded, the target restored 5% of their maximum HP and MP per turn.
- H Rank Spell:
- Name: Blood Of War
Rank: H
MP Cost: 70MP
Category: Supportive
Type: Single Target
Healing: 140HP
Range: 600M
Speed: 500M/S
Duration: 20
Description: Medeia pricks her finger, causing the blood that spews from it to travel towards an ally and empower them with it. While this spell is in effect, the ally receives a 75% boost to their spell damage and will restore 5% of their HP and MP per post for the duration of the spell.
- Advanced Spells:
- Name: Denizen Of The Blood Realm
Rank: H+
MP Cost: 105MP
Category: Supportive, Defensive
Type: Single Target
Healing: 210HP
Durability: 420HP
Range: 800M
Speed: 800M/S
Duration: 25
Description: Medeia starts to chant in an old language, causing a denizen of blood to appear and infuse themselves with either herself or an ally of her choice. For as long as this spell is in effect, the target receives a 115% boost to their magical damage, the ability to negate a spell up to H+ rank as long as they pay the equivalent MP for the spell negated, as well as 5% MP recovery per post. They are also shielded for 2 H+ damage. The negation effect can only occur once per post and is limited to Advanced H-Rank Burst Range and Speed.
Name: Blood's Release
Rank: S+
MP Cost: 90MP
Category: Defensive
Type: Single Target
Durability: 540HP
Range: Self
Speed: Self
Duration: 12
Description: Medeia releases an enormous amount of blood that covers her from head to toe, creating an aura of protection around her. For the duration of the spell, she is granted a 105% boost to her magical damage, and restores 5% of her maximum HP and MP per post for the duration of the spell.
Name: Blade Of The Betrayed
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia channels her hatred and from it creates a flaming blade, dripping with blood and combining all three of her slayer elements together. While wielding this, her spell damage is increased by 100%. Any target struck by it will be drained for 5% of their maximum HP and be consumed by hatred for a single post, making them unable to attack. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. [As this is MT, please make sure it maxs at 9 targets or strikes.]
Name: Blood Clones
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia creates a group of blood clones that will charge towards the closest enemies, homing in on them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 5% of their maximum HP and MP. [As this is MT, please make sure it maxs at 9 targets.]
Name: Flaming Javelin
Rank: B+
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% damage.
Description: Medeia forms an javelin of fire which she then throws at her opponent which travels in a straight line. If it hits a target, it will explode, stunning her foe for a post. The immobility can only occur once every other post on the same target.
Name: Blood Shower
Rank: B+
MP Cost: 60MP
Category: Single Target [Category and Type are flipped.]
Type: Supportive
Healing: 120HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% buff.
Description: Medeia directs her hand towards either herself or her target, causing a shimmering stream of blood to surround them. While this spell is active, they will have their healing effectiveness boosted by 112%
- Signature Spells:
- Name: Medea's Boost
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell range by 60%
Name: Medea's Boost II
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 60%
Name: Medea's Boost III
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases HP by 60%
- Fusion Spells:
- Name: Blood Clones Of The Betrayed (Combines Blade Of The Betrayed and Blood Clones)
Rank: H
MP Cost: 150MP
Category: Offensive
Type: Multi Target
Damage: 226HP
Range: 676M
Speed: 500M/S
Duration: 18
Description: Medeia creates a group of blade of the betrayed wielding blood clones that will charge towards the closest enemies, homing in on them and attempting to attack them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 10% of their maximum HP and 5% of their maximum MP. They will also be consumed by hatred for a single post, making them unable to attack and Medeia's spell damage will increase by 100%. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. [As this is MT, please make sure it maxs at 18 targets.]
Name: Flaming Fist Of Revenge (Flaming Fist and Medea's Revenge)
Rank: H
MP Cost: 120MP
Category: Offensive
Type: Single Target
Damage: 270HP
Range: 800M
Speed: 800M/S
Duration: 20
Downside: Sacrificing one effect for 25% damage. (This comes from Flaming Fist)
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile, which will either leave a man sharped mark or become man shaped if cast as a projectile. If her target is struck, they lose 10% of their maximum HP due to burn damage and have their movement speed lowered by 70% for the duration of the spell.
Name: Medea's Boiling Esctasy (Boling Point and Medea's Ecstasy)
Rank: S
MP Cost: 100MP
Category: Offensive
Type: Burst
Damage: 200HP
Range: 150M
Speed: 300M/S
Duration: 14
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and contaminating them with both poison and rage, causing all opponents hit to have their healing effectiveness reduced by 65%. They will also be drained of 5% of their maximum HP per post during that time. All foes who are covered by this will also will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. The drain, buff and debuff last for the full duration of the spell and the rage effect requires OOC permission to be used on players and played owned NPC’s.
SaraphinaThe White Queen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Blizzard's Frostburn
Position : None
Posts : 4942
Guild : Errings Rising - GM
Cosmic Coins : 555
Dungeon Tokens : 0
Experience : 1,361,997
Character Sheet
First Skill: Aspect of Divinity
Second Skill:
Third Skill:
- Post n°30
Re: Medea's Fury God Slayer
- ♕♕:
- Medeia wrote:Magic
Magic Name: Medea's Fury God Slayer
Magic Type: God Slayer - Magic Change - Lacrima Traded Here
Description: Medea's Fury is a form of god slayer where Medeia is able to utilise the elements of blood, anger and fire in order to eliminate her foes. It is a rather balanced magic and is split fairly well between offensive, defensive and supportive abilities. Poison and burns are common place when being struck by spells of this type and those who must face these in combat will be in for a rather painful time. The magic itself was granted to Medeia by use of a lacrima, as was her first, spawned by a betrayed woman who had desired venture against those who had betrayed her. A rather fitting story for Medeia and one that she knows all too well.- Slayer Benefits:
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.
+50% passive increase to Strength, Speed, and Spell Damage.
Greatly enhanced senses of Hearing, Sight, and Smell.
Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
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 the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally-occurring opposite versions of their element, they lose 10% of their maximum HP.
Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.
Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.
Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).
Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- Lineage:
- Lineage Name: Blessing Of The Fallen Angel
Wielder: Medeia
Purchase Proof: Here
Description:
It had been centuries, perhaps millennia, since the once holy angel Priya had been locked away inside that magical prison, doomed to live out her days in an eternal darkness, buried underneath the sands of Desierto for eternity. Cast out from the heavens due to her lustful and perverse ways, which were considered to be ungodly traits and what better way to punish her then by locking away from any human contact at all? They left her there, to rot away inside that cell, bound to a chair by magical shackles, unable to move, unable to speak and unable to die. It would seem that this was to be her destiny, however, fate or perhaps something more had a different plan in mind.
Her story had become a myth in the eyes of the mortals and there were many that sought to find and free her from her prison, whether it be for money, fame or simply in the small hope that they would earn a favour from her. It was a foolish notion in truth and many were either driven insane or died during their attempts, either by the sheer heat of the desert or by the traps that the gods had set in order to keep any intruders out. They had been careful with their planning and were more than ready to deal with interlopers. The prison remained untouched and yet the myth continued to encourage those who heard it to try, despite the difficulty.
It was only when a large group of explorers, led by a raven haired woman, set out to find her prison that the angel was finally granted her freedom. Medeia, cunning and always in control, commanded her explorers with enough force and strength of will, that they were able to fight off the madness and finally reach the hidden prison. Yes, the casualties were high and many were lost as they dug through the almost endless mounds of sand but Medeia was relentless and continued to push them on, until they finally came across the magical structure.
Stepping forward, Medeia would unleash a powerful torrent of sand, which would blast a hole through the door of the prison and without a word, she entered the cell...
What happened after that was something that only the witch knows but she was never the same again. When she exited the cell, the mage would unleash pure and unadulterated hell upon her workers, before growing an enormous pair of wings and flying off in to the distance, without looking back.
Combat Abilities:
• Speed Of Priya: Increases Medeia's spell speed by 120% - 2 Effects
• Range Of Priya: Increases Medeia's spell range by 120% - 2 Effects
• Wrath Of Priya: Increases Medeia's magical damage by 120% - 2 Effects
• Rejuvenation Of Priya: Increases Medeia's healing effectiveness and spell durability by 60% - 2 Effects
• Lifeblood Of Priya: Increases Medeia's maximum HP by 60% - 1 Effect
• Lust For Gold - Increases the amount of jewels that Medeia receives for completed jobs by 100% - 1 Effect
Plot Abilities:
• Flight: Medeia is able to create a pair of purple wings which grant her flight at any time.
• Master Of Speech: Due to her years of travel and and gift with words, Medeia is able to understand and speak any language after hearing just a few syllables. This also allows her to be incredibly skilled at charming those that she speaks to in to doing what she wishes.
• Immortality: Due to her divine heritage, Medeia neither ages nor can she be killed.
- Ascendant Abilities:
- Gold Rush:
- Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Blood Of A Witch:
- Name: Blood of a Witch
Description: A witches' power isn’t measured by the same strength that a man's power is. Witches tend to have immense magical power coursing through their veins and in their magical essence. If left unchecked, the power witches possess can have the ability to bring people to their knees before them. This power that they have is also why they tend to be feared by many, and kept by kings sides if they wished to follow one, especially during times of war.
Ability: Those with the blood of a witch within their veins are able to exert better control over their magic. To prove that they have the skill to have better control of their magic, spells can be cast for less MP and are stronger than they traditionally are. The user gains a 25% buff to MP cost reduction for their spells and a 50% buff to spell damage.
Usage Passive.
- Feline Sense:
- Name: Feline Sense
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
Unique Abilities:- Ability: Medea's Defence: Increases spell durability by 60%
- Ability: Purity Of Blood: Increases healing effectiveness by 60%
- Ability: Medea's Sustenance: Increases MP by 60%
Spells:- A Rank Spells:
- Name: Boiling Point
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia taps into her own emotions and drags them to the surface, causing her anger to burst from her and affect those around her, taking the form of a literal red mist. All foes who are covered by this and contaminated will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. Both effects last for the duration of the spell. OOC permission required to be used on players and played owned NPC’s.
Name: Medea’s Ecstasy
Rank: A
MP Cost: Offensive
Category: 50MP
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and causing all opponents hit to have their healing effectiveness reduced by 65% for the duration of the spell. They will also be drained of 5% of their maximum HP per post during that time.
Name: Blood Wave
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Multi Target
Damage: 75HP
Range: 225M
Speed: 165M/S
Duration: 7
Description: Medeia unleashes a tidal wave of blood that travels forwards in a line. All targets that are hit by this spell will be poisoned, losing 5% of their maximum HP per post, as well as having their spell and physical damage lowered by 30% each. Both effects last for the duration of the spell. This can hit up to seven targets max.
Name: Medea’s Rage
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 250HP (50HP Per Post)
Range: 300M
Speed: 300M/S
Duration: 5
Description: Medeia inhales a large amount of blood before releasing it in a powerful blast towards her opponent but rather than simply blast its target away with pure force, it will instead seep into the victim and infect them. The target will also have their spell durability lowered by 65% for the duration of the spell.
Name: Fireball
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 100HP
Range: 300M
Speed: 300M/S
Duration: 7
Description: Medeia starts to move around as though she’s doing keepy uppies, causing a ball shaped sphere to appear, which she then punts towards her foe. If the target is struck, they will be stunned for a post and lose 5% of their maximum HP due to being burned. The target can’t be stunned twice in a row by this spell.
Name: Medea's Boost IV
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases healing effectiveness by 55%
Name: Medea's Boost V
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases spell durability by 55%
Name: Medea's Boost VI
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases HP by 55%
Name: Medea's Boost VII
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases MP by 55%
- S Rank Spells:
- Name: Blood Bat
Rank: S
MP Cost: 60MP
Category: Offensive, Supportive
Type: Single Target
Damage/Healing: 60HP,60HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia unleashes a stream of blood from her hand which takes on the form of a bat and flies towards the target, homing on in them. If the bat should make contact, it will bite the foe and restore some of Medeia's HP.
Name: Medea’s Revenge
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia releases a powerful flume of flame that takes the shape of a man and flies in a straight line. If it hits, the opponent will be severely burned and lose 5% of their maximum HP per post for the duration of the spell and also have their movement speed lowered by 70%
Name: Blood Dart
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia fires a blood coated dart that homes in on her opponent. Should they be struck by it, they will fall unconscious for a post due to poisoning. OOC permission required to be used on players and player owned NPC's. The immobility can only occur once every other post on the same target.
Name: Medea’s Wrath
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Burst
Damage: 150HP
Range: 100M
Speed: 200M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia creates a whirlwind of flame that envelops an area after five seconds, severely burning all targets in range and burning them for an additional 5% of their maximum HP in burn damage for the duration of the spell.
Name: Flaming Fist
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 400M
Speed: 400M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile. If her target is struck, they lose 5% of their maximum HP due to burn damage.
Name: Fire Shield
Rank: S
MP Cost: 60MP
Category: Defensive
Type: Single Target
Durability: 360HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia creates a shield of flame that can either protect her or an ally from harm. While shielded, the target restored 5% of their maximum HP and MP per turn.
- H Rank Spell:
- Name: Blood Of War
Rank: H
MP Cost: 70MP
Category: Supportive
Type: Single Target
Healing: 140HP
Range: 600M
Speed: 500M/S
Duration: 20
Description: Medeia pricks her finger, causing the blood that spews from it to travel towards an ally and empower them with it. While this spell is in effect, the ally receives a 75% boost to their spell damage and will restore 5% of their HP and MP per post for the duration of the spell.
- Advanced Spells:
- Name: Denizen Of The Blood Realm
Rank: H+
MP Cost: 105MP
Category: Supportive, Defensive
Type: Single Target
Healing: 210HP
Durability: 420HP
Range: 800M
Speed: 800M/S
Duration: 25
Description: Medeia starts to chant in an old language, causing a denizen of blood to appear and infuse themselves with either herself or an ally of her choice. For as long as this spell is in effect, the target receives a 115% boost to their magical damage, the ability to negate a spell up to H+ rank as long as they pay the equivalent MP for the spell negated, as well as 5% MP recovery per post. They are also shielded for 2 H+ damage. The negation effect can only occur once per post and is limited to Advanced H-Rank Burst Range and Speed.
Name: Blood's Release
Rank: S+
MP Cost: 90MP
Category: Defensive
Type: Single Target
Durability: 540HP
Range: Self
Speed: Self
Duration: 12
Description: Medeia releases an enormous amount of blood that covers her from head to toe, creating an aura of protection around her. For the duration of the spell, she is granted a 105% boost to her magical damage, and restores 5% of her maximum HP and MP per post for the duration of the spell.
Name: Blade Of The Betrayed
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia channels her hatred and from it creates a flaming blade, dripping with blood and combining all three of her slayer elements together. While wielding this, her spell damage is increased by 100%. Any target struck by it will be drained for 5% of their maximum HP and be consumed by hatred for a single post, making them unable to attack. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. The max amount of targets that this spell can strike is 9.
Name: Blood Clones
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia creates a group of blood clones that will charge towards the closest enemies, homing in on them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 5% of their maximum HP and MP. The max amount of targets that this spell can strike is 9.
Name: Flaming Javelin
Rank: B+
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% damage.
Description: Medeia forms an javelin of fire which she then throws at her opponent which travels in a straight line. If it hits a target, it will explode, stunning her foe for a post. The immobility can only occur once every other post on the same target.
Name: Blood Shower
Rank: B+
MP Cost: 60MP
Category: Supportive
Type: Single Target
Healing: 120HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% buff.
Description: Medeia directs her hand towards either herself or her target, causing a shimmering stream of blood to surround them. While this spell is active, they will have their healing effectiveness boosted by 112%
- Signature Spells:
- Name: Medea's Boost
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell range by 60%
Name: Medea's Boost II
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 60%
Name: Medea's Boost III
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases HP by 60%
- Fusion Spells:
- Name: Blood Clones Of The Betrayed (Combines Blade Of The Betrayed and Blood Clones)
Rank: H
MP Cost: 150MP
Category: Offensive
Type: Multi Target
Damage: 226HP
Range: 676M
Speed: 500M/S
Duration: 18
Description: Medeia creates a group of blade of the betrayed wielding blood clones that will charge towards the closest enemies, homing in on them and attempting to attack them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 10% of their maximum HP and 5% of their maximum MP. They will also be consumed by hatred for a single post, making them unable to attack and Medeia's spell damage will increase by 100%. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. The max amount of targets that this spell can strike is 18.
Name: Flaming Fist Of Revenge (Flaming Fist and Medea's Revenge)
Rank: H
MP Cost: 120MP
Category: Offensive
Type: Single Target
Damage: 270HP
Range: 800M
Speed: 800M/S
Duration: 20
Downside: Sacrificing one effect for 25% damage. (This comes from Flaming Fist)
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile, which will either leave a man sharped mark or become man shaped if cast as a projectile. If her target is struck, they lose 10% of their maximum HP due to burn damage and have their movement speed lowered by 70% for the duration of the spell.
Name: Medea's Boiling Esctasy (Boling Point and Medea's Ecstasy)
Rank: S
MP Cost: 100MP
Category: Offensive
Type: Burst
Damage: 200HP
Range: 150M
Speed: 300M/S
Duration: 14
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and contaminating them with both poison and rage, causing all opponents hit to have their healing effectiveness reduced by 65%. They will also be drained of 5% of their maximum HP per post during that time. All foes who are covered by this will also will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. The drain, buff and debuff last for the full duration of the spell and the rage effect requires OOC permission to be used on players and played owned NPC’s.
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°31
Re: Medea's Fury God Slayer
- Spoiler:
- Medeia wrote:Magic
Magic Name: Medea's Fury God Slayer
Magic Type: God Slayer - Magic Change - Lacrima Traded Here
Description: Medea's Fury is a form of god slayer where Medeia is able to utilise the elements of blood, anger and fire in order to eliminate her foes. It is a rather balanced magic and is split fairly well between offensive, defensive and supportive abilities. Poison and burns are common place when being struck by spells of this type and those who must face these in combat will be in for a rather painful time. The magic itself was granted to Medeia by use of a lacrima, as was her first, spawned by a betrayed woman who had desired venture against those who had betrayed her. A rather fitting story for Medeia and one that she knows all too well.- Slayer Benefits:
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.
+50% passive increase to Strength, Speed, and Spell Damage.
Greatly enhanced senses of Hearing, Sight, and Smell.
Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
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 the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally-occurring opposite versions of their element, they lose 10% of their maximum HP.
Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.
Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.
Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).
Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- Lineage:
- Lineage Name: Blessing Of The Fallen Angel
Wielder: Medeia
Purchase Proof: Here
Description:
It had been centuries, perhaps millennia, since the once holy angel Priya had been locked away inside that magical prison, doomed to live out her days in an eternal darkness, buried underneath the sands of Desierto for eternity. Cast out from the heavens due to her lustful and perverse ways, which were considered to be ungodly traits and what better way to punish her then by locking away from any human contact at all? They left her there, to rot away inside that cell, bound to a chair by magical shackles, unable to move, unable to speak and unable to die. It would seem that this was to be her destiny, however, fate or perhaps something more had a different plan in mind.
Her story had become a myth in the eyes of the mortals and there were many that sought to find and free her from her prison, whether it be for money, fame or simply in the small hope that they would earn a favour from her. It was a foolish notion in truth and many were either driven insane or died during their attempts, either by the sheer heat of the desert or by the traps that the gods had set in order to keep any intruders out. They had been careful with their planning and were more than ready to deal with interlopers. The prison remained untouched and yet the myth continued to encourage those who heard it to try, despite the difficulty.
It was only when a large group of explorers, led by a raven haired woman, set out to find her prison that the angel was finally granted her freedom. Medeia, cunning and always in control, commanded her explorers with enough force and strength of will, that they were able to fight off the madness and finally reach the hidden prison. Yes, the casualties were high and many were lost as they dug through the almost endless mounds of sand but Medeia was relentless and continued to push them on, until they finally came across the magical structure.
Stepping forward, Medeia would unleash a powerful torrent of sand, which would blast a hole through the door of the prison and without a word, she entered the cell...
What happened after that was something that only the witch knows but she was never the same again. When she exited the cell, the mage would unleash pure and unadulterated hell upon her workers, before growing an enormous pair of wings and flying off in to the distance, without looking back.
Combat Abilities:
• Speed Of Priya: Increases Medeia's spell speed by 120% - 2 Effects
• Range Of Priya: Increases Medeia's spell range by 120% - 2 Effects
• Wrath Of Priya: Increases Medeia's magical damage by 120% - 2 Effects
• Rejuvenation Of Priya: Increases Medeia's healing effectiveness and spell durability by 60% - 2 Effects
• Lifeblood Of Priya: Increases Medeia's maximum HP by 60% - 1 Effect
• Lust For Gold - Increases the amount of jewels that Medeia receives for completed jobs by 100% - 1 Effect
Plot Abilities:
• Flight: Medeia is able to create a pair of purple wings which grant her flight at any time.
• Master Of Speech: Due to her years of travel and and gift with words, Medeia is able to understand and speak any language after hearing just a few syllables. This also allows her to be incredibly skilled at charming those that she speaks to in to doing what she wishes.
• Immortality: Due to her divine heritage, Medeia neither ages nor can she be killed.
- Ascendant Abilities:
- Gold Rush:
- Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Blood Of A Witch:
- Name: Blood of a Witch
Description: A witches' power isn’t measured by the same strength that a man's power is. Witches tend to have immense magical power coursing through their veins and in their magical essence. If left unchecked, the power witches possess can have the ability to bring people to their knees before them. This power that they have is also why they tend to be feared by many, and kept by kings sides if they wished to follow one, especially during times of war.
Ability: Those with the blood of a witch within their veins are able to exert better control over their magic. To prove that they have the skill to have better control of their magic, spells can be cast for less MP and are stronger than they traditionally are. The user gains a 25% buff to MP cost reduction for their spells and a 50% buff to spell damage.
Usage Passive.
- Feline Sense:
- Name: Feline Sense
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
Unique Abilities:- Ability: Medea's Defence: Increases spell durability by 60%
- Ability: Purity Of Blood: Increases healing effectiveness by 60%
- Ability: Medea's Sustenance: Increases MP by 60%
Spells:- A Rank Spells:
- Name: Boiling Point
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia taps into her own emotions and drags them to the surface, causing her anger to burst from her and affect those around her, taking the form of a literal red mist. All foes who are covered by this and contaminated will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. Both effects last for the duration of the spell. OOC permission required to be used on players and played owned NPC’s.
Name: Medea’s Ecstasy
Rank: A
MP Cost: Offensive
Category: 50MP
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and causing all opponents hit to have their healing effectiveness reduced by 65% for the duration of the spell. They will also be drained of 5% of their maximum HP per post during that time.
Name: Blood Wave
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Multi Target
Damage: 75HP
Range: 225M
Speed: 165M/S
Duration: 7
Description: Medeia unleashes a tidal wave of blood that travels forwards in a line. All targets that are hit by this spell will be poisoned, losing 5% of their maximum HP per post, as well as having their spell and physical damage lowered by 30% each. Both effects last for the duration of the spell. This can hit up to seven targets max.
Name: Medea’s Rage
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 250HP (50HP Per Post)
Range: 300M
Speed: 300M/S
Duration: 5
Description: Medeia inhales a large amount of blood before releasing it in a powerful blast towards her opponent but rather than simply blast its target away with pure force, it will instead seep into the victim and infect them. The target will also have their spell durability lowered by 65% for the duration of the spell.
Name: Fireball
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 100HP
Range: 300M
Speed: 300M/S
Duration: 7
Description: Medeia starts to move around as though she’s doing keepy uppies, causing a ball shaped sphere to appear, which she then punts towards her foe. If the target is struck, they will be stunned for a post and lose 5% of their maximum HP due to being burned. The target can’t be stunned twice in a row by this spell.
Name: Medea's Boost IV
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases healing effectiveness by 55%
Name: Medea's Boost V
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases spell durability by 55%
Name: Medea's Boost VI
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases HP by 55%
Name: Medea's Boost VII
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases MP by 55%
- S Rank Spells:
- Name: Blood Bat
Rank: S
MP Cost: 60MP
Category: Offensive, Supportive
Type: Single Target
Damage/Healing: 60HP,60HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia unleashes a stream of blood from her hand which takes on the form of a bat and flies towards the target, homing on in them. If the bat should make contact, it will bite the foe and restore some of Medeia's HP.
Name: Medea’s Revenge
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia releases a powerful flume of flame that takes the shape of a man and flies in a straight line. If it hits, the opponent will be severely burned and lose 5% of their maximum HP per post for the duration of the spell and also have their movement speed lowered by 70%
Name: Blood Dart
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia fires a blood coated dart that homes in on her opponent. Should they be struck by it, they will fall unconscious for a post due to poisoning. OOC permission required to be used on players and player owned NPC's. The immobility can only occur once every other post on the same target.
Name: Medea’s Wrath
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Burst
Damage: 150HP
Range: 100M
Speed: 200M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia creates a whirlwind of flame that envelops an area after five seconds, severely burning all targets in range and burning them for an additional 5% of their maximum HP in burn damage for the duration of the spell.
Name: Flaming Fist
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 400M
Speed: 400M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile. If her target is struck, they lose 5% of their maximum HP due to burn damage.
Name: Fire Shield
Rank: S
MP Cost: 60MP
Category: Defensive
Type: Single Target
Durability: 360HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia creates a shield of flame that can either protect her or an ally from harm. While shielded, the target restored 5% of their maximum HP and MP per turn.
- H Rank Spell:
- Name: Blood Of War
Rank: H
MP Cost: 70MP
Category: Supportive
Type: Single Target
Healing: 140HP
Range: 600M
Speed: 500M/S
Duration: 20
Description: Medeia pricks her finger, causing the blood that spews from it to travel towards an ally and empower them with it. While this spell is in effect, the ally receives a 75% boost to their spell damage and will restore 5% of their HP and MP per post for the duration of the spell.
- Advanced Spells:
- Name: Denizen Of The Blood Realm
Rank: H+
MP Cost: 105MP
Category: Supportive, Defensive
Type: Single Target
Healing: 210HP
Durability: 420HP
Range: 800M
Speed: 800M/S
Duration: 25
Description: Medeia starts to chant in an old language, causing a denizen of blood to appear and infuse themselves with either herself or an ally of her choice. For as long as this spell is in effect, the target receives a 115% boost to their magical damage, the ability to negate a spell up to H+ rank as long as they pay the equivalent MP for the spell negated, as well as 5% MP recovery per post. They are also shielded for 2 H+ damage. The negation effect can only occur once per post and is limited to Advanced H-Rank Burst Range and Speed.
Name: Blood's Release
Rank: S+
MP Cost: 90MP
Category: Defensive
Type: Single Target
Durability: 540HP
Range: Self
Speed: Self
Duration: 12
Description: Medeia releases an enormous amount of blood that covers her from head to toe, creating an aura of protection around her. For the duration of the spell, she is granted a 105% boost to her magical damage, and restores 5% of her maximum HP and MP per post for the duration of the spell.
Name: Blade Of The Betrayed
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia channels her hatred and from it creates a flaming blade, dripping with blood and combining all three of her slayer elements together. While wielding this, her spell damage is increased by 100%. Any target struck by it will be drained for 5% of their maximum HP and be consumed by hatred for a single post, making them unable to attack. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. The max amount of targets that this spell can strike is 9.
Name: Blood Clones
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia creates a group of blood clones that will charge towards the closest enemies, homing in on them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 5% of their maximum HP and MP. The max amount of targets that this spell can strike is 9.
Name: Flaming Javelin
Rank: B+
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% damage.
Description: Medeia forms an javelin of fire which she then throws at her opponent which travels in a straight line. If it hits a target, it will explode, stunning her foe for a post. The immobility can only occur once every other post on the same target.
Name: Blood Shower
Rank: B+
MP Cost: 60MP
Category: Supportive
Type: Single Target
Healing: 120HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% buff.
Description: Medeia directs her hand towards either herself or her target, causing a shimmering stream of blood to surround them. While this spell is active, they will have their healing effectiveness boosted by 112%
- Signature Spells:
- Name: Medea's Boost
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell range by 60%
Name: Medea's Boost II
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 60%
Name: Medea's Boost III
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases HP by 60%
- Fusion Spells:
- Name: Blood Clones Of The Betrayed (Combines Blade Of The Betrayed and Blood Clones)
Rank: H
MP Cost: 150MP
Category: Offensive
Type: Multi Target
Damage: 226HP
Range: 676M
Speed: 500M/S
Duration: 18
Description: Medeia creates a group of blade of the betrayed wielding blood clones that will charge towards the closest enemies, homing in on them and attempting to attack them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 10% of their maximum HP and 5% of their maximum MP. They will also be consumed by hatred for a single post, making them unable to attack and Medeia's spell damage will increase by 100%. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. The max amount of targets that this spell can strike is 18.
Name: Flaming Fist Of Revenge (Flaming Fist and Medea's Revenge)
Rank: H
MP Cost: 120MP
Category: Offensive
Type: Single Target
Damage: 270HP
Range: 800M
Speed: 800M/S
Duration: 20
Downside: Sacrificing one effect for 25% damage. (This comes from Flaming Fist)
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile, which will either leave a man sharped mark or become man shaped if cast as a projectile. If her target is struck, they lose 10% of their maximum HP due to burn damage and have their movement speed lowered by 70% for the duration of the spell.
Name: Medea's Boiling Esctasy (Boling Point and Medea's Ecstasy)
Rank: S
MP Cost: 100MP
Category: Offensive
Type: Burst
Damage: 200HP
Range: 150M
Speed: 300M/S
Duration: 14
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and contaminating them with both poison and rage, causing all opponents hit to have their healing effectiveness reduced by 65%. They will also be drained of 5% of their maximum HP per post during that time. All foes who are covered by this will also will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. The drain, buff and debuff last for the full duration of the spell and the rage effect requires OOC permission to be used on players and played owned NPC’s.
SlayerMathis- - - - - - -
Lineage : Bladesmaster
Position : None
Posts : 402
Guild : Meliora Vitae
Cosmic Coins : 300
Dungeon Tokens : 0
Experience : 658,820
Character Sheet
First Skill: Blade Summoning
Second Skill:
Third Skill:
- Post n°32
Re: Medea's Fury God Slayer
- Magic:
- Medeia wrote:Magic
Magic Name: Medea's Fury God Slayer
Magic Type: God Slayer - Magic Change - Lacrima Traded Here
Description: Medea's Fury is a form of god slayer where Medeia is able to utilise the elements of blood, anger and fire in order to eliminate her foes. It is a rather balanced magic and is split fairly well between offensive, defensive and supportive abilities. Poison and burns are common place when being struck by spells of this type and those who must face these in combat will be in for a rather painful time. The magic itself was granted to Medeia by use of a lacrima, as was her first, spawned by a betrayed woman who had desired venture against those who had betrayed her. A rather fitting story for Medeia and one that she knows all too well.- Slayer Benefits:
Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.
+50% passive increase to Strength, Speed, and Spell Damage.
Greatly enhanced senses of Hearing, Sight, and Smell.
Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
Inherent Damage Resistance to their slayer element based on the rank of spell/ability as follows:
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 the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.
Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally-occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.
Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.
God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally-occurring opposite versions of their element, they lose 10% of their maximum HP.
Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.
Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.
Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).
Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left.
Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
During force spells cost no MP to cast.
To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
- Lineage:
- Lineage Name: Blessing Of The Fallen Angel
Wielder: Medeia
Purchase Proof: Here
Description:
It had been centuries, perhaps millennia, since the once holy angel Priya had been locked away inside that magical prison, doomed to live out her days in an eternal darkness, buried underneath the sands of Desierto for eternity. Cast out from the heavens due to her lustful and perverse ways, which were considered to be ungodly traits and what better way to punish her then by locking away from any human contact at all? They left her there, to rot away inside that cell, bound to a chair by magical shackles, unable to move, unable to speak and unable to die. It would seem that this was to be her destiny, however, fate or perhaps something more had a different plan in mind.
Her story had become a myth in the eyes of the mortals and there were many that sought to find and free her from her prison, whether it be for money, fame or simply in the small hope that they would earn a favour from her. It was a foolish notion in truth and many were either driven insane or died during their attempts, either by the sheer heat of the desert or by the traps that the gods had set in order to keep any intruders out. They had been careful with their planning and were more than ready to deal with interlopers. The prison remained untouched and yet the myth continued to encourage those who heard it to try, despite the difficulty.
It was only when a large group of explorers, led by a raven haired woman, set out to find her prison that the angel was finally granted her freedom. Medeia, cunning and always in control, commanded her explorers with enough force and strength of will, that they were able to fight off the madness and finally reach the hidden prison. Yes, the casualties were high and many were lost as they dug through the almost endless mounds of sand but Medeia was relentless and continued to push them on, until they finally came across the magical structure.
Stepping forward, Medeia would unleash a powerful torrent of sand, which would blast a hole through the door of the prison and without a word, she entered the cell...
What happened after that was something that only the witch knows but she was never the same again. When she exited the cell, the mage would unleash pure and unadulterated hell upon her workers, before growing an enormous pair of wings and flying off in to the distance, without looking back.
Combat Abilities:
• Speed Of Priya: Increases Medeia's spell speed by 120% - 2 Effects
• Range Of Priya: Increases Medeia's spell range by 120% - 2 Effects
• Wrath Of Priya: Increases Medeia's magical damage by 120% - 2 Effects
• Rejuvenation Of Priya: Increases Medeia's healing effectiveness and spell durability by 60% - 2 Effects
• Lifeblood Of Priya: Increases Medeia's maximum HP by 60% - 1 Effect
• Lust For Gold - Increases the amount of jewels that Medeia receives for completed jobs by 100% - 1 Effect
Plot Abilities:
• Flight: Medeia is able to create a pair of purple wings which grant her flight at any time.
• Master Of Speech: Due to her years of travel and and gift with words, Medeia is able to understand and speak any language after hearing just a few syllables. This also allows her to be incredibly skilled at charming those that she speaks to in to doing what she wishes.
• Immortality: Due to her divine heritage, Medeia neither ages nor can she be killed.
- Ascendant Abilities:
- Gold Rush:
- Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Blood Of A Witch:
- Name: Blood of a Witch
Description: A witches' power isn’t measured by the same strength that a man's power is. Witches tend to have immense magical power coursing through their veins and in their magical essence. If left unchecked, the power witches possess can have the ability to bring people to their knees before them. This power that they have is also why they tend to be feared by many, and kept by kings sides if they wished to follow one, especially during times of war.
Ability: Those with the blood of a witch within their veins are able to exert better control over their magic. To prove that they have the skill to have better control of their magic, spells can be cast for less MP and are stronger than they traditionally are. The user gains a 25% buff to MP cost reduction for their spells and a 50% buff to spell damage.
Usage Passive.
- Feline Sense:
- Name: Feline Sense
Description: A long time ago, on an island not yet discovered by the world, there lived a race called the Neko; half man - half feline. ( an ancestor of the modern Neko ) When explorers discovered their island, they slaughtered the Neko for their treasures and fur. However, the Neko carried a special virus that was passed onto the explorers, who then took it back to the mainland. The virus infected their blood and DNA, and grew as it was passed down from generation to generation.
When the virus reaches its final stage it nests itself in the human brain. At random it would become active and partially transform and mutate the body of its host. The ears would grow hair and become pointed, the nails and teeth would get a bit sharper, the nose would grow long hairs and change shape, and the eyes would become cat eyes. The host's senses would become feline senses until the virus would become passive again. With enough practice, the host could stimulate and control the virus to become passive and active at will by controlling their emotions.
Ability: Heightened speed(25%), hearing, and other senses. User becomes very agile. Can assume the form of a cat or a hybrid of various stages between Human ---> Cat.
Usage: Passive.
Unique Abilities:- Ability: Medea's Defence: Increases spell durability by 60% and spell range by 60%
- Ability: Purity Of Blood: Increases healing effectiveness by 60% and spell speed by 60%
- Ability: Medea's Sustenance: Increases MP by 60% and HP by 60%
Spells:- A Rank Spells:
- Name: Boiling Point
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia taps into her own emotions and drags them to the surface, causing her anger to burst from her and affect those around her, taking the form of a literal red mist. All foes who are covered by this and contaminated will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. Both effects last for the duration of the spell. OOC permission required to be used on players and played owned NPC’s.
Name: Medea’s Ecstasy
Rank: A
MP Cost: Offensive
Category: 50MP
Type: Burst
Damage: 100HP
Range: 75M
Speed: 150M/S
Duration: 7
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and causing all opponents hit to have their healing effectiveness reduced by 65% for the duration of the spell. They will also be drained of 5% of their maximum HP per post during that time.
Name: Blood Wave
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Multi Target
Damage: 75HP
Range: 225M
Speed: 165M/S
Duration: 7
Description: Medeia unleashes a tidal wave of blood that travels forwards in a line. All targets that are hit by this spell will be poisoned, losing 5% of their maximum HP per post, as well as having their spell and physical damage lowered by 30% each. Both effects last for the duration of the spell. This can hit up to seven targets max.
Name: Medea’s Rage
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 250HP (50HP Per Post)
Range: 300M
Speed: 300M/S
Duration: 5
Description: Medeia inhales a large amount of blood before releasing it in a powerful blast towards her opponent but rather than simply blast its target away with pure force, it will instead seep into the victim and infect them. The target will also have their spell durability lowered by 65% for the duration of the spell.
Name: Fireball
Rank: A
MP Cost: 50MP
Category: Offensive
Type: Single Target
Damage: 100HP
Range: 300M
Speed: 300M/S
Duration: 7
Description: Medeia starts to move around as though she’s doing keepy uppies, causing a ball shaped sphere to appear, which she then punts towards her foe. If the target is struck, they will be stunned for a post and lose 5% of their maximum HP due to being burned. The target can’t be stunned twice in a row by this spell.
Name: Medea's Boost IV
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases healing effectiveness by 55%
Name: Medea's Boost V
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases spell durability by 55%
Name: Medea's Boost VI
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases HP by 55%
Name: Medea's Boost VII
Rank: A
Category: Auxiliary
Type: Passive
Description: Increases MP by 55%
- S Rank Spells:
- Name: Blood Bat
Rank: S
MP Cost: 60MP
Category: Offensive, Supportive
Type: Single Target
Damage/Healing: 60HP,60HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia unleashes a stream of blood from her hand which takes on the form of a bat and flies towards the target, homing on in them. If the bat should make contact, it will bite the foe and restore some of Medeia's HP.
Name: Medea’s Revenge
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia releases a powerful flume of flame that takes the shape of a man and flies in a straight line. If it hits, the opponent will be severely burned and lose 5% of their maximum HP per post for the duration of the spell and also have their movement speed lowered by 70%
Name: Blood Dart
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 120HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia fires a blood coated dart that homes in on her opponent. Should they be struck by it, they will fall unconscious for a post due to poisoning. OOC permission required to be used on players and player owned NPC's. The immobility can only occur once every other post on the same target.
Name: Medea’s Wrath
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Burst
Damage: 150HP
Range: 100M
Speed: 200M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia creates a whirlwind of flame that envelops an area after five seconds, severely burning all targets in range and burning them for an additional 5% of their maximum HP in burn damage for the duration of the spell.
Name: Flaming Fist
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 400M
Speed: 400M/S
Duration: 10
Downside: Sacrificing one effect for 25% damage.
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile. If her target is struck, they lose 5% of their maximum HP due to burn damage.
Name: Fire Shield
Rank: S
MP Cost: 60MP
Category: Defensive
Type: Single Target
Durability: 360HP
Range: 400M
Speed: 400M/S
Duration: 10
Description: Medeia creates a shield of flame that can either protect her or an ally from harm. While shielded, the target restored 5% of their maximum HP and MP per turn.
- H Rank Spell:
- Name: Blood Of War
Rank: H
MP Cost: 70MP
Category: Supportive
Type: Single Target
Healing: 140HP
Range: 600M
Speed: 500M/S
Duration: 20
Description: Medeia pricks her finger, causing the blood that spews from it to travel towards an ally and empower them with it. While this spell is in effect, the ally receives a 75% boost to their spell damage and will restore 5% of their HP and MP per post for the duration of the spell.
- Advanced Spells:
- Name: Denizen Of The Blood Realm
Rank: H+
MP Cost: 105MP
Category: Supportive, Defensive
Type: Single Target
Healing: 210HP
Durability: 420HP
Range: 800M
Speed: 800M/S
Duration: 25
Description: Medeia starts to chant in an old language, causing a denizen of blood to appear and infuse themselves with either herself or an ally of her choice. For as long as this spell is in effect, the target receives a 115% boost to their magical damage, the ability to negate a spell up to H+ rank as long as they pay the equivalent MP for the spell negated, as well as 5% MP recovery per post. They are also shielded for 2 H+ damage. The negation effect can only occur once per post and is limited to Advanced H-Rank Burst Range and Speed.
Name: Blood's Release
Rank: S+
MP Cost: 90MP
Category: Defensive
Type: Single Target
Durability: 540HP
Range: Self
Speed: Self
Duration: 12
Description: Medeia releases an enormous amount of blood that covers her from head to toe, creating an aura of protection around her. For the duration of the spell, she is granted a 105% boost to her magical damage, and restores 5% of her maximum HP and MP per post for the duration of the spell.
Name: Blade Of The Betrayed
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia channels her hatred and from it creates a flaming blade, dripping with blood and combining all three of her slayer elements together. While wielding this, her spell damage is increased by 100%. Any target struck by it will be drained for 5% of their maximum HP and be consumed by hatred for a single post, making them unable to attack. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. The max amount of targets that this spell can strike is 9.
Name: Blood Clones
Rank: A+
MP Cost: 75MP
Category: Offensive
Type: Multi Target
Damage: 113HP
Range: 338M
Speed: 250M/S
Duration: 9
Description: Medeia creates a group of blood clones that will charge towards the closest enemies, homing in on them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 5% of their maximum HP and MP. The max amount of targets that this spell can strike is 9.
Name: Flaming Javelin
Rank: B+
MP Cost: 60MP
Category: Offensive
Type: Single Target
Damage: 150HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% damage.
Description: Medeia forms an javelin of fire which she then throws at her opponent which travels in a straight line. If it hits a target, it will explode, stunning her foe for a post. The immobility can only occur once every other post on the same target.
Name: Blood Shower
Rank: B+
MP Cost: 60MP
Category: Supportive
Type: Single Target
Healing: 120HP
Range: 300M
Speed: 300M/S
Duration: 8
Downside: Sacrificing one effect for 25% buff.
Description: Medeia directs her hand towards either herself or her target, causing a shimmering stream of blood to surround them. While this spell is active, they will have their healing effectiveness boosted by 112%
- Signature Spells:
- Name: Medea's Boost
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell range by 60%
Name: Medea's Boost II
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases spell speed by 60%
Name: Medea's Boost III
Rank: S
Category: Auxiliary
Type: Passive
Description: Increases HP by 60%
- Fusion Spells:
- Name: Blood Clones Of The Betrayed (Combines Blade Of The Betrayed and Blood Clones)
Rank: H
MP Cost: 150MP
Category: Offensive
Type: Multi Target
Damage: 226HP
Range: 676M
Speed: 500M/S
Duration: 18
Description: Medeia creates a group of blade of the betrayed wielding blood clones that will charge towards the closest enemies, homing in on them and attempting to attack them. When the clones get close enough or reach the end of their range, they will explode, poisoning their victims and draining them for 10% of their maximum HP and 5% of their maximum MP. They will also be consumed by hatred for a single post, making them unable to attack and Medeia's spell damage will increase by 100%. All effects last for the duration of the spell but the hatred effect requires OOC permission to be used on players and player owned NPC’s and can only occur once every other post. The immobilization effect also requires the target to be restruck after a 1 post cooldown. The max amount of targets that this spell can strike is 18.
Name: Flaming Fist Of Revenge (Flaming Fist and Medea's Revenge)
Rank: H
MP Cost: 120MP
Category: Offensive
Type: Single Target
Damage: 270HP
Range: 800M
Speed: 800M/S
Duration: 20
Downside: Sacrificing one effect for 25% damage. (This comes from Flaming Fist)
Description: Medeia surrounds her fist with flames and delivers a powerful punch or if her target is further away a fist shaped projectile, which will either leave a man sharped mark or become man shaped if cast as a projectile. If her target is struck, they lose 10% of their maximum HP due to burn damage and have their movement speed lowered by 70% for the duration of the spell.
Name: Medea's Boiling Esctasy (Boling Point and Medea's Ecstasy)
Rank: S
MP Cost: 100MP
Category: Offensive
Type: Burst
Damage: 200HP
Range: 150M
Speed: 300M/S
Duration: 14
Description: Medeia claps her hands and a burst of blood erupts from the ground around her, drenching all enemies in the lovely liquid and contaminating them with both poison and rage, causing all opponents hit to have their healing effectiveness reduced by 65%. They will also be drained of 5% of their maximum HP per post during that time. All foes who are covered by this will also will become overcome by rage and attack each other every other post while Medeia gains a 65% movement speed boost. The drain, buff and debuff last for the full duration of the spell and the rage effect requires OOC permission to be used on players and played owned NPC’s.