Winter God Slayer
Proof of Approval for Glacier God Slayer
Magic Name: Winter God Slayer Magic (Glacier God Slayer)
Magic Type: Slayer
Description: Winter God Slayer magic is technically ice magic, but which has been infused and tainted by the sphere of Death, this unholy union of magics resulting in a corrupted form of ice called nether rime. This, as a result, taints the color of ice generated by this magic, which should be colorless, to dark purple. If death is believed to be cold, then this is the ice that causes it. As it is certainly not normal ice, it is much colder than natural ice, and those who have come in contact with it often mention this inexplicable unsettling feeling they experience. Nether rime does not melt, although it sublimes, so it never leaves puddles of water in its wake. Being corrupted magic, the Winter God Slayer magic is very dangerous, as it insidiously but surely corrupts the user as well, leaning their alignment towards darkness.
As Mistress of this form of magic, Beira can use the nether rime to create constructs, debuff enemies, reduce ambient temperature, change weather, and freeze things. The power of this magic is so terrible that nether rime is known to freeze more than just objects on the physical plane. It can freeze energy, and even to a limited degree, concepts.
- God Slayer Perks:
• +25% Strength, Speed, HP.
• Greatly enhanced Hearing, Sight, and Smell.
• Ability to Consume Magic of same element for MP as well as the Force Ability (See below)
• Resistance to their slayer element based on strength of spell/ability as follows:
o 2 Ranks Above Character: 0%
o 1 Rank Above Character: 10%
o Same Rank as Character: 25%
o 1 Rank below Character: 35%
o 2 Ranks below character: 50%
•
Magic Consumption: Slayers can consume their own element(s) and this allows them to recover magic power. If a spell has 20MP within it and they eat it, the slayer gains 20MP, etc. If the magic is any higher than they are they consume MP equal to a quarter of a spell of their own rank, but they take full damage from the spell. Resistances do not affect this damage taken in any way.
o Naturally Occurring Elements: Naturally occurring sources of the element can only restore MP equal to a quarter spell of the users rank per post when eaten, no matter how much of it you eat.
o Additional notes: Slayers cannot consume their own spells whether this is from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.
• God Slayers: God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God/Demon counterpart. The color of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
o Advantages: The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Winter God Slayer uses a dark form of ice that is beyond a Dragon Slayer's ability to consume. God Slayer deals double damage towards Holy, God, and Angel type non-human beings.
o Disadvantages: Unable to consume Demon Slayer magic.
- Lineage:
- LINEAGEName: Necromancer's Passion
NECROMANCER'S PASSION
Description: Long ago in days where magic was still considered as tools of Lord of the underworld, mages practised in secret with their black arts in order to gain further knowledge and power. However, there was one thing that mages could not yet do; bring the dead back to life. However, a powerful mage decided to give a go at this forbidden art of tampering with the dead. Consumed by power, his determination rotted his soul to become black as the sin he committed. Finally, after many failed attempts, the mage brought the dead back to life. However, now lost within his magic, he kept the corpses soulless, and bound them under his power; becoming the first Necromancer. This art of highly corrupt black magic has been passed down throughout history to those who desired the power to defy the Gods and conjure up a legion under his command. Now those of this era who enjoy gaining power to defy the Gods, inherit the First's corruption, and love for the black arts of resurrection.
While Beira has no ties to the first Necromancer, her affinity with the plane of Death, the same cause of her magic's corruption, grants her the ability of this lineage.- Ability:The caster gains 1 spell of each rank up to S as they rank up that creates undead creatures. Each spell rank has only 1 creature.
The lineage bearer is capable of communicating with the undead telepathically at any range. They are always mindless without the lineage bearer's will imposed on them, akin to machines. - Usage: The spells need to be made and reviewed like any other spells. They have durations and cooldowns the same as any other spells and can only have 1 summoned undead in each spell. The capabilities of these undead summons are up to the user. The spells are made in addition to the spells in their magic already.
- Crypt Scarab:
Name: Crypt Scarab
Rank: D
Type: Auxiliary Summon
Summon Melee Damage: N/A
Summon HP: 50 HP
Range: 15 meters
Speed: 15 m/s
Duration: 3 posts
Description: Beira holds out her hand, places it upon a surface, or merely focuses, if she doesn't want to be dramatic. From the surface, or thin air, black smoke seems to materialize and form a small beetle, about 1cm in length and black in color, with its body broken in various places, and scary-looking mandibles. From the cracks on its body, a strange, pale green light faintly emanates. This is a crypt scarab, a beetle unfortunate enough to have come across dark energy in the corpse of a necromantic experiment, turning it undead and heightening its senses exponentially. Despite its scary look, it is actually quite harmless.
Abilities:- Mortal Espionage:
Name: Mortal Espionage
Rank: D
Category: Auxiliary
Type: Area of Effect
Damage: N/A
Range: 30 meters
Speed: 15 m/s
Duration: 3 posts
Downside: N/A
Description: The antennae of the crypt scarab are very sensitive, allowing it to pick the finest details of happenings in the environment. Whatever it senses is transmitted to Beira through the telepathic link between herself and the insect. It is very useful for long-range eavesdropping.
NOTE: To use the eavesdropping on Player Characters, their NPCs, and event NPCs, OOC permission is required.
- Undead Furtherance:
Name: Undead Furtherance
Rank: D
Category: Auxiliary
Type: Burst, Buff
Damage: N/A
Range: Self/45 meters (see description)
Speed: Self
Duration: 3 posts
Downside: N/A
Description: The crypt scarab, by focusing the necromantic energies that animate it, can double the range of its Mortal Espionage, increasing its range by 50% from 30 meters to 45.
- Faer Gorta:
Name: Faer Gorta
Rank: C
Type: Battle Summon
Summon Melee Damage: 12 HP
Requip/Summon HP: 100 HP
Range: 30 meters
Speed: 30 m/s
Duration: 5 posts
Downside: N/A
Description: From the ground, in range of Beira's spell, bones are summoned to construct the Faer Gorta, a humanoid skeletal figure standing six and a half feet tall. It initially looks like a skeleton, but closer observation reveals that its limbs are made up of several bones tied together, and it wears broken armor. A huge axe is wedged in its head, which bears two long bovine horns, and a sword sticks out of its chest. It can pull out these weapons to attack. The Faer Gorta is said to be a soldier who died of starvation, and whatever unholy powers reanimated the body have simulated the hunger, a hunger for life. The weapons sticking out of this monster, or its excess number of limb bones, haven't been explained though.
Abilities:- Unnatural Hunger:
Name: Unnatural Hunger
Rank: C
Category: Offensive
Type: AOE
Damage: 30 HP
Range: 60 meters
Speed: 30 m/s
Duration: Instant
Downside: N/A
Description: The Faer Gorta opens its mouth, and pale green mists flow out, blanketing a radius as far as the spell's range. Once this has happened, the Faer Gorta sucks the mist back into its mouth, and everyone Beira deems an enemy (or everyone within range, if Beira isn't in control of the Faer Gorta) takes damage, as part of their life force is drawn into the Faer Gorta, which sadly feels no nourishment.
- Critical Strike:
Name: Critical Strike
Rank: C
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 120 meters
Speed: 120 m/s
Duration: Instant
Downside: N/A
Description: The Faer Gorta flings its axe at a single foe, damaging the foe if the axe hits. Once the axe strikes its target, it returns to lodge in the Faer Gorta's head with dramatic force, though the Faer Gorta takes no damage from the returning axe.
- Pale Knight:
Name: Pale Knight
Rank: B
Type: Battle Summon
Summon Melee Damage: 19 HP
Summon HP: 150 HP
Range: 50 meters
Speed: 50 m/s
Duration: 6 posts
Description: Beira summons a knight in pale plate armor, on a skeletal horse. The knight is fully covered in plate mail, and even his helmet covers his head entirely, though it can be removed to reveal a skull which burns in pale green flame, said flame being only visible from the helmet's eyeholes, when the helmet is on. He normally wields a lance and a kite shield with a black dragon design on it, and has a sheathed sword worn on his belt, which he may draw to use in battle. It is said that this is the unfortunate form of a brave knight who fell together with his trusty horse in battle, and both have been reanimated to serve the will of their mistress. Should the Pale Knight dismount, the horse remains motionless until he mounts it again. The knight is capable of speech.
Abilities:- Splitting Headache:
Name: Splitting Headache
Rank: B
Category: Offensive
Type: Burst
Damage: 80 HP
Range: 50 meters
Speed: 50 m/s
Duration: Instant
Downside: N/A
Description: The Pale Knight takes off his helmet to reveal his flaming skull. He takes off his own skull, still burning, and throws it at an enemy with force. Wherever it hits, the skull explodes in pale fire that covers a burst range radius. It does not distinguish between friend or foe. After the explosion, the skull reforms on the knight's head, and he puts his helmet back on.
- Blackguard:
Name: Blackguard
Rank: B
Category: Defensive
Type: Burst
Durability: 3x B-Rank i.e. 240 HP
Range: 50 meters
Speed: 50 m/s
Duration: 6 posts
Downside: N/A
Description: From the black dragon emblazoned on the knight's kite shield, a similarly colored smoke pours forth, solidifying to create a black crystal dome around the knight and those he is commanded to protect. The crystal dome can be manipulated into other shapes at burst speed to shield others within burst-range.
- Winged Terror:
Name: Winged Terror
Rank: A
Type: Battle Summon
Summon Melee Damage: 28 HP
Summon HP: 200 HP
Range: 75 meters
Speed: 75 m/s
Duration: 7 posts
Description: A portal opens on the ground or in the air, from which proceeds a dracolich, a huge undead dragon, large enough to carry three adults comfortably on its back. Its body is covered in black scales, and it has two long horns on its head, as well as clawed feet, a pair of large wings and a mouth full of wicked teeth. Its eyes burn with pale green fire, and there is a large gash in its neck, its mortal wound before it was reanimated as a dracolich. It is capable of flight.
Abilities:- Night Wind:
Name: Night Wind
Rank: A
Category: Offensive
Type: Multiple Target
Damage: 75 HP
Range: 225 meters
Speed: 165 m/s
Duration: Instant
Downside: N/A
Description: The Winged Terror beats his massive wings, creating a series of dark-colored wind gusts which can be directed at multiple foes, damaging them and sending all but the sturdiest of foes flying.
- Bale Fire:
Name: Bale Fire
Rank: A
Category: Offensive, DoT
Type: Burst
Damage: 50 HP
Range: 75 meters
Speed: 75 m/s
Duration: 5 posts
Downside: N/A
Description: Every dragon usually has a breath attack, and though undead, the Winged Terror is no exception. It breathes a huge plume of pale green fire at its targets, said fire being hotter than normal fire, and its persistence being enough to keep burning for the length of 5 post cycles, dealing 50 HP damage per post. Bale fire acts like normal fire in that it will ignite flammable substances, but cannot be put out by conventional means, and can burn on even water.
- Tomb Lord:
Name: Tomb Lord
Rank: S
Type: Battle Summon
Summon Melee Damage: 35 HP
Summon HP: 250 HP
Range: 100 meters
Speed: 100 m/s
Duration: 10 posts
Description: From black shadows, a lord of necromantic energies is summoned to Beira's side. Though a master of undead power, the Tomb Lord is bound in service to the Goddess of Winter. It appears as a giant skeletal form, about 7 feet tall, in ornate flowing robes, and wielding a wizard's staff. As all necromantic summons, it becomes mindless if severed from its mistress' will, but while under her control, is intelligent enough to talk, exhibiting a great deal of pride towards everyone but its mistress.
Abilities:- Anguish of Souls:
Name: Anguish of Souls
Rank: S
Category: Offensive, Debuff
Type: Multiple Target
Damage: 90 HP
Range: 300 meters
Speed: 225 m/s
Duration: 10 posts
Downside: N/A
Description: From its skeletal hands, the Tomb Lord fires large flaming skulls, each one about a meter in length, and burning with pale green fire. The skulls chatter as they fly, a rather unsettling sound, and on striking a target, deal 90 HP damage, and weaken their constitution, thus debuffing the target's ability to deal physical damage by 70% for the spell's duration.
- Shield of the Underworld:
Name: Shield of the Underworld
Rank: S
Category: Defensive
Type: Burst
Durability: 360 HP
Range: 100 meters
Speed: 100 m/s
Duration: 10 posts
Downside: N/A
Description: The Tomb Lord summons a massive spectral skeleton, or at least part of it, from the waist up, sticking out of the ground. The skeleton summon is ethereal, but parts of it can turn corporeal in order to block any attacks within the range of the spell. While the skeleton shield can move, it cannot attack in any way, and only moves to defend allies within its range. Note that any attack on any part of the skeleton shield weakens the entire skeleton shield as a whole.
- Ability:The caster gains 1 spell of each rank up to S as they rank up that creates undead creatures. Each spell rank has only 1 creature.
- Unique Abilities:
- Aspect of Winter: Attuned to the elemental plane of cold makes Beira’s constitution like the unnatural ice she controls: hardy and extremely resistant to physical damage, despite the fact that her body still looks, and feels, deceptively soft. This confers on Beira a 50% reduction to physical damage.
Plot Mechanic:Beira CANNOT feel cold. Even when attacked by a cold spell, although she will take damage normally due to the offensive magic levelled against her, she will not feel the cold from the attack. The worst she can feel is cool. - Mistress of Nether Rime: Beira’s ice goes beyond just reducing the temperature of physical things. It can even freeze abstract things. Beira can temporarily ‘freeze’ gravity, allowing her to run on air. Her mastery over freezing things makes her impossible to be frozen or immobilized. Instead, every immobilization effect on her is halved, cutting her speed by 50%.
Plot Mechanic: Beira can only stand on air for one second, with this ability. She can run for extended periods in the air, though, as well as execute physics-defying maneuvers. - Ability: Inlocked at S-Rank
- Aspect of Winter: Attuned to the elemental plane of cold makes Beira’s constitution like the unnatural ice she controls: hardy and extremely resistant to physical damage, despite the fact that her body still looks, and feels, deceptively soft. This confers on Beira a 50% reduction to physical damage.
- Spells:
- B-Rank Spells:
Blessing of Nether Rime
Rank: B
Category: Auxiliary
Type: Passive
Description: Using nether rime has the effect of making the world seem slower to Beira, boosting her speed passively by 50%.
Heart of Winter
Rank: B
Category: Auxiliary
Type: Passive
Description: Beira’s attunement to the elemental plane of ice makes her spectacular at manipulating her magic, passively boosting her spell damage by 50%.
Winter God Breath
Rank: B
Category: Offensive
Type: Area of Effect
Damage: 40 HP (base damage)
Range: 100 meters
Speed: 50 m/s
Duration: 6 posts
Description: Beira exhales, releasing magically charged air from her mouth. Since it’s air, naturally, it is invisible, but its effect, which is reducing temperature in the area, causes mist to form. All enemies suffer B-rank AOE spell damage from this spell, temporary frostbite which drains 5% of HP per post cycle, and a debuff to speed by 60% due to the cold. Negative effects of frostbite and speed debuff last the duration of this spell. Allies will feel the cold, and may shiver, though Beira’s will prevents them from suffering the actual effects of the spell.
Winter God Shield
Rank: B
Category: Defensive
Type: Burst
Durability: 240 HP
Range: 50 meters
Speed: 50 m/s
Duration: 6 posts
Description: Beira stamps her foot, and a single huge wall made of ice rises from the ground, anywhere within the range of the spell. It is totally immobile, and takes three spells of its rank before dissipating. Any physical attack made against the wall will immobilize the attacker for one post, as they are frozen on the wall.
Winter God Spear
Rank: B
Category: Offensive
Type: Single Target
Damage: 80 HP (base damage)
Range: 200 meters
Speed: 200 m/s
Duration: 6 posts
Description: Beira forms a jagged spear made of nether rime in her hand, which she throws, or thrusts, at an opponent. Also, the target suffers a debuff of 50% to physical damage, due to the enfeebling power of the nether rime spear.
Winter God Horn
Rank: B
Category: Offensive
Type: Single Target/Piercing
Damage: 80 HP (base damage)
Range: 200 meters
Speed: 200 m/s
Duration: 6 posts
Description: Beira forms a gigantic, spinning, corkscrew-like pike of nether rime on her arm, which she uses to assail the defences of a foe. While the drill will cause full damage on striking a foe, it can bypass shields and armor, although it will only hit at half its normal damage.
Winter God Curse
Rank: B
Category: Offensive
Type: Multiple Target
Damage: 60 HP (base damage)
Range: 150 meters
Speed: 110 m/s
Duration: 6 posts
Description: Beira coats herself in an aura of nether rime, causing multiple-target damage to anyone she touches with the will to injure. She can fire out pointed shards of this aura to strike long-distance opponents. Targets struck are covered in ice and immobilized for one full post.
Plot Mechanic: Weaker characters (NPCs who are not Event NPCs, and not owned by player characters, unless express permission is given) can be frozen for up to 12 hours by this spell, although they will not die. However, should Beira focus enough vitriol when casting, these unremarkable NPCs trapped by this spell will be frozen to death, and it is said that they are transformed to nether rime, for when the ice dissipates, so do their bodies, without a trace.
Winter God Prism
Rank: B
Category: Defensive
Type: Anti-piercing, Burst
Durability: 80 HP
Range: 50 meters
Speed: 50 m/s
Duration: 6 posts
Description: Beira creates a prism of nether rime anywhere within the range of this spell. It is a weak shield, only capable of taking 80 HP damage, but it cannot be pierced by anti-piercing attacks.
Winter God Dominance
Rank: B
Category: Defensive
Type: Negation, Single Target
Durability: 240 HP
Range: Self
Speed: Self
Duration: 6 posts
Description: Beira coats herself in an aura of nether rime, which looks like a thin dark purple mist swirling about her, very close to her skin. If attacked with a spell, Beira can freeze it by touching it, negating the spell, provided it is B-ranked or lower, and she pays the original MP cost of the spell to negate it. After a while, the frozen spell sublimes into nothing, along with the nether rime that froze it. Only one spell can be negated per post by this spell. The aura of nether rime around Beira is strong enough to take three B-ranked attacks before dissipating.
- A-Rank Spells:
Coming soon
- S-Rank Spells:
Coming soon
- Advanced Spells:
Winter God Chaos
Rank: C+
Category: Offensive
Type: Burst
Damage: 90 HP (base damage)
Range: 75 meters
Speed: 75 m/s
Duration: 6 posts
Description: Beira creates a preternatural storm in the area, a blizzard of nether rime. Any foe caught within the storm is dealt 90 HP damage, and blinded for one post. They also get a 50% debuff to resistance to magic, for the duration of the spell. Allies in the storm will feel quite cold, but suffer no harm.
Winter God Bellow
Rank: B+
Category: Offensive
Type: Burst
Damage: 120 HP (base damage)
Range: 75 meters
Speed: 75 m/s
Duration: 8 posts
Description: After inhaling deeply, Venus exhales a very intense, horizontal vortex of nether rime, in any direction she chooses. Any target struck by this vortex will be blasted away, as they are dealt dark/ice-element damage. The effect of the vortex is strong enough to disorient a struck target, effectively debuffing their speed by 90% for 8 posts
Winter God Barrage
Rank: B+
Category: Offensive
Type: Multiple Target
Damage: 90 HP per hit (base damage)
Range: 225 meters
Speed: 165 m/s
Duration: 8 posts
Description: Beira creates a massive statue of any form she desires, from nether rime. Then it explodes into shards of dark ice, aimed at anyone Beira wishes to be harmed. She has to be merely aware of her target’s presence for them to be targeted. Every striking shard delivers 90 HP damage, as well as debuffing resistance to physical attacks by 50% for the spell’s duration.
- Signature Spells:
Lore of the Cryomancer
Rank: B
Category: Auxiliary
Type: Burst/Requip
Damage: N/A
Range: Self
Speed: Self
Duration: 6 posts
Description: This spell allows Beira to create items and weapons from ice. Her constructs can be very complex; for example, she can make a bicycle out of nether rime, but by itself, the bicycle is not animated. Her constructs follow requip rules for damage and damage reduction, and she can only make and handle one weapon or item at a time.
Plot Mechanic: Beira can use her ice to make mundane objects like spoons, keys, etc. These plot items last as long as she desires.
Last edited by Fraag on 23rd October 2019, 4:22 am; edited 7 times in total