Magic - Warrior of Helios (Light Demon Slayer)
Magic Name: Warrior of Helios Magic Type: Solitary - Ascendant Demon Slayer Element/Aspect: Light/Sun/Heaven | Description: Empowered by Helios' teachings, Arthur has ascended with his control and adaptation to the heavens as an element to be wielded. Arthur is able to wield the divine light of the sun and all creation at will, or consume it to replenish his MP alongside his appetite. While able to consume light of all colors, sunlight is Arthur's favourite as it represents both his devotion to Helios alongside having every spectrum of light combined into one. When Arthur wields this light of creation, it has a radiant golden hue and usually casts godrays or flares onto the scenery illuminating it in the process. |
Slayer Benefits:
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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.
First and Second Generation Force: A Slayer must consume at least 5 spells of their rank and respective element in MP to activate First or Second Generation Slayer Force (Max. H rank), but must have at least 50% of their total MP to be able to do so.
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 Slayer force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Slayer Force is active. Once the user of force hits 0 MP or once they choose to cancel it Slayer Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.
Unique Abilities:
- Ability 1: Lightborn - With the celestial energy pumping through his veins, Arthur receives a 50% MP cost reduction and a 5% HP regeneration per post.
- Ability 2: Celestial Blessing - Blessed by the light of creation, Arthur receives a 60% Increase to Spell Damage and a 5% HP regeneration per post.
- Ability 3: Solar Aura - Arthur receives an increase of 60% to spell durability. Arthur receives a 5% HP Regeneration per post.
Spells: 10/17
Signature Spells: (4/4)
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Passives
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Name: Daybreak
Rank: H+
MP Cost: 105
Category: Auxiliary
Type: Area of Effect
Range: 600m
Speed: 500m/s
Duration: 25Posts
Description:
The god of the sun and day- Helios- is called forth from the stars and presents himself upon the horizon as day breaks over the area of effect illuminating the spell's range in broad daylight. Enemies caught within the sun's immolating glare find themselves receiving a 115% Spell Healing debuff as their soul is cauterized by the oppressive light. With the sun's lingering potency, enemies caught in its path receive a 5% drain effect to both MP and HP. With the sun's burning brilliance, enemies caught in the area are blinded for one post following a blind lockout of one post. With the sun's soul-rendering brilliance, starting on the second post after being cast, enemies caught in the area are stunned for one post following a stun lockout of one post. In order for these effects to apply in the first place, they must be hit by the AoE spell or be within its area of effect, which moves for 600m at 500m/s from the casting point of origin. Once day breaks in an area, it will remain stationary for the twenty-five post duration. 5/5 Effects
Plot Ability: Shining with the brightest day, pure or mixed dark elemental spells cannot be cast and undead/demons cannot be summoned within the range (OOC Permission required).I bring a dawn that no night can follow.
Name: Divine Forge
Rank: H
MP Cost: 70MP
Category: Offensive
Type: Burst
Damage: 140HP
Range: 300m
Speed: 150m/s
Duration: 20 Posts
Description:
Arthur harnesses the light of the Helios' first creation- the big bang- in his body while he is cast in a golden pulsing aura. Suddenly, Arthur releases all of this energy in a large explosion that affects all hostile enemies within his range. With the god's protection, Arthur has the choice as to whether or not he wishes to destroy his environment with this spell. Otherwise, this spell will completely obliterate all structures and terrain within its area, leaving a smoldering crater of destruction in its wake. With the sun's burning brilliance, enemies caught in the area are blinded for one post following a blind lockout of one post. Enemies caught within the light's immolating glare find themselves receiving a 75% Spell Healing debuff as their soul is cauterized by the oppressive light. Those caught by the explosion receive a 5%HP Drain per post from the magic's potent burn.
In the beginning, there was nothing.
S-Rank Spells: (6/6) (1/1)
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Name: Smite
Rank: S+
MP Cost: 90MP
Category: Offensive
Type: Single-Target
Damage: 270HP
Range: 300m
Speed: 300m/s
Duration: 12
Downside: -50% Spell Speed and range for +50% Spell Damage
Description:
Arthur gathers a simple but effective concentration of holy magic in his hand or along his blade before sending it out in a brilliant ball. This spell explodes upon contact, but can only damage one target. Targets of this spell are blinded for one post upon contact alongside receiving a 105% debuff to spell healing. This spell has a homing effect, but can only track targets within the spell range and only up to a distance equal to the max spell range and will not follow them out of it.The day will smile the night's abominations.
Name: Rapture
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Multi-Target
Damage: 90
Range: 300m
Speed: 225m/s
Duration: 10
Description:
Arthur calls down heaven's light into flaming comets that strike up to ten targets within his range. While this spell is active, golden magic circles spin and appear under clouds or upon the sky above the heads of its targets. Targets of this spell are blinded for one post upon contact after which a post of blind lockout occurs. Targets of this spell suffer a 70% Spell Healing debuff.All things come to an end.
Name: Judgement
Rank: S
MP Cost: 60MP
Category: Offensive
Type: Area of Effect
Damage: 90HP
Range: 100m
Speed: 50m/s
Duration: 10
Downside: -50% Spell Range and Speed for 50% Spell Damage
Description:
Gathering light in his hands, Arthur sends forth a single beam of golden light in a straight path towards a target. Upon contact, it will divide into two and target two other targets etc until no more valid targets remain. Each 'shockwave' can only attack a single target one time per post, and only for targets within the range applying from the original cast. This division application is only aeshetic in nature and this attack functions like an AoE shockwave originating from the caster. Creatures hit by Judgement are left with a circular burn mark and describe the pain as searing. Targets of this spell are blinded for one post upon contact after which a post of blind lockout occurs. Targets of this spell suffer a 70% Spell Healing debuff.Feel my judgement pass between you.
Name: Angel Ray
Rank: S
MP Cost: 60
Category: Offensive
Type: Single Target
Damage: 90HP
Range: 200
Speed: 200m/s
Duration: 10 Post
Downside: -50% Spell Range and Speed for 50% Spell Damage
Description:
Gathering the light in his hands or weapon, Arthur creates a golden beam of light that pierces an enemies defenses to harm them at their core. Targets of this spell are blinded for one post upon contact after which a post of blind lockout occurs.My light can pierce the night, it can pierce you.
Name: Reconciliation
Rank: S
MP Cost: 60
Category: Offensive
Type: Singe Target
Damage: 450 45HP/Post(Total)
Range: 200m
Speed: 200m/s
Duration: 10
Downside: -50% Spell Range and Speed for 50% Spell Damage
Description:
Arthur focuses his magic in his blade or his hands before sending it out to strike an opponent. Marked by the heavens, they gain a marking of angel wings floating above their head for the duration of this spell. Targets with this marking are struck by a beam of light from the sky every post for 45HP lasting ten posts, totally 450HP damage done. Those affected by this mark suffer a 70% debuff to Spell Healing. Once the spell is recast, the previous iteration of the spell is automatically canceled and both damage and debuff end.You cannot hide from the light.
Name: Hallowed Ground
Rank: S
MP Cost: 60
Category: Offensive - Supportive
Type: Area of Effect
Damage: 45HP
Healing: 30HP
Range: 100m
Speed: 50m/s
Duration: 10
Downside: -50% Spell Range and Speed for 50% Spell Damage
Description:
Arthur blesses the area in order to create a safe zone for his enemies. In this area, the terrain takes on a golden hue while brilliant sparkles rise up from the ground. A white circle of energy rings the barrier of this Area of Effect. While in the safe zone, allies are healed for 30HP while enemies take 45HP for each post inside of the stationary Area of Effect. Enemies inside the stationary area of effect receive a 70% debuff to Spell Healing.You do not know where you tread.
Name: Righteous Shock
Rank: S
MP Cost: 60
Category: Auxiliary
Type: Area of Effect
Range: 200m
Speed: 100m/s
Duration: 10 Posts
Description:
Arthur creates a field of faint white light around him. This light is penetrative in nature, piercing into the soul of any targets that enter into its area of effect. Enemies in this field are stunned for one post followed by a post of stun lockout. If they are still in the field for the post after that, the status effect repeats. Targets in the field receive a 70% debuff to spell damage and a 5% MP Drain per post.Silence for your gods and I hope they'll listen to your prayers.
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Name: Rendering Light
Rank: A+
MP Cost: 75
Category: Auxiliary
Type: Multi-Target
Range: 338m
Speed: 250m/s
Duration: 9 Posts
Description:
Arthur gathers the light of creation in his hand and douses up to seven targets in its drenching brilliance. Targets affected by this spell have a 50% reduction in both physical and magical damage resistance. Targets of this spell are blinded for one post upon contact after which a post of blind lockout occurs. Those affected by this spell receive a 5%HP drain per post.Step into the light and perish.
B-Rank Spells: (2/2 Passives)
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Name: Blessing of Triumph (Signature) (LOCKED UNTIL H-RANK)
Rank: S
Category: Auxillary
Type: Passive
Description:
With a god's magic intertwined within his body, Arthur receives a 60% increase to HP.
Name: Blessing of Vigor (Signature)
Rank: S
Category: Auxillary
Type: Passive
Description:
With the light of dawn intertwined within his spirit, Arthur receives a 60% increase to HP. This spell slot is unlocked through the Spirit Walker lineage.
Name: Blessing of Dawn (Signature)
Rank: S
Category: Auxillary
Type: Passive
Description:
With the light of dawn intertwined within his spirit, Arthur receives a 60% increase to Spell Damage.
Name: Blessing of Vigor II(Signature)
Rank: S
Category: Auxillary
Type: Passive
Description:
With the light of dawn intertwined within his spirit, Arthur receives a 60% increase to HP.
Name: Blessing of Vigor III
Rank: A
Category: Auxillary
Type: Passive
Description:
With the light of dawn intertwined within his spirit, Arthur receives a 55% increase to HP.
Name: Blessing of Vigor IV
Rank: A
Category: Auxillary
Type: Passive
Description:
With the light of dawn intertwined within his spirit, Arthur receives a 55% increase to HP.
Name: Blessing of Resistance
Rank: B
Category: Auxillary
Type: Passive
Description:
Blessed with the celestial presence of a god, Arthur's body is hardened and resistant to all opposing forces. With this passive, Arthur is granted a 50% resistance to physical damage.
Name: Blessing of Willpower
Rank: B
Category: Auxillary
Type: Passive
Description:
Blessed with the celestial presence of a god, Arthur's spirit and mind are hardened and resistance to all opposing forces. With this passive, Arthur is granted a 50% resistance to magical damage.
Sources:
- GOD VIP - Demon/God Slayer Lacrima -200CC
- 2x Spell Slots -80,000 Jewels
Last edited by Arthur Harrington on 26th November 2020, 8:40 am; edited 33 times in total