Magic
(Traded jewels for it here: https://www.fairytail-rp.com/t41178p525-the-trading-hub#420031)
Name:
Narwhal Slayer
Type:
Demon Slayer
Item/Energy needed to reach Force:
Water, Ice, Bone
Slayer Can Control:
Water, Ice, Bone
Description & Appearance:
History:
Swimming in herds around Iceberg are some magnificent beasts called Narwhals. They adore the icy waters and are generally kind and gentle souls. However, when the situation calls for it, they wield their mighty tusk-horns and reign terror upon their enemies. Often called unicorns of the sea due to their interesting appearance and the marketability of their horns as mythical unicorn horns, the horned whales act like holy knights, protecting themselves and their waters fiercely and efficiently.
Someone admired these creatures so much that they managed to snatch one and use some sort of magic to collect all its magical power into its own dismembered tusk. Despite how cruelly this narwhal met its fate, the power contained in the twisted lacrima is fearsome indeed.
Hybrid Slayer Magic with this: https://www.fairytail-rp.com/t42749-mythos-demon-slayer-thost-s-magic#410850
Unique Abilities:
Slayer Benifits
Hybrid Slayer Rules
Link to Second Demon Slayer Magic: https://www.fairytail-rp.com/t42749-mythos-demon-slayer-thost-s-magic#410850
Lineage
Spells
Signature spells
D-Rank Spells
C-Rank Spells
(Traded jewels for it here: https://www.fairytail-rp.com/t41178p525-the-trading-hub#420031)
Name:
Narwhal Slayer
Type:
Demon Slayer
Item/Energy needed to reach Force:
Water, Ice, Bone
Slayer Can Control:
Water, Ice, Bone
Description & Appearance:
History:
Swimming in herds around Iceberg are some magnificent beasts called Narwhals. They adore the icy waters and are generally kind and gentle souls. However, when the situation calls for it, they wield their mighty tusk-horns and reign terror upon their enemies. Often called unicorns of the sea due to their interesting appearance and the marketability of their horns as mythical unicorn horns, the horned whales act like holy knights, protecting themselves and their waters fiercely and efficiently.
Someone admired these creatures so much that they managed to snatch one and use some sort of magic to collect all its magical power into its own dismembered tusk. Despite how cruelly this narwhal met its fate, the power contained in the twisted lacrima is fearsome indeed.
Hybrid Slayer Magic with this: https://www.fairytail-rp.com/t42749-mythos-demon-slayer-thost-s-magic#410850
Unique Abilities:
- Hard Skeleton: Gains a 45% physical resistance.
- Knight Chalivary: Gains a 45% movement speed
- Summon Whale: After making a whale-like call, the user can call a sea creature to his aid. This can be used as a mount and things of that nature. This requires OOC permission to be used in PVP combat.
Slayer Benifits
- Spoiler:
+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%
Hybrid Slayer Rules
- Spoiler:
Hybrid Slayers
Hybrid Slayers: 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.
- Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
Link to Second Demon Slayer Magic: https://www.fairytail-rp.com/t42749-mythos-demon-slayer-thost-s-magic#410850
Lineage
- Spoiler:
Name: Curse of the White Witch
Description: There was once a village north beyond the snowy mountain pass that lived peacefully and abundantly. It was lead by a kind and just ruler, Margery the White. She was nicknamed as such because she was a caster, a powerful one at that. It is because of her that the village can sleep peacefully at night and plant crops without having to worry of them freezing or dying due to lack of basic nutrients. You see, she had placed a powerful incantation around the land which prevents would be wrong doers from entering their domain. It also keeps the weather and land in check, making their land an idealistic hideaway.
However, their happiness did not last long for a powerful dark Magus heard of their place, the paradise in the frozen wasteland they called it. He wanted that for his own as well, so with an army of shades and demons, he invaded the village. He had a hard time breaking through the barrier but broke through he did. The powerful white witch tried her best to defend their land but because of the sheer number of enemies and with too many to protect her effort were rendered useless. With no hope left, she did something forbidden to all white casters, and that is to use dark magic. With her new found power, she was able to turn the tides, she was able to obliterate the dark Magi and his evil horde. But it was after when she got a second glance that she realized the error of her ways. Not only did she destroy her enemies, but she also wiped out half the land and its inhabitants. Ashamed of her deed, she fled town and was never to be seen again.
Some say she took her life as punishment of her sin, others say she regressed and turned into an old and evil crone who lives in a spooky dark forest, while others say she lived the rest of her days as a simple and normal human with her husband and children.
Ability: Those who were descended from her line are gifted with great magic regeneration. It also allows them to use Chaos blast. The melding of light and dark magic creating pure raw power which is formless and non-elemental. Chaos magic is effective against any type of magic and inedible to all forms of slayers. However it is weaker against steel or any form of metal. Making it less effective against physical attacks or defensive attacks made with any metal weapon or armour.
Usage: 5% MP regeneration.
Gains an offensive "Chaos" elemental blast attack as a signature spell(max A-rank) OR normal spell of user-rank (S-rank Max) that must be made in addition to the user’s spells in their magic.
Spells
Signature spells
- Spoiler:
Name: Roar Of The Narwhal Demon Slayer
Rank: Character-Rank "Max A" (Lineage Signature)
Category: Offensive
Type: Single-Target
Damage (HP Damage): User-Rank Single-Target Damage
Range (meters): User-Rank Single-Target Range
Speed (meters/second): User-Rank Single-Target Speed
Duration: 3 Posts
Downside: N/A
Description: Drawing upon the power of the Narwhal Demon Slayer, the user unleashes a blast of blone, ice, and water at the target to deal damage.
D-Rank Spells
- Spoiler:
Name: Narwhal Ice Shards
Rank: D
MP Cost: 20
Category: Offensive
Type: Multiple Target
Damage: 25 HP
Range: 45 Meters
Speed: 30 Meters Per Second
Duration: 1 Post
Description: After generating the magic, the user unleashes an array of ice shards at the target. If struck, the targets start to experience a minor form of hypothermia in that area, initiating DoT of 25 HP once per post. A total of 3 shards can be fired per use.
Name: Narwhal Bone Mace
Rank: D
MP Cost: 20
Category: Offensive
Type: Single Target
Damage: 40
Range: Leg's Reach
Speed: 60 Meters Per Second
Duration: 1 Post
Description: Thost hardens one of his arms with demon slayer magic and covers it with Ice and bone energy before launching an extended punch to strike his opponent. The fist at that point resembles the head of a mace or morning star at that point. If the target is successfully struck, they will be stunned for one post.
Name: Narwhal Wave
Rank: D
MP Cost: 20
Category: Offensive
Type: Multiple Target
Damage: 30 HP
Range: 45 Meters
Speed: 30 Meters Per Second
Duration: 3 Posts
Description: After drawing upon his Narwhal Slayer magic, the user unleashes a wave of water that launches into the target(s) at high speed, washing them about before freezing instantly. Targets struck will be immobilized within the ice for one post. The timer will reset if the target is struck again throughout the duration of this spell. However, there is a cooldown of one post before the target can be immobilized again for an additional time. A maximum of 3 targets can be struck with this spell in any given post it is active
Name: Armor Of The Mythos
Rank: D+
MP Cost: 30
Category: Auxiliary
Type: Single Target || Buff
Damage: n/a
Range: Self
Speed: Self
Duration: 5
Description:
While this spell is active, an armor of bone and ice wraps around Thost. the helmet represents the head of an narwhal with the horn protruding on the top, with the armor itself having a knight like shine to it. In this current mode, his Movement speed and physical resistance are increased by 37% each.
C-Rank Spells
- Spoiler:
Name: Narwhal Harpoon
Rank: C
MP Cost: 30
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 120 Meters
Speed: 120 Meters Per Second
Duration: 5
Description: With an extension of his arm, a magic circle appears as a harpoon made of water, bone, and ice is created for Thost to catch and throw at the target. This is attempted to pierce the harpoon to the target in order to deal damage, with the bone shards ice fragments chipping away at the wound it created for 5 posts. This will take away 5% of the target's hp per post, if the harpoon is not removed.
Name: Narwhal Bone Breaker
Rank: C
MP Cost: 30
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 120 Meters
Speed: 120 Meters Per Second
Duration: 5
Description: Following the appearance of a magical symbol, an array of bone fragments is fired with high-pressurized water backing it like missiles at the target. With the tip of those bone missiles having a high concentration of ice energy in them, they can freeze that part of the body and lower the speed of that target by 30%.
Name: Narwhal Multi Harpoon
Rank: C
MP Cost: 30
Category: Offensive
Type: Multi-Target
Damage: 45 HP
Range: 90 Meters
Speed: 65 Meters Per Second
Duration: 5
Description: With an extension of his arm, a magic circle appears as a harpoon made of water, bone, and ice is created for Thost to catch and throw at the target. This is attempted to pierce the harpoon to the target in order to deal damage, with the bone shards ice fragments chipping away at the wound it created for 5 posts. This will take away 5% of the target's hp per post, if the harpoon is not removed.
Name: Shield Of The Narwhal Knight
Rank: C+
MP Cost: 45MP
Category: Defensive
Type: Single-Target
Durability: 90 HP
Range: 180 meters
Speed: 180 m/s
Duration: 6 posts
Downside: N/A
Description: The user spawns a magic circle that seems to lead from an alternate dimension as he pulls a bone shield covered in ice and a watery veil of energy. If broken, this shield can repair itself at the cost of half of its total spell damage. Only one block can be performed per post throughout the duration of this spell.
Last edited by Thost on 21st March 2021, 3:51 pm; edited 2 times in total