Magic
Magic Name: Glacial Frostburn
Magic Type: Solitary Slayer - Lacrima Purchased Here
Description: The ever-frozen northern landscapes of Iceberg are covered in bitter cold and harsh storms year-round, known for their inhospitality to the majority of things living, some, with great effort, braving the harshness of Iceberg's arctic wastes. This, however, has not always been the case, the country's northern coast remembered in times long since passed for its idyllic fjords and natural glaciers of unparalleled beauty. Nature existed in harmony with the creatures and people of the land. Then, however, calamity struck, and the frigid temperatures usually limited only to the year's end conquered the lush forests and rich mountains in a flash, obliterating everything in its path and burying it among clashing sheets of ice and snow, extinguishing the flame of life with the cold of winter.
Nature wept for its children, countless many existences perishing in the dimming aurora lights that shone through an onset of eternal night. Not even the balance of the world could withstand the force of the destruction, and so, nature would fall silent and weep no more, frozen still like so many others, but not without shedding a tear. This tear, the coalesced essence of the memories from before, formed into a curious crystallization of magic, buried beneath the northern snow for centuries only to be unearthed by chance many years after its creation, a faint glimmer of hope that one day, nature may return to Iceberg and banish the frozen hell.
It was many years before the lacrima was finally able to reach the one that was destined to bring back balance to not only Iceberg but the world as a whole. A guard turned wandering warrior who was gifted it by the winds of nature itself, for the sole purpose of using its powers to do good and to purge the darkness that had spread like a plague across the land. The atrocity that had blighted Iceberg had now travelled further but was now in a different form. It was no longer the climate that was destroying the delicate balance but those who walked the path of war and destruction.
With this magic, Lana is able to wield the powers of ice, water and sunlight in order to protect those in need, as well as herself. What it lacks in damage, it makes up for in defence, healing and making the fight awkward for her opponents. Not only this but it also greatly increases Lana's already staggering durability and resilience, making her a true force of nature and and a nightmare for anyone who wants to try and get past her.
Unique Abilities:
Spells - My lineage grants me 2 additional advanced spells.
Magic Name: Glacial Frostburn
Magic Type: Solitary Slayer - Lacrima Purchased Here
Description: The ever-frozen northern landscapes of Iceberg are covered in bitter cold and harsh storms year-round, known for their inhospitality to the majority of things living, some, with great effort, braving the harshness of Iceberg's arctic wastes. This, however, has not always been the case, the country's northern coast remembered in times long since passed for its idyllic fjords and natural glaciers of unparalleled beauty. Nature existed in harmony with the creatures and people of the land. Then, however, calamity struck, and the frigid temperatures usually limited only to the year's end conquered the lush forests and rich mountains in a flash, obliterating everything in its path and burying it among clashing sheets of ice and snow, extinguishing the flame of life with the cold of winter.
Nature wept for its children, countless many existences perishing in the dimming aurora lights that shone through an onset of eternal night. Not even the balance of the world could withstand the force of the destruction, and so, nature would fall silent and weep no more, frozen still like so many others, but not without shedding a tear. This tear, the coalesced essence of the memories from before, formed into a curious crystallization of magic, buried beneath the northern snow for centuries only to be unearthed by chance many years after its creation, a faint glimmer of hope that one day, nature may return to Iceberg and banish the frozen hell.
It was many years before the lacrima was finally able to reach the one that was destined to bring back balance to not only Iceberg but the world as a whole. A guard turned wandering warrior who was gifted it by the winds of nature itself, for the sole purpose of using its powers to do good and to purge the darkness that had spread like a plague across the land. The atrocity that had blighted Iceberg had now travelled further but was now in a different form. It was no longer the climate that was destroying the delicate balance but those who walked the path of war and destruction.
With this magic, Lana is able to wield the powers of ice, water and sunlight in order to protect those in need, as well as herself. What it lacks in damage, it makes up for in defence, healing and making the fight awkward for her opponents. Not only this but it also greatly increases Lana's already staggering durability and resilience, making her a true force of nature and and a nightmare for anyone who wants to try and get past her.
- Demon Slayer Benefits:
- +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%
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.
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 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.
Unique Abilities:
- Ability 1: Hard As Ice: Increases Lana's strength by 100%
- Ability 2: Blessing Of The Sun: Increases Lana's spell durability by 100%
- Ability 3:
Spells - My lineage grants me 2 additional advanced spells.
- B Rank Spells:
- Name: Soothing Rain
Rank: B
MP Cost: 40
Category: Supportive
Type: Burst
Healing: 80HP
Range: 50M
Speed: 100M/S
Duration: 6
Downside: N/A
Description: Lana claps her hands and a gentle torrent of rain falls upon the area around her, healing all targets and boosting their spell range and speed by 30% each.
Name: Ice Dome
Rank: B
MP Cost: 40
Category: Defensive
Type: Burst
Durability: 80HP
Range: 50M
Speed: 100M/S
Duration: 6
Downside: N/A
Description: Lana briefly places her hand on the ground and causes a dome of ice to form around herself and allies who are near her. This spell cannot be pierced by enemy attacks.
Name: Ice Fists
Rank: B
MP Cost: 40
Category: Auxillary
Type: Single Target
Damage: N/A
Range: Self
Speed: Self
Duration: 6
Downside: Sacrificing one effect for 25% buff.
Description: Lana clenches her fists and focuses for a moment, resulting in her hands becoming ice cold. While this spell is active, her strength is increased by 75%
Name: Aegis Of The Sun
Rank: B
MP Cost: 40
Category: Defensive
Type: Multi Target
Durability: 180HP
Range: 150M
Speed: 110M/S
Duration: 6
Downside: N/A
Description: Lana spreads her hands and releases up to 6 bursts of light that travel towards her allies and forms a mark upon their skin. This mark not only defend them from harm by shielding them with an aura of sunlight but increases their spell durability by 60%.
Name: Icy Ground
Rank: B
MP Cost: 40
Category: Auxillary
Type: AOE
Damage: N/A
Range: 100M
Speed: 50M/S
Duration: 6
Downside: N/A
Description: Lana causes an area within her AOE range to start dropping in temperature, which soon results in all opponents freezing solid every other post and also having their movement speed debuffed by 60% for the duration of the spell.
Name: Sunburst
Rank: B
MP Cost: 40
Category: Auxillary
Type: Burst
Damage: N/A
Range: 50M
Speed: 100M/S
Duration: 6
Downside: N/A
Description: Lana raises a hand and after a moment, a powerful flare of light will strike down and cause an area to heat up quickly, burning all foes and causing them to lose 5% of their maximum HP and MP for the duration of the spell because of it.
Name: Cord Of Light
Rank: B
MP Cost: 40
Category: Auxillary
Type: Burst
Damage: N/A
Range: 50M
Speed: 100M/S
Duration: 6
Downside: N/A
Description: Lana creates a cord of bright light which she then throws towards a foe. If the cord makes contact then not only will it pull Lana towards them at burst speed but also immobilise them for a post. The immobilisation can only occur once every other post.
- Advanced Spells:
- Name: Armour Of The Sun
Rank: B+
MP Cost: 60
Category: Defensive
Type: Single Target
Durability: 360HP
Range: Self
Speed: Self
Duration: 8
Downside: N/A
Description: Lana surrounds herself with a golden coloured suit of armour. Not only does it shield her from damage but it also increases her spell durability by 90% and allows her to negate one spell per post, up to B+, if she pays the MP cost of the spell cast. Both effects last for the duration of the spell.
Name: Blessing Of The Sun
Rank: B+
MP Cost: 60
Category: Auxillary
Type: Single Target
Damage: N/A
Range: Self
Speed: Self
Duration: 8
Downside: N/A
Description: Lana covers herself in an aura of sunlight that amplifies her strength by 90%, heals her for 5% of her maximum HP each post and also gives her a 50% counter effect against debuffs. All effects last for the duration of ths spell.
Name: Shield Of The Sun
Rank: B+
MP Cost: 60
Category: Defensive
Type: Single Target
Durability: 360HP
Range: Self
Speed: Self
Duration: 8
Downside: N/A
Description: Lana creates a shield of sunlight that appears in her right hand. Not only does it shield her from damage but it also increases her strength by 90% and allows her to reflect one spell per post, up to B+, if she pays twice MP cost of the spell cast. Both effects last for the duration of the spell.
Name: Taunt Of The Guardian
Rank: B+
MP Cost: 60
Category: Auxillary
Type: Burst
Damage: N/A
Range: 75M
Speed: 150M/S
Duration: 8
Downside: N/A
Description: Lana creates a pulse of sunlight and unleashes it from her position although rather than harm her opponents, it will cause them to attack her for a post. All targets will also recieve a 45% debuff to their strength and magical damage for the duration of the spell. Mind control rules apply as do immobilisation ones.
Name: Cooling Waters
Rank: C+
MP Cost: 45
Category: Supportive
Type: Single Target
Healing: 90HP
Range: 180M
Speed: 180M/S
Duration: 6
Downside: N/A
Description: Lana channels the power of water for a moment before sending a stream of it towards either herself or an ally. The target of the spell will have their spell durability and healing boosted by 42% each for the spells duration as well as gaining a counter effect to immobilisations. If the target is struck by an immobilisation effect, then their base movement speed will be lowered by 50% instead. All effects last for the duration of the spell.
- Fusion Spell:
- Name: Guardian Of The Sun (Armour and Shield Of The Sun)
Rank: S
MP Cost: 120
Category: Defensive
Type: Single Target
Durability: 720HP
Range: Self
Speed: Self
Duration: 16
Downside: N/A
Description: Lana surrounds herself with a golden coloured suit of armour, as well as a golden shield in her right hand. Not only do these shield her from damage but they also increase her spell durability and strength by 90% each, while also allowing her to negate or reflect one spell per post, up to S rank. She must pay the cost of the spell used against her to negate it and twice the cost to reflect it. All effects last for the duration of the spell.
- Passive and Signature Spells:
- Name: Glacial Boost I
Rank: B
Category: Auxillary
Type: Passive
Description: Increases Lana's spell durability by 50%
Name: Glacial Boost II
Rank: B
Category: Auxillary
Type: Passive
Description: Increases Lana's strength by 50%
Name: Glacial Boost III
Rank: B
Category: Auxillary
Type: Passive
Description: Increases Lana's HP by 50%