(This is a repost and update of Clementine's existing flame dragonslayer magic, which existed before there was even a separate secondary magic section I do believe, and before all the big rule changes and stuff.)
☽ Flame Dragon Slayer ☾
https://soundcloud.com/mo-mo-obrien/let-them-burn
(Note: Song is not actually a good representation of Clementine, it's just fun.)
Secondary Magic: ☽ Flame Dragon Slayer ☾
Caster or Holder: Caster
Description: Flame Dragon Slayer is an elemental magic designed to mimic the capabilities of a dragon through changes to anatomy to become more closely associated with the dragon it's based off of. Different dragons having different elemental affinities. This magic in particular is associated with the Flame Dragon and as such gives Clementine the abilities therein. The ability to consume fire, project fire from her body, or alter her form. Clementine is already something of a master of her own form, and so it tends to be more dramatic changes at times.
Clementine's fire is closely bound to the stars, the dragonfire merging with the light and radiation of her Endless Fusion to produce effects that more closely resemble solar fire, behaving almost like a liquid in how it interacts with the world, like napalm.
Strengths:
- All Clementine's fire spells stick, to repeat the spell's damage a second time over the course of the post they got hit on, at a lower rank of damage, and repeats damage over the course of the next posts progressively lowering in damage ranking until it goes away. They burn at such intensities that they blacken and melt flesh on contact leaving wounds and marks that don't bleed, but also don't naturally heal well at all. It takes 3 weeks x 2 per rank of the fire spell to heal naturally. B-rank+ ranks don't heal without magic. This destructive nature of her magic means that it cannot be used to do anything but damage others.
- All Clementine's fire spells splash and spread out similar to emptying a bucket of flaming gasoline over an area. This also makes it seep through cracks and spaces to really get through to targets. The whole area of effect remains there burning and potentially setting anything flammable nearby on fire as well to spread like a wildfire, meanwhile the area actually effected by a spell remains as an area of sustained burning for 2 posts per spell rank. Due to this fluidity, This fire is not weak to water for the same reason oil still burns in water. https://www.youtube.com/watch?v=NC45vREoEOg
It is, in fact, the opposite. When water comes in contact with Clementine's flames, along with ice being just solid water, the fire will explode in a fireball equal to 5 meters per rank of the fire plus the same for the rank of the water. So an S-rank fire meeting an S-rank water will produce a fireball of H-rank damage (The separate S-ranks adding up, S-rank fire + S-rank water + S-rank explosion) in a 50 meter steamy fireball (25+25 for S + S) from the point of contact. Natural sources of water would be considered to be of a rank two less than Clementine, minimum D.
Weaknesses:
- Clementine's fire is weak to earth/stone, being very hard to melt. Though the surface area of earth/stone areas becomes molten exposed to higher-end fires, becoming more molten through sustained exposure (Ie; over the course that the fire remains burning on an area). Fire spells are just typically overcome by earth. Pouring water on her fire would be stupid, but dumping earth over it would smother it.
- This manifestation of dragonfire cannot be used for any other effect but to inflict damage on an enemy. It cannot debuff, buff, heal, use illusions or so on. It hurts. It kills. That's all it does to others. It's also very destructive and easy to get out of control, and so normally the collateral damage and retardedness of using this around allies would be a weakness. But given Clementine... It's not so much a weakness. Merged with it's inability to benefit or do fancy trickery.
- It's fluid nature makes it ignore wind's attempts to put it out, but it takes on a new weakness in that wind is now able to, when it's in the air, throw and divert it more easily. Barriers of wind or force are excellent defenses against this magic. (B-rank deflecting an A-rank fire attack).
- The sticky flames on someone's body will be ended once it comes in contact with ice or water magic, though with the drawback of that triggering the explosive reaction.
- The sticky flames can be ended by fire slayers who can eat the napalm-flames.
- Some fire mages may be able to control the flames enough to get it off of them or someone else.
- Earth or metal spells capable of creating a "Shell" on their body could smother the flames and end the ongoing damage, or if it comes up from their body it could push the flames away from their skin to cling to the shell itself instead, which could be shed, or simply left be now not damaging them. Other similar effects could do something similar. Such as a wood shell, though that wouldn't last long (But could still end the ongoing damage by shedding it. If left on it could burn through the wood shell however).
- Effects that replace the user's body could end the clinging napalm. Such as a spell that substitutes the user with a voodoo doll, for example, or steals someone else's body.
Abilities/Powers:
☽ -: - Burning Aura: Clementine can release heat from her body in the form of a burning aura, flames flicker across her body lick the surfaces of things within 10 meters of her. This can be varied in stages but at it's best, it will ignite flammable objects ablaze within it's influence, and cause fire damage to those in it's area. The fire damage is equal to 25% of her rank per post, and automatically applies to those who enter the aura. By nature of this heat she has, Clementine resists heat based damage by 25% +25% per rank less than her, and immunity to natural heat/fires. Ice/Cold attacks would be warmed by this aura, giving her half her heat resistance as cold resistance.
☽ -: - Heat Death: A focused ability of her ability to consume her element. Clementine doesn't eat Fire alone, but heat. Clementine can devour all the heat in an area to reduce temperatures to a great extent that the sudden and incredibly sharp drop in temperature can induce shock, and greatly chill an area to the point that liquids will freeze instantly, or water spells of up to 2 ranks less than Clementine (which could still cause damage as the momentum carries the now ice forward potentially), while just making ranks 1 less than Clementine frigid and slower moving. This can also sap energy out from heat based attacks in general, reducing their damage by 25% if she uses this as a sort of active defense.
This can also make things fragile, such as making metal brittle, reducing their resistances by half. People caught in the areas of cold where the heat has been devoured can feel frigid, reducing accuracy/reflexes and speed by 20% This reduces by 10% per post they aren't exposed but increases by 10% per post they are, and increases by 5% per rank less than Clementine and decreases by 2.5 for each rank greater. Having Fire or Ice magic reduces this by 5% as well. Having Water reduces this by 5% as well. Having Water reduces this by 5% as well. Having Water magic increases this by 5%.
Effects a 25 meter area whenever used. The area warms up by half after 1 post and is normal temperatures on the second post. Repeat usages on the same 25 meter area stacks, as there is still heat to be had. However, not enough to provide MP through slayer consumption. Just enough to steal and further reduce temperatures. Every usage effectively reduces the area's temperatures by 25% of the current. Meaning it would take a lot of uses to reduce the temperatures to anywhere overly extreme and directly lethal.
Slayer Perks:
- Spoiler:
All slayers receive the following:
10% Buff to physical stats(strength, speed etc)
10% Buff to senses(hearing, smell etc) <--- This does almost literally nothing, like seriously...
The ability to enter force after consuming enough of the element
The ability to consume their element to regain MP
A resistance to their element shown by the following chart:
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Second Gen:
These are dragon Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.
Dragon Force:
A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. (Dragon Skin: Body is covered in scales of their respective element) It puts all stats into the next range on the character scaling.
The spell power of each rank is increased to 150%.
In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
Lasts 7 posts.
Consumption:
Spells:
P:D|C|B|A|S|H
Natural:H 1 1 5 10 15 20
Can consume the heat in the air to regain 2.5% MP as "Naturally occurring" heat.
This is dependant on heat itself of course. During the day time she can get enough heat. If it's a hot summer day or in a desert then it becomes 4%. If there are fires around then 5%
If it's night time then there would have to be actual fires around.
Signature(s):
- Spoiler:
Name: Wildfire Charge
Rank: S-Signature
Duration: Instant
Cooldown: N/A
Type: Fire
Description: Fires a raging fireball that does no damage when it hits a target. The fireball travels at 120 meters per second out to 200 meters.
Instead of dealing damage it implants a chaotic "charge" of magic power within the target, which can be a person or just a random spot.
Strengths:
- Multiple hits will stack multiple "Charges" of power.
- Can be used casually along with other spells to pigyback on another effect, adding a visible fire to the spell like a coating.
Weaknesses:
- Doesn't seem to do anything.
- Not a particularly difficult spell to avoid necessarily, it's just a normal fire bolt looking attack.
- Wildfire Charges have a sensible magic presence. Wildfire Charges can be noticed by flames that appear on the surface of whatever was hit. Low smouldering flames that don't damage anything themselves.
D
- Spoiler:
Name: Wildfire Burst
Rank: D
Duration: Instant
Cooldown: 2
Type: Fire
Description: Wildfire Burst will cause any Wildfire Charges within 30 meters to explode, dealing normal damage for their rank per charge as they explode in a burst of fiery napalm 5 meters per rank of the charge.
Strengths:
- Detonates Wildfire Charges.
Weaknesses:
- Does nothing on its own.
- Entirely dependent on the Wildfire Charge spell.
C
- Spoiler:
Name: Napalm Rush
Rank: C
Duration: 1
Cooldown: 3
Type: Fire
Description: Creates a flamethrower-like torrent of napalm flames in a 15 meter long cone 3 meters wide at the end rushing at 15 meters per second. Leaves clinging flames on the ground where it travels. Deals 20 damage every few seconds of contact for up to 60 damage in 1 post. If only hit once (Not continuously cooked by the torrent) it'd deal 20 damage, + 10 damage every few seconds (From being on fire and having the flames stick) for up to 40 damage in 1 post.
Clinging flames would as natural for this magic continue to deal up to 40 damage on the next post, 20 on the post after that.
Strengths:
- Sustained damage / can be Chained, increasing the cooldown for each use and repeating spell cost.
Weaknesses:
- No penetrating power. Any barrier like spell would stop the Napalm Rush, the flames clinging to the barrier itself.
- Narrow area of effect, offset by the ability to spray it wherever like you would a hose.
- Relies on sustained damage rather than immediate damage.
//////////////////////////////////////////////////////////////////////////
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Name: Atomic Storm | Rad Storm + Napalm Rush
Rank: C+B
Duration: 1
Cooldown: 6
Type: ☢Nuclear Fire☢
Description: Same effect as Rad Storm, however the atomic models / orbs are visibly flaming and leave napalm where they hit. This causes 75% of the damage to repeat itself as heat damage on the following post. 50% on the post after that.
Strengths:
- Same as Rad Storm and Napalm Rush.
Weaknesses:
- Same as Rad Storm and Napalm Rush.
- Atomic Storm cannot be Chained like Napalm Rush can.
B
- Spoiler:
Name: Firebomb
Rank: B
Duration: 5
Cooldown: 6
Type: Fire
Description: Fires a ball of fire over an area the size of a small car at 100 meters per second up to 100 meters away horizontally, 400 meters away vertically.
The ball of fire bursts in air over the desired area to rain down sticky flames on an area 50 meters in a downward cone.
This will deal 60 damage to individuals in the area, plus 40 over the course of the post they got hit on, and then simmer dealing 30 damage each post for the duration.
Strengths:
- Would deal +50% damage to creatures the size of an elephant or greater due to having more surface area that gets covered in napalm.
Weaknesses:
- Would hit like a normal fireball dealing 40 damage + 20 damage over the course of the post they got hit on if the fire ball its interrupted before it can burst.
- The area could be covered in something to mask the flames for the duration. Such as an earth spell that covers the ground in new dirt, or an ice spell covering the ground in ice.
//////////////////////////////////////////////////////////////////////////
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Name: Dirty-Bomb | Firebomb + Geo-thermal Nuclear Eruption
Rank: A+B
Duration: 5
Cooldown: 8
Type: ☢Nuclear Fire☢
Description: Dirty-Bomb focuses more on Firebomb's effect, infusing the Nuclear Eruption into the Firebomb itself. Firing a white-hot car-sized ball of nuclear flames up to 250 meters away, 500 meters vertically, the Dirty-Bomb explodes in the air in an 80 meter ball of flame with a thinner transparent ball of flame that extends an additional 20 meters out from the main ball. It burns bright turning night into day as waves of heat and radiation slam into the ground along with a napalm rain.
It slams a 300 meter area below it with 70 radiation damage and 50 heat damage. Rain drop like napalm flames cling to deal an additional 40 heat damage per post for 5 posts and the area is considered Critically irradiated.
A 700 meter area around the main area is critically irradiated without the napalm. 600 meters past that is seriously irradiated, 500 meters past that is dangerously irradiated. Mild radiation will be carried on the winds plaguing the countryside as a nuisance.
Strengths:
- Would deal +50% damage to creatures the size of an elephant or greater due to having more surface area that gets covered in napalm.
- Causes major radiation in a great area.
- Would deal +50% the listed damages to anything in the sky around where the Dirty-Bomb exploded. Only 25% stacks with the extra damage to large creatures, for 75%.
Weaknesses:
- Would hit for 50 damage + 30 damage over the course of the post they got hit on if the fire ball its interrupted before it can burst and explode in the air, irradiating what interrupted it with mortal radiation but not effecting a large area.
- The fireball is somewhat slow, acting like a flare gun. It travels at 25 meters per second as it rockets into the air before finally exploding at the apex of its arc. This can give enough warning for someone to dive for cover or produce a barrier.
- Cannot be detonated too low to the ground. Requires airspace (Or literal space).
- The Dirty-Bomb can be intercepted before it detonates. An A-rank attack can destroy it.
A
- Spoiler:
Name: Wings of the Inferno (Fire Dragon's Wings)
Rank: A
Duration: 6
Cooldown: 7
Type: Fire
Description: Creates a blazing pair of wings, though Clementine already has actual wings, that extend out 25 meters on either side of her with majestic glory. These wings can flap and move as usual for a moment. The wings main point however is to propel her. She gains the ability to move at +100 meters per second and her wings will deal 60 (B-rank) fire damage on contact with things, with fires that cling to deal 40 damage over the course of the post and 20 on the following post, 10 on the post after.
Strengths:
- Movement speed increase as she uses her own body kind of like a projectile.
Weaknesses:
- For the wings to do damage she has to actually approach. It's not like throwing a fireball, she's carried along with the wings.
- Low maneuverability. She has to stop and redirect herself when she wants to change directions, though she has a slim angle of movement, perhaps around 15-25 degrees of movement.
- This spell takes an extra 5% MP (2.5% at H-rank)
//////////////////////////////////////////////////////////////////////////
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Name: Atomic Dragon's Flight | Wings of the Inferno x New Star Bolter
Rank: A+A
Duration: 10
Cooldown: 11
Type: ☢Nuclear Fire☢
Description: Infuses the fire dragon's wings with nuclear energy making them white hot with orange-red tints, Clementine's body itself having an aura of nuclear energy around it.
At any point while flying with the wings, New Star Bolter's effect allows her to perform the usual bursts that it does, which allows her to instantly change direction alleviating the wing's weakness. She can still only do that seven times however.
The wings deal 50 radiation damage and 50 heat damage on contact, leaving napalm flames on contact that deal an additional 40 heat damage over the course of the post they got hit on and 20 damage on the following post.
Strengths:
- Movement speed increase as she uses her own body kind of like a projectile.
- New Star Bolter allows multiple bursts allowing for greater mobility. She can use New Star Bolter seven times total, over the course of six posts before it wears off. Or they can be used all at once.
- The destructive field that forms around Clementine damages on contact.
Weaknesses:
- For the wings to do damage she has to actually approach. It's not like throwing a fireball, she's carried along with the wings.
- Low maneuverability without the New Star Bolter effect. She has to stop and redirect herself when she wants to change directions, though she has a slim angle of movement, perhaps around 15-25 degrees of movement. That is again unless she uses one of the 7 charges from New Star.
- This spell takes an extra 5% MP (2.5% at H-rank)
- Pre-set 30 meters, no more and no less. Meaning she can't use New Star Bolter to only travel 10 meters, or 50, or so on. Only 30 exactly.
- Cannot change trajectory during movement, singular straight lines, when using a New Star charge.
- Recoil damage if she slams into anything with a new star bolter charge.
S
- Spoiler:
Name: Roar of the Inferno (Fire Dragon's Roar)
Rank: S
Duration: 1
Cooldown: 8
Type: Fire
Description: Tendrils of flames like ribbons ripple and spiral in the air into Clementine's mouth, or in hand or so on, forming a bowling ball sized sphere of fire energy for 2 seconds before releasing a roaring beam of raging infernos. It is 15 meters thick, heat dealing 1/2 the damage in an additional 15 meters out from either direction of the beam, and travels up to 450 meters away at 200 meters per second, baring in mind the 2 second charge up foretelling the incoming effect.
This deals 120 fire damage, an additional 90 over the course of the post they got hit as fires stick to those hit, with 60 more damage on the next post and 30 on the post after that.
Strengths:
- Your good old slayer's roar attack. The Roar of the Inferno is so intense and forceful that it will push back against Clementine, digging her feet into the ground. Likewise something it would be pushed forward and thrown back by the beam, a direct hit carrying them along ahead of the beam to slam into something or send them hurtling away at the end of the beam's range.
Weaknesses:
- The burn damage isn't actually all that great and quickly tapers off.
- Just your typical straight line of damage/destruction.
- Drains an extra 10% MP (5% at H-rank).
//////////////////////////////////////////////////////////////////////////
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Name: ☢Atomic Roar☢ | Fallout Cannon x Roar of the Inferno
Rank: S+S
Duration: 1
Cooldown: 9
Type: ☢Nuclear Fire☢
Description: Combines the might of Clementine's Fallout Cannon with that of the Fire Dragon's Roar (Roar of the Inferno). The result is a 30 meters wide beam that travels 800 meters in a blazing white hot orange-red-tinted beam that powers across the land like a freight train shaking the ground and creating a deafening roar. It leaves Mortal radiation in the area within 50 meters of either side of the beam, Critical radiation 25 meters out from that, and Serious radiation 15 meters from that, as well as spreading napalm that causes 60 / 40 / 20 damage per post for 5 posts in that same area respectively.
The beam itself would deal 70 radiation damage and 70 heat damage + 20 / 20 over the course of the post hit for flavors purposes (As it isn't just a shot, but a beam).
At the end of the beam wherever it hits or wherever Clementine intends causes two connecting explosions on either side/surface of its target. The explosion is 80 meters in size dealing 90 radiation damage and 50 heat damage spreading another count of Mortal radiation in the explosion range and Critical radiation in a 500 meter area surrounding the explosion. Naplam dealing 30 damage per post for 5 posts would coat the initial explosion area and napalm dealing 10 damage per post would coat the area of critical radiation.
Strengths:
- Longish range cannon, making it useful against aerial targets, or firing from an aerial location.
- Beam effect, meaning if the object isn't big enough to take the full area of the beam the beam will continue past it, enveloping it completely within it's torrent of nuclear energy. The duration in which the beam burns is about 5 seconds.
- Fallout Cannon deals double damage to nonliving objects and constructions, including defensive spells.
- Lingering clinging napalm flames for some added damage and fire power.
Weaknesses:
- Arrival of the beam is foreshadowed by a radiation bath and a blackening of the area of effect. This is enough warning especially for those who know of Clementine's magic or can see her charging the cannon to escape the area of effect.
- Once charging starts the cannon can't be reaimed, however it can be left in place while Clementine goes elsewhere (The ball of energy remaining in the air until it fires).
- Fallout Cannon is susceptible to any energy based defensive spells. They do not take additional damage like Fallout Cannon does to defenses.
- Even if the beam hits the 1.5 second delay means that someone can evade the explosion part.
- The explosion is only at the end of the beam, not at anything hit along between the target and the origin.
- Costs an additional +10% MP to use on top of Spell Fusion's added MP. (5% at H-rank). For a total cost of 40% MP (at S-rank) just for this one spell.