Heero-sama wrote:
Secondary Magic: Sky Dragon Slayer
Description: Sky Dragon Slayer magic is the Lost Magic taught to mankind aeons ago by the Elder Dragon, Grandine.
Strengths: Gives Heero access too the ability to generate all different manner of Wind magics from his body. Allows for a bevy of different Healing, temporary Bonus Effect Granting, & Status Effect Removal spells; all of which are extremely potent. Sky Dragon Slayers are directly affected by the condition of the air around them. If the air in the area Heero is in is clean; he recieves a bonus of 50% impact damage and a 50% healing increase to all of his spells. Heero can inhale a massive amount of Wind and Oxygen from the clouds above; and due to his training as a Slayer; can reduce the amount of Oxygen he loses too a negligible amount, giving him the ability to protect himself against all types of deadly gases and toxins if he see's the type of situation calls for it; and has access to an area of somewhat high altitude (this technique cannot be used indoors; unless there is a hole or many holes, in the ceiling of the area he's in). Any Water Magic of Equal or Lesser Rank will can and usually will be whipped back towards it's caster, or splashed apart into a gazillion droplets. Water Magics of Equal or Lesser Rank will be splashed through in a millisecond by Sky Dragon Slayer Magic. Earth and Iron effects of Equal or Lesser Rank that travel through the air will be blown backward towards the caster, or scattered / blown apart dependant on the type of Wind effect used.
Weaknesses: Heero cannot use Sky Dragon Slayer spells to heal himself, only his allies; although he may remove harmful status effects and curses from himself and add temporary Bonus Effects to himself, he still will not recieve any of the Healing from any of his spells. Heero is subject too the condition of the air around him. If the condition of the air is poor, contaminated, or poisoned and Heero is exposed to it for more than his NEXT post after the enemies spell was cast; Heero will not be able to use any Sky Dragon Slayer magic; Heero also cannot consume any Wind or Air under such conditions at all. (Although he can disperse the unlean air on his own using Sky Dragon Slayer magic, if he doesn't do this in time; he loses access to the magic as a whole for the remainder of the Fight / Thread.) Fire Magic spells of all kind can ignite Heero's wind effects on the spot and cause them to go haywire; possibly damaging him and his allies. Any Fire spell or effect of Equal Rank will cause the Wind effect to explode and shower flames everywhere. Any Fire spell or effect of Greater Rank will cause the Wind effect to not only explode; but will increase the potency of the Fire spell or effect by one Rank. Any Earth and Iron spell or effect of Greater Rank or any land based Earth and Iron spell effect of Equal Rank will completely nullify any offensive Wind effect used with Sky Dragon Slayer magic.
Passive Abilities:
Lightning Wind Dragon Mode
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(Heero's glow a deep and vibrant Slayer red; as a car sized S-Ranked maelstrom of wind whips around him in all directions. His eyes remain at a constant luminous red glow the entire time this mode is active.)
- One Use Per Fight / Thread
- Lasts 7 Posts
- Takes 90% Magic Power upon it wearing off
- Must Eat At Least 25% Of the Wind Element At Once, consume Wind at least once in each post for 5 posts in a row, OR be in an extremely emotional or angry state to Activate
- Grants the Slayer a Wild Aura of Energy composed of both Elements that causes Physical and Melee Attacks to do Damage Equal to a spell of their Rank
- Increases Heero's Strength, Speed, and Durability by 100%
- Adds a wind knockback effect of 20 ft to all of Heero's Lightning Slayer spells
- Causes an extreme amount of sparks to fly with each combative impact of a fist, foot, arm, head, knee, or elbow upon an opponent or surface. (Electrical Shower Sparks that can potentially blind opponents in rapid toe to toe melee situations.)
After eating Wind and having the Wind and Lightning inside their body fuse together, the user gains the ability to use their Lightning Dragon Slayer Magic enhanced with Wind. This ability combines the destructive abilities and properties of both elements, both searing and electrocuting (Lightning) and shredding and pushing back (Wind) the target. It is also known to have exceptional penetrative power. Lightning Wind Dragon Mode causes Heero's yellow lightning magics too spread and blossom even further as they are carried around on magical gusts of wind. Causes his Lightning Slayer spells too fan out and hit more targets (x2) than each individual spell normally would.
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Immense Durability
Immense Strength
Immense Magic Power output
Heightened Sense of Smell and Spiritual Awareness (Presence of Spirits or Ghosts)
Can Eat any Form of Un-mixed Wind, Un-mixed Wind Magic, or Air Moving faster than 10MPH
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Out of Combat ONLY Abilities:
Sky Dragon's Healing Spell
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Sky Dragon Slayers are able to utilize powerful healing Magic, a Magic previously believed to be long-lost. Such power has been described as being capable of healing injuries inflicted by a real Dragon. The user's power is capable of manipulating clean air, to perform various feats, such as draining poison from an infected victim. By using a lot of energy, the user can even revive people that are in a near-death state. With the use of this Magic, the user is also capable of restoring the body internally and externally including a patient's fatigue and body stress. However, it has also been noted that the user cannot heal their own injuries. When healing a target; Heero's hands sparkle with a blue light, as does the entire patient's body or the specific area being focused on. Heero must be touching, or standing directly over his target. Time for successful healing varies widely. How much magic power does this use? Considering it can heal a lot of stuff...or is the magic power dependant on the amount healed? If so specify this. Even if its out of combat its going to use magic power
Milky Way
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The user draws an intricate Magic circle on the ground, kneeling in the middle of it. As the user chants the words used to activate the spell, the user throws their arms to the air and a beam of light springs from the earth into the sky, creating a ripple of light that moves outwards in bursts. These beams of light sparkle like stars and form ribbons of light that move throughout the area, touching everything that once contained life. If a stray soul is discovered, the user clasps their hands together as if in prayer, and the Magic circle glows brightly. The bands of light come together, swirling to create a portal through which the summoned soul emerges.
In order to summon the soul, the soul itself has to be inside the range of the spell. The caster is also not able to summon souls that have already ascended to heaven.
Spells:
Name: Re-Raise
Rank: S
Type: Slayer
Description: Said to allow the ancient Sky Dragons of lore to fly through even the most poisounous; wretched hells; and also weather impossible storms. Is the ancient Art of Re-Raise. A supportive spell that allows the user to prevent any bodily anomalies inflicted unto them from taking effect. Heero inhales deeply through his nose, and then exhales through his mouth; as his eyes shine with magic briefly. The only sign that Heero has used or activated the secret art of Re-Raise is that his eyes will shimmer once with blue sparkle. This should work against all, but H rank effects as this is an S rank spell. You could reduce a H rank effect by one S rank (so down to S rank), but you aren't going to deal with it
Strengths: Gives Heero immunity to any status effect or anomaly that would affect his body in any way. Allows him to take the brunt of attacks; without fear of any side effects creeping onto him. Useful to negate any negative status effect that Heero is already inflicted with; and prevent him from being further cursed, spelled, or debuffed. Lasts for 15 posts.
Weaknesses: Deals no damage, but still costs S-Ranked amounts of Magic Power. Heero can only use this on himself. Only useable once per fight / thread. Is a one dimensional effect. Can't be used on others. Only protects Heero from an attack or spells side effects / debuffs that would affect his body in any way, and does not protect him from the damage from said attack or spell in any way.
Name: Roar of the Sky Dragon
Rank: A
Type: Slayer
Description: Heero stomps on the ground and bends his knees (or if he's mid-air he simply cocks his head back and inhales) pulling a huge vortex of wind into his mouth in one second from the skies above. In the next second; the air itself seems to break; as an ear splitting roar fills the air as Heero exhales a mighty maelstrom of wind. An F-5 tornado class amount of wind vortexes from Heero's mouth into a gigantic cyclone that he continues to exhale, picking up virtually anything not nailed to the ground in it's path. The tornado is so fierce; that it can be seen from miles away if it's aimed upward into the skies.
Strengths: Deals S-Ranked damage when Heero is in Dragon Force, Lightning Wind Dragon Mode, OR when he has eaten more than 10% Magic Power's worth of Wind in the previous post. Will easily shred and splash through Wood and Water Magic effects of Equal or Lesser Rank. Or lift non Magical trees; and any object up to 4000 pounds (a School Bus) into the vortex of the roar's tornado traveling towards opponents. Will push, flip back, and reverse any AIRBORNE Earth or Iron Magic effects of Equal or Lesser Rank, and propel them back towards the opponent(s) at the front of the roar's the tornado; arriving just a short time before the tornado itself slams onto opponents. The vortex expands as it gets further away from Heero into a larger tornado. Close to Heero's mouth, the tornado is only about the size of a bullhorn; and is very focused and refined. As it gets further away it expands in size; up too a five hundred foot area, and travels up too half a mile. For an A rank I feel this is too big. Particularly as this is secondary so you will have less control. I would say...about 160 meters which is about one tenth of a mile. A five hundred foot area also seems...quite big. I'd say 200ft? Big enough too shred through an entire city block; or fend off even the most giant of fiends. Can hit an unlimited amount of enemies as long as they're in the path of the roar's tornado. The tornado of the roar is classed as F-5; and it's size shows as much. Enemies will be battered and smacked by anything the roar has picked up, and is whirling around inside of it with them. Can MIX with elements if an ally wishes too join Heero for a combination attack. Sand, Lightning, Water, and Fire; may all be attached too Sky Dragon's Roar. Wrapping around it and forming into a new Tornado like spell for increased damage Equivalent to the rank of the spell added to "Sky Dragon's Roar"
Note: May also use 'Sky Dragon's Roar' as a healing spell; the winds from the tornado become harmless and visual, as all allies within the roars path are healed for an A-Ranked amount of damage. When used this way, Sky Dragon's Roar may even restore a persons lost memories.
Weaknesses: Although it is fast to release; the "Roar" is a well known tactic and ability of Dragon Slayers; and anyone who is familiar with it can easily see it coming from Heero cocking his head back for one moment or from inhaling the giant gust of wind the split second before the roar comes at them. Can be ignited and made to explode by a Fire effect of Equal or Lesser Rank; the flames will spiral outward wildly as the roar explodes, splashing flames everywhere and putting allies in danger of an A to S-Ranked amount of Fire damage. Can be stopped by an Equal or Greater Ranked Earth or Iron effect that is land based. Can cause unwanted objects or allies to be swept up into the vortexing wind of the roar with ease if they're too close to Heero. Cooldown of 7 posts.
Name: Raise
Rank: B
Type: Slayer
Description: A Legendary art of the Sky Dragon's, said to be able to cleanse armies of disease, and famine. This ability also allowed the Sky Dragon's to remove any supernatural effects protecting their opponents bodies as well. Heero throws one elbow back; and then throws the same arm forward, with his hand pointing two fingers up in shaolin style. Instantly; up too twenty targets are surrounded by a burst of wind and feathers; protecting them for a split second as all magical effects on the targets, whether good, or bad; are dispelled in a split second whirlwind of feathers.
Strengths: A supportive spell that allows the user to negate any spell that has an effect on their, or the target's, body. This spell can be cast on multiple targets, and makes Heero a force to be reckoned with when he is surrounded by allies; or in a situation which his opponent is using Magic to enhance his/her body. How many targets
Weaknesses: Deals no damage. If Heero uses this on himself during anytime in a fight / thread, then he may only use it on himself for the duration of that fight / thread. Can only negate spells that have an effect on the body of the target(s): does not work on projectile attacks, or area effects such as Earthquakes or Manipulating Elements. Only effective at removing Buffs, Debuffs, Poisons, and or Damage over time effects. Doesn't provide a defense for Heero at all against anything. Removes helpful status effects as well as harmful ones from any allies. Cooldown of 4 posts.
Name: Arms X Armor X Vernier
Rank: C
Type: Slayer
Description: A small windstorm builds around Heero; as he quickly points one single finger up to the sky; stating "Arms, Armor, Vernier!". A Sky Dragon's magic circle spins around the tip of his finger like a disc; and explodes out into a rush of wind that covers allies in a wispy multi-colored aura of red, blue, and green.
Strengths: Increases the caster or one allies Strength, Magic Damage, Defense, and Speed by one Rank for 3 posts. Vernier also allows anyone imbued with this enchantment to with the Ability to fly as fast as a Dragon. Can be used too temporarily give allies, or Heero himself, a fighting chance against opponents who downright outclass them or may be used in a situation which an opponent thinks they've seen everything that Heero and or his allies can do.
Weaknesses: Deals no damage. Doesn't last for very long. Can only be used on three allies per fight / thread. Or used once on Heero himself. This spell may only be cast three times in any given fight / thread. If Heero is hit while casting this spell, it will be interrupted as it requires concentration. What is the cooldown? even if you can only use it three times...a cooldown seemes necessary. Even if its like two posts or something
Name: Refresh
Rank: D
Type: Slayer
Description: Heero concentrates on either himself; or one ally; and pounds his fists together in front of himself. Almost instantly; a Sky Dragon's head magic circle spins beneath the target as they seem to glow with a blue sparkling aura for a moment; as a breeze seems to surround them for another split moment. This ancient art; all but forgotten to Fiore, and any other land for that matter; actually causes a wizard's health and magic power to constantly rise. This blessing, along with many other ancient Sky Dragon arts; were thought to be lost. After the initial casting; there is no hint that the person in question is under this enchantment.
Strengths: Can only be cast on one person at a time (including the caster). Any target with the 'Refresh' effect on them, regenerates one hit of D-Ranked damage per post and 5% Magic Power each post. Is very fast; and hard to interrupt, especially at a distance. Can really help allies out in long drawn out battles. Can cast it on any ally that Heero can still see.
Weaknesses: Deals no damage. Is a very one dimensional spell. Cannot be cast on an ally that Heero can not visually see or magically sense. Can be overriden and dispelled ONLY by a spell of Higher Rank that is designed to sap Magic Power. Lasts for 10 posts. Can only be cast ONCE every 3 posts. I'd say reduce it to five posts. 10 seems quite a bit for this level of spell