All Changes Made
Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)
Haru-senpai- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Monkey King's Descendant
Position : None
Posts : 3216
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 12
Mentor : Igneel, & Noheme the Fox
Experience : 11,106.25
Character Sheet
First Skill: Fire Dragon Slayer Magic
Second Skill: Dragon Force
Third Skill:
Julius Seas- - - - - - - - - -
Lineage : Knight of Destiny
Position : None
Posts : 1623
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,855
Character Sheet
First Skill: Water
Second Skill:
Third Skill:
Hera-senpai wrote:
Secondary Magic: Sky Dragon Slayer
Description: A Lost Magic taught to Hera by Grandine, the Elder Sky Dragon. After being guided to the high mountains, and to the Dragon by a Crystal given to her by her friend and fellow mage, Lynn. Of all the Dragon tribes in ancient times, the Sky Dragons were the most peaceful. They possessed the rare ability to heal the soul, body, and mind, even of another Dragon. The leader of this tribe was Grandine, and before they disappeared; the Sky Dragons even began healing humans of illnesses if they were brave enough to find them.
A type of Magic which grants the user various characteristics belonging to a Sky Dragon, allowing them to incorporate the element of air into their body. However, unlike other types of Dragon Slayer Magic, Sky Dragon Slayer Magic is also geared more towards healing and support rather than just offense. The healing power granted by it is extremely high, having been described as capable of healing wounds inflicted by a real Dragon.
Concretely, it was enough to almost completely cure most injuries it was used on so far, and to nullify the effects of powerful poisons, and is capable of restoring the body internally and externally including a patient's fatigue and body stress, something made more formidable by the fact that healing Magic is long-lost, and believed to be nonexistent anymore. However, employing such exclusive powers seems to be very tiring for the user, who can’t make use of them in consecutive reprises. In addition to healing, Sky Dragon Slayer Magic can also grant support in battle, by boosting allies' physical prowess. Despite healing and support being its main abilities, this form of Magic, like other types of Dragon Slayer Magic, is said to possess great destructive power, with its offensive spells taking the form of whirlwinds produced by the user. It should be noted that user of Sky Dragon Slayer Magic is directly affected by the air surrounding them, meaning that, if the air were to be clean, they would become more powerful physically. If they lack access to fresh air, the user will become less powerful physically.
- Strengths:
- Can eat any Wind, Air, or Oxygen, non magical or magical regardless of origin so long as it is not from a God Slayer or a Demon Slayer. NO exceptions.
- Strong against weaker Fire Magic.
- Strong against weaker Water Magic.
- Strong against Airborne Attacks of all kinds.
- Hera can magically hold her breath forever, but can still have the wind knocked out of her by a strong enough impact of something of the Same Rank as her.
- Weaknesses:
- Fire Spells and Enchantments of Equal Rank or Higher will cause Hera's spells to explode upon her, or her allies.
- Fire Spells and Enchantments of Equal Rank or Higher will fly right through Hera's Spells and absorb the wind on the way through, adding Hera's own spell power to their own as the wind fuels the flame.
- Grounded Metal Spells of Equal or Greater Rank will wall off the wind perfectly.
- Grounded Earth Spells of Equal or Greater Rank will wall off the wind perfectly.
- Can be eaten by God Slayers and Demon Slayers.
- Most of the Spells are defensive or healing oriented in nature. Assisting allies in some way rather than hurting or harming opponents.
Abilities / Powers:
Sky Dragon's Strength - Increases Hera's strength by 40%. The disadvantage to this is that this buff disappears flat out if Hera isn't outdoors, as Sky Dragon's thrive on clean air.
Sky Dragon's Quickness - Increases Hera's speed by 50%. Due to having the body of a Sky Dragon and being light as a feather, Hera suffers double knockback from any effect that sends people flying. She also can be thrown very far.
Sky Dragon's Healing - Can cast a Heal once per Post that is Equal to the Rank of a Spells damage in terms of how much HP is healed. Whatever the Rank of the Healing Hera uses, is the amount of MP used with the natural MP system. A godly H-Ranked heal will take an H-Ranked amount of MP. More serious levels of healing or treatment can be very tiring on MP, but can even regrow limbs and organs. Can be used on organic life. Including trees, or plant life. Anything alive can be affected by this marvelous Magic. The magic of the Sky Dragon is said to be able to cure even wounds inflicted by a Dragon. The legends were true. The target of this medical enchantment whirls with a breeze that smells of lavender, and is surrounded by a glow until the healing is complete, which takes about 3 seconds as wounds close, and organs and limbs regrow themselves. Dead flowers blossom once more, and withering trees are green anew. Hera must be within 10ft of her target, the range is very limited and it's best that Hera kneel over a target or place her hands softly on it, or hold it for prolonged operations and treatment. Although the healing works rapidly, and is miraculous in nature; you must be near the user of Sky Dragon Slayer magic, or find Grandine herself if you hope to be healed by this Magic. Hera cannot use this on herself. Just like Wendy Marvell. Once used, it takes 3 minutes (3 posts) to use again on someone.
- Slayer Bonuses:
10% Increase to STR, SPD, and END (Toughness and Stamina)
Hera like all Dragon Slayers naturally has Superhuman Hearing, Superhuman Smell and Superhuman Sight.
Dragon Slayers can eat any form of their own element. They cannot consume God Slayer or Demon Slayer magicks without doing severe damage to themselves.
Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
First Gen. Dragon Slayers have learned the magic from the Dragon of their respective element.
Hybrid Mode: A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% 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.
Hybrid Mode 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. Spell power is increased by 150% above it's Rank.
In Hybrid Mode, the Slayer gains an aura of both of their elements that engulfs their body. Physical attacks deal status effects from their respective elements. Hera can choose to wield one element or the other by itself rather than both if neccesary.
In Hybrid Mode, Hera's status effect upon physical hits is an H-Ranked knockback effect, along with an H-Ranked blast of wind exploding upon contact. Along with a melting effect, the size of the size of a school bus in a huge shower of raw wind and gale force from her body's point of impact on striking.
If using the power of the Sky Dragon alone during Dragon Force, Hera's hair turns pink and she grows a small set of glowing feathered white wings, and a smaller set on her wrists, and around her ankles. In this state. Hera can fly without using her Exceed by levitating off the ground with raw magic force as the wings on her back, ankles, and wrists flap slowly as they glow. Able to fly in any direction at 200MPH with ease in Dragon Force.
During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% MP.
Lasts for 7 posts.
All slayers have a resistance to their own element if not eaten by the Slayer.
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Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Spells:
- Signature Spell:
Name: Sky Dragon's Roar
Rank: Perfected (S)
Duration: N/A
Cooldown: N/A
Type: Signature
Description: The signature spell and technique of a Slayer. The ground whirls with so much air, that it's hard to even stand near Hera if you aren't of a certain weight or power. All of a sudden, Hera inhales a massive amount natural air from the area; She then unleashes the roar; Expelling it with a gigantic tornado blast of wind with razor sharp bands of wind whirling on the edges sharply, it literally looks as if she's exhaling a giant wind storm large enough to swallow up Godzilla. As it is wind, exploding onto the scene, the noise level is like standing at the back of a jet engine. The roar itself would remind Goku of his Kamehameha. The roar that Hera breaths out can travel over three hundred feet. After traveling for what seems like forever, hitting it's target, or when Hera stops exhaling the roar whirls and whips into a three hundred foot gale force tornado around opponent(s) and before a sonic boom like explosion of wind goes off from within it ending the roar in a fantastic explosion of a shockwave that reaches up beyond sight and outward in a huge blast.
Strengths: Is a Roar. Hera is a master of this technique after her origins as the daughter of the Lightning Dragon Slayer, training with Igneel and learning Fire Dragon arts and subsequently Grandine for Sky Dragon arts; and can naturally use this once per post. Deals S from the carry of the tornado stream and being slightly shredded apart, and from the 300ft tall sonic boom explosion of gale force at the end of the roar. Hera can turn herself or aim anyway while exhaling the huge windstorm. Is 325ft tall and wide, and travels 325ft before exploding.
Weaknesses: Is the signature attack of a Slayer. A roar is well known by a lot of wizards, meaning they will try their absolute damndest to get out of the way. Takes 3 seconds for Hera to fire this at an opponent. Can be defended against by grounded S-Ranked Metal or Earth. Can be stopped and caused to explode or set on fire all the way back up to Hera by an S-Ranked Fire Spell. Is an attack that Hera uses very often, and can be strategized against. Has a lot of collateral damage. Hera sometimes holds up two hands under her mouth Ninjutsu style, just before firing the huge roar. Is a giant windstorm, and throws objects from the environment around without discrimination, making it potentially dangerous to friendlies if used or aimed wrong.
- Spell Fusions:
Name: True Dragon's Roar
Rank: H (S + S)
Type: Fusion
Fused Spells: Fire Dragon's Roar + Sky Dragon's Roar
Duration: Instant
Cooldown: 8 Posts
Description: Hera inhales a huge amount of air from the environment, and inhales all natural or man-made flames within 300ft of her. She then exhales an apocalyptic roar of flames mixed with wind that is 650ft tall and wide. The wind fans and mixes in with the flames magically. The roar travels 1000ft before exploding in an explosion with both roars power combined. Resulting in a flaming tornado that towers 700ft into the air, whirling and whooshing with flames as wind continues to build up inside of the flame-nado as the gale fans the flames; resulting in a sonic boom like explosion of 700ft outward within two seconds from the moment Hera stops exhaling as flames are literally cast everywhere into the environment from the flame-nado exploding outward in a sonic boom at the end of the roar as flames splash high into the sky above the environment.
Strengths: Combines the strength of two S-Ranked roars into one mega roar. The distance, range, and size of the roars are combined making this a difficult spell to avoid due to it's size.
Weaknesses: Can be walled off or stopped by grounded H-Ranked Earth or Metal or an H-Ranked defensive type maneuver. Takes 3 seconds to fire. Twice as dangerous to wield, since both roars are combined; the destruction level of the spell is off the charts. Hard to avoid, but easy to see coming like most Roars as Hera inhales for 3 seconds before firing off the apocalyptic blast.
- S Ranked Spell:
Name: Emerald Lotus: Sky Dragon's Wave Wind
Rank: S
Duration: 9 Posts
Cooldown: 10 Posts
Type: Slayer
Description: Hera charges up her magic power and instantly a huge F-5 tornado whips outward from her. Her hair changes color to bright pink for the duration of this enchantment, as Hera is stands at the eye of the storm. The tornado then expands until it's about three hundred and fifty feet tall, and wide; as anything that's not tied down or weighted magically will likely go flying and become part of the tornado itself if not thrown or pushed to the ground and torn apart by the gale force itself. The magical wind itself is so strong, that even most spells don't stand a chance of holding up against this gale. Natural wind is pulled into the tornado, as are most elements due to the velocity of the wind itself. Hera can power up the spell and launch it as a wind that builds into a tornado that can lockdown an entire building, premise, or area. The wind is razor sharp, sticking your hand in it would result in it being chopped off; metal and armor would spark and fizzle dangerously and be torn apart if not magically enhanced to a certain degree.
Strengths: Creates a 350ft tall and wide F-5 tornado. Traps all opponents in a huge tornado with only one way out without being damaged fully. Deals S-Ranked damage at it's edges as the razor wind continues to spin. Can launch the tornado an incredible distance of about 300ft, destroying things along it's path for A-Ranked damage before it stabilizes around Hera's target area. Pulls Fire, Lightning, Sand, and Water Magic into it harmlessly and adds their spell power to the tornado if the spells are of Lesser Rank. Flight is impossible within the tornado. If an opponent does leap straight up out of the tornado, they will take A-Ranked damage on their way out from the wind lashing them and slicing them on their way up.
Weaknesses: Can be escaped by leaping upward 350ft if your character can do so. Hera cannot fly with her Exceed within the tornado. Can be detonated or otherwise made dangerous by a Fire Spell of Equal or Greater Rank. Cannot be moved or directed once conjured and summoned. The giant F-5 will either be in place around Hera or in place around a building / castle / area. Makes the environment a catastrophe, and can make it difficult for some allies to use their Magic or fighting technique of choice when the situation gets dangerous. Can only be launched 300ft from Hera. If launched the tornado only deals A-Ranked damage while it's traveling because the gale force is still building. The tornado reaches up into the sky and even into the clouds; a sure location give away.
- A Ranked Spell:
Name: Deus Corona
Rank: A
Duration: 10 Posts
Cooldown: 11 Posts
Type: Slayer
Description: Creates an incredible skin tight, magical defensive wall around allies nearby that's invisible until struck. When struck, the forcefield whirls with gale force wind and raw magic.
Strengths: Can defend against 3 A-Ranked spells. Or 1 and 1/2 S-Ranked spells. Grants all allies within sight an invisible magical barrier with 240 extra HP on top of their natural HP. The gale force that deflects spells can't be seen until a spell hits. The gale force is filled with raw magic power, so it's not just wind. When a spell hits, a forcefield of A-Ranked wind and raw blue mana deflect spells before disappearing again.
Weaknesses: Once 10 posts are up, the extra 240HP of armor from allies disappears. Doesn't actually heal allies. Does no damage. Zero offensive application for Hera or her allies. Opponents have nothing to fear from the initial casting of this spell. Deflected spells can hit allies for full damage, as they deflect off of their target with full power in random directions.
- B Ranked Spell:
Name: Sky Dragon's Raise
Rank: B
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: 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 with a one hundred foot range. All targets glow with a soft pink light, and whirl with a slight breeze as magical sicknesses, and bindings come undone, even bindings upon the mind or soul.
Strengths: Removes 2 negative status effects from all party members within 100ft of Hera. Can be used over a long distance. Is instant as soon as she focused on, or points at a target.
Weaknesses: While it can remove status affects, it cannot heal it's targets. Doesn't do any damage. Zero offensive application for Hera or her allies. Opponents have nothing to fear from the actual casting of this spell.
- C Ranked Spell:
Name: Arms X Armor X Vernier
Rank: C
Duration: 5 Posts
Cooldown: 7 Posts
Type: Slayer
Description: Three magical words known to every Sky Dragon Slayer. Hera raises one hand or points at her targets one by one. Arms, Gives someone superhuman strength, Armor increases their physical health for about five minutes, and Vernier increases their natural running and movement speed by 25MPH magically and grants the power of flight at the same speed on top of the targets natural speeds. Anyone enchanted will glow with an outline that matches their own magic type.
Strengths: Increases melee damage or weapon by 25% damage. Grants an extra 25% HP briefly on top of current HP. Grants the power of flight at the targets own speed, with an additional 25MPH on top of that. Is three separate enchantments. Can spread each effect among allies, or just use one of them at a time. Can be used on 3 different people.
Weaknesses: When cast, must be stacked onto one person or spread between 3 people. The individual enchantments themselves aren't very powerful. Only has a range of what the caster can see. Even if Hera can sense someone, she can't enchant them because she needs to see the body to enchant it properly with Sky Dragon Magic.
- D Ranked Spell:
Name: Troia
Rank: D
Duration: Passive
Cooldown: Passive
Type: Slayer
Description: Hera inhales and exhales, focusing by closing her eyes or by thinking only of the patient or person in question. Instantly, the area of the body under pain or duress will begin to glow with an unnatural white light and then experience a breeze that smells like lavender surrounding their entire body. The unnatural breeze spins around them as their entire body glows with a soft white light briefly. When the light fades, they feel completely cured of any sickness or ailments. Fears and doubts also seem to melt away as the person under Troia experiences a boost in overall physical and mental health as well. Makes the user of Sky Dragon Slayer magic immune to Motion Sickness passively! Hallelujah!
Strengths: Removes one negative status effect per cast on Hera or an ally, whether it be on the body, mind, or soul. Fears and quirks like motion sickness are also cured for the thread.
Weaknesses: Can only be used once per post. Hera must be able to see her target. Doesn't heal at all. Must be used on one person at a time, so it takes awhile to use it on the whole group if neccesary for some reason.
Unlocked upon user's request
- Squable:
Jiyu Kazehime-
Posts : 1917
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill: Wind Magic
Second Skill: Demonic Takeover
Third Skill:
I'm sorry about how long it took for this to get done, thank you for being so paitent, as you already know I'm jiyu kazehime/kitty, so lets tell you what my grading color is, so we can get you rolling~
Hera-senpai wrote:
Secondary Magic: Sky Dragon Slayer
Description: A Lost Magic taught to Hera by Grandine, the Elder Sky Dragon. After being guided to the high mountains, and to the Dragon by a Crystal given to her by her friend and fellow mage, Lynn. Of all the Dragon tribes in ancient times, the Sky Dragons were the most peaceful. They possessed the rare ability to heal the soul, body, and mind, even of another Dragon. The leader of this tribe was Grandine, and before they disappeared; the Sky Dragons even began healing humans of illnesses if they were brave enough to find them. A type of Magic which grants the user various characteristics belonging to a Sky Dragon, allowing them to incorporate the element of air into their body. However, unlike other types of Dragon Slayer Magic, Sky Dragon Slayer Magic is also geared more towards healing and support rather than just offense. The healing power granted by it is extremely high, having been described as capable of healing wounds inflicted by a real Dragon. The user of this magic themselves must be completely vaporized or atomized to be killed, as organs and limbs will regrow, after 1 day. The head will take 1 year to regrow if decapitated. But the body of a user of Sky Dragon Slayer magic does not decay like a normal one. It remains pristine and perfect. The user can be completely destroyed by being tossed into a volcano or a sun, dropping a mountain on them, or something that results in absolute destruction. A permanent kill is possible, just extremely difficult.
Concretely, it was enough to almost completely cure most injuries it was used on so far, and to nullify the effects of powerful poisons, and is capable of restoring the body internally and externally including a patient's fatigue and body stress, something made more formidable by the fact that healing Magic is long-lost, and believed to be nonexistent anymore. However, employing such exclusive powers seems to be very tiring for the user, who can’t make use of them in consecutive reprises. In addition to healing, Sky Dragon Slayer Magic can also grant support in battle, by boosting allies' physical prowess. Despite healing and support being its main abilities, this form of Magic, like other types of Dragon Slayer Magic, is said to possess great destructive power, with its offensive spells taking the form of whirlwinds produced by the user. It should be noted that user of Sky Dragon Slayer Magic is directly affected by the air surrounding them, meaning that, if the air were to be clean, they would become more powerful physically. If they lack access to fresh air, the user will become less powerful physically.
- Strengths:
- Can eat any Wind, Air, or Oxygen, non magical or magical regardless of origin so long as it is not from a God Slayer or a Demon Slayer. NO exceptions. Please change this to say any pure form of the element, as the current wording would technically let you eat those in Unison Raid's, Fused Spells or in dual type magics, which isn't permitted
- Strong against weaker Fire Magic.
- Strong against weaker Water Magic.
- Strong against Airborne Attacks of all kinds.
- Hera can magically hold her breath forever, but can still have the wind knocked out of her by a strong enough impact of something of the Same Rank as her.
- Weaknesses:
- Fire Spells and Enchantments of Equal Rank or Higher will cause Hera's spells to explode upon her, or her allies.
- Fire Spells and Enchantments of Equal Rank or Higher will fly right through Hera's Spells and absorb the wind on the way through, adding Hera's own spell power to their own as the wind fuels the flame.
- Grounded Metal Spells of Equal or Greater Rank will wall off the wind perfectly.
- Grounded Earth Spells of Equal or Greater Rank will wall off the wind perfectly.
- Can be eaten by God Slayers and Demon Slayers.
- Most of the Spells are defensive or healing oriented in nature. Assisting allies in some way rather than hurting or harming opponents.
Abilities / Powers:
Sky Dragon's Strength - Increases Hera's strength by 40%. Doesn't apply if the air Hera's in is enchanted with Poison Magic or is super polluted and toxic as Sky Dragon's thrive on fresh air.
Sky Dragon's Quickness - Increases Hera's speed by 50%. Due to having the body of a Sky Dragon and being light as a feather, Hera suffers double knockback from any effect that sends people flying. She also can be thrown very far.
Sky Dragon's Healing - Can cast a Heal once per Post that is Equal to the Rank of a Spells damage in terms of how much HP is healed. Whatever the Rank of the Healing Hera uses, is the amount of MP used with the natural MP system. A godly H-Ranked heal will take an H-Ranked amount of MP. More serious levels of healing or treatment can be very tiring on MP, but can even regrow limbs and organs. Can be used on organic life. Including trees, or plant life. Anything alive can be affected by this marvelous Magic. The magic of the Sky Dragon is said to be able to cure even wounds inflicted by a Dragon. The legends were true. The target of this medical enchantment whirls with a breeze that smells of lavender, and is surrounded by a glow until the healing is complete, which takes about 3 seconds as wounds close, and organs and limbs regrow themselves. Dead flowers blossom once more, and withering trees are green anew. Hera must be within 10ft of her target, the range is very limited and it's best that Hera kneel over a target or place her hands softly on it, or hold it for prolonged operations and treatment. Although the healing works rapidly, and is miraculous in nature; you must be near the user of Sky Dragon Slayer magic, or find Grandine herself if you hope to be healed by this Magic. Hera cannot use this on herself. Just like Wendy Marvell. Once used, it takes 3 minutes (3 posts) to use again on someone.
- Slayer Bonuses:
10% Increase to STR, SPD, and END (Toughness and Stamina)
Hera like all Dragon Slayers naturally has Superhuman Hearing, Superhuman Smell and Superhuman Sight.
Dragon Slayers can eat any form of their own element. They cannot consume God Slayer or Demon Slayer magicks without doing severe damage to themselves.
Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
First Gen. Dragon Slayers have learned the magic from the Dragon of their respective element.
Hybrid Mode: A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% 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.
Hybrid Mode 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. Spell power is increased by 150% above it's Rank.
In Hybrid Mode, the Slayer gains an aura of both of their elements that engulfs their body. Physical attacks deal status effects from their respective elements. Hera can choose to wield one element or the other by itself rather than both if neccesary.
In Hybrid Mode, Hera's status effect upon physical hits is an H-Ranked knockback effect, along with an H-Ranked blast of wind exploding upon contact. Along with a melting effect, the size of the size of a school bus in a huge shower of raw wind and gale force from her body's point of impact on striking.
If using the power of the Sky Dragon alone during Dragon Force, Hera's hair turns pink and she grows a small set of glowing feathered white wings, and a smaller set on her wrists, and around her ankles. In this state. Hera can fly without using her Exceed by levitating off the ground with raw magic force as the wings on her back, ankles, and wrists flap slowly as they glow. Able to fly in any direction at 200MPH with ease in Dragon Force.
During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% MP.
Lasts for 7 posts.
All slayers have a resistance to their own element if not eaten by the Slayer.
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Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Spells:
- Signature Spell:
Name: Sky Dragon's Roar
Rank: Perfected (S)
Duration: N/A
Cooldown: N/A
Type: Signature
Please use the CD or Duration to detail the fact you can only use this once per post.
Description: The signature spell and technique of a Slayer. The ground whirls with so much air, that it's hard to even stand near Hera if you aren't of a certain weight or power. All of a sudden, Hera inhales a massive amount natural air from the area; She then unleashes the roar; Expelling it with a gigantic tornado blast of wind with razor sharp bands of wind whirling on the edges sharply, it literally looks as if she's exhaling a giant wind storm large enough to swallow up Godzilla. As it is wind, exploding onto the scene, the noise level is like standing at the back of a jet engine. The roar itself would remind Goku of his Kamehameha. The roar that Hera breaths out can travel over three hundred feet. After traveling for what seems like forever, hitting it's target, or when Hera stops exhaling the roar whirls and whips into a three hundred foot gale force tornado around opponent(s) and before a sonic boom like explosion of wind goes off from within it ending the roar in a fantastic explosion of a shockwave that reaches up beyond sight and outward in a huge blast.
Strengths: Is a Roar. Hera is a master of this technique after her origins as the daughter of the Lightning Dragon Slayer, training with Igneel and learning Fire Dragon arts and subsequently Grandine for Sky Dragon arts; and can naturally use this once per post. Deals S from the carry of the tornado stream and being slightly shredded apart, and from the 300ft tall sonic boom explosion of gale force at the end of the roar. Hera can turn herself or aim anyway while exhaling the huge windstorm. Is 325ft tall and wide, and travels 325ft before exploding.
Weaknesses: Is the signature attack of a Slayer. A roar is well known by a lot of wizards, meaning they will try their absolute damndest to get out of the way. Takes 3 seconds for Hera to fire this at an opponent. Can be defended against by grounded S-Ranked Metal or Earth. Can be stopped and caused to explode or set on fire all the way back up to Hera by an S-Ranked Fire Spell. Is an attack that Hera uses very often, and can be strategized against. Has a lot of collateral damage. Hera sometimes holds up two hands under her mouth Ninjutsu style, just before firing the huge roar. Is a giant windstorm, and throws objects from the environment around without discrimination, making it potentially dangerous to friendlies if used or aimed wrong.
I'm sorry since the 100-meter span for S-rank spells is inclusive of their total area, this spell is too large and the range's of it must be scaled back.
Also, especially since this is a signature spell with AoE effects it must deal 75% of S rank damage, not full s-rank damage.
- Spell Fusions:
Name: True Dragon's Roar
Rank: H (S + S)
Type: Fusion
Fused Spells: Fire Dragon's Roar + Sky Dragon's Roar
Duration: Instant
Cooldown: 8 Posts
Description: Hera inhales a huge amount of air from the environment, and inhales all natural or man-made flames within 300ft of her. She then exhales an apocalyptic roar of flames mixed with wind that is 650ft tall and wide. The wind fans and mixes in with the flames magically. The roar travels 1000ft before exploding in an explosion with both roars power combined. Resulting in a flaming tornado that towers 700ft into the air, whirling and whooshing with flames as wind continues to build up inside of the flame-nado as the gale fans the flames; resulting in a sonic boom like explosion of 700ft outward within two seconds from the moment Hera stops exhaling as flames are literally cast everywhere into the environment from the flame-nado exploding outward in a sonic boom at the end of the roar as flames splash high into the sky above the environment.
Strengths: Combines the strength of two S-Ranked roars into one mega roar. The distance, range, and size of the roars are combined making this a difficult spell to avoid due to it's size.
Weaknesses: Can be walled off or stopped by grounded H-Ranked Earth or Metal or an H-Ranked defensive type maneuver. Takes 3 seconds to fire. Twice as dangerous to wield, since both roars are combined; the destruction level of the spell is off the charts. Hard to avoid, but easy to see coming like most Roars as Hera inhales for 3 seconds before firing off the apocalyptic blast.
if any of the changes to Sky Dragon Roar change the numbers and such in here, make sure you edit to reflect that.
- S Ranked Spell:
Name: Sky Drive
Rank: S
Duration: 15 Posts Max duration for S-rank spells is 10 posts.
Cooldown: 20 Posts
Type: Slayer
Description: Hera raises her magic power to untold levels, her eyes glowing Dragon Slayer red as a gigantic light whips off of her body and forms into two gigantic wings that are over 300ft each on both sides of her. Purifying her body, mind, and soul. They hang in the air behind her as they open in spectacular fashion; visible from even miles off as they explode into nothingness, wind then appears around the user, that wraps tightly around Hera's body. In a constant gale that surrounds her.
Strengths: Removes all negative status effects on Hera and all allies within 300ft, and stops those enchantments from being put back on them during Sky Drive. Changes all of Hera's Fire Dragon Slayer spells into Sky Dragon Slayer spells and makes their element air / wind. Changes the element of all of her UAs, gives her access to her Primary Magic's UAs and spells. Lasts for a long time. Useful in certain situations. Allies who touch her magic during Sky Drive are healed for the rank of the spell they touch while enemies are harmed.
I'm sorry this spell has too may effects, please lower it's effects to only hacve 2-3 effects.
Weaknesses: Doesn't hurt enemies upon it's initial casting and still takes MP to activate. No threat to anyone from the initial activation of Sky Drive, just blows a huge gale around and makes hair and clothing and small objects blow away. Hera can't use Fire Magic for the entire duration of Sky Drive. Only consume it. Can't turn it off, so if she wants to use Fire Magic again the has to wait for the extremely long enchantment to run out, so it can be a disadvantage as well after use. Only the negative status effects removed cannot be put back on Hera and allies, new spells and status effects used on Hera and allies after Sky Drive is used are not affected at all.
- A Ranked Spell:
Name: Deus Corona
Rank: A
Duration: 10 Posts The duration for A-rank spells is 7-posts
Cooldown: 11 Posts
Type: Slayer
Description: Creates an incredible skin tight, magical defensive wall around allies nearby that's invisible until struck. When struck, the forcefield whirls with gale force wind and raw magic.
Strengths: Can defend against 3 A-Ranked spells. Or 1 and 1/2 S-Ranked spells. Grants Hera and all allies within sight an invisible magical barrier with 240 extra HP on top of their natural HP. The gale force that deflects spells can't be seen until a spell hits. The gale force is filled with raw magic power, so it's not just wind. When a spell hits, a forcefield of A-Ranked wind and raw blue mana deflect spells before disappearing again.
I'm sorry but considering what a human's actual 'sight' range is and the fact you have the slayer sense buff on top of that, you must have this affect A rank range instead of sight range, as sight range, in this case, is actually potentially several miles, thus breaking range rules.
Weaknesses: Once 10 posts are up, the extra 240HP of armor from allies disappears. Doesn't actually heal allies. Does no damage. Zero offensive application for Hera or her allies. Opponents have nothing to fear from the initial casting of this spell. Deflected spells can hit allies for full damage, as they deflect off of their target with full power in random directions. Will only hit allies that Hera has seen on the battlefield, or is aware of nearby her if she can't actually see them. If she cannot see the body, such as blocked by a wall or by a smokescreen; then she cannot enchant an ally with this effect.
- B Ranked Spell:
Name: Sky Dragon's Troia Raise
Rank: B
Duration: Instant
Cooldown: 6 Posts You can short the cooldown to 5 posts if you want
Type: Slayer
Description: 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 with a one hundred foot range. All targets glow with a soft white glow, and whirl with a slight breeze as magical sicknesses, and bindings come undone, even bindings or spells upon the mind or soul. Limbs are fully regrown and somewhat sore afterward from new bone growth. All internal organs are repaired and cured magically on the inside of the targets body. Forces nano bite and microscopic foreign objects, swords, blades, and bullets lodged in the targets body out as the wounds heal. You have under sold your range on this spell, you can go up to 50 meter's, you are currently only around 30-40 meters.
Strengths: Heals Hera and all allies within 100ft of Hera for B-Ranked spell damage. Removes 2 negative status effects from all party members within 100ft of Hera. Can be used over a long distance. Is instant as soon as she focused on, or points at a target.
Weaknesses: Is strictly a healing ability. Doesn't do any damage. Zero offensive application for Hera or her allies. Opponents have nothing to fear from the actual casting of this spell. Cannot remove status effects that came from an S-Ranked spell. Also can't remove effect's from an A-rank spell, can only affect spells of the spells rank or lower.
- C Ranked Spell:
Name: Arms X Armor X Vernier
Rank: C
Duration: 5 Posts
Cooldown: 7 Posts
Type: Slayer
Description: Three magical words known to every Sky Dragon Slayer. Hera raises one hand or points at her targets one by one. Arms, Gives someone superhuman strength, Armor increases their physical health for about five minutes, and Vernier increases their natural running and movement speed by 25MPH magically and grants the power of flight at the same speed on top of the targets natural speeds. Anyone enchanted will glow with an outline that matches their own magic type.
Buff's are percentages and subject to buff scaling, please change things to reflect that. Also detail that it can only be used on allies within 30 meters of Hera.
Strengths: Increases melee or weapon damage by 25. Grants an extra 100 HP briefly on top of current HP. Grants the power of flight at the targets own speed, with an additional 25MPH on top of that. Is three separate enchantments. Can spread each effect among allies, or just use one of them at a time. Can be used on 3 different people.
Weaknesses: When cast, must be stacked onto one person or spread between 3 people. The individual enchantments themselves aren't very powerful. Only has a range of what the caster can see. Even if Hera can sense someone, she can't enchant them because she needs to see the body to enchant it properly with Sky Dragon Magic. Doesn't last very long. If the flight power wears off mid-flight you will coast down to the ground slowly as it wears off; making you an easy target for archers, snipers, and long-range spellcasting.
- D Ranked Spell:
Name: Sky Dragon's Troia
Rank: D
Duration: Passive
Cooldown: Passive
Type: Slayer
Description: Hera inhales and exhales, focusing by closing her eyes or by thinking only of the patient or person in question. Instantly, the area of the body under pain or duress will begin to glow with an unnatural white light and then experience a breeze that smells like lavender surrounding their entire body. The unnatural breeze spins around them as their entire body glows with a soft white color briefly. When the glow fades, they feel completely cured of any sickness or ailments. Also heals and cures internal organs from sickness and disease, but only one at a time. Forces nano bite and microscopic foreign objects, swords, blades, and bullets lodged in the targets body out as the wounds heal. Fears and doubts also seem to melt away as the person under Troia experiences a boost in overall physical and mental health as well. Makes the user of Sky Dragon Slayer magic immune to Motion Sickness passively! Hallelujah!
Strengths: Heals one ally or just Hera for D-Ranked spell damage. Removes one negative status effect per cast on Hera or an ally, whether it be on the body, mind, or soul. Fears and quirks like motion sickness are also cured for the thread.
Weaknesses: Can only be used once per post. Hera must be able to see her target. Must be used on one person at a time, so it takes awhile to use it on the whole group if neccesary for some reason. Cannot remove status effects above C-Rank with this spell.
Cannot remove effects above D-rank
Haru-senpai- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Monkey King's Descendant
Position : None
Posts : 3216
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 12
Mentor : Igneel, & Noheme the Fox
Experience : 11,106.25
Character Sheet
First Skill: Fire Dragon Slayer Magic
Second Skill: Dragon Force
Third Skill:
All changes made to range, durations, and cooldowns as requested. However, I despise percentages so I replaced my C-rank spell with something simpler.
1. Sky Dragon's Roar already states in it's Weaknesses it can only be used once per post. People doesn't miss it when I use it if I fire it off. The size of it is not overpowered as I have used it recently in duels and battles and it was approved with the same current rules and guidelines and hasn't been changed from it's original version. It travels 100 meters and is just 100 meters tall and wide. I really don't feel like reworking my roars when I already worked so hard to keep them within the boundaries and reason the first time.
2. The description about eating magic is fine. As long as it's not God or Demon slayer magic and it's wind it's able to be eaten by me. Other slayers state the same thing in their magic it's common--don't want to waste any more time with this.
3. No worries glad you're ok, I thought you were just...doing other things or something. xd
1. Sky Dragon's Roar already states in it's Weaknesses it can only be used once per post. People doesn't miss it when I use it if I fire it off. The size of it is not overpowered as I have used it recently in duels and battles and it was approved with the same current rules and guidelines and hasn't been changed from it's original version. It travels 100 meters and is just 100 meters tall and wide. I really don't feel like reworking my roars when I already worked so hard to keep them within the boundaries and reason the first time.
2. The description about eating magic is fine. As long as it's not God or Demon slayer magic and it's wind it's able to be eaten by me. Other slayers state the same thing in their magic it's common--don't want to waste any more time with this.
3. No worries glad you're ok, I thought you were just...doing other things or something. xd
desiréeCrystals
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Faction : The Luminous Covenant
Posts : 1555
Guild : ☽ luminous rose guild mistress ☾
Dungeon Tokens : 0
Age : 336
Mentor : ☽ diamandis stellavera ☾
Experience : 915,017
Character Sheet
First Skill: ☽ blooms of chrysalis: crystal rose demon slayer ☾
Second Skill: ☽ pink dominion ☾
Third Skill: ☽ gemstone serpentine ☾