Ashes to Ashes
Dust to Dust
-------------------------------------------------------
Primary Magic:
Flame God Slayer
Secondary Magic:
Ash Reanimation
Caster or Holder:
Caster
Description:
Flame God Slayer Magic incorporates the element of fire into the user's body, allowing them to produce black flames from various parts of their being, which are mostly used as a means for offense. The user is also able to consume external sources of fire in order to replenish their strength and rid themselves of fatigue, thereby making them immune to fire-based attacks, much like a Fire Dragon Slayer. However, a Flame God Slayer is able to eat the flames produced by a Fire Dragon Slayer, with the reverse being normally impossible for said Dragon Slayer, except under special circumstances.
Strengths:
- Advantage over any magics utilizing metal of equal or lower rank
- Advantage over any magics utilizing water of lower rank
- Advantage over any magics utilizing wind of lower rank
Weaknesses:
- Vulnerable to Water Magic of equal or higher rank
- Vulnerable to Wind Magic of equal or higher rank
- Earth Magic is more or less unaffected by Fire Magic
Abilities/Powers:
- Fire Consumption: A user of Flame God Slayer magic can consume ordinary fire. They can also consume the fire of Fire and Fire Dragon Slayer mages. When fire is consumed, it replenishes the user's strength, magical power and energizes them. However, they cannot consume their own flames.
- God Force: After consuming mass amounts of fire, the user can then go into God Force mode. When a God Slayer enters God Force, they effectively turn into a humanoid God, gaining a glowing aura of a black or purple color. God Force is the final, most powerful state a God Slayer can attain; granting them power comparable to that which a real God possesses: the power to utterly destroy everything.
- Enhanced Smell: A God Slayer can detect specific smells of an object, person or place over long distances.
- Enhanced Hearing: A God Slayer can hear specific noises or voices over long distances.
- Enhanced Sight: A God Slayer can see with extreme clarity and detail of events over long distances.
- Enhanced Strength: A God Slayer's physical strength is superior than ordinary others'.
- Enhanced Speed: A God Slayer's speed is superior than ordinary others'.
- Enhanced Durability: A God Slayer's durability (amount of attacks they can endure) is superior than ordinary others'.
- Sun Life: When a Flame God Slayer is outside when the sun is up, they gain 5% HP and 5% MP per post.
- Burns:
~ 1st Degree: D-Rank Damage
~ 2nd Degree: C-Rank Damage
~ 3rd Degree: B-Rank Damage
- D-Rank Spells:
Name: Flame God's Red Carpet
Rank: D
Type: Fire | Supportive
Description: Flame God's Red Carpet is a spell in which the flames take on particular properties, becoming solid, flexible and seemingly harmless. The flames are then turned into a small blaze which grows larger and larger and begins to spiral around the user, who proceeds to stand on the flames' tip. The flames, now much larger, act as a mean of transportation, allowing the user to fly by standing on them, with the fire having taken on the shape of a fierce, flexible "column". This column is 15 meters high and 8 meters wide.
Strengths:
- A quick way to escape or evade opponents
- Burns (1st Degree) those the flames touch
Weaknesses:
- The "red carpet" can be extinguished by an equal or higher ranked water or wind attack.
- The user must maintain a certain amount of self balance or else they'll fall off
Duration/Cooldown: Up to 3 posts / Cools down for 6 posts
Name: Flame God's Barrage
Rank: D
Type: Fire | Offensive
Description: The user summons forth their Magic Seal, from which a number of fierce flames in the form of elongated circles are fired at the enemy in a scattered formation. These circles are sent out from the Magic Seal towards the target. Every circle is about 2 meters in width and 4 meters in height. A maximum of 16 flame circles can be shot out. All 16 flame circles combined are considered as C-Rank Damage.
Strengths:
- Can knock back targets a good 5 meters
- Leaves a burn (1st Degree) and/or bruise on the impacted area
Weaknesses:
- Due to the erratic path of the attack, allies may be harmed in the assault
- The user cannot keep track of all the flames, which could cause unwanted effects
Duration/Cooldown: Up to 1 post / Cools down for 3 posts
Name: Flame God's False Beam
Rank: D
Type: Fire | Offensive
Description: The user summons their Magic Seal by stretching their arms wide open to the sides, from which a spiraling column of fire is released and sent flying towards the enemy. The column can reach a range of 8 meters. Upon contact with the target, the beam envelopes them, stinging them with hot "punches" that cause 1st degree burns. A maximum of 10 punches can be attained. All 10 punches form up to a full D-Rank damage.
Strengths:
- The target can be mistaken into thinking the attack is a simple beam
- Leaves a burn (1st Degree) and/or bruise on the impacted area
Weaknesses:
- Due to the direct path of the attack, the target can dodge it easily
- The attack can only reach a short range
- The beam itself can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 1 post / Cools down for 3 posts
Name: Flame God's Melting Skull
Rank: D
Type: Fire | Offensive
Description: The user extends their hands upwards, conjures a ball of fire, and then lobs it at their opponent. The sphere is adorned by a figure similar to a stylized, cartoonish skull. The skull itself is 4 meters in height and 4 meters in width. Upon contact with the target or solid surface, the skull splits apart into a maximum of 25 globs of fire in 10 meter by 10 meter radius. These globs are 1 meter in height and 50 centimeters width. The globs then stick onto nearby bystanders causing 1st degree burns. This spell has no other purpose than to cause burns.
Strengths:
- The target can be tricked into thinking the attack is a straightforward fireball
- Leaves a burn (1st Degree) and/or bruise on the impacted area
Weaknesses:
- Allies can be harmed by this attack if they are within the AoE
- The globs can be extinguished by simply patting them out
Duration/Cooldown: Up to 1 post / Cools down for 3 posts
Name: Flame God's Nail Slash
Rank: D
Type: Fire | Offensive
Description: The user ignites one of their hands and then swings it in an arc, striking the target with their finger tips, leaving a flurry of flames in their wake.
Strengths:
- Can daze the target momentarily
- Leaves a burn (1st Degree) and/or bruise on the impacted area
Weaknesses:
- The target can easily smack aside the attack if they realize what is going on
- If the user takes too much time to get to the target (must be within the same post), the flames disperse
Duration/Cooldown: Up to 1 post / Cools down for 3 posts
- C-Rank Spells:
Name: Flame God's Destructive Punch
Rank: C
Type: Fire | Offensive
Description: The user engulfs their fist in flames and then punches their opponent, causing, aside from sheer blunt damage, damage from the flames as well. This attack can also be performed with both hands at once.
Strengths:
- If both fists are used, the target can be knocked back by a good 15 meters
- Leaves a bruise and/or burn (2nd Degree) on the impacted area
Weaknesses:
- As this is just to enhance close quarters combat, the user must get up close to the target
- Basic training in hand-to-hand combat is needed
- If one fist is used, the target can only be knocked back by 7 meters
Duration/Cooldown: Up to 1 post / Cools down for 4 posts
Name: Flame God's Destructive Kick
Rank: C
Type: Fire | Offensive
Description: The user ignites their feet with flames and proceeds to assault the opponent with a powerful fire-enhanced kick, with the flames greatly augmenting the power of said kick. They can also create flames from the feet, greatly enhancing speed and allowing the user to jet-propel in any direction they desire at a maximum range of 20 meters. This makes it easier for the user to get close to opponents that they wish to engage in close combat.
Strengths:
- Can knock back the target a good 15 meters
- Leaves a bruise and/or burn (2nd Degree) on the impacted area
- Allows for a quick speed boost
Weaknesses:
- As this is just to enhance close quarters combat, the user must get up close to the target
- Basic training in close combat is needed
- The user must be careful which direction they're going as they can slam into something
Duration/Cooldown: Up to 1 post / Cools down for 4 posts
Name: Flame God's Multi Strike
Rank: C
Type: Fire | Offensive
Description: The user summons forth their Magic Seal in front of them with an arched movement of their arm, from which a number of fiery, curved beams is fired towards the target, with each beam tracking them down and moving to strike them separately from the others. A maximum of 3 beams can be sent out at a range of 20 meters each and are 5 meters in width.
Strengths:
- The target can dodge one beam, only to be caught by another
- Leaves a burn (2nd Degree) and/or bruise on the impacted area
Weaknesses:
- Must maintain a solid focus to control each beam
- If the user loses focus, the beams disperse immediately
- Each beam can be extinguished by an equal or higher ranked water or wind attack
Duration/Cooldown: Up to 4 posts / Cools down for 8 posts
Name: Flame God's Flaming Elbow
Rank: C
Type: Fire | Offensive
Description: The user creates intense, bursting flames from their elbow, boosting the striking power of the corresponding arm, which they then use to strike the target, who is then sent flying (at least) several meters away from the user.
Strengths:
- Can knock back the target a good 15 meters
- Leaves a bruise and/or burn (2nd Degree) on the impacted area
Weaknesses:
- As this is just to enhance close quarters combat, the user must get up close to the target
- Basic training in hand-to-hand combat is needed
Duration/Cooldown: Up to 1 post / Cools down for 4 posts
- B-Rank Spells:
Name: Flame God's Backhand
Rank: B
Type: Fire | Offensive
Description: The user rushes forward against the target. While doing so, the user produces a large stream of fire from each of their arms, which, when it comes in contact with the target, burns them and at the same time sends them flying away due to the blunt force of the produced fire.
Strengths:
- Can knock back the target a good 25 meters
- Leaves a bruise and/or burn (3rd Degree) on the impacted area
Weaknesses:
- The user must be quite quick to make sure the target cannot prepare a counter-attack
- The user must make sure not to over shoot the attack else they'll miss
Duration/Cooldown: Up to 1 post / Cools down for 5 posts
Name: Flame God's Headbutt
Rank: B
Type: Fire | Offensive
Description: The user engulfs their entire body in flames and then propels themselves against the opponent at high speed up to a range of 30 meters, hitting them with a powerful headbutt. The user then proceeds to send the enemy flying up in the air with a pillar of fire 25 meters in height and 10 meters in width produced from their body.
Strengths:
- Can knock back the target a good 20 meters
- Leaves a bruise and/or burn (3rd Degree) on the impacted area
Weaknesses:
- The user must be quite quick to make sure the target cannot prepare a counter-attack
- If the user hits a solid surface, they will become disoriented, leaving them vulnerable to an attack
- Can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 1 post / Cools down for 5 posts
Name: Flame God's Mist
Rank: B
Type: Fire | Offensive
Description: The user swipes their hand, releasing flames that cover their target(s) like a cloud. The cloud covers a radius of 25 meters by 25 meters. Those who inhale the "cloud" begin to receive internal burns in areas like the mouth, throat, esophagus, etc... The cloud contains traces of ashes which can be lethal when inhaled if not treated.
Strengths:
- Targets are harmed internally
- Reduces visibility of targets
- Reduces mobility
Weaknesses:
- Targets can be healed to remove the effects of the cloud
- The spell can affect the user's allies
- The cloud can be dissipated by a gust of wind of equal or higher rank
Duration/Cooldown: Up to 5 posts / Cools down for 8 posts
Name: Flame God's Scythe
Rank: B
Type: Fire | Offensive
Description: The user molds a scythe from black flames, which can then be used for large-scale destruction. The scythe's handle is about 30 meters in length and 20 centimeters in width, with a blade of 5 meters in length at the beginning which then descend into a point.
Strengths:
- Can destroy solid objects such as rocks as the flames are in a "solid form"
- Has a long reach
- Can burn (3rd Degree) targets when struck at
Weaknesses:
- The scythe is quite large which can cause unnecessary destruction
- Cannot cut through minerals such as amethyst, apatite, diamond, etc.
- Can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 6 posts / Cools down for 8 posts
- A-Rank Spells:
Name: Flame God's Exploding Prominence
Rank: A
Type: Fire | Offensive
Description: The user creates a pillar of fire beneath the soles of their fire of 35 meters in height and 10 meters in width. The user then summons forth their Magic Seal and builds up red-orange energy in front of it. Said energy is subsequently released into a large, long and powerfully destructive laser-like beam that is capable of creating a chain of explosions in a straight line against the ground of 40 meters. Each explosion happens at every 5 meters with a radius of 10 meters by 10 meters.
Strengths:
- Can knock back targets a good 30 meters
- Leaves a bruise and/or burn (3rd Degree) on the impacted area
Weaknesses:
- The attack can affect allies
- The pillar must remain intact, otherwise the user will plummet to the ground, causing the beam to dissipate
Duration/Cooldown: Up to 1 post / Cools down for 6 posts
Name: Flame God's Supper
Rank: A
Type: Fire | Offensive
Description: The user clasps their hands together to launch a mouth-shaped attack of black flames at their target to trap them in spherically-shaped black flames, eventually causing so many burns, the target receives A-Rank damage for every post they are within the sphere. Once the trap is formed, its size is 30 meters by 30 meters. (The target must remain in the sphere for the full duration to receive the maximum amount of injuries)
Strengths:
- Traps the target, rendering them immobile
- Causes extreme burns (3rd degree)
Weaknesses:
- As the user must first engulf their hands in flames, the target has a chance to quickly attack the user
- If the target is able to get even a single limb out of the sphere, the breach causes the sphere to implode and dissipate
- Can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 4 posts / Cools down for 10 posts / Can only be used three times per thread
Name: Flame God's Body Shot
Rank: A
Type: Fire | Offensive
Description: The user generates fire on both of their hands and then joins them, creating a unique, larger flame as a result which engulfs their entire body. The user then speeds towards the enemy to simply collide with them resulting in a very massive and destructive explosion. The explosion has a radius of 40 meters by 40 meters.
Strengths:
- Can knock the target back a good 30 meters
- Leaves a bruise and/or burn (3rd Degree) on the impacted area
Weaknesses:
- The user must make contact with the target, thus making them get really close
- The target can easily counter-attack the user, flipping them over themself (karate-style)
- Flames can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 1 post / Cools down for 6 posts
Name: Flame God's Serpentine Pet
Rank: A
Type: Fire | Offensive
Description: The user generates a spinning column of fire at 40 meters in height and 25 meters in width, which takes the form of a snake with a gaping jaw. This snake can twist and follow its targets at a maximum range of 35 meters and swallow them. After it has swallowed them, it implodes on itself and causes an explosion with the target at the epicenter with a radius of 30 meters by 30 meters.
Strengths:
- After the explosion occurs, the target is sent flying into the air at a height of 30 meters
- Causes extreme burns (3rd Degree)
Weaknesses:
- The user must constantly remain focused to control the serpent, otherwise it would dissipate upon loss of focus (e.g.: Getting hit by 1 A-Rank spell or equivalent)
- The explosion can harm the user's allies
- Can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 5 posts / Cools down for 10 posts
- S-Rank Spells:
Name: Flame God's Battle Cry
Rank: S
Type: Fire | Offensive
Description: The user first inhales, gathering fire in their mouth, and then releases such fire in the direction of their opponent, creating a large, exploding fireball which damages and burns the opponent. This spell can be performed two ways: the first, and more "complicated" way involves the user putting their hands before their mouth, in a pose resembling that of a trumpeter, before releasing the fire, prompting it to be expelled between their fingers. The flames produced by this version start out as a very thin stream, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponent. This version's stream begins can reach a width of 50 meters at it's peak and a range of 100 meters. The other simpler, and seemingly faster way, simply has the user quickly gathers flames in their mouth and then releases them, with no seeming stance required, producing a burst of fire. This version's width can reach a width 25 meters, but a range of only 50 meters. The residual explosion has a radius of 60 meters by 60 meters.
Strengths:
- Can send the target back a good 40 meters
- Causes extreme burns (3rd Degree)
Weaknesses:
- If the user casts the spell the second way, the damage done by the attack is reduced by 25%
- The explosion can harm the user's allies
- Can be extinguished if countered by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 1 post / Cools down for 8 posts
Name: Flame God's Anger
Rank: S
Type: Fire | Offensive
Description: The user places their hands up, their palms facing the sky. A thin stream of fire would rapidly dance upwards. Until the stream reaches a height of 50 meters which would take about a post, the user then places their hands together, the streams becoming connected. At that moment, a large beacon-like flash of flame would be sent up into the sky, bursting as it reaches the 60 meter peak. The sky within a 80 by 80 meter radius would turn a red-orange color as ashes and embers would begin to float down towards the earth. Meanwhile, a swirl of flames would be forming into a 50 meter by 50 meter sphere. At the command of the user, the "meteor" plummets towards the ground at a designated location chosen by the user. Upon clashing with a solid surface, the meteor erupts into a 70 meter by 70 meteor explosion that devastates the landscape, leaving everything within the explosion in a burnt and ash state. Living beings receive S-Rank damage.
Strengths:
- Can break through magic barriers of equal or lower rank
- Burns and/or melts all wooden and/or metallic solid matter, but magical constructs of equal or lower rank
- Causes extreme burns (3rd Degree)
Weaknesses:
- As it takes a post to cast the spell, the user is left vulnerable to an attack
- The explosion can harm the user's allies
- If during the casting time the user is harmed/loses focus, the spell would be canceled, the forming meteor dissipating (The user loses complete focus if struck with a S-Rank spell)
- Can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 2 posts / Cools down for 10 posts
Name: Flame God's Phoenix
Rank: S
Type: Fire | Offensive
Description: The user places their hands together. Then they slowly pull them apart as a swirling orb of black fire would appear between the palms of their hand. The user then slams the orb into the ground, creating a pit of 70 meters in depth and 50 meters in width. The pit's wall would be lined with black flames. After a moment, a large black phoenix erupts from the pit. Said phoenix is controlled by the user and is able to breathe fire The phoenix is 60 meters in height and its body is 20 meters in width while it's wings are 20 meters in height and 35 meters in width. Once the duration for the phoenix is over, the flames implode into the bird and disappear into the pit which collapses in on itself. The user can be 45 meters away from while controlling it.
Strengths:
- Can attack targets in multiple ways
- Cannot be attacked physically as its made of fire
Weaknesses:
- If the user is knocked out and/or killed, the phoenix dissipates
- The phoenix can only breathe fire, but cannot manipulate said flames
- Can be extinguished by an equal or higher ranked water or wind spell
Duration/Cooldown: Up to 10 posts / Cools down for 20 posts
- H-Rank Spell:
Name: Flame God's Rebirth
Rank: H
Type: Fire | Offensive, Supportive
Description: The user closes their eyes and brings their hands together while inhaling through their nose. The sky would darken as clouds of ash would form in a 150 meter by 150 meters radius. The clouds would glow a faint red-orange which would be the only source of light emanating from the sky. Embers would float down towards the ground as the user's body begins to be covered in flames. Once the flames engulf the user's body completely, a large blast of fire is sent out from the soles of the user's feet sending them up into the sky. After a couple of seconds, a miniature sun of a blackish-purple color with a diameter of 100 meters breaks through the barrier of ash clouds shining down on all those within the cloud radius. The user would be at the epicenter of this "sun". The user, in this form, would be able to send down augmented versions of their spells. All damage done by the spells are increased by 50% and their cooldowns are reduced by 2 posts. The user can send down beams of flames from the "sun" which engulfs their allies protecting them from all physical attacks and infusing their own physical attacks with flames increasing physical attack damage by 25% and leaving 2nd degree burns as well as cauterizing any open wounds. Allied fire mages receive the same buff as the user. The fire protecting an ally can be broken by 1 S-Rank spell or equivalent. The user can even simply mimic movements in a sense where they'd act as though they were reaching down and an arm formed of fire would descend to the ground.
Strengths:
- Increases damage done by user's spells
- Reduces user's spell cooldowns by 2 posts
- The user is at such a height that physical attacks are not probable of harming them
- Can protect allies
Weaknesses:
- A constant stream of magic is required, therefore if is affected by a spell that drains/negates magical power, the spell deactivates
- The spells can harm the user's allies
- The user becomes drained of their magic after they use the spell as the spell itself requires magical power as well as the additional spells cast
- All the effects of the spell can be extinguished/dispersed by an equal ranked water or wind spell
- The protective fire around the allies can be broken by 1 A-Rank or equivalent water or wind spell
Duration/Cooldown: Up to 10 posts / Cools down for 20 posts