- Magic:
- Primary Magic: Takeover: Monster Soul
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster-type
Description: Aaron's Monster Soul Takeover Magic. Unlike most Takeovers, Monster Soul is a singular form Takeover, in that the only full form of his Takeover is that of a Diawolf. This Takeover allows him access to an abnormal red and black fire that produces explosions alongside the usual burning effect of flames. (Note: Not God Slayer Flames or anywhere near the same class).
Aaron befitting his headstrong personality tends to use this magic for melee-based combat, this being done while not using any clear takeover form whether it be partial or full form takeover. The latter being due to the passive augmentations' he gains from this form of magic. The main forms of melee he uses for this are various punches, kicks, and as a show of raw power, headbutts. When using his partial Takeover he once more depends more on melee than he does ranged attacks, though he is capable of ranged attacks when using his partial. When in his full takeover he tends depend more on the raw strength of this Takeover in conjunction with melee, ranged explosions, and roar-like techniques. He has also been known to use this takeover as a means to destroy his surrounds as to make gaining proper footing harder to do for his adversaries, something that does no impede upon his fighting capabilities due to has rather wild style of fighting.- Strength's:
- 1. This Magic allows Aaron to cause both burning damage and stunning damage which is a result of the produced explosions. The burning damage produced by the explosion's flame aspect when dealing with D-rank spells would be 2% per post for five posts. When dealing with C-rank spells the burning damage dealt would be 4% per post. For B-rank spells the burning damage dealt would be 6% per post. For A-rank spells the burning damage dealt would be 8% per post. For S-rank spells the burning damage dealt would be 10% per post. For SS-rank spells the burning damage dealt would be 12% per post. And for H-rank spells the burning damage dealt would be 14% per post.
2. This magic allows Aaron to target either singular enemies or multiple enemies depending on which spell he is using as some of them are singular and others are multiple in the number of explosions created.
3. This magic allows Aaron to produce large area damage to his surrounds as it produces explosions, which are known for forging large scale damage.
4. This magic allows Aaron to produce blunt damage as an end result of the explosions.
5. The fifth strength of this magic is that he can forge the explosion with the use of either partial or full body takeover, albeit on a weaker scale in comparison to the takeover explosions.
6. The sixth strength is that all Explosion spells scale upwards in power as Aaron ranks up.
- Weaknesses:
- 1. The first weakness of this Magic is the channeling time needed to access both his partial Takeover's and his Full Body Takeover forms.
2. The second weakness of this magic is that it is a self-harming magic as the explosions always have a residual blow-back, albeit only a quarter of the damage inflicted upon his enemy.
3. The third weakness of this magic is that he (Aaron) cannot prevent the possibility of his allies being caught in the explosion.
4. The fourth weakness of this magic is that it makes fighting in closed in spaces disadvantageous for the user as they most worry about any debris left from the explosion's hitting them thus causing damage to them.
5. The fifth weakness of this magic is that using the partial and full body takeover will leave the user unconscious (force them into immediate sleep afterwards). This sleep usually last a few posts, and even after waking up they will be left exhausted and unable to use their takeover until they have had a chance to replenish their energy. Though, this is only after they have either used up all of their Magic Power, or have been dealt enough damage to leave them too weak to sustain the Takeover. This weakness truly only showing its full brunt once the user has reached A-rank and above. While ranking below A-rank it is shown as fatigue at the level of the user being unable to cast spells or attack unless via magic-less melee combat for up to two posts.
6. The sixth weakness of this magic is that is grants him enhanced hearing, thus making him more susceptible to loud noises.
7. The seventh weakness of this Magic is Magic that holds a holy inclination, this is due to it being classified a Hell-type Monster Takeover, which can be seen as being akin to Demonic Magic and may in fact be a Demonic Magic.
- Abilities/Powers:
- 1. Horns: Aaron, as a side-effect of his Takeover now permanently has a pair of horns upon his head. These horns having a tendency to grow as his exposure to his Hell-type Takeover increase's.
2. Enhanced Strength: Aaron, having literally fused with his Takeover, thus becoming a Diawolf, now possesses the same monstrous strength of one is able to easily cause wide-spread destruction even in his human form. He is also capable of ripping trees out of the ground with physical strength alone, thus being able to use them as weapons for a limited time. (Note: This is even without the use of Magic.)
3. Enhanced Sense of Smell: Aaron, having been turned into a Diawolf as a result of his Takeover has been granted an enhanced sense of smell that by far surpasses that of a normal human. This is a trait that allows him to track down people whether he is overly familiar with the scent or if it is an unknown scent.
4. Enhanced Durability: Aaron, as a result of becoming a Diawolf possess a rather thick hide, and can take a great deal of damage even outside of his takeover form. Though, he is by no means immune to damage and will obviously feel pain if hit by enemy spells or melee. Aaron is able to handle up to two D-rank spells without sustaining more than minor to moderate injuries, with the exception of spells that are of a holy inclination, in which case it would be the same as being hit by two D-rank spell's back-to-back due to his Takeover being classified as Hell-type Monster. He can handle up to one C-rank spell at his current rank and only sustain slightly more severe wounds than he would from two D-rank spells. For any spells that are B-rank and above, he will easily be incapacitated at his current rank. (Note: These statistics are subject to change as he goes up in the ranks).
5. Enhanced Reflexes: Aaron, as a result of becoming a Diawolf, now possesses the same animalistic reflexes of an actual Diawolf. This augmentation allows him a greater chance of dodging enemy attacks. At his current rank, D-rank Aaron has 10% chance of evading enemy attacks. When he reached C-rank this probability increases to a 15% chance of a successful evasion. When he reached B-rank this probability increases to a 20% chance of a successful evasion. At A-rank the probability of a successful evasion is increased to 25%. At S-rank the chances of a successful evasion increase to a 30% probability. Once he reaches SS-rank the probability of a successful evasion raises to 40%. However, when he reaches H-rank the probability of a successful evasion become 50%.
6. Enhanced Vision: Aaron thanks to having become a Diawolf has gained an enhanced vision when in dark areas or at night. This gives him a sort of night-vision optical view at night time or when in areas that are shrouded in shadows.
7. Enhanced Hearing: Aaron, as a result of becoming a Diawolf now possesses hearing that by far surpasses the hearing of a normal human. This makes him rather useful at gathering information. Though, it also has the disadvantage of making him incredibly susceptible to Magic's that produce high-pitched noises.
8. Enhanced Speed: Aaron, as a result of becoming a Diawolf, possesses slightly augmented speed, though this augmentation is only shown when in his human-like form, some partial takeovers, and his full body takeover. Thus, it is only a partial passive trait. At D-rank his speed is 25 mph. At C-rank his speed becomes 40 mph, while at B-rank it becomes 55 mph. At A-rank his speed is enhanced to 70 mph. Then at S-rank his speed is augmented to 85 mph. Once he reaches SS-rank his speed will be augmented to 100 mph. Finally, once he reaches H-rank his speed will be augmented to 115 mph.
9. Pyro-Explosion: Aaron, even when outside of his partial and full bodied Takeover is capable of using his Takeover's Pyro-Explosive trait, making it an offensive passive trait of this takeover.
10. Diawolf's Curse: The Curse of the Diawolf, is a rather unusual passive ability. It is not a passive one can maintain much if any active control over. They can however control some aspects of it. Thus making it rather unstable. One good grace of this passive, is that works with or without the use of either a Partial or Full Body Takeover.This passive, seems to work off of the strange markings that rest upon Aaron's forearms when he shows even the most minute use of his Magic Power, as such one could say it works consciously through his hands. This assumption of its active use is shown by how by placing his palm onto something he can make it light up an ominous red and black before causing the object in question to explode. When this passive activates on it's own the following criteria will happen or has already happened. First, complex markings that seem to be written in an ancient dialect used by the Diawolf, appear on the body part of anyone or anything that has touched Aaron, turning them into a living explosion. The magnitude of the explosion depends on how many times Aaron touches or is touched by the target. It has been stated by Aaron, that while the Curse of the Diawolf may be tied to his very being, he dislikes seeing others harmed because of it. The damage inflicted from touching him and becoming afflicted by the Diawolf's Curse is the same as being hit by a spell equal to Aaron's actual rank. The full damage going both way's and it cannot be avoided as the explosion is cast into the afflicted parties body.
- D-rank Spells:
- Takeover Spells:
- Fist's of the Diawolf:
- Name: Fist's of the Diawolf
Rank: D-rank
Type: Offensive(Claws)/Defensive(Fur)/Supportive (Spell Supportive)
Description: This spell is cast by gathering magic power within the chosen arm or both arms, this magic power producing a strange red and black smoke that burns away the users flesh and replaces it with the golden fur of a Diawolf, and transforms the users hand into the claws of a Diawolf. This transformation making use of the users augmented strength to boost the strength of their melee attacks, as well as boosting the power of the explosions. This spell scales up in power as Aaron ranks up.
Strengths:
1. Strength: This partial takeover augments the users punches lending additional blunt damage to the produced explosions. This augmentation is that it boosts his attack strength so a single D-rank explosions acts like two D-rank explosions. So on and so forth as Aaron ranks up. It also allows for some cutting melee damage due to his gained claws.
2. Durability: The thick fur produced upon the users arms during the use of this partial takeover make it harder for his arms to be damaged by spells of the same rank, as his arms have been thickened by the fur. This fur augmentation boosts his defensive capabilities so that it acts like a D-rank defensive spell.
3. Support: This partial takeover allows a supportive capability of lending additional force to his D-rank explosions, making the explosions act more like a D-rank and half of another D-rank in destructive potential. However, this augmentation is not always present, and if used multiple times in a row will lessen in strength.
4. Combination: This partial takeover can be used in conjunction with its Pyro-Explosive trait.
Weaknesses:
1. Channeling Time: The amount of time it takes to channel enough energy to use this partial takeover is two posts, as such it is disadvantageous as all Aaron can really do for these two posts is dodge his enemies attacks or take them head-on.
2. Water: This partial takeover is weak against water, this is due to it's alignment with a flame-oriented form of magic.
3. Holy Magic: Much like Demons are weak against Holy Magic, Aaron, as a Hell-type Monster also holds a weakness to holy magic as a side-effect of this partial takeover.
4. Speed: The fourth weakness of this partial takeover is that offers absolutely no speed-based augmentation.
5. Fatigue: Much like the side-effect of his full body takeover, this partial makes him tired, albeit at a lessened scale so he does not fall asleep like he would if using the full body takeover. Instead of falling asleep, it simply makes his fatigue more apparent and may leaves him momentarily vulnerable.
6. Action: Aaron, when using this spell must either choose to use it for offensive purposes (much more likely given his personality), or defensive purposes (unlikely given his headstrong personality).
Additional Info
1. Duration: The duration of this spell is three posts.
2. Cool-down: The cool-down of this spell is four posts.
- Leg's of the Diawolf:
- Name: Leg's of the Diawolf
Rank: D-rank
Type: Offensive/Defensive/Support
Description: This spell is cast by gathering magic power within their legs, this magic power producing a strange red and black smoke that burns away the users flesh and replaces it with the golden fur of a Diawolf, and transforms the users feet into the claws of a Diawolf. This transformation making use of the users augmented speed and strength to boost not only their speed, but also the strength of their melee attacks, as well as boosting their reflexes due to the speed boost. It can augment the strength of the explosions. This spell scales up in power as Aaron ranks up.
Strengths:
1. Strength: This partial takeover augments the users kicks lending additional blunt damage to the produced explosions. This augmentation is that it boosts his attack strength so a single D-rank explosions acts like one and half D-rank explosions. So on and so forth as Aaron ranks.
2. Speed: This partial takeover allows the supportive capability of boosting the users speed. This allowing them to close the distance between themselves and their adversary. This speed boost also seems to augment their jumping capabilities, which is one of the manners through which distance can be lessened.
3. Support: This partial takeover allows a supportive capability of lending additional force to his D-rank explosions, making the explosions act more like a D-rank and half of another D-rank in destructive potential. However, this augmentation is not always present, and if used multiple times in a row will lessen in strength.
4. Combination: This partial takeover can be used in conjunction with its Pyro-Explosive trait.
Weaknesses:
1. Channeling Time: The amount of time it takes to channel enough energy to use this partial takeover is two posts, as such it is disadvantageous as all Aaron can really do for these two posts is dodge his enemies attacks or take them head-on.
2. Water: This partial takeover is weak against water, this is due to it's alignment with a flame-oriented form of magic.
3. Holy Magic: Much like Demons are weak against Holy Magic, Aaron, as a Hell-type Monster also holds a weakness to holy magic as a side-effect of this partial takeover.
4. Shadow Magic: The fourth weakness of this partial takeover is that while it may make use of the users enhanced speed and reflexes, it does not augment them enough to allow them to combat users of Shadow Magic, especially Shadow-based Slayers.
5. Fatigue: Much like the side-effect of his full body takeover, this partial makes him tired, albeit at a lessened scale so he does not fall asleep like he would if using the full body takeover. Instead of falling asleep, it simply makes his fatigue more apparent and may leave him momentarily vulnerable.
Additional Info
1. Duration: The duration of this spell is three posts.
2. Cool-down: The cool-down of this spell is four posts.
- Body of the Diawolf:
- Name: Body of the Diawolf
Rank: D-rank
Type: Defensive (fur)/Supportive (increased muscle mass)
Description: This spell is cast by gathering one's Magic Power within their torso. This producing an abnormal red and black smoke that flows from their chest burning away their flesh. This giving way to forge a thick fur hide upon their torso as it expands and becomes much more pronounced in their musculature. This spell scales up in power as Aaron ranks up.
Strengths: 1. Durability: This partial takeover augments the users resistance to damage from equal ranking spells, up to two spells of the same rank before signs of actual damage become apparent. This is due to how thick the newly grown fur is and his increased muscle mass making his torso much more dense than a human's is.
2. Strength: This spell allows slight augmentative effect's to his physical strength. Though, this only shows when used in conjunction with his other partials. Given his current rank this strength will seem mostly downplayed. However, it does show itself quite well when used for melee means.
3. Combination: This partial, much like the other's used by Aaron may be used in conjunction with his pyro-explosive haze/flames. It can also be used together with other partial's, though to a rather limited degree.
Weaknesses: 1. Channeling Time: The amount of time it takes to channel enough energy to use this partial takeover is two posts, as such it is disadvantageous as all Aaron can really do for these two posts is dodge his enemies attacks or take them head-on.
2. Water: This partial takeover is weak against water, this is due to it's alignment with a flame-oriented form of magic.
3. Holy Magic: Much like Demons are weak against Holy Magic, Aaron, as a Hell-type Monster also holds a weakness to holy magic as a side-effect of this partial takeover.
4. Speed: The fourth weakness of this partial takeover is that offers absolutely no speed-based augmentation.
5. Fatigue: Much like the side-effect of his full body takeover, this partial makes him tired, albeit at a lessened scale so he does not fall asleep like he would if using the full body takeover. Instead of falling asleep, it simply makes his fatigue more apparent and may leaves him momentarily vulnerable.
Additional Info
1. Duration: The duration of this spell is three posts.
2. Cool-down: The cool-down of this spell is four posts.
- Remnant's of the Diawolf:
- Name: Remnant's of the Diawolf
Rank: D-rank
Type: Offensive (horns and fangs)/Defensive (tail)
Description: This spell, unlike Aaron's other partials, holds a different appearance of its actual activation. Instead of consuming the selected body part, the user must gather Magic Power in various points of their body. This allows the black and red haze to engulf their entire body burning away the selected skin and transform the users appearance. The user's facial structure becoming narrow as a wolf-like muzzling takes place as their facial structure shifts and their teeth turn into razor-sharp fangs. Their eye's become triangular in shape at first as they turn pure red with no other color being visible, while the user's nose turns black and takes on a much more canine shaping. The user's horns will grow upwards with a slight outward cast curve near the tops. Meanwhile, the users tail will form, this tail being rather thick and can be used to defend against and deflect some spells. This spell scales up in power as Aaron ranks up.
Strengths: 1. Melee: The first strength of this partial is that it hold augmentive capabilities in turns of normal melee. This is due to Aaron's being able to use his fangs to cause puncturing damage and his horns to cause impalement damage.
2. Defense: The second strength of this partial is that his tail can be used to defend against spells of equal rank and deflect them if they are of the same rank. However, it cannot be used to bash off Magic that use's Water (holds a holy inclination), or any directly Holy Magic's such as Demon Slaying Magic. It cannot endlessly deflect spells, nor can it handle spells above it's own rank. At present, his tail can only deflect up to one D-rank Spell, and even then only a partial deflection is possible. This meaning he will still take some damage. Though, it will only be a quarter of the attack's full damage production ratio.
3. Conjunction: This partial like his others can be used in combination with his pyro-explosive flames. This is possible by gathering the flames upon his horns of within his mouth then proceeding with the standard melee actions used with such parts before releasing the explosion to worsen the damage caused by the direct melee.
Weaknesses: 1. Channeling Time: The amount of time it takes to channel enough energy to use this partial takeover is two posts, as such it is disadvantageous as all Aaron can really do for these two posts is dodge his enemies attacks or take them head-on.
2. Water: This partial takeover is weak against water, this is due to it's alignment with a flame-oriented form of magic.
3. Holy Magic: Much like Demons are weak against Holy Magic, Aaron, as a Hell-type Monster also holds a weakness to holy magic as a side-effect of this partial takeover.
4. Speed: The fourth weakness of this partial takeover is that offers absolutely no speed-based augmentation.
5. Fatigue: Much like the side-effect of his full body takeover, this partial makes him tired, albeit at a lessened scale so he does not fall asleep like he would if using the full body takeover. Instead of falling asleep, it simply makes his fatigue more apparent and may leaves him momentarily vulnerable.
6. Action: Aaron, when using this spell must either choose to use it for offensive purposes (much more likely given his personality), or defensive purposes (unlikely given his headstrong personality).
Additional Info
Duration: The duration of this spell is three posts.
Cool-down: The cool-down of this spell is four posts.
- Explosion Spells:
- Explosive Fists:
- Name: Explosive Fists
Rank: D-rank
Type: Pyro-Explosive/Offensive
Description: This spell is cast by gathering the pyro-explosive black and red flames around one's forearms and proceeding to assault one's adversary (s) with a pyro-explosive punch. This can either be done alongside or without the additional support of Fists of the Diawolf. This spell scales up in power as Aaron ranks up.- Explosion Ratio:
- As a D-rank:
- Each punch delivered while using this spell as a D-rank without the use of his Takeover results in an explosion that engulfs a five foot radius. When used in combination with his Takeover the resulting explosion engulfs an eight foot radius.
- As a C-rank:
- Each punch delivered while using this spell as a C-rank without the use of his Takeover results in an explosion that engulfs a ten foot radius. When used in combination with his Takeover the resulting explosion engulfs a six-teen foot radius.
- As a B-rank:
- Each punch delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a fifth-teen foot radius. When used in combination with his Takeover the resulting explosion engulfs a twenty four foot radius.
- As an A-rank:
- Each punch delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a twenty foot radius. When used in combination with his Takeover the resulting explosion engulfs a thirty two foot radius.
- As an S-rank:
- Each punch delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a twenty five foot radius. When used in combination with his Takeover the resulting explosion engulfs a forty foot radius.
- As an SS-rank:
- Each punch delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a thirty foot radius. When used in combination with his Takeover the resulting explosion engulfs a forty eight foot radius.
- As an H-rank:
- Each punch delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a thirty five foot radius. When used in combination with his Takeover the resulting explosion engulfs a fifty six foot radius.
Strengths:
1. Combination: This technique can be used in conjunction with Aaron's, Fists of the Diawolf partial takeover as a way to augment the created explosions.
2. Strength: Unlike normal Flame-based Magic, this Pyro-Explosive flame can to a certain extent, circumvent the usual weakness to water and earth by using the explosion to blow the water away or blow the earth up, though this only works against spells of the same rank.
3. Destruction: Despite being a D-rank spell this spell has a rather high destructive potential when it comes to destroying the surroundings as to make it harder for his adversaries to gain proper footing, something which doesn't interfere with his wild fighting style.
Weaknesses:
1. Water: This spell, much like standard flame-based magic's holds a weakness to Water-aligned spells, though only those of a higher rank.
2. Earth: This spell, much like standard flame-based magic's holds a weakness to Earth-aligned spells, though only those of a higher rank.
3. Self-harming: This spells most crucial weakness is that the explosion not only harms his adversary, but also himself, albeit at a quarter of the damage dealt to his adversary.
4. Cool-down: Despite only being a D-rank spell it possesses a rather long resting period.
5. Fatigue: This spell like most of Aaron's techniques has the downside of causing him to become fatigued faster than most people would from using a D-rank spell. This fatigue is shown as if he had used one and a half D-rank spells instead of a singular D-rank spell, with this side-effect only becoming harsher when mixed with a partial takeover.
6. Range: This spell is incredibly risky to use when in close proximity to one's allies as the blast radius is wide and can easily leave one's allies caught up in the blast and open to friendly fire from the blow-back of the explosion.
Additional Info
1. Duration: The duration of this spell is three posts.
2. Cool-down: The cool-down of this spell is four posts.
- Explosive Kick:
- Name: Explosive Kick
Rank: D-rank
Type: Pyro-Explosive
Description: This spell is cast by gathering the pyro-explosive black and red flames around one's legs and proceeding to assault one's adversary (s) with a pyro-explosive kick. This can either be done alongside or without the additional support of Legs of the Diawolf. This spell scales up in power as Aaron ranks up.- Explosion Ratio:
- As a D-rank:
- Each kick delivered while using this spell as a D-rank without the use of his Takeover results in an explosion that engulfs a five foot radius. When used in combination with his Takeover the resulting explosion engulfs an eight foot radius.
- As a C-rank:
- Each kick delivered while using this spell as a C-rank without the use of his Takeover results in an explosion that engulfs a ten foot radius. When used in combination with his Takeover the resulting explosion engulfs a six-teen foot radius.
- As a B-rank:
- Each kick delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a fifth-teen foot radius. When used in combination with his Takeover the resulting explosion engulfs a twenty four foot radius.
- As an A-rank:
- Each kick delivered while using this spell as a A-rank without the use of his Takeover results in an explosion that engulfs a twenty foot radius. When used in combination with his Takeover the resulting explosion engulfs a thirty two foot radius.
- As an S-rank:
- Each kick delivered while using this spell as a S-rank without the use of his Takeover results in an explosion that engulfs a twenty five foot radius. When used in combination with his Takeover the resulting explosion engulfs a forty foot radius.
- As an SS-rank:
- Each kick delivered while using this spell as a SS-rank without the use of his Takeover results in an explosion that engulfs a thirty foot radius. When used in combination with his Takeover the resulting explosion engulfs a forty eight foot radius.
- As an H-rank:
- Each kick delivered while using this spell as a H-rank without the use of his Takeover results in an explosion that engulfs a thirty five foot radius. When used in combination with his Takeover the resulting explosion engulfs a fifty six foot radius.
Strengths:
1. Combination: This technique can be used in conjunction with Aaron's, Legs of the Diawolf partial takeover as a way to augment the created explosions.
2. Strength: Unlike normal Flame-based Magic, this Pyro-Explosive flame can to a certain extent, circumvent the usual weakness to water and earth by using the explosion to blow the water away or blow the earth up, though this only works against spells of the same rank.
3. Destruction: Despite being a D-rank spell this spell has a rather high destructive potential when it comes to destroying the surroundings as to make it harder for his adversaries to gain proper footing, something which doesn't interfere with his wild fighting style.
4. Speed: This spell can be used to slightly augment his speed by 10 mph, by using the explosions as propulsion system to travel greater distances and close in on his enemies faster.
Weaknesses:
1. Water: This spell, much like standard flame-based magic's holds a weakness to Water-aligned spells, though only those of a higher rank.
2. Earth: This spell, much like standard flame-based magic's holds a weakness to Earth-aligned spells, though only those of a higher rank.
3. Self-harming: This spells most crucial weakness is that the explosion not only harms hsi adversary, but also himself, albeit at a quarter of the damage dealt to his adversary.
4. Cool-down: Despite only being a D-rank spell it possesses a rather long resting period.
5. Fatigue: This spell like most of Aaron's techniques has the downside of causing him to become fatigued faster than most people would from using a D-rank spell. This fatigue is shown as if he had used one and a half D-rank spells instead of a singular D-rank spell, with this side-effect only becoming harsher when mixed with a partial takeover.
6. Range: This spell is incredibly risky to use when in close proximity to one's allies as the blast radius is wide and can easily leave one's allies caught up in the blast and open to friendly fire from the blow-back of the explosion.
Additional Info
1. Duration: The duration of this spell is three posts.
2. Cool-down: The cool-down of this spell is four posts.
- Explosive Spiral:
- Name: Explosive Spiral
Rank: D-rank
Type: Pyro-Explosive/Offensive
Description: This spell is cast by gathering the pyro-explosive flames upon one's forearms. Aaron swipes both of his arms, creating an explosion in the form of a spiral. The explosion acting almost like chain of smaller explosions that add up to the full explosion. Aaron is capable of dishing out one Explosive Spiral per post, thus he can dish out a total of three of them within the spells duration. This spell scales up in power as Aaron ranks up.- Explosion & Travel Ratio:
- As a D-rank:
When Aaron is a D-rank this spells travel range is ten feet, while the explosion itself can cover a five foot radius. When used in combination with his Takeover, the explosion can cover an eight foot radius.
- As a C-rank:
- When Aaron is a C-rank this spells travel range is fifth-teen feet, while the explosion itself can cover a ten foot radius. When used in combination with his Takeover, the explosion can cover a six-teen foot radius.
- As a B-rank:
- When Aaron is a B-rank this spells travel range is twenty feet, while the explosion itself can cover a fith-teen foot radius. When used in conjunction with his Takeover, the explosion can cover a twenty four foot radius.
- As an A-rank:
- When Aaron is an A-rank this spells travel range is twenty five feet, while the explosion itself can cover a twenty radius. When used in conjunction with his Takeover, the explosion can cover a thirty two foot radius.
- As an S-rank:
- When Aaron is an S-rank this spells travel range is thirty feet, while the explosion itself can cover a twenty five foot radius. When used in conjunction with his Takeover, the explosion can cover a forty foot radius.
- As an SS-rank:
- When Aaron is an SS-rank this spells travel range is thirty five feet, while the explosion itself can cover a thirty foot radius. When used in conjunction with his Takeover, the explosion can cover a forty eight foot radius.
- As an H-rank:
- When Aaron is an H-rank this spells travel range is forty feet, while the explosion itself can cover a thirty five foot radius. When used in conjunction with his Takeover, the explosion can cover a fifty six foot radius.
Strengths: 1. Combination: This technique can be used in conjunction with Aaron's, Fists of the Diawolf partial takeover as a way to augment the created explosions.
2. Strength: Unlike normal Flame-based Magic, this Pyro-Explosive flame can to a certain extent, circumvent the usual weakness to water and earth by using the explosion to blow the water away or blow the earth up, though this only works against spells of the same rank.
3. Destruction: Despite being a D-rank spell this spell has a rather high destructive potential when it comes to destroying the surroundings. This is done by using the spell to target one's surrounding directly instead of their enemy. This makes gaining proper footing hard for those who do not have a wild fighting style like Aaron who is good at using his own destroyed surroundings to his advantage.
Weaknesses: 1. Water: This spell, much like standard flame-based magic's holds a weakness to Water-aligned spells, though only those of a higher rank.
2. Earth: This spell, much like standard flame-based magic's holds a weakness to Earth-aligned spells, though only those of a higher rank.
3. Cool-down: Despite only being a D-rank spell it possesses a rather long resting period.
4. Fatigue: This spell like most of Aaron's techniques has the downside of causing him to become fatigued faster than most people would from using a D-rank spell. This fatigue is shown as if he had used one and a half D-rank spells instead of a singular D-rank spell, with this side-effect only becoming harsher when mixed with a partial takeover.
Additional Info
Duration: This spell has a duration of three posts.
Cool-down: This spell has a cool-down of four posts.
- Explosive Headbutt:
- Name: Explosive Headbutt.
Rank: D-rank
Type: Pyro-Explosive/Offensive
Description: This spell, when used in his human form is rather simplistic, Aaron covers his head (face excluded) in the pyro-explosive flames and proceeds to headbutt his opponent. The explosion being released upon contact. This spell, when used in conjunction with his Remnents of the Diawolf spell is a better more fierce, but still rather simplistic and barbaric. Aaron covers his entire head in the pyro-explosive flame, focusing the bulk of the flames upon his horns. He will then proceed to assault his opponent with a headbutt. This time, using his horns to provide melee piercing damage before releasing the explosion. His horns carrying the weight of explosion. He can only use this once per post, but it holds a three post duration giving him three chances to dish out damage. This spell scales up in power as Aaron ranks up.- Explosion Ratio:
- As a D-rank:
- Each headbutt delivered while using this spell as a D-rank without the use of his Takeover results in an explosion that engulfs a five foot radius. When used in combination with his Takeover the resulting explosion engulfs an eight foot radius.
- As a C-rank:
- Each headbutt delivered while using this spell as a C-rank without the use of his Takeover results in an explosion that engulfs a ten foot radius. When used in combination with his Takeover the resulting explosion engulfs a six-teen foot radius.
- As a B-rank:
- Each headbutt delivered while using this spell as a B-rank without the use of his Takeover results in an explosion that engulfs a fifth-teen foot radius. When used in combination with his Takeover the resulting explosion engulfs a twenty four foot radius.
- As an A-rank:
- Each headbutt delivered while using this spell as a A-rank without the use of his Takeover results in an explosion that engulfs a twenty foot radius. When used in combination with his Takeover the resulting explosion engulfs a thirty two foot radius.
- As an S-rank:
- Each headbutt delivered while using this spell as a S-rank without the use of his Takeover results in an explosion that engulfs a twenty five foot radius. When used in combination with his Takeover the resulting explosion engulfs a forty foot radius.
- As an SS-rank:
- Each headbutt delivered while using this spell as a SS-rank without the use of his Takeover results in an explosion that engulfs a thirty foot radius. When used in combination with his Takeover the resulting explosion engulfs a forty eight foot radius.
- As an H-rank:
- Each headbutt delivered while using this spell as a H-rank without the use of his Takeover results in an explosion that engulfs a thirty five foot radius. When used in combination with his Takeover the resulting explosion engulfs a fifty six foot radius.
Strengths: 1. Combination: This technique can be used in conjunction with Aaron's, Remnents of the Diawolf partial takeover as a way to augment the created explosions.
2. Strength: Unlike normal Flame-based Magic, this Pyro-Explosive flame can to a certain extent, circumvent the usual weakness to water and earth by using the explosion to blow the water away or blow the earth up, though this only works against spells of the same rank. Also, it is not stereotypical use of a headbutt. . .
3. Destruction: Despite being a D-rank spell this spell has a rather high destructive potential when it comes to destroying the surroundings as to make it harder for his adversaries to gain proper footing, something which doesn't interfere with his wild fighting style. This is done by instead targeting the surrounding area. Though, it is obviously not very healthy for the brain.
Weaknesses: 1. Water: This spell, much like standard flame-based magic's holds a weakness to Water-aligned spells, though only those of a higher rank.
2. Earth: This spell, much like standard flame-based magic's holds a weakness to Earth-aligned spells, though only those of a higher rank.
3. Self-harming: This spells most crucial weakness is that the explosion not only harms his adversary, but also himself, albeit at a quarter of the damage dealt to his adversary.
4. Cool-down: Despite only being a D-rank spell it possesses a rather long resting period.
5. Fatigue: This spell like most of Aaron's techniques has the downside of causing him to become fatigued faster than most people would from using a D-rank spell. This fatigue is shown as if he had used one and a half D-rank spells instead of a singular D-rank spell, with this side-effect only becoming harsher when mixed with a partial takeover.
Additional Info
Duration: This spell has a Duration of three posts.
Cool-down: This spell has a cool-down of four posts.
Last edited by Aaron Kyros on 30th June 2014, 7:16 pm; edited 24 times in total (Reason for editing : New Passive Added, as well as the addition of Body of the Diawolf, Remnents of the Diawolf, Explosive Spiral, and Explosive Headbutt.)