Magic
Primary Magic: Fire Demon slayer magic (Approval Link here)
Secondary Magic: Heavenly Body Magic
Caster or Holder: Caster
Description:
Fire Demon Slayer magic is a lost magic that focusing in the creation and manipulation of fire and heat. The magic was made after what seemed to be an endless torture in hell to quell Alexander's inner light, but instead it forged his inner light into hatred for demons and a burning desire to smite evil. Thus the demonic influence actually shaped his demon slayer magic as an unintended consequence.
The magic has the power to use fire magic to effect temperatures of the area around the user along with those in that area causing exhaustion as a normal side effect. The magic is highly an offensive magic, as fire magic burns all things indiscriminately. Even some of the defensive magic deals damage in one way or another. Being a slayer based magic the user is granted heightened senses that allow them to hear, see, smell, and taste things at levels far beyond normal humans. While these could be thought to be exploited for their sensitivity the user has completely control over them allowing them to be able to filter out things rather easily. The magic also allows for Demon Force to be achieved which allows the person to have their physical attributes increased to deadly levels. The magic has command over other spells of its nature allowing the caster to consume fire based spells of all magics outside of fire God Slaying magic. In addition, the user can consume external sources of fire to restore their body to a healthy state and regain their reserves of strength. When Alexander channels his magic his eyes glow with sinister looking fire and every step he takes seems to heat the ground he walks on no matter the climate, but doesn’t actually cause damage. However it also affects his personality as he becomes more angry and judgmental, but this is due more to the demon corrupting his soul than the magic itself. The fire shines this bright white aura filled with light despite all this and gives a calming effect to those that are allies to him. Enemies however feel that judgment is upon them.
Strengths:
- Able to eat any type of flame both mixed and pure, fueling his Magic Power and entering Force.
- Elementally stronger than Ice (melts it), wind (causes fire to spread) or wood (catches on fire).
-Shadow magic can be redirected by the light of the user’s flames, due to the fact that shadows always shy away from the light. If a fire magic of equal or stronger were to go into contact with shadow magic, it redirects to another direction.
- Highly effective against unholy beings, especially demons.
Weaknesses: - Can't eat its counterparts Fire God slayer magic or his own fires.
- Elementally weak against water (drench’s flames). Earth (smothers flames) and wind (if used to deprive flames of oxygen).
-Although directly fire magic is strong directly against shadow magic, shadow magic can actually be said to be stronger indirectly. Cause the light of the fire makes more shadows that shadow mages can use.
- Magic due to its volatile nature can cause a lot of unintentional property damage as things catch on fire, explode or unintended people get in way. AKA: Friendly fire (tried to avoid using that pun >.>).
-If there's any elements that Fire have an advantage over anywhere near, the fire will affect it, despite being friend or foe.
Abilities:
- Resistant to fire based on chart below.
- 25% increased fire damage then the flame dragon slayer / other flame mages at equal rank.
-Demon Senses, 4 out of his 5 senses are enhanced with the purpose to detect unholy taint. Alexander can sense unholy presence by this fashion and determine what kind through them.
-His sense of touch however has damaged due to torture and constant burning from fire. This causes him to feel 25% less damage when hit with an attack, making it harder for him to go down through not acknowledging full extent of the pain. This does not actually grant more health, just a lessened reaction.
-Can enter Demon Force if he consumes enough of his own element which for 7 posts makes all spells not deplete Magic Power. His physical attacks do damage equal to his rank as well as 100% increase to Strength, Speed and Durability. After the 7 posts the user is reduced to 5% Magic Power.
-Can consume fire regardless if mixed or not, except from fire god slayers.
-The user of this magic can regulate his natural body heat making it impossible for him to suffer from extreme weather conditions. In fact it also makes him very warm to the touch in a comforting way.
-Can purify a person of his sins if he wholeheartedly atones and allows it voluntarily leaving a sense of peace in them. Otherwise he can force redemption in them if the target is helpless and makes him witness every past sin he has done and forces them to be cleansed of sin through sheer and utter pain. (RP purposes only and with agreement to opposing party)
Spells
Name:Heavenly Body Magic
Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects and other life-forms for battle, preferably in offense.
The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the stars' energy of stars from their own body. The caster can create powerful light blasts or beams of high destructive power at their opponents. Light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a crushing meteor.
The use of such Magic can be used to enhance the caster's own skills drastically for various purposes, such as shrouding them in Magic that can increase their speed significantly.
Strengths: Very strong spells that use power of astrological objects
Very fast Spells that tend to leave most people wondering what happened.
Magic has a lot of status effects that can be inflicted on the enemy.
Weaknesses:Most Heavenly Body Offensive Effects can be defended against by Earth spells of Equal or Higher Rank.
A lot of spells require Meteor to activate them. The reason the spell "Meteor" has such a long duration is because in order for Alexander to use the spells that require Meteor, he will have to give up a post of the duration along with the magic power it requires to use one of these meteor spells.
Alexander can’t punch through Earth that is nine inches thick even if it is non-magical.
Abilities/Powers:
Self Gravity manipulation- Alexander can manipulate the gravity on his person slightly, causing him to gently float at 5 mph or simply float down to not take any falling damage no matter the height (Not being slammed to the ground by a spell or buried under stuff).
Light of the stars - User can also make homemade balls of light in darkness that represent the stars.
One with the Universe- As long as Alexander has open skies that do not inhibit his ability to bask in the glow of the star or the sun, he passively adds another point worth of cooldown to all his Heavenly Body magic spells per post. He must not be in combat and relaxed state (ie not taking damage, dodging spells or casting spells)
Primary Magic: Fire Demon slayer magic (Approval Link here)
Secondary Magic: Heavenly Body Magic
Caster or Holder: Caster
Description:
Fire Demon Slayer magic is a lost magic that focusing in the creation and manipulation of fire and heat. The magic was made after what seemed to be an endless torture in hell to quell Alexander's inner light, but instead it forged his inner light into hatred for demons and a burning desire to smite evil. Thus the demonic influence actually shaped his demon slayer magic as an unintended consequence.
The magic has the power to use fire magic to effect temperatures of the area around the user along with those in that area causing exhaustion as a normal side effect. The magic is highly an offensive magic, as fire magic burns all things indiscriminately. Even some of the defensive magic deals damage in one way or another. Being a slayer based magic the user is granted heightened senses that allow them to hear, see, smell, and taste things at levels far beyond normal humans. While these could be thought to be exploited for their sensitivity the user has completely control over them allowing them to be able to filter out things rather easily. The magic also allows for Demon Force to be achieved which allows the person to have their physical attributes increased to deadly levels. The magic has command over other spells of its nature allowing the caster to consume fire based spells of all magics outside of fire God Slaying magic. In addition, the user can consume external sources of fire to restore their body to a healthy state and regain their reserves of strength. When Alexander channels his magic his eyes glow with sinister looking fire and every step he takes seems to heat the ground he walks on no matter the climate, but doesn’t actually cause damage. However it also affects his personality as he becomes more angry and judgmental, but this is due more to the demon corrupting his soul than the magic itself. The fire shines this bright white aura filled with light despite all this and gives a calming effect to those that are allies to him. Enemies however feel that judgment is upon them.
Strengths:
- Able to eat any type of flame both mixed and pure, fueling his Magic Power and entering Force.
- Elementally stronger than Ice (melts it), wind (causes fire to spread) or wood (catches on fire).
-Shadow magic can be redirected by the light of the user’s flames, due to the fact that shadows always shy away from the light. If a fire magic of equal or stronger were to go into contact with shadow magic, it redirects to another direction.
- Highly effective against unholy beings, especially demons.
Weaknesses: - Can't eat its counterparts Fire God slayer magic or his own fires.
- Elementally weak against water (drench’s flames). Earth (smothers flames) and wind (if used to deprive flames of oxygen).
-Although directly fire magic is strong directly against shadow magic, shadow magic can actually be said to be stronger indirectly. Cause the light of the fire makes more shadows that shadow mages can use.
- Magic due to its volatile nature can cause a lot of unintentional property damage as things catch on fire, explode or unintended people get in way. AKA: Friendly fire (tried to avoid using that pun >.>).
-If there's any elements that Fire have an advantage over anywhere near, the fire will affect it, despite being friend or foe.
Abilities:
- Resistant to fire based on chart below.
- Fire resistance:
- Fire spell 1 or more rank(s) below character's rank: 100% resistance
Fire spell ranked same as character: 90% resistance
Fire spell 1 rank above character's rank: 75% resistance
Fire spell 2 ranks above character's rank: 50% resistance
Fire spell 3 ranks above character's rank: 40% resistance
Fire spell 4 ranks above character's rank: 30% resistance
Fire spell 5 ranks above character's rank: 15% resistance
- 25% increased fire damage then the flame dragon slayer / other flame mages at equal rank.
-Demon Senses, 4 out of his 5 senses are enhanced with the purpose to detect unholy taint. Alexander can sense unholy presence by this fashion and determine what kind through them.
-His sense of touch however has damaged due to torture and constant burning from fire. This causes him to feel 25% less damage when hit with an attack, making it harder for him to go down through not acknowledging full extent of the pain. This does not actually grant more health, just a lessened reaction.
-Can enter Demon Force if he consumes enough of his own element which for 7 posts makes all spells not deplete Magic Power. His physical attacks do damage equal to his rank as well as 100% increase to Strength, Speed and Durability. After the 7 posts the user is reduced to 5% Magic Power.
-Can consume fire regardless if mixed or not, except from fire god slayers.
-The user of this magic can regulate his natural body heat making it impossible for him to suffer from extreme weather conditions. In fact it also makes him very warm to the touch in a comforting way.
-Can purify a person of his sins if he wholeheartedly atones and allows it voluntarily leaving a sense of peace in them. Otherwise he can force redemption in them if the target is helpless and makes him witness every past sin he has done and forces them to be cleansed of sin through sheer and utter pain. (RP purposes only and with agreement to opposing party)
Spells
- D-rank spells:
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Name: Fire Meditation
Rank: D
Type: Fire Support
Description: Alexander calmly closes his eyes and enter a meditative state as he feels the inner fire that he has withing his soul. He feels, senses and knows all details of any fire and fire magic within the area. Also his next spell receives an extra D-rank worth of damage. It also calms down his soul so that there is no bonus stat bonus from raging.
Strengths: Enables Alexander to sense all fire in immediate area.
Gives next spell another D-rank Damage
Allows Alexander to sense where next source of fire comes from.
Duration: 2 posts (1 in a trance and other with benefit of this spell.)
Weaknesses: Alexander lets himself be open to attack in this state.
Next fire attack has same weaknesses as standard fire.
Useless if there's no fire around him or magic to sense.
Alexander calms down and loses points of rage which give him stat points (see lineage)
Cooldown: 5 posts, is longer than most.
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Name: Demon’s flight
Rank: D
Type: Fire Support
Description: Alexander lights up fire at his hands and feet, which act’s like propulsion that enables flight in the air. It leaves a fiery streak behind Alexander at 45hm/h, but allows him to reach out of place area. However he cannot carry much due to weight restriction.
Strengths: Enables flight for a limited amount of time.
Gives Alexander height advantage when needed.
Gives Alexander access to hard to reach places.
Duration: 2 posts
Weaknesses: If Alexander is hit with water then his flight ends in a crash.
Will take D-rank damage if he collides into something.
Cannot carry another person with him due to weight restriction.
Cannot use another spell while flying
Cooldown: 3 posts
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Name: Sinfully delicious
Rank: D
Type: Fire Support
Description: Alexander cooks food (doesn’t really matter which) with his fire that makes the cooked extremely tasty compared to other foods not cooked by his fire. Alexander usually makes a batch of said food before his threads begin if he has companions with him. The food that he makes restore a portion of Health
Strengths: Restores 30% HP.
Food can be stored for later consumption.
Its sinfully delicious
Duration: 1 post.
Weaknesses: Does not work on self because he is eating his own fire.
Food made this was only benefits the user once per thread.
No practical use in combat, it’s more of a spell between combat.
No cold based food like ice cream can be made from this.
Cooldown: N/A can only be consumed once per thread.
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Name: Eat my fist
Rank: D
Type: Fire Offensive
Description: Alexander lights his fist on fire and punches a target, burning the target upon impact as it creates a very minor explosion. Afterwards target gets on fire which can easily be put out by simply rolling on ground or apply magic that extinguishes fire.
Strengths:
-Continual damage on surface or target after the initial strike equal to 25% damage of a D-rank spell for duration of 2 posts.
-If the whole duration the target stays burned, then target suffers 5% damage from any source of fire (magic or otherwise) till end of thread.
-Damage and burn damage is doubled if an ice, wood, sand, or wind magic or if the mages merge with their element.
Duration: 2 posts of burning
Weaknesses: -Water, earth and metal magic are immune to the burn effects or if the mage merges to one of these elements.
-Water, earth and metal magic take reduced damage from initial strike or if the mage merges with their element.
-Is a melee attack
-Burning damage can actually be stopped by simply stop, dropping and rolling. Can also be smothered with enough earth or water.
-Initial strike only deals 75% of a D-rank magic.
-Cooldown: 3 posts
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- C-rank spells:
Name: Purge thy sinful flesh
Rank: C
Type: Fire Offensive
Description: Alexander grabs a victim and focus his body to emit extreme heat that can cause first to second degree burns on contact. The process is extremely painful experience as nerves flare up. He emits heat as long as he maintains touch with his victims. This magic is continual until the grapple is broken or duration is over. However this makes him vulnerable with contact based spells the victim may have. Also depending on type of mage, the searing pain may stun the target for one turn.
Strengths: -Continual C-rank magic until grapple/contact is broken.
-Target is stunned for one post as they experience utter pain.
-Effective against Ice, wood, wind or sand magic. If caught merging with their element then they take an additional C-rank damage to target and suffer an extra turn of stun.
-Duration: 3 posts.
Weaknesses:-Requires maintaining physical contact with target
-Vulnerable to contact based magic
-Water, earth and metal mages are immune to the stun if they merge with their elements.
-Also water mages can force an early cooldown of said spell by drenching Alexander with a C-rank water spell.
-Cooldown: 5 posts
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Name: Hellball
Rank: C
Type: Fire Offensive
Description: Alexander throws a ball off fire that explodes initially causing a 3 meter radius explosion. The hellball can be thrown up to 30 meters away from Alexander. The fire then sticks to the surface of blast, causing continual burning damage until put out or duration runs out. If the burn damage lasts for whole duration, then target suffers additional damage from any other fire attacks.
Strengths: -Spell is a high damaging AoE effect.
-Continual damage on surface or target after the initial blast equal to 25% damage of a C-rank spell for duration.
-If the whole duration the target stays burned, then target suffers 15% damage from any other fire (magical or otherwise) source.
-Damage and burn damage is doubled if used on ice, wood, sand, or wind magic or mage merged with their element.
Duration: 2 posts of burning
Weaknesses: -Water, earth and metal magic are immune to the burn effects or their mage if merged with their element.
-Water, earth and metal magic take reduced damage from initial blast as well or if mage is fused with their element.
- Possibility of friendly fire if allies get to close.
-Can be extinguished with a C-rank water spell, sucking out the required air with wind magic or smothered with earth magic
-Not recommended for use of close range as it may damage Alexander himself.
-Cooldown: 4 posts
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Name: Afterburners
Rank: C
Type: Fire Offensive
Description: Alexander envelops himself in flames and propels himself towards his target in accelerated speeds. The target takes damage from 3 sources, initial damage from impact, burning damage from the afterburners and collision damage from whatever he impacts into. However Alexander suffers collision damage as well since he slams into obstacle as well (as a C-rank spell). The range to this is 15 meters if downwind and 20 meters if upwind.
Strengths: -Damage from 3 sources: Initial impact, fire damage and collision damage.
-Gives Alexander speed (65km/hour) to close distance to target.
-Additional fire damage to elements of ice (melts), wind (makes flames bigger) and sand (makes it become glass).
Duration: 1 post
Weaknesses: - Regardless of outcome Alexander receives collision damages himself. If he misses target then Alexander likely suffers collision damage with no benefits.
- Water magic of equal rank douses out flame and metal magic stops Alexander in tracks. Earth can either smother flames (if dirt) or stop him (rock).
- Could potentially hit an ally if they stand in way.
- Is for most part a single target spell.
- 4 post cooldown
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Name: Nova
Rank: C
Type: Fire Offensive
Description: Alexander slam the ground in full force, causing a nova of fire to surround to detonate around Alexander, causing massive AoE damage to friend and foe alive 7 meter radius around him. Alexander’s explosive force is so strong that it pushes targets back and possibly crash into other obstacles.
Strengths: C-rank AoE fire damage
Targets are pushed back 7 meters, takes up to additional C-rank damage if they hit an obstacle along the way.
Ice, Sand, Wind take double damage and are flung twice the distance away.
Duration: 1 post
Weaknesses: Rock, Metal and Earth mages are not pushed back due to their weight.
Rock, Water, Metal and Earth mages take half damage due to being fires elemental weakness.
Water mages get flung back, but causes a mist of steam to form giving them concealment.
Friendly fire is possible.
Cooldown: 5 posts
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Name: Stoke the inner fire
Rank: C
Type: Fire Support
Description: Alexander touches an ally and causes their muscles to relax from the heat and with it the facilitation of magic to flow due to this relaxed state. Target feels a more relaxed than normal and feels his magic coming back to him. This spell reduces the cooldown of an allies C-rank or lower spell by 3 turns.
Strengths: -Increases availability of spells by lowering 1 C-rank or lowers Cooldown by 3 posts.
-Can put them off a tight situation if they use up all the spells they needed.
-Increases effectiveness of teamwork.
Duration: 1 post
Weaknesses: - Physical touch needed.
- Can only applied to one person per use.
-Cannot use on self
Cooldown: 5 posts
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Name: Mana burn!
Rank: C-rank
Type: Fire Offensive
Description: Alexander focuses his energy to not burn a victim’s body, but his magical source instead. The victim suffers no physical damage, but suffers extreme pain. Alexander grabs an individual and maintains the grip for as long as he can. He continually deals damage to the individuals magic as long as he maintains contact, but can be broke free from grip. The mage may be stunned for 1 round depending on type.
Strengths: –It’s a way of disabling mages without needing to physically hurt them. Burns 5% MP per turn if same rank or lower, 2% MP if 1 rank above user and 1% MP if 2 ranks or more above Alexander.
-Mana burns twice as fast is if contact of an Fire, Ice, wind or shadow mage.
-Mana keeps burning as long as he maintains a grip.
-Pain will stun a fire, ice, wind, wood or shadow mage.
Duration: 3 post
Weaknesses: –Requires physical contact with individual to burn the mana. Magic ends if target breaks free.
-Water, ground and metals mana only burns half as fast rounding down.
-Alexander cannot block a contact based attack while Mana burning.
-Does no actual physical damage.
-Not an area of effect spell.
Cooldown: 5 posts
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Name: Fire control (Free with The Tiger, The Witch and The Flying Wardrobe
Rank: C
Type: Offensive/Defensive Fire
Description: Alexander focuses on a mages fire magic and takes possession of it. While possessed he can infuse it with his own magic and redirect it, keeping the same properties as before. However Alexander adds his strength to the fire that he controls. He can be interrupted if hit while taking over said magic.
Strengths:
–Complete takes over an individual’s fire magic if of the same rank regardless if its requip, summon or make spell
-If the magic is from Holy element, this magic can possess others magic as if it was a B rank spell.
-Reversed magic gets infused with demonic fire, dealing twice the normal rank.
-Reflected fire magic is still strong against Ice, wind and sand.
-Possesed magic benefits from all its strengths.
Weaknesses:-If there is no fire spell cast then there’s no way to use this spell.
-Reflected magic is still weak versus Earth, Water and Metal.
-Makes the enemies fire uneatable to Alexander.
-Has problems possessing dark version’s of said fire and suffers as if its 1 rank lower.
-Possessed magic suffers from the same weaknesses
Cooldown: Same as possessed spell+1
- B-rank Spells:
Name: Burning Pain
Rank: B
Type: Fire, Offensive, Debuff
Description: Alexander’s training in the Rune Knights have told him that mana is the center of all magic. It flows in all of us and is used like a tool to do our bidding. With that realization, to sabotage one’s use of mana is an effective tool of combat. By powering up one of his physical attacks he can set fire to a person mana that is stored in one’s body and cause the user enough pain that it breaks the users focus. Spells that require channeling that are B-ranked or lower get automatically interrupted until healed. Maintaining active spells cause intense pain which causes the duration of the spell to be quicker.
Strengths: Causes channeled B-rank spells or lower spells to automatically fail due to lack of concentration.
Burns 2 turns of spell duration upon first impact which lasts for six turns.
Effects stack, but at half effectiveness after the first one.
Weaknesses: It is a melee attack. Still requires target to be punched or kicked with spell triggered.
B-rank healing magic can remove the debuff.
In order to stack, attacker must immediately hit again within the post it gets out of cooldown.
Has absolutely no effect on instant spells. Even duration spells can only be reduced to instant at most.
Does not affect A-rank spells that require channeling.
Does not affect A-rank spells durations. A-rank spells do not have to worry.
Duration: Instant
Cooldown: 6 posts
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Name: Body of fire
Rank: B
Type: Fire, Offensive/Defensive
Description: Alexander knows that sometimes know that a good offense can be a good defense. So he practiced the ability to make his body closer to the element that he trained most of his life as. By doing so he can avoid many projectiles until he close in target and can even leave a nasty surprise for melee attackers.
Strengths: Will avoid all sources of B-rank damage by becoming immaterial like fire. They simply go right through him.
Will deal 2 B-ranks worth of damage if someone or something went through him.
Will get him through obstacles that one normally one can’t go through.
Weaknesses: B-rank water spells can douse flames and deal twice the damage.
Burning damage only applies if you touch or go through flames
B-rank wind can force him to go in a direction or snuff flame out if deprived of Oxygen.
Does not actually stop projectile, so his ally behind him will most likely get him.
Duration: Max 5
Cooldown: Duration of it being on + 1
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Name: Explosive traps
Rank: B
Type: Fire, Offensive
Description: Alexander sets a delayed explosives in the opponents inner mana causing them to suffer damage when they use a higher level spell than B-rank. This injects the target with his own volatile mana, but requires the opponents own magical energy to trigger it. The volatile mana can be triggered twice inside the body causing internal injuries before it runs out. This gives the opponent a choice to stick with low level spells or take damage and grunt through it. Either way, Alexander comes out ahead.
Strengths: Spells does 1.5 B-rank worth of damage every time a B-rank or higher spell is used. Can happen up to 2 times.
Ignores armor due to the explosions happening inside the body.
Alexander does not need to be around target after placing this delayed explosive.
Weaknesses: Requires a melee hit to prime it, so he needs to get close.
Alexander has no control what the opponent chooses to do, so there is a bit of unpredictability with this spell.
Opponents can completely avoid damage by not using B-rank or higher spells for 5 turns after duration is over.
Does not actually stop high levels spells to be cast.
Duration: 5 (turns the explosives are in the body)
Cooldown: 8
- A-rank Spells:
Name: Torrential Uproar
Rank: A
Type: Flame Demon Slayer, Defensive
Description: The user concentrates his magical energy, encasing his fist in a bright, white flame as he punches the ground. This punch on the ground causes fire to erupt in a circle around the user, however, the fire is not erupting from the ground, it seems to be levitating a few centimeters of the ground. The circle of fire has a radius of a meter around the user. This circle of fire moves along with the user, and if the user is attacked with the spell, the fire will rise in order to protect the user from damage. The fire absorbs and incinerates lesser ranked spells, and can block spells of it's own rank. It can block 2 A ranks, and incinerate 4 B ranks, 8 C ranks and 16 D ranks. If the user wants, the circle of fire can also be procured around an object, or a different person, however, it can only be used on one thing at a time, conjuring a newer spell will cause the old one to fade. In order to conjure it around another person or object, the user must slam the ground in a 10 meter radius from the object or the user. The spell will take the radius of a meter around the different person/object. The circle of fire burns characteristically like all Flame Demon Slayer spells, and will deal out burns to opponents using melee moves. The flames are, at base, 3 feet high. The fire will rise in all directions, however, will not cover the user completely. The magic simply incenerates the opposing magic and does not provide any additional benefits.
Strengths:
- Defense works on it's own
- Can be used on another object or person
- Moves along with the user/person/object
Weaknesses:
- Can only be used on one thing at a time
- Cannot block higher than it's rank
- Cannot be used offensively
- Has a duration of 5 posts and a cooldown of 6
- Does not cover the user completely.
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Name: Wrath
Rank: A
Type: Flame Demon Slayer, Supportive
Description: The user stands still, shutting his eyes, as he concentrates his magical energy, imagining it pouring out of his every orifice, with him gaining the true abilities of the Flame Demon who had taught him. The user then opens his eyes, and a massive shockwave emanates from his body as he gets completely covered in the white flames of the Flame Demon Slayer magic. The shockwave affects everyone in a 20 meter radius, dealing a C rank pushback to anyone caught in the radius. The user's eyes are now slitted, and glow red, like the true eyes of a demon at it's full power. The cloak around the user acts like C rank defense, and gives a 60% boost to the user's speed and strength, however, at the cost of extra magic power for it's rank. Also, while this cloak is active, the user cannot utilize spells above the rank of this spell, and thus is limited to A rankers and below. The cloak around the user works by stimulating neuronic tendencies by optimizing heat conditions, internally, and by using his magical exuberance to push on molecular refractions externally. The temperature of the fire at it's complete external point is enough to deal 3rd degree burns with slightly prolonged contact, and each melee move done by the user is A ranked in damage during this time.
Strengths:
- Boost to strength by 60%
- Boost to speed by 60%
- Acts as a defense
Weaknesses:
- User is limited to the rank of spells he can use
- The passive heat could affect friends and foes alike, and so could the shockwave
- Before entering the mode, the user is required to keep still, which could lead to a counterattack
- Cooldown for the spell is the duration +1 post, but minimum 5 posts.
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Name: Sword of Akuma
Rank: A
Type: Flame Demon Slayer
Description: The user keeps his arms in line with his shoulders, focusing magical energy into the palms of his hands, which are both facing in the opposing direction. Spheres of bright fire form into the palms of the user, and an intense heat is released from the user's body. The spheres shoot out as continuous beams of intense, bright fire, razing everything in their reach as they elongate for about 40 meters, while the user brings his hands together slowly, therefore razing everything in a radius of 50 meters in front of the user, so the part razed looks like a semi circle with the user being the central diameter's mid-point. The continuous beams deal A ranked damage and 3rd degree burns, due to the massive entropy transfer that takes place. The beams themselves have a diameter of 18 feet.
Strengths:
- Deals an AoE damage
- Has a long length
- Shoots out two beams.
Weaknesses:
- Can only be fired from the sides of the user till the front of the user
- User cannot move while he's shooting the beams
- User's back is open to attack
- Contains the elemental weaknesses of the magic that a spell of A-rank and above can counter. Water turns it to steam, earth counter each other and makes heated rock and air can suck the oxygen out if quick enough.
- Duration is 1 post, Cooldown is 6.
- S-rank spells:
- Name: Supernovae
Rank: S
Type: Flame Demon Slayer
Description: In order to activate this spell, the user places his hands a meter away from each other in front of him, with the palms facing each other. He then concentrates his magical energy in the space between the palms, allowing it to manifest as a small ball of intense, white fire, pulsating with a magical force that causes a shockwave to be let out from Zenneth's position to a maximum of 10 meters, pushing back everything with a force equivalent to a C ranked spell. The pulsating ball then lets out an immense white light, blinding all in a radius of 30 meters, and can be shot by the user at person in that same radius, whereupon it travels at 25 m/s. The ball, when in contact with anything after being shot from the user's hands, contracts and then expands to a maximum of a 20 meter radius around the object/person, trapping the person in it's intense flames for the duration of the post, and also affecting any other objects caught in it's destructive radius. The person caught in it's radius will be afflicted with 4th degree burns (S-rank damage), and will not be able to move for the remainder of the post. All objects below B rank will instantly disintegrate, therefore, if the spell is close to the ground, it will form a crater equivalent to it's diameter there. Once the spell is over, i.e, the post is over, the ball will contract and release all the objects/people trapped in it, and vanish into nothingness. As it is a spell of the Flame Demon Slayer magic, it is yet affected by the limitations and weaknesses of the magic itself. Any mage which can dodge the initial blinding can also dodge the spell, as the ball moves in a straight trajectory, and before contacting anything, remains to be a small ball that can be sidestepped, if the mage has enough speed and proficiency. Any S rank defensive spell(that is not elementally weaker to Flame Demon Slayer) can stop this spell from activating.
Strengths:
- Allows the user to increase the chances of hitting the opponent by blinding them first
- The radius ensures that potential opponents will also be caught in the spell
- Is stronger against mages that utilize the elements weaker to it's own element.
Weaknesses:
- The user is immobilized while making the ball of fire, therefore is open to counterattack.
- It can also affect the user's allies in case of a mishap.
- It is weaker against mages that utilize the elements stronger to it's own element, allowing them to defend against this spell with a rank lower than it's own.
- The ball travels in a straight trajectory, and therefore can be dodged easier than if it were to change trajectory.
8 post cooldown
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Name: Purge
Rank: S
Type: Flame Demon Slayer, Offensive
Description: The user readies himself, concentrating and drawing on his magical resources to give himself a powerful aura that causes everything in a meter radius around him to disintegrate if it is below A rank, and causing 4th degree burns (A-rank damage) to any person in that minute radius. The user then raises his right hand, his palm facing the sky as he completely extends his arm, and closes his eyes. A massive magic circle appears in the sky, fueled by the user's magic, and causes the immediate vicinity around the user to become at a stagnant 57 degrees celsius, regardless of the weather conditions around the user. The magic circle has a diameter of 50 meters, and glows with a white flame, like the magic itself. Then, the magic circle releases 7 bursts of Flame Demon Slayer magic, representing the seven cardinal sins. Each of the bursts moves around at 1300 km/h, and deal A ranked damage. They will follow any person/object which moves even a little during the duration of the spell, or has been specially targeted by the user, making this bursts equivalent to homing missiles. If the bursts manage to hit someone, he will receive A ranked damage, and 3rd degree burns, and will also be knocked back a distance of 7 meters. The user himself must remain still for the entirety of the spell, as if he shifted his concentration, the spell would shut itself. If fighting multiple targets, more bursts will attack the mages with a greater power level, however, they must be moving. If the bursts do not home into anything, they will continue flying around for the rest of the spell. This spell has all the weaknesses of the Flame Demon Slayer magic.
Strengths:
- The bursts have homing properties, thus are difficult to dodge.
- The user can target one burst to a mage.
- Allows the user to attack multiple targets at once.
Weaknesses:
- Can be dodged by the opposition staying still, thus not allowing the bursts to home in during the entirety of the spell.
- Can attack foes as well as friends unlucky enough to get into the radius and move
- Is elementally weak to the weaknesses of the Flame Demon Slayer magic
- The user must stay still, and thus is prone to possible counterattack.
-Cannot target same person more than 3 times.
- 8 post Cooldown, instant duration
Name:Heavenly Body Magic
Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects and other life-forms for battle, preferably in offense.
The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the stars' energy of stars from their own body. The caster can create powerful light blasts or beams of high destructive power at their opponents. Light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a crushing meteor.
The use of such Magic can be used to enhance the caster's own skills drastically for various purposes, such as shrouding them in Magic that can increase their speed significantly.
Strengths: Very strong spells that use power of astrological objects
Very fast Spells that tend to leave most people wondering what happened.
Magic has a lot of status effects that can be inflicted on the enemy.
Weaknesses:Most Heavenly Body Offensive Effects can be defended against by Earth spells of Equal or Higher Rank.
A lot of spells require Meteor to activate them. The reason the spell "Meteor" has such a long duration is because in order for Alexander to use the spells that require Meteor, he will have to give up a post of the duration along with the magic power it requires to use one of these meteor spells.
Alexander can’t punch through Earth that is nine inches thick even if it is non-magical.
Abilities/Powers:
Self Gravity manipulation- Alexander can manipulate the gravity on his person slightly, causing him to gently float at 5 mph or simply float down to not take any falling damage no matter the height (Not being slammed to the ground by a spell or buried under stuff).
Light of the stars - User can also make homemade balls of light in darkness that represent the stars.
One with the Universe- As long as Alexander has open skies that do not inhibit his ability to bask in the glow of the star or the sun, he passively adds another point worth of cooldown to all his Heavenly Body magic spells per post. He must not be in combat and relaxed state (ie not taking damage, dodging spells or casting spells)
- D-rank:
Name: Heaven's Flash
Rank: D
Type: Defensive/Astral
Description: User makes a ball of light energy with her hands and holds it up to her chest. User then sends the light out to her opponent and it explodes right in front of the opponent blinding the opponent immensely bright light.
Strengths: User can make hasty get away with this attack.
The attack can blind a D rank mage for 2 posts and have blurry vision for 1 post. C rank mages only have blurry vision for 1 post. B and higher just see an attack coming at them and a bright flash of light.
This is users only attack he can use without Meteor active.
Weaknesses: Those who can figure out what the attack is easily can shield their eyes and not be affected.
This attack causes no damage.
Duration 1 post
Cooldown 4 posts.
- C-rank:
Name: Gravity Well
Rank: C
Type: Meteor/Astral
Description: User stops for a brief second and uses himself as a center of gravity. Using said magic causes a gravitational anomaly, causing gravity to double around him. The force of the gravity slams people to the ground in the force of C-rank damage. This also causes speed boosting mages take an additional C-rank of damage and cause them to trip and tumble as inertia takes over. This spell affects a 20 foot radius.
Strengths: Is undodgeable if a target gets in the radius.
Will slow targets speed by 25% while in the gravity well.
Will move with the user causing the gravity well to move with him
Weaknesses: A C-rank strength boosting spell will resolve the increased and counter this magic.
Friendly fire can happen.
Gravity well does not affect energy based attacks, only affects solid objects.
Uses up 1 duration of the Meteor spell, requires spell to be active to cast.
Duration: 3
Cooldown:6
- B-rank:
Name: Grand Chariot
Rank: B
Type: Meteor/Astral
Description: User flies to her max height in the air (100 feet) and puts her left arm on top of her right arm. Seven magic seals appear in front of her forming Ursa Minor. The seals are connected by a chain of light then fall straight to the ground forming the same shape. The attack has a range of 100 feet. The magic circles spin sending down a storm of shards of light for 2 posts within the circles. Damage from these light shards are equivalent to penny sized hail from a hail storm (D-rank damage per orb).
Strengths: The force of the seals that go straight to the ground are equivalent to that of a meteorite coming down.
Can destroy C rank barriers.
The spell can be manipulated to a different direction (like an upside down little dipper or one that is vertical).
The seals explode so they can knock a C rank mage off their feet.
Weaknesses: User can only use this spell in the air, and only in Meteor Mode. Uses up one duration of it.
The spell can be dodged if the mage knows where the spell is going to hit.
B rank mages can cancel the spell out with a simple B rank spell and not take any damage.
Requires one post to channel before spell is released turn.
Duration: 2 posts
Cooldown: 6 posts
- A-rank:
Name: Altairis
Rank: A
Type: Astral/Meteor
Description: User crosses his arms above his head and pour magic into a black circle. The circle sucks in everything like a black hole. Mages that get caught in the hole are held inside for 2 posts and receive A rank damage each post for those posts if they cannot get out. Sucks up everyone in a 50 feet radius surrounding the user.
Strengths:
Captures mages and puts them out of combat for 2 posts
Causes A rank damage per post.
Can suck in multiple mages if they are unlucky to cluster together.
Weaknesses:
An individual can break out by hitting the orb from the inside with an S-rank of damage.
Outside people can break all the contained people with 1 S+ 1 A rank worth of damage.
A mage with an A rank strength buff can choose not be sucked in by spending a post to grab hold on something sturdy.
Friendly Fire, doesn’t differentiate between allies and foes.
Cant suck up conscious S or H rank mages. Un
Duration: 3 posts (1 getting sucked in and 2 with people trapped inside)
Cooldown: 6 posts
- S-rank:
Name: Meteor
Rank: S
Type: Astral
Description: Basic skill a mage who is skilled in heavenly magic would know. Alexander’s body is surrounded by Magic, allowing him to move through the air at incredible speeds. Even if someone can detect his trajectory, it is near impossible to catch him, but he can still be caught by an S rank mage who is buffed and an H rank mage who is not buffed. He uses her enhanced speed to send quick and powerful melee attacks. Alexander has enough strength to level a 2 story brick building.
Strengths:
Fast attacks and ability to fly at 12000 mph max speed
200% Boost to strength
Long Duration to the spell (12 posts)
Weaknesses:
User cannot fly through solid objects. Her aura does not "shield" her from physical attacks, only magical.
His use of Heavenly Body require the use of meteor which actually make the duration shorter than it is stated in strengths.
When Meteor finally goes into cool down, user cannot use any Heavenly Body magic since it’s what fuels the other magic.
Exaggeratingly long Cooldown as well (13 posts).
Last edited by Zenneth on 23rd June 2014, 9:11 am; edited 41 times in total