Iron Dragon Slayer Magic
Primary Magic: Iron Dragon Slayer
Secondary Magic: Lightning Dragon Slayer (Lacrima)
Caster or Holder: Caster
Description: Iron Dragon Slayer magic is a Lost Magic that is either passed down by a Great Dragon, or implanted into the caster by a Dragon Slayer Lacrima. As the name suggests, Dragon Slayer magic is used to slay the great winged reptilian beasts using Iron based magic imbued with a Dragons own magical power.
Hirai is the Iron Dragon Slayer who was taught by the Great Dragon Kinzokuul. It focuses on the properties of Iron, allowing Hirai to turn his body into full metal or to create weapons by manipulating his magic into the required shape and size or, alternatively, turning his body into Iron to increase his durability and make the attacker regret their decision.
Strengths:
- Due to the iron being used/created by the spells they are incredibly tough, making them difficult to break by physical means.
- Hirai’s body is reinforced with iron, making him incredibly durable as well as giving him high physical strength as well as making him immune to metal-based weapons of a lower rank than himself. Hirai is also able to manipulate his own iron-based magic to suit whatever situation he’s in, making the magic rather versatile offensively.
- Lightning based magic is attracted to the iron-based spells, making for a potentially devastating combination with Hirai’s Lightning magic.
- As the Iron Dragon Slayer Hirai is able to consume metal in order to regenerate his magical energy and eventually hit Dragon Force, a powerful bodily change that covers his body in thick iron scales, whilst also increasing his spell power by 50% and boosting all stats into the next range on the character scaling.
- Structures made of rock, ice, wood or snow take 25% extra damage from Hirai’s spells due to the sheer physical strength of iron overpowering them.
Weaknesses:
- Although Iron Dragon Slayer magic is physically strong, many of its more static spells are susceptible to non-physical magical attacks.
- While being a lightning rod is a strength, it is also a weakness as any lightning based spells sent at Hirai will always hit him.
- Many of the Iron Dragon Slayer spells are physical-based where Hirai must get close to his target to strike them. This can be problematic when dealing with foes who fight long-ranged.
- God/Demon Slayers of the same element are able to consume Hirai’s spells while Hirai is unable to do the same to them without causing himself considerable harm in the process.
- Dragon Force, again, is both a weakness as well as a strength due to its drawback. While powerful, Hirai is left with only 5% MP once it ends. This means that, should Hirai fail to finish his opponent through the duration, he’ll be left in a very difficult position once it runs out.
- Dragon Slayer magic causes the user to suffer from severe motion sickness. For this reason, Hirai is unable to fight if he is on any kind of transportation.
- Fire can potentially cause it lose its density and become slower and deal less damage and prevent piercing or cutting damage from coming through
- Ice, especially cold temperatures can cause the iron to become fragile and lower its natural defensive properties
- Hirai cannot eat his own iron to regenerate his magical energy. It must be from an outside source.
Abilities/Powers:
Dragon Force: A powerful bodily change that covers his body in thick iron scales and nullifies MP cost for spells whilst also increasing his spell power by 50% and boosting all stats into the next range on the character scaling. Requires Hirai to eat 25% of his element for 5 posts in a row to activate and lasts for 7 posts. Once Dragon Force runs out Hirai is left with just 5% MP.
Magic Regeneration: By finding and eating his element during a post, Hirai is able to regenerate a portion of his MP.
Iron Body: Hirai is less susceptible to physical attacks than he is to magical attacks. Physical attacks (including spells) are reduced by 25% while ranged magical attacks deal an extra 25% damage.
- D-rank Spells:
- Binds of the Iron Dragon:
Name: Binds of the Iron Dragon
Rank: D
Type: Support
Description: Hirai creates chains on his left hand that reach out at the opponent and entangle them. The chains deal no damage, but can be pulled back to draw the opponent closer. Physical attacks of C-rank or below cannot break the chains, but any non-physical magic attack will destroy them immediately. The chains reach up to 30 meters at a speed of 10 meters per second.
Strengths:
- The chains bind the opponent for up to two posts, rendering them unable to move. (D-ranks bound for 2 posts. C-ranks bound for 1 post. B-ranks and above are unaffected)
- The chains have a considerable range, easily gripping most long-range opponents as well as close ranged.
- The chains can be pulled back to Hirai, pulling the opponent with them and closing the gap between the slayer and his target.
Weaknesses:
- B-ranks and above are unaffected by this spell. They can also physically destroy the chains if they are on another target.
- The chains deal absolutely no damage whatsoever.
- Any non-physical magic spell will break the chains immediately.
Duration/Cooldown:
2 post duration with a 3 post cooldown.
- Pillar of the Iron Dragon:
Name: Pillar of the Iron Dragon
Rank: D
Type: Offence
Description: Hirai turns his right hand into a pillar of pure iron. He can then manipulate that pillar to reach different lengths (the width remains the same as his arm’s width) with a maximum length of 10 meters.
Strengths:
- Due to the fact that Hirai can extend the pillar, he is able to knock an opponent back up to 5 meters so long as the pillar is less than 8 meters in length when it extends.
- As the pillar is essentially Hirai’s arm he can swing it like a club, meaning he can strike an opponent in any direction.
- The pillar can be used to create some distance between Hirai and his opponent. While this may seem initially counter-productive, it does mean Hirai can get some breathing space in certain situations.
Weaknesses:
- The pillar’s maximum range is rather short, making it useless against ranged opponents.
- The pillar shoots out in a single direction from Hirai’s arm and cannot change direction. This makes it difficult to strike faster opponents.
- The pillar isn’t very wide, thus is fairly easy to dodge if an attack is predicted early enough.
- The knockback effect is weakened against targets of B-rank and above, with the maximum knockback becoming 5 meters and getting a meter lower with each higher rank.
Duration/Cooldown:
Up to 3 posts duration with a cooldown equal to the chosen duration +1 post.
- Sharpen:
Name: Sharpen
Rank: D
Type: Buff
Description: Hirai has his arms outstretched and focuses his energy on reducing his body mass. His hands and feet turn into large pins and his body becomes sleeker, reducing air resistance and thus increasing his speed by 50%. The pins on his hands also grant him an additional 50% attack power when using physical strikes or spells.
Strengths:
- Reduces Hirai’s weight considerably, granting him increased speed.
- While sharpened, Hirai is able to cast any ‘thorn’ spells in half the time.
- Hirai’s physical attacks are boosted considerably.
Weaknesses:
- Hirai’s defences suffer greatly from Sharpen due to his lowered bulk and his inability to cast any defensive spells (excepting ‘thorn’ spells). His defences are reduced by 50% while sharpened.
- Wind, fire and water magic become 25% more effective on Hirai due to his defensively weakened state.
- Wind based magics of equal or higher rank than Hirai will have a bonus knockback effect of 10 meters due to his lowered weight.
Duration/Cooldown:
3 post duration with a 4 post cooldown
- Iron Dragon’s Thorns:
Name: Iron Dragon’s Thorns
Rank: D
Type: Offence
Description: Hirai slams his right fist into the ground and a magic circle appears where he struck. Large iron thorns shoot up through the ground at random points at a range of 20 meters, each with a 2 meter gap between them and each being 2 meters tall and a meter wide at the base. Each thorn deals D-rank damage as it emerges from the ground. The thorns cannot be broken by physical attacks of C-rank or below, but will be destroyed immediately by any non-physical magic attack.
Strengths:
- Creates large iron thorns that deal D-rank damage and can surprise the opponent.
- The small gaps between the thorns will make it difficult for the opponent to target Hirai.
- The thorns cannot be destroyed by physical attacks of C-rank or below.
Weaknesses:
- Any non-physical spell (including Aura Bursts) will destroy the thorns.
- As the thorns are randomly created there is a much higher chance that they will miss their target.
- This spell will not affect opponents who are in the air.
Duration/Cooldown:
Instant duration. The thorns last on the field until they are destroyed. 3 post cooldown.
- C-rank Spells:
- Fist of the Iron Dragon:
Name:Fist of the Iron Dragon
Rank: C
Type: Offence
Description: Hirai pulls his right hand back and balls it into a fist as he coats the entire hand and part of his arm in iron. He then brings the first forwards to punch the opponent. If he strikes the target in the gut then they will be knocked back 5 meters.
Strengths:
- A very quick-cast spell that is great in close combat.
- The fist has a knockback effect of 5 meters if the opponent is struck in the gut.
- A simple spell, but an effective way to shut somebody up.
Weaknesses:
- Completely and utterly useless against long-range opponents.
- The knockback effect only kicks in if the opponent is hit in the gut
- Unless the opponent is right in front of Hirai the attack will be fairly difficult to land.
- Opponents of A-rank or above are less affected by the knockback effect. A-rank is knocked back only 3 meters with the knockback being lowered by a meter for each rank higher than that.
Duration/Cooldown:
Instant use with a 3 post cooldown.
- Iron Dragon’s Headbutt:
Name: Iron Dragon’s Headbutt
Rank: C
Type: Offence/Defence/Debuff
Description: Usually used as an opponent is attacking, Hirai reinforces his forehead with a thick layer of iron and headbutts the oncoming attacker at full force straight in the head or face. The impact will end the incoming physical attack immediately, as well as dazing and disorientating the opponent so much that any self-buffs will lose effect. The headbutt itself deals C-rank damage.
Strengths:
- Removes all of the opponents self-buffs upon impact.
- Headbutting the opponent will leave them dazed and disorientated (as well as possibly a little nauseous) for a single post.
- As well as being a debuff and defensive spell, the headbutt does deal damage.
Weaknesses:
- This spell is very situational and is best used when the opponent is attacking rather than trying to use it as an actual attacking option.
- The headbutt will not remove any buffs given to the target by another mage or by their equipment.
- Useless against ranged opponents for obvious reasons.
Duration/Cooldown:
Instant use with a 3 post cooldown.
- Iron Dragon’s Hide:
Name: Iron Dragon’s Hide
Rank: C
Type: Buff
Description: Hirai kneels down and a greenish-grey magic circle will appear on the ground beneath him. A silver glow will then surround him and coat his entire body in a layer of iron. This iron slows him down by 75%, but increases his durability and his strength by 50%
Strengths:
- Increases Hirai’s strength, boosting all of his physical attacks by 50% in the process.
- Increases Hirai’s durability, allowing him to shake off 50% of the damage being dealt to him by attacks of his rank and below.
- The increased weight will prevent any knockback effects or anything that would usually knock Hirai into the air from A-rank spells or below.
Weaknesses:
- Hirai’s non-physical/ranged spells will be unaffected by the boost in Strength.
- While Hirai himself gets a boost in durability, his defensive spells do not gain any such boost.
- While Hirai’s Strength and Durability are boosted, his Speed suffers greatly for it.
Duration/Cooldown:
4 post duration with a 5 post cooldown.
- B-rank Spells:
- Roar of the Iron Dragon:
Name: Roar of the Iron Dragon
Rank: B
Type: Ranged Offence
Description: The Roar of the Iron Dragon is Hirai’s strongest ranged option, although it lacks any additional effects. Hirai positions himself with his legs at shoulders width apart, then takes a deep inhale before releasing a powerful blast of Iron Dragon Slayer magic that can reach up to 100 meters away at a speed of 50 m/s and reaches 5 meters wide after the first 2 meters of travel. Due to the sheer force of the blast, anyone caught in it within the first 75 meters will be dealt B-rank damage plus additional C-rank damage.
Strengths:
- Hirai’s strongest ranged option, it has the potential to deal 150% B-rank damage to anyone within the first 75 meters of the blast.
- The Roar has a range of 100 meters, travels at a speed of 50 m/s and a width of 5 meters, making it very difficult to dodge if an opponent is in its line of fire.
- It takes little time to charge up before use, thus can be used as a quick but powerful game changer.
Weaknesses:
- The blast travels in a straight line, meaning that if an opponent predicts and times it right, they can dodge clear of it.
- The Iron Dragon’s Roar is essentially a single target spell meaning that unless two opponents are stood side by side there is little chance of hitting more than one opponent with this spell.
- Hirai cannot use this spell if he goes into non-Iron Dragon Force.
- A fast opponent could strike Hirai in the gut as he’s inhaling, stopping the spell before it is even cast and immediately taking advantage of his stunned state.
Duration/Cooldown:
Instant duration with a 4 post cooldown.
- Daggered Tail of the Iron Dragon:
Name: Daggered Tail of the Iron Dragon
Rank: B
Type: Support/Offence
Description: Hirai creates a daggertail on his left arm that runs up to his elbow and he grips it in his left hand. He will then proceed to swing it out and entangle an opponent by embedding the daggers into their skin, binding them in place. The daggertail can reach as far as 50 meters away from Hirai travelling at a speed of 25m/s. Physical attacks of A-rank or below cannot break the chains, but any non-physical magic attack of B-rank or above will destroy them immediately. The daggertail deals B-rank damage for each post the opponent is bound.
Strengths: - The chains bind the opponent for up to 4 posts, rendering them unable to move. (D-ranks bound for 4 posts. C-ranks bound for 3 posts. B-ranks bound for 2 posts. A-rank+ are bound for 1 post.)
- The daggertail has a considerable range, easily gripping most long-range opponents as well as close ranged.
- The daggertail can be pulled back to Hirai, pulling the opponent with them and closing the gap between the slayer and his target.
- The daggertail deals B-ranked damage for every post the opponent is bound
Weaknesses:
- A-ranks and above are only bound for a single post. They can also physically destroy the chains if they are on another target.
- While the Daggertail can pull a target back towards Hirai, the opposite can also be achieved due to the Daggertail being embedded in Rai’s arm.
- Any non-physical magic spell of B-rank or above will break the chains immediately.
Duration/Cooldown:
Duration is dependent on the rank of the target. Cooldown is 4 posts.
- Great Mountains of the Iron Dragon:
Name: Great Mountains of the Iron Dragon
Rank: B
Type: Offence
Description: Hirai punches the ground in front of him and a 10 meter wide magic circle appears beneath him. Hundreds of large spikes shoot up to 50 meters the direction in front of him and 6 meters wide, tearing through the ground and reaching up to 3 meters in the air with a width of 2 meters at the base and with a gap of 1 meter between each spike. The spikes deal B-rank damage and remain on the battlefield until they are destroyed.
Strengths:
- Each spike is a considerable size, making it incredibly difficult for the opponent to figure out where Hirai is unless they can fly or destroy them.
- With hundreds of spikes being formed in such a close proximity there is a high chance of the opponent being dealt damage as they burst through the ground.
- As the iron is Hirai’s iron, he is able to feel whenever a spike is touched and can figure out approximately where it is, allowing him to easily find his enemy.
Weaknesses:
- Flying opponents are completely unfazed by this spell.
- The spikes for this spell differ from the thorns of other spells. Physical attacks of B-rank or above will break the spikes.
- Any non-physical spell of B-rank or above (including Aura Bursts) will destroy the spikes with ease and in massive numbers.
Duration/Cooldown:
Instant use with the mountains lasting until they are destroyed or Hirai recalls them/is defeated. Cooldown of 7 posts.
- Winged Shield of the Iron Dragon:
Name: Winged Shield of the Iron Dragon
Rank: B
Type: Defence
Description: Hirai puts both arms outstretched before quickly crossing them over his chest. At the same time as his movement, two thick iron wings will appear and cover him, protecting him from an incoming attack. Each wing can take up to A-rank damage before it is destroyed (2 B-ranks per wing).
Strengths:
- A quick defensive spell that protects Hirai from all incoming spells of B-rank or below without taking damage.
- The wings can block A-rank damage each, but will break upon doing so.
- Physical attacks of B-rank or below are 50% less effective against the wings due to the sheer thickness of the iron being used.
Weaknesses:
- An A rank spell or above will destroy a wing outright and Hirai will suffer from 50% of the damage dealt.
- An S-rank spell or above will destroy both wings in one strike and Hirai will take the full damage as if there were no defence in place.
- Hirai cannot use physical attacks while the wings are in position.
Duration/Cooldown:
The wings last for up to 3 posts with a 4 post cooldown.
- Sword Arm of the Iron Dragon:
Name: Sword Arm of the Iron Dragon
Rank: B
Type: Offence
Description: Hirai holds his right arm outstretched and forms a powerful blade that is 3 meters long and 20cm wide at the widest point. Each strike with the sword deals B-rank damage. The sword can take up to 2 B-rank hits before it breaks.
Strengths:
- Hirai is able to use the sword as a catalyst for other spells, creating sword technique spells to deal potentially more damage or afflict the foe with debuffs/status effects.
- The sword deals B-rank damage with every hit it makes.
- The sword has the potential to be Hirai’s most powerful physically offensive spell due to Hirai being able to cast a variety of spell techniques with it.
Weaknesses:
- The sword has a short range, thus is almost useless against long ranged opponents when used alone.
- Hirai cannot use this spell if in Lightning Dragon Force.
- Hirai cannot cast ANY defensive spells while the sword is active.
- The sword only needs to be hit by 2 B-rank spells before it will break.
Duration/Cooldown:
Up to 5 post duration with a 6 post cooldown.
- Sword Arm of the Iron Dragon – Thunderous Wrath:
Name: Sword Arm of the Iron Dragon – Thunderous Wrath
Rank: B
Type: Offence /Spell Technique
Description: Hirai combines his Sword Arm of the Iron Dragon with his Lightning Dragon Slayer magic. He swings the blade ferociously in a full circle, creating a lightning aura that quickly grows into a dome all around him. He then performs a single slash which causes the aura to shoot out in all directions for up to 60 meters. The lightning aura will deal B-rank damage and paralyze and slow anyone it hits by 50% for two posts. The static in the air will also draw all iron ore up from the ground below (2 normal dice rolled to decide on the amount; Minimum of 2, maximum of 12). Each iron ore will allow Hirai to regenerate 5% of his MP (can only eat up to 2 ores per post).
Strengths:
- The aura will paralyze and slow all opponents that are in a 60m radius and deal B-rank damage.
- The aura’s static electricity will draw out all iron ore in the vicinity
- This spell is impossible to dodge (but not unblockable).
Weaknesses:
- Requires double the MP cost due to the mixing of Iron and Lightning magics.
- This spell takes up a whole post, thus not allowing Hirai to use another spell or attack in the same post.
- Unlike Hirai’s other spells, this technique is not precise and will harm ANYONE in the vicinity of it whether they be ally or foe.
- This spell cannot be cast while the user is in Iron Dragon Force.
- This spell cannot be cast unless Sword Arm of the Iron Dragon is active.
Duration/Cooldown:
Single post duration (ores remain until the end of the thread) but can only be used once per thread.