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    Sky God Slayer

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    Luna Jaeger

    Knight VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- God Slayer- Character Application Approved!- Magic Application Approved!- Get A Pet!- Obtain A Lineage!- Player -
    Lineage : Knight of Destiny
    Position : None
    Posts : 261
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 35
    Experience : 1262.5

    Character Sheet
    Character Name: Luna Jaeger
    Primary Magic: Sky God Slayer (3rd Gen)
    Secondary Magic:

    Sky God Slayer

    Post by Luna Jaeger on 2nd July 2016, 11:33 pm

    Magic



    Primary Magic: Sky God Slayer (Third Generation)
    Secondary Magic: Sky God Slayer
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300), Sacrifice for B-rank Sig

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.


    God Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    LINEAGE AND ABILITIES

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzschrei (Flash Cry)
    Description: Blitschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +40% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmelskönigin (Sky Queen)
    Description: Through nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Zauberkraft (Magical Vigor)
    Description: Zauberkraft is an advanced regeneration ability that relies upon the power of ethernano that lives within the air,  specifically within Luna's ability to absorb ethernano at an accelerated rate beyond what would be possible for the average wizard. As such, Luna is able to supplant her existing regeneration of magical power; she instead recovers 5% of her maximum MP each round. Thanks to this ability, she has longevity on the battlefield.
    #4:

    Name: Allsehendes Auge (All-Seeing Eye)
    Description: By constantly releasing rippling waves of air about herself, Luna is able to garner a form of 'sight without eyes'. She releases the air vibrations much like a wavelength and then a skin-tight field about herself is able to take measurements of an object or being, it's course, and it's a trajectory and velocity in a three-hundred sixty degree rotation around the users with a radius of thirty meters (D-rank) and +30m per rank increase. This gives the user a form of mental vision of the environment within that radius almost like echolocation and sonar but down to minute details.
    #5:

    Name: Stahlriese (Steel Giant)
    Description: Luna has been compared to a literal giant or titan wading through the lines of battle thanks to her imposing physical might and her impressive stature, perhaps some part of her from her forgotten bloodline lost to memory long ago. With this particular bloodline, her physical attacks are truly mighty, improving the damage of her arm [url=https://www.fairytail-rp.com/t22804-susanoo]Susanoo[url] past what is normal for a weapon of it's rank as listed below:

    • D-rank: 4 Damage
    • C-rank: 8 Damage
    • B-rank: 12 Damage
    • A-rank: 16 Damage
    • S-Rank: 20 Damage
    • H-rank: 24 Damage

    Note: If the weapon is +, it gains an additional +2 Damage on top of the regular value listed above.

    SPELL SLOTS

    Signature Spells:
    #1:

    Name Fliegen Luftgott (Flying Sky God)
    Rank: User Rank
    Type: Support (Teleport)
    Description: Fliegen Luftgott (Flying Sky God) is the greatest form of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell is an instantaneous transport between point to point, and can phase through attacks as described

    Weaknesses:

    • The spell's transportation is limited to a set circle of range, and cannot move past that
    • The caster can only phase through attacks if they could physically able to avoid the attack in the first place

    #2:

    Name Delaware Smash
    Rank: B
    Type: Offensive (Non-Magical)
    Description: Luna utilizes a non-magical technique as part of her repertoire of abilities like Delaware Smash in such a case that she is unable to cast magic or her spell(s) have been sealed. Utilizing natural and unnatural physical might, Luna propels herself forward with a short lunge before throwing herself into the air and come crashing down with the force of gravity, momentum, and explosive kinetic impact. This does rank's spell damage as purely physical damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Delaware Smash is an alternative to using spells when targeted by a magic sealing specialist.

    Weaknesses:

    • As it is a physical technique, Delaware Smash can be avoided by dodging the punch/kick
    • As it is not magical, it cannot as easily break through barriers (1/2 damage to barriers)

    #3:

    Name Atemluft (Sky's Breath)
    Rank: D
    Type: Supportive
    Description: Atemluft (Sky's Breath) is a spell which directly adheres to the healing or soothing attribute of the sky, laying on hands to summon forth the air's soothing breeze and administering healing warmth to the afflicted person. The smaller wounds on this person will close immediately, while any non-life-threatening wound closes over one post-turn. The afflicted person is also healed, recovering health equal to D-rank spell damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Atemluft is a healing spell, and heals those it touches.

    Weaknesses:

    • Atemluft requires hand-contact in order to be performed, and so can be interrupted.
    • Atemluft is unable to restore those who have been fatally wounded.


    B-Rank Spells
    Spoiler:

    Name Sky God Secret Art: Sema Cracker
    Rank: B+
    Type: Offense/Sky
    [Description: The caster activates one of the slayer Secret Arts; becoming surrounded by living wind of midnight hue as they gather the neccesary energy. Requiring one full post-turn to charge the spell and thereby increasing the spell's damage by 50%, the caster becomes surrounded by a layer of 'hardened' black winds with a form as if wearing metal armor with a pair of black angelic wings and finally a blackened halo behind until the caster hurls themselves at the victim. This releases into a gargantuan lance of black winds that cut away at the victim, dealing spell damage of two ranks higher in addition to base melee damage. This lance is particularly keened, penetrating up to 35% of armor and damage reduction, cracking through such forms of protection and breaking through magical shields 50% as easily (does 50% extra damage to magical shields.)
    Duration: Instant
    Cooldown: Four Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, utilizing the best of Sky God Slayer.
    • This spell is extremely adept at cutting through magical protection.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • The spell requires an entire post-turn to charge, making the caster extremely vulnerable.


    Name Sky God Crash
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. The maneuver can be executed in any way, however the end result is the same - the caster's body is surrounded by a projection of a dragon with the living wind as they crash into their victim - giving the image of the dragon swallowing the victim. The victim is then cut through by tearing winds and impacted with the crashing caster before the dragon dissipates, dealing B-rank spell damage in addition to base melee damage. This particular spell's damage ignores up to 25% total of existing armor/damage reduction.
    Duration: Instant
    Cooldown: Four Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Crash reduces existing armor and damage reduction by 25% for the maneuver.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Sky God Destruction
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. Unlike other spells in the line, Sky God Destruction isn't an instant impact but rather, to increase it's destructive capabilities, is a charge-up spell that requires at-least one full post-turn of charge to be cast, but can require as many as five post-turns of charging (gaining +30% to power each turn charged) before being cast. During this time, the caster will be unable to cast other spells or use magic as all of their magical energy will be going into the spell to fuel it. The caster will then be projected towards the target at 150 meters per second to a maximum range of 100 meters towards the victim, crashing into the target as they are surrounded by living midnight-hued wind and dealing B-rank spell damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Four Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Dark Twister
    Rank: B
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Four Posts
    Description: The caster reversed the flow of wind within the area, creating a spherical center in a 100m area with arms of black wind roaring around the midst of the spell with a height of 50m, as the vacuum folds upon itself several times to create a massive space devoid of even light. Those caught within Dark Twister suffer the pain of being torn apart and take 50% of B-rank damage while having their sight obscured to the inside of the twister. While inside the vacuum in particular, spells and abilities that create fire, that are of equal and lower rank are not able to form and instead are rendered inoperable.
    Strengths:

    • Dark Twister creates a large-sized area of effect which obscures sight and deals damage to all caught within.
    • Those who attempt to create fire with a spell or ability find their spell rendered inoperable.

    Weaknesses:

    • Dark Twister is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    C-Rank Spells:
    Spoiler:

    Name Sky God's Smite
    Rank: C+
    Type: Offensive/Sky
    Description: The caster gathers a large quantity of air into their mouth, then spews it forth outwards into cascading black rings which congeal together to form a tornado of black wind that bursts forwards into a conical line of thirty meters out from the caster at a speed of thirty-seven meters per second. Any who find themselves within the burst will take an enhanced ninety (90) points of spell damage as the black winds rip them to shreds and tear at them in different directions here and there.
    Duration: Instant
    Cooldown: Three Posts
    Strengths:

    • As the spell is a forward burst radius, it has the capacity to deal damage to multiple opponents rather than just one, which makes it a powerful offense.

    Weaknesses:

    • As this spell is a directional attack, it can be avoided far easier than one which is omnidirectional such as an area of effect or an aura spell


    Name Mourngale
    Rank: C
    Type: Offensive/Sky
    Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at 81 meters a second and can do so for up to 90 meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, allowing them to be directly controlled.
    Duration: Instant
    Cooldown: Three Posts
    Strengths:

    • The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
    • The spell can be charged up for increased spell damage

    Weaknesses:

    • Anything which can weaken wind magic will cause the bursts to fizzle
    • The wind bursts cannot be fully controlled unless using hands (imagine a boomerang)


    Name: Wail of Banshee
    Rank: C
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Three Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 60 meter radius with a height as tall as 37 meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 50% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged (not duration) however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Chariot
    Rank: C
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
    Duration: Instant
    Cooldown: Three Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Lariat
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Three Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Drop
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Three Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage in addition to base melee damage as the victim is imprinted into the ground as the force causes minor damage to structures within a twenty meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Ikone das Luft (Icon of Sky)
    Rank: C
    Type: Debuff
    Duration: Four Posts
    Cooldown: Five Posts
    Description: An advanced form of Reverse Pressure, the caster channels a nearly-invisible aura of thirty meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of four posts and with a five post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -35% speed and more sluggish body movements resulting in -25% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    D-Rank Spells:
    Spoiler:

    Name Black Wind Shell
    Rank: D+
    Type: Defensive/Sky
    Description: The caster conjures a small amount of black winds around them, clasping onto the caster's skin and causing only the feintest dark tint to the caster's skin but has no other discernable traits. When the caster is struck with a damage-causing attack, the layer of wind will instead take the damage and begin to 'crack' at the point of the attack. Eventually, the shell of black wind can be shattered, however this defensive shell can take up to two spells of one rank higher in damage before it is rendered inoperable. Regardless, at the end of the duration, the spell and it's tinted hue will leave the caster themselves.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The protective field is localized to the body of the caster and is hard to discern

    Weaknesses:

    • Anything which can weaken wind magic will cause the bursts to fizzle


    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of one-hundred and twenty (120) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grievous three posts of time followed by a four-post cool-down afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 120m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect


    Name Rending Current
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • The spell is contingent upon being hit by a melee attack, it is easy to avoid


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a 15 meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 50% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Lunge
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage in addition to base melee damage.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Midnight Lance
    Rank: D
    Type: Offensive/Sky
    Description: The caster gathers a mote of pure midnight wind, projecting it out as a lance of wind with the purpose of hewing any victim which it strikes. This lance of black winds travels at speeds of 60 meters per second to a maximum range of 60 meters out and dealing D-rank spell damage on impact.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • The lance is meant to be a quick and simple attack

    Weaknesses:

    • If someone is able to get outside the lance's range, it can be avoided


    Name Shredding
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Shredding is a form of spell which cannot be utilized on it's own - it must use another offensive attack spell or a melee attack as the catalyst for the spell's trigger. Once triggered, however, those who have been debilitated with this spell will experience the pain of a hundred knives piercing them - dealing 50% of D-rank damage for the next three posts.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Shredding creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • Shredding is only useful if the enemy can be hit by a spell or melee attack, it can be avoided after someone has seen it


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of fifteen meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cool-down after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name Thorn Bind Hostage
    Rank: D
    Type: Support
    Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The caster may control the victim NPC as a puppet, providing an ally

    Weaknesses:

    • The caster may only control a Weak NPC, limiting the effectiveness of the ally
    • If the wind strings are broken or severed in any way, the control will be lost



    Last edited by Luna Jaeger on 9th May 2018, 7:40 am; edited 18 times in total


    ___________________________________________________________________

    Edward Von Aurence

    Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Being- Player -
    Lineage : Aspect of Neptune
    Position : None
    Posts : 341
    Guild : Fairy Tail
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    Dungeon Tokens : 0
    Age : 25
    Experience : 150
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    Character Sheet
    Character Name: Edward Von Aurence
    Primary Magic: TakeOver: Angel Soul
    Secondary Magic: N/A

    Re: Sky God Slayer

    Post by Edward Von Aurence on 4th July 2016, 7:42 am

    Greetings Luna Jaeger, my name is Vinn and I shall be the moderator in charge of grading your magic application on this lovely day. Any notable changes or suggestions will be in this brilliant hue. If you wish to discuss this further without constantly posting in this particular topic, you may pm me or reach me via my skype account which is Tenchi_Mibu.


    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Second Generation)
    Secondary Magic: --
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight [I would like a further eleboration on this particular weakness.]
    • Wind magic only serves to heighten flames and fire magic

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300)

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    These are god Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.


    God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is  cloaked in  a shaded aura of their respective element) It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%. 

    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. ) During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp. Lasts 7 posts.

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzenschrei (Flash Cry)
    Description: Blitzenschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +25% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmeldame (Sky Queen)
    Description: Throught nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Fließwand Schritt (Flowing Screen Step)
    Description: Fließwand Schritt is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparibly to a commercial jet-liner, however in battle the speeds are 150% that of the rank's dash speed. [Sadly, I cannot allow a 150 percent speed increase the most I could allow for this ability is around 35 percent also I would like an elaboration on how fast the hover speed or flying speed is for a reference.]

    D-Rank Spells:
    Spoiler:

    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of fourty-nine (49) meters per second or comparable to the speed of a bolt shot from a heavy crossbow. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grevious three posts of time followed by a four-post cooldown afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 15m on the initial hit and deals 50% D-Rank  damage initially followed by 25% D-Rank damage each post for the following duration. [The highest speed allowed for D-rank spells is normally 7.5 meters per second for a 15 meter spell. I can allow up to 15 meters per second for this one however.]
    Strengths:

    • Fell Wind is inheretly fast and does not require being charged before use, making it hard to avoid

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect
    • Fell Wind has a limited range on the initial attack, meaning you can avoid it by staying out of range


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a ten-meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 75% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • Devouring Gale can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name: Wail of Banshee
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical fifteen meter radius with a height as tall as twenty meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 75% of D-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged however the target is required to remain stationary, gaining +20% to the spell's damage for each round which the spell was charged to a maximum of three posts. [From what I am understanding this attack is launched at the foe and for that I need bit of speed indication.]
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name: Sky Dragon Lariat
    Rank: D
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: One Post
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continuual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage along with the damage of the melee attack as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky Dragon Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky Dragon Drop
    Rank: D
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: One Post
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal D-Rank damage along with the damage of the melee attack as the victim is imprinted into the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of three meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail. [I would like the area that this particular spell affects simply to clarify.]
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name: Akuma Tesshin
    Rank: D
    Type: Requip
    Duration: Three Posts
    Cooldown: Four Posts
    Description: Secret to all save Luna herself is the Akuma Tesshin, something which must never be used unless the moment requires Luna to go all-out as only those who she has decided to 'fight seriously' have ever seen this armament. Akuma Tesshin forms as an exotic knuckle of darksteel with four finger-holes and a silken cord wrapped along segments of it's expanse, leading out into the wicked damascus steel blade arced over. The knife-like edge have been tempered with magical energy, suffusing the weapon's blade with a naturally keened effect. When summoned, the Akuma Tesshin has a durability of fifty (50 HP) and deals eight (8) damage on melee attacks. Akuma Tesshin is often manifested rather than summoned.
    Strengths:

    • Akuma Tesshin is a deadly weapon with it's magically keened blade of damascus steel

    Weaknesses:

    • The wielder of Akuma Tesshin will almost always have extremely short ranges and will never out-range a sword
    • Akuma Tesshin isn't exactly the most durable requip weapon, due to it's size

    Abilities:

    • Air-Pressure Break (Active) Akuma Tesshin is known as a sword which can pierce through and rupture even defenses of magical nature As such, all damage done by Akuma Tesshin for the round which it is activated, so long as it's against a barrier or similar spell/ability, Akuma Tesshin will deal double damage. Afterwards, this has a three-post cooldown until it may be utilized again. [This is double melee damage correct? Just to make sure since it is a active ability.]
    • Vibro Blade (Passive): Akuma Tesshin's blade is alive with pulses of air pressure, creating ruptures of vibrations along the blade and piercing through armor and defenses much more easily so Akuma Tesshin's attacks ignore 25% of armor or damage resistance.
      Image:

    List of Spell Fusions:

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:




    ___________________________________________________________________

    Profile
    : Magic : Vault :Plot And History [In Progress]




    Jobs: D : 6 | C : 0 | B : 0 | A : 0 | S : 0 | SS : 0 | 10y : 0 | 100y : 0

    Current EXP Total: 150
    Total EXP Needed To Rank Up: 1200
    avatar
    Luna Jaeger

    Knight VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- God Slayer- Character Application Approved!- Magic Application Approved!- Get A Pet!- Obtain A Lineage!- Player -
    Lineage : Knight of Destiny
    Position : None
    Posts : 261
    Guild : Sabertooth
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    Age : 35
    Experience : 1262.5

    Character Sheet
    Character Name: Luna Jaeger
    Primary Magic: Sky God Slayer (3rd Gen)
    Secondary Magic:

    Re: Sky God Slayer

    Post by Luna Jaeger on 4th July 2016, 9:53 am

    Bump


    ___________________________________________________________________

    Edward Von Aurence

    Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Being- Player -
    Lineage : Aspect of Neptune
    Position : None
    Posts : 341
    Guild : Fairy Tail
    Cosmic Coins : 15
    Dungeon Tokens : 0
    Age : 25
    Experience : 150
    Brownie Points : 1

    Character Sheet
    Character Name: Edward Von Aurence
    Primary Magic: TakeOver: Angel Soul
    Secondary Magic: N/A

    Re: Sky God Slayer

    Post by Edward Von Aurence on 4th July 2016, 11:16 am

    Approved By Vinn


    ___________________________________________________________________

    Profile
    : Magic : Vault :Plot And History [In Progress]




    Jobs: D : 6 | C : 0 | B : 0 | A : 0 | S : 0 | SS : 0 | 10y : 0 | 100y : 0

    Current EXP Total: 150
    Total EXP Needed To Rank Up: 1200
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    Anastasia Isayev

    Moderator- Chatbox Moderator- Staff Quiz- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player-
    Lineage : Valkyrian
    Position : None
    Posts : 2446
    Guild : Black Sails GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116
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    Character Sheet
    Character Name: Anastasia Isayev
    Primary Magic: Mechanized REquip
    Secondary Magic: Dragons' Champion

    Re: Sky God Slayer

    Post by Anastasia Isayev on 9th July 2016, 1:39 pm

    Unlocked upon user's request.
    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Second Generation)
    Secondary Magic: --
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight
    • Wind magic only serves to heighten flames and fire magic

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300)

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    These are god Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.


    God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is  cloaked in  a shaded aura of their respective element) It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%. 

    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. ) During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp. Lasts 7 posts.

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzenschrei (Flash Cry)
    Description: Blitzenschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +25% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmeldame (Sky Queen)
    Description: Throught nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Fließwand Schritt (Flowing Screen Step)
    Description: Fließwand Schritt is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparably to a commercial jet-liner, however in battle travels at dash speeds plus an additional +50%.

    D-Rank Spells:
    Spoiler:

    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of fifteen (15) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grevious three posts of time followed by a four-post cooldown afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 15m on the initial hit and deals 50% D-Rank  damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect
    • Fell Wind has a limited range on the initial attack, meaning you can avoid it by staying out of range


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a ten-meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 75% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • Devouring Gale can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name: Wail of Banshee
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical fifteen meter radius with a height as tall as twenty meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 75% of D-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged however the target is required to remain stationary, gaining +20% to the spell's damage for each round which the spell was charged to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name: Sky Dragon Lariat
    Rank: D
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: One Post
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continuual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage along with the damage of the melee attack as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky Dragon Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky Dragon Drop
    Rank: D
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: One Post
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal D-Rank damage along with the damage of the melee attack as the victim is imprinted into the ground with a fifteen meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of three meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name: Akuma Tesshin
    Rank: D
    Type: Requip
    Duration: Three Posts
    Cooldown: Four Posts
    Description: Secret to all save Luna herself is the Akuma Tesshin, something which must never be used unless the moment requires Luna to go all-out as only those who she has decided to 'fight seriously' have ever seen this armament. Akuma Tesshin forms as an exotic knuckle of darksteel with four finger-holes and a silken cord wrapped along segments of it's expanse, leading out into the wicked damascus steel blade arced over. The knife-like edge have been tempered with magical energy, suffusing the weapon's blade with a naturally keened effect. When summoned, the Akuma Tesshin has a durability of fifty (50 HP) and deals eight (8) damage on melee attacks. Akuma Tesshin is often manifested rather than summoned.
    Strengths:

    • Akuma Tesshin is a deadly weapon with it's magically keened blade of damascus steel

    Weaknesses:

    • The wielder of Akuma Tesshin will almost always have extremely short ranges and will never out-range a sword
    • Akuma Tesshin isn't exactly the most durable requip weapon, due to it's size

    Abilities:

    • Air-Pressure Break (Active) Akuma Tesshin is known as a sword which can pierce through and rupture even defenses of magical nature As such, all weapon damage done by Akuma Tesshin for the round which it is activated, so long as it's against a barrier or similar spell/ability, Akuma Tesshin will deal double damage. Afterwards, this has a three-post cooldown until it may be utilized again.
    • Vibro Blade (Passive): Akuma Tesshin's blade is alive with pulses of air pressure, creating ruptures of vibrations along the blade and piercing through armor and defenses much more easily so Akuma Tesshin's attacks ignore 25% of armor or damage resistance.
      Image:

    List of Spell Fusions:

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:




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    Valeria
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    Lineage : Monkey King's Descent
    Posts : 1740
    Guild : Crystal Swan
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    Experience : 1,775

    Character Sheet
    Character Name: Valeria
    Primary Magic: Heavenly Body Magic
    Secondary Magic:

    Re: Sky God Slayer

    Post by Valeria on 12th July 2016, 11:40 am

    Alright! Let's get down to business. Edits will be in this color.

    Boom:

    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Second Generation)
    Secondary Magic: --
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential.

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight
    • Wind magic only serves to heighten flames and fire magic

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300)

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    These are god Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.


    God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is  cloaked in  a shaded aura of their respective element) It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%.

    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. ) During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp. Lasts 7 posts.

    LINEAGE AND ABILITIES

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzenschrei (Flash Cry)
    Description: Blitzenschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +25% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmeldame (Sky Queen)
    Description: Throught nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Fließwand Schritt (Flowing Screen Step)
    Description: Fließwand Schritt is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparably to a commercial jet-liner, however in battle travels at dash speeds plus an additional +50%.
    #4:

    Name: Vampirstrom (Vampiric Current)
    Description: Through her demonic heritage, the sky magic of Luna possesses a hunger all of it's own which serves to nourish and replenish it's master when it causes wounds in her victims. When Luna's sky magic deals spell damage, 25% of the damage which had been dealt by the spell is returned to Luna and used in a form of passive healing. This is represented as her body generally picking itself back together, regenerating damage, and closing wounds at an alarming rate. Woops we have a problem here. The max proportion you can heal is 15% HP, please fix this! It is clearer to write it this way instead of taking a percentage of the damage dealt.

    SPELL SLOTS

    Signature Spells:

    Name Fliegen Luftgott (Flying Sky God)
    Rank: User Rank
    Type: Support (Teleport)
    Description: Fliegen Luftgott (Flying Sky God) is the greatest experession (expression? o.o) of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
    Duration: Instant
    Cooldown: Once per Post 2 posts cooldown.
    Strengths:

    • The spell is an instantaneous transport between point to point, and can phase through attacks as described

    Weaknesses:

    • The spell's transportation is limited to a set circle of range, and cannot move past that
    • The caster can only phase through attacks if they could physically able to avoid the attack in the first place



    Name Zerstören (Demolish)
    Rank: D
    Type: Offensive
    Description: Zerstören (Demolish) is a spell which is used in conjunction with a melee attack, performed by gathering wind to the hand and rotating the wind into a spiral of air pressure which is then released from the hand of the caster as they strike their foe with their hand to tear into their victim with the power of a drill of compressed air. Demolish may be cast in a degree of sizes from fitting the hand to the full size of the caster, however when the spell is released it will deal D-Rank Damage to the victim and push them back by a few feet from the gale force of the rotating wind. Please add that the knockback effect will not work against B-rank mages or higher.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • The spell is used in conjunction with an attack from the hand, meaning it can be 'stacked' eith other effects

    Weaknesses:

    • Zerstören by itself is a weak offensive spell, with little damage and nearly no effect
    • Zerstören can only be released with an attack from the hand, it can be dodged easily enough


    C-Rank Spells:
    Spoiler:

    Name Mourngale
    Rank: C
    Type: Offensive/Sky
    Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at fifteen (15) meters a second and can do so for up to thirty meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, increasing their speed to twenty-five (25) meters per second and allowing them to be directly controlled. Doing so increases the mana cost of the spell by 50%. I would advice you to not touch the mana cost, but instead have a drawback such as having the bursts travel in a straight line to compensate for the increase in speed. This spell may be charged and the caster is not required to remain stationary, gaining +10% to the spell's damage per round charging to a maximum of two posts.
    Duration: Instant
    Cooldown: One Post 2 posts.
    Strengths:

    • The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
    • The spell can be charged up for increased spell damage

    Weaknesses:

    • the damage of the spell is highly dependant on how much the caster can hit the foe, due to breaking up the damage
    • Anything which can stop or weaken wind magic will cause the bursts to fizzle
    • Using the advanced form of the spell costs much more mana than the basic spell


    Name: Wail of Banshee
    Rank: C
    Type: Offensive/Sky (AoE)
    Duration: One Post You said 3 posts in the description, so add it in a bracket maybe like (3 posts max).
    Cooldown: Two Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical twenty meter radius with a height as tall as thirty-five meters (30 meters please) with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 75% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky Dragon Chariot
    Rank: C
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage along with the damage of the melee attack (Okay, you don't really have to add the part about the melee attack, that's something you would say in an RP post where you are using this spell with your kick, so that people who read the spell won't be confused.) as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
    Duration: Instant
    Cooldown: One Post 2 posts.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky Dragon Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky Dragon Lariat
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: One Post 2 posts.
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continuual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage along with the damage of the melee attack (again, you don't have to add the melee attack part that isn't technically in your spell) as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky Dragon Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky Dragon Drop
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: One Post
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage along with the damage of the melee attack (again, the melee damage part is not necessary) as the victim is imprinted into the ground with (Does this mean 'within'? o.o Sorry I couldn't understand this.) a twenty meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Akuma Tesshin
    Rank: C
    Type: Requip
    Duration: Four Posts
    Cooldown: Five Posts
    Description: Secret to all save Luna herself is the Akuma Tesshin, something which must never be used unless the moment requires Luna to go all-out as only those who she has decided to 'fight seriously' have ever seen this armament. Akuma Tesshin forms as an exotic knuckle of darksteel with four finger-holes and a silken cord wrapped along segments of it's expanse, leading out into the wicked damascus steel blade arced over. The knife-like edge have been tempered with magical energy, suffusing the weapon's blade with a naturally keened effect. When summoned, the Akuma Tesshin has a durability of seventy (70 HP) and deals sixteen (16) damage on melee attacks. Akuma Tesshin is often manifested rather than summoned.
    Strengths:

    • Akuma Tesshin is a deadly weapon with it's magically keened blade of damascus steel

    Weaknesses:

    • The wielder of Akuma Tesshin will almost always have extremely short ranges and will never out-range a sword
    • Akuma Tesshin isn't exactly the most durable requip weapon, due to it's size

    Abilities:

    • Air-Pressure Break (Active) Akuma Tesshin is known as a sword which can pierce through and rupture even defenses of magical nature As such, all weapon damage done by Akuma Tesshin for the round which it is activated, so long as it's against a barrier or similar spell/ability, Akuma Tesshin will deal double damage. Afterwards, this has a three-post cooldown until it may be utilized again.
    • Vibro Blade (Passive): Akuma Tesshin's blade is alive with pulses of air pressure, creating ruptures of vibrations along the blade and piercing through armor and defenses much more easily so Akuma Tesshin's attacks ignore 30% of armor or damage resistance. Please add that his will not work on A-rank or higher armors/defenses.
      Image:

    D-Rank Spells:
    Spoiler:

    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of fifteen (15) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grevious three posts of time followed by a four-post cooldown afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 15m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect
    • Fell Wind has a limited range on the initial attack, meaning you can avoid it by staying out of range


    Name Rending Current
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • The spell is contingent upon being hit by a melee attack, it is easy to avoid
    • Though a generally good spell to enhance physical attacks, it deals weak damage to those effected


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a ten-meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 75% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • Devouring Gale can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Wind Palm Insertion
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster's entire arm is surrounded by living currents of wind which rotate around the arm and is channeled to the the palm itself where the wind rotates at an alarming rate. When touch contact with a victim is established the wind which has been rotating is forcefully injected into their mana pool - the mana pool connecting to the air. For each post after that initial connection, the victim loses 2% MP while the caster gains 3% MP revitalized in return to replenish their own mana pool. Wind Palm Insertion seems to be more of a taoist spell/move than other melee-oriented spells of Luna's magic.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • It is a melee-oriented spell which reduces the victim's MP and revitalizes the caster's MP

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Sky Dragon Pawnch
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage along with the damage of the melee attack.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Draining Wind Palm
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster's entire arm is surrounded by living currents of wind which rotate around the arm and is channeled to the the palm itself while the caster performs a driving palm strike to the foe, using the wind-ensorcelled fingers to open leylines within the body. This causes mana to leak from one's magic pool so that the victim loses mana: 15% for lower rank than the caster, 10% for user's rank, 5% for one rank higher than the user, and above that no MP is lost. Draining Wind Palm seems to be more of a taoist spell/move than other melee-oriented spells of Luna's magic.
    Duration: Instant
    Cooldown: One Post
    Strengths:
  • The spell causes a drain of mana upon the successful use of the attack
    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of three meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name Thorn Bind Hostage
    Rank: D
    Type: Support
    Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The caster may control the victim NPC as a puppet, providing an ally

    Weaknesses:

    • The caster may only control a Weak NPC, limiting the effectiveness of the ally
    • If the wind strings are broken or severed in any way, the control will be lost


  • List of Spell Fusions:

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:




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    Luna Jaeger

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    Character Sheet
    Character Name: Luna Jaeger
    Primary Magic: Sky God Slayer (3rd Gen)
    Secondary Magic:

    Re: Sky God Slayer

    Post by Luna Jaeger on 13th July 2016, 4:20 am

    Bumped, Changed


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    Valeria
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    Character Sheet
    Character Name: Valeria
    Primary Magic: Heavenly Body Magic
    Secondary Magic:

    Re: Sky God Slayer

    Post by Valeria on 13th July 2016, 7:59 am

    Alright we are almost perfect. You forgot to change the cooldown for Sky Dragon Chariot to 2 posts and I forgot to ask you change the cooldown of Sky Dragon Drop to 2 posts, too.

    Please fix those and you are good to go!


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    Luna Jaeger

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    Character Sheet
    Character Name: Luna Jaeger
    Primary Magic: Sky God Slayer (3rd Gen)
    Secondary Magic:

    Re: Sky God Slayer

    Post by Luna Jaeger on 13th July 2016, 8:14 am

    Bump, Fixed


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    Valeria
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    Moderator- Chatbox Moderator- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Light- Master [1000]- Senior [500]- Novice [250]- 1 Year Anniversary- Player -
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    Primary Magic: Heavenly Body Magic
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    Re: Sky God Slayer

    Post by Valeria on 13th July 2016, 8:17 am




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    kittykool75

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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Sky God Slayer

    Post by kittykool75 on 27th September 2017, 9:56 am

    Spoiler:
    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Second Generation)
    Secondary Magic: --
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight
    • Wind magic only serves to heighten flames and fire magic

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300)

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    These are god Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.


    God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is  cloaked in  a shaded aura of their respective element) It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%. 

    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. ) During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp. Lasts 7 posts.

    LINEAGE AND ABILITIES

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzschrei (Flash Cry)
    Description: Blitschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +40% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmelskönigin (Sky Queen)
    Description: Through nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Schwebe (Levitation)
    Description: Schwebe is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparably to a commercial jet-liner, however in battle travels at dash speeds plus an additional +50%.
    #4:

    Name: Allsehendes Auge (All-Seeing Eye)
    Description: By constantly releasing rippling waves of air about herself, Luna is able to garner a form of 'sight without eyes'. She releases the air vibrations much like a wavelength and then a skin-tight field about herself is able to take measurements of an object or being, it's course, and it's a trajectory and velocity in a three-hundred sixty degree rotation around the users with a radius of fifteen meters (D-rank) and +15m per rank increase. This gives the user a form of mental vision of the environment within that radius almost like echolocation and sonar but down to minute details.

    SPELL SLOTS

    Signature Spells:

    Name Fliegen Luftgott (Flying Sky God)
    Rank: User Rank
    Type: Support (Teleport)
    Description: Fliegen Luftgott (Flying Sky God) is the greatest form of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell is an instantaneous transport between point to point, and can phase through attacks as described

    Weaknesses:

    • The spell's transportation is limited to a set circle of range, and cannot move past that
    • The caster can only phase through attacks if they could physically able to avoid the attack in the first place



    Name Der Zerstörer (Demolisher)
    Rank: D
    Type: Offensive
    Description: Der Zerstörer (Demolisher) is a spell which is used in conjunction with a melee attack, performed by gathering wind to the hand and rotating the wind into a spiral of air pressure which is then released from the hand of the caster as they strike their foe with their hand to tear into their victim with the power of a drill of compressed air. Demolish may be cast in a degree of sizes from fitting the hand to the full size of the caster, however when the spell is released it will deal D-Rank Damage to the victim and push them back by a few feet from the gale force of the rotating wind. The knockback effect will not work on B-rank and above mages.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • The spell is used in conjunction with an attack from the hand, meaning it can be 'stacked' eith other effects

    Weaknesses:

    • Der Zerstörer by itself is a weak offensive spell, with little damage and nearly no effect
    • Der Zerstörer can only be released with an attack from the hand, it can be dodged easily enough


    C-Rank Spells:
    Spoiler:

    Name Mourngale
    Rank: C
    Type: Offensive/Sky
    Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at fifteen (15) meters a second and can do so for up to thirty meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, allowing them to be directly controlled. This spell may be charged and the caster is not required to remain stationary, gaining +10% to the spell's damage per round charging to a maximum of two posts.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
    • The spell can be charged up for increased spell damage

    Weaknesses:

    • the damage of the spell is highly dependant on how many bursts hit the victim
    • Anything which can weaken wind magic will cause the bursts to fizzle
    • The wind bursts cannot be fully controlled unless using hands (imagine a boomerang)


    Name: Wail of Banshee
    Rank: C
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical twenty meter radius with a height as tall as thirty meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 75% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged (not duration) however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky Dragon Chariot
    Rank: C
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky Dragon Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky Dragon Lariat
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky Dragon Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky Dragon Drop
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage as the victim is imprinted into the ground as the force causes minor damage to structures within a twenty meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Akuma Tesshin
    Rank: C
    Type: Requip
    Duration: Four Posts
    Cooldown: Five Posts
    Description: Secret to all save Luna herself is the Akuma Tesshin, something which must never be used unless the moment requires Luna to go all-out as only those who she has decided to 'fight seriously' have ever seen this armament. Akuma Tesshin forms as an exotic knuckle of darksteel with four finger-holes and a silken cord wrapped along segments of it's expanse, leading out into the wicked damascus steel blade arced over. The knife-like edge have been tempered with magical energy, suffusing the weapon's blade with a naturally keened effect. When summoned, the Akuma Tesshin has a durability of seventy (70 HP) and deals sixteen (16) damage on melee attacks. Akuma Tesshin is often manifested rather than summoned.
    Strengths:

    • Akuma Tesshin is a deadly weapon with it's magically keened blade of damascus steel

    Weaknesses:

    • The wielder of Akuma Tesshin will almost always have extremely short ranges and will never out-range a sword
    • Akuma Tesshin isn't exactly the most durable requip weapon, due to it's size

    Abilities:

    • Air-Pressure Break (Active) Akuma Tesshin is known as a sword which can pierce through and rupture even defenses of magical nature As such, all weapon damage done by Akuma Tesshin for the round which it is activated, so long as it's against a barrier or similar spell/ability, Akuma Tesshin will deal double damage. Afterwards, this has a three-post cooldown until it may be utilized again.
    • Vibro Blade (Passive): Akuma Tesshin's blade is alive with pulses of air pressure, creating ruptures of vibrations along the blade and piercing through armor and defenses much more easily so Akuma Tesshin's attacks ignore 30% of armor or damage resistance, however will not work on A-rank and higher armor.
      Image:

    D-Rank Spells:
    Spoiler:

    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of fifteen (15) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grevious three posts of time followed by a four-post cooldown afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 15m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect
    • Fell Wind has a limited range on the initial attack, meaning you can avoid it by staying out of range


    Name Rending Current
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • The spell is contingent upon being hit by a melee attack, it is easy to avoid
    • Though a generally good spell to enhance physical attacks, it deals weak damage to those effected


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a ten-meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 75% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • Devouring Gale can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Wind Palm Insertion
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster's entire arm is surrounded by living currents of wind which rotate around the arm and is channeled to the the palm itself where the wind rotates at an alarming rate. When touch contact with a victim is established the wind which has been rotating is forcefully injected into their mana pool - the mana pool connecting to the air. For each post after that initial connection, the victim loses 2% MP while the caster gains 3% MP revitalized in return to replenish their own mana pool. Wind Palm Insertion seems to be more of a taoist spell/move than other melee-oriented spells of Luna's magic.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • It is a melee-oriented spell which reduces the victim's MP and revitalizes the caster's MP

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Sky Dragon Pawnch
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage along with the damage of the melee attack.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Draining Wind Palm
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster's entire arm is surrounded by living currents of wind which rotate around the arm and is channeled to the the palm itself while the caster performs a driving palm strike to the foe, using the wind-ensorcelled fingers to open leylines within the body. This causes mana to leak from one's magic pool so that the victim loses mana: 15% for lower rank than the caster, 10% for user's rank, 5% for one rank higher than the user, and above that no MP is lost. Draining Wind Palm seems to be more of a taoist spell/move than other melee-oriented spells of Luna's magic.
    Duration: Instant
    Cooldown: One Post
    Strengths:
  • The spell causes a drain of mana upon the successful use of the attack
    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of three meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name Thorn Bind Hostage
    Rank: D
    Type: Support
    Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The caster may control the victim NPC as a puppet, providing an ally

    Weaknesses:

    • The caster may only control a Weak NPC, limiting the effectiveness of the ally
    • If the wind strings are broken or severed in any way, the control will be lost


  • List of Spell Fusions:

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:



    Unlocked at user's request


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    Golden Lacrima until 4/16/2019

    avatar
    Kite Wilhelm
    Demon King
    Demon King

    Mythical VIP Status- Demon VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Dragon Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Fallen- Senior [500]- Novice [250]- Lacrima Saber- Have Alyia On Your Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Power Of Apocalypse
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    Posts : 924
    Guild : Sabertooth
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    Age : 28
    Experience : 45743.75

    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Re: Sky God Slayer

    Post by Kite Wilhelm on 1st November 2017, 1:04 pm

    Looks good approved.


    ___________________________________________________________________
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    Lester Drynedi
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Mythical VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Custom Slayer- Zodiac Key- Legal Guild Ace- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Light- The Fallen- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Hero- Fire Badge- Have Seijin On Your Friends List- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Be On Seijin's Foe List - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1264
    Guild : ❀ GM of Crystal Swan ❀
    Cosmic Coins : 0
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    Mentor : ❀ Desirée Blooms ❀
    Experience : 9,918.75
    Brownie Points :

    Character Sheet
    Character Name: Lester Drynedi
    Primary Magic: ❀Sugar Flower Slayer ❀Saccharon Flos Homicida❀
    Secondary Magic: ❀ A Gentleman's Experiments ❀

    Re: Sky God Slayer

    Post by Lester Drynedi on 6th May 2018, 11:22 pm

    Unlocked and Moved at users request

    ❀:
    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Third Generation)
    Secondary Magic: Sky God Slayer
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight
    • Wind magic only serves to heighten flames and fire magic

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300), Sacrifice for B-rank Sig

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.


    God Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    LINEAGE AND ABILITIES

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzschrei (Flash Cry)
    Description: Blitschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +40% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmelskönigin (Sky Queen)
    Description: Through nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Schwebe (Levitation)
    Description: Schwebe is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparably to a commercial jet-liner, however in battle travels at dash speeds plus an additional +50%.
    #4:

    Name: Allsehendes Auge (All-Seeing Eye)
    Description: By constantly releasing rippling waves of air about herself, Luna is able to garner a form of 'sight without eyes'. She releases the air vibrations much like a wavelength and then a skin-tight field about herself is able to take measurements of an object or being, it's course, and it's a trajectory and velocity in a three-hundred sixty degree rotation around the users with a radius of fifteen meters (D-rank) and +15m per rank increase. This gives the user a form of mental vision of the environment within that radius almost like echolocation and sonar but down to minute details.
    #5:

    Name: Stahlriese (Steel Giant)
    Description: Luna has been compared to a literal giant or titan wading through the lines of battle thanks to her imposing physical might and her impressive stature, perhaps some part of her from her forgotten bloodline lost to memory long ago. With this particular bloodline, her physical attacks are truly mighty, improving the damage of her arm [url=https://www.fairytail-rp.com/t22804-susanoo]Susanoo[url] past what is normal for a weapon of it's rank as listed below:

    • D-rank: 4 Damage
    • C-rank: 8 Damage
    • B-rank: 12 Damage
    • A-rank: 16 Damage
    • S-Rank: 20 Damage
    • H-rank: 24 Damage

    Note: If the weapon is +, it gains an additional +2 Damage on top of the regular value listed above.

    SPELL SLOTS

    Signature Spells:

    Name Fliegen Luftgott (Flying Sky God)
    Rank: User Rank
    Type: Support (Teleport)
    Description: Fliegen Luftgott (Flying Sky God) is the greatest form of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell is an instantaneous transport between point to point, and can phase through attacks as described

    Weaknesses:

    • The spell's transportation is limited to a set circle of range, and cannot move past that
    • The caster can only phase through attacks if they could physically able to avoid the attack in the first place


    Name Delaware Smash
    Rank: B
    Type: Offensive (Non-Magical)
    Description: Luna utilizes a non-magical technique as part of her repertoire of abilities like Delaware Smash in such a case that she is unable to cast magic or her spell(s) have been sealed. Utilizing natural and unnatural physical might, Luna propels herself forward with a short lunge before throwing herself into the air and come crashing down with the force of gravity, momentum, and explosive kinetic impact. This does rank's spell damage as purely physical damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Delaware Smash is an alternative to using spells when targeted by a magic sealing specialist.

    Weaknesses:

    • As it is a physical technique, Delaware Smash can be avoided by dodging the punch/kick
    • As it is not magical, it cannot as easily break through barriers (1/2 damage to barriers)


    Name Atemluft (Sky's Breath)
    Rank: D
    Type: Supportive
    Description: Atemluft (Sky's Breath) is a spell which directly adheres to the healing or soothing attribute of the sky, laying on hands to summon forth the air's soothing breeze and administering healing warmth to the afflicted person. The smaller wounds on this person will close immediately, while any non-life-threatening wound closes over one post-turn. The afflicted person is also healed, recovering health equal to D-rank spell damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Atemluft is a healing spell, and heals those it touches.

    Weaknesses:

    • Atemluft requires hand-contact in order to be performed, and so can be interrupted.
    • Atemluft is unable to restore those who have been fatally wounded.


    B-Rank Spells
    Spoiler:

    Name Sky God Crash
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. The maneuver can be executed in any way, however the end result is the same - the caster's body is surrounded by a projection of a dragon with the living wind as they crash into their victim - giving the image of the dragon swallowing the victim. The victim is then cut through by tearing winds and impacted with the crashing caster before the dragon dissipates, dealing B-rank spell damage in addition to base melee damage. This particular spell's damage ignores up to 25% total of existing armor/damage reduction.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Crash reduces existing armor and damage reduction by 25% for the maneuver.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Sky God Destruction
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. Unlike other spells in the line, Sky God Destruction isn't an instant impact but rather, to increase it's destructive capabilities, is a charge-up spell that requires at-least one full post-turn of charge to be cast, but can require as many as five post-turns of charging (gaining +30% to power each turn charged) before being cast. During this time, the caster will be unable to cast other spells or use magic as all of their magical energy will be going into the spell to fuel it. The caster will then be projected towards the target at 150 meters per second to a maximum range of 100 meters towards the victim, crashing into the target as they are surrounded by living midnight-hued wind and dealing B-rank spell damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Dark Twister
    Rank: B
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster conjures a blackened twister of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 100 meter radius with a height as tall as 50 meters as air of dark hue folds upon itself several times over to form several layers of sheer black. Victims who are caught within the tornado take 75% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction.
    Strengths:

    • Dark Twister creates a large-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Dark Twister is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    C-Rank Spells:
    Spoiler:

    Name Mourngale
    Rank: C
    Type: Offensive/Sky
    Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at 90 meters a second and can do so for up to 90 meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, allowing them to be directly controlled. This spell may be charged and the caster is not required to remain stationary, gaining +10% to the spell's damage per round charging to a maximum of two posts.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
    • The spell can be charged up for increased spell damage

    Weaknesses:

    • the damage of the spell is highly dependant on how many bursts hit the victim
    • Anything which can weaken wind magic will cause the bursts to fizzle
    • The wind bursts cannot be fully controlled unless using hands (imagine a boomerang)


    Name: Wail of Banshee
    Rank: C
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 60 meter radius with a height as tall as 30 meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 50% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged (not duration) however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Chariot
    Rank: C
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Lariat
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Drop
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage in addition to base melee damage as the victim is imprinted into the ground as the force causes minor damage to structures within a twenty meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Ikone das Luft (Icon of Sky)
    Rank: C
    Type: Debuff
    Duration: Four Posts
    Cooldown: Five Posts
    Description: An advanced form of Reverse Pressure, the caster channels a nearly-invisible aura of five meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of four posts and with a five post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -35% speed and more sluggish body movements resulting in -25% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    D-Rank Spells:
    Spoiler:

    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of fifteen (15) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grevious three posts of time followed by a four-post cooldown afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 15m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect
    • Fell Wind has a limited range on the initial attack, meaning you can avoid it by staying out of range


    Name Rending Current
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • The spell is contingent upon being hit by a melee attack, it is easy to avoid
    • Though a generally good spell to enhance physical attacks, it only
      deals weak damage to those effected


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a 30 meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 50% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • Devouring Gale can be easily avoided by simply avoiding it's area of effect
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Lunge
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage in addition to base melee damage.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Midnight Lance
    Rank: D
    Type: Offensive/Sky
    Description: The caster gathers a mote of pure midnight wind, projecting it out as a lance of wind with the purpose of hewing any victim which it strikes. This lance of black winds travels at speeds of 45 meters per second to a maximum range of 60 meters out and dealing D-rank spell damage on impact.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • The lance is meant to be a quick and simple attack

    Weaknesses:

    • Despite being a quick magical attack, it is a weak offensive spell
    • If someone is able to get outside the lance's range, it can be avoided


    Name Shredding
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Shredding is a form of spell which cannot be utilized on it's own - it must use another offensive attack spell or a melee attack as the catalyst for the spell's trigger. Once triggered, however, those who have been debilitated with this spell will experience the pain of a hundred knives piercing them - dealing 50% of D-rank damage for the next three posts.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Shredding creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • Shredding is only useful if the enemy can be hit by a spell or melee attack, it can be avoided after someone has seen it
    • Though a generally good spell to enhance attacks, it only deals weak damage to those effected


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of three meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name Thorn Bind Hostage
    Rank: D
    Type: Support
    Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The caster may control the victim NPC as a puppet, providing an ally

    Weaknesses:

    • The caster may only control a Weak NPC, limiting the effectiveness of the ally
    • If the wind strings are broken or severed in any way, the control will be lost


    List of Spell Fusions:

    Name Sky God Secret Art: Sema Cracker #1
    Rank: B
    Type: Offense/Sky
    Fused Spells Sky God Destruction (B-rank), Sky God Crash (B-rank)
    Description: The caster utilizes a fusion between two powerful sky god slayer maneuvers in order to activate one of the slayer Secret Arts; becoming surrounded by living wind of midnight hue as they gather the neccesary energy. Requiring one full post-turn to charge the spell and thereby increasing the spell's damage by 50%, the caster becomes surrounded by a layer of 'hardened' black winds with a form as if wearing metal armor with a pair of black angelic wings and finally a blackened halo behind until the caster hurls themselves at the victim. This releases into a gargantuan lance of black winds that cut away at the victim, dealing A-rank spell damage in addition to base melee damage. This lance is partularly keened, penetrating up to 35% of armor and damage reduction, cracking through such forms of protection and breaking through magical shields 50% as easily (does 50% extra damage to magical shields.)
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, combining the best of Sky God Crash and Sky God Destruction.
    • This spell is extremely adept at cutting through magical protection.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack
    • The spell requires an entire post-turn to charge, making the caster extremely vulnerable.



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    Madame Astrid
     
     

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    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4313
    Guild : Guildless
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    Dungeon Tokens : 0
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 692,310.75
    Brownie Points : 1337

    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Sky God Slayer

    Post by Madame Astrid on 8th May 2018, 7:26 pm

    Comments will be in this color.

    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Third Generation)
    Secondary Magic: Sky God Slayer
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300), Sacrifice for B-rank Sig

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.


    God Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    LINEAGE AND ABILITIES

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzschrei (Flash Cry)
    Description: Blitschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +40% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmelskönigin (Sky Queen)
    Description: Through nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Zauberkraft (Magical Vigor)
    Description: Zauberkraft is an advanced regeneration ability that relies upon the power of ethernano that lives within the air,  specifically within Luna's ability to absorb ethernano at an accelerated rate beyond what would be possible for the average wizard. As such, Luna is able to supplant her existing regeneration of magical power; she instead recovers 5% of her maximum MP each round. Thanks to this ability, she has longevity on the battlefield.
    #4:

    Name: Allsehendes Auge (All-Seeing Eye)
    Description: By constantly releasing rippling waves of air about herself, Luna is able to garner a form of 'sight without eyes'. She releases the air vibrations much like a wavelength and then a skin-tight field about herself is able to take measurements of an object or being, it's course, and it's a trajectory and velocity in a three-hundred sixty degree rotation around the users with a radius of thirty meters (D-rank) and +30m per rank increase. This gives the user a form of mental vision of the environment within that radius almost like echolocation and sonar but down to minute details.
    #5:

    Name: Stahlriese (Steel Giant)
    Description: Luna has been compared to a literal giant or titan wading through the lines of battle thanks to her imposing physical might and her impressive stature, perhaps some part of her from her forgotten bloodline lost to memory long ago. With this particular bloodline, her physical attacks are truly mighty, improving the damage of her arm [url=https://www.fairytail-rp.com/t22804-susanoo]Susanoo[url] past what is normal for a weapon of it's rank as listed below:

    • D-rank: 4 Damage
    • C-rank: 8 Damage
    • B-rank: 12 Damage
    • A-rank: 16 Damage
    • S-Rank: 20 Damage
    • H-rank: 24 Damage

    Note: If the weapon is +, it gains an additional +2 Damage on top of the regular value listed above.

    SPELL SLOTS

    Signature Spells:
    #1:

    Name Fliegen Luftgott (Flying Sky God)
    Rank: User Rank
    Type: Support (Teleport)
    Description: Fliegen Luftgott (Flying Sky God) is the greatest form of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell is an instantaneous transport between point to point, and can phase through attacks as described

    Weaknesses:

    • The spell's transportation is limited to a set circle of range, and cannot move past that
    • The caster can only phase through attacks if they could physically able to avoid the attack in the first place

    #2:

    Name Delaware Smash
    Rank: B
    Type: Offensive (Non-Magical)
    Description: Luna utilizes a non-magical technique as part of her repertoire of abilities like Delaware Smash in such a case that she is unable to cast magic or her spell(s) have been sealed. Utilizing natural and unnatural physical might, Luna propels herself forward with a short lunge before throwing herself into the air and come crashing down with the force of gravity, momentum, and explosive kinetic impact. This does rank's spell damage as purely physical damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Delaware Smash is an alternative to using spells when targeted by a magic sealing specialist.

    Weaknesses:

    • As it is a physical technique, Delaware Smash can be avoided by dodging the punch/kick
    • As it is not magical, it cannot as easily break through barriers (1/2 damage to barriers)

    #3:

    Name Atemluft (Sky's Breath)
    Rank: D
    Type: Supportive
    Description: Atemluft (Sky's Breath) is a spell which directly adheres to the healing or soothing attribute of the sky, laying on hands to summon forth the air's soothing breeze and administering healing warmth to the afflicted person. The smaller wounds on this person will close immediately, while any non-life-threatening wound closes over one post-turn. The afflicted person is also healed, recovering health equal to D-rank spell damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Atemluft is a healing spell, and heals those it touches.

    Weaknesses:

    • Atemluft requires hand-contact in order to be performed, and so can be interrupted.
    • Atemluft is unable to restore those who have been fatally wounded.


    Minimum B-rank spell cooldown is 4 posts
    B-Rank Spells
    Spoiler:

    Name Sky God Secret Art: Sema Cracker
    Rank: B+
    Type: Offense/Sky
    [Description: The caster activates one of the slayer Secret Arts; becoming surrounded by living wind of midnight hue as they gather the neccesary energy. Requiring one full post-turn to charge the spell and thereby increasing the spell's damage by 50%, the caster becomes surrounded by a layer of 'hardened' black winds with a form as if wearing metal armor with a pair of black angelic wings and finally a blackened halo behind until the caster hurls themselves at the victim. This releases into a gargantuan lance of black winds that cut away at the victim, dealing spell damage of two ranks higher I'd only allow one rank higher in addition to base melee damage. This lance is particularly keened, penetrating up to 35% of armor and damage reduction, cracking through such forms of protection and breaking through magical shields 50% as easily (does 50% extra damage to magical shields.)
    Duration: Instant
    Cooldown: Two Posts Minimum cooldown for B+ rank spells are 5 posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, utilizing the best of Sky God Slayer.
    • This spell is extremely adept at cutting through magical protection.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • The spell requires an entire post-turn to charge, making the caster extremely vulnerable.


    Name Sky God Crash
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. The maneuver can be executed in any way, however the end result is the same - the caster's body is surrounded by a projection of a dragon with the living wind as they crash into their victim - giving the image of the dragon swallowing the victim. The victim is then cut through by tearing winds and impacted with the crashing caster before the dragon dissipates, dealing B-rank spell damage in addition to base melee damage. This particular spell's damage ignores up to 25% total of existing armor/damage reduction.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Crash reduces existing armor and damage reduction by 25% for the maneuver.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Sky God Destruction
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. Unlike other spells in the line, Sky God Destruction isn't an instant impact but rather, to increase it's destructive capabilities, is a charge-up spell that requires at-least one full post-turn of charge to be cast, but can require as many as five post-turns of charging (gaining +30% to power each turn charged) before being cast. During this time, the caster will be unable to cast other spells or use magic as all of their magical energy will be going into the spell to fuel it. The caster will then be projected towards the target at 150 meters per second to a maximum range of 100 meters towards the victim, crashing into the target as they are surrounded by living midnight-hued wind and dealing B-rank spell damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Dark Twister
    Rank: B
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster reversed the flow of wind within the area, creating a spherical center in a 100m area with arms of black wind roaring around the midst of the spell with a height of 50m, as the vacuum folds upon itself several times to create a massive space devoid of even light. Those caught within Dark Twister suffer the pain of being torn apart and take 50% of B-rank damage while having their sight obscured to the inside of the twister. While inside the vacuum in particular, spells and abilities that create fire, that are of equal and lower rank are not able to form and instead are rendered inoperable.
    Strengths:

    • Dark Twister creates a large-sized area of effect which obscures sight and deals damage to all caught within.
    • Those who attempt to create fire with a spell or ability find their spell rendered inoperable.

    Weaknesses:

    • Dark Twister is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    C-rank minimum cooldown is 3 posts. I see some cooldowns that are lower than that in this section, to please change those
    C-Rank Spells:
    Spoiler:

    Name Sky God's Smite
    Rank: C+
    Type: Offensive/Sky
    Description: The caster gathers a large quantity of air into their mouth, then spews it forth outwards into cascading black rings which congeal together to form a tornado of black wind that bursts forwards into a conical line of thirty meters out from the caster at a speed of thirty-seven meters per second. Any who find themselves within the burst will take an enhanced ninety (90) points of spell damage as the black winds rip them to shreds and tear at them in different directions here and there.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • As the spell is a forward burst radius, it has the capacity to deal damage to multiple opponents rather than just one, which makes it a powerful offense.

    Weaknesses:

    • As this spell is a directional attack, it can be avoided far easier than one which is omnidirectional such as an area of effect or an aura spell


    Name Mourngale
    Rank: C
    Type: Offensive/Sky
    Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at 81 meters a second and can do so for up to 90 meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, allowing them to be directly controlled.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
    • The spell can be charged up for increased spell damage

    Weaknesses:

    • Anything which can weaken wind magic will cause the bursts to fizzle
    • The wind bursts cannot be fully controlled unless using hands (imagine a boomerang)


    Name: Wail of Banshee
    Rank: C
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 60 meter radius with a height as tall as 37 meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 50% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged (not duration) however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Chariot
    Rank: C
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Lariat
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Drop
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Two Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage in addition to base melee damage as the victim is imprinted into the ground as the force causes minor damage to structures within a twenty meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Ikone das Luft (Icon of Sky)
    Rank: C
    Type: Debuff
    Duration: Four Posts
    Cooldown: Five Posts
    Description: An advanced form of Reverse Pressure, the caster channels a nearly-invisible aura of thirty meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of four posts and with a five post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -35% speed and more sluggish body movements resulting in -25% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    D-Rank Spells:
    Spoiler:

    Name Black Wind Shell
    Rank: D+
    Type: Defensive/Sky
    Description: The caster conjures a small amount of black winds around them, clasping onto the caster's skin and causing only the feintest dark tint to the caster's skin but has no other discernable traits. When the caster is struck with a damage-causing attack, the layer of wind will instead take the damage and begin to 'crack' at the point of the attack. Eventually, the shell of black wind can be shattered, however this defensive shell can take up to two spells of one rank higher in damage before it is rendered inoperable. Regardless, at the end of the duration, the spell and it's tinted hue will leave the caster themselves.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The protective field is localized to the body of the caster and is hard to discern

    Weaknesses:

    • Anything which can weaken wind magic will cause the bursts to fizzle


    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of one-hundred and twenty (120) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grievous three posts of time followed by a four-post cool-down afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 120m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect


    Name Rending Current
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • The spell is contingent upon being hit by a melee attack, it is easy to avoid


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a 15 meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 50% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Lunge
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage in addition to base melee damage.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Midnight Lance
    Rank: D
    Type: Offensive/Sky
    Description: The caster gathers a mote of pure midnight wind, projecting it out as a lance of wind with the purpose of hewing any victim which it strikes. This lance of black winds travels at speeds of 60 meters per second to a maximum range of 60 meters out and dealing D-rank spell damage on impact.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • The lance is meant to be a quick and simple attack

    Weaknesses:

    • If someone is able to get outside the lance's range, it can be avoided


    Name Shredding
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Shredding is a form of spell which cannot be utilized on it's own - it must use another offensive attack spell or a melee attack as the catalyst for the spell's trigger. Once triggered, however, those who have been debilitated with this spell will experience the pain of a hundred knives piercing them - dealing 50% of D-rank damage for the next three posts.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Shredding creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • Shredding is only useful if the enemy can be hit by a spell or melee attack, it can be avoided after someone has seen it


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of fifteen meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cool-down after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name Thorn Bind Hostage
    Rank: D
    Type: Support
    Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The caster may control the victim NPC as a puppet, providing an ally

    Weaknesses:

    • The caster may only control a Weak NPC, limiting the effectiveness of the ally
    • If the wind strings are broken or severed in any way, the control will be lost



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    Golden Lacrima until 3/25/2019


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    Luna Jaeger

    Knight VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- God Slayer- Character Application Approved!- Magic Application Approved!- Get A Pet!- Obtain A Lineage!- Player -
    Lineage : Knight of Destiny
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    Posts : 261
    Guild : Sabertooth
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    Dungeon Tokens : 0
    Age : 35
    Experience : 1262.5

    Character Sheet
    Character Name: Luna Jaeger
    Primary Magic: Sky God Slayer (3rd Gen)
    Secondary Magic:

    Re: Sky God Slayer

    Post by Luna Jaeger on 9th May 2018, 7:38 am

    1: I've taken care of the cooldowns
    2: When it comes to Sky God Secret Art, the rules themselves say that a B+ spell does 120 damage, however if you want me to nerf it due to the other effects I will.


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    Madame Astrid
     
     

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    Lineage : A Soul's Wrath
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    Posts : 4313
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    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 692,310.75
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    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Sky God Slayer

    Post by Madame Astrid on 9th May 2018, 1:11 pm

    Spoiler:
    @Luna Jaeger wrote:Magic



    Primary Magic: Sky God Slayer (Third Generation)
    Secondary Magic: Sky God Slayer
    Caster or Holder: Caster
    Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential. 

    A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.

    The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
    Strengths:

    • The magic is a fusion of Air and God Slayer magic, a powerful mixture.
    • The winds can be easily redirected once cast by visual prowess.
    • Air magic is strong against Earth magic as it erodes earth.

    Weaknesses:

    • Sky God Slayer is not as proficient with winds that cut through foes.
    • As it is God Slayer magic, it is nulled by certain demon slayers
    • The magic can be dealt with by removing eyesight/line of sight

    Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300), Sacrifice for B-rank Sig

    God Slayer Info:
    Spoiler:

    God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. 

    The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.


    God Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    LINEAGE AND ABILITIES

    Lineage:
    Spoiler:

    Knight of Destiny
    Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
    Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
    Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown.  Passive 25% speed boost.

    Unique Abilities:
    Spoiler:
    #1:

    Name: Blitzschrei (Flash Cry)
    Description: Blitschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +40% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
    #2:

    Name: Himmelskönigin (Sky Queen)
    Description: Through nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
    #3:

    Name: Zauberkraft (Magical Vigor)
    Description: Zauberkraft is an advanced regeneration ability that relies upon the power of ethernano that lives within the air,  specifically within Luna's ability to absorb ethernano at an accelerated rate beyond what would be possible for the average wizard. As such, Luna is able to supplant her existing regeneration of magical power; she instead recovers 5% of her maximum MP each round. Thanks to this ability, she has longevity on the battlefield.
    #4:

    Name: Allsehendes Auge (All-Seeing Eye)
    Description: By constantly releasing rippling waves of air about herself, Luna is able to garner a form of 'sight without eyes'. She releases the air vibrations much like a wavelength and then a skin-tight field about herself is able to take measurements of an object or being, it's course, and it's a trajectory and velocity in a three-hundred sixty degree rotation around the users with a radius of thirty meters (D-rank) and +30m per rank increase. This gives the user a form of mental vision of the environment within that radius almost like echolocation and sonar but down to minute details.
    #5:

    Name: Stahlriese (Steel Giant)
    Description: Luna has been compared to a literal giant or titan wading through the lines of battle thanks to her imposing physical might and her impressive stature, perhaps some part of her from her forgotten bloodline lost to memory long ago. With this particular bloodline, her physical attacks are truly mighty, improving the damage of her arm [url=https://www.fairytail-rp.com/t22804-susanoo]Susanoo[url] past what is normal for a weapon of it's rank as listed below:

    • D-rank: 4 Damage
    • C-rank: 8 Damage
    • B-rank: 12 Damage
    • A-rank: 16 Damage
    • S-Rank: 20 Damage
    • H-rank: 24 Damage

    Note: If the weapon is +, it gains an additional +2 Damage on top of the regular value listed above.

    SPELL SLOTS

    Signature Spells:
    #1:

    Name Fliegen Luftgott (Flying Sky God)
    Rank: User Rank
    Type: Support (Teleport)
    Description: Fliegen Luftgott (Flying Sky God) is the greatest form of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
    Duration: Instant
    Cooldown: Two Posts
    Strengths:

    • The spell is an instantaneous transport between point to point, and can phase through attacks as described

    Weaknesses:

    • The spell's transportation is limited to a set circle of range, and cannot move past that
    • The caster can only phase through attacks if they could physically able to avoid the attack in the first place

    #2:

    Name Delaware Smash
    Rank: B
    Type: Offensive (Non-Magical)
    Description: Luna utilizes a non-magical technique as part of her repertoire of abilities like Delaware Smash in such a case that she is unable to cast magic or her spell(s) have been sealed. Utilizing natural and unnatural physical might, Luna propels herself forward with a short lunge before throwing herself into the air and come crashing down with the force of gravity, momentum, and explosive kinetic impact. This does rank's spell damage as purely physical damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Delaware Smash is an alternative to using spells when targeted by a magic sealing specialist.

    Weaknesses:

    • As it is a physical technique, Delaware Smash can be avoided by dodging the punch/kick
    • As it is not magical, it cannot as easily break through barriers (1/2 damage to barriers)

    #3:

    Name Atemluft (Sky's Breath)
    Rank: D
    Type: Supportive
    Description: Atemluft (Sky's Breath) is a spell which directly adheres to the healing or soothing attribute of the sky, laying on hands to summon forth the air's soothing breeze and administering healing warmth to the afflicted person. The smaller wounds on this person will close immediately, while any non-life-threatening wound closes over one post-turn. The afflicted person is also healed, recovering health equal to D-rank spell damage.
    Duration: Instant
    Cooldown: Once per Post
    Strengths:

    • Atemluft is a healing spell, and heals those it touches.

    Weaknesses:

    • Atemluft requires hand-contact in order to be performed, and so can be interrupted.
    • Atemluft is unable to restore those who have been fatally wounded.


    B-Rank Spells
    Spoiler:

    Name Sky God Secret Art: Sema Cracker
    Rank: B+
    Type: Offense/Sky
    [Description: The caster activates one of the slayer Secret Arts; becoming surrounded by living wind of midnight hue as they gather the neccesary energy. Requiring one full post-turn to charge the spell and thereby increasing the spell's damage by 50%, the caster becomes surrounded by a layer of 'hardened' black winds with a form as if wearing metal armor with a pair of black angelic wings and finally a blackened halo behind until the caster hurls themselves at the victim. This releases into a gargantuan lance of black winds that cut away at the victim, dealing spell damage of two ranks higher in addition to base melee damage. This lance is particularly keened, penetrating up to 35% of armor and damage reduction, cracking through such forms of protection and breaking through magical shields 50% as easily (does 50% extra damage to magical shields.)
    Duration: Instant
    Cooldown: Four Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, utilizing the best of Sky God Slayer.
    • This spell is extremely adept at cutting through magical protection.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • The spell requires an entire post-turn to charge, making the caster extremely vulnerable.


    Name Sky God Crash
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. The maneuver can be executed in any way, however the end result is the same - the caster's body is surrounded by a projection of a dragon with the living wind as they crash into their victim - giving the image of the dragon swallowing the victim. The victim is then cut through by tearing winds and impacted with the crashing caster before the dragon dissipates, dealing B-rank spell damage in addition to base melee damage. This particular spell's damage ignores up to 25% total of existing armor/damage reduction.
    Duration: Instant
    Cooldown: Four Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Crash reduces existing armor and damage reduction by 25% for the maneuver.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Sky God Destruction
    Rank: B
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. Unlike other spells in the line, Sky God Destruction isn't an instant impact but rather, to increase it's destructive capabilities, is a charge-up spell that requires at-least one full post-turn of charge to be cast, but can require as many as five post-turns of charging (gaining +30% to power each turn charged) before being cast. During this time, the caster will be unable to cast other spells or use magic as all of their magical energy will be going into the spell to fuel it. The caster will then be projected towards the target at 150 meters per second to a maximum range of 100 meters towards the victim, crashing into the target as they are surrounded by living midnight-hued wind and dealing B-rank spell damage in addition to base melee damage.
    Duration: Instant
    Cooldown: Four Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • Abilities which deal with avoiding or canceling spells will work on this
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Dark Twister
    Rank: B
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Four Posts
    Description: The caster reversed the flow of wind within the area, creating a spherical center in a 100m area with arms of black wind roaring around the midst of the spell with a height of 50m, as the vacuum folds upon itself several times to create a massive space devoid of even light. Those caught within Dark Twister suffer the pain of being torn apart and take 50% of B-rank damage while having their sight obscured to the inside of the twister. While inside the vacuum in particular, spells and abilities that create fire, that are of equal and lower rank are not able to form and instead are rendered inoperable.
    Strengths:

    • Dark Twister creates a large-sized area of effect which obscures sight and deals damage to all caught within.
    • Those who attempt to create fire with a spell or ability find their spell rendered inoperable.

    Weaknesses:

    • Dark Twister is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    C-Rank Spells:
    Spoiler:

    Name Sky God's Smite
    Rank: C+
    Type: Offensive/Sky
    Description: The caster gathers a large quantity of air into their mouth, then spews it forth outwards into cascading black rings which congeal together to form a tornado of black wind that bursts forwards into a conical line of thirty meters out from the caster at a speed of thirty-seven meters per second. Any who find themselves within the burst will take an enhanced ninety (90) points of spell damage as the black winds rip them to shreds and tear at them in different directions here and there.
    Duration: Instant
    Cooldown: Three Posts
    Strengths:

    • As the spell is a forward burst radius, it has the capacity to deal damage to multiple opponents rather than just one, which makes it a powerful offense.

    Weaknesses:

    • As this spell is a directional attack, it can be avoided far easier than one which is omnidirectional such as an area of effect or an aura spell


    Name Mourngale
    Rank: C
    Type: Offensive/Sky
    Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at 81 meters a second and can do so for up to 90 meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, allowing them to be directly controlled.
    Duration: Instant
    Cooldown: Three Posts
    Strengths:

    • The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
    • The spell can be charged up for increased spell damage

    Weaknesses:

    • Anything which can weaken wind magic will cause the bursts to fizzle
    • The wind bursts cannot be fully controlled unless using hands (imagine a boomerang)


    Name: Wail of Banshee
    Rank: C
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Three Posts
    Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 60 meter radius with a height as tall as 37 meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 50% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged (not duration) however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
    Strengths:

    • Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within

    Weaknesses:

    • Wail of Banshee is limited to it's area and cannot move from where it is cast.
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Chariot
    Rank: C
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
    Duration: Instant
    Cooldown: Three Posts
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Lariat
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Three Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination
    • Sky God Lariat can knock down lower-ranked (than the spell) victims to the ground

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Sky God Drop
    Rank: C
    Type: Offensive/Sky (Melee)
    Duration: Instant
    Cooldown: Three Posts
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage in addition to base melee damage as the victim is imprinted into the ground as the force causes minor damage to structures within a twenty meter area.
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name: Ikone das Luft (Icon of Sky)
    Rank: C
    Type: Debuff
    Duration: Four Posts
    Cooldown: Five Posts
    Description: An advanced form of Reverse Pressure, the caster channels a nearly-invisible aura of thirty meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of four posts and with a five post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -35% speed and more sluggish body movements resulting in -25% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    D-Rank Spells:
    Spoiler:

    Name Black Wind Shell
    Rank: D+
    Type: Defensive/Sky
    Description: The caster conjures a small amount of black winds around them, clasping onto the caster's skin and causing only the feintest dark tint to the caster's skin but has no other discernable traits. When the caster is struck with a damage-causing attack, the layer of wind will instead take the damage and begin to 'crack' at the point of the attack. Eventually, the shell of black wind can be shattered, however this defensive shell can take up to two spells of one rank higher in damage before it is rendered inoperable. Regardless, at the end of the duration, the spell and it's tinted hue will leave the caster themselves.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The protective field is localized to the body of the caster and is hard to discern

    Weaknesses:

    • Anything which can weaken wind magic will cause the bursts to fizzle


    Name: Fell Wind
    Rank: D
    Type: Offensive/Sky (DoT)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of one-hundred and twenty (120) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grievous three posts of time followed by a four-post cool-down afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 120m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
    Strengths:

    • Fell Wind does not require being charged before use and is a hybrid damage over time spell.

    Weaknesses:

    • If the initial attack doesn't hit the victim, then the damage over time will not take effect


    Name Rending Current
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • The spell is contingent upon being hit by a melee attack, it is easy to avoid


    Name: Devouring Gale
    Rank: D
    Type: Offensive/Sky (AoE)
    Duration: One Post
    Cooldown: Two Posts
    Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a 15 meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 50% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
    Strengths:

    • Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
    • Those caught within the area of effect are drawn towards the caster

    Weaknesses:

    • Devouring Gale's range of area is small considering most area of effect spells of the same rank
    • If one uses light magic while in the AoE, the vortex no longer obscures the inside


    Name Sky God Lunge
    Rank: D
    Type: Offensive/Sky (Melee)
    Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage in addition to base melee damage.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • This spell is a highly offensive martial move and wind spell in one, a good combination

    Weaknesses:

    • The spell can easily enough be avoided by physically dodging the attack
    • If the wind is somehow dispersed, it is simply a melee attack


    Name Midnight Lance
    Rank: D
    Type: Offensive/Sky
    Description: The caster gathers a mote of pure midnight wind, projecting it out as a lance of wind with the purpose of hewing any victim which it strikes. This lance of black winds travels at speeds of 60 meters per second to a maximum range of 60 meters out and dealing D-rank spell damage on impact.
    Duration: Instant
    Cooldown: One Post
    Strengths:

    • The lance is meant to be a quick and simple attack

    Weaknesses:

    • If someone is able to get outside the lance's range, it can be avoided


    Name Shredding
    Rank: D
    Type: Offensive/Sky (DoT)
    Description: Shredding is a form of spell which cannot be utilized on it's own - it must use another offensive attack spell or a melee attack as the catalyst for the spell's trigger. Once triggered, however, those who have been debilitated with this spell will experience the pain of a hundred knives piercing them - dealing 50% of D-rank damage for the next three posts.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • Shredding creates an effect which drains health when activated, making it a good spell for a melee combatant

    Weaknesses:

    • Shredding is only useful if the enemy can be hit by a spell or melee attack, it can be avoided after someone has seen it


    Name: Reverse Pressure
    Rank: D
    Type: Debuff (Aura)
    Duration: Three Posts
    Cooldown: Four Posts
    Description: The caster channels a nearly-invisible aura of fifteen meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cool-down after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
    Strengths:

    • The spell creates an aura of debilitating effect for those who find themselves within it

    Weaknesses:

    • The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
    • Anything which could slow or halt the currents of wind will reduce the aura's effectiveness


    Name Thorn Bind Hostage
    Rank: D
    Type: Support
    Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
    Duration: Three Posts
    Cooldown: Four Posts
    Strengths:

    • The caster may control the victim NPC as a puppet, providing an ally

    Weaknesses:

    • The caster may only control a Weak NPC, limiting the effectiveness of the ally
    • If the wind strings are broken or severed in any way, the control will be lost




    ___________________________________________________________________

    Now she knows she'll never be afraid


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    Golden Lacrima until 3/25/2019



      Current date/time is 16th August 2018, 8:45 am