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    Soul of The Werewolf

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    Ezra Aurence
     
     

    Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Character History!- Join A Faction!- Get A Pet!- The Light- Novice [250]- Player -
    Lineage : Aspect of Terra
    Position : None
    Posts : 718
    Guild : Fairy Tail
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    Experience : 26343.75

    Character Sheet
    Character Name: Ezra Aurence
    Primary Magic: [Second Generation] Ice Dragon Slayer Magic
    Secondary Magic: - - -

    Soul of The Werewolf

    Post by Ezra Aurence on 31st January 2017, 4:47 pm

    Magic

    Primary Magic: Soul of The Werewolf
    Secondary Magic: - - -
    Caster or Holder: Caster
    Description:
    (In order: Before Magic Use, During Magic Use, During Almighty Wolf)
    The Aux Clan, a group of men and women of Midian heritage, known for their beastly curse of the Fenrir. Every generation, a set number of boys and girls inherit the beastly power of the Fenrir spirit, a Norse demon that takes the form of a gigantic wolf. Many attributes come from such a power. Such as superhuman strength, speed, or resilience. Essentially, modern day werewolves. However, no member of the Aux had successfully inherited all three attributes. Most only excel at one or two, or perhaps all three (but all being weakened), leaving several combinations available to them. For example, a wizard that is both resilient and strong, but slow. A quick and offensive wizard, but it can only take so many hits. Much like a glass cannon, and so on. Ezra specializes in defense and offense, being able to take a hit while giving them. In groups, he would often be assigned as your typical 'DPS'.

    Ezra combines the curse of his people with his inheritance to bring massive power to the playing field. With the combination of both physical and magical attacks, Ezra becomes a powerful opponent to anyone. Ezra utilizes his environment to expand his arsenal, relies on his own resilience and power to strike enemies down, and trusts he can wear his enemy down without depending on his offensive capability.

    Strengths:

    • Ezra's offense normally relies on his environment, but also excels in hand to hand combat.


    • A strong defense is an unstoppable force. Beast of Man specializes in defense and stuns.


    • Ezra deals 25% more damage to Caster Wizards as opposed to Holder Wizards.

    Weaknesses:

    • Beast of Man specializes in defense and offense with the sacrifice of speed.


    • Ezra suffers 75% more damage from silver weapons.


    • Ezra suffers 15% more damage from monster slaying magics.


    • Ezra deals 25% less damage for silver armors.


    Lineage:
    Lineage: Caine’s Descent
    Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.

    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal. During this state, the user becomes insane, and will attack anything they see. Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).

    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.

    Unique Abilities:

    • Bloodbath - When in the presence of blood, Ezra gains the ability to active Bloodbath. Ezra loses his rationality and reason when this UA is activated, given a 50% speed and offense boost while in this state, but also taking 35% more damage and 85% more damage from silver weapons. This ability reflects a true werewolf.



    • Superhuman Senses - As a werewolf, it is only essential to have superhuman senses! Ezra heightens his senses, and tunes into all of the human senses in order to succeed. His awareness has enhanced, and is able to detect even the slightest motions within 45 meters of himself. This includes sight, smell, taste, touch, hearing, etc. This makes it difficult to ambush him, and improves his reaction time. His enhanced sight makes it easy to follow targets that would normally be too fast for the eye to follow (able to observe fast targets at equal rank, lower rank, and one rank above).


      • Second Chance - At the beginning of any thread or duel, Second Chance is automatically applied after defensive spells have shattered. It lasts 6 posts, but has a 7 post cooldown. It can take up to 3 A-ranks before shattering, or the equivalent.



      • Strength of A Monster - With superhuman strength, Ezra is capable of lifting objects several time his size and weight and weaponize them. Any weaponized objects used for the intent of offense deals user ranked damage. Strength of A Monster, as shown, has immense strength. Ezra is able to smash his environment with his body, his maximum AoE being 45 meters. Deals no damage, just changes and destroys the environment and causes collateral damage.



      • Always A Step Ahead - Which each rank, Ezra's body parts that include the hands, feet, or mouth, adjusts to deal 50% user ranked spell damage.



      ”Signature Spells”:


      ”Dash”:


      Name: Dash
      Rank: A
      Type: Mobility
      Duration: Instant
      Cooldown: No CD (Signature)
      Description: Once per post, Ezra extends power to any of his limbs to thrust himself 80 meters in any direction. Because of a werewolf’s superhuman speed, it looks as if he were teleporting. But that is not the case.
      Strengths:

      • A spell used to quickly engage or disengage.

      Weaknesses:

      • This has no offensive potential, nor defensive.


      • The range at which he dashes is not wide.


      ”Alpha Fangs”:
      Name: Alpha Fangs
      Rank: D
      Type: Offense
      Duration: Instant
      Cooldown: 3 Posts
      Description: Ezra bites into his opponents, dealing basic D-rank damage (20 HP).
      Strengths:

      • Deals basic damage.

      Weaknesses:

      • No special attributes.


      • Useless if mouth is sealed.


      ”D-rank”:

      ”Howl of The Omega”:

      Name: Howl of The Omega
      Rank: D
      Type: Supportive
      Duration: 3 Posts
      Cooldown: 2 Posts
      Description:  Ezra takes a deep breath and howls, dealing basic D-rank damage to all enemies within 25 meters of him (20 HP).

      Strengths:

      • A simple spell with a simple effect.

      Weaknesses:

      • Basic damage.


      • Not a lot of range.


      Fur of a Beast:


      Name: Fur of a Beast
      Rank: D
      Type: Defensive
      Duration: 3 Posts
      Cooldown: 2 Posts
      Description: Ezra's body glows briefly before Fur of a Beast is applied. By casting this spell, his 'hide' hardens and is placed over himself or another, capable of absorbing 3 D-ranks worth of damage (60 HP) before shattering.

      Strengths:

      • An easy-to-use battle defense.

      Weaknesses:

      • Cannot absorb overwhelming amounts of damage.


      • A mediocre spell.



      Superhuman Aid:
      Name: Superhuman Aid
      Rank: D
      Type: Supportive
      Duration: Instant
      Cooldown: 3 Posts
      Description: Ezra licks a wound of his or another and restores 20 HP.
      Strengths:

      • Restores health.

      Weaknesses:

      • Doesn't increase max HP.


      • Does not absorb damage, just extends his health.


      Omega Pack:


      Name: Omega Pack
      Rank: D
      Type: Buff, Summon
      Duration: 3 Posts
      Cooldown: 2 Posts
      Description: Ezra summons a group of small, scrawny, shadow-like wolves. Useless, weak omegas! However, they're good for something. The Omega Wolves share a health bar (50 HP) and provide a speed buff to Ezra, enhancing his speed by 25%. The wolves themselves deal no damage, and run twice as fast at D-rank sprinting speed.
      Strengths:

      • A simple spell with a simple effect.

      Weaknesses:

      • Deals no damage.


      • Provides small buff.



      C-rank:
      Mighty Wolf:

      Name: Mighty Wolf
      Rank: C
      Type: Buff
      Duration: 5 Posts
      Cooldown: 3 Posts
      Description: Ezra's nose twitches, giving him a 25% offense boost.
      Strengths:

      • A simple spell with a simple effect.

      Weaknesses:

      • Deals no damage itself.


      • Small buff.


      Fangs of The Wolf:


      Name: Fangs of The Wolf
      Rank: C
      Type: Offensive
      Duration: Instant
      Cooldown: 4 Posts
      Description: Ezra bares his fangs and bites into an opponent, draining 15% of their MP and dealing 50% C-rank damage.
      Strengths:

      • A simple spell with a simple effect.

      Weaknesses:

      • Small amount of MP.


      • Does not restore his own.


      Kissing The Wound:

      Name: Kissing The Wound
      Rank: C
      Type: Healing
      Duration: Instant
      Cooldown: 4 Posts
      Description: Ezra hangs his tongue out as wounds will close up while emitting steam. He feels a surge of recovery go through him as he restores up to 60 HP.
      Strengths:

      • Simple healing spell.

      Weaknesses:

      • May leave the user vulnerable himself.


      • Deals no damage.


      Will of The Beast:


      Name: Will of The Beast I
      Rank: C
      Type: Battle Cry, Supportive
      Duration: Instant
      Cooldown: 3 Posts
      Description: When stunned or suffering from a status ailment, with one battle cry, Ezra can overcome this by mere willpower. Any one debuff or stun C-rank and lower used on Ezra is automatically removed.
      Strengths:

        Great for situations where he is stunned or debuffed.

      Weaknesses:

      • Only removes one stun or debuff.


      • Only C-rank and lower.


      Cry of The Wolf I:


      Name: Cry of The Wolf I
      Rank: C
      Type: Battle Cry, Repel
      Duration: Instant
      Cooldown: 4 Posts
      Description: With a menacing cry, Ezra shouts and forces one spell, C-rank and lower, into cooldown.
      Strengths:

        Great for projectiles

      Weaknesses:

      • Cannot force summons, instant spells, holder items, or abilities into cooldown.


      • Only C-rank and lower.


      Howl of Tyranny:

      Name: Howl of Tyranny
      Rank: C
      Type: Offensive
      Duration: Instant
      Cooldown: 4 Posts
      Description: Ezra takes a deep breath and howls, dealing basic C-rank damage to all within 25 meters of Ezra.
      Strengths:

      • Inflicts sound damage.

      Weaknesses:

      • Does not effect anyone who is deaf.


      • Can be prevented by muting him in some way.

      Lone Wolf:

      Name: Lone Wolf
      Rank: C
      Type: Summon
      Duration: 5 Posts
      Cooldown: 6 Posts
      Description: A shadow-like wolf appears from the darkness, alone. The wolf deals basic C-rank summon damage (19 DMG) and has standard C-rank HP (150).

      Active:
      When the Lone Wolf vanishes, or is on the verge of death. Ezra has the choice of absorbing the remaining health.
      Strengths:

        An unpredictable enemy, ready to do anything.

      Weaknesses:

      • Cannot heal itself.


      • Has no defenses.


      Tough Hide:

      Name: Tough Hide
      Rank: C
      Type: Defensive
      Duration: 5 Posts
      Cooldown: 6 Posts
      Description: Ezra's muscles tighten. Ezra is able to withstand 3 C-ranks. (120 HP)
      Strengths:

      • An advanced defense, ready for all attacks.

      Weaknesses:

      • Does not make Ezra resistant.


      • No special attributes.


      B-rank:
      Underbelly:


      Name: Underbelly
      Rank: B
      Type: Defensive
      Duration: 6 Posts
      Cooldown: 4 Posts
      Description: Ezra's body glows briefly before Underbelly is applied. By casting this spell, a defensive shield is placed over himself or another, capable of absorbing 3 B-ranks worth of damage (180 HP) before shattering.
      Strengths:

      • An advanced barrier that absorbs certain amounts of damage.

      Weaknesses:

      • A simple defense with no special attributes.


      • No healing capability.


      Blood Boil:


      Name: Blood Boil
      Rank: B
      Type: Offensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: Ezra becomes enraged, his body heating up by indescribable levels and heats the ground within 50 meters of him. The ground begins to smoke and crack small fires. Anyone who touches him or the ground within 50 meters of Ezra suffers basic B-rank damage.
      Strengths:

      • A spell based on emotion, magically fueled.

      Weaknesses:

      • Those who are airbourne completely avoid it.


      • Weak against Water Mages.


      Eclipse Howl:

      Name: Eclipse Howl
      Rank: B
      Type: Supportive
      Duration: 6 Posts
      Cooldown: 4 Posts
      Description: Ezra howls, the sky losing its light and a dome of darkness engulfs the area within 50 meters of him. The area is pitch black, and opponents caught within the dome cannot see. However, Ezra can. Opponents and summons must rely on quick wit and enhanced senses to make out of the Dome of Shadows alive!

      Active:
      Voices from the unknown void that is Eclipse Howl appear in the dome, and mimic the voice and presence of Ezra. This toys with the opponent's senses, making them see, hear, and feel things that aren't really there.

      Strengths:

      • Those who manipulate shadows find themselves useless in this situations. Darkness and shadows are not the same thing!

      Weaknesses:

      • Those who have abilities that grant them clear vision in the dark find this spell ineffective.


      • Those with higher ranking Darkness Magic are effected little by this.


      Terrible Screech:

      Name: Waning Moon Howl
      Rank: B
      Type: Offensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: Ezra takes deep breaths before releasing a low pitched howl. Ezra and those whom he considers a part of his pack are released from any stuns or illusions within 50 meters, B-rank and below.
      Strengths:

      • A powerful spell that frees him and his comrades.

      Weaknesses:

      • Those who are deaf are not effected.


      • Those outside the area only hear a simple howl.


      Beta Wolf:


      Name: Beta Wolf
      Rank: B
      Type: Summon, Offensive
      Duration: 6 Posts
      Cooldown: 4 Posts
      Description: Ezra summons a shadow-figure in the shape of a wolf. The summon has a 35% speed and offense boost.

      Active:
      The Beta can phase in and out of shadows, undetected.

      Strengths:

      • Can travel around, undetected.

      Weaknesses:

      • Deals basic damage.


      • Simple summon, despite its power.


      Recovery:

      Name: Recovery
      Rank: B
      Type: Healing
      Duration: Instant
      Cooldown: 4 Posts
      Description: Ezra licks his teeth or licks another, as a surge of health runs through him. Ezra's wounds close with steam emitting from them, restoring 90 HP.

      Strengths:

      • A healing spell that recovers damage taken, allowing for new opportunities.

      Weaknesses:

      • May not be useful in certain situation.


      • No healing over time, and cannot heal others.


      A-rank:
      Bloodlust:


      Name: Bloodlust
      Rank: A
      Type: Supportive
      Duration: 7 Posts
      Cooldown: 5 Posts
      Description: Ezra’s eyes glow red and a sudden sensation of danger arises in the atmosphere. Ezra's speed and offense increase by 50%.
      Strengths:

      • Enhances Ezra's brawn and speed.

      Weaknesses:

      • No defensive capability.


      • No healing capability.


      Wolf's Talons:

      Name: Wolf's Talons
      Rank: A
      Type: Offensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: Ezra's claws glow, now being able to actually grab someone's magic. A reflection spell, Ezra can grab any magical energy and aim it back at an opponent with the original damage. Any spell he reflects that is of higher caliber can still be reflected, but he suffers the damage this time.

      Strengths:

      • Utilizes others' magics against them.

      Weaknesses:

      • Can't reflect buffs.


      • Can't reflect UAs.


      Full Moon Howl:
      Name: Full Moon Howl
      Rank: A
      Type: Offensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: Ezra takes a big, deep breath before releasing a powerful howl with high volume that can be heard up to 75 meters away. All foes who are within the 75 meter AoE are inflicted with A-rank damage. The howl has such powerful sound waves that it devastates the area around it, and sends powerful winds that blows debris away.
      Strengths:

      • A powerful spell that relies on sound than physical attacks.

      Weaknesses:

      • Those who are deaf are unaffected.


      • Sound magic users get a 50% resistance.


      Battlescars:


      Name: Battlescars
      Rank: A
      Type: Healing
      Duration: Instant
      Cooldown: 5 Posts
      Description:  Ezra's wounds began to emit steam, as they rapidly regenerate. Ezra restores 120 HP.
      Strengths:

      • Doesn't cleanse poison.

      Weaknesses:

      • No offensive capability.


      • Doesn't stop bleeding.


      Gale Winds:


      Name: Gale Winds
      Rank: A
      Type: Defensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: Ezra inhales and exhales the air, sending a dangerous wave of wind in all directions, being able to blow away opponents and magical energy of equal or lower rank away with the gust, or misdirect and knock opponents one rank above away by 30 meters. The AoE is a circle that effects anything it’s AoE within 75 meters. How it works is that when Ezra punches the air, a gust of wind is pushed forward, and pushes away or misdirects any magical energy. For example, if someone creates an explosion of any element with their magica, Ezra can use this spell to blow the explosion away from him. If the spell is returned to the opponent, the opponent suffers their own original damage. i.e, if the explosion is pushed back to the enemy, the enemy suffers their own damage. Anyone  of equal or lower caught in the wind is pushed back with the sprinting speed of a basic A-rank wizard.
      Strengths:

      • A powerful spell that prevents detrimental attacks from inflicting Ezra.

      Weaknesses:

      • Deals no damage.


      • Only affects the area around the user.


      Almighty Werewolf:
      Name: Almighty Werewolf
      Rank: A
      Type: Offensive, Defensive
      Duration: 7 Posts
      Cooldown: 5 Posts
      Description: Ezra’s most powerful ability, Almighty Werewolf, turns Ezra into a 15 foot tall werewolf. In this form, all stats are boosted by 45%, but, takes 45% more damage in return. His sprint speed is doubled, but that does not affect the distance of dashes. Reflexes and reaction time are enhanced. Those who do not wear defensive equipment and have elemental magic suffer 30% more damage from attacks.

      Almighty Howl (active): Ezra takes all of the damage he has sustained for the duration of the spell and releases it in one immense wave of raw magic energy. Ezra has no control over the direction of this ability, and all damage he has sustained remains. The original AoE of this ability is 40 meters, but increases by 10 meters with each additional attack. If the damage sustained originates from an S-rank spell or above, only 45% is released and the rest is absorbed. This can only be done in the last post of the duration

      Strengths:

      • A powerful spell that tunes into Ezra’s inner power, unleashing a mighty force.

      Weaknesses:

      • Easily backfires on Ezra.


      • Silver weapons deal 75% more damage in this form.






    Last edited by Ezra Aurence on 26th April 2017, 2:44 pm; edited 6 times in total


    ___________________________________________________________________


    ~[Second Generation] Ice Dragon Slayer Magic~|~Character~|Siggy Stuff
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    Papa Aiya

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    Character Sheet
    Character Name: Aiyana Shuer
    Primary Magic: FrostFire Dragon Slayer
    Secondary Magic: Cosmic Slayer

    Re: Soul of The Werewolf

    Post by Papa Aiya on 23rd April 2017, 7:37 pm

    Ezra Aurence wrote:
    Magic

    Primary Magic: Beast of Man
    Secondary Magic: - - -
    Caster or Holder: Caster
    Description:
    (In order: Before Magic Use, During Magic Use, During Almighty Wolf)
    The Aux Clan, a group of men and women of Midian heritage, known for their beastly curse of the Fenrir. Every generation, a set number of boys and girls inherit the beastly power of the Fenrir spirit, a Norse demon that takes the form of a gigantic wolf. Many attributes come from such a power. Such as superhuman strength, speed, or resilience. Essentially, modern day werewolves. However, no member of the Aux had successfully inherited all three attributes. Most only excel at one or two, or perhaps all three (but all being weakened), leaving several combinations available to them. For example, a wizard that is both resilient and strong, but slow. A quick and offensive wizard, but it can only take so many hits. Much like a glass cannon, and so on. Ezra specializes in defense and offense, being able to take a hit while giving them. However, he is incredibly lacking in speed. In groups, he would often be assigned as your typical 'tank'.

    Ezra combines the curse of his people with his inheritance to bring massive power to the playing field. With the combination of both physical and magical attacks, Ezra becomes a powerful opponent to anyone. Ezra utilizes his environment to expand his arsenal, relies on his own resilience and power to strike enemies down, and trusts he can wear his enemy down without depending on his offensive capability.

    Strengths:

    • Ezra's offense normally relies on his environment, but also excels in hand to hand combat.


    • A strong defense is an unstoppable force. Beast of Man specializes in defense and stuns.


    Weaknesses:

    • Beast of Man specializes in defense and offense with the sacrifice of speed.


    • Ezra suffers 75% more damage from silver weapons.


    • Ezra suffers 25% more damage from monster slaying magics.


    • Ezra deals 25% less damage for silver armors.


    Lineage:
    Lineage: Caine’s Descent
    Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.

    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal. During this state, the user becomes insane, and will attack anything they see. Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).

    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.

    Unique Abilities:

    • Demon Hide - At the beginning of any thread or duel, Demon Hide is applied. Like most defenses in this magic, it has an advanced defense (Can take up to 3 A-ranks or the equivalent before shattering and suffering an 8 post cooldown.), however, has no duration, it shatters when it shatters. Because this is labeled as 'Demon' Hide, any darkness/shadow, poison, soul/death-oriented magics do 45% less damage or their original effects are reduced by 45%. When Demon Hide is applied, only God Slayers and God Characters (That are stated to be Gods) can deal additional damage to this defensive ability, all other damage buffs used against this defense are ineffective unless they come from a spell that is of equal or higher rank. However, God Slayers and ReQuip wizards deal 50% more damage. This needs a duration, and if you want special resistances it's going to have to be lowered to 1 A rank spell worth. This doesn't cost mana, and 3 spells worth is generally for a SPELL that ONLY protects.



    • Superhuman Senses - As a werewolf, it is only essential to have superhuman senses! Ezra heightens his senses, and tunes into all of the human senses in order to succeed. His awareness has enhanced, and is able to detect even the slightest motions within 45 meters of himself. This includes sight, smell, taste, touch, hearing, etc. This makes it difficult to ambush him, and improves his reaction time. His enhanced sight makes it easy to follow targets that would normally be too fast for the eye to follow (able to observe fast targets at equal rank, lower rank, and one rank above).


      • Second Chance - At the beginning of any thread or duel, Second Chance is automatically applied after Demon Hide has shattered or other defensive spells that have shattered. There is no duration, but an 8 post cooldown. It can take up to 3 A-ranks before shattering, or the equivalent. Because the UA is labeled 'Second Chance', enemies cannot use the same type of spell (Defensive, Offensive, Fire, etc) spell twice while this UA is activated. This UA can be prevented from activating by covering Ezra in an element (like enveloping him in flames, etc) from a wizard who specializes in it, preventing the chain of UAs. This has a 10 post cooldown.

       Read previous one, gonna NEED the same thing as that one.


      • Strength of A Monster - With superhuman strength, Ezra is capable of lifting objects several time his size and weight and weaponize them. Any weaponized objects used for the intent of offense deals user ranked damage. Strength of A Monster, as shown, has immense strength. Ezra is able to smash his environment with his body, his maximum AoE being 45 meters. Deals no damage, just changes and destroys the environment and causes collateral damage.



      • Always A Step Ahead - Which each rank, Ezra's body parts that include the hands, feet, or mouth, adjusts to the average damage a user can inflict at their rank.

      This would be a 200% buff in the end, which is a no-no. 25%-50%
      strength increase would be passable.



      ”Signature Spells”:


      ”Dash”:


      Name: Dash
      Rank: D
      Type: Supportive
      Duration: Instant
      Cooldown: No CD (Signature)
      Description: Ezra extends power to any of his limbs to thrust himself fifteen meters in any direction. Because of a werewolf’s superhuman speed, it looks as if he were teleporting. But that is not the case.
      Strengths:

      • A spell used for mobility.

      Weaknesses:

      • This has no offensive potential, nor defensive.


      • The range at which he dashes is not wide.


      ”Healing Factor”:
      Name: Healing Factor
      Rank: A
      Type: Supportive
      Duration: Instant
      Cooldown: No CD (Signature)
      Description: This spell does not heal Ezra, but stimulate his natural regenerative ability by 50%. It is vastly common for werewolves to have healing factors.
      Strengths:

      • A spell that makes natural recovery more efficient.

      Weaknesses:

      • Has no healing capability, simply a stimulation spell.


      • No offensive capability.

      The only "natural regeneration" on site other than HP regen from spells/pasives/UA's. As that is every other post, and has a maximum that cannot be gone over, this sig is actually 100% useless.
      I'll let you change it to something else.


      ”D-rank”:

      ”Earthshatter”:


      Name: Earthshatter
      Rank: D
      Type: Defensive, Stun
      Duration: Instant
      Cooldown: 2 Posts
      Description:  Ezra stomps or slams one of his body parts into the earth, causing the area within 15  meters to tremble and crack. All grounded enemies within the area of effect are stunned for one post, and all enemies within 7 meters of Ezra suffer basic D-rank damage (20 HP). Either make the stun the 7 meter part, or remove it entirely. 15 meter stun with full damage is a bit much otherwise. Also, as it has a stun it needs a longer cooldown.

      Strengths:

      • A simple spell with a simple effect.

      Weaknesses:

      • If airborne, this is highly avoidable.


      • Only effective at close range.


      Underbelly:


      Name: Underbelly
      Rank: D
      Type: Defensive
      Duration: 3 Posts
      Cooldown: 2 Posts
      Description: Ezra's body glows briefly before Underbelly I is applied. By casting this spell, his 'hide' hardens and is placed over himself or another, capable of absorbing 3 D-ranks worth of damage (60 HP) before shattering. This spell takes 25% less damage if it absorbs damage from holder magics, death or soul related magics, or physical attacks (Punches, swords, etc) You can only have a shield block 3 spells if it ONLY blocks.
      With what you have I can let you do 1 spell rank, as you are already spamming shields as it is.


      Strengths:

      • An easy-to-use battle defense.

      Weaknesses:

      • Cannot absorb overwhelming amounts of damage.


      • A mediocre spell.



      Superhuman Endurance:
      Name: Superhuman Endurance
      Rank: D
      Type: Supportive
      Duration: 3 Posts
      Cooldown: 2 Posts
      Description: Ezra takes a deep breath and adds 25 HP to his base HP.
      Strengths:

      • Increases Base HP.

      Weaknesses:

      • Can only be used when current HP is at 90% or above.


      • Does not absorb damage, just extends his health.

      You can have a 20hp heal, but not increase to max hp. Raising max hp leads to an abuse of HP regen.

      Oblivion:
      Name: Oblivion
      Rank: D
      Type: Counterattack
      Duration: Instant
      Cooldown: 2 Posts
      Description: With this spell, Ezra can quite literally grab magic. Ezra grabs any magical energy within his grasp and crushes it between his arms or hands into cooldown. Because this grabs magical energy, by grabbing an enemy within his grasp, Ezra can drain a D-rank spell’s worth of MP out of their pool. A 'D rank spell' worth of MP is not the same at each rank. If you want an MP drain you can drain 5% with a D rank spell, but it's going to need a MUCH higher cooldown if you wish to use it that way. Also, it could only cancel out a spell of equal rank.
      Strengths:

      • A simple spell with a simple effect, dealing basic damage at any range.

      Weaknesses:

      • Though as convenient as it sounds, the consequences for grabbing can be great.


      • Must be grabbed at the right time.



      C-rank:
      Resistant Hide:
      Name: Resistant Hide
      Rank: C
      Type: Defense
      Duration: 5 Posts
      Cooldown: 3 Posts
      Description: Ezra’s muscles begin to tighten, being able to absorb up to three C-ranks worth of damage (120 HP), but takes 30% less damage from physical attacks and weaponry. Same as all other shields I've commented on. Either drop the block to 1 rank,
      or remove the extra other than the shield.

      Strengths:  

      • A simple spell with a simple effect, dealing basic damage at close range.

      Weaknesses:

      • Exclusive to close ranged combat.


      • May be dodged.


      Underbelly I:


      Name: Underbelly I
      Rank: C
      Type: Defensive
      Duration: 5 Posts
      Cooldown: 6 Posts
      Description: Ezra's body glows briefly before Underbelly I is applied. By casting this spell, his 'hide' hardens and is placed over himself or another, capable of absorbing 3 C-ranks worth of damage before shattering (120 HP). This spell takes 25% less damage if it absorbs damage from holder magics, death or soul related magics, or physical attacks (Punches, swords, etc) 1 rank, as usual. If you stopped spamming shields it might be better off for you.
      Strengths:

      • A simple spell with a simple effect, absorbing basic damage at any range.

      Weaknesses:

      • The buff does not cover all magics.


      • Can only take a certain amount of damage.


      Earthshatter I:


      Name: Earthshatter II
      Rank: C
      Type: Defensive, Stun
      Duration: Instant
      Cooldown: 3 Posts
      Description: Ezra stomps or slams one of his body parts into the earth, causing the area within 25 meters to tremble and crack. All grounded enemies within the area of effect are stunned for one post, all who are in 12 meters of Ezra suffer basic C-rank damage (40 HP). Since it has a stun, needs a longer cooldown.
      Strengths:

      • Stuns any enemies of equal or lower rank within the area of effect.

      Weaknesses:

      • May leave the user vulnerable himself.


      • Deals no damage.


      Will of The Beast:


      Name: Will of The Beast I
      Rank: C
      Type: Battle Cry, Supportive
      Duration: Instant
      Cooldown: 3 Posts
      Description: When stunned or suffering from a status ailment, with one battle cry, Ezra can overcome this by mere willpower. Any one debuff or stun C-rank and lower used on Ezra is automatically removed.
      Strengths:

        Great for situations where he is stunned or debuffed.

      Weaknesses:

      • Only removes one stun or debuff.


      • Only C-rank and lower.


      Cry of The Wolf I:


      Name: Cry of The Wolf I
      Rank: C
      Type: Battle Cry, Repel
      Duration: Instant
      Cooldown: 3 Posts
      Description: With a menacing cry, Ezra shouts and forces one spell, C-rank and lower, into cooldown. Due to the type of spell, needs a longer cooldown.
      Strengths:

        Great for projectiles

      Weaknesses:

      • Cannot force summons, instant spells, holder items, or abilities into cooldown.


      • Only C-rank and lower.


      Barrier of The Beast I:
      Name: Barrier of The Beast I
      Rank: C
      Type: Defensive
      Duration: 5 Posts
      Cooldown: 6 Posts
      Description: Ezra creates a transparent barrier that covers up to 25 meters around the user, capable of absorbing three C-ranks worth of damage (120 HP). This can be an AoE or a barrier that covers his body.
      Strengths:

      • A dome that provides protection to any allies within 25 meters of the caster.

      Weaknesses:

      • The dome does not follow Ezra, it is immobile and stays in place.


      • Although bigger, it only has advanced defenses.

      Hardening Hide:


      Name: Hardening Hide
      Rank: C
      Type: Defensive
      Duration: 5 Posts
      Cooldown: 6 Posts
      Description: Ezra's body muscles tighten, allowing him to absorb three C-ranks worth of damage (120 HP). However, takes 30% less damage from all elements, but takes 25% more damage from silver weapons. 1 spell worth of shield.
      Strengths:

        Advanced defense.

      Weaknesses:

      • Can’t absorb overwhelming amounts of damage.


      • Does not deal any damage.


      Crushing Grip:


      Name: Crushing Grip
      Rank: C
      Type: Offensive
      Duration: 5 Posts
      Cooldown: 6 Posts
      Description: Ezra grabs an opponent and quickly immobilizes them with one arm. The user, if C-rank or below, cannot move and cannot cast teleportation or mobility spells unless it is B-rank and higher. Ezra’s grip deals up to C-rank damage (40 HP) over the duration (8 HP per post). D-rank wizards and those who do not have defensive equipment on get 25% more damage with each post (10 HP per post). An immobilization this long is not fair for anyone it may be used against, and thus won't ever be approvable unless it locked you out from doing anything yourself other than this spell. (means you could not do any other combat as you do this spell, but still kept the current ways to get out of it.)
      Strengths:

      • Only uses one arm, leaving the other free to attack.

      Weaknesses:

      • This is NOT a stun spell, just immobility. This leaves the opponent immobile, but can still attack or defend themselves.


      • Leaves Ezra available to only physical attacks.


      B-rank:
      Underbelly II:


      Name: Underbelly II
      Rank: B
      Type: Defensive
      Duration: 6 Posts
      Cooldown: 4 Posts
      Description: Ezra's body glows briefly before Underbelly II is applied. By casting this spell, a defensive shield is placed over himself or another, capable of absorbing 3 B-ranks worth of damage (180 HP) before shattering. This spell takes 35% less damage if it absorbs damage from holder magics, death or soul related magics, or physical attacks (Punches, swords, etc) Same as the others.
      Strengths:

      • An advanced barrier that absorbs certain amounts of damage.

      Weaknesses:

      • A simple defense with no special attributes.


      • No healing capability.


      Barrier of The Wolf:


      Name: Barrier of The Wolf
      Rank: B
      Type: Defensive
      Duration: 6 Posts
      Cooldown: 4 Posts
      Description: Ezra tightens up his body, ready to absorb up to 3 B-ranks worth of damage (180 HP). Takes 35% less damage from physical attacks, holder magics, and summons. Really? Same as the others.
      Strengths:

      • An advanced defense that absorbs certain amounts of damage.

      Weaknesses:

      • A simple defense.


      • Has no offensive capability.


      Spoiler:


      Name: Earthshatter II
      Rank: B
      Type: Offensive, Defensive
      Duration: Instant
      Cooldown: 4 Posts
      Description:  Ezra stomps or slams one of his body parts into the earth, causing the area within 35 meters to tremble and crack. All grounded enemies within the area of effect are stunned for one post and suffer basic B-rank damage (60 HP) if within 17 meters of the blast. Same as the other stun spells.
      Strengths:

      • Stuns enemies within the AoE

      Weaknesses:

      • If airborne, this is ineffective.


      • Causes collateral damage, that may harm the user himself.


      Gale Winds:


      Name: Gale Winds
      Rank: B
      Type: Defensive
      Duration: Instant
      Cooldown: 4 Posts
      Description: Ezra punches the air, sending a dangerous wave of wind in any direction, being able to blow away opponents and magical energy of equal or lower rank away with the gust, or misdirect and knock opponents one rank above away by 20 meters. The AoE is a cone that effects anything in front of it within 35 meters. How it works is that when Ezra punches the air, a gust of wind is pushed forward, and pushes away or misdirects any magical energy. For example, if someone creates an explosion of any element with their magica, Ezra can use this spell to blow the explosion away from him. If the spell is returned to the opponent, the opponent suffers their own original damage. i.e, if the explosion is pushed back to the enemy, the enemy suffers their own damage. Anyone  of equal or lower caught in the wind is pushed back with the sprinting speed of a basic B-rank wizard.
      Strengths:

      • A powerful spell that prevents detrimental attacks from inflicting Ezra.

      Weaknesses:

      • Deals no damage.


      • Only affects the area in front of the user.


      Oblivion II:
      Name: Oblivion II
      Rank: B
      Type: Defensive
      Duration: Instant
      Cooldown: 4 Posts
      Description: With this spell, Ezra can quite literally grab magic. Ezra grabs any magical energy within his grasp and crushes it between his arms or hands into cooldown. Because this grabs magical energy, by grabbing an enemy within his grasp, Ezra can drain a B-rank spell’s worth of MP out of their pool. Ezra crushes an opponent's MP into “oblivion.” Similar to the other spell in previous rank. Edit/Remove accordingly.
      Strengths:

      • A simple spell to disable threatening spells.

      Weaknesses:

      • Deals no damage.


      • No MP absorption.


      Crushing Grip I:


      Name: Crushing Grip I
      Rank: B
      Type: Offensive
      Duration: 6 Posts
      Cooldown: 4 Posts
      Description: Ezra grabs an opponent and quickly immobilizes them with one arm. The user, if B-rank or below, cannot move and cannot cast teleportation or mobility spells unless it is B-rank and higher. Ezra’s grip deals up to B-rank damage (60 HP) over the duration (10 HP per post). D-rank wizards and those who do not have defensive equipment on get 35% more damage with each post (21 HP per post). Same as other one.

      Strengths:

      • Only uses one arm, leaving the other free to attack.

      Weaknesses:

      • This is NOT a stun spell, just immobility. This leaves the opponent immobile, but can still attack or defend themselves.


      • Leaves Ezra available to only physical attacks.


      A-rank:
      Bloodlust:


      Name: Bloodlust
      Rank: A
      Type: Supportive
      Duration: 7 Posts
      Cooldown: 5 Posts
      Description: Ezra’s eyes glow red and a sudden weight of magical energy presses down on opponents within 45 meters of Ezra. Because of that, wizards who cast spells during this spell, can only use their highest ranking spells, and all spells are weakened by 35%. Stopping the usage of others magic is not allowed in any way, shape, or form.
      You'll have to change this to something else.

      Strengths:

      • A strong spell that limits the opponent's’ arsenal to their most powerful attacks. Normally, most would think it would backfire. However, some spells are not suited for the current situation, and knowing this, opponents cannot access other spells best for the situation.

      Weaknesses:

      • No offensive capability.


      • May actually backfire on the user.


      Crushing Grip II:


      Name: Crushing Grip II
      Rank: A
      Type: Offensive
      Duration: 7 Posts
      Cooldown: 5 Posts
      Description: Ezra grabs an opponent and quickly immobilizes them with one arm. The user, if A-rank or below, cannot move and cannot cast teleportation or mobility spells unless it is A-rank and higher. Ezra’s grip deals up to A-rank damage (80 HP) over the duration (11 HP per post). D-rank wizards and those who do not have defensive equipment on get 45% more damage with each post (36 HP per post). Same as previous ones.

      Strengths:

      • Only uses one arm, leaving the other free to attack.

      Weaknesses:

      • This is NOT a stun spell, just immobility. This leaves the opponent immobile, but can still attack or defend themselves.


      • Leaves Ezra available to only physical attacks.


      Oblivion III:
      Name: Oblivion III
      Rank: A
      Type: Defensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: With this spell, Ezra can quite literally grab magic. Ezra grabs any magical energy within his grasp and crushes it between his arms or hands into cooldown. Because this grabs magical energy, by grabbing an enemy within his grasp, Ezra can drain a A-rank spell’s worth of MP out of their pool. Ezra crushes an opponent's MP into “oblivion.” Because this is the third tier of Oblivion, it also has a new effect. If Oblivion III is used on an opponent, physically, the area or limb that he casts this spell on can no longer cast spells A-rank and below for the duration of this spell. Just gonna stop commenting and leave a note at bottome.
      Strengths:

      • A simple spell to disable threatening spells.

      Weaknesses:

      • Deals no damage.


      • No MP absorption.


      • Passive abilities are always active.


      • UAs can still be used.


      Earthshatter III:


      Name: Earthshatter III
      Rank: A
      Type: Offensive, Defensive
      Duration: Instant
      Cooldown: 5 Posts
      Description:  Ezra stomps or slams one of his body parts into the earth, causing the area within 45 meters to tremble and crack. All grounded enemies within the area of effect are stunned for one post and suffer basic A-rank damage (80 HP) if within 35 meters of the blast. The area within the AoE is leveled, and becomes collateral damage, destructing the environment around him. If enemies are hit with collateral damage, they suffer 40 HP.
      Strengths:

      • Stuns enemies within the AoE

      Weaknesses:

      • If airborne, this is ineffective.


      • Causes collateral damage, that may harm the user himself.


      Gale Winds I:


      Name: Gale Winds I
      Rank: A
      Type: Defensive
      Duration: Instant
      Cooldown: 5 Posts
      Description: Ezra punches the air, sending a dangerous wave of wind in all directions, being able to blow away opponents and magical energy of equal or lower rank away with the gust, or misdirect and knock opponents one rank above away by 30 meters. The AoE is a circle that effects anything it’s AoE within 45 meters. How it works is that when Ezra punches the air, a gust of wind is pushed forward, and pushes away or misdirects any magical energy. For example, if someone creates an explosion of any element with their magica, Ezra can use this spell to blow the explosion away from him. If the spell is returned to the opponent, the opponent suffers their own original damage. i.e, if the explosion is pushed back to the enemy, the enemy suffers their own damage. Anyone  of equal or lower caught in the wind is pushed back with the sprinting speed of a basic A-rank wizard.
      Strengths:

      • A powerful spell that prevents detrimental attacks from inflicting Ezra.

      Weaknesses:

      • Deals no damage.


      • Only affects the area around the user.


      Almighty Werewolf:
      Name: Almighty Werewolf
      Rank: A
      Type: Offensive, Defensive
      Duration: 7 Posts
      Cooldown: 5 Posts
      Description: Ezra’s most powerful ability, Almighty Werewolf, turns Ezra into a 15 foot tall werewolf. In this form, all stats are boosted by 35%, but, takes 35% more damage in return. His sprint speed is doubled, but that does not affect the distance of dashes. Reflexes and reaction time are enhanced. Those who do not wear defensive equipment and have elemental magic suffer 30% more damage from attacks.

      Almighty Howl (active): Ezra takes all of the damage he has sustained for the duration of the spell and releases it in one immense wave of raw magic energy. Ezra has no control over the direction of this ability, and all damage he has sustained remains. The original AoE of this ability is 40 meters, but increases by 10 meters with each additional attack. If the damage sustained originates from an S-rank spell or above, only 45% is released and the rest is absorbed. This can only be done in the last post of the duration

      Strengths:

      • A powerful spell that tunes into Ezra’s inner power, unleashing a mighty force.

      Weaknesses:

      • Easily backfires on Ezra.


      • Silver weapons deal 75% more damage in this form.





    All my notes are in red throughout.

    Final note;
    90% of your magic is literally a copy paste of the same 3 spells. ALL of which need to be changed because they do too much or go against rules. Might want to try and be a bit more original and add some better variation of spells to it.

    HOWEVER! If you PM That Adopted Kid and challenge him to PvP, and manage to win, you may keep this magic as is; No edits required after.
    Edit; However, if you lose you're gonna have to change MORE than what I am asking.


    ___________________________________________________________________
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    Ezra Aurence
     
     

    Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Character History!- Join A Faction!- Get A Pet!- The Light- Novice [250]- Player -
    Lineage : Aspect of Terra
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    Experience : 26343.75

    Character Sheet
    Character Name: Ezra Aurence
    Primary Magic: [Second Generation] Ice Dragon Slayer Magic
    Secondary Magic: - - -

    Re: Soul of The Werewolf

    Post by Ezra Aurence on 25th April 2017, 4:09 pm

    Bump. Nearly all spells have been replaced. I apologize in advance if I accidentally skipped over an edit!


    ___________________________________________________________________


    ~[Second Generation] Ice Dragon Slayer Magic~|~Character~|Siggy Stuff
    D-Ranked: 11
    C-Ranked: 4
    B-Ranked: 0
    Exp Needed to become Next Rank: 1218.75/7500 (A)
    avatar
    Ezra Aurence
     
     

    Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Character History!- Join A Faction!- Get A Pet!- The Light- Novice [250]- Player -
    Lineage : Aspect of Terra
    Position : None
    Posts : 718
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    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 26343.75

    Character Sheet
    Character Name: Ezra Aurence
    Primary Magic: [Second Generation] Ice Dragon Slayer Magic
    Secondary Magic: - - -

    Re: Soul of The Werewolf

    Post by Ezra Aurence on 26th April 2017, 2:45 pm

    Bump!


    ___________________________________________________________________


    ~[Second Generation] Ice Dragon Slayer Magic~|~Character~|Siggy Stuff
    D-Ranked: 11
    C-Ranked: 4
    B-Ranked: 0
    Exp Needed to become Next Rank: 1218.75/7500 (A)
    avatar
    Ezra Aurence
     
     

    Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- A-Rank- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Character History!- Join A Faction!- Get A Pet!- The Light- Novice [250]- Player -
    Lineage : Aspect of Terra
    Position : None
    Posts : 718
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 26343.75

    Character Sheet
    Character Name: Ezra Aurence
    Primary Magic: [Second Generation] Ice Dragon Slayer Magic
    Secondary Magic: - - -

    Re: Soul of The Werewolf

    Post by Ezra Aurence on 5th May 2017, 12:09 pm

    Making changes, please don't grade yet!


    ___________________________________________________________________


    ~[Second Generation] Ice Dragon Slayer Magic~|~Character~|Siggy Stuff
    D-Ranked: 11
    C-Ranked: 4
    B-Ranked: 0
    Exp Needed to become Next Rank: 1218.75/7500 (A)

      Current date/time is 25th July 2017, 9:41 am