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    Water Dragon Slayer


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    Water Dragon Slayer

    Post by Pulpa on 22nd December 2017, 6:25 am

    Water Dragon Slayer

    Caster or Holder: Caster
    Being an adopted son of a dragon has its perks. First of all your father is a dragon, but second the magic he can teach you can rip oceans. That magic is call Water Dragon Slayer.
    Water Dragon Slayer is a type of Dragon Slayer magic that uses water as its element. As all other Dragon Slayer magics it is a form of Lost Caster magic that allows its user to turn their body into that of a dragon and use their element for both offense and defense, in this case water.
    Morja the water dragon thought Pulpa Dragon Slaying magic as a way for him to get stronger and be more capable of defending the seas and sea creature from the dangers that come. As he was thought it from young age it is the only form of magic he knows.

    Pulpa uses his skill with water in combination with the martial arts and weapons. He is capable do dish out damage from a far but also from up close. Pulpa uses waves and water bubbles as projectiles and with his keen water sense he can target foes he does not see but only feel through water. Water also gives him strength and when in water Pulpa is very hard to beat, almost impossible.
    As an added bonus Pulpa can talk to fish.


    • Versatility: Water magic is magic that has both offensive and defensive styles.
    • Water is everywhere: Humans are 60% water, and air has a lot of water in it, all this water can be used with this magic to various degrees.
    • Slayer bonuses: Being a slayer gives Pulpa speed strength, boosted senses and many other things.


    • Ice: Though it is in a way water, ice is a big enemy of water mages, as it is capable of stopping their spells.
    • Lightning: Water conducts electricity, as such it makes it very vulnerable to lighting magic.
    • Motion Sickness: Being a Slayer has its down sides, such as motion sickness. Pulpa is unable to ride in most vehicles, without being very sick. For Water Dragon Slayers boats are not on that list as water movements have a positive effect on them.
    • Fighter not a lover: Pulpa is fighter, he always was, so his spells are mostly offensive.

    Aspect of Neptune
    Description: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
    Ability: The Aspect of Neptune grants its host favour with the seas. Their can only be eaten by god slayers.  Water magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a water spell to nullify it(max S-rank).
    Gains a user-ranked Water-based signature spell.  (S-rank Max) It must be made in the magic app as normal in addition to spells made.
    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.


    General Rules on Slayers

    All slayers receive the following:

    10% Buff to physical stats (strength, speed etc.)

    10% Buff to senses (hearing, smell etc.)

    The ability to enter force after consuming enough of the element

    The ability to consume their element to regain MP

    A resistance to their element shown by the following chart:

    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%

    Magic Consumption

    Slayers can consume their own element(s) and this allows them to recover magic power. However, how much magic power they can regain varies and depends on the amount of magical energy within the item is consumed.

    There is an exception to consumption and that is known as plot elements. Now as we all know this is a site that focuses on plot and likes to encourage personal plots. Therefore, in non-pvp (player vs players) situations it is possible for a mage to consume 'special' plot related versions of their element that can trigger force. This is also generally not allowed in jobs unless the job has a specific natural occurring source of the element or you get permission from staff. An example of a 'plot element' might be a water slayer consuming water from the fountain of youth or a metal slayer eating Excalibur.

    Naturally Occurring Elements

    There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such they provide a limited amount of magic power. Naturally occurring sources of the element can only restore 5% MP per post no matter how much of it you eat.

    Magic of Your Element

    The amount of magic returned is equivalent to the amount of magic power used to fuel the spell. Of course, mages can consume spells of greater rank their own. How much? Well, that is shown in the below table.

    Furthermore, mages are limited to consuming the full amount of magic from those of equal rank to them. If the magic is any higher than they consume the full amount of the spell, but their body cannot handle it and thus rejects it causing internal damage equal to a percentage of the spell's power. Resistances do not affect this.

    NOTE: Slayers cannot consume their own spells whether this be from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.

    One rank above: 25% of the damage
    Two ranks above: 50% of the damage
    Three ranks above: 75% of the damage
    Four or more above: 100% damage

    Ranks D C B A S H
    D-Rank 10 15 20 20 20 20
    C-Rank 10 15 20 25 25 25
    B-Rank 5 10 15 25 30 30
    A-Rank 5 10 15 20 30 35
    S-Rank 3 5 10 15 20 30
    SS-Rank 1 3 8 13 18 25
    H-Rank 1 1 5 10 15 20

    Dragon Slayers

    Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and damage will be done to them.

    The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.

    Though Dragon Slayers get these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread using a status effect healing spell.

    First Generation

    These Slayers have learned the magic directly from the Great Dragon/God/Demon of their respective element.



    A Slayer must consume at least 70% magical energy from his respective element 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.

    Force highly increases the power of the Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.  

    The spell power of each rank is increased to 150%.

    In 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 Force the Slayer does not lose any MP from casting spells, but after it wears off is left with 5% MP.

    Force lasts for 7 posts.

    Unique Abilities:

    • Water child: Being that Pulpa spent most of his life near the sea, and being a dragon's son, when he is near water his spell damage output becomes 30% stronger, making him a true water killing machine. He can double this bonus for 3 posts if he covers his body in water, but it has a cooldown of 5 posts, during which the basic bonus is not gained.
    • Merman: Being a child of the sea and a dragon slayer Pulpa is able to breath under water and move through it like on land. He can also talk to fish.
    • Water body: Excessive use of water magic has made Pulpa's body sometimes act like it is made out of water. Pulpa is able to lover the damage that he receives by 10%.

    Spell Template

    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.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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?)

      Current date/time is 23rd March 2018, 5:26 pm