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    Iron Dragon Slayer Magic - First Gen

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    Adalinda Ortinbras

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Fallen- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 85
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 518.75

    Character Sheet
    Character Name: Adalinda Ortinbras
    Primary Magic: Iron Dragon Slayer
    Secondary Magic:

    Bump Iron Dragon Slayer Magic - First Gen

    Post by Adalinda Ortinbras on 22nd January 2018, 10:02 pm

    Magic

    Primary Magic: Iron Dragon Slayer Magic - First Gen
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Dragon Slayer magic was created by dragons to pass it on to humans to be able to help them be able to slay dragons during a time of war. Iron Dragon Slayer Magic is slayer magic of the metal nature. The caster can create Iron made weapons and spells to be able to defend themselves and attack, and even to destroy a Dragon if they're powerful enough.

    Adalinda is known as a prankster and thus will use their magic to play childish but unharmful pranks on their guild and team mates from time to time and just because she gets into trouble it has yet to stop her playful nature. While using her magic within fighting she has a nasty habit of getting ahead of herself and tries to take shortcuts and will cause more damage than intended. She usually regrets it later though. When she's angry, she'll focus her energy and spells on one enemy at a time, but during rushes, she becomes a bit careless with her magic as much as she takes shortcuts to get the job done quickly, causing more damage.

    Strengths:
    ~ Can consume their own element of metal (just not metal created by the caster)
    ~ Versatile
    ~ Does metal damage

    Weaknesses:
    ~ Motion sickness (except with friends who can fly/exceeds/dragons)
    ~ Intense heat can melt the metal down
    ~ Water can cause the metal to rust
    ~ Attracts lightning to self on accident, causing caster to be shocked from time to time during storms
    ~ Attracts magnets to certain metals

    Lineage:

    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.

    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.

    Usage: Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely, the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Dragon Slayer:

    ~ 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
    Force, First Gen:

    ~ 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:

    ~ Drunk Stupor: When she drinks, Adalinda can fight 25% better than if she was sober. She focuses better, and has better reflexes
    ~ Iron Touch: Adalinda can touch her hand to the ground or any Earthen surface, and tell where some iron, or metals, are naturally, or any metal objects in a 30 meter vicinity.
    ~ Attraction of Magnets: Due to the metals she can attract magnets. Most of the time this is an annoyance to Adalinda, but sometimes she can use it to her advantage and will purposely attract magnets to use them as weapons.
    ~ Elixir of Sickness: When Adalinda has some alcohol, her motion sickness is dampened to a low roar. She is able to at least fight minimally while on a moving vehicle, and doesn't throw up, only feeling nauseous the whole time.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: C
    Type: Iron, Signature, Instant, Offensive, Burst
    Duration: 1 post
    Cooldown:
    Description: Iron Dragon's Roar is a spell where the user will inhale a lot of air, and then releases a tornado of magic through the mouth with metal shards dispersing from the spell as well. The shards are capable of dealing C rank damage up to 30 meters away, and D rank damage up to 100 meters from the caster at 20 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    Strengths:
    ~ Deals damage to whatever is in the path of the spell
    ~ Can follow the casters head towards wherever they want to aim
    Weaknesses:
    ~ Can deal damage to innocents if they get in the way
    ~ Stronger water magic can dampen the damage by 25%
    ~ If prepared, or is able to run quickly, opponent can easily dodge the spell
    ~ Caster can be attacked while they're inhaling air

    D Signature Spell:

    Name: Iron Dragon's Wings
    Rank: D
    Type: Iron, Signature, Instant, Burst
    Duration: 1 post
    Cooldown:
    Description: Iron Dragon's Wings are an aid to Adalinda where she can temporarily sprout wings on her back made of iron that can fly and can carry her weight. In some cases, she can carry up to two people if it's possible. She can only fly up to 13 meters from her original spot at a time at 10 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ Flies up to 6 meters above/away from surfaces
    ~ Can only carry two people as long as there aren't any objects that could hit them
    ~ Carrying others slows her down 20% each person
    ~ Carrying others reduces the distance traveled by 20% each passenger

    D Spells:

    Iron Dragon's Kunai:

    Name: Iron Dragon's Kunai
    Rank: D
    Type: Iron, Offensive, Multi Target, Instant
    Duration: 1 post
    Cooldown: 2 posts
    Description: Iron Dragon's Kunai is casted by the caster holding out their hand and a Kunai molding out like maker magic and being used as a dagger, dealing 15% rank damaged. The caster can also act like they're throwing a kunai and one can be shot out of the tips of their fingers with pinpoint accuracy at its intended target. Or, the caster can hold their hand as if they already had a weapon in it, and kunai molds itself into their palm before they throw it. Both of these methods deal a bit more damage than the dagger method, depending on how fast it's thrown, capping at 20% rank damage. When thrown, the kunai reaches up to 30 meters per second within a 35 meter range.
    Strengths:
    ~ Aerodynamic when thrown
    ~ Kunai's are created sharply when casted
    Weaknesses:
    ~ Can be swayed by magnets easily
    ~ Can't have course altered after thrown
    ~ Can be knocked out of the way if someone is skilled enough to do so when it's thrown

    Iron Dragon Claws:

    Name: Iron Dragon Claws
    Rank: D
    Type: Iron, Offensive, Multi Target, Instant
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Iron Dragon Claws is casted with the caster creating claws with their hands and their fingers forming into large dragon like claws that are 1 meter longer than the original casters hands. They allow the caster to be able to scratch at their opponent, dealing 25% damage with every hit dealt.
    Strengths:
    ~ Sharp enough to scratch through most materials
    ~ Can be used to dig in the ground
    Weaknesses:
    ~ Can be hacked off by a material that is stronger
    ~ Become weak over time of being beaten up
    ~ Can be bent if heat is used on them

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: D
    Type: Iron, Defensive, Buff - Resistance
    Duration: 3 posts
    Cooldown: Once per thread
    Description: The caster is able to make part of, or all of their body become covered in iron, dragon like scales. The scales are stronger than normal Iron and can protect the body against flames made by nature. Against magical attacks, the spell protects the casters body up to 60% of the damage that it originally would have dealt without it.
    Strengths:
    ~ Protects the body from up to 60% of original damage from attacks
    Weaknesses:
    ~ Magical flames cause 10% damage to spell per post
    ~ If partially covering the body, it can leave the rest of the body defenseless
    ~ Consumes 30% more magic when used

    Iron Dragon's Fist:

    Name: Iron Dragon's Fist
    Rank: D
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 3 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Fist is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their hands and arms, then the Iron Dragon's Fist can be activated. The Iron Dragon fist steels the casters fist more and uses it to throw a harder punch at their opponent. The caster can charge up the fist they'll use, and throw it at the opponent. If the charge up is three posts, the spells damage is 80% more melee damage, cutting down in half to 40% if charge up is two posts, and 20% if only used in one post.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the fist and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Consumes 15% more magic when used

    C Spells:

    Iron Dragon's Sword:

    Name: Iron Dragon's Sword
    Rank: C
    Type: Iron, Offensive, Single target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Iron Dragon's Sword is casted by making the casters arm into a sword in which they can swing around and attack with. The sword reaches up to 1 meter from the casters elbow, and is much like a khopesh with a scythe style and a hook at the end. The sword is able to hook onto an enemy and yank them back while cutting them effectively, dealing 25% damage
    Strengths:
    ~ Is light enough to slice through the air with ease
    ~ Can be used to swing from a beam of sorts if hooked just right
    Weaknesses:
    ~ Can't detach from body
    ~ Caster can only use to defend themselves up to two people at a time, provided they came from the same direction together
    ~ Sword can get caught on thick trees or rocks
    ~ Sword can be grabbed from behind and pull the caster back, throwing them off balance

    Iron Dragon's Javelin:

    Name: Iron Dragon's Javelin
    Rank: C
    Type: Iron, Defensive, Ranged, Charge Up
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Iron Dragon's Javelin is a ranged weapon formed when the caster throws their arm back and prepares to throw their arm. When their arm is back, the javelin(s) form in the casters hand(s) and can be tossed up to 50 meters from the caster, 10 meters farther if caster is running while throwing them. The speed of the javelins relies on the caster's throwing power, but it can be thrown up to 35 meters per second. When it hits a target, the Javelins deals 60% damage when charged up, 30% when used instantly.
    Strengths:
    ~ Can hold two Javelins at the same time
    ~ If aimed correctly, can hit its target true
    Weaknesses:
    ~ Has to be aimed  
    ~ Can easily be spotted and dodged
    ~ Can only hold two javelins at the same time
    ~ If charging up, can only throw one
    ~ With charge up happening, can be easily attacked from both up close, and with ranged weapons/spells
    ~ When charging up, the caster can't be moving

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: C
    Type: Iron, Defensive, Instant, Single Target
    Duration: 1 post
    Cooldown: 2 posts
    Description: The caster casts the Iron Dragon's Hidden Foot Blades by either roundhouse kicking, which they can then create a harpoon like blade from their heel and 'surprise' attack their enemy. They can also kick forward and a needle point blade comes out from the toes and can get their target as long as the tip of the foot makes contact with it. (Shoes are specially designed to let the blades out when the spell is activated.)
    Strengths:
    ~ The heel blades can also help keep caster walking on ceiling if they stick them in one
    ~ The blades can be used at the same time on each foot
    Weaknesses:
    ~ Foot can be caught in mid-air
    ~ Can be easily dodged
    ~ Can miss if the kick doesn't reach the target (Human Error/Miscalculations of Distance)
    ~ Can't have both blades on one foot, only heel blade on one, and the toe blade on the other

    Proof of Magic Change
    Proof of Slayer Approval


    Last edited by Design-Turtle on 3rd February 2018, 7:08 pm; edited 2 times in total
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    Madame Astrid
     
     

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    Lineage : A Soul's Wrath
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    Guild : Guildless
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    Age : 21
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 174,123.25
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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

    Bump Re: Iron Dragon Slayer Magic - First Gen

    Post by Madame Astrid on 3rd February 2018, 5:26 pm

    Comments are in this color.

    Design-Turtle wrote:
    Magic

    Primary Magic: Iron Dragon Slayer Magic - First Gen
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Dragon Slayer magic was created by dragons to pass it on to humans to be able to help them be able to slay dragons during a time of war. Iron Dragon Slayer Magic is slayer magic of the metal nature. The caster can create Iron made weapons and spells to be able to defend themselves and attack, and even to destroy a Dragon if they're powerful enough.

    Adalinda is known as a prankster and thus will use their magic to play childish but unharmful pranks on their guild and team mates from time to time and just because she gets into trouble it has yet to stop her playful nature. While using her magic within fighting she has a nasty habit of getting ahead of herself and tries to take shortcuts and will cause more damage than intended. She usually regrets it later though. When she's angry, she'll focus her energy and spells on one enemy at a time, but during rushes, she becomes a bit careless with her magic as much as she takes shortcuts to get the job done quickly, causing more damage.

    Strengths:
    ~ Can consume their own element of metal (just not metal created by the caster)
    ~ Versatile
    ~ Does metal damage

    Weaknesses:
    ~ Motion sickness (except with friends who can fly/exceeds/dragons)
    ~ Intense heat can melt the metal down
    ~ Water can cause the metal to rust
    ~ Attracts lightning to self on accident, causing caster to be shocked from time to time during storms
    ~ Attracts magnets to certain metals

    Lineage:

    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.

    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.

    Usage: Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely, the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Dragon Slayer:

    ~ 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
    Force, First Gen:

    ~ 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:

    ~ Drunk Stupor: When she drinks, Adalinda can fight 25% better than if she was sober. She focuses better, and has better reflexes
    ~ Iron Touch: Adalinda can touch her hand to the ground or any Earthen surface, and tell where some iron, or metals, are naturally, or any metal objects in a 30 meter vicinity.
    ~ Attraction of Magnets: Due to the metals she can attract magnets. Most of the time this is an annoyance to Adalinda, but sometimes she can use it to her advantage and will purposely attract magnets to use them as weapons.
    ~ Elixir of Sickness: When Adalinda has some alcohol, her motion sickness is dampened to a low roar. She is able to at least fight minimally while on a moving vehicle, and doesn't throw up, only feeling nauseous the whole time.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: C
    Type: Iron, Signature, Instant, Offensive
    Duration: 1 post
    Cooldown:
    Description: Iron Dragon's Roar is a spell where the user will inhale a lot of air, and then releases a tornado of magic through the mouth with metal shards dispersing from the spell as well. The shards are capable of dealing C rank damage up to 40 meters away, and D rank damage up to 100 meters from the caster at 60 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters. This would follow burst rules, so change the range and speed of this to fit burst C-rank
    Strengths:
    ~ Deals damage to whatever is in the path of the spell
    ~ Can follow the casters head towards wherever they want to aim
    Weaknesses:
    ~ Can deal damage to innocents if they get in the way
    ~ Stronger water magic can dampen the damage by 25%
    ~ If prepared, or is able to run quickly, opponent can easily dodge the spell
    ~ Caster can be attacked while they're inhaling air

    D Signature Spell:

    Name: Iron Dragon's Wings
    Rank: D
    Type: Iron, Signature, Instant, Burst
    Duration: 1 post
    Cooldown:
    Description: Iron Dragon's Wings are an aid to Adalinda where she can temporarily sprout wings on her back made of iron that can fly and can carry her weight. In some cases, she can carry up to two people if it's possible. She can only fly up to 13 meters from her original spot at a time at 10 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ Flies up to 6 meters above/away from surfaces
    ~ Can only carry two people as long as there aren't any objects that could hit them
    ~ Carrying others slows her down 20% each person
    ~ Carrying others reduces the distance traveled by 20% each passenger

    D Spells:

    Iron Dragon's Kunai:

    Name: Iron Dragon's Kunai
    Rank: D
    Type: Iron, Offensive, Multi Target, Instant
    Duration: 1 post
    Cooldown: 2 posts
    Description: Iron Dragon's Kunai is casted by the caster holding out their hand and a Kunai molding out like maker magic and being used as a dagger, dealing 15% rank damaged. The caster can also act like they're throwing a kunai and one can be shot out of the tips of their fingers with pinpoint accuracy at its intended target. Or, the caster can hold their hand as if they already had a weapon in it, and kunai molds itself into their palm before they throw it. Both of these methods deal a bit more damage than the dagger method, depending on how fast it's thrown, capping at 20% rank damage. When thrown, the kunai reaches up to 30 meters per second within a 35 meter range.
    Strengths:
    ~ Aerodynamic when thrown
    ~ Kunai's are created sharply when casted
    Weaknesses:
    ~ Can be swayed by magnets easily
    ~ Can't have course altered after thrown
    ~ Can be knocked out of the way if someone is skilled enough to do so when it's thrown

    Iron Dragon Claws:

    Name: Iron Dragon Claws
    Rank: D
    Type: Iron, Offensive, Multi Target, Instant
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Iron Dragon Claws is casted with the caster creating claws with their hands and their fingers forming into large dragon like claws that are 1 meter longer than the original casters hands. They allow the caster to be able to scratch at their opponent, dealing rank damage with every hit dealt 25% damage each hit
    Strengths:
    ~ Sharp enough to scratch through most materials
    ~ Can be used to dig in the ground
    Weaknesses:
    ~ Can be hacked off by a material that is stronger
    ~ Become weak over time of being beaten up
    ~ Can be bent if heat is used on them

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: D
    Type: Iron, Defensive, Buff - Resistance
    Duration: 3 posts
    Cooldown: Once per thread
    Description: The caster is able to make part of, or all of their body become covered in iron, dragon like scales. The scales are stronger than normal Iron and can protect the body against flames made by nature. Against magical attacks, the spell protects the casters body up to 60% of the damage that it originally would have dealt without it.
    Strengths:
    ~ Protects the body from up to 60% of original damage from attacks
    Weaknesses:
    ~ Magical flames cause 10% damage to spell per post
    ~ If partially covering the body, it can leave the rest of the body defenseless
    ~ Consumes 30% more magic when used

    Iron Dragon's Fist:

    Name: Iron Dragon's Fist
    Rank: D
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 3 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Fist is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their hands and arms, then the Iron Dragon's Fist can be activated. The Iron Dragon fist steels the casters fist more and uses it to throw a harder punch at their opponent. The caster can charge up the fist they'll use, and throw it at the opponent. If the charge up is three posts, the spells damage is 80% more melee damage, cutting down in half to 40% if charge up is two posts, and 20% if only used in one post.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the fist and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Consumes 15% more magic when used

    C Spells:

    Iron Dragon's Sword:

    Name: Iron Dragon's Sword
    Rank: C
    Type: Iron, Offensive, Single target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Iron Dragon's Sword is casted by making the casters arm into a sword in which they can swing around and attack with. The sword reaches up to 1 meter from the casters elbow, and is much like a khopesh with a scythe style and a hook at the end. The sword is able to hook onto an enemy and yank them back while cutting them effectively. This seems like a multi hit spell, so each swing could deal 25% damage
    Strengths:
    ~ Is light enough to slice through the air with ease
    ~ Can be used to swing from a beam of sorts if hooked just right
    Weaknesses:
    ~ Can't detach from body
    ~ Caster can only use to defend themselves up to two people at a time, provided they came from the same direction together
    ~ Sword can get caught on thick trees or rocks
    ~ Sword can be grabbed from behind and pull the caster back, throwing them off balance

    Iron Dragon's Javelin:

    Name: Iron Dragon's Javelin
    Rank: C
    Type: Iron, Defensive, Ranged, Charge Up
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Iron Dragon's Javelin is a ranged weapon formed when the caster throws their arm back and prepares to throw their arm. When their arm is back, the javelin(s) form in the casters hand(s) and can be tossed up to 50 meters from the caster, 10 meters farther if caster is running while throwing them. The speed of the javelins relies on the caster's throwing power, but it can be thrown up to 35 meters per second. Put how much damage it does
    Strengths:
    ~ Can hold two Javelins at the same time
    ~ If aimed correctly, can hit its target true
    Weaknesses:
    ~ Has to be aimed  
    ~ Can easily be spotted and dodged
    ~ Can only hold two javelins at the same time
    ~ If charging up, can only throw one
    ~ With charge up happening, can be easily attacked from both up close, and with ranged weapons/spells
    ~ When charging up, the caster can't be moving

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: C
    Type: Iron, Defensive, Instant, Single Target
    Duration: 1 post
    Cooldown: 2 posts
    Description: The caster casts the Iron Dragon's Hidden Foot Blades by either roundhouse kicking, which they can then create a harpoon like blade from their heel and 'surprise' attack their enemy. They can also kick forward and a needle point blade comes out from the toes and can get their target as long as the tip of the foot makes contact with it. (Shoes are specially designed to let the blades out when the spell is activated.)
    Strengths:
    ~ The heel blades can also help keep caster walking on ceiling if they stick them in one
    ~ The blades can be used at the same time on each foot
    Weaknesses:
    ~ Foot can be caught in mid-air
    ~ Can be easily dodged
    ~ Can miss if the kick doesn't reach the target (Human Error/Miscalculations of Distance)
    ~ Can't have both blades on one foot, only heel blade on one, and the toe blade on the other

    Proof of Magic Change
    Proof of Slayer Approval


    ___________________________________________________________________

    The only girl I've ever loved
    Was born with roses in her eyes



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    Adalinda Ortinbras

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Fallen- Player -
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 85
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 518.75

    Character Sheet
    Character Name: Adalinda Ortinbras
    Primary Magic: Iron Dragon Slayer
    Secondary Magic:

    Bump Re: Iron Dragon Slayer Magic - First Gen

    Post by Adalinda Ortinbras on 3rd February 2018, 7:09 pm

    I hope it's better now Smile
    avatar
    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Dragon Slayer- Legal Guild Ace- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Tertiary Magic- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Light- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Have Seijin On Your Friends List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Vendetta-
    Lineage : A Soul's Wrath
    Position : Saint of Repentance
    Posts : 3025
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 21
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 174,123.25
    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

    Bump Re: Iron Dragon Slayer Magic - First Gen

    Post by Madame Astrid on 3rd February 2018, 8:18 pm

    Spoiler:
    Design-Turtle wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic - First Gen
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Dragon Slayer magic was created by dragons to pass it on to humans to be able to help them be able to slay dragons during a time of war. Iron Dragon Slayer Magic is slayer magic of the metal nature. The caster can create Iron made weapons and spells to be able to defend themselves and attack, and even to destroy a Dragon if they're powerful enough.

    Adalinda is known as a prankster and thus will use their magic to play childish but unharmful pranks on their guild and team mates from time to time and just because she gets into trouble it has yet to stop her playful nature. While using her magic within fighting she has a nasty habit of getting ahead of herself and tries to take shortcuts and will cause more damage than intended. She usually regrets it later though. When she's angry, she'll focus her energy and spells on one enemy at a time, but during rushes, she becomes a bit careless with her magic as much as she takes shortcuts to get the job done quickly, causing more damage.

    Strengths:
    ~ Can consume their own element of metal (just not metal created by the caster)
    ~ Versatile
    ~ Does metal damage

    Weaknesses:
    ~ Motion sickness (except with friends who can fly/exceeds/dragons)
    ~ Intense heat can melt the metal down
    ~ Water can cause the metal to rust
    ~ Attracts lightning to self on accident, causing caster to be shocked from time to time during storms
    ~ Attracts magnets to certain metals

    Lineage:

    Description: Since the beginning, there has always been one to control and rule the delicate realm of time. There they would stay, watching over every clock to make sure everything stays on scheduled. However, the task of guarding time is a burden beyond any single person's control; despite being immortal. Driving each keeper mad, the task has been passed down from generation upon generation; each one a new Keeper of time is chosen. Though they inherit the powers of the Time Keeper, it is not until they have fully matured, do they inherit the responsibility of watching over time till they find the next replacement.

    Ability: The Time Keeper is able to slow down or speed up time Slowing down time makes the user appear faster, being the equivalent of a 100% speed and reaction boost. Speed up time makes the user appear slower by 100% and very slow to react. The user can also once per thread, completely stop time for 1 post to avoid an attack or something. They cannot affect anything while time is stopped at all and after use they will cannot use spells for 3 posts and they cannot use the speeding up or slowing down time ability of this lineage.

    Usage: Time speeding or time slowing share a 1 post duration and a cooldown of 5 posts. The user can use their ability to only affect themselves. They can speed up their melee attacks to cause them to deal 50% more damage or slow their attacks down to dodge potential threats. The user once per thread, can stop time completely for 1 post but cannot affect anything and only can move at this time. After stopping time completely, the user cannot use spells for 3 posts due to the stress placed on their bodies due to stopping time completely. In addition, they cannot use the speeding up or slowing down time ability of this ability while they cannot use spells.

    Dragon Slayer:

    ~ 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
    Force, First Gen:

    ~ 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:

    ~ Drunk Stupor: When she drinks, Adalinda can fight 25% better than if she was sober. She focuses better, and has better reflexes
    ~ Iron Touch: Adalinda can touch her hand to the ground or any Earthen surface, and tell where some iron, or metals, are naturally, or any metal objects in a 30 meter vicinity.
    ~ Attraction of Magnets: Due to the metals she can attract magnets. Most of the time this is an annoyance to Adalinda, but sometimes she can use it to her advantage and will purposely attract magnets to use them as weapons.
    ~ Elixir of Sickness: When Adalinda has some alcohol, her motion sickness is dampened to a low roar. She is able to at least fight minimally while on a moving vehicle, and doesn't throw up, only feeling nauseous the whole time.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: C
    Type: Iron, Signature, Instant, Offensive, Burst
    Duration: 1 post
    Cooldown:
    Description: Iron Dragon's Roar is a spell where the user will inhale a lot of air, and then releases a tornado of magic through the mouth with metal shards dispersing from the spell as well. The shards are capable of dealing C rank damage up to 30 meters away, and D rank damage up to 100 meters from the caster at 20 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    Strengths:
    ~ Deals damage to whatever is in the path of the spell
    ~ Can follow the casters head towards wherever they want to aim
    Weaknesses:
    ~ Can deal damage to innocents if they get in the way
    ~ Stronger water magic can dampen the damage by 25%
    ~ If prepared, or is able to run quickly, opponent can easily dodge the spell
    ~ Caster can be attacked while they're inhaling air

    D Signature Spell:

    Name: Iron Dragon's Wings
    Rank: D
    Type: Iron, Signature, Instant, Burst
    Duration: 1 post
    Cooldown:
    Description: Iron Dragon's Wings are an aid to Adalinda where she can temporarily sprout wings on her back made of iron that can fly and can carry her weight. In some cases, she can carry up to two people if it's possible. She can only fly up to 13 meters from her original spot at a time at 10 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ Flies up to 6 meters above/away from surfaces
    ~ Can only carry two people as long as there aren't any objects that could hit them
    ~ Carrying others slows her down 20% each person
    ~ Carrying others reduces the distance traveled by 20% each passenger

    D Spells:

    Iron Dragon's Kunai:

    Name: Iron Dragon's Kunai
    Rank: D
    Type: Iron, Offensive, Multi Target, Instant
    Duration: 1 post
    Cooldown: 2 posts
    Description: Iron Dragon's Kunai is casted by the caster holding out their hand and a Kunai molding out like maker magic and being used as a dagger, dealing 15% rank damaged. The caster can also act like they're throwing a kunai and one can be shot out of the tips of their fingers with pinpoint accuracy at its intended target. Or, the caster can hold their hand as if they already had a weapon in it, and kunai molds itself into their palm before they throw it. Both of these methods deal a bit more damage than the dagger method, depending on how fast it's thrown, capping at 20% rank damage. When thrown, the kunai reaches up to 30 meters per second within a 35 meter range.
    Strengths:
    ~ Aerodynamic when thrown
    ~ Kunai's are created sharply when casted
    Weaknesses:
    ~ Can be swayed by magnets easily
    ~ Can't have course altered after thrown
    ~ Can be knocked out of the way if someone is skilled enough to do so when it's thrown

    Iron Dragon Claws:

    Name: Iron Dragon Claws
    Rank: D
    Type: Iron, Offensive, Multi Target, Instant
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Iron Dragon Claws is casted with the caster creating claws with their hands and their fingers forming into large dragon like claws that are 1 meter longer than the original casters hands. They allow the caster to be able to scratch at their opponent, dealing 25% damage with every hit dealt.
    Strengths:
    ~ Sharp enough to scratch through most materials
    ~ Can be used to dig in the ground
    Weaknesses:
    ~ Can be hacked off by a material that is stronger
    ~ Become weak over time of being beaten up
    ~ Can be bent if heat is used on them

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: D
    Type: Iron, Defensive, Buff - Resistance
    Duration: 3 posts
    Cooldown: Once per thread
    Description: The caster is able to make part of, or all of their body become covered in iron, dragon like scales. The scales are stronger than normal Iron and can protect the body against flames made by nature. Against magical attacks, the spell protects the casters body up to 60% of the damage that it originally would have dealt without it.
    Strengths:
    ~ Protects the body from up to 60% of original damage from attacks
    Weaknesses:
    ~ Magical flames cause 10% damage to spell per post
    ~ If partially covering the body, it can leave the rest of the body defenseless
    ~ Consumes 30% more magic when used

    Iron Dragon's Fist:

    Name: Iron Dragon's Fist
    Rank: D
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 3 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Fist is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their hands and arms, then the Iron Dragon's Fist can be activated. The Iron Dragon fist steels the casters fist more and uses it to throw a harder punch at their opponent. The caster can charge up the fist they'll use, and throw it at the opponent. If the charge up is three posts, the spells damage is 80% more melee damage, cutting down in half to 40% if charge up is two posts, and 20% if only used in one post.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the fist and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Consumes 15% more magic when used

    C Spells:

    Iron Dragon's Sword:

    Name: Iron Dragon's Sword
    Rank: C
    Type: Iron, Offensive, Single target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Iron Dragon's Sword is casted by making the casters arm into a sword in which they can swing around and attack with. The sword reaches up to 1 meter from the casters elbow, and is much like a khopesh with a scythe style and a hook at the end. The sword is able to hook onto an enemy and yank them back while cutting them effectively, dealing 25% damage
    Strengths:
    ~ Is light enough to slice through the air with ease
    ~ Can be used to swing from a beam of sorts if hooked just right
    Weaknesses:
    ~ Can't detach from body
    ~ Caster can only use to defend themselves up to two people at a time, provided they came from the same direction together
    ~ Sword can get caught on thick trees or rocks
    ~ Sword can be grabbed from behind and pull the caster back, throwing them off balance

    Iron Dragon's Javelin:

    Name: Iron Dragon's Javelin
    Rank: C
    Type: Iron, Defensive, Ranged, Charge Up
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Iron Dragon's Javelin is a ranged weapon formed when the caster throws their arm back and prepares to throw their arm. When their arm is back, the javelin(s) form in the casters hand(s) and can be tossed up to 50 meters from the caster, 10 meters farther if caster is running while throwing them. The speed of the javelins relies on the caster's throwing power, but it can be thrown up to 35 meters per second. When it hits a target, the Javelins deals 60% damage when charged up, 30% when used instantly.
    Strengths:
    ~ Can hold two Javelins at the same time
    ~ If aimed correctly, can hit its target true
    Weaknesses:
    ~ Has to be aimed  
    ~ Can easily be spotted and dodged
    ~ Can only hold two javelins at the same time
    ~ If charging up, can only throw one
    ~ With charge up happening, can be easily attacked from both up close, and with ranged weapons/spells
    ~ When charging up, the caster can't be moving

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: C
    Type: Iron, Defensive, Instant, Single Target
    Duration: 1 post
    Cooldown: 2 posts
    Description: The caster casts the Iron Dragon's Hidden Foot Blades by either roundhouse kicking, which they can then create a harpoon like blade from their heel and 'surprise' attack their enemy. They can also kick forward and a needle point blade comes out from the toes and can get their target as long as the tip of the foot makes contact with it. (Shoes are specially designed to let the blades out when the spell is activated.)
    Strengths:
    ~ The heel blades can also help keep caster walking on ceiling if they stick them in one
    ~ The blades can be used at the same time on each foot
    Weaknesses:
    ~ Foot can be caught in mid-air
    ~ Can be easily dodged
    ~ Can miss if the kick doesn't reach the target (Human Error/Miscalculations of Distance)
    ~ Can't have both blades on one foot, only heel blade on one, and the toe blade on the other

    Proof of Magic Change
    Proof of Slayer Approval



    ___________________________________________________________________

    The only girl I've ever loved
    Was born with roses in her eyes



    Directory


      Current date/time is 18th February 2018, 1:04 pm