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    Iron Dragon Slayer Magic - Third Gen

    Adalinda
    Adalinda

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    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
    Cosmic Coins : -
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Iron Dragon Slayer Magic - Third Gen

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

    Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    Caster or Holder: Dragon Slayer
    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
    Within the cult of Children of Draconia, the people worship dragons. To them, dragons are the highest of beings in the entire world. They believe they’re gods among mortals. The members of Children of Draconia often wished they could be on the same level as the dragons, and even went to the extent of doing experiments on their members to achieve this. No matter the age, young or old, one would be experimented on. They were aware that these experiments would be considered unethical to others outside of their ‘family’, so they brought their work underground to be able to conduct their experiments without issue, even enticing the interest of a few wild dragons whom even allowed themselves to be used during the experiments for the entertainment of it all.

    When Adalinda was just a toddler, she had become a victim of the cult and was experimented on. The dragons had sensed the presence of a dragon in her, as she was a match good enough to hold dragon slayer magic. The experiments that were done on her consisted of tapping into her mind and inserting the consciousness of wild dragon within her in attempt to see if their inclusion would awaken the dragon within her, putting some of the same wild dragon’s blood within her, as well as his magic essence in her body with her own strong ability. The inclusion of the dragon had achieved the cults goal, she was able to change into that of a dragon in nearly every single way, even with the side effect of her magic getting out of hand for even them to control. The dragon within her had promised to help Ada become stronger to hold onto him, and help her become a powerful warrior dragon, after it had come in contact with her memories and blocked her childhood within the cult before she had been taken away by her adoptive dragon father, Metallicana, only leaving her remembering that she needs to get stronger in her mind for her to continue on.

    Abilities:
    Veles. Veles is the name of the dragon within Adalinda. He is a judgmental dragon whom was always in the back of Adalinda’s mind, judging her every step of the way on her journey through life. A few jobs had started to break the barrier that he had put himself behind to help conceal the memories he was trying to hide from her, and his energy started to mix with hers, making her slightly crazy till he was able to break free and meld with her better and become a second being in her mind. With his inclusion within her, Adalinda has a 15% increase in her HP.
    Dragonic Physique. The experiments done on Adalinda as a young child give her the ability to be faster and stronger than the average slayer. With the inclusion of a dragon within her body, it gives Adalinda a bit more of an enhancement, allowing her a 15% increase in her strength and speed.
    Dragon Incarnation. With Veles’ blood and magical essence within her body and veins, Adalinda is able to transform into a full iron dragon at will that is capable of flying around, essentially solving her travel issues most days.
    Enhancement of the Dragons.When Veles had blocked her memories, a portion of Ada’s mana and damage ability was locked. Both her MP and spell damage are increased by 32% with her newfound abilities and enhancements.
    True Dragons Roar. When Adalinda is in her human form, she is able to call upon the will of her dragon self and give a burst roar of shrapnel made of iron, steel, or both, in a tornado like form from her mouth. The ability gives 1.1x rank damage at the max rank distance. While she’s in her dragon form as well, she is capable of using the roar, but with a bit more damage. While in dragon form, the damage is 1.5x rank damage and can be used a bit longer than in human form.
    Familial Help. From to time to time, Adalinda will lose herself to her ‘crazy’ side, and that is when Veles will take the reins and use Adalinda’s body as his own, in which he claims he’s basically family and able to do so since he’s inside her mind. Veles may be familiar with the magic that Ada uses, but he’s rather old fashioned and will use mainly melee attacks, and when he gets in control, Adalinda’s melee attacks are 90% stronger.

    Usage:
    ~ ‘Veles’ is always active and a passive as the dragon is a part of her mind and can’t get out of it.
    ~ ‘Dragonic Physique’ is always active and passive as it’s a side effect of Veles and the experiments done on her.
    ~ ‘Dragon Incarnation’ is always active and a passive as Adalinda is able to change into a dragon at will, the only drawback is magic for 3 posts after changing back at least costs 1.3 more MP.
    ~ ‘Enhancement of the Dragons’ is always active and is a passive with her enhancements to herself.
    ~ ‘True Dragons Roar’ can only be used for one post in human form, and will cause Adalinda to lag a bit 3 posts afterwards, and making her MP cost up to 1.5 more during the lag. When in dragon form, the roar can be used for three posts with a seven post cooldown before being used again.
    ~ ‘Familial Help’ can only be used for four posts, and when Veles’ decides to let go of the reins, he’ll leave Adalinda feeling weak and drained for four posts after that with her speed being 50% slower, as well as her strength being 30% weaker, and her MP costing double to cast spells.

    Dragon Slayer:

    ~ +25% Strength, Speed, and HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ The Force Ability.
    ~ Ability to Consume Magic of same element for MP
    ~ Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:
      ~ 2 Ranks Above Character: 0%
      ~ 1 Rank Above Character: 10%
      ~ Same Rank as Character: 25%
      ~ 1 Rank below Character: 35%
      ~ 2 Ranks below character: 50%
    Force, Third Gen:

    Third Generation Slayers: These slayers have learned the magic from the Dragon/God/Demon of their respective element, as well as imbued themselves with Lacrima from the same Dragon/God/Demon. This means ones primary and secondary must be made up of the same element, the primary magic being learned from the dragon/god/demon of the element, and the secondary magic being learned from the same dragon/god/demon but from a lacrima they produced.

    ~ Third Generation Force: Can be activated at will, anytime providing they have at least 50% of their base magic power remaining.
      ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
      ~ 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.) This adds a base of 5 melee damage onto their strikes.
      ~ During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
      ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) Front Row Seat: Adalinda loves to be up close in close combat, because of this, she passively has damage reductions of everything but lightning spells by 25% (lightning spells does 25% extra damage to her.
    ~ (D) 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.
    ~ (C) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (B) Iron Sprint: With the Iron in her body, she is able to run 60% faster as it gives her a boost to push her off of the ground faster.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element, capping at 25% MP.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    RP Only
    ~ 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.

    Spells:

    Signature Spells:
    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: S
    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 S rank damage up to 35 meters away, A rank damage up to 50 meters away, B rank damage up to 70 meters away, C rank damage up to 100 meters away, and D rank damage up to 120 meters from the caster at 35 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    While ranking up, the spell will deal that ranks damage at 35 meters away, with the lower ranks following afterwards and increase up till S rank (e.g. B rank at 35 meters, C at 50 meters, D at 70 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 15 meters from her original spot at a time at 11 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ 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 .7 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, it can deal 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Strictly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Skateboard:

    Name: Iron Dragon’s Skateboard
    Rank: D
    Type: Iron, Support, Burst
    Duration: 3 posts
    Cooldown: 4 posts
    Description:
    Skateboard:
    Iron Dragon Slayer Magic - Third Gen Darkstar-dragon-kids-sktbrd-cmplt-blu-15

    For the caster to cast this spell, they have to let up a low whistle; either while running, jogging, or walking; and holding out their hand to summon an iron skateboard with a dragon picture on the underside. The skateboard can go up to 15 meters per second with each kick the caster uses to push the board forward.

    Strengths:
    ~ Dragon Slayers can use without getting sick!
    ~ Quick travel
    Weaknesses:
    ~ Can be stolen
    ~ Fire can melt it
    ~ User can still fall off if pushed or on their own

    Bought Spell Slot

    Iron Compass:

    Name: Iron Compass
    Rank: D
    Type: Iron, Support
    Duration: 1 post
    Cooldown: 2 posts
    Description: When the caster holds out their hand, palm up, they can snap their fingers and an iron box will morph up in the palm of their hand. Opening the box, there will be a working Ritchie compass inside that either the caster can use, or an ally/companion can use.

    Strengths:
    ~ Can tell direction
    Weaknesses:
    ~ Can only summon one per thread
    ~ Can be stolen
    ~ Magnetic waves can disrupt compass

    Bought Spell Slot

    Iron Lookout:

    Name: Iron Lookout
    Rank: D
    Type: Iron, Support, Area of Effect
    Duration: 2 posts
    Cooldown: 3 posts
    Description: While blowing on their hand, the caster can create four small iron birds that can be animated to life. Each of these iron birds can fly into the air and fly out max 30 meters from where the caster released them in all four of the directions (North, South, East, and West) at 7 meters per second to scan the area below them. The birds vision each have a 10 meter cone as they look straight ahead of themselves. What the birds see, will be instantly transferred back to the caster via a little plaque that doubles as four cameras for the eyes of the birds.

    Strengths:
    ~ Can spy things up ahead
    Weaknesses:
    ~ Birds can be shot down
    ~ Extreme heat can melt the birds in the air
    ~ Extreme cold can freeze the birds and make them stop flapping and crash to the ground

    Bought Spell Slot

    Iron Frisbee Shield:

    Name: Iron Frisbee Shield
    Rank: D
    Type: Iron, Defense, Knockback
    Duration: 3
    Cooldown: 4
    Description: The caster is able to make an iron disk form in the palm of their hand that slowly grows to a 1.5 meter long disk where the center juts out ever so slightly to make a small domed shield. The shield itself is rather weak and has a 80 HP and can resist up to 50% damage. If the caster wishes to, they can use the shield to knock people out, or back by chucking it like a frisbee and smacking them with it if the path is correct, before it manages to come back to them.

    Strengths:
    ~ Can protect
    ~ Can be thrown
    ~ Iron can be slightly manipulated to help the path it goes on when thrown
    Weaknesses:
    ~ Hard to pull path when thrown
    ~ Others can grab it
    ~ Can be thrown wrong
    ~ Thin and weak

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 40% rank 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 70 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 55 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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip, Multi – Target
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 45% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals .75x rank damage. This can lasts as long as the spell does.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking

    Iron Dragon’s Misty Tongue – C+ Spell:

    Name: Iron Dragon’s Misty Tongue
    Rank: C+
    Type: Iron, Defensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Iron Dragon’s Misty Tongue is where the caster is able to make balls of small iron scraps that are bunched together shoot from their mouth. When the ball hits the ground, the iron scraps scatter and give a misty area up to 40 meters around them. The balls can be created by the caster collecting saliva in their mouth and then starting to chew it as if it were gum before it’s spit out.
    Strengths:
    ~ Can make a smoke screen
    Weaknesses:
    ~ Those with enhanced senses can get through it
    ~ Magic barriers can block the spell

    Iron Dragon’s Web:

    Name: Iron Dragon’s Web
    Rank: C
    Type: Iron, Versatile, Area of Effect
    Duration: 5
    Cooldown: 7
    Description: To cast Iron Dragon’s Wire, the caster must dig their fingers onto a vertical area and quickly drag it out to an opposite area, or can go from the ground to a ceiling, and a very fine iron wire web will string out of their fingers creating what would be a near invisible web to those with an untrained eye. The wire goes out up to 50 meters with just a single strand on its own. The wire is also capable of being both a defensive mechanism, as well as offensive as it can slow down any who crash through it, and cuts them, dealing 30% damage each post the longer one is trapped in the web, capping at 1.5x damage total.

    Strengths:
    ~ Can cut enemies
    ~ Can slow enemies down
    Weaknesses:
    ~ Allies can get caught in it
    ~ Those with heightened sense of sight typically are able to see it better
    ~ Those whom are better trained with their eyes to see things can see the wire

    Bought Spell Slot

    Iron Dragon’s Bo Staff:

    Name: Iron Dragon’s Bo Staff
    Rank: C
    Type: Iron, Multi-Target, Defensive, Knockback
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Bo Staff is created by the caster molding a little cylinder into their hand made of iron before they seem to squeeze it a bit and a retractable bo staff pops out of the cylinder. Along the whole staff is a picture of a dragon wrapped around the pole, and each section that was hidden within the staff, has a piece of this dragon on it. The staff can extend to up to 70 meters on its own and when used in a fight, can smack enemies back when enough force is used on it.
    Strengths:
    ~ Retractable
    ~ Can be used to launch caster over a distance (much like a pole vault)
    Weaknesses:
    ~ Iron can be melted
    ~ Iron can be frozen
    ~ Can be stolen out of casters hands

    Bought Spell Slot

    Iron Dragon Umbrella:

    Name: Iron Dragon Umbrella
    Rank: C
    Type: Iron, Defense, Shield
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Iron Dragon Umbrella is casted by the caster touching their elbow, or reaching through sleeve to elbow and dragging out what seems to be an iron stick at first. Then they can open it up and reveal that the stick is an umbrella, or more specifically, and oil paper umbrella, or seems to be one. The whole umbrella itself is made entirely of iron and is used as a shield when opened up. The umbrella, when opened up, has 100 HP and can be twirled around when projectile is thrown at the wielder to make the projectile bounce off of it and away.
    Strengths:
    ~ Shield
    ~ Can bounce projectile away
    Weaknesses:
    ~ Can be taken away
    ~ Extreme cold can make metal brittle
    ~ Extreme heat can melt metal

    Bought Spell Slot

    Iron Dragon’s Wall:

    Name: Iron Dragon’s Wall
    Rank: C
    Type: Iron, Defense
    Duration: 4 posts
    Cooldown: 6 posts
    Description: When the casters hands are clapped together and pulled apart slowly, a literal wall of iron forms that is about half a meter thick, two meters tall, and a meter and a half wide. The wall acts as a shield wherever it’s placed in the ground.
    Strengths:
    ~ Acts like a shield
    Weaknesses:
    ~ The wall can be maneuvered around
    ~ Only one side protects whoever’s behind it

    Bought Spell Slot

    WIP C #5:

    Name:
    Rank: C
    Type: Iron,
    Duration:
    Cooldown:
    Description:
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 45%.

    Active: When the logs are swung at someone in their larger size, they hit them at .75x rank damage. This lasts as long as the spell does.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword deals rank damage as it is stabbed in a target, or is twisted in the target.

    Active: The sword can split into three different corkscrew style swords. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 50% of the damage that it originally would have dealt without it.
    Strengths:
    ~ Protects the body from up to 50% 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 50%. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon’s Iron head – B+ Spell:

    Name: Iron Dragon’s Iron Head.
    Rank: B+
    Type: Iron, Knockback, Buff – Strength
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon’s Iron Head is only able to be used during Iron Dragon's Scales. When the caster has created their scales on their head, then the Iron Dragon's Iron Head can be activated. The Iron Dragon Iron Head steels the casters Head more and uses it to increase the strength of the caster’s head so they can use it for a head butt, or to charge through a thick material, or even knock someone back. The spell buffs up the strength in the casters head by 40%.
    Strengths:
    ~ Creates more strength in the head to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the head and stop it in its tracks, effectively pushing them back
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    WIP B #1- weight iron:

    Name:
    Rank: B
    Type: Iron,
    Duration:
    Cooldown:
    Description: spell that places your metal onto a person's body when you hit them with your other spells that causes them to be weighed down by the metal placed on them
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    WIP B #2 bear trap:

    Name:
    Rank: B
    Type: Iron,
    Duration:
    Cooldown:
    Description: kinda bear trap type deal ish kinda
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    WIP B #3 porcupine:

    Name:
    Rank: B
    Type: Iron,
    Duration:
    Cooldown:
    Description: spiked body, like a porcupine
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    WIP B #4 exploding kunai:

    Name:
    Rank: B
    Type: Iron,
    Duration:
    Cooldown:
    Description: Exploding Kunai, like trifold sword, it breaks apart
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 50%
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Dragon’s Steel Snakes – A+ Spell:

    Name: Iron Dragon’s Steel Snakes
    Rank: A+
    Type: Iron, Offensive
    Duration: 7 posts
    Cooldown: 8 posts
    Description: To cast this spell, the caster must slam their hands into the ground, palm completely flat against the ground, and releases two 6 meter long Steel Snakes into the ground through her palms.

    Passive: The snakes are controlled by the caster to their intended target(s) and will attack by jumping out of the ground at their feet and slithering up to wrap around the bodies, dealing rank damage from squeezing as long as the target(s) are within 350 meters of the caster

    Active: When they wrap around the bodies, the snakes will release spikes from under their scales, upping the damage by 0.8 per post and capping at 2.4 more. The spell lasts for 3 posts, with a 5 post cooldown.
    Strengths:
    ~ Can squeeze enemies
    ~ Sneak attack
    Weaknesses:
    ~ Earth magic can sense them in the earth
    ~ Fire magic can melt them
    ~ Lightning magic can fry them

    WIP A #1 iron needle hair:

    Name:
    Rank: A
    Type: Iron,
    Duration:
    Cooldown:
    Description: telekinetically controlled iron needle hair, sprouting chains of needles that are linked magnetically end to end, and she uses magic to whip them around and extend them really far to hit further targets, Basically weaponizing hair
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    WIP A #2 spike trap:

    Name:
    Rank: A
    Type: Iron,
    Duration:
    Cooldown:
    Description: spike trap that you could shoot out multiple spikes from a surface on command to attack multiple enemies or a single one
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    WIP A #3:

    Name:
    Rank: A
    Type: Iron,
    Duration:
    Cooldown:
    Description:
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Micro Bugs – S+ Spell:

    Name: Iron Dragon’s Micro Bugs
    Rank: S+
    Type: Iron, Single target, DoT
    Duration: 6 posts
    Cooldown: 10 posts
    Description: Micro Bugs are created by the caster being able to grab hold of an opponent and at least scratching them, they don’t have to break skin. The scratch is a small scent for a mass of tiny little iron and steel bugs that will burrow their way into the scratched person’s body and burrow their way there for a bit. They can even enter through open wounds, and any other entry way to the body (ears, nose, mouth). At first, there won’t be any effect done to the opponent, till the caster jumps away and makes a motion with their hand like they were pressing a button on a single button remote. After a post of nothing happening, the bugs will set off tremors in the body after exploding and throwing the tiny shrapnel inside of them all around the body of their opponent. The first post of this deals .60 damage, and the next after deals an extra 0.60, and so on and so on for the last two, capping at 2.4 damage total from the bugs.
    Strengths:
    ~ Can catch the opponent off guard
    Weaknesses:
    ~ Lightning can fry the bugs and keep them from doing anything
    ~ Fire can melt the bugs within
    ~ Metal can remove the bugs

    WIP S #1 - spike strip thing:

    Name:
    Rank: S
    Type: Iron,
    Duration:
    Cooldown:
    Description: Spikes from ground that can impale, or be a barrier, activated by eyes and magic energy going over them just before spikes come
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    WIP S #2:

    Name:
    Rank: S
    Type: Iron,
    Duration:
    Cooldown:
    Description:
    Strengths:
    ~
    Weaknesses:
    ~

    Bought Spell Slot

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.5x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    WIP – H+ Spell - heavens wheel type spell:

    Name: Iron Dragon’s Maze HEAVEN WHEEL TYPE SPELL
    Rank: H+
    Type:
    Duration:
    Cooldown: 15 posts
    Description:

    Strengths:
    ~
    Weaknesses:
    ~

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of 1st D Spell Slot
    Proof of 4 other D Spell Slots
    Proof of 5 C and 4 B Spell Slots
    Proof of 3 A rank Spell Slots
    Proof of 2 S rank Spell Slots


    Last edited by Adalinda on 16th February 2019, 8:44 am; edited 32 times in total


    _____________________________________________________________________________________

    Adalinda ~ Iron Dragon, Third Gen ~ Alcohol Funds ~ Tamaria ~ Golden Lac 19/08/2019
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    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest 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
    Adalinda
    Adalinda

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Neutral Guild Ace- A-Rank- Halloween job event participant - Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- Summer Special Participant- Player 
    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
    Cosmic Coins : -
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

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

    I hope it's better now :)
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    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest 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

    Iron Dragon Slayer Magic - Third Gen 9EB27lh
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Lester Drynedi on 6th April 2018, 2:39 am

    ❀Unlocked and moved at users request

    ;;:
    Adalinda Ortinbras 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
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    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest on 9th April 2018, 10:43 pm

    Comments will be in this color.

    Adalinda Ortinbras wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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, Third Gen:

    ~ Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    ~ 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 10% MP.
    ~ Force lasts 7 posts.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) 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.
    ~ (D) 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.
    ~ (C) 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.
    ~ (B) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 10% Reduce this to 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: B
    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 B rank damage up to 50 meters away, C rank damage up to 70 meters away, and D rank damage up to 100 meters from the caster at 35 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 15 meters from her original spot at a time at 11 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Stricktly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, Offensive, Single Target
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. With the spikes, the hammer is able to deal 1.5x more damage to an opponent. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on. Go by requip rules for this spell
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking


    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Defensive, Instant, Single Target
    Duration: 2 Posts
    Cooldown: 3 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It increases the punching and kicking power by 1.5x. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second. Go by requip rules for this spell
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Sledgehammer:

    Name: Iron Dragon’s Sledgehammer
    Rank: B
    Type: Iron, Offensive, Single target
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: To cast this spell, the caster must shake their arm before they lift it up above their head to be able to bring it back down once more. The hammer has the insignia of a dragon on it. It reaches out 1.5 meters from the casters elbows and deals up to 1.5x damage. Go by requip rules for this spell
    Strengths:
    ~ Can bash things in
    ~ Can block up to two people with arm
    Weaknesses:
    ~ Cannot be removed from arm.
    ~ Hard to divert path after swung
    ~ Can easily hit allies
    ~ Top heavy if still for too long, effectively being able to launch the caster up and over
    ~ Attached to casters body

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing rank damage. 25% rank damage
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage. Cap the spell at 1.5 damage
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 4
    Cooldown: 5
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal .85 A rank damage per post. This could only cap at 2.5 damage altogether
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing rank damage 50% rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 1.3x more it would be 25% damage per hit damage at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 2x damage. Reduce it to 1.5
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.3x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot
    Adalinda
    Adalinda

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Neutral Guild Ace- A-Rank- Halloween job event participant - Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- Summer Special Participant- Player 
    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
    Cosmic Coins : -
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Adalinda on 10th April 2018, 6:52 pm

    bump, hope it's better now ^w^


    _____________________________________________________________________________________

    Adalinda ~ Iron Dragon, Third Gen ~ Alcohol Funds ~ Tamaria ~ Golden Lac 19/08/2019
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    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest on 10th April 2018, 8:11 pm

    Just a few more edits~

    Adalinda Ortinbras wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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, Third Gen:

    ~ Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    ~ 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 10% MP.
    ~ Force lasts 7 posts.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) 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.
    ~ (D) 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.
    ~ (C) 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.
    ~ (B) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: B
    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 B rank damage up to 50 meters away, C rank damage up to 70 meters away, and D rank damage up to 100 meters from the caster at 35 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 15 meters from her original spot at a time at 11 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Stricktly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 1.5x Most i'd allow is 1x rank damage rank damage with the spikes to whomever is at the receiving end of the hammer. Give a percent to this instead of a solid number, highest being 60%

    Active: The flat side of the Hammer deals rank damage. Add a cooldown and duration
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking


    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 2 Posts
    Cooldown: 3 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 1.5x. Highest i'd allow this to be is 60% increase

    Active: When the logs are swung at someone in their larger size, they hit them at a 1.5x rank damage. Add a duration and cooldown, and also cap it at 1x rank damage
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword can split into three different corkscrew style swords.

    Active: When on its own, it can deal 1.6x Most i can allow is 1x rank damage rank damage as it can twist about after in the target. When separated, the blades each deal .83 rank damage each post. Add a duration and cooldown
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.3x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot
    Adalinda
    Adalinda

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Neutral Guild Ace- A-Rank- Halloween job event participant - Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- Summer Special Participant- Player 
    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
    Cosmic Coins : -
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Adalinda on 10th April 2018, 8:29 pm

    I'll edit the damage and increase in strength, but wouldn't the cooldown and duration of the spell also be for the active? or does the active have it's own duration and cooldown along with it?


    _____________________________________________________________________________________

    Adalinda ~ Iron Dragon, Third Gen ~ Alcohol Funds ~ Tamaria ~ Golden Lac 19/08/2019
    #00ffff-Ada               #996699-Tam               #669999-Veles

    Iron Dragon Slayer Magic - Third Gen AdaSiggy
    Adalinda
    Adalinda

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Neutral Guild Ace- A-Rank- Halloween job event participant - Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- Summer Special Participant- Player 
    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
    Cosmic Coins : -
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Adalinda on 10th April 2018, 9:00 pm

    Bump, added in everything, hopefully it's good now ^u^


    _____________________________________________________________________________________

    Adalinda ~ Iron Dragon, Third Gen ~ Alcohol Funds ~ Tamaria ~ Golden Lac 19/08/2019
    #00ffff-Ada               #996699-Tam               #669999-Veles

    Iron Dragon Slayer Magic - Third Gen AdaSiggy
    avatar
    Guest
    Guest

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest on 11th April 2018, 10:20 am

    Requip actives have separate duration and cooldowns from the spell itself. ^^
    But now everything looks good~

    Spoiler:
    Adalinda Ortinbras wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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, Third Gen:

    ~ Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    ~ 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 10% MP.
    ~ Force lasts 7 posts.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) 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.
    ~ (D) 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.
    ~ (C) 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.
    ~ (B) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: B
    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 B rank damage up to 50 meters away, C rank damage up to 70 meters away, and D rank damage up to 100 meters from the caster at 35 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 15 meters from her original spot at a time at 11 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Stricktly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 60% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking


    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 60%.

    Active: When the logs are swung at someone in their larger size, they hit them at rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword can split into three different corkscrew style swords.

    Active: When on its own, it deals rank damage as it can twist about after in the target. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.3x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot

    Iron Dragon Slayer Magic - Third Gen 9EB27lh
    Lester Drynedi
    Lester Drynedi
     
     

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    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Lester Drynedi on 3rd May 2018, 11:16 pm

    Unlocked and moved at users request~

    ❀:
    Adalinda Ortinbras wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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, Third Gen:

    ~ Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    ~ 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 10% MP.
    ~ Force lasts 7 posts.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) 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.
    ~ (D) 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.
    ~ (C) 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.
    ~ (B) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: B
    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 B rank damage up to 50 meters away, C rank damage up to 70 meters away, and D rank damage up to 100 meters from the caster at 35 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 15 meters from her original spot at a time at 11 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Stricktly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 60% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking


    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 60%.

    Active: When the logs are swung at someone in their larger size, they hit them at rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword can split into three different corkscrew style swords.

    Active: When on its own, it deals rank damage as it can twist about after in the target. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.3x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot


    _____________________________________________________________________________________

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    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest on 9th May 2018, 2:20 pm

    A few edits to be made~

    Iron Sprint;; Decrease this down to 60%.

    Iron Dragon's Roar;; I'm a little iffy about this dealing 1.5 damage, 1x rank damage would do better since it's a sig.

    Iron Dragon’s Steel Snakes;; For the passive make it burst range, since it deals player ranked damage per turn. And the damage per post for the active should be specified.

    You can also have one D+ spell if you wish. (or if you have one it's unlabeled)
    Adalinda
    Adalinda

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Neutral Guild Ace- A-Rank- Halloween job event participant - Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- Summer Special Participant- Player 
    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
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    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Adalinda on 9th May 2018, 3:11 pm

    Bump~ fixed it all

    I'm opting out of D+ as I can't really think of anything for it too many spells already. Unless you have an idea or two I could use?


    _____________________________________________________________________________________

    Adalinda ~ Iron Dragon, Third Gen ~ Alcohol Funds ~ Tamaria ~ Golden Lac 19/08/2019
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    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Guest on 9th May 2018, 4:58 pm

    I'm unsure of any ideas, i have trouble coming up with spells myself lol. But if you ever think of one you're always free to add it in in the future.

    Spoiler:
    Adalinda Ortinbras wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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, Third Gen:

    ~ Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    ~ 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 10% MP.
    ~ Force lasts 7 posts.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) Front Row Seat: Adalinda loves to be up close in close combat, because of this, she passively has damage reductions of everything but lightning spells by 25% (lightning spells does 25% extra damage to her.
    ~ (D) 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.
    ~ (C) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (B) Iron Sprint: With the Iron in her body, she is able to run 60% faster as it gives her a boost to push her off of the ground faster.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    RP Only
    ~ 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.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: S
    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 S rank damage up to 35 meters away, A rank damage up to 50 meters away, B rank damage up to 70 meters away, C rank damage up to 100 meters away, and D rank damage up to 120 meters from the caster at 35 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    While ranking up, the spell will deal that ranks damage at 35 meters away, with the lower ranks following afterwards and increase up till S rank (e.g. B rank at 35 meters, C at 50 meters, D at 70 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 15 meters from her original spot at a time at 11 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Stricktly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 60% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking

    Iron Dragon’s Misty Tongue – C+ Spell:

    Name: Iron Dragon’s Misty Tongue
    Rank: C+
    Type: Iron, Defensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Iron Dragon’s Misty Tongue is where the caster is able to make balls of small iron scraps that are bunched together shoot from their mouth. When the ball hits the ground, the iron scraps scatter and give a misty area up to 40 meters around them. The balls can be created by the caster collecting saliva in their mouth and then starting to chew it as if it were gum before it’s spit out.
    Strengths:
    ~ Can make a smoke screen
    Weaknesses:
    ~ Those with enhanced senses can get through it
    ~ Magic barriers can block the spell

    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 60%.

    Active: When the logs are swung at someone in their larger size, they hit them at rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword can split into three different corkscrew style swords.

    Active: When on its own, it deals rank damage as it can twist about after in the target. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon’s Iron head – B+ Spell:

    Name: Iron Dragon’s Iron Head.
    Rank: B+
    Type: Iron, Knockback, Buff – Strength
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon’s Iron Head is only able to be used during Iron Dragon's Scales. When the caster has created their scales on their head, then the Iron Dragon's Iron Head can be activated. The Iron Dragon Iron Head steels the casters Head more and uses it to increase the strength of the caster’s head so they can use it for a head butt, or to charge through a thick material, or even knock someone back. The spell buffs up the strength in the casters head by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in the head to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the head and stop it in its tracks, effectively pushing them back
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Dragon’s Steel Snakes – A+ Spell:

    Name: Iron Dragon’s Steel Snakes
    Rank: A+
    Type: Iron, Offensive
    Duration: 7 posts
    Cooldown: 8 posts
    Description: To cast this spell, the caster must slam their hands into the ground, palm completely flat against the ground, and releases two 6 meter long Steel Snakes into the ground through her palms.

    Passive: The snakes are controlled by the caster to their intended target(s) and will attack by jumping out of the ground at their feet and slithering up to wrap around the bodies, dealing rank damage from squeezing as long as the target(s) are within 100 meters of the caster

    Active: When they wrap around the bodies, the snakes will release spikes from under their scales, upping the damage by 0.8 per post and capping at 2.4 more. The spell lasts for 3 posts, with a 5 post cooldown.
    Strengths:
    ~ Can squeeze enemies
    ~ Sneak attack
    Weaknesses:
    ~ Earth magic can sense them in the earth
    ~ Fire magic can melt them
    ~ Lightning magic can fry them

    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Micro Bugs – S+ Spell:

    Name: Iron Dragon’s Micro Bugs
    Rank: S+
    Type: Iron, Single target, DoT
    Duration: 6 posts
    Cooldown: 10 posts
    Description: Micro Bugs are created by the caster being able to grab hold of an opponent and at least scratching them, they don’t have to break skin. The scratch is a small scent for a mass of tiny little iron and steel bugs that will burrow their way into the scratched person’s body and burrow their way there for a bit. They can even enter through open wounds, and any other entry way to the body (ears, nose, mouth). At first, there won’t be any effect done to the opponent, till the caster jumps away and makes a motion with their hand like they were pressing a button on a single button remote. After a post of nothing happening, the bugs will set off tremors in the body after exploding and throwing the tiny shrapnel inside of them all around the body of their opponent. The first post of this deals .60 damage, and the next after deals an extra 0.60, and so on and so on for the last two, capping at 2.4 damage total from the bugs.
    Strengths:
    ~ Can catch the opponent off guard
    Weaknesses:
    ~ Lightning can fry the bugs and keep them from doing anything
    ~ Fire can melt the bugs within
    ~ Metal can remove the bugs

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.5x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Iron Dragon’s Maze – H+ Spell:

    Name: Iron Dragon’s Maze
    Rank: H+
    Type: Iron, Area of Effect, DoT
    Duration: 5 posts
    Cooldown: 15 posts
    Description: To start this spell, one would have to make a stronger version, or multiple versions of Iron Dragon’s Misty Tongue and powder the ground in smoke and mist. After the ground is initially dusted and it won’t go away, the caster kicks at the ground and a wall forms afterwards. When they touch it, the wall will suddenly extend to a 300 meter radius around them and the opponent(s). Within the walls of the maze, the opponent(s) must find their way out, as well as be weary of the traps set about while the original caster of the spell is safe away on a type of nest above the maze to overlook the process and control the traps at random. The traps start on the second post, each dealing .80 damage each post. The traps are set off by the caster, and consist of spikes coming from the floor, wall shifts to block the opponent(s) in, random weapons (swords, hammers, logs) coming out of the walls to all try and hinder the opponent(s) from even managing to get out of the seemingly endless maze.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can confuse opponent(s)
    ~ Has multiple weapons in one
    Weaknesses:
    ~ Metal Slayers can manipulate the walls and traps
    ~ Can’t use other spells during this spell
    ~ Uses 60% more MP
    ~ Spells that slow down time can allow opponents to get through faster

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot

    Iron Dragon Slayer Magic - Third Gen RxCMB8Q
    Onida
    Onida
     
     

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    Character Sheet
    First Magic: Glitch Magic
    Second Magic: N/A
    Third Magic: N/A

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Onida on 7th July 2018, 8:48 pm

    Unlocked and moved at user's request!

    Spoiler:
    @Adalinda wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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, Third Gen:

    ~ Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
    ~ 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 10% MP.
    ~ Force lasts 7 posts.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) Front Row Seat: Adalinda loves to be up close in close combat, because of this, she passively has damage reductions of everything but lightning spells by 25% (lightning spells does 25% extra damage to her.
    ~ (D) 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.
    ~ (C) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (B) Iron Sprint: With the Iron in her body, she is able to run 60% faster as it gives her a boost to push her off of the ground faster.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    RP Only
    ~ 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.

    Spells:

    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: S
    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 S rank damage up to 35 meters away, A rank damage up to 50 meters away, B rank damage up to 70 meters away, C rank damage up to 100 meters away, and D rank damage up to 120 meters from the caster at 35 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    While ranking up, the spell will deal that ranks damage at 35 meters away, with the lower ranks following afterwards and increase up till S rank (e.g. B rank at 35 meters, C at 50 meters, D at 70 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 15 meters from her original spot at a time at 11 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Stricktly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 60% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking

    Iron Dragon’s Misty Tongue – C+ Spell:

    Name: Iron Dragon’s Misty Tongue
    Rank: C+
    Type: Iron, Defensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Iron Dragon’s Misty Tongue is where the caster is able to make balls of small iron scraps that are bunched together shoot from their mouth. When the ball hits the ground, the iron scraps scatter and give a misty area up to 40 meters around them. The balls can be created by the caster collecting saliva in their mouth and then starting to chew it as if it were gum before it’s spit out.
    Strengths:
    ~ Can make a smoke screen
    Weaknesses:
    ~ Those with enhanced senses can get through it
    ~ Magic barriers can block the spell

    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 60%.

    Active: When the logs are swung at someone in their larger size, they hit them at rank damage. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword can split into three different corkscrew style swords.

    Active: When on its own, it deals rank damage as it can twist about after in the target. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon’s Iron head – B+ Spell:

    Name: Iron Dragon’s Iron Head.
    Rank: B+
    Type: Iron, Knockback, Buff – Strength
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon’s Iron Head is only able to be used during Iron Dragon's Scales. When the caster has created their scales on their head, then the Iron Dragon's Iron Head can be activated. The Iron Dragon Iron Head steels the casters Head more and uses it to increase the strength of the caster’s head so they can use it for a head butt, or to charge through a thick material, or even knock someone back. The spell buffs up the strength in the casters head by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in the head to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the head and stop it in its tracks, effectively pushing them back
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Charge up, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 20% for a single post, 40% when charged up 2 posts, and 80% when charged up 3 posts.
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Dragon’s Steel Snakes – A+ Spell:

    Name: Iron Dragon’s Steel Snakes
    Rank: A+
    Type: Iron, Offensive
    Duration: 7 posts
    Cooldown: 8 posts
    Description: To cast this spell, the caster must slam their hands into the ground, palm completely flat against the ground, and releases two 6 meter long Steel Snakes into the ground through her palms.

    Passive: The snakes are controlled by the caster to their intended target(s) and will attack by jumping out of the ground at their feet and slithering up to wrap around the bodies, dealing rank damage from squeezing as long as the target(s) are within 100 meters of the caster

    Active: When they wrap around the bodies, the snakes will release spikes from under their scales, upping the damage by 0.8 per post and capping at 2.4 more. The spell lasts for 3 posts, with a 5 post cooldown.
    Strengths:
    ~ Can squeeze enemies
    ~ Sneak attack
    Weaknesses:
    ~ Earth magic can sense them in the earth
    ~ Fire magic can melt them
    ~ Lightning magic can fry them

    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Micro Bugs – S+ Spell:

    Name: Iron Dragon’s Micro Bugs
    Rank: S+
    Type: Iron, Single target, DoT
    Duration: 6 posts
    Cooldown: 10 posts
    Description: Micro Bugs are created by the caster being able to grab hold of an opponent and at least scratching them, they don’t have to break skin. The scratch is a small scent for a mass of tiny little iron and steel bugs that will burrow their way into the scratched person’s body and burrow their way there for a bit. They can even enter through open wounds, and any other entry way to the body (ears, nose, mouth). At first, there won’t be any effect done to the opponent, till the caster jumps away and makes a motion with their hand like they were pressing a button on a single button remote. After a post of nothing happening, the bugs will set off tremors in the body after exploding and throwing the tiny shrapnel inside of them all around the body of their opponent. The first post of this deals .60 damage, and the next after deals an extra 0.60, and so on and so on for the last two, capping at 2.4 damage total from the bugs.
    Strengths:
    ~ Can catch the opponent off guard
    Weaknesses:
    ~ Lightning can fry the bugs and keep them from doing anything
    ~ Fire can melt the bugs within
    ~ Metal can remove the bugs

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.5x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Iron Dragon’s Maze – H+ Spell:

    Name: Iron Dragon’s Maze
    Rank: H+
    Type: Iron, Area of Effect, DoT
    Duration: 5 posts
    Cooldown: 15 posts
    Description: To start this spell, one would have to make a stronger version, or multiple versions of Iron Dragon’s Misty Tongue and powder the ground in smoke and mist. After the ground is initially dusted and it won’t go away, the caster kicks at the ground and a wall forms afterwards. When they touch it, the wall will suddenly extend to a 300 meter radius around them and the opponent(s). Within the walls of the maze, the opponent(s) must find their way out, as well as be weary of the traps set about while the original caster of the spell is safe away on a type of nest above the maze to overlook the process and control the traps at random. The traps start on the second post, each dealing .80 damage each post. The traps are set off by the caster, and consist of spikes coming from the floor, wall shifts to block the opponent(s) in, random weapons (swords, hammers, logs) coming out of the walls to all try and hinder the opponent(s) from even managing to get out of the seemingly endless maze.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can confuse opponent(s)
    ~ Has multiple weapons in one
    Weaknesses:
    ~ Metal Slayers can manipulate the walls and traps
    ~ Can’t use other spells during this spell
    ~ Uses 60% more MP
    ~ Spells that slow down time can allow opponents to get through faster

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot


    _____________________________________________________________________________________

    Iron Dragon Slayer Magic - Third Gen I2vE54b
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
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    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Lester Drynedi on 27th July 2018, 2:01 am

    heya lester here, bump when finished comments in this color and feel free to ask questions below!

    ❀:

    Also for requip spells can you add the weapons base melee damage and its Hp, if you don't want to it is okay, but the HP is the durability of the weapon when used as a shield and the base melee damage is stronger.



    ❀:
    @Adalinda wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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:

    ~ +25% Strength, Speed, and HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ The Force Ability.
    ~ Ability to Consume Magic of same element for MP
    ~ Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:
      ~ 2 Ranks Above Character: 0%
      ~ 1 Rank Above Character: 10%
      ~ Same Rank as Character: 25%
      ~ 1 Rank below Character: 35%
      ~ 2 Ranks below character: 50%
    Force, Third Gen:

    Third Generation Slayers: These slayers have learned the magic from the Dragon/God/Demon of their respective element, as well as imbued themselves with Lacrima from the same Dragon/God/Demon. This means ones primary and secondary must be made up of the same element, the primary magic being learned from the dragon/god/demon of the element, and the secondary magic being learned from the same dragon/god/demon but from a lacrima they produced.

    ~ Third Generation Force: Can be activated at will, anytime providing they have at least 50% of their base magic power remaining.
      ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
      ~ 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.) This adds a base of 5 melee damage onto their strikes.
      ~ During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
      ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) Front Row Seat: Adalinda loves to be up close in close combat, because of this, she passively has damage reductions of everything but lightning spells by 25% (lightning spells does 25% extra damage to her.
    ~ (D) 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.
    ~ (C) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (B) Iron Sprint: With the Iron in her body, she is able to run 60% faster as it gives her a boost to push her off of the ground faster.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every post along with her normal MP regain that dragon slayers originally have when consuming their own element, capping at 25% MP.
    Just change this so its 5% health regen every second post
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    RP Only
    ~ 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.

    Spells:

    Signature Spells:
    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: S
    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 S rank damage up to 35 meters away, A rank damage up to 50 meters away, B rank damage up to 70 meters away, C rank damage up to 100 meters away, and D rank damage up to 120 meters from the caster at 35 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    While ranking up, the spell will deal that ranks damage at 35 meters away, with the lower ranks following afterwards and increase up till S rank (e.g. B rank at 35 meters, C at 50 meters, D at 70 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 15 meters from her original spot at a time at 11 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ 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 .7 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, it can deal 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Strictly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 40% rank 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 70 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 55 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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 60% with the spikes to whomever is at the receiving end of the hammer.
    Passive buffs are 10% less than active, ca you drop this to 45% please

    Active: The flat side of the Hammer deals rank damage. This can lasts as long as the spell does.
    Just change this to multitarget damage, 0.75x rank damage
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking

    Iron Dragon’s Misty Tongue – C+ Spell:

    Name: Iron Dragon’s Misty Tongue
    Rank: C+
    Type: Iron, Defensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Iron Dragon’s Misty Tongue is where the caster is able to make balls of small iron scraps that are bunched together shoot from their mouth. When the ball hits the ground, the iron scraps scatter and give a misty area up to 40 meters around them. The balls can be created by the caster collecting saliva in their mouth and then starting to chew it as if it were gum before it’s spit out.
    Strengths:
    ~ Can make a smoke screen
    Weaknesses:
    ~ Those with enhanced senses can get through it
    ~ Magic barriers can block the spell

    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 60%.
    Drop this to 45% please

    Active: When the logs are swung at someone in their larger size, they hit them at rank damage. This lasts as long as the spell does.
    Just change this to multihit values (0.75x rank damage)
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword deals rank damage as it is stabbed in a target, or is twisted in the target.

    Active: The sword can split into three different corkscrew style swords. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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.
    Resistances can't go over 50%, but you can have a 50% spell damage resist, and a 10% physical damage resis
    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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 50%. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon’s Iron head – B+ Spell:

    Name: Iron Dragon’s Iron Head.
    Rank: B+
    Type: Iron, Knockback, Buff – Strength
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon’s Iron Head is only able to be used during Iron Dragon's Scales. When the caster has created their scales on their head, then the Iron Dragon's Iron Head can be activated. The Iron Dragon Iron Head steels the casters Head more and uses it to increase the strength of the caster’s head so they can use it for a head butt, or to charge through a thick material, or even knock someone back. The spell buffs up the strength in the casters head by 40%.
    Strengths:
    ~ Creates more strength in the head to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the head and stop it in its tracks, effectively pushing them back
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 50%
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Dragon’s Steel Snakes – A+ Spell:

    Name: Iron Dragon’s Steel Snakes
    Rank: A+
    Type: Iron, Offensive
    Duration: 7 posts
    Cooldown: 8 posts
    Description: To cast this spell, the caster must slam their hands into the ground, palm completely flat against the ground, and releases two 6 meter long Steel Snakes into the ground through her palms.

    Passive: The snakes are controlled by the caster to their intended target(s) and will attack by jumping out of the ground at their feet and slithering up to wrap around the bodies, dealing rank damage from squeezing as long as the target(s) are within 350 meters of the caster

    Active: When they wrap around the bodies, the snakes will release spikes from under their scales, upping the damage by 0.8 per post and capping at 2.4 more. The spell lasts for 3 posts, with a 5 post cooldown.
    Strengths:
    ~ Can squeeze enemies
    ~ Sneak attack
    Weaknesses:
    ~ Earth magic can sense them in the earth
    ~ Fire magic can melt them
    ~ Lightning magic can fry them

    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Micro Bugs – S+ Spell:

    Name: Iron Dragon’s Micro Bugs
    Rank: S+
    Type: Iron, Single target, DoT
    Duration: 6 posts
    Cooldown: 10 posts
    Description: Micro Bugs are created by the caster being able to grab hold of an opponent and at least scratching them, they don’t have to break skin. The scratch is a small scent for a mass of tiny little iron and steel bugs that will burrow their way into the scratched person’s body and burrow their way there for a bit. They can even enter through open wounds, and any other entry way to the body (ears, nose, mouth). At first, there won’t be any effect done to the opponent, till the caster jumps away and makes a motion with their hand like they were pressing a button on a single button remote. After a post of nothing happening, the bugs will set off tremors in the body after exploding and throwing the tiny shrapnel inside of them all around the body of their opponent. The first post of this deals .60 damage, and the next after deals an extra 0.60, and so on and so on for the last two, capping at 2.4 damage total from the bugs.
    Strengths:
    ~ Can catch the opponent off guard
    Weaknesses:
    ~ Lightning can fry the bugs and keep them from doing anything
    ~ Fire can melt the bugs within
    ~ Metal can remove the bugs

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.5x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Iron Dragon’s Maze – H+ Spell:

    Name: Iron Dragon’s Maze
    Rank: H+
    Type: Iron, Area of Effect, DoT
    Duration: 5 posts
    Cooldown: 15 posts
    Description: To start this spell, one would have to make a stronger version, or multiple versions of Iron Dragon’s Misty Tongue and powder the ground in smoke and mist. After the ground is initially dusted and it won’t go away, the caster kicks at the ground and a wall forms afterwards. When they touch it, the wall will suddenly extend to a 300 meter radius around them and the opponent(s). Within the walls of the maze, the opponent(s) must find their way out, as well as be weary of the traps set about while the original caster of the spell is safe away on a type of nest above the maze to overlook the process and control the traps at random. The traps start on the second post, each dealing .80 damage each post. The traps are set off by the caster, and consist of spikes coming from the floor, wall shifts to block the opponent(s) in, random weapons (swords, hammers, logs) coming out of the walls to all try and hinder the opponent(s) from even managing to get out of the seemingly endless maze.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can confuse opponent(s)
    ~ Has multiple weapons in one
    Weaknesses:
    ~ Metal Slayers can manipulate the walls and traps
    ~ Can’t use other spells during this spell
    ~ Uses 60% more MP
    ~ Spells that slow down time can allow opponents to get through faster

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot


    _____________________________________________________________________________________

    Adalinda
    Adalinda

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Neutral Guild Ace- A-Rank- Halloween job event participant - Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- Summer Special Participant- Player 
    Lineage : Warrior Dragon
    Position : None
    Posts : 533
    Guild : Onyx Moon [Ace]
    Cosmic Coins : -
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 30,993.75

    Character Sheet
    First Magic: Iron Dragon Slayer
    Second Magic: Third Gen
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Adalinda on 27th July 2018, 7:39 am

    bump, fixed


    _____________________________________________________________________________________

    Adalinda ~ Iron Dragon, Third Gen ~ Alcohol Funds ~ Tamaria ~ Golden Lac 19/08/2019
    #00ffff-Ada               #996699-Tam               #669999-Veles

    Iron Dragon Slayer Magic - Third Gen AdaSiggy
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Lester Drynedi on 27th July 2018, 1:22 pm

    Iron Dragon Slayer Magic - Third Gen KvF9ieo

    ❀:
    @Adalinda wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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:

    ~ +25% Strength, Speed, and HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ The Force Ability.
    ~ Ability to Consume Magic of same element for MP
    ~ Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:
      ~ 2 Ranks Above Character: 0%
      ~ 1 Rank Above Character: 10%
      ~ Same Rank as Character: 25%
      ~ 1 Rank below Character: 35%
      ~ 2 Ranks below character: 50%
    Force, Third Gen:

    Third Generation Slayers: These slayers have learned the magic from the Dragon/God/Demon of their respective element, as well as imbued themselves with Lacrima from the same Dragon/God/Demon. This means ones primary and secondary must be made up of the same element, the primary magic being learned from the dragon/god/demon of the element, and the secondary magic being learned from the same dragon/god/demon but from a lacrima they produced.

    ~ Third Generation Force: Can be activated at will, anytime providing they have at least 50% of their base magic power remaining.
      ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
      ~ 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.) This adds a base of 5 melee damage onto their strikes.
      ~ During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
      ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) Front Row Seat: Adalinda loves to be up close in close combat, because of this, she passively has damage reductions of everything but lightning spells by 25% (lightning spells does 25% extra damage to her.
    ~ (D) 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.
    ~ (C) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (B) Iron Sprint: With the Iron in her body, she is able to run 60% faster as it gives her a boost to push her off of the ground faster.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element, capping at 25% MP.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    RP Only
    ~ 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.

    Spells:

    Signature Spells:
    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: S
    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 S rank damage up to 35 meters away, A rank damage up to 50 meters away, B rank damage up to 70 meters away, C rank damage up to 100 meters away, and D rank damage up to 120 meters from the caster at 35 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    While ranking up, the spell will deal that ranks damage at 35 meters away, with the lower ranks following afterwards and increase up till S rank (e.g. B rank at 35 meters, C at 50 meters, D at 70 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 15 meters from her original spot at a time at 11 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ 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 .7 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, it can deal 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Strictly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 40% rank 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 70 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 55 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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip, Multi – Target
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 45% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals .75x rank damage. This can lasts as long as the spell does.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking

    Iron Dragon’s Misty Tongue – C+ Spell:

    Name: Iron Dragon’s Misty Tongue
    Rank: C+
    Type: Iron, Defensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Iron Dragon’s Misty Tongue is where the caster is able to make balls of small iron scraps that are bunched together shoot from their mouth. When the ball hits the ground, the iron scraps scatter and give a misty area up to 40 meters around them. The balls can be created by the caster collecting saliva in their mouth and then starting to chew it as if it were gum before it’s spit out.
    Strengths:
    ~ Can make a smoke screen
    Weaknesses:
    ~ Those with enhanced senses can get through it
    ~ Magic barriers can block the spell

    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 45%.

    Active: When the logs are swung at someone in their larger size, they hit them at .75x rank damage. This lasts as long as the spell does.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword deals rank damage as it is stabbed in a target, or is twisted in the target.

    Active: The sword can split into three different corkscrew style swords. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 50% of the damage that it originally would have dealt without it.
    Strengths:
    ~ Protects the body from up to 50% 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 50%. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon’s Iron head – B+ Spell:

    Name: Iron Dragon’s Iron Head.
    Rank: B+
    Type: Iron, Knockback, Buff – Strength
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon’s Iron Head is only able to be used during Iron Dragon's Scales. When the caster has created their scales on their head, then the Iron Dragon's Iron Head can be activated. The Iron Dragon Iron Head steels the casters Head more and uses it to increase the strength of the caster’s head so they can use it for a head butt, or to charge through a thick material, or even knock someone back. The spell buffs up the strength in the casters head by 40%.
    Strengths:
    ~ Creates more strength in the head to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the head and stop it in its tracks, effectively pushing them back
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 50%
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Dragon’s Steel Snakes – A+ Spell:

    Name: Iron Dragon’s Steel Snakes
    Rank: A+
    Type: Iron, Offensive
    Duration: 7 posts
    Cooldown: 8 posts
    Description: To cast this spell, the caster must slam their hands into the ground, palm completely flat against the ground, and releases two 6 meter long Steel Snakes into the ground through her palms.

    Passive: The snakes are controlled by the caster to their intended target(s) and will attack by jumping out of the ground at their feet and slithering up to wrap around the bodies, dealing rank damage from squeezing as long as the target(s) are within 350 meters of the caster

    Active: When they wrap around the bodies, the snakes will release spikes from under their scales, upping the damage by 0.8 per post and capping at 2.4 more. The spell lasts for 3 posts, with a 5 post cooldown.
    Strengths:
    ~ Can squeeze enemies
    ~ Sneak attack
    Weaknesses:
    ~ Earth magic can sense them in the earth
    ~ Fire magic can melt them
    ~ Lightning magic can fry them

    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Micro Bugs – S+ Spell:

    Name: Iron Dragon’s Micro Bugs
    Rank: S+
    Type: Iron, Single target, DoT
    Duration: 6 posts
    Cooldown: 10 posts
    Description: Micro Bugs are created by the caster being able to grab hold of an opponent and at least scratching them, they don’t have to break skin. The scratch is a small scent for a mass of tiny little iron and steel bugs that will burrow their way into the scratched person’s body and burrow their way there for a bit. They can even enter through open wounds, and any other entry way to the body (ears, nose, mouth). At first, there won’t be any effect done to the opponent, till the caster jumps away and makes a motion with their hand like they were pressing a button on a single button remote. After a post of nothing happening, the bugs will set off tremors in the body after exploding and throwing the tiny shrapnel inside of them all around the body of their opponent. The first post of this deals .60 damage, and the next after deals an extra 0.60, and so on and so on for the last two, capping at 2.4 damage total from the bugs.
    Strengths:
    ~ Can catch the opponent off guard
    Weaknesses:
    ~ Lightning can fry the bugs and keep them from doing anything
    ~ Fire can melt the bugs within
    ~ Metal can remove the bugs

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.5x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Iron Dragon’s Maze – H+ Spell:

    Name: Iron Dragon’s Maze
    Rank: H+
    Type: Iron, Area of Effect, DoT
    Duration: 5 posts
    Cooldown: 15 posts
    Description: To start this spell, one would have to make a stronger version, or multiple versions of Iron Dragon’s Misty Tongue and powder the ground in smoke and mist. After the ground is initially dusted and it won’t go away, the caster kicks at the ground and a wall forms afterwards. When they touch it, the wall will suddenly extend to a 300 meter radius around them and the opponent(s). Within the walls of the maze, the opponent(s) must find their way out, as well as be weary of the traps set about while the original caster of the spell is safe away on a type of nest above the maze to overlook the process and control the traps at random. The traps start on the second post, each dealing .80 damage each post. The traps are set off by the caster, and consist of spikes coming from the floor, wall shifts to block the opponent(s) in, random weapons (swords, hammers, logs) coming out of the walls to all try and hinder the opponent(s) from even managing to get out of the seemingly endless maze.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can confuse opponent(s)
    ~ Has multiple weapons in one
    Weaknesses:
    ~ Metal Slayers can manipulate the walls and traps
    ~ Can’t use other spells during this spell
    ~ Uses 60% more MP
    ~ Spells that slow down time can allow opponents to get through faster

    Proof of Magic Change
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    Proof of Spell Slot


    _____________________________________________________________________________________

    Fluffy
    Fluffy

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    Character Sheet
    First Magic: Flames Of The Underworld
    Second Magic:
    Third Magic:

    Iron Dragon Slayer Magic - Third Gen Empty Re: Iron Dragon Slayer Magic - Third Gen

    Post by Fluffy on 18th August 2018, 3:23 pm

    Unlocked and moved at user request.

    Spoiler:
    @Adalinda wrote:Magic

    Primary Magic: Iron Dragon Slayer Magic – 3rd Gen
    Secondary Magic: Dragon Slayer Lacrima (3rd Gen)
    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:

    ~ +25% Strength, Speed, and HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ The Force Ability.
    ~ Ability to Consume Magic of same element for MP
    ~ Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:
      ~ 2 Ranks Above Character: 0%
      ~ 1 Rank Above Character: 10%
      ~ Same Rank as Character: 25%
      ~ 1 Rank below Character: 35%
      ~ 2 Ranks below character: 50%
    Force, Third Gen:

    Third Generation Slayers: These slayers have learned the magic from the Dragon/God/Demon of their respective element, as well as imbued themselves with Lacrima from the same Dragon/God/Demon. This means ones primary and secondary must be made up of the same element, the primary magic being learned from the dragon/god/demon of the element, and the secondary magic being learned from the same dragon/god/demon but from a lacrima they produced.

    ~ Third Generation Force: Can be activated at will, anytime providing they have at least 50% of their base magic power remaining.
      ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
      ~ 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.) This adds a base of 5 melee damage onto their strikes.
      ~ During force spells cost no MP to cast, though they still adhere to durations and cooldowns as normal.
      ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    Unique Abilities:

    ~ (D) Drunk Stupor: When she drinks, Adalinda can focus 25% better than if she was sober. She focuses better, and has better reflexes
    ~ (D) Front Row Seat: Adalinda loves to be up close in close combat, because of this, she passively has damage reductions of everything but lightning spells by 25% (lightning spells does 25% extra damage to her.
    ~ (D) 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.
    ~ (C) Metal Head: Attacks that are made to get to the mind are 50% less likely to work as her mind is more fortified by the Iron in her.
    ~ (B) Iron Sprint: With the Iron in her body, she is able to run 60% faster as it gives her a boost to push her off of the ground faster.
    ~ (S) Steel Regen: As it’s a branch of Iron, Adalinda can morph her Iron into a sturdy steel material and eat it over her Iron to gain 5% health every other post along with her normal MP regain that dragon slayers originally have when consuming their own element, capping at 25% MP.
    ~ (H) Alcoholic Boost: When Adalinda drinks Ale her Melee attacks are 40% stronger than on their own.

    RP Only
    ~ 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.

    Spells:

    Signature Spells:
    Rank Signature Spell:

    Name: Iron Dragon's Roar
    Rank: S
    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 S rank damage up to 35 meters away, A rank damage up to 50 meters away, B rank damage up to 70 meters away, C rank damage up to 100 meters away, and D rank damage up to 120 meters from the caster at 35 meters per second with an Area of Effect of 3 meters wide 10 meters from the caster, increasing x2 every 10 meters.
    While ranking up, the spell will deal that ranks damage at 35 meters away, with the lower ranks following afterwards and increase up till S rank (e.g. B rank at 35 meters, C at 50 meters, D at 70 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 15 meters from her original spot at a time at 11 meters per second.
    Strengths:
    ~ Can travel distances without having motion sickness
    ~ Can be a deadly weapon when paired with other spells
    Weaknesses:
    ~ Limited range
    ~ 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 .7 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, it can deal 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
    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 Spikes:

    Name: Iron Dragon Spikes
    Rank: D
    Type: Iron, Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: On the casters hands, forearms, knees, shins, and their feet, spikes form that can help climb up, or over, things.
    Strengths:
    ~ Helps keep caster stable when climbing
    Weaknesses:
    ~ Strictly passive
    ~ Can’t use spells when climbing at 70-90 degrees vertically for risk of peeling off of whatever is being climbed

    Iron Dragon’s Pick Needles:

    Name: Iron Dragon’s Pick Needles
    Rank: D
    Type: Iron, Offensive, Multi- Target
    Duration: 1
    Cooldown: 2 posts
    Description: Iron Dragon’s Pick Needles are created by the caster wiggling their fingers about and having thin rods of iron come out of them. Passively, these needles can be used to pick locks on doors. Actively, they can be shot out from the casters hand up to 30 meters at 25 meters per second for D rank damage.
    Strengths:
    ~ Can pick locks
    ~ Can be thrown
    ~ Can make 10 needles at a time
    Weaknesses:
    ~ Can be broken while picking the lock
    ~ Can be caught by a target
    ~ Target can move out of the way
    ~ Objects can block the target

    Iron Dragon's Hidden Foot Blades:

    Name: Iron Dragon's Hidden Foot Blades
    Rank: D
    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

    Bought Spell Slot

    Iron Dragon’s Double:

    Name: Iron Dragon’s Double
    Rank: D
    Type: Iron, Support, Multi- Target
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Iron Dragon’s Double is the ability for the caster to make a double of themselves out of iron. That deals D-rank Melee damage and only has 100 HP. The double can cast spells, help the caster, or try to throw off enemies by posing as the caster, but they can’t speak. To cast the spell, the caster must first lay one hand out flat with their palm up, then put the side of their fist on top of it, thumb up, before they pull back and a grey blob starts to form and get bigger on its’ own after that, morphing itself into the caster.
    Strengths:
    ~ Can give a boost
    ~ Can use D rank spells
    ~ Can use C rank spells only with Caster
    Weaknesses:
    ~ Can’t use other spells outside of D-rank without caster
    ~ Magically created fire can melt the Iron
    ~ Water can rust the Iron
    ~ Uses 20% more MP

    Unlocked at H – Rank

    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 40% rank 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 70 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 55 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 Warhammer:

    Name: Iron Dragon's Warhammer
    Rank: C
    Type: Iron, ReQuip, Multi – Target
    Duration: 3 post
    Cooldown: 4 posts
    Description:
    Warhammer:
    Iron Dragon Slayer Magic - Third Gen War-maul
    Iron Dragon’s Warhammer makes a weapon form in the casters hand. The hammer is 2 meters tall on its own. The hammer can only be swung at 15 meters per second, but if done right, it can catch someone off guard and smack them head on.

    Passive: The wielder’s damage is boosted 45% with the spikes to whomever is at the receiving end of the hammer.

    Active: The flat side of the Hammer deals .75x rank damage. This can lasts as long as the spell does.
    Strengths:
    ~ Heavy weapon
    Weaknesses:
    ~ Can be stolen
    ~ Top heavy when held at the end of the staff
    ~ Slow to wield when attacking

    Iron Dragon’s Misty Tongue – C+ Spell:

    Name: Iron Dragon’s Misty Tongue
    Rank: C+
    Type: Iron, Defensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Iron Dragon’s Misty Tongue is where the caster is able to make balls of small iron scraps that are bunched together shoot from their mouth. When the ball hits the ground, the iron scraps scatter and give a misty area up to 40 meters around them. The balls can be created by the caster collecting saliva in their mouth and then starting to chew it as if it were gum before it’s spit out.
    Strengths:
    ~ Can make a smoke screen
    Weaknesses:
    ~ Those with enhanced senses can get through it
    ~ Magic barriers can block the spell

    Iron Dragon’s Club:

    Name: Iron Dragon’s Club
    Rank: C
    Type: Iron, Instant, ReQuip
    Duration: 3 Posts
    Cooldown: 4 posts
    Description: Iron Dragon’s Club is casted through transforming the users arm or leg into an iron club. It pretty much looks like an Iron log that can go from a needle size, to up to 13 meters in diameter, and up to 100 meters from the caster at a speed of 60 meters per second.

    Passive: It increases the punching and kicking power by 45%.

    Active: When the logs are swung at someone in their larger size, they hit them at .75x rank damage. This lasts as long as the spell does.
    Strengths:
    ~ Increased kicking and punching
    ~ Can detach from body
    Weaknesses:
    ~ Only can be used on one leg or one arm at a time
    ~ Can be easily kicked off balance when casted

    Unlocked at H – Rank

    B Spells:

    Iron Dragon’s Trefoil Sword:

    Name: Iron Dragon’s Trefoil Sword
    Rank: B
    Type: Iron, ReQuip
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description:
    Sword:
    Iron Dragon Slayer Magic - Third Gen B9360a1a2cbee4f8c60ae9f89910ee35

    To cast this spell, the caster must put their hands over one another, palms touching, and then grip the one on the bottom to pull out a spiraled sword. The sword reaches out 1.5 meters from the casters elbow.

    Passive: The sword deals rank damage as it is stabbed in a target, or is twisted in the target.

    Active: The sword can split into three different corkscrew style swords. When separated, the blades each deal .83 rank damage each post. This can be used for 2 posts and has a cooldown of 3 posts.
    Strengths:
    ~ Can twist in the body once impaled
    ~ Can separate to form three single blades
    Weaknesses:
    ~ Each blade can be knocked back
    ~ When separated, the blades can hook on things
    ~ Blades can be diverted easily on another weapon
    ~ A blast of the main elemental (earth, fire, water, air) spells can knock the blade off course

    Iron Dragon Scales:

    Name: Iron Dragon Scales
    Rank: B
    Type: Iron, Defensive, Buff - Resistance
    Duration: 6 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 50% of the damage that it originally would have dealt without it.
    Strengths:
    ~ Protects the body from up to 50% 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 Hands:

    Name: Iron Dragon's Hands
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Hands 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 Hands can be activated. The Iron Dragon Hands steels the casters hands more and uses it to increase the strength of the caster’s hands. The spell buffs up the strength in the casters hands by 50%. The same applies for amount of melee damage done when using a fist.
    Strengths:
    ~ Creates more strength in hands to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the hands and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon’s Iron head – B+ Spell:

    Name: Iron Dragon’s Iron Head.
    Rank: B+
    Type: Iron, Knockback, Buff – Strength
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon’s Iron Head is only able to be used during Iron Dragon's Scales. When the caster has created their scales on their head, then the Iron Dragon's Iron Head can be activated. The Iron Dragon Iron Head steels the casters Head more and uses it to increase the strength of the caster’s head so they can use it for a head butt, or to charge through a thick material, or even knock someone back. The spell buffs up the strength in the casters head by 40%.
    Strengths:
    ~ Creates more strength in the head to deal more damage
    Weaknesses:
    ~ Stronger opponents can catch the head and stop it in its tracks, effectively pushing them back
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Iron Dragon's Kick:

    Name: Iron Dragon's Kick
    Rank: B
    Type: Iron, Multi Target, Buff - Strength, Offensive
    Duration: Up To 6 posts
    Cooldown: Once per Thread
    Description: Iron Dragon's Kick is only able to be used during Iron Dragon's Scales. When the caster has created their scales, at least on their legs and feet, then the Iron Dragon's Kick can be activated. The Iron Dragon Kick steels the casters legs more and uses it to increase the strength of the caster’s kick. The spell buffs up the strength in the casters legs by 50%
    Strengths:
    ~ Creates more strength in legs to deal more damage with a kick
    Weaknesses:
    ~ Stronger opponents can catch the leg and stop it in its tracks
    ~ Magically created Fire can crash into it and cut the damage in half
    ~ Adds 15% more magic used on top of the Dragon Scales spell (45% total)

    Unlocked at H – Rank

    A Spells:

    Iron Dragon’s Steel War Fans:

    Name: Iron Dragon’s Steel War Fans
    Rank: A
    Type: Iron/Steel, Offensive, Multi-Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description:
    Steel War Fans:
    Iron Dragon Slayer Magic - Third Gen Deadly_fan___l5r_ccg_by_shockbolt
    To cast Steel War Fans, the caster must clench their hands and then slowly open them for a pair of closed steel fans to mold themselves into the grip. The fans closed are each 1 meter long. When they’re opened, it’s clear to see that there are blades on the tips of the leaves. The blades are meant to provide damage. Despite being made of steel, the duel fans can be waved about at 50 meters per seconds. When the fans are closed, they can be thrown at the enemy and open up on command to cut their enemy dealing 25% rank damage.
    Strengths:
    ~ Blades can be used to cut
    ~ Lightweight
    Weaknesses:
    ~ Can be deflected
    ~ Extreme heat can soften the blades
    ~ Ice can make the blades brittle

    Iron Dragon’s Bullets:

    Name: Iron Dragon’s Bullets
    Rank: A
    Type: Iron, Offensive, Multi – Target
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster makes either one, or both, of their hands into ‘guns’ by pointing out their index finger and having their thumb up and then proceeds to mimic shooting a gun, bullets fly out of the tip of the index fingers. Each bullet deal .25 of the rank damage each, but can hit on top of one another to add up the damage dealt, capping at 1.5 damage. The bullets range is 200 meters from the caster, going at 100 meters per second each bullet. If the target is closer, as in within 50 meters of the caster, the damage done by a single bullet is .75 of the rank damage.
    Strengths:
    ~ Can fire at a distance
    Weaknesses:
    ~ Objects blocking the way reduces damage amount
    ~ Objects blocking the way reduces speed
    ~ Target can move before the bullet reaches them

    Iron Dragon’s Hold:

    Name: Iron Dragon’s Hold
    Rank: A
    Type: Iron, Damage over Time, Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: When the caster stamps their foot on the ground, they can shoot out a bolt of Iron that will quickly morph around till it forms a 2D rectangle. After the rectangle takes effect, the square pops up to be a rectangular prism, then morph to look more like a hexagon coffin with a couple holes for air circulation in it. The coffin then grabs the target and holds them inside of it, refusing the let them go. When there is a captive in the grasp of the coffin, the caster then can control a series of spikes that deal 0.9 damage the initial post, then goes down by 0.2 every post afterwards the longer the captive is in the hold, capping at 2.5x damage total. (post 1: 0.9 damage, 2: 0.7, 3: 0.5, 4: 0.3, 5: 0.1)
    Strengths:
    ~ Spikes are controlled by caster.
    Weaknesses:
    ~ Can only grab one person at a time
    ~ Can’t be called back till after the spell is used up
    ~ Magically created Fire can melt a hole in the iron
    ~ Magically created Lightning can blow off the coffin’s door


    Iron Dragon’s Steel Snakes – A+ Spell:

    Name: Iron Dragon’s Steel Snakes
    Rank: A+
    Type: Iron, Offensive
    Duration: 7 posts
    Cooldown: 8 posts
    Description: To cast this spell, the caster must slam their hands into the ground, palm completely flat against the ground, and releases two 6 meter long Steel Snakes into the ground through her palms.

    Passive: The snakes are controlled by the caster to their intended target(s) and will attack by jumping out of the ground at their feet and slithering up to wrap around the bodies, dealing rank damage from squeezing as long as the target(s) are within 350 meters of the caster

    Active: When they wrap around the bodies, the snakes will release spikes from under their scales, upping the damage by 0.8 per post and capping at 2.4 more. The spell lasts for 3 posts, with a 5 post cooldown.
    Strengths:
    ~ Can squeeze enemies
    ~ Sneak attack
    Weaknesses:
    ~ Earth magic can sense them in the earth
    ~ Fire magic can melt them
    ~ Lightning magic can fry them

    Iron Draogn’s Lance:

    Name: Iron Dragon’s Lance
    Rank: A
    Type: Iron, Offensive, Area of Effect
    Duration: 4
    Cooldown: 6
    Description: The caster is able to transform both of their arms into long iron poles with a point on the end, which the user then utilizes to whip in a circular motion to clear out anything up to a 100 meter vicinity of them at 70 meters per second, dealing 0.5 rank damage. The lances can also be used to pole vault from on area to a next, or even launch the user up if they’re stuck in a canyon or anywhere there is no way out but up and no ladder.
    Strengths:
    ~ Can be used passively
    ~ Can take out an area
    Weaknesses:
    ~ Poles aren’t too thick and can be broken easily
    ~ Longer the pole, the more wobbly they can become and can be weighed down if jumped on or something falls on them.

    Unlocked at H – Rank

    S Spells:

    Iron Dragon’s Shrapnel:

    Name: Iron Dragon’s Steel Shrapnel
    Rank: S
    Type: Iron/Steel, Area of Effect
    Duration: 4
    Cooldown: 8 posts
    Description: Iron Dragon’s Steel Shrapnel is activated by the caster gripping their hands together while hugging themselves for a moment before they quickly throw their hands up and out around their body. What comes out of the casters hands is various sharp pieces of steel and iron shrapnel that rip through their opponents up to 200 meters away at 100 meters per second.
    Strengths:
    ~ Can be isolated to a certain area to not hit allies
    Weaknesses:
    ~ Allies can get caught in the line of fire
    ~ Back of the caster is exposed till their hands get behind them
    ~ Can’t use other spells at the same time (besides Buff – resistant spells beforehand)
    ~ Uses 35% more MP than normal

    Iron Dragon’s Chains:

    Name: Iron Dragon’s Chains
    Rank: S
    Type: Iron, Offensive, Multi Target, Knockback
    Duration: 7 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Chains are quite literally links of chains up to 250 meters each. They are casted by the caster throwing their hand out like they would with a whip and the chains would come out of their palms. Essentially, they’re to wrap around their enemy, but the chains can have spikes activated on them by will of the caster that scrape 0.25 more damage per hit at whomever is caught in them, or gets smacked by them. The chains will fly out from the casters hands at 200 meters per seconds. If they’re used to knock back, they can knock someone back at most 100 meters away from where they originally stood, at long as they are within 200 meters of the caster.
    Strengths:
    ~ Like a whip
    ~ If the caster doesn’t have the spikes activated when it wraps around an ally, they can yank them back towards them out of danger
    Weaknesses:
    ~ Can be grabbed by someone who isn’t in the path of the chains
    ~ Can’t change the course too much after casted unless extreme forces are used (e.g. falling off a cliff while casting the spell)
    ~ Things can fall on the chain to divert and stop it from going to its target

    Iron Dragon’s Micro Bugs – S+ Spell:

    Name: Iron Dragon’s Micro Bugs
    Rank: S+
    Type: Iron, Single target, DoT
    Duration: 6 posts
    Cooldown: 10 posts
    Description: Micro Bugs are created by the caster being able to grab hold of an opponent and at least scratching them, they don’t have to break skin. The scratch is a small scent for a mass of tiny little iron and steel bugs that will burrow their way into the scratched person’s body and burrow their way there for a bit. They can even enter through open wounds, and any other entry way to the body (ears, nose, mouth). At first, there won’t be any effect done to the opponent, till the caster jumps away and makes a motion with their hand like they were pressing a button on a single button remote. After a post of nothing happening, the bugs will set off tremors in the body after exploding and throwing the tiny shrapnel inside of them all around the body of their opponent. The first post of this deals .60 damage, and the next after deals an extra 0.60, and so on and so on for the last two, capping at 2.4 damage total from the bugs.
    Strengths:
    ~ Can catch the opponent off guard
    Weaknesses:
    ~ Lightning can fry the bugs and keep them from doing anything
    ~ Fire can melt the bugs within
    ~ Metal can remove the bugs

    Iron Dragon’s Drill:

    Name: Iron Dragon’s Drill
    Rank: S
    Type: Iron, Offensive, Single Target, Instant
    Duration: 3 Posts
    Cooldown: 8 Posts
    Description: Iron Dragon’s Drill is a drill made by the caster clapping their hands together and letting the iron take over their hands at the wrists to create a 2 meter long drill that has spikes on the edges of it. The drill whirls around at 150 meters per second and deals 1.5x damage.
    Strengths:
    ~ Can drill into things
    ~ Path can’t be diverted unless arms are shoved away
    Weaknesses:
    ~ Like a normal drill, can be stopped by something jamming it
    ~ Consumes 25% more magic when used
    ~ Cannot be detached from body
    ~ Path can’t be diverted unless arms are shoved away

    Unlocked at H – Rank

    H Spells:

    Iron Dragon’s Launcher:

    Name: Iron Dragon’s Launcher
    Rank: H
    Type: Iron, Offensive, Single-Target, Instant
    Duration: 1 post
    Cooldown: 10
    Description:
    Launcher:
    Iron Dragon Slayer Magic - Third Gen 2625255_1200_675
    The Iron Dragon’s Launcher is created by the caster rolling out one of their shoulders and then gripping it with their opposite hand before they seem to pull at themselves. As they pull, an iron launcher starts to form and the caster holds it there for a minute. When the launcher is fired, it fires a spinning log of iron and steel swirled around one another that has spikes at the tip of it. The log can be fired as far as 600 meters, depending on the angle the launcher is and the trajectory that it follows, at 350 meters per second dealing 1.5x damage.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can create a crater
    ~ Fast firing spell
    Weaknesses:
    ~ Launches caster back after firing
    ~ Can’t use other spells for 3 posts after firing
    ~ Uses 40% more MP

    Iron Dragon’s Maze – H+ Spell:

    Name: Iron Dragon’s Maze
    Rank: H+
    Type: Iron, Area of Effect, DoT
    Duration: 5 posts
    Cooldown: 15 posts
    Description: To start this spell, one would have to make a stronger version, or multiple versions of Iron Dragon’s Misty Tongue and powder the ground in smoke and mist. After the ground is initially dusted and it won’t go away, the caster kicks at the ground and a wall forms afterwards. When they touch it, the wall will suddenly extend to a 300 meter radius around them and the opponent(s). Within the walls of the maze, the opponent(s) must find their way out, as well as be weary of the traps set about while the original caster of the spell is safe away on a type of nest above the maze to overlook the process and control the traps at random. The traps start on the second post, each dealing .80 damage each post. The traps are set off by the caster, and consist of spikes coming from the floor, wall shifts to block the opponent(s) in, random weapons (swords, hammers, logs) coming out of the walls to all try and hinder the opponent(s) from even managing to get out of the seemingly endless maze.
    NOTE: WILL not BE USED AGAINST D OR C RANK CHARACTERS AND WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!
    Strengths:
    ~ Can confuse opponent(s)
    ~ Has multiple weapons in one
    Weaknesses:
    ~ Metal Slayers can manipulate the walls and traps
    ~ Can’t use other spells during this spell
    ~ Uses 60% more MP
    ~ Spells that slow down time can allow opponents to get through faster

    Proof of Magic Change
    Proof of Slayer Approval
    Proof of Spell Slot


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     Nyx LuxEquipmentPrimarySecondaryTetariy
    Iron Dragon Slayer Magic - Third Gen Nyxsig
    ★  You Created Me, Something I Would Have Never Seen.  ★

      Current date/time is 18th August 2019, 4:07 am