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    Glacier God Slaying Magic

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    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 9:27 am

    Name: Glacier God Slayer Magic
    Type: God Slayer
    Element: Ice & Frost

    Description: Unlike most God slaying magic, Oras’ Glacier God Slaying combines it’s own unique powers and properties, with Oras’ chaotic soul. His soul carries traits similar to Atia (the Goddess he is related to through complicated means), in that it is resistant against Gods, naturally hating them. This allows Oras’ Glacier God Slaying magic to fuse perfectly with his soul. One version of this is how Oras uses his magic to solidify, or stabilize his body. So that it’s no longer in a flux and chaotic state. With his magic being of the ice element, he has many abilities and spells that focus on slowing his enemies down and/or immobilizing them entirely, so that he can release powerful damage upon them.

    While Oras’ magic focuses on all out damage with a decent amount of spells designed to isolate his foe into a position where they can’t escape him, he does have other spells that are useful as a supporter. Whether it is simply slowing their enemies down, or even healing his allies. While he many not have many supportive spells, he does have a few. Many of his spells are meant to either last a long while, or get as many hits in as possible. Increasing his chances of dealing damage to his enemies. It even has ways to apply magic damage to his melee attacks.

    In addition to all of this, Oras has found out that ice has many forms, giving him more variety than most ice mages do. Not only this, but using different forms of ice makes it nearly impossible to control Oras’ ice, due to it’s base form being different than average ice on a molecular scale. Giving him an advantage over enemies who can control ice in general.



    List of Forms:

    Form I Average Ice you see all over the globe

    Form II A compressed rhombohedral crystalline version of Form I, and is a little more dense than Form III ice.

    Form III A heated tetragonal crystalline version of Form II. It is denser than water but less dense than it’s predecessor, Form II ice.

    Form IV A metastable rhombohedral crystalline phase. This is a difficult form to create.

    Form V A monoclinic crystalline phase and has the most complicated molecular structure of all forms.

    Form VI A tetragonal crystalline phase that exhibits a debye relaxation, making it highly resistant to electricity and lightning as it an incredibly and extremely low conductive material.

    Form VII A cubic crystalline ice that is more dense and cold, and can’t melt at room temperature. Unless facing insane degrees, it takes a while to melt. (the molecular structure is rather disordered)

    Form VIII A more ordered version of Form VII, and is more dense but less heat resistant.

    Form IX A tetragonal crystalline phase that is slightly denser than average ice.

    Form X Hot ice that can reach up to 822 degrees fahrenheit due to extreme pressures.

    Form XI An Orthorhombic hexagonal ice. This ice is ferroelectric, enabling it to store electricity.

    Form XII Ice just as strong as normal ice, but half the thickness, resulting in thin ice.

    Form XIII A monoclinic crystalline phase. The photon ordered version of Form V.

    Form XIV An Orthorhombic crystalline phase. The proton ordered form of Form XII.

    Form XV A photon ordered form of Form VI.

    Form XVI The least dense form of ice, it exists as both ice and water at the exact same time.


    Strengths:

    • More potent against Deities, demigods and angels than most magics
    • Oras’ other magic supports his Glacier magic.


    Weaknesses:

    • Has no bonuses against Demons
    • Oras cannot consume Demon Slaying Elements


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 9:30 am

    Lineage



    Legacy of Chaos





    Lore:

    Atia, the Goddess of Happiness, took joy and pride in her work.  Among all the gods in existence, she was perhaps the most optimistic and uplifting.  She spent most of her time guiding and aiding humans who sought out happiness, whether it be through altering events, showing them signs, or speaking to them, whether it be directly or indirectly.  Anything she could do to aid humans in finding happiness.  However she was naive and young, unaware of the evil nature of humans that corrupted everything, even happiness.  Some found happiness in worshiping her so she allowed them to create a sort of religion, with seven priests/priestess and a single head priest/priestess.

    Eventually, humans had discovered a way to take advantage of Atia.  They called for her aid in what seemed like harmless requests, that inevitably led to more crime, tyrants, greed, and corrupt individuals gaining influence and power.  At first Atia didn’t understand the connection and simply tried to help everyone.  In her blindness, she only made things worse, the corruption and evil nature of man growing and spreading like a virus infecting a defenseless host.  Soon she had discovered the truth and confronted her head priest, asking why she wasn’t informed of this, before discovering that he was possibly the most corrupt of them all.

    Her fellow deities had noticed this and cursed their relative for having caused such a disaster.  They reproached her, breaking her emotionally with their harsh and accusing words, making her believe that the entire corruption of mankind was her fault.  They forced her to watch as the gods of destruction and death were given permission to cull much of the human life in the land, their souls moving into the afterlife.  The event scarred her for life, breaking her emotionally.  She remained silent and still in that same spot for many years, different deities speaking down to her from time to time.

    One day she recovered after thinking for all those years.  Her essence of happiness was all but gone entirely.  The entire time she watched she saw that everything she knew was a lie.  And she also saw that there was only one thing that remained the same:  The world changed.  Not just from what she did, but on a microscopic level there were changes in everything.  Some insignificant but some that would inevitably change the world itself.  There were changes in the spiritual and ethereal realm as well.  She had discovered the one and only truth.  And from that truth she had made herself anew.

    She left her place of solitude and depression and reshaped her powers by sheer will, and became the goddess of Chaos and disorder.  Others believed that she was stealing their title and attempted to stop or end her.  However her power and ability’s were unique.  When she spoke to them they found they could not kill her and out of frustration went away to leave her alone.  She began to make the tiny changes in the world bigger, more amplified and stronger than before.  Anything she could to disrupt the other deities works.

    One day she decided to mess with the greatest deity of them all:  The God of Creation.  She knew that daily tasks such as giving life to humans in the womb were so natural that he paid them no mind, and thus she approached one such incident and tapped into the process of his.  Once inside she began to rip and tear out huge chunks of his creation, leaving gaping holes in the life he was making while taking other parts and shifting them around.  What she failed to realize was that she left behind a part of herself as well.  That part of her was replaced over time but what happened would change the child’s future as well as hers.

    By the time Atia realized her mistake she began to track the child, watching the misfortune that fell upon him.  She watched the mentor who took him in and recognized him:  A descendent of one of the only true and loyal priests of hers, who told her story to his children.  Her identity soon became nothing, but her truth.  The truth she now knew as Chaos lived on.  This mentor taught Oras this and he absorbed it.  Why shouldn’t he?  This very truth was a part of him now.  As she watched him grow into a man she began to feel she had a soft spot for the boy.




    RP Abilities:

    Revival
    Most people when they die they go to some afterlife.  Or get trapped in soul gems.  Or something to those natures.  Oras can’t.  When his body ceases to function it triggers a chain reaction.  The first event is a detonation.  His soul creates a massive explosion that reaches out to a one hundred meter radius.  Anything caught in the blast is immediately and utterly destroyed.  Transformed into an unknown type of energy and consumed by Oras’ soul.  It is possible to survive the blast, but at the cost of all one’s mana, using it as a sort of sacrifice and substitute of one’s life.  Immediately after the detonation, the blast gets sucked back into the center, becoming a very unique singularity.  Oras’ soul hovers in the center, a black mess of energy constantly shifting and moving.  It absorbs anything within a fifty meter radius, sucking anything within that reach in and consuming it.  The more it consumes the faster the reconstruction process goes.  

    Over time the soul shifts from black, to purple, to blue, to the typical light blue everyone sees spirits as.  Eventually the soul will take the energy it’s gathered and reconstruct Oras’ body around itself.  Exactly as he and his equipment was just before he was killed.  While his physical body and mana may have been completely restored however, the process of restoring his body causes insane and torturous pain to Oras, thus he’s left weak and vulnerable.






    Summoning
    Oras is not a god or deity.  However his soul is related to one, and thus it is possible to summon him.  Whether by accident or on purpose.  Oras could be summoned by accident if one is attempting to summon a chaotic deity, god or other powerful being, and they do the process wrong.  This usually occurs when the summoning is being done via ritual circle or runes, chanting and such.  It is extremely rare for someone with summoning magic to accidentally summon Oras as most summoners link themselves with their summons.  The second method of summoning Oras is, of course, through contracts.  Oras learned of this through a wizard named Ruvel, and also he learned of the Yokai version of contracts from Izayuki.  Needless to say Oras wasn’t particularly interested in either version and thus made his own combination of their methods.

    Similar to the Yokai contracts, Oras had selected a type of object in which he could make contracts out of.  Unlike Yokai contracts that are essentially leaves however, Oras’ contract comes in the shape of a silver coin.  There is a symbol that resides on both sides of the coin.  The same one on his mask and outfit:  a symbol that means chaos.  Unlike the Yokai contracts however, they cannot be given to anyone else.  If Oras gave someone a contract, only they could hold it.  It would phase through anyone else’s hands as if it didn’t exist.  This is where his contracts become similar to most summoner contracts:  It is directly bound between Oras and the person he had made it with.  If Oras wishes he can break any contract he wishes, but people can still accidentally summon him..  Which usually pisses him off.






    Fractured Sight
    The five senses of the world (or six if your a wizard), are so simplistic yet allow beings to view the world around them.  Oras however, does not necessarily have to rely on these senses.  He does, in fact, have a seventh.  It essentially allows him to look at the world through his soul, which is already vastly different than any other soul in existence.  Instead of seeing the world through a physical sense, he can look at the different essences, auras, signals, etc.  Shapes, colors, shades, and movements tell him many different things.  When he’s looking at an entity (mortal or immortal beings, spirits or physical bodies, etc.) he can see them in three parts:  The body.  The spirit.  And their Aura.  Their body color will depend on just what it is they are.  Their race and gender essentially.  The color of their soul depends on their personality and morality.  The more corrupt or immoral they are, the darker they appear.  The more just and moral they are the brighter they appear.  Finally their aura, which can tell Oras what type of power or abilities they have.  Magic is by default blue.  Holy is gold like, with demonic being red.  There are many many different types of powers as well, so Oras must learn them over time.  He can tell how powerful or controlled/uncontrolled their magic is by the aura’s size and how stable it appears.

    In addition to all of this however he also has the ability to see other aspects, such as signals (technology/magic devices connecting such as phones, computers, linked artifacts, telepathic connections), waves such as sound waves, radio waves.  He can see remnants of anything marked by magic.  Typically if it’s not a powerful spell he can see through invisibility.  Anything done via technology is colored red.  Anything done via magic is colored blue.  Anything done by nature itself is colored green.  The downside to this is that he can’t keep it active for long.  At max he can only let it last five minutes.  With each minute he uses it, he requires two minutes to recover  (so five minute use would mean a ten minute wait).






    Integrated Reality
    Everyone likes to think the world has some sort of fixed structure.  The world is round.  The sun keeps shining.  And we all live happily knowing none of this will change in our lifetime…  Oras knows better.  By understanding how fragile the world, the universe, the multiverse and all dimensions truly are, he’s able to shatter the border between them.  He’s able to cross over between dimensions yes, but it’s not an easy feat, far from it.  It’s very taxing on him.  Not from breaking a hole in dimension to travel between them no.  It’s from keeping the hole from collapsing in on itself and creating a permanent tear in reality.  It is easier for him to keep holes from collapsing in on themselves when traveling between the physical and spiritual realm, but it’s still a bit draining.  When traveling between realms he cannot take anyone who doesn’t have a changeable soul like he does.  Otherwise their body and quite possibly their soul would shred into pure energy and be lost forever between dimensions.  Have you tried to keep your physical body when stepping into the spiritual realm?  No?  Thought not.  Don’t try it, it’s painful either way.

    While Oras does have a soul that can fit his needs by reshaping his body into…  Well anything, be it physical, spiritual, life force, pure energy, pure mana, pure..  Whatever you call the energy his soul generates.  It is still very painful to do.  This is why Oras doesn’t exactly enjoy crossing dimensions using this method, and will only do so if it’s of the utmost emergencies.






    Psychometry
    Oras has inherited much from his, ‘mother’.  The being of Chaos may not have realized that she was creating something new, unique, something that was hers, but when she did she had poured her heart into it.  Granted most of that heart was the searing rage and bloodlust towards her fellow deities and gods, but a part of who she was before all that was mixed in with it.  The desire to see people smile.  To see people happy.  To see joy and prosperity.  For she was, in the beginning, a goddess of emotions, compassion and generosity.  While Oras doesn’t often feel these effects, he has gained some of Atia’s old powers because of this part of her.  Oras has the ability to see and feel the emotions of others.  By reaching out with his mind he can feel what others around him feel.  He can target one individual with this effect, or an entire crowd.  Even when he’s not purposefully feeling for emotions however, if someone nearby is having very strong and potent emotions in that moment, they brush against him and he feels it.

    The only way Oras can see emotions is if he uses Fractured Sight.  When he does, in addition to a person’s aura they have a certain ‘glow’.  The color of this glow depends on their current emotions, and many times there are several rows of colors.  The downside to this is that Oras cannot turn it off, and massive amounts of heightened emotions can disorientate him if he can’t control it.






    Anomaly
    Most souls are similar, despite being different races.  They may have a different feeling or color to them, depending on their race, whether they’re a demon, mortal or god.  In the end however, it doesn’t really mean anything.  They are similar enough.  Oras however, is an entirely different case.  His soul is in a constant state of flux.  Unstabilized and uncontrolled.  Because of these constant shifts and changes, Oras’ soul changes from one type of being to another.  One could say it was a true shapeshifter, if it weren’t for the fact that it doesn’t even register as that.  It’s just..  Everything and nothing at the same time.  Because of this flux like state and changing, he can be felt and sensed by anyone able to sense or see aura’s and souls as anything at all.  Sometimes he appears to be a human, yokai, elf, Dwarf, Dragon, Animal, Demon, God, Half breed, angel, etc.  He can also be felt as different power levels.  Ranging from rank D to rank Z and even beyond.

    Oras cannot control how he’s sensed, and regardless of what it feels like his strength is or race is, his power does not change.  He can reshape his body to any appearance he pleases, though it takes a while to do so.  He isn’t, after all, an actual shapeshifter.  The downside to this is that if anyone has sensed him once, it’s usually impossible to keep his real identity hidden from them.






    Atia’s Malediction
    Upon speaking with Atia, learning more about her and what her intentions are, she gives him a unique ability.  Something that, while takes a massive amount of his spiritual energy and mana, could prove to be quite useful to him.  Oras can channel his chaotic energy to separate from him and latch onto another.  The result of this occurring is:..  Bad luck.  Literally.  Depending on how much of Oras’ soul energy he disperses, the bad luck can be minor nuisances, or lethal events.  The effect, or curse, is called “Atia’s Malediction”.  While under this effect, it seems as if the world itself is out to get the victim.  Minor nuisances would include things like getting hit by water from nowhere, tripping over yourself despite being perfectly balanced, knocking into something you didn’t see, or something knocking into you, stubbing your toe on accident, stepping on an ant pile, etc.  They aren’t lethal but can be annoying really quickly.  Moderate bad luck would be things that could harm you but aren’t lethal.  Such as catching sickness, getting a cut somehow, stepping on a nail, door slamming your fingers, falling into a hole or ditch, getting mugged, etc.  Then there is the lethal bad luck.  Any form of bad luck that would kill you, be it deadly plagues, structures collapsing around you, losing balance focus or strength in the middle of a fight, encountering a very powerful dark mage.  Anything that could prove lethal.

    At the same time however, the curse can’t last forever.  Depending on how much mana and soul energy is spent, it can last between a week, to a year.  If the victim’s life is in disarray, chaos or confusion (mental wise) then the length of time can be extended by an additional day.  If the curse is non lethal and just a nuisance then Oras doesn’t show any weariness.  If it’s deadly, lethal and lasts a long time, Oras could very well fall unconscious for an hour or two after applying it.

    Additional Note:  Requires OOC Permission to apply.






    Distortion of Nature (Gravity)
    There are five natural forces in the known universe.  Within reality at least.  Gravity.  Nuclear Power.  Electromagnetism.  Space.  And Time.  By utilizing his soul’s ability to create chaos and distort anything, Oras can control each of these to some degree, at the cost of fatigue, recharge or some other downside.  Gravity is the easiest of the five for Oras to control.  Despite what everyone leads themselves to believe, Gravity is in fact the weakest of the five forces.  This however, is an advantage for Oras.  Gravity can slip through time, making it easy for him to utilize that aspect.  Despite gravity being the easiest to manipulate however, it does require concentration.  The slightest mistake could cause too much pressure, applying changes to the wrong area, or (at worst case scenario) creating a black hole he didn’t mean to make.  Thus when he has distractions, manipulating gravity can become rather dangerous..  This is why he usually doesn’t do many incredible feats with gravity in the middle of combat, other than maybe making himself or someone else fly, or something else like that.

    While Oras can control gravity in general, it is extremely difficult if not impossible to alter gravity that is under magical influence.  Whether it’s an enchantment, magical artifact, or someone else’s magic being used.  He would need to dispel the magic before he could do so.






    Distortion of Nature (Electromagnetism)
    Of the five natural forces of the universe, Electromagnetism is probably the second easiest to control.  It doesn’t take too much effort to create a magnetic field if you know what you’re doing, and creating electricity is easy as well.  And when you have a soul that distorts the very laws of physics itself, controlling electromagnetism and bending it to your will doesn’t seem too difficult.  Like Gravity, it doesn’t apply much fatigue on Oras at all, but it does require a bit of concentration.  By distorting the natural flow of electromagnetism, and by creating his own waves of it, it does give him the ability to perform a type of telekinesis, as well as transmute objects.  By generating, altering and moving the electromagnetism of objects and their surroundings, he can move anything and anyone he likes without touching them.  Doing this requires the least amount of concentration but he still needs to focus.  Or else they vanish and whatever he’s moving stops or drops.  He can also use it to move the molecules in the air and in an object around, transforming any object or structure into any shape he likes, or into something else entirely.  Such as turning coal into gold, etc.  This however takes more concentration as it’s change on a molecular level, and thus the tiniest mistake could prove to be a problem.

    While Oras can control the electromagnetism of objects and people, including the surrounding area.  He cannot create it on enchanted objects or places.  If something is under magical influence then he cannot control them.  The same goes for any being who can use magic.






    Distortion of Nature (Nuclear)
    While Gravity and Electromagnetism may be rather easy for Oras to control, if not requiring concentration at least, Nuclear control is more straining on Oras than it requires concentration.  Nuclear power, namely the power of the atoms, is something that is extremely delicate, yet simple to understand.  There isn’t much one can do with nuclear power other than charge something up, create radiation or cause an nuclear blast.  However Oras can in fact find uses sometime in the future.  Charging anything up would be easy for him to do, and isn’t a danger to him either.  Radiation isn’t a threat to Oras, not only because of his ability to control it, but also because his body and soul are already in a flux like state, and thus Radiation passes right through him unhindered.  He can also force Radiation to thin out and vanish quickly, without dealing too much damage to the environment or people.  And while he can create nuclear explosions he’s, well…  Just, not going to do that under just about every circumstance.  The devastation would far outweigh the usefulness.

    As usual of course, while he can control nuclear forces, he cannot control nuclear power that’s under magical influence or being controlled by another.






    Distortion of Nature (Space)
    The last two natural forces of the universe are the most straining to control, but manageable if Oras isn’t under a lot of stress, weary or pain.  Space requires concentration while also applies stress to him.  He can consume mana to ease the stress on him but this makes it very hard to use in combat.  By controlling and manipulating space, Oras can create portals, wormholes.  He can bend space and twist it however way he wants.  By doing so he can make landscapes curve.  He could take a city block and fold it on itself.  Over time Oras can learn how to use this power and not be strained, but there is always a breaking point.  The larger, longer and more frequent he distorts space, the more stress he puts on his body and mind.  However space is also intertwined with dimensions.  Because of this, he can bend the world around him regardless of what dimension he is in.  If he entered a world where space didn’t exist however, then this ability would be pointless.  He cannot control, alter or break space that is controlled by someone’s magic.





    Distortion of Nature (Time)
    The most difficult force of nature to control, ever.  Time puts a great strain on Oras as well as requires much concentration.  Opening up windows in time is the easiest for him to do, which still puts a strain on him.  These ‘windows’ allow him to see into the past, or into the future.  The further he looks, the more it strains him.  If he tries looking further than six months he’ll pass out.  If he tries looking further than a year he dies and his revive ability activates.  He can also bring time to a halt, but can only freeze time for a limited amount of time.  Namely one minute if he isn’t already tired or weakened.  Usually however it’s thirty seconds.  He can also create a small bubble for others to be unaffected by this ability.  Finally he can leap into the future or past, but only a few seconds or minutes at a time.  Doing so greatly weakens him and gives him a minor headache.  Over time his powers over nature may grow, but unlike Atia he isn’t a pure chaos being.  His soul is partial human and partial chaos, thus the difficulty using it’s more potent powers.  As always, he cannot effect areas that are under magial influence.



    Combat Abilities:

    Name:  Ancestral Hatred
    Passive Ability: Always Active
    Description:  Not only did Oras inherit a chaotic soul from Atia, the being of Chaos, but he also inherited her feelings as well.  While most are subtle, what remains strong is her hatred against the Gods and Deities.  She hates them with such a passion, that her hatred manifested into raw power, giving her a very deadly advantage over her counterparts.  While Oras does not gain as, potent an advantage as that, he does have a natural resistance to any attacks Gods may attempt to deal to him.  All attacks dealt from Gods, Deities, Heavenly equipment and Angels are reduced in potency by 75%.





    Name:  Surging Power
    Passive Ability: Always Active
    Description:  Oras’ soul isn’t of this world.  Nor is it ove the world of deities.  Atia exists as a completely different being in a completely different state.  One that is unknown to anyone, even Oras.  His soul generates a unique form of energy that none can duplicate..  However at the same time, his soul can transform that energy into just about anything.  Therefore his mana comes from his chaotic soul.  In addition to this, his soul flows energy through his body and magic, amplifying his magic power, and dealing additional 75% magical damage.





    Name:  Font of Power
    Passive Ability: Just as Oras’ soul generates energy that can be transformed into any other form.  So too can his soul steal said energy.  This can be done passively or forcefully, and most of the time it’s done passively.  Just pulling the energy from the air and objects around him.  Not enough to be noticeable but still enough to gather power.  This not only aids his Glacier God Slaying Magic, but it also gives him access to more mana than the average wizard does.  Oras has access to an additional 75% amount of mana for his spells.
    Description:  





    Name:  Dimensional Distortion
    Toggle Ability: Can be turned on/off
    Description:  Having a chaotic soul is difficult to handle, but once in control he can use his chaotic soul to distort the world around him.  One of the ways he does this is by distorting space and the dimensions around him.  Regardless of what most people say about their ‘special’ teleporting spells or abilities, all teleportation works the same way in this world of reality:  Traveling through space.  By distorting and disrupting space and dimensional area, he prevents any and all forms of teleporting from working.  However, this also affects allies, and thus he’s learned how to turn this ability on and off.





    Name:  Phantom’s Bane
    Active Spell: Always Active
    Description:  Distorting the space and dimensions around Oras is an incredible feat, but Oras goes even further.  While his power is naturally drawn to chaos and destruction, he can also pull objects and people into order.  Whether it’s mortals vibrating their body or weapon fast enough to phase through objects or spells.  Whether it’s a spirit, phantom, angel, demon or god.  Regardless of what it is, Oras can stabilize them in the physical sense, preventing them from being able to phase.  They cannot phase to escape Oras’ blows and they cannot phase to get through Oras’ defenses.


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 9:36 am

    Unique Abilities



    True Freeze:
    Name:  True Freeze
    Active Spell: -  Must be activated
    Description:  One of the first unique forms of ice Oras had mastered was the distinct form VII of ice.  Form VII ice is unique in that it’s more dense than normal ice, making it harder and stronger.  Not only that, but form VII ice doesn’t melt at room temperatures.  Oras, when applying magic, can take this to a whole new effect.  By targeting his opponent’s spells, he can essentially freeze the spell they are using or expelling, by using the same amount of mana they themselves were using.  This isn’t actually freezing the spells in the sense of turning them to ice, but simply putting them to a permanent halt, and thus nullifying the spell.  It can be used once per post.





    Accumulating Ice:
    Name:  Accumulating Ice
    Passive Toggle Spell  -  Ability doesn’t happen by accident, only when Oras means for it to
    Description:  When an object cools or freezes up, it doesn’t have to form ice.  Anything that cools down tends to become a little more dense.  Oras increases this effect greatly.  By using his magic, anytime he or his spells make contact with his target (a successful hit), their weight doubles, applying a speed debuff of 5% up to the buff cap equal to his current rank.





    Kinetic Shift:
    Name:  Kinetic Shift
    Passive Spell  -  Always active
    Description:  When something cools down or freezes, the kinetic energy usually transfers along with the heat that left the body/object.  Normally that heat travels elsewhere, somewhere the cold doesn’t exist.  However Oras is able to manipulate it so that anything that cools down around him transfers the kinetic energy into his own body.  While it doesn’t heat him up due to his body’s frozen/icey state, it does give him a speed boost equal to his rank.  And given how Oras’ body automatically chills the air when he wants it to, he can have this buff at any time.





    Frozen Infusion:
    Name:  Frozen Infusion
    Passive Spell  -  Always Active
    Description:  The ice created, controlled and used by Oras is immensely powerful.  While it is fueled by his magic, it’s also fueled by his chaotic soul.  Normally his soul is chaotic and unstable, which in turn makes his body as such.  Oras however fuses his body with his ice magic.  Using the stabilized ice to stabilize his body.  With his body being stable, his soul in turn transfers a stable amount of power to his body, giving him an increase in magical damage up to his rank.





    Enhanced Frost:
    Name:  Enhanced Frost
    Passive Spell  -  Always Active
    Description:  In the same way Oras’ soul strengthens his body (which is a fusion of his unstable body and his ice magic, creating a stabilized form) in magic damage.  It also strengthens him physically.  With his body now being stable, his strength is far greater than it had been before, giving him a physical damage boost equal to his rank.



    Fragmented (Locked Until S Rank):
    Name:  Fragmented
    Active  -  Oras must activate this to use it.
    Description:  Because Oras’ body is infused with ice to balance it out with Oras’ chaotic soul, he can turn his body into pure ice, which he can then move at will.  By doing so, he can transform his body into solid ice or snow, and pull himself around an opponent’s incoming attack up to his rank, whether it be magical or physical.  Can only be used to dodge one attack per post.



    Dimensional Shift (Locked Until H Rank):
    Name:  Dimensional Shift
    Passive Spell  -  Always active
    Description:  Just like how Oras can draw kinetic energy from the ice he conjures up, so too can he draw it from those around him, as well as from other dimensions thanks to his chaotic soul.  Anything that is cold in existence he can draw energy and strength from, giving him a 40% buff to magic damage, and a 35% buff to speed.


    Last edited by Oras Auro on 16th September 2018, 9:15 pm; edited 3 times in total


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 9:40 am

    Signature & Rank D Spells





    Signature Spells”:

    Name:  Reflection
    Rank:  D
    Type:  Burst, Instant
    Damage:  N/A
    Range:  15 Meters
    Speed:  Instant
    Duration:  N/A
    Cooldown:  N/A
    Description:  All ice has a reflective surface.  Because of this, and because Oras can always be surrounded by ice at any moment, by touching a reflective surface, he can instantly teleport to any other reflective surface within a fifteen meter radius instantly.
    Strengths:  

    • Allows Oras to evade attacks at the last second

    Weaknesses:  

    • Can’t use if there aren’t reflective surfaces




    Name:  Icicle Strike
    Rank:  Oras' rank up to S
    Type:  Signature, Multi Target, Instant
    Damage:  90 per hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  N/A
    Cooldown:  N/A
    Description:  Oras launches a dozen frozen icicles that deal magic damage on hit.
    Strengths:  

    • Acts as multiple attacks at once.

    Weaknesses:  

    • Can only be cast once per post.






    Rank D Spells”:

    Name:  Freezing Arrows
    Rank:  D
    Type:  Multiple Target, Instant
    Damage:  30 each hit
    Range:  45 Meters
    Speed:  30 Meters per second
    Duration:  N/A
    Description:  Oras launches a dozen ice arrows at  his target.  These arrows are 2 centimeters thick, and are four inches long, designed to pierce.
    Strengths:  

    • An easy and quick spell to cast to attack with.

    Weaknesses:  

    • Cannot alter their course once launched.




    Name:  Focused Arrow
    Rank:  D
    Type:  Single Target, Instant
    Damage:  40 on hit
    Range:  60 Meters
    Speed:  60 Meters per second
    Duration:  N/A
    Description:  Instead of firing several freezing arrows, Oras launches a single stronger one.  One inch thick and five and a half inches long, it’s shaped to better pierce with more force and weight in it.
    Strengths:  

    • Arrow is specially shaped to pierce defenses better than other spells.

    Weaknesses:  

    • Only one arrow can be launched rather than several.




    Name:  Icicle Chains
    Rank:  D
    Type:  Multi Target
    Damage:  30 per hit
    Range:  45 Meters
    Speed:  30 Meters per second
    Duration:  3 Posts
    Description:  Forming a dozen chains of ice, Oras can use these to lash out at his enemies, or he can use it to tie/chain up his opponents.
    Strengths:  

    • They are multipurpose

    Weaknesses:  

    • They can only apply damage once each




    Name:  Cone of Cold
    Rank:  D
    Type:  AoE, Instant
    Damage:  20 damage on hit
    Range:  30 Meters
    Speed:  15 Meters per second
    Duration:  3 Posts
    Description:  Oras releases a powerful blast of cold in a cone like shape where he is aiming.  He can strike from both hands, allowing him to attack in any direction and alter it’s direction while casting.  In addition, it also slows whoever is struck by it by 40%.
    Strengths:  

    • Strikes in a widespread attack

    Weaknesses:  

    • It’s possible to dodge this attack




    Name:  Flash Freeze
    Rank:  D
    Type:  Burst, Effect
    Damage:  N/A
    Range:  15 Meters
    Speed:  15 Meters per second
    Duration:  1 Posts
    Description:  Oras lets loose a quick blast of cold that instantly freezes the surrounding area.  Dropping the temperature of the air itself, freezing everything solid.  It also freezes anyone for one post it comes in contact with, unless Oras wishes it not to.
    Strengths:  

    • Creates ice Oras can control

    Weaknesses:  

    • Only reaches 15 meters




    Locked Until Purchased

    Name:  Shatter
    Rank:  D
    Type:  Burst, Instant/Debuff
    Damage:  N/A
    Range:  Physical Contact
    Speed:  N/A
    Duration:  3 Posts
    Description:  Anything can be frozen.  Anything frozen solid can be shattered.  This concept is the same with armor and physical defenses.  If Oras uses this spell, any physical contact he makes with his opponent freezes then cracks (or shatters) their armor, scales, etc.  (physical defense)  by 40%.
    Strengths:  

    • Reduces physical defenses

    Weaknesses:  

    • Requires direct contact




    Locked Until Purchased

    Name:  Frost Shield
    Rank:  D
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  15 Meters
    Speed:  15 Meters per second
    Duration:  1 post
    Description:  Oras conjures up a quick shield for himself that can block up to three rank D strikes.  He can also conjure it a little ways away in case he needs to protect an ally.
    Strengths:  

    • Can protect him or another

    Weaknesses:  

    • Isn’t very strong




    Locked Until Purchased

    Name:  Chill
    Rank:  D
    Type:  Single, DoT
    Damage:  20 damage per post
    Range:  Physical Contact
    Speed:  N/A
    Duration:  3 Posts
    Description:  Oras’ physical contact can chill his targets greatly, causing minor frostbite that harms the target over time until it wears off.
    Strengths:  

    • Can apply automatically, making melee combat useful.

    Weaknesses:  

    • Cannot deal up to 2.5x damage due to maximum duration limit for rank D spells.




    Locked Until Purchased

    Name:  Aura Strike
    Rank:  D
    Type:  Multi Target, Instant
    Damage:  30 per hit
    Range:  Physical Contact
    Speed:  N/A
    Duration:  2 Posts
    Description:  Oras’ hands and/or weapon is cloaked in a frozen aura that deals magic damage with each hit.  Allowing him to deal magical damage in melee combat.
    Strengths:  

    • Applies Oras’ magical advantage in the physical aspect.

    Weaknesses:  

    • Only deals 75% of rank D damage per hit.




    Locked Until Rank H

    Name:  Reversal
    Rank:  D
    Type:  Burst, Buff
    Damage:  N/A
    Range:  N/A
    Speed:  N/A
    Duration:  3 Posts
    Description:  Cold air falls down while hot air rises.  Oras can reverse this effect, allowing him to fly in the air if he desires.  When done right it also gives him a 40% boost in speed.
    Strengths:  

    • Makes Oras more fast and agile.

    Weaknesses:  

    • Does not last forever.




    Advanced Spell

    Name:  Frost Nova
    Rank:  D+
    Type:  AoE, Instant/Debuff
    Damage:  30 damage
    Range:  45 Meters
    Speed:  25 Meters per second
    Duration:  4 posts
    Description:  Oras releases an outward bast of frost in a dome like shape around him.  The result is instant damage and a chilling effect that slows targets down by 45%.
    Strengths:  

    • Chills his enemies while also damaging them.

    Weaknesses:  

    • It’s not potent enough to freeze them solid.



    Last edited by Oras Auro on 20th September 2018, 8:49 am; edited 4 times in total


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 10:01 am

    Rank C and B Spells





    Rank C Spells:

    Name:  Ice Shards
    Rank:  C
    Type:  Multi Target, Instant
    Damage:  45 per hit
    Range:  90 Meters
    Speed:  65 Meters per second
    Duration:  N/A
    Description:  Oras fires a dozen ice shards about four inches long and two inches thick.  Despite being small they are rather powerful, especially at extreme speeds.  Oras can alter their direction in mid combat by curving them.
    Strengths:  

    • Can move their direction mid flight

    Weaknesses:  

    • Are not as strong as a single target spell alone.




    Name:  Cold Wind
    Rank:  C
    Type:  AoE, Immobilize, Debuff
    Damage:  30 on hit
    Range:  60 Meters
    Speed:  30 Meters per second
    Duration:  5 Posts
    Description:  Oras releases a chilling blast of air that expands quickly, covering a sixty meter radius.  Anyone hit by this wind is chilled, hurting them from the shock of instant cooling, becoming frozen solid, and becoming 45% slower for as long as the spell lasts.
    Strengths:  

    • Hurts targets as well as slows them down.

    Weaknesses:  

    • It’s not cold enough to freeze them completely.




    Name:  Frostbrand Weapon
    Rank:  C
    Type:  Multi Target, Instant
    Damage:  45 per hit
    Range:  Varies on Weapon type.  Physical Contact - 90 Meters.
    Speed:  N/A
    Duration:  2 Posts
    Description:  Oras creates a weapon (or weapons) out of his ice magic.  They deal magic damage with each hit.
    Strengths:  

    • Allows Oras to deal magic damage in melee combat instead of physical damage.

    Weaknesses:  

    • Gives Oras a weapon even when he’s weaponless.




    Locked Until Purchased

    Name:  Searing Shards
    Rank:  C
    Type:  Multi Target, Instant
    Damage:  45 Per hit
    Range:  90 Meters
    Speed:  65 Meters per second
    Duration:  N/A
    Description:  Oras creates and launches a dozen ice shards but these are different than his normal spells.  Due to the ice being Form X, these shards aren’t cold, and are in fact counted at two hundred degrees fahrenheit.
    Strengths:  

    • Oras can use a heat attack rather than a cold attack, while still using ice.

    Weaknesses:  

    • Don’t deal any more damage than Ice Shards.




    Locked Until Purchased

    Name:  Frostbite
    Rank:  C
    Type:  Single Target, DoT
    Damage:  30 damage per post
    Range:  Physical Contact
    Speed:  N/A
    Duration:  5 Posts
    Description:  Oras’ touch can be extremely cold.  If Oras or anything he’s holding comes in contact with another individual, their body is chilled to the point of frostbite.
    Strengths:  

    • A stronger version of chill.

    Weaknesses:  

    • Requires direct contact to apply.




    Locked Until Purchased

    Name:  Hypothermia
    Rank:  C
    Type:  Single Target, Immobilize
    Damage:  N/A
    Range:  120 Meters
    Speed:  120 Meters per second
    Duration:  1 Post
    Description:  Oras can cast a spell that chills the target to the point of freezing the blood and organs of his target, immobilizing them solid.  Even after they are no longer immobilized however, their blood and organs still feel the chilled aftermath.
    Strengths:  

    • Freezes opponents insides, and thus immobilizing them.

    Weaknesses:  

    • Has to hit target to do so.




    Locked Until Purchased

    Name:  Binding Ice
    Rank:  C
    Type:  Single Target, Healing
    Damage:  Heals for 60 HP
    Range:  120 Meters
    Speed:  120 Meters per second
    Duration:  N/A
    Description:  Oras reconnects severed muscles, nerves, and skin by creating a bendable ice between the damage.  This keeps it from being broken any further, and while it’s still cold as ice it acts as a temporary replacement.  The ice vanishes only if broken, or when the cells regenerate naturally.
    Strengths:  

    • One of Oras’ few Healing spells.

    Weaknesses:  

    • One of Oras’ few healing spells.




    Locked Until Purchased

    Name:  Wall of Frost
    Rank:  C
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  30 Meters
    Speed:  30 Meters per second
    Duration:  2 Posts
    Description:  Oras conjures up a thick wall of solid frost that can take up to three rank C hits.  He can protect himself, or conjure it up within it’s radius if an ally needs the protection more than him.
    Strengths:  

    • It can protect Oras and/or Oras’ allies.

    Weaknesses:  

    • Allies have to be within Oras’ range for him to defend them.




    Unlocked Until Rank H

    Name:  Frozen Prison
    Rank:  C
    Type:  Burst, Defense
    Damage:  N/A
    Range:  30 Meters
    Speed:  30 Meters per second
    Duration:  2 Posts
    Description:  Oras creates a prison made of ice.  This prison can take any shape or form and those trapped inside it must destroy the trap before they can attack anyone else.  It can survive up to three rank C hits.
    Strengths:  

    • Enemies must use up spells and mana to destroy the prison before they can even attack Oras.

    Weaknesses:  

    • Not very strong and best used to distract enemies or trap weaker foes.




    Advanced Spell

    Name:  Frostbeam
    Rank:  C+
    Type:  Single Target, Instant
    Damage:  90 damage on hit
    Range:  180 Meters
    Speed:  180 Meters per second
    Duration:  N/A
    Description:  Oras fires a blast intense cold and frost compacted into a concentrated beam that deals damage to his target.
    Strengths:  

    • Powerful and precise, able to strike a weak spot in armor and such.

    Weaknesses:  

    • Can only target one individual at a time.






    Rank B Spells:

    Name:  Ice Spears
    Rank:  B
    Type:  Multi Target, Instant
    Damage:  60 dmg per hit
    Range:  150 Meters
    Speed:  110 Meters per second
    Duration:  N/A
    Description:  Oras creates a dozen or more strong and powerful spears of ice that he hurls at his foes.  These spears are six feet long and two inches thick and are designed to pierce even strong material with their force.
    Strengths:  

    • Specialized in piercing and applying damage each.

    Weaknesses:  

    • It has to hit the target to pierce and damage.




    Name:  Icicle Burst
    Rank:  B
    Type:  Multi Target, Instant
    Damage:  60 per hit
    Range:  150 Meters
    Speed:  110 Meters per second
    Duration:  N/A
    Description:  Oras creates a sort of wall of frozen spikes that lunge up from the ground, wall or ceiling.  The spikes start on one end, and raise up in a line which can change direction until the spell is complete.
    Strengths:  

    • Effective against large groups.

    Weaknesses:  

    • Difficult to use against a single enemy.




    Name:  Glacier Missile
    Rank:  B
    Type:  AoE, Debuff, Immobilize
    Damage:  40 damage on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Description:  A sphere of ice that when detonated, releases a massive amount of frost, cold air and icicles out in a massive blast, striking all nearby target.  Immediate effects are instant damage and immobilization for one post, freezing solid.  When they thaw out they have a 50% speed debuff until the spell duration reaches it’s end.
    Strengths:  

    • Applies multiple effects on the target.

    Weaknesses:  

    • Can only effect those within it’s radius.




    Locked Until Purchased

    Name:  Siphoning Frost
    Rank:  B
    Type:  Single Target, Drain
    Damage:  Drain 5% hp every other post.
    Range:  200 Meters
    Speed:  200 Meters per second
    Duration:  6 Posts
    Description:  Creating a new type of ice, Oras releases a sort of wave or blanket of frost that moves swiftly towards his target.  The frost can weave through molecules to avoid being blocked by objects or other people, and latches onto the target.  Slowly draining health from them into Oras, healing him for 5% health every other post.
    Strengths:  

    • Heals Oras over time.

    Weaknesses:  

    • Can only be applied to one individual at a time.




    Locked Until Purchased

    Name:  Aura of Frost
    Rank:  B
    Type:  Burst, Passive, Debuff
    Damage:  N/A
    Range:  50 Meters
    Speed:  N/A
    Duration:  N/A
    Description:  Oras is covered in a cold aura that covers the surrounding area in a blanket of frost.  While he can dampen the effects to the point of being barely noticeable, in combat the ground is covered in a frozen mist, and his enemies speed are reduced by 25%.  Oras also has a natural 25% resistance to debuffs that slow him.
    Strengths:  

    • Doesn’t require mana to cost and is always active.

    Weaknesses:  

    • The effects of the aura aren’t too strong by itself.




    Locked Until Purchased

    Name:  Arctic Armor
    Rank:  B
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  N/A
    Speed:  N/A
    Duration:  3 Posts
    Description:  By forming ice around his body, Oras creates a sort of armor that protects him and his equipment.  It takes three rank B hits to destroy.
    Strengths:  

    • Protects him and his equipment as well.

    Weaknesses:  

    • Cannot protect others unless Oras steps between them and an incoming attack.




    Locked Until Purchased

    Name:  Deep Freeze
    Rank:  B
    Type:  AoE, Immobilize, Debuff
    Damage:  40 on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Description:  Oras creates a massive wave that weaves through solid, spiritual and magical objects alike, damaging anything it touches as well as freezing everything solid.  Immobilizing targets for one post and creating ice for him to control.  When targets are no longer frozen, they have a 50% speed debuff until the spell wears out.
    Strengths:  

    • Applies multiple effects and creates ice for him to control.

    Weaknesses:  

    • Cannot freeze what’s already frozen.




    Unlocked Upon Rank H

    Name:  True Freeze
    Rank:  B
    Type:  AoE, Immobilize, Debuff
    Damage:  40 on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Description:  A wave of freezing wind that not only freezes targets solid for one post and damages them, but also reduces the total magic damage his targets can deal by 50%.
    Strengths:  

    • Can effect opponent’s magic as well as their body.

    Weaknesses:  

    • Other than that it’s just another freezing/AoE spell.




    Advanced Spell

    Name:  Hail Strike
    Rank:  B+
    Type:  Multi Target, Instant
    Damage:  90 each hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Description:  Oras conjures a swarm of large hail that rains down on the field dealing damage with each strike.
    Strengths:  

    • Generates lots of hail due to it being a storm, therefore making it difficult to miss.

    Weaknesses:  

    • Doesn’t last long.



    Last edited by Oras Auro on 17th September 2018, 6:44 am; edited 3 times in total


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 10:04 am

    Rank A & S Spells





    Rank A Spells:

    Name:  Ice Lances
    Rank:  A
    Type:  Multi Target, Instant
    Damage:  75 each hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Description:  Oras conjures and launches a dozen or more lances of ice that are eight feet long and two and a half inches thick.  Designed to pierce through just about anything and deal a great amount of damage.
    Strengths:  

    • Powerful in damage and piercing.

    Weaknesses:  

    • Cannot turn mid flight.




    Name:  Glacier Golem (Defensive)
    Rank:  A
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  75 Meters
    Speed:  Golems move at 75 Meters per second
    Duration:  7 Posts
    Description:  Controlling and creating ice isn’t all he can do.  It’s also possible for Oras to create around a dozen ice golems that act as defenders.  Defending either Oras, his allies or the other golems, able to withstand three rank A hits.  It’s also possible for Oras to infuse them with souls, and store those souls in ice crystals when the golem itself falls apart.  He must obtain these souls from an outside source.  Their appearance is usually tall and slightly bulky, and they move rather fast for their size.
    Strengths:  

    • If Oras infuses souls in them, they become sentient.  Can act and think for themselves.

    Weaknesses:  

    • Without souls, Oras must control them himself which can sap at his concentration.




    Name:  Frozen Flames
    Rank:  A
    Type:  Multi Hit, Instant
    Damage:  75 per hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Description:  By creating Form X ice as tiny shards clustered in groups, he can create a fire of sorts.  It of course isn’t fire at all and is instead a collection of ice shards, but due to it’s heat and color it appears to be fire.  It’s temperature reaches up to six hundred fifty degrees fahrenheit and Oras can create a dozen or more attacks before the frozen flames disperse completely.  He can launch them as fireballs, missiles, cover his hands with it, or launch it as a beam.  Shape of the attack can be changed.
    Strengths:  

    • Just like normal fire, Frozen Flames can take any shape.

    Weaknesses:  

    • Just like Frostbrand weapons, it can only last so long.




    Locked Until Purchased

    Name:  Winter’s Herald
    Rank:  A
    Type:  Burst, Passive (Immobilize/Buff)
    Damage:  N/A
    Range:  75 Meters
    Speed:  75 Meters per second
    Duration:  N/A
    Description:  When one has mastered Glacier God Slaying Magic, as well as have infused their own body with their very element, in addition to having a chaotic soul, you get two particular benefits.  Oras gains a 55% buff to magic damage, but his soul can also released a wave of energy outwards in a seventy five meter radius, that instantly freezes everything and everyone, immobilizing them for one post.
    Strengths:  

    • Allows Oras to immobilize his enemies for free.

    Weaknesses:  

    • Has to wait for the blast to recharge.




    Locked Until Purchased

    Name:  Hungering Cold
    Rank:  A
    Type:  AoE, DoT, Debuff
    Damage:  50 AoE damage, 50 DoT damage for 5 posts.
    Range:  150 Meters
    Speed:  75 Meters per second
    Duration:  5 Posts
    Description:  Conjuring a sort of mist of frost around him, the mist spreads out in all directions, seeking out any forms of life.  Oras can control what the mist effects and what it doesn’t.  Upon initial impact, the mist deals AoE damage and DoT frostbite damage, while also reducing victim speed by 55%.  The frostbite continues to damage the target until the duration runs out.
    Strengths:  

    • Can damage targets with AoE damage as well as apply DoT damage.

    Weaknesses:  

    • This is assuming the target is within range of the spell for it to hit.




    Locked Until Purchased

    Name:  Glacier Prison
    Rank:  A
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  75 Meters
    Speed:  75 Meters per second
    Duration:  4 Posts
    Description:  Similar to Frozen Prison, Oras can create a more stronger version.  Ice far stronger, thicker, and with a higher heat resistance.  It can withstand up to three A rank attacks as well.
    Strengths:  

    • Prevents enemies from attacking Oras or his allies until they destroy the prison.

    Weaknesses:  

    • The prison can in fact be destroyed.




    Unlocked Upon H Rank

    Name:  Thermal Frost
    Rank:  A
    Type:  Multi Target, DoT
    Damage:  50 damage per post
    Range:  225 Meters
    Speed:  110 Meters per second
    Duration:  5 Posts
    Description:  Oras fires three blasts of ice, each blast consisting of a thousands of tiny shards that can move around or melt through objects.  The Form X ice when striking the target covers them in a blanket of frost that reaches eight hundred degrees fahreinheit, dealing damage over time.
    Strengths:  

    • Can target multiple enemies at the same time.

    Weaknesses:  

    • Has to hit the targets to apply the DoT




    Advanced Spell

    Name:  Frozen Vortex
    Rank:  A+
    Type:  AoE, DoT, Burn
    Damage:  75 AoE damage, 75 DoT damage, 5% burn damage every other post.
    Range:  225 Meters
    Speed:  110 Meters
    Duration:  9 Posts
    Description:  Singularities are created when a single point in space becomes so dense that the gravity pulls objects and even space towards it.  Oras doesn’t create a singularity, but he compresses a massive amount of ice into a single point that it creates something similar known as a Frozen Vortex.  The central sphere is too strong and dense to break in any way, and is surrounded by Frozen fire that constantly circles it with great speed.  The entire radius applies AoE damage and applies a DoT frostbite before pulling anything and everything into the center of the vortex, where targets are dealt 5% of rank A damage as burn damage every other turn.
    Strengths:  

    • Deals massive amounts of damage over time.

    Weaknesses:  

    • Has a large cooldown, forcing the user to only use it sparingly.






    Locked Until Rank Reached
    Rank S Spells:

    Name:  Frost Pulse
    Rank:  S
    Type:  Single Target, Instant
    Damage:  120 on hit
    Range:  400 Meters
    Speed:  400 Meters per second
    Duration:  N/A
    Description:  A sort of focused pulse that moves similarly to how sound does, save for that it does not spread out the further it travels.  This wave of cold and frost can easily pass through solid objects until it hits it’s target.
    Strengths:  

    • Makes terrain and flying debris pointless against it.

    Weaknesses:  

    • Cannot phase through magic shields, or equipped shields.




    Name:  Glacier Golems (Offensive)
    Rank:  S
    Type:  Multi Target, Instant
    Damage:  Each golem deals 90 on hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  10 Posts
    Description:  Similar to his defensive Glacier Golems, Oras can conjure up around a dozen offensive Golems.  These can take on a variety of shapes according to Oras’ will (or the will of the soul infused into it if Oras has any to do so).  It takes one rank S hit to destroy one golem, thus having the defensive golems as their shield brothers makes the entire process easier.
    Strengths:  

    • If Oras collects souls, trains them, and then infuses the golems with them, they can become very skilled in combat.

    Weaknesses:  

    • If the golems aren’t infused with souls Oras must control them directly, draining at his concentration greatly.




    Locked Until Purchased

    Name:  Stimulating Snow
    Rank:  S
    Type:  AoE, Healing, Magic Buff
    Damage:  
    Range:  200 Meters
    Speed:  100 Meters per second
    Duration:  10 Posts
    Description:  Instead of launching an attack or creating ice, Oras generates snow that bursts outwards, covering the sky and surface in it.  The snow falls for a long while, and has three effects on Oras and his allies:  It heals them for 60 hp until the spell wears off.  Gives them a 60% boost to magic damage.  Finally, spell applies an effect that heals Oras’ allies over time.  Healing them for 60 health for five posts.  This snow can’t be melted... …  What?  Oras can do fluffy snow, nothing wrong with that.
    Strengths:  


    • A strong supporting spell for Oras and his allies.


    Weaknesses:  


    • Once it activates, it takes a long time to cooldown.





    Locked Until Purchased

    Name:  Ice Cascade
    Rank:  S
    Type:  Multi Target, Instant
    Damage:  90 per hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  7 Posts
    Description:  Waterfalls don’t have to be made of water, lava or liquids in general.  They don’t even need to have a source.  Oras can create a sort of ice fall made of thousands of loose ice shards that just appear out of nowhere above your head and start crashing down on his targets.  This can last a long while or Oras can cancel the spell early.  Canceling it does not reduce the cooldown in any way.
    Strengths:  


    • Useful if Oras can keep his opponent immobilized, slowed and/or trapped.


    Weaknesses:  


    • Oras can’t move the ice fall while it’s active.





    Unlocked Upon Rank H

    Name:  Heart of the Storm
    Rank:  S
    Type:  Burst, Passive, Buff, Debuff
    Damage:  N/A
    Range:  100 Meters
    Speed:  N/A
    Duration:  N/A
    Description:  Oras surges with strength, giving him a 60% buff to magic damage, while also suppressing the speed of nearby enemies by 60%.  He is very resistant to the cold, most of the time not even feeling it.  Even if his body is freezing, allowing him to still think and process clearly, regardless of his body’s effects.
    Strengths:  


    • Gives him an advantage on the field.


    Weaknesses:  


    • Doesn’t reduce damage or prevent immobilization.





    Advanced Spell

    Name:  Glacial Beam
    Rank:  S
    Type:  Single Target
    Damage:  120 on hit
    Range:  400 Meters
    Speed:  400 Meters per second
    Duration:  7 Posts
    Description:  An even more powerful and stronger version of his past beam attacks.  Oras creates a beam of moving ice and cold that strikes with immense force at his enemies, pushing them back unless they have incredible physical strength.  If he desires he can hold this beam up for a long period of time but can cancel it at any moment.  Canceling does not reduce the cooldown in any way.
    Strengths:  


    • Oras can use this spell with one hand and move the direction of the beam if need be.

    [color=#0099ff][color=#0099ff][color=#0099ff][color=#0099ff]


    Last edited by Oras Auro on 16th September 2018, 10:12 pm; edited 2 times in total


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
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    Posts : 720
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    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 24th August 2018, 10:06 am

    Rank H Spells





    Locked Until Rank Reached
    Rank H Spells:

    Name:  Absolute Zero
    Rank:  H
    Type:  Multi Target, Immobilize
    Damage:  105 per hit
    Range:  500 Meters
    Speed:  350 Meters per second
    Duration:  9 Posts
    Description:  The most powerful version of his beam attacks.  Oras creates a beam of pure winter incarnate.  This beam is so cold it immediately freezes whoever and whatever it touches (can only do this on the first post of activation).  Instead of a single initial blast of concentrated cold, the beam (while consistent) sends waves of damage down the beam, dealing damage around a dozen times a post.  Assuming Oras has managed to strike his target.  The force of this beam is extremely strong, and only the strongest of the strong would be able to move out of it’s way.
    Strengths:  

    • Oras can change direction of the beam.

    Weaknesses:  

    • Requires both hands to cast.




    Advanced Spell

    Name:  Blizzard
    Rank:  H+
    Type:  AoE, DoT, Drain
    Damage:  113 AoE damage, 113 DoT damage, 5% health drain every other post.
    Range:  600 Meters
    Speed:  300 Meters per second
    Duration:  14 Posts
    Description:  Oras conjures a massive blizzard storm that does an insane amount of damage.  Violent, freezing winds, snow flying everywhere, hail of all sorts of sizes and forms not just falling, but flying with the wind.  The blizzard lasts a long time and deals damage each turn, as well as applying a frostbite DoT.  In addition to these, the blizzard uses siphoning ice to drain 5% health from any one target and heals Oras for the same amount.  Oras can keep the blizzard from affecting his allies.
    Strengths:  

    • Deals great damage.

    Weaknesses:  

    • Oras needs at least a 350 meter area to use this spell.



    Last edited by Oras Auro on 16th September 2018, 10:05 pm; edited 2 times in total


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Rin Mayou
     
     

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    Character Sheet
    Character Name: Rin Mayou
    Primary Magic: World Make Magic
    Secondary Magic: ReQuip: The Sugary Armory

    Re: Glacier God Slaying Magic

    Post by Rin Mayou on 14th September 2018, 8:32 pm

    Hey there Oras! I'm Rin, and I'm here to grade your magic! All edits will be in this lovely color here! You know the drill! ^w^ just give this thread a little bump once you've made any edits, and I'll come back to approve it for ya!

    ♥:

    @Oras Auro wrote:Unique Abilities



    True Freeze:
    Name:  True Freeze
    Active Spell: -  Must be activated
    Description:  One of the first unique forms of ice Oras had mastered was the distinct form VII of ice.  Form VII ice is unique in that it’s more dense than normal ice, making it harder and stronger.  Not only that, but form VII ice doesn’t melt at room temperatures.  Oras, when applying magic, can take this to a whole new effect.  By targeting his opponent’s spells, he can essentially freeze the spell they are using or expelling, by using the same amount of mana they themselves were using.  This isn’t actually freezing the spells in the sense of turning them to ice, but simply putting them to a permanent halt, and thus nullifying the spell. Since this is an active unique spell, it will need an appropriate duration and cooldown! ^w^





    Accumulating Ice:
    Name:  Accumulating Ice
    Active Spell  -  Ability doesn’t happen by accident, only when Oras means for it to
    Description:  When an object cools or freezes up, it doesn’t have to form ice.  Anything that cools down tends to become a little more dense.  Oras increases this effect greatly.  By using his magic, anytime he or his spells make contact with his target (a successful hit), their weight doubles, applying a speed debuff of 5% up to his maximum rank. I would suggest making this a passive spell that Oras can toggle on and off at his disposal. If it is an active ability, it will need to have a duration and cooldown like the ability above! Also, if you could, could you specify what the total buff caps at?





    Kinetic Shift:
    Name:  Kinetic Shift
    Passive Spell  -  Always active
    Description:  When something cools down or freezes, the kinetic energy usually transfers along with the heat that left the body/object.  Normally that heat travels elsewhere, somewhere the cold doesn’t exist.  However Oras is able to manipulate it so that anything that cools down around him transfers the kinetic energy into his own body.  While it doesn’t heat him up due to his body’s frozen/icey state, it does give him a speed boost equal to his rank.  And given how Oras’ body automatically chills the air when he wants it to, he can have this buff at any time.





    Frozen Infusion:
    Name:  Frozen Infusion
    Passive Spell  -  Always Active
    Description:  The ice created, controlled and used by Oras is immensely powerful.  While it is fueled by his magic, it’s also fueled by his chaotic soul.  Normally his soul is chaotic and unstable, which in turn makes his body as such.  Oras however fuses his body with his ice magic.  Using the stabilized ice to stabilize his body.  With his body being stable, his soul in turn transfers a stable amount of power to his body, giving him an increase in magical damage up to his rank.





    Enhanced Frost:
    Name:  Enhanced Frost
    Passive Spell  -  Always Active
    Description:  In the same way Oras’ soul strengthens his body (which is a fusion of his unstable body and his ice magic, creating a stabilized form) in magic damage.  It also strengthens him physically.  With his body now being stable, his strength is far greater than it had been before, giving him a physical damage boost equal to his rank.



    Fragmented (Locked Until S Rank):
    Name:  Fragmented
    Active  -  Oras must consciously activate it
    Description:  Because Oras’ body is infused with ice to balance it out with Oras’ chaotic soul, he can turn his body into pure ice, which he can then move at will.  By doing so, he can transform his body into solid ice or snow, and pull himself around an opponent’s incoming attack, whether it be magical or physical. Same with the first two abilities! If this is an active spell, I'll have to ask that you add an appropriate duration and cooldown! :3



    Dimensional Shift (Locked Until H Rank):
    Name:  Dimensional Shift
    Passive Spell  -  Always active
    Description:  Just like how Oras can draw kinetic energy from the ice he conjures up, so too can he draw it from those around him, as well as from other dimensions thanks to his chaotic soul.  Anything that is cold in existence he can draw energy and strength from, giving him a 40% buff to magic damage, and a 35% buff to speed.

    @Oras Auro wrote:Signature & Rank D Spells

    Signature Spells”:

    Name:  Reflection
    Rank:  D
    Type:  Burst, Instant
    Damage:  N/A
    Range:  15 Meters
    Speed:  Instant
    Duration:  N/A
    Cooldown:  N/A
    Description:  All ice has a reflective surface.  Because of this, and because Oras can always be surrounded by ice at any moment, by touching a reflective surface, he can instantly teleport to any other reflective surface within a fifteen meter radius instantly.
    Strengths:  

    • Allows Oras to evade attacks at the last second

    Weaknesses:  

    • Can’t use if there aren’t reflective surfaces




    Name:  Icicle Strike
    Rank:  Oras' rank up to S
    Type:  Signature, Multi Target, Instant
    Damage:  90 per hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  N/A
    Cooldown:  N/A
    Description:  Oras launches a dozen frozen icicles that deal magic damage on hit.
    Strengths:  

    • Can be cast more quickly due to having no cooldown.

    Weaknesses:  

    • Cannot be used to defend anyone.

    Just specify that this spell can only be used once per post and this will be good!


    @Oras Auro wrote:Rank C and B Spells

    Rank B Spells:

    Name:  Ice Spears
    Rank:  B
    Type:  Multi Target, Instant
    Damage:  60 dmg per hit
    Range:  150 Meters
    Speed:  110 Meters per second
    Duration:  N/A
    Cooldown:  4 Posts
    Description:  Oras creates a dozen or more strong and powerful spears of ice that he hurls at his foes.  These spears are six feet long and two inches thick and are designed to pierce even strong material with their force.
    Strengths:  

    • Specialized in piercing and applying damage each.

    Weaknesses:  

    • It has to hit the target to pierce and damage.




    Name:  Icicle Burst
    Rank:  B
    Type:  Multi Target, Instant
    Damage:  60 per hit
    Range:  150 Meters
    Speed:  110 Meters per second
    Duration:  N/A
    Cooldown:  4 Posts
    Description:  Oras creates a sort of wall of frozen spikes that lunge up from the ground, wall or ceiling.  The spikes start on one end, and raise up in a line which can change direction until the spell is complete.
    Strengths:  

    • Effective against large groups.

    Weaknesses:  

    • Difficult to use against a single enemy.




    Name:  Glacier Missile
    Rank:  B
    Type:  AoE, Debuff, Immobilize
    Damage:  40 damage on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Cooldown:  7 Posts
    Description:  A sphere of ice that when detonated, releases a massive amount of frost, cold air and icicles out in a massive blast, striking all nearby target.  Immediate effects are instant damage and immobilization, freezing solid. Please state that this immobilization only lasts for 1 post! When they thaw out they have a 50% speed debuff until the spell duration reaches it’s end.
    Strengths:  

    • Applies multiple effects on the target.

    Weaknesses:  

    • Can only effect those within it’s radius.




    Locked Until Purchased

    Name:  Siphoning Frost
    Rank:  B
    Type:  Single Target, Drain
    Damage:  Drain 5% hp every other post.
    Range:  200 Meters
    Speed:  200 Meters per second
    Duration:  6 Posts
    Cooldown:  7 Posts
    Description:  Creating a new type of ice, Oras releases a sort of wave or blanket of frost that moves swiftly towards his target.  The frost can weave through molecules to avoid being blocked by objects or other people, and latches onto the target.  Slowly draining health from them into Oras, healing him for 5% health every other post.
    Strengths:  

    • Heals Oras over time.

    Weaknesses:  

    • Can only be applied to one individual at a time.




    Locked Until Purchased

    Name:  Aura of Frost
    Rank:  B
    Type:  Burst, Passive, Debuff
    Damage:  N/A
    Range:  50 Meters
    Speed:  N/A
    Duration:  N/A
    Cooldown:  N/A
    Description:  Oras is covered in a cold aura that covers the surrounding area in a blanket of frost.  While he can dampen the effects to the point of being barely noticeable, in combat the ground is covered in a frozen mist, and his enemies speed are reduced by 25%.  Oras also has a natural 25% resistance to debuffs that slow him.
    Strengths:  

    • Doesn’t require mana to cost and is always active.

    Weaknesses:  

    • The effects of the aura aren’t too strong by itself.




    Locked Until Purchased

    Name:  Arctic Armor
    Rank:  B
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  N/A
    Speed:  N/A
    Duration:  3 Posts
    Cooldown:  4 Posts
    Description:  By forming ice around his body, Oras creates a sort of armor that protects him and his equipment.  It takes three rank B hits to destroy.
    Strengths:  

    • Protects him and his equipment as well.

    Weaknesses:  

    • Cannot protect others unless Oras steps between them and an incoming attack.




    Locked Until Purchased

    Name:  Deep Freeze
    Rank:  B
    Type:  AoE, Immobilize, Debuff
    Damage:  40 on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Cooldown:  7 Posts
    Description:  Oras creates a massive wave that weaves through solid, spiritual and magical objects alike, damaging anything it touches as well as freezing everything solid.  Immobilizing targets and creating ice for him to control. Please state that targets are only immobilized for 1 post! When targets are no longer frozen, they have a 50% speed debuff until the spell wears out.
    Strengths:  

    • Applies multiple effects and creates ice for him to control.

    Weaknesses:  

    • Cannot freeze what’s already frozen.




    Unlocked Upon Rank H

    Name:  True Freeze
    Rank:  B
    Type:  AoE, Immobilize, Debuff
    Damage:  40 on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Cooldown:  7 Posts
    Description:  A wave of freezing wind that not only freezes targets solid and damages them Please state that targets are only immobilized for 1 post!, but also reduces the total magic damage his targets can deal by 50%.
    Strengths:  

    • Can effect opponent’s magic as well as their body.

    Weaknesses:  

    • Other than that it’s just another freezing/AoE spell.




    Advanced Spell

    Name:  Hail Strike
    Rank:  B+
    Type:  Multi Target, Instant
    Damage:  90 each hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Cooldown:  5 Posts
    Description:  Oras conjures a swarm of large hail that rains down on the field dealing damage with each strike.
    Strengths:  

    • Generates lots of hail due to it being a storm, therefore making it difficult to miss.

    Weaknesses:  

    • Doesn’t last long.


    @Oras Auro wrote:Rank A & S Spells





    Rank A Spells:

    Name:  Ice Lances
    Rank:  A
    Type:  Multi Target, Instant
    Damage:  75 each hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Cooldown:  5 Posts
    Description:  Oras conjures and launches a dozen or more lances of ice that are eight feet long and two and a half inches thick.  Designed to pierce through just about anything and deal a great amount of damage.
    Strengths:  

    • Powerful in damage and piercing.

    Weaknesses:  

    • Cannot turn mid flight.




    Name:  Glacier Golem (Defensive)
    Rank:  A
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  75 Meters
    Speed:  Golems move at 75 Meters per second
    Duration:  7 Posts
    Cooldown:  8 Posts
    Description:  Controlling and creating ice isn’t all he can do.  It’s also possible for Oras to create around a dozen ice golems that act as defenders.  Defending either Oras, his allies or the other golems, able to withstand three rank A hits.  It’s also possible for Oras to infuse them with souls, and store those souls in ice crystals when the golem itself falls apart.  He must obtain these souls from an outside source.  Their appearance is usually tall and slightly bulky, and they move rather fast for their size.
    Strengths:  

    • If Oras infuses souls in them, they become sentient.  Can act and think for themselves.

    Weaknesses:  

    • Without souls, Oras must control them himself which can sap at his concentration.




    Name:  Frozen Flames
    Rank:  A
    Type:  Multi Hit, Instant
    Damage:  75 per hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Cooldown:  5 Posts
    Description:  By creating Form X ice as tiny shards clustered in groups, he can create a fire of sorts.  It of course isn’t fire at all and is instead a collection of ice shards, but due to it’s heat and color it appears to be fire.  It’s temperature reaches up to six hundred fifty degrees fahrenheit and Oras can create a dozen or more attacks before the frozen flames disperse completely.  He can launch them as fireballs, missiles, cover his hands with it, or launch it as a beam.  Shape of the attack can be changed.
    Strengths:  

    • Just like normal fire, Frozen Flames can take any shape.

    Weaknesses:  

    • Just like Frostbrand weapons, it can only last so long.




    Locked Until Purchased

    Name:  Winter’s Herald
    Rank:  A
    Type:  Burst, Passive (Immobilize/Buff)
    Damage:  N/A
    Range:  75 Meters
    Speed:  75 Meters per second
    Duration:  N/A
    Cooldown:  5 Posts
    Description:  When one has mastered Glacier God Slaying Magic, as well as have infused their own body with their very element, in addition to having a chaotic soul, you get two particular benefits.  Oras gains a 55% buff to magic damage, but his soul can also released a wave of energy outwards in a seventy five meter radius, that instantly freezes everything and everyone, immobilizing them. Just specify that this immobilizes them for 1 post!
    Strengths:  

    • Allows Oras to immobilize his enemies for free.

    Weaknesses:  

    • Has to wait for the blast to recharge.




    Locked Until Purchased

    Name:  Hungering Cold
    Rank:  A
    Type:  AoE, DoT, Debuff
    Damage:  50 AoE damage, 50 DoT damage for 5 posts.
    Range:  150 Meters
    Speed:  75 Meters per second
    Duration:  5 Posts
    Cooldown:  6 Posts
    Description:  Conjuring a sort of mist of frost around him, the mist spreads out in all directions, seeking out any forms of life.  Oras can control what the mist effects and what it doesn’t.  Upon initial impact, the mist deals AoE damage and DoT frostbite damage, while also reducing victim speed by 55%.  The frostbite continues to damage the target until the duration runs out.
    Strengths:  

    • Can damage targets with AoE damage as well as apply DoT damage.

    Weaknesses:  

    • This is assuming the target is within range of the spell for it to hit.




    Locked Until Purchased

    Name:  Glacier Prison
    Rank:  A
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  75 Meters
    Speed:  75 Meters per second
    Duration:  4 Posts
    Cooldown:  5 Posts
    Description:  Similar to Frozen Prison, Oras can create a more stronger version.  Ice far stronger, thicker, and with a higher heat resistance.  It can withstand up to three A rank attacks as well.
    Strengths:  

    • Prevents enemies from attacking Oras or his allies until they destroy the prison.

    Weaknesses:  

    • The prison can in fact be destroyed.




    Unlocked Upon H Rank

    Name:  Thermal Frost
    Rank:  A
    Type:  Multi Target, DoT
    Damage:  50 damage per post
    Range:  225 Meters
    Speed:  110 Meters per second
    Duration:  5 Posts
    Cooldown:  6 Posts
    Description:  Oras fires three blasts of ice, each blast consisting of a thousands of tiny shards that can move around or melt through objects.  The Form X ice when striking the target covers them in a blanket of frost that reaches eight hundred degrees fahreinheit, dealing damage over time.
    Strengths:  

    • Can target multiple enemies at the same time.

    Weaknesses:  

    • Has to hit the targets to apply the DoT




    Advanced Spell

    Name:  Frozen Vortex
    Rank:  A+
    Type:  AoE, DoT, Burn
    Damage:  75 AoE damage, 75 DoT damage, 5% burn damage every other post.
    Range:  225 Meters
    Speed:  110 Meters
    Duration:  9 Posts
    Cooldown:  10 Posts
    Description:  Singularities are created when a single point in space becomes so dense that the gravity pulls objects and even space towards it.  Oras doesn’t create a singularity, but he compresses a massive amount of ice into a single point that it creates something similar known as a Frozen Vortex.  The central sphere is too strong and dense to break in any way, and is surrounded by Frozen fire that constantly circles it with great speed.  The entire radius applies AoE damage and applies a DoT frostbite before pulling anything and everything into the center of the vortex, where targets are dealt 5% of rank A damage as burn damage every other turn.
    Strengths:  

    • Deals massive amounts of damage over time.

    Weaknesses:  

    • Has a large cooldown, forcing the user to only use it sparingly.






    Locked Until Rank Reached
    Rank S Spells:

    Name:  Frost Pulse
    Rank:  S
    Type:  Single Target, Instant
    Damage:  120 on hit
    Range:  400 Meters
    Speed:  400 Meters per second
    Duration:  N/A
    Cooldown:  8 Posts
    Description:  A sort of focused pulse that moves similarly to how sound does, save for that it does not spread out the further it travels.  This wave of cold and frost can easily pass through solid objects until it hits it’s target.
    Strengths:  

    • Makes terrain and flying debris pointless against it.

    Weaknesses:  

    • Cannot phase through magic shields, or equipped shields.




    Name:  Glacier Golems (Offensive)
    Rank:  S
    Type:  Multi Target, Instant
    Damage:  Each golem deals 90 on hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  10 Posts
    Cooldown:  11 Posts
    Description:  Similar to his defensive Glacier Golems, Oras can conjure up around a dozen offensive Golems.  These can take on a variety of shapes according to Oras’ will (or the will of the soul infused into it if Oras has any to do so).  It takes one rank S hit to destroy one golem, thus having the defensive golems as their shield brothers makes the entire process easier.
    Strengths:  

    • If Oras collects souls, trains them, and then infuses the golems with them, they can become very skilled in combat.

    Weaknesses:  

    • If the golems aren’t infused with souls Oras must control them directly, draining at his concentration greatly.




    Locked Until Purchased

    Name:  Stimulating Snow
    Rank:  S
    Type:  AoE, Healing, Magic Buff
    Damage:  
    Range:  200 Meters
    Speed:  100 Meters per second
    Duration:  10 Posts
    Cooldown:  11 Posts
    Description:  Instead of launching an attack or creating ice, Oras generates snow that bursts outwards, covering the sky and surface in it.  The snow falls for a long while, and has three effects on Oras and his allies:  It heals them for 60 hp until the spell wears off.  Gives them a 60% boost to magic damage.  Finally, spell applies an effect that heals Oras’ allies over time.  Healing them for 60 health for five posts.  This snow can’t be melted... …  What?  Oras can do fluffy snow, nothing wrong with that.
    Strengths:  


    • A strong supporting spell for Oras and his allies.


    Weaknesses:  


    • Once it activates, it takes a long time to cooldown.





    Locked Until Purchased

    Name:  Ice Cascade
    Rank:  S
    Type:  Multi Target, Instant
    Damage:  90 per hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  7 Posts
    Cooldown:  8 Posts
    Description:  Waterfalls don’t have to be made of water, lava or liquids in general.  They don’t even need to have a source.  Oras can create a sort of ice fall made of thousands of loose ice shards that just appear out of nowhere above your head and start crashing down on his targets.  This can last a long while or Oras can cancel the spell early.  Canceling it does not reduce the cooldown in any way.
    Strengths:  


    • Useful if Oras can keep his opponent immobilized, slowed and/or trapped.


    Weaknesses:  


    • Oras can’t move the ice fall while it’s active.





    Unlocked Upon Rank H

    Name:  Heart of the Storm
    Rank:  S
    Type:  Burst, Passive, Buff, Debuff
    Damage:  N/A
    Range:  100 Meters
    Speed:  N/A
    Duration:  N/A
    Cooldown:  N/A
    Description:  Oras surges with strength, giving him a 60% buff to magic damage, while also suppressing the speed of nearby enemies by 60%.  He is very resistant to the cold, most of the time not even feeling it.  Even if his body is freezing, allowing him to still think and process clearly, regardless of his body’s effects.
    Strengths:  


    • Gives him an advantage on the field.


    Weaknesses:  


    • Doesn’t reduce damage or prevent immobilization.





    Advanced Spell

    Name:  Glacial Beam
    Rank:  S
    Type:  Single Target
    Damage:  120 on hit
    Range:  400 Meters
    Speed:  400 Meters per second
    Duration:  7 Posts
    Cooldown:  8 Posts
    Description:  An even more powerful and stronger version of his past beam attacks.  Oras creates a beam of moving ice and cold that strikes with immense force at his enemies, pushing them back unless they have incredible physical strength.  If he desires he can hold this beam up for a long period of time but can cancel it at any moment.  Canceling does not reduce the cooldown in any way.
    Strengths:  


    • Oras can use this spell with one hand and move the direction of the beam if need be.




    _____________________________________________________________________________________


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    avatar
    Oras Auro

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Player -
    Lineage : Chaotic Legacy
    Position : None
    Posts : 720
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Izayuki
    Experience : 31,275

    Character Sheet
    Character Name: Oras Aura
    Primary Magic: Fictitous Actuality
    Secondary Magic: W.I.P.

    Re: Glacier God Slaying Magic

    Post by Oras Auro on 16th September 2018, 9:15 pm

    Edited and bump


    _____________________________________________________________________________________


    "You think you know what is truth?  A world of facts? Right and wrong?  Universal Laws?  Soon I will show you.  Soon you will see.  You couldn't be more wrong, Guest."






    avatar
    Rin Mayou
     
     

    Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- A-Rank- 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!- Tertiary Magic- The Being- Senior [500]- Novice [250]- Hero- Summer Special Donor- Summer Special Participant- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Blessed by the Fourth Wall
    Position : None
    Posts : 618
    Guild : Crystal Swan - Ace of Ruby
    Cosmic Coins : 5
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    Mentor : Desirée Blooms
    Experience : 31,172.5

    Character Sheet
    Character Name: Rin Mayou
    Primary Magic: World Make Magic
    Secondary Magic: ReQuip: The Sugary Armory

    Re: Glacier God Slaying Magic

    Post by Rin Mayou on 21st September 2018, 10:53 am

    ♥:
    @Oras Auro wrote:Name:  Glacier God Slayer Magic
    Type:  God Slayer
    Element:  Ice & Frost

    Description:  Unlike most God slaying magic, Oras’ Glacier God Slaying combines it’s own unique powers and properties, with Oras’ chaotic soul.  His soul carries traits similar to Atia (the Goddess he is related to through complicated means), in that it is resistant against Gods, naturally hating them.  This allows Oras’ Glacier God Slaying magic to fuse perfectly with his soul.  One version of this is how Oras uses his magic to solidify, or stabilize his body.  So that it’s no longer in a flux and chaotic state.  With his magic being of the ice element, he has many abilities and spells that focus on slowing his enemies down and/or immobilizing them entirely, so that he can release powerful damage upon them.

    While Oras’ magic focuses on all out damage with a decent amount of spells designed to isolate his foe into a position where they can’t escape him, he does have other spells that are useful as a supporter.  Whether it is simply slowing their enemies down, or even healing his allies.  While he many not have many supportive spells, he does have a few.  Many of his spells are meant to either last a long while, or get as many hits in as possible.  Increasing his chances of dealing damage to his enemies.  It even has ways to apply magic damage to his melee attacks.

    In addition to all of this, Oras has found out that ice has many forms, giving him more variety than most ice mages do.  Not only this, but using different forms of ice makes it nearly impossible to control Oras’ ice, due to it’s base form being different than average ice on a molecular scale.  Giving him an advantage over enemies who can control ice in general.



    List of Forms:

    Form I  Average Ice you see all over the globe

    Form II  A compressed rhombohedral crystalline version of Form I, and is a little more dense than Form III ice.

    Form III  A heated tetragonal crystalline version of Form II.  It is denser than water but less dense than it’s predecessor, Form II ice.

    Form IV  A metastable rhombohedral crystalline phase.  This is a difficult form to create.

    Form V  A monoclinic crystalline phase and has the most complicated molecular structure of all forms.

    Form VI  A tetragonal crystalline phase that exhibits a debye relaxation, making it highly resistant to electricity and lightning as it an incredibly and extremely low conductive material.

    Form VII  A cubic crystalline ice that is more dense and cold, and can’t melt at room temperature.  Unless facing insane degrees, it takes a while to melt.  (the molecular structure is rather disordered)

    Form VIII  A more ordered version of Form VII, and is more dense but less heat resistant.

    Form IX  A tetragonal crystalline phase that is slightly denser than average ice.

    Form X  Hot ice that can reach up to 822 degrees fahrenheit due to extreme pressures.

    Form XI  An Orthorhombic hexagonal ice.  This ice is ferroelectric, enabling it to store electricity.

    Form XII  Ice just as strong as normal ice, but half the thickness, resulting in thin ice.

    Form XIII  A monoclinic crystalline phase.  The photon ordered version of Form V.

    Form XIV  An Orthorhombic crystalline phase.  The proton ordered form of Form XII.

    Form XV  A photon ordered form of Form VI.

    Form XVI  The least dense form of ice, it exists as both ice and water at the exact same time.


    Strengths:  

    • More potent against Deities, demigods and angels than most magics
    • Oras’ other magic supports his Glacier magic.


    Weaknesses:  

    • Has no bonuses against Demons
    • Oras cannot consume Demon Slaying Elements


    @Oras Auro wrote:
    Lineage



    Legacy of Chaos





    Lore:

    Atia, the Goddess of Happiness, took joy and pride in her work.  Among all the gods in existence, she was perhaps the most optimistic and uplifting.  She spent most of her time guiding and aiding humans who sought out happiness, whether it be through altering events, showing them signs, or speaking to them, whether it be directly or indirectly.  Anything she could do to aid humans in finding happiness.  However she was naive and young, unaware of the evil nature of humans that corrupted everything, even happiness.  Some found happiness in worshiping her so she allowed them to create a sort of religion, with seven priests/priestess and a single head priest/priestess.

    Eventually, humans had discovered a way to take advantage of Atia.  They called for her aid in what seemed like harmless requests, that inevitably led to more crime, tyrants, greed, and corrupt individuals gaining influence and power.  At first Atia didn’t understand the connection and simply tried to help everyone.  In her blindness, she only made things worse, the corruption and evil nature of man growing and spreading like a virus infecting a defenseless host.  Soon she had discovered the truth and confronted her head priest, asking why she wasn’t informed of this, before discovering that he was possibly the most corrupt of them all.

    Her fellow deities had noticed this and cursed their relative for having caused such a disaster.  They reproached her, breaking her emotionally with their harsh and accusing words, making her believe that the entire corruption of mankind was her fault.  They forced her to watch as the gods of destruction and death were given permission to cull much of the human life in the land, their souls moving into the afterlife.  The event scarred her for life, breaking her emotionally.  She remained silent and still in that same spot for many years, different deities speaking down to her from time to time.

    One day she recovered after thinking for all those years.  Her essence of happiness was all but gone entirely.  The entire time she watched she saw that everything she knew was a lie.  And she also saw that there was only one thing that remained the same:  The world changed.  Not just from what she did, but on a microscopic level there were changes in everything.  Some insignificant but some that would inevitably change the world itself.  There were changes in the spiritual and ethereal realm as well.  She had discovered the one and only truth.  And from that truth she had made herself anew.

    She left her place of solitude and depression and reshaped her powers by sheer will, and became the goddess of Chaos and disorder.  Others believed that she was stealing their title and attempted to stop or end her.  However her power and ability’s were unique.  When she spoke to them they found they could not kill her and out of frustration went away to leave her alone.  She began to make the tiny changes in the world bigger, more amplified and stronger than before.  Anything she could to disrupt the other deities works.

    One day she decided to mess with the greatest deity of them all:  The God of Creation.  She knew that daily tasks such as giving life to humans in the womb were so natural that he paid them no mind, and thus she approached one such incident and tapped into the process of his.  Once inside she began to rip and tear out huge chunks of his creation, leaving gaping holes in the life he was making while taking other parts and shifting them around.  What she failed to realize was that she left behind a part of herself as well.  That part of her was replaced over time but what happened would change the child’s future as well as hers.

    By the time Atia realized her mistake she began to track the child, watching the misfortune that fell upon him.  She watched the mentor who took him in and recognized him:  A descendent of one of the only true and loyal priests of hers, who told her story to his children.  Her identity soon became nothing, but her truth.  The truth she now knew as Chaos lived on.  This mentor taught Oras this and he absorbed it.  Why shouldn’t he?  This very truth was a part of him now.  As she watched him grow into a man she began to feel she had a soft spot for the boy.




    RP Abilities:

    Revival
    Most people when they die they go to some afterlife.  Or get trapped in soul gems.  Or something to those natures.  Oras can’t.  When his body ceases to function it triggers a chain reaction.  The first event is a detonation.  His soul creates a massive explosion that reaches out to a one hundred meter radius.  Anything caught in the blast is immediately and utterly destroyed.  Transformed into an unknown type of energy and consumed by Oras’ soul.  It is possible to survive the blast, but at the cost of all one’s mana, using it as a sort of sacrifice and substitute of one’s life.  Immediately after the detonation, the blast gets sucked back into the center, becoming a very unique singularity.  Oras’ soul hovers in the center, a black mess of energy constantly shifting and moving.  It absorbs anything within a fifty meter radius, sucking anything within that reach in and consuming it.  The more it consumes the faster the reconstruction process goes.  

    Over time the soul shifts from black, to purple, to blue, to the typical light blue everyone sees spirits as.  Eventually the soul will take the energy it’s gathered and reconstruct Oras’ body around itself.  Exactly as he and his equipment was just before he was killed.  While his physical body and mana may have been completely restored however, the process of restoring his body causes insane and torturous pain to Oras, thus he’s left weak and vulnerable.






    Summoning
    Oras is not a god or deity.  However his soul is related to one, and thus it is possible to summon him.  Whether by accident or on purpose.  Oras could be summoned by accident if one is attempting to summon a chaotic deity, god or other powerful being, and they do the process wrong.  This usually occurs when the summoning is being done via ritual circle or runes, chanting and such.  It is extremely rare for someone with summoning magic to accidentally summon Oras as most summoners link themselves with their summons.  The second method of summoning Oras is, of course, through contracts.  Oras learned of this through a wizard named Ruvel, and also he learned of the Yokai version of contracts from Izayuki.  Needless to say Oras wasn’t particularly interested in either version and thus made his own combination of their methods.

    Similar to the Yokai contracts, Oras had selected a type of object in which he could make contracts out of.  Unlike Yokai contracts that are essentially leaves however, Oras’ contract comes in the shape of a silver coin.  There is a symbol that resides on both sides of the coin.  The same one on his mask and outfit:  a symbol that means chaos.  Unlike the Yokai contracts however, they cannot be given to anyone else.  If Oras gave someone a contract, only they could hold it.  It would phase through anyone else’s hands as if it didn’t exist.  This is where his contracts become similar to most summoner contracts:  It is directly bound between Oras and the person he had made it with.  If Oras wishes he can break any contract he wishes, but people can still accidentally summon him..  Which usually pisses him off.






    Fractured Sight
    The five senses of the world (or six if your a wizard), are so simplistic yet allow beings to view the world around them.  Oras however, does not necessarily have to rely on these senses.  He does, in fact, have a seventh.  It essentially allows him to look at the world through his soul, which is already vastly different than any other soul in existence.  Instead of seeing the world through a physical sense, he can look at the different essences, auras, signals, etc.  Shapes, colors, shades, and movements tell him many different things.  When he’s looking at an entity (mortal or immortal beings, spirits or physical bodies, etc.) he can see them in three parts:  The body.  The spirit.  And their Aura.  Their body color will depend on just what it is they are.  Their race and gender essentially.  The color of their soul depends on their personality and morality.  The more corrupt or immoral they are, the darker they appear.  The more just and moral they are the brighter they appear.  Finally their aura, which can tell Oras what type of power or abilities they have.  Magic is by default blue.  Holy is gold like, with demonic being red.  There are many many different types of powers as well, so Oras must learn them over time.  He can tell how powerful or controlled/uncontrolled their magic is by the aura’s size and how stable it appears.

    In addition to all of this however he also has the ability to see other aspects, such as signals (technology/magic devices connecting such as phones, computers, linked artifacts, telepathic connections), waves such as sound waves, radio waves.  He can see remnants of anything marked by magic.  Typically if it’s not a powerful spell he can see through invisibility.  Anything done via technology is colored red.  Anything done via magic is colored blue.  Anything done by nature itself is colored green.  The downside to this is that he can’t keep it active for long.  At max he can only let it last five minutes.  With each minute he uses it, he requires two minutes to recover  (so five minute use would mean a ten minute wait).






    Integrated Reality
    Everyone likes to think the world has some sort of fixed structure.  The world is round.  The sun keeps shining.  And we all live happily knowing none of this will change in our lifetime…  Oras knows better.  By understanding how fragile the world, the universe, the multiverse and all dimensions truly are, he’s able to shatter the border between them.  He’s able to cross over between dimensions yes, but it’s not an easy feat, far from it.  It’s very taxing on him.  Not from breaking a hole in dimension to travel between them no.  It’s from keeping the hole from collapsing in on itself and creating a permanent tear in reality.  It is easier for him to keep holes from collapsing in on themselves when traveling between the physical and spiritual realm, but it’s still a bit draining.  When traveling between realms he cannot take anyone who doesn’t have a changeable soul like he does.  Otherwise their body and quite possibly their soul would shred into pure energy and be lost forever between dimensions.  Have you tried to keep your physical body when stepping into the spiritual realm?  No?  Thought not.  Don’t try it, it’s painful either way.

    While Oras does have a soul that can fit his needs by reshaping his body into…  Well anything, be it physical, spiritual, life force, pure energy, pure mana, pure..  Whatever you call the energy his soul generates.  It is still very painful to do.  This is why Oras doesn’t exactly enjoy crossing dimensions using this method, and will only do so if it’s of the utmost emergencies.






    Psychometry
    Oras has inherited much from his, ‘mother’.  The being of Chaos may not have realized that she was creating something new, unique, something that was hers, but when she did she had poured her heart into it.  Granted most of that heart was the searing rage and bloodlust towards her fellow deities and gods, but a part of who she was before all that was mixed in with it.  The desire to see people smile.  To see people happy.  To see joy and prosperity.  For she was, in the beginning, a goddess of emotions, compassion and generosity.  While Oras doesn’t often feel these effects, he has gained some of Atia’s old powers because of this part of her.  Oras has the ability to see and feel the emotions of others.  By reaching out with his mind he can feel what others around him feel.  He can target one individual with this effect, or an entire crowd.  Even when he’s not purposefully feeling for emotions however, if someone nearby is having very strong and potent emotions in that moment, they brush against him and he feels it.

    The only way Oras can see emotions is if he uses Fractured Sight.  When he does, in addition to a person’s aura they have a certain ‘glow’.  The color of this glow depends on their current emotions, and many times there are several rows of colors.  The downside to this is that Oras cannot turn it off, and massive amounts of heightened emotions can disorientate him if he can’t control it.






    Anomaly
    Most souls are similar, despite being different races.  They may have a different feeling or color to them, depending on their race, whether they’re a demon, mortal or god.  In the end however, it doesn’t really mean anything.  They are similar enough.  Oras however, is an entirely different case.  His soul is in a constant state of flux.  Unstabilized and uncontrolled.  Because of these constant shifts and changes, Oras’ soul changes from one type of being to another.  One could say it was a true shapeshifter, if it weren’t for the fact that it doesn’t even register as that.  It’s just..  Everything and nothing at the same time.  Because of this flux like state and changing, he can be felt and sensed by anyone able to sense or see aura’s and souls as anything at all.  Sometimes he appears to be a human, yokai, elf, Dwarf, Dragon, Animal, Demon, God, Half breed, angel, etc.  He can also be felt as different power levels.  Ranging from rank D to rank Z and even beyond.

    Oras cannot control how he’s sensed, and regardless of what it feels like his strength is or race is, his power does not change.  He can reshape his body to any appearance he pleases, though it takes a while to do so.  He isn’t, after all, an actual shapeshifter.  The downside to this is that if anyone has sensed him once, it’s usually impossible to keep his real identity hidden from them.






    Atia’s Malediction
    Upon speaking with Atia, learning more about her and what her intentions are, she gives him a unique ability.  Something that, while takes a massive amount of his spiritual energy and mana, could prove to be quite useful to him.  Oras can channel his chaotic energy to separate from him and latch onto another.  The result of this occurring is:..  Bad luck.  Literally.  Depending on how much of Oras’ soul energy he disperses, the bad luck can be minor nuisances, or lethal events.  The effect, or curse, is called “Atia’s Malediction”.  While under this effect, it seems as if the world itself is out to get the victim.  Minor nuisances would include things like getting hit by water from nowhere, tripping over yourself despite being perfectly balanced, knocking into something you didn’t see, or something knocking into you, stubbing your toe on accident, stepping on an ant pile, etc.  They aren’t lethal but can be annoying really quickly.  Moderate bad luck would be things that could harm you but aren’t lethal.  Such as catching sickness, getting a cut somehow, stepping on a nail, door slamming your fingers, falling into a hole or ditch, getting mugged, etc.  Then there is the lethal bad luck.  Any form of bad luck that would kill you, be it deadly plagues, structures collapsing around you, losing balance focus or strength in the middle of a fight, encountering a very powerful dark mage.  Anything that could prove lethal.

    At the same time however, the curse can’t last forever.  Depending on how much mana and soul energy is spent, it can last between a week, to a year.  If the victim’s life is in disarray, chaos or confusion (mental wise) then the length of time can be extended by an additional day.  If the curse is non lethal and just a nuisance then Oras doesn’t show any weariness.  If it’s deadly, lethal and lasts a long time, Oras could very well fall unconscious for an hour or two after applying it.

    Additional Note:  Requires OOC Permission to apply.






    Distortion of Nature (Gravity)
    There are five natural forces in the known universe.  Within reality at least.  Gravity.  Nuclear Power.  Electromagnetism.  Space.  And Time.  By utilizing his soul’s ability to create chaos and distort anything, Oras can control each of these to some degree, at the cost of fatigue, recharge or some other downside.  Gravity is the easiest of the five for Oras to control.  Despite what everyone leads themselves to believe, Gravity is in fact the weakest of the five forces.  This however, is an advantage for Oras.  Gravity can slip through time, making it easy for him to utilize that aspect.  Despite gravity being the easiest to manipulate however, it does require concentration.  The slightest mistake could cause too much pressure, applying changes to the wrong area, or (at worst case scenario) creating a black hole he didn’t mean to make.  Thus when he has distractions, manipulating gravity can become rather dangerous..  This is why he usually doesn’t do many incredible feats with gravity in the middle of combat, other than maybe making himself or someone else fly, or something else like that.

    While Oras can control gravity in general, it is extremely difficult if not impossible to alter gravity that is under magical influence.  Whether it’s an enchantment, magical artifact, or someone else’s magic being used.  He would need to dispel the magic before he could do so.






    Distortion of Nature (Electromagnetism)
    Of the five natural forces of the universe, Electromagnetism is probably the second easiest to control.  It doesn’t take too much effort to create a magnetic field if you know what you’re doing, and creating electricity is easy as well.  And when you have a soul that distorts the very laws of physics itself, controlling electromagnetism and bending it to your will doesn’t seem too difficult.  Like Gravity, it doesn’t apply much fatigue on Oras at all, but it does require a bit of concentration.  By distorting the natural flow of electromagnetism, and by creating his own waves of it, it does give him the ability to perform a type of telekinesis, as well as transmute objects.  By generating, altering and moving the electromagnetism of objects and their surroundings, he can move anything and anyone he likes without touching them.  Doing this requires the least amount of concentration but he still needs to focus.  Or else they vanish and whatever he’s moving stops or drops.  He can also use it to move the molecules in the air and in an object around, transforming any object or structure into any shape he likes, or into something else entirely.  Such as turning coal into gold, etc.  This however takes more concentration as it’s change on a molecular level, and thus the tiniest mistake could prove to be a problem.

    While Oras can control the electromagnetism of objects and people, including the surrounding area.  He cannot create it on enchanted objects or places.  If something is under magical influence then he cannot control them.  The same goes for any being who can use magic.






    Distortion of Nature (Nuclear)
    While Gravity and Electromagnetism may be rather easy for Oras to control, if not requiring concentration at least, Nuclear control is more straining on Oras than it requires concentration.  Nuclear power, namely the power of the atoms, is something that is extremely delicate, yet simple to understand.  There isn’t much one can do with nuclear power other than charge something up, create radiation or cause an nuclear blast.  However Oras can in fact find uses sometime in the future.  Charging anything up would be easy for him to do, and isn’t a danger to him either.  Radiation isn’t a threat to Oras, not only because of his ability to control it, but also because his body and soul are already in a flux like state, and thus Radiation passes right through him unhindered.  He can also force Radiation to thin out and vanish quickly, without dealing too much damage to the environment or people.  And while he can create nuclear explosions he’s, well…  Just, not going to do that under just about every circumstance.  The devastation would far outweigh the usefulness.

    As usual of course, while he can control nuclear forces, he cannot control nuclear power that’s under magical influence or being controlled by another.






    Distortion of Nature (Space)
    The last two natural forces of the universe are the most straining to control, but manageable if Oras isn’t under a lot of stress, weary or pain.  Space requires concentration while also applies stress to him.  He can consume mana to ease the stress on him but this makes it very hard to use in combat.  By controlling and manipulating space, Oras can create portals, wormholes.  He can bend space and twist it however way he wants.  By doing so he can make landscapes curve.  He could take a city block and fold it on itself.  Over time Oras can learn how to use this power and not be strained, but there is always a breaking point.  The larger, longer and more frequent he distorts space, the more stress he puts on his body and mind.  However space is also intertwined with dimensions.  Because of this, he can bend the world around him regardless of what dimension he is in.  If he entered a world where space didn’t exist however, then this ability would be pointless.  He cannot control, alter or break space that is controlled by someone’s magic.





    Distortion of Nature (Time)
    The most difficult force of nature to control, ever.  Time puts a great strain on Oras as well as requires much concentration.  Opening up windows in time is the easiest for him to do, which still puts a strain on him.  These ‘windows’ allow him to see into the past, or into the future.  The further he looks, the more it strains him.  If he tries looking further than six months he’ll pass out.  If he tries looking further than a year he dies and his revive ability activates.  He can also bring time to a halt, but can only freeze time for a limited amount of time.  Namely one minute if he isn’t already tired or weakened.  Usually however it’s thirty seconds.  He can also create a small bubble for others to be unaffected by this ability.  Finally he can leap into the future or past, but only a few seconds or minutes at a time.  Doing so greatly weakens him and gives him a minor headache.  Over time his powers over nature may grow, but unlike Atia he isn’t a pure chaos being.  His soul is partial human and partial chaos, thus the difficulty using it’s more potent powers.  As always, he cannot effect areas that are under magial influence.



    Combat Abilities:

    Name:  Ancestral Hatred
    Passive Ability: Always Active
    Description:  Not only did Oras inherit a chaotic soul from Atia, the being of Chaos, but he also inherited her feelings as well.  While most are subtle, what remains strong is her hatred against the Gods and Deities.  She hates them with such a passion, that her hatred manifested into raw power, giving her a very deadly advantage over her counterparts.  While Oras does not gain as, potent an advantage as that, he does have a natural resistance to any attacks Gods may attempt to deal to him.  All attacks dealt from Gods, Deities, Heavenly equipment and Angels are reduced in potency by 75%.





    Name:  Surging Power
    Passive Ability: Always Active
    Description:  Oras’ soul isn’t of this world.  Nor is it ove the world of deities.  Atia exists as a completely different being in a completely different state.  One that is unknown to anyone, even Oras.  His soul generates a unique form of energy that none can duplicate..  However at the same time, his soul can transform that energy into just about anything.  Therefore his mana comes from his chaotic soul.  In addition to this, his soul flows energy through his body and magic, amplifying his magic power, and dealing additional 75% magical damage.





    Name:  Font of Power
    Passive Ability: Just as Oras’ soul generates energy that can be transformed into any other form.  So too can his soul steal said energy.  This can be done passively or forcefully, and most of the time it’s done passively.  Just pulling the energy from the air and objects around him.  Not enough to be noticeable but still enough to gather power.  This not only aids his Glacier God Slaying Magic, but it also gives him access to more mana than the average wizard does.  Oras has access to an additional 75% amount of mana for his spells.
    Description:  





    Name:  Dimensional Distortion
    Toggle Ability: Can be turned on/off
    Description:  Having a chaotic soul is difficult to handle, but once in control he can use his chaotic soul to distort the world around him.  One of the ways he does this is by distorting space and the dimensions around him.  Regardless of what most people say about their ‘special’ teleporting spells or abilities, all teleportation works the same way in this world of reality:  Traveling through space.  By distorting and disrupting space and dimensional area, he prevents any and all forms of teleporting from working.  However, this also affects allies, and thus he’s learned how to turn this ability on and off.





    Name:  Phantom’s Bane
    Active Spell: Always Active
    Description:  Distorting the space and dimensions around Oras is an incredible feat, but Oras goes even further.  While his power is naturally drawn to chaos and destruction, he can also pull objects and people into order.  Whether it’s mortals vibrating their body or weapon fast enough to phase through objects or spells.  Whether it’s a spirit, phantom, angel, demon or god.  Regardless of what it is, Oras can stabilize them in the physical sense, preventing them from being able to phase.  They cannot phase to escape Oras’ blows and they cannot phase to get through Oras’ defenses.

    @Oras Auro wrote:
    Unique Abilities



    True Freeze:
    Name:  True Freeze
    Active Spell: -  Must be activated
    Description:  One of the first unique forms of ice Oras had mastered was the distinct form VII of ice.  Form VII ice is unique in that it’s more dense than normal ice, making it harder and stronger.  Not only that, but form VII ice doesn’t melt at room temperatures.  Oras, when applying magic, can take this to a whole new effect.  By targeting his opponent’s spells, he can essentially freeze the spell they are using or expelling, by using the same amount of mana they themselves were using.  This isn’t actually freezing the spells in the sense of turning them to ice, but simply putting them to a permanent halt, and thus nullifying the spell.  It can be used once per post.





    Accumulating Ice:
    Name:  Accumulating Ice
    Passive Toggle Spell  -  Ability doesn’t happen by accident, only when Oras means for it to
    Description:  When an object cools or freezes up, it doesn’t have to form ice.  Anything that cools down tends to become a little more dense.  Oras increases this effect greatly.  By using his magic, anytime he or his spells make contact with his target (a successful hit), their weight doubles, applying a speed debuff of 5% up to the buff cap equal to his current rank.





    Kinetic Shift:
    Name:  Kinetic Shift
    Passive Spell  -  Always active
    Description:  When something cools down or freezes, the kinetic energy usually transfers along with the heat that left the body/object.  Normally that heat travels elsewhere, somewhere the cold doesn’t exist.  However Oras is able to manipulate it so that anything that cools down around him transfers the kinetic energy into his own body.  While it doesn’t heat him up due to his body’s frozen/icey state, it does give him a speed boost equal to his rank.  And given how Oras’ body automatically chills the air when he wants it to, he can have this buff at any time.





    Frozen Infusion:
    Name:  Frozen Infusion
    Passive Spell  -  Always Active
    Description:  The ice created, controlled and used by Oras is immensely powerful.  While it is fueled by his magic, it’s also fueled by his chaotic soul.  Normally his soul is chaotic and unstable, which in turn makes his body as such.  Oras however fuses his body with his ice magic.  Using the stabilized ice to stabilize his body.  With his body being stable, his soul in turn transfers a stable amount of power to his body, giving him an increase in magical damage up to his rank.





    Enhanced Frost:
    Name:  Enhanced Frost
    Passive Spell  -  Always Active
    Description:  In the same way Oras’ soul strengthens his body (which is a fusion of his unstable body and his ice magic, creating a stabilized form) in magic damage.  It also strengthens him physically.  With his body now being stable, his strength is far greater than it had been before, giving him a physical damage boost equal to his rank.



    Fragmented (Locked Until S Rank):
    Name:  Fragmented
    Active  -  Oras must activate this to use it.
    Description:  Because Oras’ body is infused with ice to balance it out with Oras’ chaotic soul, he can turn his body into pure ice, which he can then move at will.  By doing so, he can transform his body into solid ice or snow, and pull himself around an opponent’s incoming attack up to his rank, whether it be magical or physical.  Can only be used to dodge one attack per post.



    Dimensional Shift (Locked Until H Rank):
    Name:  Dimensional Shift
    Passive Spell  -  Always active
    Description:  Just like how Oras can draw kinetic energy from the ice he conjures up, so too can he draw it from those around him, as well as from other dimensions thanks to his chaotic soul.  Anything that is cold in existence he can draw energy and strength from, giving him a 40% buff to magic damage, and a 35% buff to speed.

    @Oras Auro wrote:
    Signature & Rank D Spells





    Signature Spells”:

    Name:  Reflection
    Rank:  D
    Type:  Burst, Instant
    Damage:  N/A
    Range:  15 Meters
    Speed:  Instant
    Duration:  N/A
    Cooldown:  N/A
    Description:  All ice has a reflective surface.  Because of this, and because Oras can always be surrounded by ice at any moment, by touching a reflective surface, he can instantly teleport to any other reflective surface within a fifteen meter radius instantly.
    Strengths:  

    • Allows Oras to evade attacks at the last second

    Weaknesses:  

    • Can’t use if there aren’t reflective surfaces




    Name:  Icicle Strike
    Rank:  Oras' rank up to S
    Type:  Signature, Multi Target, Instant
    Damage:  90 per hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  N/A
    Cooldown:  N/A
    Description:  Oras launches a dozen frozen icicles that deal magic damage on hit.
    Strengths:  

    • Acts as multiple attacks at once.

    Weaknesses:  

    • Can only be cast once per post.






    Rank D Spells”:

    Name:  Freezing Arrows
    Rank:  D
    Type:  Multiple Target, Instant
    Damage:  30 each hit
    Range:  45 Meters
    Speed:  30 Meters per second
    Duration:  N/A
    Description:  Oras launches a dozen ice arrows at  his target.  These arrows are 2 centimeters thick, and are four inches long, designed to pierce.
    Strengths:  

    • An easy and quick spell to cast to attack with.

    Weaknesses:  

    • Cannot alter their course once launched.




    Name:  Focused Arrow
    Rank:  D
    Type:  Single Target, Instant
    Damage:  40 on hit
    Range:  60 Meters
    Speed:  60 Meters per second
    Duration:  N/A
    Description:  Instead of firing several freezing arrows, Oras launches a single stronger one.  One inch thick and five and a half inches long, it’s shaped to better pierce with more force and weight in it.
    Strengths:  

    • Arrow is specially shaped to pierce defenses better than other spells.

    Weaknesses:  

    • Only one arrow can be launched rather than several.




    Name:  Icicle Chains
    Rank:  D
    Type:  Multi Target
    Damage:  30 per hit
    Range:  45 Meters
    Speed:  30 Meters per second
    Duration:  3 Posts
    Description:  Forming a dozen chains of ice, Oras can use these to lash out at his enemies, or he can use it to tie/chain up his opponents.
    Strengths:  

    • They are multipurpose

    Weaknesses:  

    • They can only apply damage once each




    Name:  Cone of Cold
    Rank:  D
    Type:  AoE, Instant
    Damage:  20 damage on hit
    Range:  30 Meters
    Speed:  15 Meters per second
    Duration:  3 Posts
    Description:  Oras releases a powerful blast of cold in a cone like shape where he is aiming.  He can strike from both hands, allowing him to attack in any direction and alter it’s direction while casting.  In addition, it also slows whoever is struck by it by 40%.
    Strengths:  

    • Strikes in a widespread attack

    Weaknesses:  

    • It’s possible to dodge this attack




    Name:  Flash Freeze
    Rank:  D
    Type:  Burst, Effect
    Damage:  N/A
    Range:  15 Meters
    Speed:  15 Meters per second
    Duration:  1 Posts
    Description:  Oras lets loose a quick blast of cold that instantly freezes the surrounding area.  Dropping the temperature of the air itself, freezing everything solid.  It also freezes anyone for one post it comes in contact with, unless Oras wishes it not to.
    Strengths:  

    • Creates ice Oras can control

    Weaknesses:  

    • Only reaches 15 meters




    Locked Until Purchased

    Name:  Shatter
    Rank:  D
    Type:  Burst, Instant/Debuff
    Damage:  N/A
    Range:  Physical Contact
    Speed:  N/A
    Duration:  3 Posts
    Description:  Anything can be frozen.  Anything frozen solid can be shattered.  This concept is the same with armor and physical defenses.  If Oras uses this spell, any physical contact he makes with his opponent freezes then cracks (or shatters) their armor, scales, etc.  (physical defense)  by 40%.
    Strengths:  

    • Reduces physical defenses

    Weaknesses:  

    • Requires direct contact




    Locked Until Purchased

    Name:  Frost Shield
    Rank:  D
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  15 Meters
    Speed:  15 Meters per second
    Duration:  1 post
    Description:  Oras conjures up a quick shield for himself that can block up to three rank D strikes.  He can also conjure it a little ways away in case he needs to protect an ally.
    Strengths:  

    • Can protect him or another

    Weaknesses:  

    • Isn’t very strong




    Locked Until Purchased

    Name:  Chill
    Rank:  D
    Type:  Single, DoT
    Damage:  20 damage per post
    Range:  Physical Contact
    Speed:  N/A
    Duration:  3 Posts
    Description:  Oras’ physical contact can chill his targets greatly, causing minor frostbite that harms the target over time until it wears off.
    Strengths:  

    • Can apply automatically, making melee combat useful.

    Weaknesses:  

    • Cannot deal up to 2.5x damage due to maximum duration limit for rank D spells.




    Locked Until Purchased

    Name:  Aura Strike
    Rank:  D
    Type:  Multi Target, Instant
    Damage:  30 per hit
    Range:  Physical Contact
    Speed:  N/A
    Duration:  2 Posts
    Description:  Oras’ hands and/or weapon is cloaked in a frozen aura that deals magic damage with each hit.  Allowing him to deal magical damage in melee combat.
    Strengths:  

    • Applies Oras’ magical advantage in the physical aspect.

    Weaknesses:  

    • Only deals 75% of rank D damage per hit.




    Locked Until Rank H

    Name:  Reversal
    Rank:  D
    Type:  Burst, Buff
    Damage:  N/A
    Range:  N/A
    Speed:  N/A
    Duration:  3 Posts
    Description:  Cold air falls down while hot air rises.  Oras can reverse this effect, allowing him to fly in the air if he desires.  When done right it also gives him a 40% boost in speed.
    Strengths:  

    • Makes Oras more fast and agile.

    Weaknesses:  

    • Does not last forever.




    Advanced Spell

    Name:  Frost Nova
    Rank:  D+
    Type:  AoE, Instant/Debuff
    Damage:  30 damage
    Range:  45 Meters
    Speed:  25 Meters per second
    Duration:  4 posts
    Description:  Oras releases an outward bast of frost in a dome like shape around him.  The result is instant damage and a chilling effect that slows targets down by 45%.
    Strengths:  

    • Chills his enemies while also damaging them.

    Weaknesses:  

    • It’s not potent enough to freeze them solid.



    _____________________________________________________________________________________


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    Rin Mayou
     
     

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    Position : None
    Posts : 618
    Guild : Crystal Swan - Ace of Ruby
    Cosmic Coins : 5
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    Mentor : Desirée Blooms
    Experience : 31,172.5

    Character Sheet
    Character Name: Rin Mayou
    Primary Magic: World Make Magic
    Secondary Magic: ReQuip: The Sugary Armory

    Re: Glacier God Slaying Magic

    Post by Rin Mayou on 21st September 2018, 10:55 am

    ♥:
    @Oras Auro wrote:
    Rank C and B Spells





    Rank C Spells:

    Name:  Ice Shards
    Rank:  C
    Type:  Multi Target, Instant
    Damage:  45 per hit
    Range:  90 Meters
    Speed:  65 Meters per second
    Duration:  N/A
    Description:  Oras fires a dozen ice shards about four inches long and two inches thick.  Despite being small they are rather powerful, especially at extreme speeds.  Oras can alter their direction in mid combat by curving them.
    Strengths:  

    • Can move their direction mid flight

    Weaknesses:  

    • Are not as strong as a single target spell alone.




    Name:  Cold Wind
    Rank:  C
    Type:  AoE, Immobilize, Debuff
    Damage:  30 on hit
    Range:  60 Meters
    Speed:  30 Meters per second
    Duration:  5 Posts
    Description:  Oras releases a chilling blast of air that expands quickly, covering a sixty meter radius.  Anyone hit by this wind is chilled, hurting them from the shock of instant cooling, becoming frozen solid, and becoming 45% slower for as long as the spell lasts.
    Strengths:  

    • Hurts targets as well as slows them down.

    Weaknesses:  

    • It’s not cold enough to freeze them completely.




    Name:  Frostbrand Weapon
    Rank:  C
    Type:  Multi Target, Instant
    Damage:  45 per hit
    Range:  Varies on Weapon type.  Physical Contact - 90 Meters.
    Speed:  N/A
    Duration:  2 Posts
    Description:  Oras creates a weapon (or weapons) out of his ice magic.  They deal magic damage with each hit.
    Strengths:  

    • Allows Oras to deal magic damage in melee combat instead of physical damage.

    Weaknesses:  

    • Gives Oras a weapon even when he’s weaponless.




    Locked Until Purchased

    Name:  Searing Shards
    Rank:  C
    Type:  Multi Target, Instant
    Damage:  45 Per hit
    Range:  90 Meters
    Speed:  65 Meters per second
    Duration:  N/A
    Description:  Oras creates and launches a dozen ice shards but these are different than his normal spells.  Due to the ice being Form X, these shards aren’t cold, and are in fact counted at two hundred degrees fahrenheit.
    Strengths:  

    • Oras can use a heat attack rather than a cold attack, while still using ice.

    Weaknesses:  

    • Don’t deal any more damage than Ice Shards.




    Locked Until Purchased

    Name:  Frostbite
    Rank:  C
    Type:  Single Target, DoT
    Damage:  30 damage per post
    Range:  Physical Contact
    Speed:  N/A
    Duration:  5 Posts
    Description:  Oras’ touch can be extremely cold.  If Oras or anything he’s holding comes in contact with another individual, their body is chilled to the point of frostbite.
    Strengths:  

    • A stronger version of chill.

    Weaknesses:  

    • Requires direct contact to apply.




    Locked Until Purchased

    Name:  Hypothermia
    Rank:  C
    Type:  Single Target, Immobilize
    Damage:  N/A
    Range:  120 Meters
    Speed:  120 Meters per second
    Duration:  1 Post
    Description:  Oras can cast a spell that chills the target to the point of freezing the blood and organs of his target, immobilizing them solid.  Even after they are no longer immobilized however, their blood and organs still feel the chilled aftermath.
    Strengths:  

    • Freezes opponents insides, and thus immobilizing them.

    Weaknesses:  

    • Has to hit target to do so.




    Locked Until Purchased

    Name:  Binding Ice
    Rank:  C
    Type:  Single Target, Healing
    Damage:  Heals for 60 HP
    Range:  120 Meters
    Speed:  120 Meters per second
    Duration:  N/A
    Description:  Oras reconnects severed muscles, nerves, and skin by creating a bendable ice between the damage.  This keeps it from being broken any further, and while it’s still cold as ice it acts as a temporary replacement.  The ice vanishes only if broken, or when the cells regenerate naturally.
    Strengths:  

    • One of Oras’ few Healing spells.

    Weaknesses:  

    • One of Oras’ few healing spells.




    Locked Until Purchased

    Name:  Wall of Frost
    Rank:  C
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  30 Meters
    Speed:  30 Meters per second
    Duration:  2 Posts
    Description:  Oras conjures up a thick wall of solid frost that can take up to three rank C hits.  He can protect himself, or conjure it up within it’s radius if an ally needs the protection more than him.
    Strengths:  

    • It can protect Oras and/or Oras’ allies.

    Weaknesses:  

    • Allies have to be within Oras’ range for him to defend them.




    Unlocked Until Rank H

    Name:  Frozen Prison
    Rank:  C
    Type:  Burst, Defense
    Damage:  N/A
    Range:  30 Meters
    Speed:  30 Meters per second
    Duration:  2 Posts
    Description:  Oras creates a prison made of ice.  This prison can take any shape or form and those trapped inside it must destroy the trap before they can attack anyone else.  It can survive up to three rank C hits.
    Strengths:  

    • Enemies must use up spells and mana to destroy the prison before they can even attack Oras.

    Weaknesses:  

    • Not very strong and best used to distract enemies or trap weaker foes.




    Advanced Spell

    Name:  Frostbeam
    Rank:  C+
    Type:  Single Target, Instant
    Damage:  90 damage on hit
    Range:  180 Meters
    Speed:  180 Meters per second
    Duration:  N/A
    Description:  Oras fires a blast intense cold and frost compacted into a concentrated beam that deals damage to his target.
    Strengths:  

    • Powerful and precise, able to strike a weak spot in armor and such.

    Weaknesses:  

    • Can only target one individual at a time.






    Rank B Spells:

    Name:  Ice Spears
    Rank:  B
    Type:  Multi Target, Instant
    Damage:  60 dmg per hit
    Range:  150 Meters
    Speed:  110 Meters per second
    Duration:  N/A
    Description:  Oras creates a dozen or more strong and powerful spears of ice that he hurls at his foes.  These spears are six feet long and two inches thick and are designed to pierce even strong material with their force.
    Strengths:  

    • Specialized in piercing and applying damage each.

    Weaknesses:  

    • It has to hit the target to pierce and damage.




    Name:  Icicle Burst
    Rank:  B
    Type:  Multi Target, Instant
    Damage:  60 per hit
    Range:  150 Meters
    Speed:  110 Meters per second
    Duration:  N/A
    Description:  Oras creates a sort of wall of frozen spikes that lunge up from the ground, wall or ceiling.  The spikes start on one end, and raise up in a line which can change direction until the spell is complete.
    Strengths:  

    • Effective against large groups.

    Weaknesses:  

    • Difficult to use against a single enemy.




    Name:  Glacier Missile
    Rank:  B
    Type:  AoE, Debuff, Immobilize
    Damage:  40 damage on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Description:  A sphere of ice that when detonated, releases a massive amount of frost, cold air and icicles out in a massive blast, striking all nearby target.  Immediate effects are instant damage and immobilization for one post, freezing solid.  When they thaw out they have a 50% speed debuff until the spell duration reaches it’s end.
    Strengths:  

    • Applies multiple effects on the target.

    Weaknesses:  

    • Can only effect those within it’s radius.




    Locked Until Purchased

    Name:  Siphoning Frost
    Rank:  B
    Type:  Single Target, Drain
    Damage:  Drain 5% hp every other post.
    Range:  200 Meters
    Speed:  200 Meters per second
    Duration:  6 Posts
    Description:  Creating a new type of ice, Oras releases a sort of wave or blanket of frost that moves swiftly towards his target.  The frost can weave through molecules to avoid being blocked by objects or other people, and latches onto the target.  Slowly draining health from them into Oras, healing him for 5% health every other post.
    Strengths:  

    • Heals Oras over time.

    Weaknesses:  

    • Can only be applied to one individual at a time.




    Locked Until Purchased

    Name:  Aura of Frost
    Rank:  B
    Type:  Burst, Passive, Debuff
    Damage:  N/A
    Range:  50 Meters
    Speed:  N/A
    Duration:  N/A
    Description:  Oras is covered in a cold aura that covers the surrounding area in a blanket of frost.  While he can dampen the effects to the point of being barely noticeable, in combat the ground is covered in a frozen mist, and his enemies speed are reduced by 25%.  Oras also has a natural 25% resistance to debuffs that slow him.
    Strengths:  

    • Doesn’t require mana to cost and is always active.

    Weaknesses:  

    • The effects of the aura aren’t too strong by itself.




    Locked Until Purchased

    Name:  Arctic Armor
    Rank:  B
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  N/A
    Speed:  N/A
    Duration:  3 Posts
    Description:  By forming ice around his body, Oras creates a sort of armor that protects him and his equipment.  It takes three rank B hits to destroy.
    Strengths:  

    • Protects him and his equipment as well.

    Weaknesses:  

    • Cannot protect others unless Oras steps between them and an incoming attack.




    Locked Until Purchased

    Name:  Deep Freeze
    Rank:  B
    Type:  AoE, Immobilize, Debuff
    Damage:  40 on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Description:  Oras creates a massive wave that weaves through solid, spiritual and magical objects alike, damaging anything it touches as well as freezing everything solid.  Immobilizing targets for one post and creating ice for him to control.  When targets are no longer frozen, they have a 50% speed debuff until the spell wears out.
    Strengths:  

    • Applies multiple effects and creates ice for him to control.

    Weaknesses:  

    • Cannot freeze what’s already frozen.




    Unlocked Upon Rank H

    Name:  True Freeze
    Rank:  B
    Type:  AoE, Immobilize, Debuff
    Damage:  40 on hit
    Range:  100 Meters
    Speed:  50 Meters per second
    Duration:  6 Posts
    Description:  A wave of freezing wind that not only freezes targets solid for one post and damages them, but also reduces the total magic damage his targets can deal by 50%.
    Strengths:  

    • Can effect opponent’s magic as well as their body.

    Weaknesses:  

    • Other than that it’s just another freezing/AoE spell.




    Advanced Spell

    Name:  Hail Strike
    Rank:  B+
    Type:  Multi Target, Instant
    Damage:  90 each hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Description:  Oras conjures a swarm of large hail that rains down on the field dealing damage with each strike.
    Strengths:  

    • Generates lots of hail due to it being a storm, therefore making it difficult to miss.

    Weaknesses:  

    • Doesn’t last long.


    @Oras Auro wrote:
    Rank A & S Spells





    Rank A Spells:

    Name:  Ice Lances
    Rank:  A
    Type:  Multi Target, Instant
    Damage:  75 each hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Description:  Oras conjures and launches a dozen or more lances of ice that are eight feet long and two and a half inches thick.  Designed to pierce through just about anything and deal a great amount of damage.
    Strengths:  

    • Powerful in damage and piercing.

    Weaknesses:  

    • Cannot turn mid flight.




    Name:  Glacier Golem (Defensive)
    Rank:  A
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  75 Meters
    Speed:  Golems move at 75 Meters per second
    Duration:  7 Posts
    Description:  Controlling and creating ice isn’t all he can do.  It’s also possible for Oras to create around a dozen ice golems that act as defenders.  Defending either Oras, his allies or the other golems, able to withstand three rank A hits.  It’s also possible for Oras to infuse them with souls, and store those souls in ice crystals when the golem itself falls apart.  He must obtain these souls from an outside source.  Their appearance is usually tall and slightly bulky, and they move rather fast for their size.
    Strengths:  

    • If Oras infuses souls in them, they become sentient.  Can act and think for themselves.

    Weaknesses:  

    • Without souls, Oras must control them himself which can sap at his concentration.




    Name:  Frozen Flames
    Rank:  A
    Type:  Multi Hit, Instant
    Damage:  75 per hit
    Range:  225 Meters
    Speed:  165 Meters per second
    Duration:  N/A
    Description:  By creating Form X ice as tiny shards clustered in groups, he can create a fire of sorts.  It of course isn’t fire at all and is instead a collection of ice shards, but due to it’s heat and color it appears to be fire.  It’s temperature reaches up to six hundred fifty degrees fahrenheit and Oras can create a dozen or more attacks before the frozen flames disperse completely.  He can launch them as fireballs, missiles, cover his hands with it, or launch it as a beam.  Shape of the attack can be changed.
    Strengths:  

    • Just like normal fire, Frozen Flames can take any shape.

    Weaknesses:  

    • Just like Frostbrand weapons, it can only last so long.




    Locked Until Purchased

    Name:  Winter’s Herald
    Rank:  A
    Type:  Burst, Passive (Immobilize/Buff)
    Damage:  N/A
    Range:  75 Meters
    Speed:  75 Meters per second
    Duration:  N/A
    Description:  When one has mastered Glacier God Slaying Magic, as well as have infused their own body with their very element, in addition to having a chaotic soul, you get two particular benefits.  Oras gains a 55% buff to magic damage, but his soul can also released a wave of energy outwards in a seventy five meter radius, that instantly freezes everything and everyone, immobilizing them for one post.
    Strengths:  

    • Allows Oras to immobilize his enemies for free.

    Weaknesses:  

    • Has to wait for the blast to recharge.




    Locked Until Purchased

    Name:  Hungering Cold
    Rank:  A
    Type:  AoE, DoT, Debuff
    Damage:  50 AoE damage, 50 DoT damage for 5 posts.
    Range:  150 Meters
    Speed:  75 Meters per second
    Duration:  5 Posts
    Description:  Conjuring a sort of mist of frost around him, the mist spreads out in all directions, seeking out any forms of life.  Oras can control what the mist effects and what it doesn’t.  Upon initial impact, the mist deals AoE damage and DoT frostbite damage, while also reducing victim speed by 55%.  The frostbite continues to damage the target until the duration runs out.
    Strengths:  

    • Can damage targets with AoE damage as well as apply DoT damage.

    Weaknesses:  

    • This is assuming the target is within range of the spell for it to hit.




    Locked Until Purchased

    Name:  Glacier Prison
    Rank:  A
    Type:  Burst, Defensive
    Damage:  N/A
    Range:  75 Meters
    Speed:  75 Meters per second
    Duration:  4 Posts
    Description:  Similar to Frozen Prison, Oras can create a more stronger version.  Ice far stronger, thicker, and with a higher heat resistance.  It can withstand up to three A rank attacks as well.
    Strengths:  

    • Prevents enemies from attacking Oras or his allies until they destroy the prison.

    Weaknesses:  

    • The prison can in fact be destroyed.




    Unlocked Upon H Rank

    Name:  Thermal Frost
    Rank:  A
    Type:  Multi Target, DoT
    Damage:  50 damage per post
    Range:  225 Meters
    Speed:  110 Meters per second
    Duration:  5 Posts
    Description:  Oras fires three blasts of ice, each blast consisting of a thousands of tiny shards that can move around or melt through objects.  The Form X ice when striking the target covers them in a blanket of frost that reaches eight hundred degrees fahreinheit, dealing damage over time.
    Strengths:  

    • Can target multiple enemies at the same time.

    Weaknesses:  

    • Has to hit the targets to apply the DoT




    Advanced Spell

    Name:  Frozen Vortex
    Rank:  A+
    Type:  AoE, DoT, Burn
    Damage:  75 AoE damage, 75 DoT damage, 5% burn damage every other post.
    Range:  225 Meters
    Speed:  110 Meters
    Duration:  9 Posts
    Description:  Singularities are created when a single point in space becomes so dense that the gravity pulls objects and even space towards it.  Oras doesn’t create a singularity, but he compresses a massive amount of ice into a single point that it creates something similar known as a Frozen Vortex.  The central sphere is too strong and dense to break in any way, and is surrounded by Frozen fire that constantly circles it with great speed.  The entire radius applies AoE damage and applies a DoT frostbite before pulling anything and everything into the center of the vortex, where targets are dealt 5% of rank A damage as burn damage every other turn.
    Strengths:  

    • Deals massive amounts of damage over time.

    Weaknesses:  

    • Has a large cooldown, forcing the user to only use it sparingly.






    Locked Until Rank Reached
    Rank S Spells:

    Name:  Frost Pulse
    Rank:  S
    Type:  Single Target, Instant
    Damage:  120 on hit
    Range:  400 Meters
    Speed:  400 Meters per second
    Duration:  N/A
    Description:  A sort of focused pulse that moves similarly to how sound does, save for that it does not spread out the further it travels.  This wave of cold and frost can easily pass through solid objects until it hits it’s target.
    Strengths:  

    • Makes terrain and flying debris pointless against it.

    Weaknesses:  

    • Cannot phase through magic shields, or equipped shields.




    Name:  Glacier Golems (Offensive)
    Rank:  S
    Type:  Multi Target, Instant
    Damage:  Each golem deals 90 on hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  10 Posts
    Description:  Similar to his defensive Glacier Golems, Oras can conjure up around a dozen offensive Golems.  These can take on a variety of shapes according to Oras’ will (or the will of the soul infused into it if Oras has any to do so).  It takes one rank S hit to destroy one golem, thus having the defensive golems as their shield brothers makes the entire process easier.
    Strengths:  

    • If Oras collects souls, trains them, and then infuses the golems with them, they can become very skilled in combat.

    Weaknesses:  

    • If the golems aren’t infused with souls Oras must control them directly, draining at his concentration greatly.




    Locked Until Purchased

    Name:  Stimulating Snow
    Rank:  S
    Type:  AoE, Healing, Magic Buff
    Damage:  
    Range:  200 Meters
    Speed:  100 Meters per second
    Duration:  10 Posts
    Description:  Instead of launching an attack or creating ice, Oras generates snow that bursts outwards, covering the sky and surface in it.  The snow falls for a long while, and has three effects on Oras and his allies:  It heals them for 60 hp until the spell wears off.  Gives them a 60% boost to magic damage.  Finally, spell applies an effect that heals Oras’ allies over time.  Healing them for 60 health for five posts.  This snow can’t be melted... …  What?  Oras can do fluffy snow, nothing wrong with that.
    Strengths:  


    • A strong supporting spell for Oras and his allies.


    Weaknesses:  


    • Once it activates, it takes a long time to cooldown.





    Locked Until Purchased

    Name:  Ice Cascade
    Rank:  S
    Type:  Multi Target, Instant
    Damage:  90 per hit
    Range:  300 Meters
    Speed:  225 Meters per second
    Duration:  7 Posts
    Description:  Waterfalls don’t have to be made of water, lava or liquids in general.  They don’t even need to have a source.  Oras can create a sort of ice fall made of thousands of loose ice shards that just appear out of nowhere above your head and start crashing down on his targets.  This can last a long while or Oras can cancel the spell early.  Canceling it does not reduce the cooldown in any way.
    Strengths:  


    • Useful if Oras can keep his opponent immobilized, slowed and/or trapped.


    Weaknesses:  


    • Oras can’t move the ice fall while it’s active.





    Unlocked Upon Rank H

    Name:  Heart of the Storm
    Rank:  S
    Type:  Burst, Passive, Buff, Debuff
    Damage:  N/A
    Range:  100 Meters
    Speed:  N/A
    Duration:  N/A
    Description:  Oras surges with strength, giving him a 60% buff to magic damage, while also suppressing the speed of nearby enemies by 60%.  He is very resistant to the cold, most of the time not even feeling it.  Even if his body is freezing, allowing him to still think and process clearly, regardless of his body’s effects.
    Strengths:  


    • Gives him an advantage on the field.


    Weaknesses:  


    • Doesn’t reduce damage or prevent immobilization.





    Advanced Spell

    Name:  Glacial Beam
    Rank:  S
    Type:  Single Target
    Damage:  120 on hit
    Range:  400 Meters
    Speed:  400 Meters per second
    Duration:  7 Posts
    Description:  An even more powerful and stronger version of his past beam attacks.  Oras creates a beam of moving ice and cold that strikes with immense force at his enemies, pushing them back unless they have incredible physical strength.  If he desires he can hold this beam up for a long period of time but can cancel it at any moment.  Canceling does not reduce the cooldown in any way.
    Strengths:  


    • Oras can use this spell with one hand and move the direction of the beam if need be.





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    watermelon eyes

      Current date/time is 23rd September 2018, 3:26 am