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    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Johann
    Johann

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    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3784
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Johann on 29th October 2018, 8:06 am

    Maledict of War - Berserkir

    Magic Name: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Einherjar

    Description:
    The Maledict of War is a magic originating from the being locked within Johann, Mars, the Second Seal of the Apocalypse granting this magic to his vessel. The magic manifests in the form of a lacrima inside the user's chest, the crystallized magic taking the function of Johann's heart after his own was destroyed and he died in an encounter with demonic forces. The Berserker Titan Slayer lacrima is a crystallized concentration of demonic energy and grants the user control over several elements, including Blood, Bones and Nectrotic Energy.

    Lineage:
    Einherjar

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● Slayer has full control over magic and spells of the following Elements:

    • Blood
    • Bones
    • Necrotic Energy (Death / Undeath Magic)

    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (see below).
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    • Adds the Maledict status effect to the user's melee attacks. When in Force, blood begins to stream of the user's form in sanguine strings. All of the user's spells gain a deeply crimson tint to it, and blood clings closely to the user's body. Melee attacks corrode an opponents defenses and slowly work their way through them, the user's melee damage dealing piercing damage. If used to pierce a shield, defense spell or armor the base melee damage of the melee attack is reduced by 50%.




    Unique Abilities:

    ● ᛘᚮᛚᛚᛁᛐᛁᛆᛘ - Berserker Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all Debuffs, Drains and DoT effects are halved in efficiency through this effect (40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his spoken word as well as makes others unable to predict his movements, whether through passive or active effects and under all circumstances.

    ● ᚠᛃᚢᚱᚪᚱ - Berserker Titan's Rage (Passive): The user combines the power of his blood with the power of his curse to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● ᛁᛗᛈᚣᛏᚣᛋ - Berserker Titan's Power (Passive): The user can, indirectly, use primordial curse to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Attacks delivered through this can, at max, possess user rank burst range and move at user rank burst speed, always dealing the same damage as the melee attack. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere from the user's magic.

    Plot Ability:

    Abomination - Berserker Titan:
    Once an enemy has been hit with one of the user's blood element spells the user can establish control over that opponent's blood and control their body. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.

    Spells:

    Signature Spells - 3:

    1:

    Name: ᛚᛆᚿᚲᛂᛆ - Berserker Titan's Spear
    Rank: S
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage. Additionally, this projectile possesses a high power, penetrating armor and shield spells, though losing 50% of its base damage if the piercing effect is used.

    2:

    Name: ᚴᚩᚱᛈᚣᛋ - Berserker Titan's Body
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.

    3:

    Name: ᛋᚲᚢᛐᚢᛘ - Berserker Titan's Shielding
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.

    B Rank Spells - 6:

    Passives:

    1. ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Force: Grants the user 50% more spell damage passively.

    2. ᛗᛖᚾᚣᛋ - Berserker Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. ᚡᚪᛃᚱᛋ - Berserker Titan's Might: Grants the user 25% more HP passively.

    4. ᚱᛂᚵᛂᚿᛂᚱᛆᛐᛁᚮ - Berserker Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛐᛂ - Berserker Titan's Flexibility: Grants the user 50% more spell speed passively.

    6:

    Name: ᚱᛂᚠᚱᛂᚿᛆᚿᛐᛂᛘ - Berserker Titan's Crimson Rush
    Rank: B (80 MP)
    Type: Burst, Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: Instant
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.

    A Rank Spells - 8:

    1:

    Name: ᚵᛚᚮᛒᚢᛚᚢᛋ - Berserker Titan's Dusk Cocoon
    Rank: A (100 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of necrotic energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the necrotic energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.

    2:

    Name: ᚲᛁᚿᛁᛋ - Berserker Titan's Ash Storm
    Rank: A (100 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.

    3:

    Name: ᚠᛚᚢᚲᛐᚢᛋ - Berserker Titan's Power Surge
    Rank: A (100 MP)
    Type: Single Target, Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes necrotic magic to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.

    4:

    Name: ᛔᚱᛁᛘᛁᛋ - First Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    5:

    Name: ᛋᛂᚲᚢᚿᛑᚢᛋ - Second Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    6:

    Name: ᛏᚣᚱᛏᛁᚣᛋ - Third Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    7:

    Name: ᛩᚢᛆᚱᛐᚢᛋ - Fourth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    8:

    Name: ᛩᚢᛁᚿᛐᚢᛋ - Fifth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    S Rank Spells - 6:

    1:

    Name: ᛋᛂᛪᛐᛆ - Sixth Sequence of the Berserker Titan
    Rank: S (120 MP)
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 10

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 70% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit.

    2:

    Name: ᚱᚢᚵᛁᛂᛐ - Berserker Titan's Roar
    Rank: S (120 MP)
    Type: Burst, DoT, Debuff
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    The user takes a deep breath, mixing air with magical energy and blood before releasing a powerful roar that extends out in a cone before them, firing from their mouth thousands of small needles of blood and showering opponents in range of the spell with a cascade of projectiles. All enemies caught in the attack suffer from the onslaught of blood and take damage, but are also poisoned by the corrupted blood of the user, the poison dealing 60 HP damage every post thereafter until the spell ends while also debuffing the opponent's spell damage reduction by 50%.

    3:

    Name: ᚡᛁᚿᚲᚢᛚᛆ - Berserker Titan's Abyss Chains
    Rank: S (120 MP)
    Type: Multi Target, Immobilization, Drain
    Damage: 90 HP per hit
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    The user surrounds his hand in twilight energy before slamming it down into the ground, chains of pure necrotic magic bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them and siphon their life force, draining 5% of the opponent's MP per turn for the duration of the spell if successful. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 90 HP damage per chain. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.

    4:

    Name: ᛁᚿᛔᛂᛋ - Berserker Titan's Bloodred Charge
    Rank: S (120 MP)
    Type: Single Target, Buff, Charge
    Damage: 60 HP per post
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 5

    Description:
    Surrounding his form in a swirl of blood Johann begins charging up magical power, increasing spell damage by 70% and accumulating a charge once every post for the duration of the spell. The magical power can be released in a massive burst of acceleration at any given point within the duration of the spell, the momentum of the attack directed at a single enemy within the spell's range causing it to deal 60 HP per charge. If the spell isn't released after the fifth post it will simply fade away without taking effect.

    5:

    Name: ᛁᛆᚲᛐᚢᛋ - Berserker Titan's Killshot
    Rank: S (120 MP)
    Type: Single Target, Piercing, DoT
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% more speed for 50% less range
    Duration: 4

    Description:
    The user draws energy from their surroundings, siphoning life force from the area around him before forming it into a bow and arrow of pure necrotic energy, aiming at an opponent within the spell's range before firing a single ethereal arrow of ink-black color. The arrow possesses considerable penetrating power, piercing through shields and armor, though losing 50% of its base damage if it does. Opponent's hit with the spell will additionally suffer from a corruption effect that deals half of the spell's damage once every post for the next 3 posts.

    6:

    Name: ᚲᚮᚿᚡᛂᛪᚢᛘ - Berserker Titan's Skeleton Dome
    Rank: S (120 MP)
    Type: Burst, Defensive, Debuff, Drain
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 475 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic and their MP drained by 5% once per post. The duration of the dome is restored to full at the beginning of every post as the spell is recast.

    H Rank Spell:

    Name: ᛒᛂᚱᛋᛂᚱᚴᛂᚱ - Fifth Sequence of the Second Seal (Berserkirgang)
    Rank: H (140 MP)
    Type: Single Target, Healing, Buff, Negation, Copy
    Healing: 140 HP
    Range: 600 m
    Speed: 450 m/s
    Duration: 20
    Downside: User can deal H rank damage to themselves (unmodified) to strengthen the base spell damage of the copied spell by 50%.

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Further, the user can, once per post, negate a single spell within the range of this spell instantly, the spell exploding into a burst of blood ineffectually, provided the spell is of H rank or lower and the user pays the original cost of the spell being negated. Additionally, the user can, once per post for the duration of the spell, cast a single one of their own spells or abilities again or copy an enemy spell or ability they have seen in the same thread and use it as if it was their own, provided the copied spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied, the copied spell forming out of their own or free blood in the area. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.

    Advanced Spells:

    B+ Rank Spells - 2:

    1:

    Name: ᛔᛂᛚᛚᛁᛋ - Berserker Titan's Bone Skin
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's skin becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.

    2:

    Name: ᚴᚪᚱᚾᛋ - Berserker Titan's Bone Flesh
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's flesh becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.

    A+ Rank Spells - 2:

    1:

    Name: ᛞᚱᛖᛞᚾᚪᛏ - Berserker Titan's Lost Art: Dreadnought
    Rank: A+ (150 MP)
    Type: Single Target, Defensive, Buff, Anti-Piercing
    Durability: 225 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell durability by 100% for the duration of the spell. The Shield cannot be pierced by piercing effects.

    2:

    Name: ᚢᚿᚵᚢᛚᛆ - Berserker Titan's Lost Art: Twilight Talons
    Rank: A+ (150 MP)
    Type: Multi Target, Buff, Drain, Negate
    Damage: 169 HP per hit
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure necrotic magic, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The necrotic magic closely clinging to the caster's arms and hands buffs his spell damage by 100%, the talons themselves dealing an additional 170 HP per strike. The necrotic energy drains life force, draining 5% of an opponent's MP per post if hit. Additionally, the user may use the claws to negate a single spell or ability in melee range per post, the spell seemingly swallowed by shadows, if the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability being negated.

    S+ Rank Spells - 2:

    1:

    Name: ᚱᚢᚿᛆᛂ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ - Bloodrunes of the Berserker
    Rank: S+ (180 MP)
    Type: Requip Weapon / Multi Part (Artifact +, Artifact, Artifact)
    Melee Damage: 232 HP per hit
    Requip HP: 375 HP
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    A set of two runes, one appearing on both wrists, strengthening the user.

    Ability 1 (S+):
    Name: Bloodrune I
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 2 (S+):
    Name: Bloodrune II
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.


    Ability 3 (S+):
    Name: Bloodrune III
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.


    Ability 4 (A+):
    Name: Bloodrune IV
    Type: Multi Target, Buff, Drain, Negation
    Damage: 169 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 9
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 100% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability.

    Ability 5 (S):
    Name: Bloodrune V
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    Ability 6 (S):
    Name: Bloodrune VI
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    Ability 7 (S):
    Name: Bloodrune VII
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    2:

    Name: ᚫᚴᚹᚣᛚᚣ ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Lost Art: Blood Eagle
    Rank: S+ (180 MP)
    Type: Multi Target, Buff, Drain, Negation
    Damage: 200 HP per hit
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives 135 HP damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the blood's physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. The blood swirls around the user's hands, their melee attacks additionally dealing this spell's damage. Regardless of shape or state, an attack with the blood always deals the spell's damage and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell. Further, the user can, once per post for the duration of the spell, use the blood to swallow up a spell or ability within range, provided it is of S+ rank or lower and the user pays the original MP cost of the spell or ability being negated.

    H+ Rank Spells - 2:

    1:

    Name: ᛞᚱᛖᛞᚾᚪᛏ - Sixth Sequence of the Second Seal (Right Eye of the Berserker - Vaeringjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their right eye, forming the Right Eye of the Berserkir. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.

    Ability 1 (H+):
    Name: Curse of the Eternal Berserker
    Type: Single Target, Defensive, Buff, Negation, Reflection, Counter-Effect
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed.
    Duration: 25

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 115% for the duration of the spell. When this ability is activated an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around the user's form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the ability, the ability itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell or ability that would affect him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell or ability being negated and that spell or ability is of H+ rank or lower. Additionally, the user may once per post reflect an opponent's spell or ability directed at him back at them, the spell or ability retaining all of its own values, provided the user pays the original MP cost of the spell or ability twice and the spell or ability being reflected is of H+ rank or lower.

    Ability 2 (H+):
    Name: Berserker Frenzy I
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 3 (H+):
    Name: Berserker Frenzy II
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 4 (S):
    Name: Berserker Frenzy III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Berserker Frenzy IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 105%.

    2:

    Name: ᛑᚱᛂᚿᚵᛦᛆᚱ - Seventh Sequence of the Second Seal (Left Eye of the Berserker - Drengjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their left eye, forming the Left Eye of the Berserkir.

    Ability 1 (H+):
    Name: Sanguine Echoes
    Type: Single Target, Defensive, Anti-Piercing, Buff, Negation, Copy
    Durability: 210 HP
    Range: 800 m
    Speed: 800 m/s
    Duration: 25
    Downside: User can deal H+ rank damage to themselves (unmodified) to strengthen the base spell damage of copied spell by 50%.

    Description:
    The Left Eye of the Berserkir grants the user a spell damage buff of 115% as well as a 210 HP shield around their form as soon as this ability is activated. The user can, once per post, instantly negate a spell or ability in their range provided they pay the original MP cost of the spell or ability being negated and it is of H+ rank or lower. The negated spell or ability will explode into an ineffectual burst of blood. Utilizing some of their own blood or spilled blood around the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied, reforming the spell or ability out of swirling blood.

    Ability 2 (H+):
    Name: Bloodrage I
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 3 (H+):
    Name: Bloodrage II
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 4 (S):
    Name: Bloodrage III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Bloodrage IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 105%.


    Last edited by Johann on 1st June 2019, 6:23 am; edited 67 times in total


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Johannsiggies
    ivyleaf33
    ivyleaf33

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    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2938
    Guild : Fairy Tail [GM]
    Cosmic Coins : 55
    Dungeon Tokens : 0
    Age : 16
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by ivyleaf33 on 18th December 2018, 8:10 pm

    Spoiler:

    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been won or lost and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone, man, woman and child (Shadow & Light), are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker colour than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. This enhances his resistance to both physical and magical damage by 25%. Additionally, all knockbacks affecting the user as well as all active debuffs, Drains and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison or drain would be halved to 2, etc) and his mind is shielded from outside influence. This makes others unable to read his thoughts and memories or see through his words, whether through passive or active effects. The combination of effects here are a little too strong - I'mma have to ask you to lower the halving effect to 1/4 instead of 1/2.

    ● Blood Titan's Rage (Active): The wielder of this magic temporarily combines the power of his blood with the power of his magic to reach their ultimate potential, infusing the spells of this magic with any of the elements he commands within this magic for the duration of 8 posts, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases magical strength by 70% for the duration of the ability and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the damage of the rank of the spell they are consuming.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S (Unlocked at C)
    Type: Single Target, Drain
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S (Unlocked at A)
    Type: Singe Target, Healing
    Healing: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing himself for S Rank HP and removing negative status effects from himself (e.g. nausea, blindness, paralysis etc.)


    3:


    Name: Primordial Titan's Will
    Rank: S (Unlocked at H)
    Type: Passive Buff

    Description:
    Grants the user the strength of a devil to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 50% more melee strength passively.

    3. Primordial Titan's Might: Grants the user 30% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Johann, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, siphoning 5% of their total MP every turn for the duration of the spell.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post, held in place by the intense cyclone. For the rest of the duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 100
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Devil's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65%.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target
    Damage: 50
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-like projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armor, shields and defenses with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT
    Damage: 100 + 50 per post
    Range: 300 m
    Speed: 300 m/s
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff
    Damage: 75 per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their magical damage resistance by 50% for the duration of this spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Devil that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicenter of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 60% for the duration of the spell.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, Melee, DoT
    Damage: 60 per post
    Range: Melee
    Speed: 400 m/s
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at the spell's speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 60 damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast and the DoT effect ends.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself the user surrounds himself in an aura of pure twilight magic. In this state, the user moves unnaturally fast, at S rank multi target speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the user is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow at enemies within range that travel at S Rank multi target speed, dealing 0.75x S Rank damage to those hit.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 360
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    The air in an area of between 10m to 100m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic and sentient beings can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 60% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff
    Healing: 140
    Range: Self
    Speed: Self
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a blood devil, healing the user for H Rank spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Multi Target, DoT
    Damage: 90 + 60 per post
    Range: 225 m
    Speed: 165 m/s
    Duration: 4

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.75x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 3 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This buffs spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Twilight Talons
    Rank: A+ (75 MP)
    Type: Singe Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%.



    S+ Rank Spell:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain
    Damage: 135 per strike
    Range: 450 m
    Speed: 340 m/s
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and can be freely extended up to the spell's range, is able to strike at the spell's speed and deals 0.75x S+ Rank damage per successful strike. Additionally, those struck by the skeletal tail will find themselves infected with a strange plight, feeling throbbing pain coursing through their veins, losing 5% HP per turn for the duration of the spell.


    H+ Rank Spell:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation
    Durability: 630
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. If this spell is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by burning blood and ash appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 630 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor cannot be circumvented by spells that pierce armors and defense spells, neutralizing those effects, and can, once per post, negate the first spell that hits it in a turn along with all effects that accompany it completely if the user pays the original MP cost of the spell being negated.

    Appearance:
    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] 7ZLdQKQ


    Ivy here to grade your magic o3o

    Generally it's looking good, just one edit made to your first UA.


    _____________________________________________________________________________________


    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
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    Mentor : Ruvel
    Experience : 2,182,524
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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Johann on 19th December 2018, 5:32 am

    Bump, thanks for the grading ! ~


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Johannsiggies
    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2938
    Guild : Fairy Tail [GM]
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    Age : 16
    Mentor : Speculo (former)
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    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by ivyleaf33 on 19th December 2018, 6:35 pm

    Spoiler:
    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been won or lost and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone, man, woman and child (Shadow & Light), are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker colour than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. All knockbacks affecting the user as well as all active debuffs, Drains and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison or drain would be halved to 2, etc) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind and memories or see through his words or lies, whether through passive or active effects.

    ● Blood Titan's Rage (Active): The wielder of this magic temporarily combines the power of his blood with the power of his magic to reach their ultimate potential, infusing the spells of this magic with any of the elements he commands within this magic for the duration of 8 posts, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases magical strength by 70% for the duration of the ability and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the damage of the rank of the spell they are consuming.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S (Unlocked at C)
    Type: Single Target, Drain
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S (Unlocked at A)
    Type: Singe Target, Healing
    Healing: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing himself for S Rank HP and removing negative status effects from himself (e.g. nausea, blindness, paralysis etc.)


    3:


    Name: Primordial Titan's Will
    Rank: S (Unlocked at H)
    Type: Passive Buff

    Description:
    Grants the user the strength of a devil to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 30% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Johann, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, siphoning 5% of their total MP every turn for the duration of the spell.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post, held in place by the intense cyclone. For the rest of the duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 100
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Devil's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65%.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target
    Damage: 50
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-like projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armor, shields and defenses with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT
    Damage: 100 + 50 per post
    Range: 300 m
    Speed: 300 m/s
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff
    Damage: 75 per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their magical damage resistance by 50% for the duration of this spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Devil that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicenter of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 60% for the duration of the spell.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, Melee, DoT
    Damage: 60 per post
    Range: Melee
    Speed: 400 m/s
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at the spell's speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 60 damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast and the DoT effect ends.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself the user surrounds himself in an aura of pure twilight magic. In this state, the user moves unnaturally fast, at S rank multi target speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the user is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow at enemies within range that travel at S Rank multi target speed, dealing 0.75x S Rank damage to those hit.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 360
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    The air in an area of between 10m to 100m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic and sentient beings can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 60% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff
    Healing: 140
    Range: Self
    Speed: Self
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a blood devil, healing the user for H Rank spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Multi Target, DoT
    Damage: 90 + 60 per post
    Range: 225 m
    Speed: 165 m/s
    Duration: 4

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.75x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 3 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This buffs spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Twilight Talons
    Rank: A+ (75 MP)
    Type: Singe Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%.



    S+ Rank Spell:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain
    Damage: 135 per strike
    Range: 450 m
    Speed: 340 m/s
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and can be freely extended up to the spell's range, is able to strike at the spell's speed and deals 0.75x S+ Rank damage per successful strike. Additionally, those struck by the skeletal tail will find themselves infected with a strange plight, feeling throbbing pain coursing through their veins, losing 5% HP per turn for the duration of the spell.


    H+ Rank Spell:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation
    Durability: 630
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. If this spell is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by burning blood and ash appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 630 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor cannot be circumvented by spells that pierce armors and defense spells, neutralizing those effects, and can, once per post, negate the first spell that hits it in a turn along with all effects that accompany it completely if the user pays the original MP cost of the spell being negated.

    Appearance:
    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] 7ZLdQKQ


    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] KhyzeRtP_o


    _____________________________________________________________________________________


    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    MarkusEldridge
    MarkusEldridge

    Moderator- Chatbox Moderator- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Custom Slayer- God Slayer- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Shipped- Sticking Around- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- X-Mas Event Participant- Player 
    Lineage : Progeny of Chaos
    Position : None
    Posts : 901
    Guild : Fairy Tail
    Cosmic Coins : 30
    Dungeon Tokens : 0
    Age : 27
    Experience : 754,541.25

    Character Sheet
    First Magic: Primordial Chaos Slayer
    Second Magic: Chaotic Darkness
    Third Magic: Chaos Soul - Primordial Warrior

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by MarkusEldridge on 31st January 2019, 2:50 pm

    Unlocked and Moved at users request
    Spoiler:

    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been won or lost and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone, man, woman and child (Shadow & Light), are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker colour than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. All knockbacks affecting the user as well as all active debuffs, Drains and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison or drain would be halved to 2, etc) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind and memories or see through his words or lies, whether through passive or active effects.

    ● Blood Titan's Rage (Active): The wielder of this magic temporarily combines the power of his blood with the power of his magic to reach their ultimate potential, infusing the spells of this magic with any of the elements he commands within this magic for the duration of 8 posts, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases magical strength by 70% for the duration of the ability and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the damage of the rank of the spell they are consuming.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S (Unlocked at C)
    Type: Single Target, Drain
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S (Unlocked at A)
    Type: Singe Target, Healing
    Healing: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing himself for S Rank HP and removing negative status effects from himself (e.g. nausea, blindness, paralysis etc.)


    3:


    Name: Primordial Titan's Will
    Rank: S (Unlocked at H)
    Type: Passive Buff

    Description:
    Grants the user the strength of a devil to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 30% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Johann, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, siphoning 5% of their total MP every turn for the duration of the spell.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post, held in place by the intense cyclone. For the rest of the duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 100
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Devil's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65%.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target
    Damage: 50
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-like projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armor, shields and defenses with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT
    Damage: 100 + 50 per post
    Range: 300 m
    Speed: 300 m/s
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff
    Damage: 75 per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their magical damage resistance by 50% for the duration of this spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Devil that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicenter of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 60% for the duration of the spell.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, Melee, DoT
    Damage: 60 per post
    Range: Melee
    Speed: 400 m/s
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at the spell's speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 60 damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast and the DoT effect ends.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself the user surrounds himself in an aura of pure twilight magic. In this state, the user moves unnaturally fast, at S rank multi target speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the user is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow at enemies within range that travel at S Rank multi target speed, dealing 0.75x S Rank damage to those hit.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 360
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    The air in an area of between 10m to 100m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic and sentient beings can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 60% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff
    Healing: 140
    Range: Self
    Speed: Self
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a blood devil, healing the user for H Rank spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Multi Target, DoT
    Damage: 90 + 60 per post
    Range: 225 m
    Speed: 165 m/s
    Duration: 4

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.75x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 3 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This buffs spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Twilight Talons
    Rank: A+ (75 MP)
    Type: Singe Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%.



    S+ Rank Spell:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain
    Damage: 135 per strike
    Range: 450 m
    Speed: 340 m/s
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and can be freely extended up to the spell's range, is able to strike at the spell's speed and deals 0.75x S+ Rank damage per successful strike. Additionally, those struck by the skeletal tail will find themselves infected with a strange plight, feeling throbbing pain coursing through their veins, losing 5% HP per turn for the duration of the spell.


    H+ Rank Spell:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation
    Durability: 630
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. If this spell is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by burning blood and ash appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 630 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor cannot be circumvented by spells that pierce armors and defense spells, neutralizing those effects, and can, once per post, negate the first spell that hits it in a turn along with all effects that accompany it completely if the user pays the original MP cost of the spell being negated.

    Appearance:
    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] 7ZLdQKQ



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    Ahote
    Ahote

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    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Ahote on 16th February 2019, 10:26 am

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Ahote_approval

    Spoiler:
    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been won or lost and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone, man, woman and child (Shadow & Light), are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker colour than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. All knockbacks affecting the user as well as all active debuffs, Drains and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison or drain would be halved to 2, etc) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind and memories or see through his words or lies, whether through passive or active effects.

    ● Blood Titan's Rage (Active): The wielder of this magic temporarily combines the power of his blood with the power of his magic to reach their ultimate potential, infusing the spells of this magic with any of the elements he commands within this magic for the duration of 8 posts, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases magical strength by 70% for the duration of the ability and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the damage of the rank of the spell they are consuming.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S (Unlocked at C)
    Type: Single Target, Drain
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S (Unlocked at A)
    Type: Singe Target, Healing
    Healing: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing himself for S Rank HP and removing negative status effects from himself (e.g. nausea, blindness, paralysis etc.)


    3:


    Name: Primordial Titan's Will
    Rank: S (Unlocked at H)
    Type: Passive Buff

    Description:
    Grants the user the strength of a devil to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 30% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Johann, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, syphoning 5% of their total MP every turn for the duration of the spell.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post, held in place by the intense cyclone. For the rest of the duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 100
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Devil's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65%.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target
    Damage: 50
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-like projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armour, shields and defences with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT
    Damage: 100 + 50 per post
    Range: 300 m
    Speed: 300 m/s
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff
    Damage: 75 per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their magical damage resistance by 50% for the duration of this spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Devil that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicentre of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 60% for the duration of the spell.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, Melee, DoT
    Damage: 60 per post
    Range: Melee
    Speed: 400 m/s
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at the spell's speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 60 damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast and the DoT effect ends.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself the user surrounds himself in an aura of pure twilight magic. In this state, the user moves unnaturally fast, at S rank multi target speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the user is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow at enemies within range that travel at S Rank multi target speed, dealing 0.75x S Rank damage to those hit.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 360
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    The air in an area of between 10m to 100m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicentre of the spell (Both above and underground). No magic and sentient beings can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 60% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff
    Healing: 140
    Range: Self
    Speed: Self
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a blood devil, healing the user for H Rank spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Multi Target, DoT
    Damage: 90 + 60 per post
    Range: 225 m
    Speed: 165 m/s
    Duration: 4

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.75x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 3 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This buffs spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Twilight Talons
    Rank: A+ (75 MP)
    Type: Singe Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%.



    S+ Rank Spell:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain
    Damage: 135 per strike
    Range: 450 m
    Speed: 340 m/s
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and is able to strike at the spell's speed and deals 0.75x S+ Rank damage per successful strike, possessing a range of about 3 meters. Furthermore, the user can use the tail to fire shrapnel of bone that similarly deals 0.75x S+ Rank damage per hit, travels at the spell's speed and has a maximum range of 450m. Finally, those struck by the skeletal tail will find themselves infected with a strange plight, feeling throbbing pain coursing through their veins, losing 5% HP per turn for the duration of the spell.


    H+ Rank Spell:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation
    Durability: 630
    Range: Self
    Speed: Self
    Duration: 20
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this spell is activated the user's eyes flare up in a bright red, an armour of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armour is extremely durable, able to withstand 630 HP in damage before breaking. The durability of the armour is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armour is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armour can still be circumvented by spells that pierce armours and defence spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that hits it in that turn, along with all effects that accompany it completely, if the user pays the original MP cost of the spell being negated.
    Nessa Cordelia Lux
    Nessa Cordelia Lux

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    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 24th February 2019, 2:41 pm

    Unlocked and Moved at the User's Request~

    Spoiler:

    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been won or lost and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone, man, woman and child (Shadow & Light), are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker colour than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. All knockbacks affecting the user as well as all active debuffs, Drains and DoT effects are cut in half through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20% and 4 rounds of poison or drain would be halved to 2, etc) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind and memories or see through his words or lies, whether through passive or active effects.

    ● Blood Titan's Rage (Active): The wielder of this magic temporarily combines the power of his blood with the power of his magic to reach their ultimate potential, infusing the spells of this magic with any of the elements he commands within this magic for the duration of 8 posts, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases magical strength by 70% for the duration of the ability and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, receiving magical damage equal to the damage of the rank of the spell they are consuming.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S (Unlocked at C)
    Type: Single Target, Drain
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S (Unlocked at A)
    Type: Singe Target, Healing
    Healing: 120
    Range: Self
    Speed: Self
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing himself for S Rank HP and removing negative status effects from himself (e.g. nausea, blindness, paralysis etc.)


    3:


    Name: Primordial Titan's Will
    Rank: S (Unlocked at H)
    Type: Passive Buff

    Description:
    Grants the user the strength of a devil to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 30% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport
    Damage: -
    Range: 50 m
    Speed: -
    Duration: Instant

    Description:
    Johann, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, syphoning 5% of their total MP every turn for the duration of the spell.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post, held in place by the intense cyclone. For the rest of the duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 100
    Range: Self / Melee
    Speed: Self / Melee
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff
    Damage: 100
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Devil's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65%.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target
    Damage: 50
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-like projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armour, shields and defences with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT
    Damage: 100 + 50 per post
    Range: 300 m
    Speed: 300 m/s
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff
    Damage: 75 per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their magical damage resistance by 50% for the duration of this spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target
    Damage: 100
    Range: 300 m
    Speed: 300 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Devil that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120
    Range: 400 m
    Speed: 400 m/s
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff
    Damage: 120
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicentre of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 60% for the duration of the spell.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, Melee, DoT
    Damage: 60 per post
    Range: Melee
    Speed: 400 m/s
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at the spell's speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 60 damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast and the DoT effect ends.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target
    Damage: 90 per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself the user surrounds himself in an aura of pure twilight magic. In this state, the user moves unnaturally fast, at S rank multi target speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the user is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow at enemies within range that travel at S Rank multi target speed, dealing 0.75x S Rank damage to those hit.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 360
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    The air in an area of between 10m to 100m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicentre of the spell (Both above and underground). No magic and sentient beings can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 60% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff
    Healing: 140
    Range: Self
    Speed: Self
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a blood devil, healing the user for H Rank spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain
    Damage: 120
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Multi Target, DoT
    Damage: 90 + 60 per post
    Range: 225 m
    Speed: 165 m/s
    Duration: 4

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.75x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 3 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This buffs spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Twilight Talons
    Rank: A+ (75 MP)
    Type: Singe Target, Buff
    Damage: -
    Range: Self
    Speed: Self
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%.



    S+ Rank Spell:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain
    Damage: 135 per strike
    Range: 450 m
    Speed: 340 m/s
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and is able to strike at the spell's speed and deals 0.75x S+ Rank damage per successful strike, possessing a range of about 3 meters. Furthermore, the user can use the tail to fire shrapnel of bone that similarly deals 0.75x S+ Rank damage per hit, travels at the spell's speed and has a maximum range of 450m. Finally, those struck by the skeletal tail will find themselves infected with a strange plight, feeling throbbing pain coursing through their veins, losing 5% HP per turn for the duration of the spell.


    H+ Rank Spell:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation
    Durability: 630
    Range: Self
    Speed: Self
    Duration: 20
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this spell is activated the user's eyes flare up in a bright red, an armour of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armour is extremely durable, able to withstand 630 HP in damage before breaking. The durability of the armour is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armour is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armour can still be circumvented by spells that pierce armours and defence spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that hits it in that turn, along with all effects that accompany it completely, if the user pays the original MP cost of the spell being negated.


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    ivyleaf33
    ivyleaf33

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    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2938
    Guild : Fairy Tail [GM]
    Cosmic Coins : 55
    Dungeon Tokens : 0
    Age : 16
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by ivyleaf33 on 13th April 2019, 5:42 am

    Spoiler:

    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Master of Runes

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been fought and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone (Shadow & Light) are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker color than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all knockbacks affecting the user as well as all Debuffs, Drains and DoT effects are halved in efficiency through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his words or lies as well as makes others unable to predict his movement, whether through passive or active effects and under all circumstances.

    ● Blood Titan's Rage (Active): The user combines the power of his blood with the power of his magic to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S
    Type: Single Target, Drain
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S
    Type: Singe Target, Healing
    Healing: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more healing for no range/speed
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing him for spell HP and removing one negative status effect from the affected (e.g. paralysis, debuff, drain, etc.) provided they pay the original cost of the spell that contained the effect and the spell is of S rank or lower.


    3:


    Name: Primordial Titan's Will
    Rank: S
    Type: Passive Buff

    Description:
    Grants the user the strength of a titan to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 25% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: -
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain, Debuff
    Damage: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, siphoning 5% of their total MP every turn for the duration of the spell as well as debuffing their spell speed by 65%.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff, Drain
    Damage: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have needle-like thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Titan's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65% and draining them of 5% of their HP per post for the duration of the spell.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target, Piercing, Drain
    Damage: 100 HP
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-shaped projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armor, shields, and defenses with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly. If the piercing aspect of this spell is utilized, however, the base damage of this spell is cut in half. Furthermore, if an opponent is hit by this spell they experience a heavy bleeding effect that drains them of 5% of their HP.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff, Drain
    Damage: 75 HP per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., all dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their magical damage resistance by 65% Resistance can only go up to 50% at max. for the duration of this spell and draining them of 5% of their MP per post for the duration of the spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100 HP
    Range: 400 m
    Speed: 200 m/s
    Downside: 33% less speed for 33% more range
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Titan that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120 HP
    Range: 300 m
    Speed: 500 m/s
    Downside: 25% less range for 25% more speed
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff, Paralysis
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicenter of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 70% for the duration of the spell. Furthermore, opponents hit by the spell are pinned in place for their next post.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization, Drain
    Damage: 90 HP per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post. Furthermore, the chains stay partially wrapped around opponents, sapping 5% of the opponent's MP every post for the duration. This spell should only have one effect, while you have both a drain and immobilization.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, DoT, Drain
    Damage: 90 HP per post
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at his own speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 90 HP damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast as the DoT effect ends. Furthermore, affected opponents are drained of 5% of their HP per post they are affected by the spell.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target, Utility
    Damage: 90 HP per strike
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself or an ally within melee range, the user surrounds himself or the ally in an aura of pure twilight magic. In this state, the affected moves unnaturally fast, at the spell's speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the affected is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow or light at enemies within range that travel at the spell's speed, dealing 0.75x S Rank damage to those hit. The same damage is added onto the affected's melee strikes.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff, Utility
    Healing: 210 HP
    Range: Self
    Speed: Self
    Downside: 50% more healing as trade-off for range/speed
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain, Debuff
    Damage: 120 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell. Additionally, those affected by the spell suffer from a 90% debuff to spell damage reduction. Maximum debuff for spell damage reduction is 50%.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, DoT, Debuff
    Damage: 60 HP per post
    Range: 75 m
    Speed: 75 m/s
    Duration: 5

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.5x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 4 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect, those affected by the spell suffering from a 90% debuff to melee damage reduction. Maximum debuff for melee damage reduction is 50%.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Defensive, Buff
    Durability: 675 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Lost Art: Twilight Talons
    Rank: A+ (75 MP)
    Type: Multi Target, Buff
    Damage: 170 HP per strike
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%. Additionally, strikes with the talons themselves deal the spell's damage per strike, or alternatively, the damage is added onto the caster's melee strikes or spell weapon strikes, should he use one.



    S+ Rank Spells:


    1:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain, Debuff
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and is able to strike at the user's speed and deals the spell's damage per successful strike, possessing a range of about 3 meters. Additionally, those struck by the skeletal tail will find themselves infected with a strange poison effect, feeling throbbing pain coursing through their veins as they 5% HP per turn for the duration of the spell and suffer a 105% debuff to spell speed.


    2:


    Name: Blood Titan's Lost Art: Crimson Berserker
    Rank: S+ (90 MP)
    Type: Multi Target, Buff, Drain, Paralysis
    Damage: 200 HP per strike
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives S+ rank damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the bloods physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. Regardless of shape or state, an attack with the blood always deals the spell's multi target damage, and hits with the blood induce a poisoning effect that corrupts the affected's blood, both draining them of 5% MP per turn and paralyzing them every other turn for the duration of the spell. As this is a multi-target spell, it should have just one effect.



    H+ Rank Spells:


    1:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation, Utility
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff. 50% more durability as trade-off for range/speed.
    Duration: 20

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this spell is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that affects him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower.


    2:


    Name: Blood Titan's Lost Art: Ascendance of the Sanguine Seal
    Rank: H+ (105 MP)
    Type: Burst, Buff, Negation, Copy
    Damage: 300 HP
    Range: Self / Melee | 500 m
    Speed: Self / Melee | Instant
    Downside: 43% damage increase in exchange for the fact that the user takes full H+ rank damage (unmodified) every turn the spell is active. Additionally, the user has to attack every living being they can and will not stop fighting until they have been killed, no matter if ally or enemy (This aspect of the spell requires OOC permission to be used against other players).
    Duration: 25

    Description:
    The user forces the berserker lacrima within himself to influence his mind and body, drawing massive amounts of energy from the cursed item, entering a trance-like berserker state. In this state, the user's spell damage is increased by 115% for the duration of the spell. The sclera of the user's eyes turns completely crimson-red, and a small trickle of blood begins pouring from their eyes as their irises turn into black, demonic slits. In the berserker state, the user is granted some control over blood, under certain circumstances, even the blood inside his enemies bodies. This, mainly, allows the user to use two effects. Firstly, the user can, in this state, alter the physical property of magic within this spells burst range, this in effect once per post allowing the user to negate a single spell and all effects that accompany it, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower, the spell in question seemingly exploding into a splatter of blood ineffectually. If this effect is utilized, the user can choose to pay the original MP cost of the negated spell again to use the blood and reform that spell, copying it and casting it as if it was his own. Secondly, and perhaps most importantly, if the user makes contact with an enemy within the spell's duration, the attack automatically taints that opponent's blood. This requires the user to make physical contact with an opponent and cause damage to them in some way, meaning that if the attack is blocked so is the taint effect. The tainting is in and of itself not a negative effect, though the user can, within this duration of the spell, decide to consume the tainted blood effect within the affected's body, as long as they are within this spells burst range around the user, to cause spikes of blood to shoot out instantly from within the affected's body, dealing the spell's burst damage to the affected. This cannot be blocked since the attack harms the inside of the affected, but, as specified before, requires the user to make physical contact and cause damage. The burst can only happen once per post max to any single enemy affected by the tainted blood. Frankly, this feels really very overpowered - as this spell is 25 posts long, it means they can get 300 HP of damage dealt to them 25 times in a row just from one contact. I'd personally request a "reset", causing the tainted blood effect to end after, say, three rounds and them needing to be recontaminated for it to start up again. Either that, or he can only attack them with their own blood while they're within the burst range. I dunno if you'd disagree, but that's what I'd suggest;; If the blood of an enemy is tainted, the user can sense them and their location as long as they are within the spell burst range around the user. Non-living beings such as constructs etc. are completely immune to the tainted blood aspect of the spell. For certain plot situations, the user can control those affected with the tainted blood by directly manipulating the blood flow within them (Requires OOC permission to be used on Players, Player-owned NPCs and Event NPCs).



    Here to grade this magic again;; Edits in this color as always. Slightly uncertain about that edit in the last H+ spell, so lemme know if I'm totally off or sumn;;


    _____________________________________________________________________________________


    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
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    Position : God of Persistence
    Posts : 3784
    Guild : Dies Irae - GM
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    Age : 28
    Mentor : Ruvel
    Experience : 2,182,524
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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Johann on 13th April 2019, 6:00 am

    I think this should do it, lemme know if there is anything else that needs fixing. As always, thank you for your time and your grading~


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Johannsiggies
    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : God of Tranquility
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    Age : 16
    Mentor : Speculo (former)
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    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by ivyleaf33 on 13th April 2019, 6:28 am

    Spoiler:
    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Master of Runes

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been fought and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone (Shadow & Light) are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker color than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all knockbacks affecting the user as well as all Debuffs, Drains and DoT effects are halved in efficiency through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his words or lies as well as makes others unable to predict his movement, whether through passive or active effects and under all circumstances.

    ● Blood Titan's Rage (Active): The user combines the power of his blood with the power of his magic to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S
    Type: Single Target, Drain
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S
    Type: Singe Target, Healing
    Healing: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more healing for no range/speed
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing him for spell HP and removing one negative status effect from the affected (e.g. paralysis, debuff, drain, etc.) provided they pay the original cost of the spell that contained the effect and the spell is of S rank or lower.


    3:


    Name: Primordial Titan's Will
    Rank: S
    Type: Passive Buff

    Description:
    Grants the user the strength of a titan to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 25% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: -
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain, Debuff
    Damage: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, siphoning 5% of their total MP every turn for the duration of the spell as well as debuffing their spell speed by 65%.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff, Drain
    Damage: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have needle-like thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Titan's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65% and draining them of 5% of their HP per post for the duration of the spell.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target, Piercing, Drain
    Damage: 100 HP
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-shaped projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armor, shields, and defenses with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly. If the piercing aspect of this spell is utilized, however, the base damage of this spell is cut in half. Furthermore, if an opponent is hit by this spell they experience a heavy bleeding effect that drains them of 5% of their HP.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff, Drain
    Damage: 75 HP per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., all dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their speed by 65% for the duration of this spell and draining them of 5% of their MP per post for the duration of the spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100 HP
    Range: 400 m
    Speed: 200 m/s
    Downside: 33% less speed for 33% more range
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Titan that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120 HP
    Range: 300 m
    Speed: 500 m/s
    Downside: 25% less range for 25% more speed
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff, Paralysis
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicenter of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 70% for the duration of the spell. Furthermore, opponents hit by the spell are pinned in place for their next post.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 HP per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, DoT, Drain
    Damage: 90 HP per post
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at his own speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 90 HP damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast as the DoT effect ends. Furthermore, affected opponents are drained of 5% of their HP per post they are affected by the spell.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target, Utility
    Damage: 90 HP per strike
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself or an ally within melee range, the user surrounds himself or the ally in an aura of pure twilight magic. In this state, the affected moves unnaturally fast, at the spell's speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the affected is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow or light at enemies within range that travel at the spell's speed, dealing 0.75x S Rank damage to those hit. The same damage is added onto the affected's melee strikes.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff, Utility
    Healing: 210 HP
    Range: Self
    Speed: Self
    Downside: 50% more healing as trade-off for range/speed
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain, Debuff
    Damage: 120 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell. Additionally, those affected by the spell suffer from a 45% debuff to spell damage reduction and a 45% debuff to melee damage reduction.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, DoT, Debuff
    Damage: 60 HP per post
    Range: 75 m
    Speed: 75 m/s
    Duration: 5

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.5x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 4 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect, those affected by the spell suffering from a 45% debuff to melee damage reduction and 45% debuff to spell damage reduction.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Defensive, Buff
    Durability: 675 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Lost Art: Twilight Talons
    Rank: A+ (75 MP)
    Type: Multi Target, Buff
    Damage: 170 HP per strike
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%. Additionally, strikes with the talons themselves deal the spell's damage per strike, or alternatively, the damage is added onto the caster's melee strikes or spell weapon strikes, should he use one.



    S+ Rank Spells:


    1:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain, Debuff
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and is able to strike at the user's speed and deals the spell's damage per successful strike, possessing a range of about 3 meters. Additionally, those struck by the skeletal tail will find themselves infected with a strange poison effect, feeling throbbing pain coursing through their veins as they 5% HP per turn for the duration of the spell and suffer a 105% debuff to spell speed.


    2:


    Name: Blood Titan's Lost Art: Crimson Berserker
    Rank: S+ (90 MP)
    Type: Multi Target, Buff, Drain
    Damage: 200 HP per strike
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives S+ rank damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the bloods physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. Regardless of shape or state, an attack with the blood always deals the spell's multi target damage, and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell.



    H+ Rank Spells:


    1:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation, Utility
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff. 50% more durability as trade-off for range/speed.
    Duration: 20

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this spell is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that affects him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower.


    2:


    Name: Blood Titan's Lost Art: Ascendance of the Sanguine Seal
    Rank: H+ (105 MP)
    Type: Burst, Buff, Negation, Copy
    Damage: 300 HP
    Range: Self / Melee | 500 m
    Speed: Self / Melee | Instant
    Downside: 43% damage increase in exchange for the fact that the user takes full H+ rank damage (unmodified) every turn the spell is active. Additionally, the user has to attack every living being they can and will not stop fighting until they have been killed, no matter if ally or enemy (This aspect of the spell requires OOC permission to be used against other players).
    Duration: 25

    Description:
    The user forces the berserker lacrima within himself to influence his mind and body, drawing massive amounts of energy from the cursed item, entering a trance-like berserker state. In this state, the user's spell damage is increased by 115% for the duration of the spell. The sclera of the user's eyes turns completely crimson-red, and a small trickle of blood begins pouring from their eyes as their irises turn into black, demonic slits. In the berserker state, the user is granted some control over blood, under certain circumstances, even the blood inside his enemies bodies. This, mainly, allows the user to use two effects. Firstly, the user can, in this state, alter the physical property of magic within this spells burst range, this in effect once per post allowing the user to negate a single spell and all effects that accompany it, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower, the spell in question seemingly exploding into a splatter of blood ineffectually. If this effect is utilized, the user can choose to pay the original MP cost of the negated spell again to use the blood and reform that spell, copying it and casting it as if it was his own. Secondly, and perhaps most importantly, if the user makes contact with an enemy within the spell's duration, the attack automatically taints that opponent's blood. This requires the user to make physical contact with an opponent and cause damage to them in some way, meaning that if the attack is blocked so is the taint effect. The tainting is in and of itself not a negative effect, though the user can, within this duration of the spell, decide to consume the tainted blood effect within the affected's body, as long as they are within this spells burst range around the user, removing it from the affected, to cause spikes of blood to shoot out instantly from within the affected's body, dealing the spell's burst damage to the affected. This cannot be blocked since the attack harms the inside of the affected, but, as specified before, requires the user to make physical contact and cause damage. Once the taint effect is removed the user has to contact an enemy again to re-establish the taint effect. The burst can only happen once per post max to any single enemy affected by the tainted blood. If the blood of an enemy is tainted, the user can sense them and their location as long as they are within the spell burst range around the user. Non-living beings such as constructs etc. are completely immune to the tainted blood aspect of the spell. For certain plot situations, the user can control those affected with the tainted blood by directly manipulating the blood flow within them (Requires OOC permission to be used on Players, Player-owned NPCs and Event NPCs).



    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] KhyzeRtP_o


    _____________________________________________________________________________________


    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Ahote
    Ahote

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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Ahote on 21st April 2019, 4:49 pm

    Moved upon user's request~
    Spoiler:
    @Johann wrote:Berserker Titan Slayer

    Magic Name: Berserker Titan Slayer
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Master of Runes

    Description:
    The Berserker Titan Slayer is indeed an odd creation, crafted by one of the creator beings to defeat very specific, mighty entities known as primordial titans, both of divine and dark nature, granting the wielder immense power and full control, including physical state and intensity, over the powers and abilities associated with the conceptual element of the so-called "Berserkergang" (Berserk Rage). The blood of the fallen that covers the battlefields after the war has been fought and turns the rivers red (Blood), the bones of the dead that fill the graves to their very brim (Bones) and the twilight of the mind, body, and soul that spreads and infects everyone (Shadow & Light) are the elements included by this magic. The user can wield and control these elements freely as well as combine, consume and absorb them to regain magical energy and boost their power.

    Originally, the user was bestowed by this crystallized form of magic by an ancient, extremely powerful form of demonic entity to slay a threat, the opposition to all mankind, all elements wielded by this magic imbued with a holy and unholy element to destroy Titans, though remaining deeply tainted by the unholy entity and the elements under its command. This causes all spells cast by this magic, as opposed to a regular form of Demon or God Slayer, to appear with a noticeably darker color than their neutral counterpart would have (Visual only) while functionally remaining as a powerful version of a Slayer Lacrima. The current and first wielder of the Lacrima, Johann von Weiss, has been bestowed with this power by the Second Seal of the Apocalypse, War, to destroy their enemies wherever they might appear, granting him the immense power of the Titan Slayer.

    Lineage:
    Master of Runes

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (See below). Includes all manners and forms of Blood, Bones, Shadow, and Light, both pure and impure.
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.



    Unique Abilities:

    ● Bone Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all knockbacks affecting the user as well as all Debuffs, Drains and DoT effects are halved in efficiency through this effect (e.g. 40m of knockback would become 20m, 40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his words or lies as well as makes others unable to predict his movement, whether through passive or active effects and under all circumstances.

    ● Blood Titan's Rage (Active): The user combines the power of his blood with the power of his magic to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● Primordial Titan's Kinesis (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere by the twilight magic of the user.

    Spells:

    Signature Spells - 3:


    1:


    Name: Bone Titan's Spear
    Rank: S
    Type: Single Target, Drain
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage and is poisoned by the corrupted bone briefly, causing them to lose 5% of their HP.


    2:


    Name: Blood Titan's Healing Factor
    Rank: S
    Type: Singe Target, Healing
    Healing: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more healing for no range/speed
    Duration: -

    Description:
    The user controls his own blood to restore the physical damage he has sustained, no matter the source of the damage, healing him for spell HP and removing one negative status effect from the affected (e.g. paralysis, debuff, drain, etc.) provided they pay the original cost of the spell that contained the effect and the spell is of S rank or lower.


    3:


    Name: Primordial Titan's Will
    Rank: S
    Type: Passive Buff

    Description:
    Grants the user the strength of a titan to defeat all those that dare oppose him. Buffs melee damage by 60% passively.



    B Rank Spells - 6:


    Passives:


    1. Blood Titan's Force: Grants the user 50% more spell damage passively.

    2. Bone Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. Primordial Titan's Might: Grants the user 25% more HP passively.

    4. Bone Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. Blood Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: Blood Titan's Crimson Rush
    Rank: B (40 MP)
    Type: Burst, Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: -
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.



    A Rank Spells - 8:


    1:


    Name: Blood Titan's Crimson Blade
    Rank: A (50 MP)
    Type: Burst, Drain, Debuff
    Damage: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can surround one of their extremities in a swirl of crimson blood before slicing it through the air, sending a crescent wave of blood out in a wide cone before themselves, dealing full A Rank damage to everyone caught in the attack. Additionally, the blood poisons mages, draining them of their magical energy, siphoning 5% of their total MP every turn for the duration of the spell as well as debuffing their spell speed by 65%.


    2:


    Name: Bone Titan's Ash Storm
    Rank: A (50 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and boney ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: Primordial Titan's Power Surge
    Rank: A (50 MP)
    Type: Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes twilight to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: Blood Titan's Cardinal Thorns
    Rank: A (50 MP)
    Type: Burst, Debuff, Drain
    Damage: 100 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can choose to have needle-like thorns of blood burst from his form to fill the area in the spell's range at the spells speed, dealing A Rank damage to everyone in the area. Additionally, those struck will be poisoned by the Blood Titan's blood will be poisoned, a feeling of nausea and sickness quickly spreading through their body, lowering their speed by 65% and draining them of 5% of their HP per post for the duration of the spell.


    5:


    Name: Bone Titan's Piercing Javelin
    Rank: A (50 MP)
    Type: Single Target, Piercing, Drain
    Damage: 100 HP
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a long, needle-shaped projectile of bone in one of their hands, launching it at a single opponent within the spell's range. Additionally, the spell possesses a high penetration, perforating armor, shields, and defenses with ease, bypassing shield and defensive spells as well as damage reductions, dealing damage to the enemies HP directly. If the piercing aspect of this spell is utilized, however, the base damage of this spell is cut in half. Furthermore, if an opponent is hit by this spell they experience a heavy bleeding effect that drains them of 5% of their HP.


    6:


    Name: Primordial Titan's Dusk Cocoon
    Rank: A (50 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of mixed twilight energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the twilight energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.


    7:


    Name: Blood Titan's Ruby Sphere
    Rank: A (50 MP)
    Type: Multi Target, Debuff, Drain
    Damage: 75 HP per strike
    Range: 225 m
    Speed: 165 m/s
    Duration: 7

    Description:
    Collecting the blood of the fallen or his own blood around himself, the user forms a sphere of blood that hovers above them. From this sphere, the user can unleash a variety of different attacks such as slashes of blood or tendrils that lash out at enemies within the spells range etc., all dealing 0.75x A Rank damage per strike. This blood additionally infects the opponents damaged by the spell, the corrosive blood created by the spell poisoning the affected enemies, lowering their speed by 65% for the duration of this spell and draining them of 5% of their MP per post for the duration of the spell.


    8:


    Name: Blood Titan's Sanguine Pike
    Rank: A (50 MP)
    Type: Single Target, Paralysis
    Damage: 100 HP
    Range: 400 m
    Speed: 200 m/s
    Downside: 33% less speed for 33% more range
    Duration: 7

    Description:
    Once per post for the duration of the spell the user can form a projectile of blood on one of his hands before launching it at a single enemy within the spell's range, dealing A Rank damage upon successfully striking an opponent. Additionally, a target struck by the spell is paralyzed for their next post, poisoned by the unique blood of a Blood Titan that the spell is made of.



    S Rank Spells - 6:


    1:


    Name: Blood Titan's Charge
    Rank: S (60 MP)
    Type: Single Target, Melee
    Damage: 120 HP
    Range: 300 m
    Speed: 500 m/s
    Downside: 25% less range for 25% more speed
    Duration: 1

    Description:
    Surrounding his form in a swirl of blood Johann charges at a single enemy within the spells range at the spells speed, swinging at them a punch with a fist of coalesced, solid blood, at the spells speed, dealing full S Rank damage and launching the target back 50m through the immense force delivered by the blow.


    2:


    Name: Bone Titan's Spike Burst
    Rank: S (60 MP)
    Type: Burst, Debuff, Paralysis
    Damage: 120 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10

    Description:
    Once per post for the duration of the spell the user can slam a fist into the ground, causing a wave of magical energy to surge through and bone spikes erupting from it. These bones spikes burst out from the epicenter of the spell, filling the area within the spells range with sharp, pointy spikes that impale everyone for S rank damage. Those hit will experience severe trauma, additionally slowing them by 70% for the duration of the spell. Furthermore, opponents hit by the spell are pinned in place for their next post.


    3:


    Name: Primordial Titan's Abyss Chains
    Rank: S (60 MP)
    Type: Multi Target, Immobilization
    Damage: 90 HP per strike
    Range: 300 m
    Speed: 225 m
    Duration: 10

    Description:
    Surrounding his hand in twilight energy before slamming it down into the ground, chains of pure shadow mixed with light bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 0.75x S Rank damage. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: Blood Titan's Burning Scorn
    Rank: S (60 MP)
    Type: Single Target, DoT, Drain
    Damage: 90 HP per post
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at his own speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 90 HP damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast as the DoT effect ends. Furthermore, affected opponents are drained of 5% of their HP per post they are affected by the spell.


    5:


    Name: Primordial Titan's Crescent Moon
    Rank: S (60 MP)
    Type: Multi Target, Utility
    Damage: 90 HP per strike
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    Controlling and bending shadow and light energy around himself or an ally within melee range, the user surrounds himself or the ally in an aura of pure twilight magic. In this state, the affected moves unnaturally fast, at the spell's speed, leaving behind a trail of darkness and light with every movement. Additionally, in this form, the affected is able to slash through the air with his extremities or a weapon, sending out crescent slashes of shadow or light at enemies within range that travel at the spell's speed, dealing 0.75x S Rank damage to those hit. The same damage is added onto the affected's melee strikes.


    6:


    Name: Bone Titan's Skeleton Dome
    Rank: S (60 MP)
    Type: Burst, Shield, Debuff
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside, even by magical means (teleportation etc.) until the spell is cancelled by the user, the duration ends or it is broken by force. The dome of bone can take 360 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic.



    H Rank Spell:


    Name: Blood Titan's Lost Art: Berserkergang
    Rank: H (70 MP)
    Type: Single Target, Healing, Buff, Utility
    Healing: 210 HP
    Range: Self
    Speed: Self
    Downside: 50% more healing as trade-off for range/speed
    Duration: 20

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Additionally, this state triggers the curse of the blood berserker, enabling Johann to, instead of using his magical energy to cast spells, use his blood instead, his magical energy and physical durability becoming one for the duration of the spell (MP and HP are added into one stat, then called Life Force. For the duration of the spell life force if treated as HP for the purposes of damage calculation and as MP for the purposes of spellcasting). For the purposes of all spells and abilities utilized by the caster Life Force counts as MP and HP with a conversion rate of 1:1 (e.g, A spell that costs 20 MP to cast instead of using 20 points from the user's Life Force to cast the said spell, spell cost reductions still apply. A spell that deals 120 damage in HP instead deals 120 damage to the user's Life Force, damage reductions still apply. MP and HP regeneration still functions normally.), spells of this magic can be used in magically dead zones and areas where the use of magic would otherwise not be permitted and negative effects that target ethernano magic specifically do not apply to the caster and his spells since no actual magical energy is used in the casting process for the duration of the spell. If Life Force reaches 0 the user is instantly knocked out AND suffers the effects of running out of MP. If the spell ends and the user has Life Force left the remaining LF is split, half of it becoming MP and the other half becoming HP once more as the effect fades.


    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, Drain, Debuff
    Damage: 120 HP
    Range: 75 m
    Speed: 75 m/s
    Duration: 8

    Description:
    Once per post for the duration of the spell after taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, a burst of twilight erupting from his mouth, spreading out in a wide cone and corroding everything hit for B+ Rank damage. This energy clings to the forms of all affected, siphoning energy from their life force directly, draining them of 5% of their HP every turn for the duration of the spell. Additionally, those affected by the spell suffer from a 45% debuff to spell damage reduction and a 45% debuff to melee damage reduction.


    2:


    Name: Blood Titan's Roar
    Rank: B+ (60 MP)
    Type: Burst, DoT, Debuff
    Damage: 60 HP per post
    Range: 75 m
    Speed: 75 m/s
    Duration: 5

    Description:
    Taking a deep breath, Johann gathers air and magical energy into a single, condensed spell before releasing a powerful roar, an eruption of blood and magical power bursting from his mouth, spreading in a wide cone over the area. The blood in the breath attack forms a tornado of tiny, razor sharp blades that cut enemies hit by the attack for 0.5x B+ Rank damage, the blood forcing its way into their bodies and their bloodstream, poisoning them. This, for 4 posts after the initial hit, deals another 0.5x B+ Rank damage per post to all affected, the feeling of nausea and sickness accompanying the poison effect, those affected by the spell suffering from a 45% debuff to melee damage reduction and 45% debuff to spell damage reduction.



    A+ Rank Spells - 2:


    1:


    Name: Primordial Titan's Lost Art: Dreadnought
    Rank: A+ (75 MP)
    Type: Single Target, Defensive, Buff
    Durability: 675 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell damage by 100% for the duration of the spell.


    2:


    Name: Primordial Titan's Lost Art: Twilight Talons
    Rank: A+ (75 MP)
    Type: Multi Target, Buff
    Damage: 170 HP per strike
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure shadow and light, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The twilight closely clinging to the caster's arms and hands buffs his melee damage by 100%. Additionally, strikes with the talons themselves deal the spell's damage per strike, or alternatively, the damage is added onto the caster's melee strikes or spell weapon strikes, should he use one.



    S+ Rank Spells:


    1:


    Name: Bone Titan's Scythe Tail
    Rank: S+ (90 MP)
    Type: Multi Target, Drain, Debuff
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    At the user's lower back a long, skeletal tail forms, stretching outward to form an additional, skeletal limb that stays in place for the duration of the spell. The skeletal tail is freely controllable by the caster and is able to strike at the user's speed and deals the spell's damage per successful strike, possessing a range of about 3 meters. Additionally, those struck by the skeletal tail will find themselves infected with a strange poison effect, feeling throbbing pain coursing through their veins as they 5% HP per turn for the duration of the spell and suffer a 105% debuff to spell speed.


    2:


    Name: Blood Titan's Lost Art: Crimson Berserker
    Rank: S+ (90 MP)
    Type: Multi Target, Buff, Drain
    Damage: 200 HP per strike
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives S+ rank damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the bloods physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. Regardless of shape or state, an attack with the blood always deals the spell's multi target damage, and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell.



    H+ Rank Spells:


    1:


    Name: Bone Titan's Lost Art: Curse of the Eternal Berserker
    Rank: H+ (105 MP)
    Type: Single Target, Defensive, Negation, Utility
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff. 50% more durability as trade-off for range/speed.
    Duration: 20

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this spell is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the spell, the spell itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that affects him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower.


    2:


    Name: Blood Titan's Lost Art: Ascendance of the Sanguine Seal
    Rank: H+ (105 MP)
    Type: Burst, Buff, Negation, Copy
    Damage: 300 HP
    Range: Self / Melee | 500 m
    Speed: Self / Melee | Instant
    Downside: 43% damage increase in exchange for the fact that the user takes full H+ rank damage (unmodified) every turn the spell is active. Additionally, the user has to attack every living being they can and will not stop fighting until they have been killed, no matter if ally or enemy (This aspect of the spell requires OOC permission to be used against other players).
    Duration: 25

    Description:
    The user forces the berserker lacrima within himself to influence his mind and body, drawing massive amounts of energy from the cursed item, entering a trance-like berserker state. In this state, the user's spell damage is increased by 115% for the duration of the spell. The sclera of the user's eyes turns completely crimson-red, and a small trickle of blood begins pouring from their eyes as their irises turn into black, demonic slits. In the berserker state, the user is granted some control over blood, under certain circumstances, even the blood inside his enemies bodies. This, mainly, allows the user to use two effects. Firstly, the user can, in this state, alter the physical property of magic within this spells burst range, this in effect once per post allowing the user to negate a single spell and all effects that accompany it, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower, the spell in question seemingly exploding into a splatter of blood ineffectually. If this effect is utilized, the user can choose to pay the original MP cost of the negated spell again to use the blood and reform that spell, copying it and casting it as if it was his own. Secondly, and perhaps most importantly, if the user makes contact with an enemy within the spell's duration, the attack automatically taints that opponent's blood. This requires the user to make physical contact with an opponent and cause damage to them in some way, meaning that if the attack is blocked so is the taint effect. The tainting is in and of itself not a negative effect, though the user can, within this duration of the spell, decide to consume the tainted blood effect within the affected's body, as long as they are within this spells burst range around the user, removing it from the affected, to cause spikes of blood to shoot out instantly from within the affected's body, dealing the spell's burst damage to the affected. This cannot be blocked since the attack harms the inside of the affected, but, as specified before, requires the user to make physical contact and cause damage. Once the taint effect is removed the user has to contact an enemy again to re-establish the taint effect. The burst can only happen once per post max to any single enemy affected by the tainted blood. If the blood of an enemy is tainted, the user can sense them and their location as long as they are within the spell burst range around the user. Non-living beings such as constructs etc. are completely immune to the tainted blood aspect of the spell. For certain plot situations, the user can control those affected with the tainted blood by directly manipulating the blood flow within them (Requires OOC permission to be used on Players, Player-owned NPCs and Event NPCs).


    Nessa Cordelia Lux
    Nessa Cordelia Lux

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    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
    Posts : 2199
    Guild : Fairy Tail
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 25th May 2019, 3:40 am

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Pg4YHn3

    First Post:

    @Johann wrote:Maledict of War - Berserkir


    Magic Name: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Einherjar

    Description:
    The Maledict of War is a magic originating from the being locked within Johann, Mars, the Second Seal of the Apocalypse granting this magic to his vessel. The magic manifests in the form of a lacrima inside the user's chest, the crystallized magic taking the function of Johann's heart after his own was destroyed and he died in an encounter with demonic forces. The Berserker Titan Slayer lacrima is a crystallized concentration of demonic energy and grants the user control over several elements, including Blood, Bones and Nectrotic Energy.

    Lineage:
    Einherjar

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● Slayer has full control over magic and spells of the following Elements:

    • Blood
    • Bones
    • Necrotic Energy (Death / Undeath Magic)

    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (see below).
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    • Adds the Maledict status effect to the user's melee attacks. When in Force, blood begins to stream of the user's form in sanguine strings. All of the user's spells gain a deeply crimson tint to it, and blood clings closely to the user's body. Melee attacks corrode an opponents defenses and slowly work their way through them, the user's melee damage dealing piercing damage. If used to pierce a shield, defense spell or armor the base melee damage of the melee attack is reduced by 50%.




    Unique Abilities:

    ● ᛘᚮᛚᛚᛁᛐᛁᛆᛘ - Berserker Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all Debuffs, Drains and DoT effects are halved in efficiency through this effect (40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his spoken word as well as makes others unable to predict his movements, whether through passive or active effects and under all circumstances.

    ● ᚠᛃᚢᚱᚪᚱ - Berserker Titan's Rage (Passive): The user combines the power of his blood with the power of his curse to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● ᛁᛗᛈᚣᛏᚣᛋ - Berserker Titan's Power (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere from the user's magic.

    Plot Ability:

    Abomination - Berserker Titan:
    Once an enemy has been hit with one of the user's blood element spells the user can establish control over that opponent's blood and control their body. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.

    Spells:

    Signature Spells - 3:


    1:


    Name: ᛚᛆᚿᚲᛂᛆ - Berserker Titan's Spear
    Rank: S
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage. Additionally, this projectile possesses a high power, penetrating armor and shield spells, though losing 50% of its base damage if the piercing effect is used.


    2:


    Name: ᚴᚩᚱᛈᚣᛋ - Berserker Titan's Body
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.


    3:


    Name: ᛋᚲᚢᛐᚢᛘ - Berserker Titan's Shielding
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.



    B Rank Spells - 6:


    Passives:


    1. ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Force: Grants the user 50% more spell damage passively.

    2. ᛗᛖᚾᚣᛋ - Berserker Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. ᚡᚪᛃᚱᛋ - Berserker Titan's Might: Grants the user 25% more HP passively.

    4. ᚱᛂᚵᛂᚿᛂᚱᛆᛐᛁᚮ - Berserker Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛐᛂ - Berserker Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: ᚱᛂᚠᚱᛂᚿᛆᚿᛐᛂᛘ - Berserker Titan's Crimson Rush
    Rank: B (80 MP)
    Type: Burst, Buff
    Damage: -
    Range: 50 m
    Speed: Instant
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.



    A Rank Spells - 8:


    1:


    Name: ᚵᛚᚮᛒᚢᛚᚢᛋ - Berserker Titan's Dusk Cocoon
    Rank: A (100 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of necrotic energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the necrotic energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.


    2:


    Name: ᚲᛁᚿᛁᛋ - Berserker Titan's Ash Storm
    Rank: A (100 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: ᚠᛚᚢᚲᛐᚢᛋ - Berserker Titan's Power Surge
    Rank: A (100 MP)
    Type: Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes necrotic magic to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: ᛔᚱᛁᛘᛁᛋ - First Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    5:


    Name: ᛋᛂᚲᚢᚿᛑᚢᛋ - Second Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    6:


    Name: ᛏᚣᚱᛏᛁᚣᛋ - Third Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    7:


    Name: ᛩᚢᛆᚱᛐᚢᛋ - Fourth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    8:


    Name: ᛩᚢᛁᚿᛐᚢᛋ - Fifth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.



    S Rank Spells - 6:


    1:


    Name: ᛁᚿᛔᛂᛋ - Berserker Titan's Bloodred Charge
    Rank: S (120 MP)
    Type: Single Target, Buff, Charge
    Damage: 60 HP per post
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 5

    Description:
    Surrounding his form in a swirl of blood Johann begins charging up magical power, increasing spell damage by 70% and accumulating a charge once every post for the duration of the spell. The magical power can be released in a massive burst of acceleration at any given point within the duration of the spell, the momentum of the attack directed at a single enemy within the spell's range causing it to deal 60 HP per charge. If the spell isn't released after the fifth post it will simply fade away without taking effect.


    2:


    Name: ᚱᚢᚵᛁᛂᛐ - Berserker Titan's Roar
    Rank: S (120 MP)
    Type: Burst, DoT, Debuff
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    The user takes a deep breath, mixing air with magical energy and blood before releasing a powerful roar that extends out in a cone before them, firing from their mouth thousands of small needles of blood and showering opponents in range of the spell with a cascade of projectiles. All enemies caught in the attack suffer from the onslaught of blood and take damage, but are also poisoned by the corrupted blood of the user, the poison dealing 60 HP damage every post thereafter until the spell ends while also debuffing the opponent's spell damage reduction by 70%.


    3:


    Name: ᚡᛁᚿᚲᚢᛚᛆ - Berserker Titan's Abyss Chains
    Rank: S (120 MP)
    Type: Multi Target, Immobilization, Drain
    Damage: 90 HP per strike
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    The user surrounds his hand in twilight energy before slamming it down into the ground, chains of pure necrotic magic bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them and siphon their life force, draining 5% of the opponent's mana per turn for the duration of the spell if successful. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 90 HP damage per chain. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: ᚲᚮᚿᛐᛂᛘᛔᛐᛁᚮ - Berserker Titan's Burning Scorn
    Rank: S (120 MP)
    Type: Single Target, DoT, Drain
    Damage: 90 HP per post
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at his own speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 90 HP damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast as the DoT effect ends. Furthermore, affected opponents are drained of 5% of their HP per post they are affected by the spell.


    5:


    Name: ᛁᛆᚲᛐᚢᛋ - Berserker Titan's Killshot
    Rank: S (120 MP)
    Type: Single Target, Piercing, DoT
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% more speed for 50% less range
    Duration: 4

    Description:
    The user draws energy from their surroundings, siphoning life force from the area around him before forming it into a bow and arrow of pure necrotic energy, aiming at an opponent within the spell's range before firing a single ehtereal arrow of ink-black color. The arrow possesses considerable penetrating power, piercing through shields and armor, though losing 50% of its base damage if it does. Opponent's hit with the spell will additionally suffer from a corruption effect that deals half of the spell's damage once every post for the next 3 posts.


    6:


    Name: ᚲᚮᚿᚡᛂᛪᚢᛘ - Berserker Titan's Skeleton Dome
    Rank: S (120 MP)
    Type: Burst, Shield, Debuff
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 475 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic. The duration of the dome is restored to full at the beginning of every post as the spell is recast.



    H Rank Spell:


    Name: ᛒᛂᚱᛋᛂᚱᚴᛂᚱ -Fifth Sequence of the Second Seal (Berserkirgang)
    Rank: H (140 MP)
    Type: Single Target, Healing, Buff, Negation, Copy
    Healing: 140 HP
    Range: 600 m
    Speed: 450 m/s
    Duration: 20
    Downside: User can deal H rank damage to themselves (unmodified) to strengthen the base spell damage of the copied spell by 50%.

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Further, the user can, once per post, negate a single spell within the range of this spell instantly, the spell exploding into a burst of blood ineffectually, provided the spell is of H rank or lower and the user pays the original cost of the spell being negated. Additionally, the user can, once per post for the duration of the spell, cast a single one of their own spells again or an enemy spell they have seen in the same thread as if was their own, the copied spell forming out of their own or free blood in the area.



    Last edited by Nessa Cordelia Lux on 25th May 2019, 3:41 am; edited 1 time in total


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Administrator- Moderator- Developer/GFX Artist- Main Account- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Custom Slayer- Neutral Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Rich- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
    Posts : 2199
    Guild : Fairy Tail
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 25th May 2019, 3:40 am

    Second Post:
    @Johann wrote:

    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: ᛔᛂᛚᛚᛁᛋ - Berserker Titan's Bone Skin
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's skin becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.


    2:


    Name: ᚴᚪᚱᚾᛋ - Berserker Titan's Bone Flesh
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's flesh becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.



    A+ Rank Spells - 2:


    1:


    Name: ᛞᚱᛖᛞᚾᚪᛏ - Berserker Titan's Lost Art: Dreadnought
    Rank: A+ (150 MP)
    Type: Single Target, Defensive, Buff, Anti-Piercing
    Durability: 225 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell durability by 100% for the duration of the spell. The Shield cannot be pierced by piercing effects.


    2:


    Name: ᚢᚿᚵᚢᛚᛆ - Berserker Titan's Lost Art: Twilight Talons
    Rank: A+ (150 MP)
    Type: Multi Target, Buff, Piercing, Negate
    Damage: 169 HP per strike
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure necrotic magic, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The necrotic magic closely clinging to the caster's arms and hands buffs his spell damage by 100%, the talons themselves dealing an additional 170 HP per strike. If hit by the talons they can pierce through armors and shields, although their base damage is halved if used in such a way. Additionally, the user may use the claws to negate a single spell in melee range per post, the spell seemingly swallowed by shadows, if the spell is of A+ rank or lower and the user pays the original cost of the spell.



    S+ Rank Spells - 2:


    1:


    Name: ᚱᚢᚿᛆᛂ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ - Bloodrunes of the Berserker
    Rank: S+ (180 MP)
    Type: Requip Weapon / Multi Part (Artifact +, Artifact, Artifact)
    Melee Damage: 232 HP per strike
    Requip HP: 375 HP
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    A set of two runes, one appearing on both wrists, strengthening the user.

    Ability 1 (S+):
    Name: Bloodrune I
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of S+ rank or lower and the user pays the original cost of the spell.

    Ability 2 (S+):
    Name: Bloodrune II
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of S+ rank or lower and the user pays the original cost of the spell.

    Ability 3 (S+):
    Name: Bloodrune III
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of S+ rank or lower and the user pays the original cost of the spell.

    Ability 4 (A+):
    Name: Bloodrune IV
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 169 HP
    Range: Melee
    Speed: Melee
    Duration: 9
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 100% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of A+ rank or lower and the user pays the original cost of the spell.

    Ability 5 (S):
    Name: Bloodrune V
    Type: Multi Target, Buff, Piercing
    Damage: 135 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce.

    Ability 6 (S):
    Name: Bloodrune VI
    Type: Multi Target, Buff, Piercing
    Damage: 135 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce.

    Ability 7 (S):
    Name: Bloodrune VII
    Type: Multi Target, Buff, Piercing
    Damage: 135 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce.


    2:


    Name: ᚱᚢᛒᚣᚾᛋ - Berserker Titan's Lost Art: Crimson Berserker
    Rank: S+ (180 MP)
    Type: Multi Target, Buff, Drain, Negation
    Damage: 200 HP per strike
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives 135 HP damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the blood's physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. The blood swirls around the user's hands, their melee attacks additionally dealing this spell's damage. Regardless of shape or state, an attack with the blood always deals the spell's Multi Target damage and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell. Further, the user can, once per post for the duration of the spell, use the blood to swallow up an incoming spell, provided it is of S+ rank or lower and the user pays the original MP cost of the spell being negated.



    H+ Rank Spells - 2:


    1:


    Name: ᛞᚱᛖᛞᚾᚪᛏ - Sixth Sequence of the Second Seal (Right Eye of the Berserker - Vaeringjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their right eye, forming the Right Eye of the Berserkir.

    Ability 1 (H+):
    Name: Curse of the Eternal Berserker
    Type: Single Target, Defensive, Buff, Negation, Utility
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff. 50% more durability as trade-off for range/speed.
    Duration: 20

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this ability is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the ability, the ability itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that affects him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower.

    Ability 2 (H+):
    Name: Berserker Frenzy I
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 3 (H+):
    Name: Berserker Frenzy II
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 4 (S):
    Name: Berserker Frenzy III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Berserker Frenzy IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 105%.


    2:


    Name: ᛑᚱᛂᚿᚵᛦᛆᚱ - Seventh Sequence of the Second Seal (Left Eye of the Berserker - Drengjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their left eye, forming the Left Eye of the Berserkir.

    Ability 1 (H+):
    Name: Sanguine Echoes
    Type: Single Target, Defensive, Anti-Piercing, Buff, Negation, Copy
    Durability: 210 HP
    Range: 800 m
    Speed: 800 m/s
    Duration: 25
    Downside: User can deal H+ rank damage to themselves (unmodified) to strengthen the base spell damage of copied spell by 50%.

    Description:
    The Left Eye of the Berserkir grants the user a spell damage buff of 115% as well as a 210HP shield around their form as soon as this ability is activated. The user can, once per post, instantly negate a spell in their range provided they pay the original spell cost of the spell being negated and the spell is of H+ rank or lower. The negated spell will explode into an ineffectual burst of blood. Utilizing some of their own blood or spilled blood around, the user also may reform a single spell they have used or seen in this same thread per post, copying that spell, provided the spell was of at least H+ rank and they pay the original cost of that spell.

    Ability 2 (H+):
    Name: Bloodrage I
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Left Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 3 (H+):
    Name: Bloodrage II
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Left Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 4 (S):
    Name: Bloodrage III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Bloodrage IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 105%.




    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    Nessa Cordelia Lux
    Nessa Cordelia Lux

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    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
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    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 27th May 2019, 9:34 am

    Moved and Unlocked at the User's Request.

    First Post:

    @Johann wrote:Maledict of War - Berserkir

    Magic Name: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Einherjar

    Description:
    The Maledict of War is a magic originating from the being locked within Johann, Mars, the Second Seal of the Apocalypse granting this magic to his vessel. The magic manifests in the form of a lacrima inside the user's chest, the crystallized magic taking the function of Johann's heart after his own was destroyed and he died in an encounter with demonic forces. The Berserker Titan Slayer lacrima is a crystallized concentration of demonic energy and grants the user control over several elements, including Blood, Bones and Nectrotic Energy.

    Lineage:
    Einherjar

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● Slayer has full control over magic and spells of the following Elements:

    • Blood
    • Bones
    • Necrotic Energy (Death / Undeath Magic)

    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (see below).
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    • Adds the Maledict status effect to the user's melee attacks. When in Force, blood begins to stream of the user's form in sanguine strings. All of the user's spells gain a deeply crimson tint to it, and blood clings closely to the user's body. Melee attacks corrode an opponents defenses and slowly work their way through them, the user's melee damage dealing piercing damage. If used to pierce a shield, defense spell or armor the base melee damage of the melee attack is reduced by 50%.




    Unique Abilities:

    ● ᛘᚮᛚᛚᛁᛐᛁᛆᛘ - Berserker Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all Debuffs, Drains and DoT effects are halved in efficiency through this effect (40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his spoken word as well as makes others unable to predict his movements, whether through passive or active effects and under all circumstances.

    ● ᚠᛃᚢᚱᚪᚱ - Berserker Titan's Rage (Passive): The user combines the power of his blood with the power of his curse to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● ᛁᛗᛈᚣᛏᚣᛋ - Berserker Titan's Power (Passive): The user can, indirectly, use primordial shadows and light to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere from the user's magic.

    Plot Ability:

    Abomination - Berserker Titan:
    Once an enemy has been hit with one of the user's blood element spells the user can establish control over that opponent's blood and control their body. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.

    Spells:

    Signature Spells - 3:


    1:


    Name: ᛚᛆᚿᚲᛂᛆ - Berserker Titan's Spear
    Rank: S
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage. Additionally, this projectile possesses a high power, penetrating armor and shield spells, though losing 50% of its base damage if the piercing effect is used.


    2:


    Name: ᚴᚩᚱᛈᚣᛋ - Berserker Titan's Body
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.


    3:


    Name: ᛋᚲᚢᛐᚢᛘ - Berserker Titan's Shielding
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.



    B Rank Spells - 6:


    Passives:


    1. ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Force: Grants the user 50% more spell damage passively.

    2. ᛗᛖᚾᚣᛋ - Berserker Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. ᚡᚪᛃᚱᛋ - Berserker Titan's Might: Grants the user 25% more HP passively.

    4. ᚱᛂᚵᛂᚿᛂᚱᛆᛐᛁᚮ - Berserker Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛐᛂ - Berserker Titan's Flexibility: Grants the user 50% more spell speed passively.


    6:


    Name: ᚱᛂᚠᚱᛂᚿᛆᚿᛐᛂᛘ - Berserker Titan's Crimson Rush
    Rank: B (80 MP)
    Type: Burst, Buff
    Damage: -
    Range: 50 m
    Speed: Instant
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.



    A Rank Spells - 8:


    1:


    Name: ᚵᛚᚮᛒᚢᛚᚢᛋ - Berserker Titan's Dusk Cocoon
    Rank: A (100 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of necrotic energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the necrotic energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.


    2:


    Name: ᚲᛁᚿᛁᛋ - Berserker Titan's Ash Storm
    Rank: A (100 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.


    3:


    Name: ᚠᛚᚢᚲᛐᚢᛋ - Berserker Titan's Power Surge
    Rank: A (100 MP)
    Type: Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes necrotic magic to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.


    4:


    Name: ᛔᚱᛁᛘᛁᛋ - First Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    5:


    Name: ᛋᛂᚲᚢᚿᛑᚢᛋ - Second Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    6:


    Name: ᛏᚣᚱᛏᛁᚣᛋ - Third Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    7:


    Name: ᛩᚢᛆᚱᛐᚢᛋ - Fourth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.


    8:


    Name: ᛩᚢᛁᚿᛐᚢᛋ - Fifth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Piercing
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes shields, partially breaking through them, though losing 50% of its base damage if used in such a way.



    S Rank Spells - 6:


    1:


    Name: ᛁᚿᛔᛂᛋ - Berserker Titan's Bloodred Charge
    Rank: S (120 MP)
    Type: Single Target, Buff, Charge
    Damage: 60 HP per post
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 5

    Description:
    Surrounding his form in a swirl of blood Johann begins charging up magical power, increasing spell damage by 70% and accumulating a charge once every post for the duration of the spell. The magical power can be released in a massive burst of acceleration at any given point within the duration of the spell, the momentum of the attack directed at a single enemy within the spell's range causing it to deal 60 HP per charge. If the spell isn't released after the fifth post it will simply fade away without taking effect.


    2:


    Name: ᚱᚢᚵᛁᛂᛐ - Berserker Titan's Roar
    Rank: S (120 MP)
    Type: Burst, DoT, Debuff
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    The user takes a deep breath, mixing air with magical energy and blood before releasing a powerful roar that extends out in a cone before them, firing from their mouth thousands of small needles of blood and showering opponents in range of the spell with a cascade of projectiles. All enemies caught in the attack suffer from the onslaught of blood and take damage, but are also poisoned by the corrupted blood of the user, the poison dealing 60 HP damage every post thereafter until the spell ends while also debuffing the opponent's spell damage reduction by 70%.


    3:


    Name: ᚡᛁᚿᚲᚢᛚᛆ - Berserker Titan's Abyss Chains
    Rank: S (120 MP)
    Type: Multi Target, Immobilization, Drain
    Damage: 90 HP per strike
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    The user surrounds his hand in twilight energy before slamming it down into the ground, chains of pure necrotic magic bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them and siphon their life force, draining 5% of the opponent's mana per turn for the duration of the spell if successful. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 90 HP damage per chain. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.


    4:


    Name: ᚲᚮᚿᛐᛂᛘᛔᛐᛁᚮ - Berserker Titan's Burning Scorn
    Rank: S (120 MP)
    Type: Single Target, DoT, Drain
    Damage: 90 HP per post
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 10

    Description:
    Surrounding one of their limbs in a swirl of circulating blood the user launches a strike at a single enemy in melee range at his own speed, this strike itself dealing no damage. After that, the user establishes control over the opponent's blood, intense pain manifesting all over and inside their body for 5 posts, dealing 90 HP damage per post to the affected enemy as the blood in their veins starts to boil from the inside. The spell can be used once per post for the duration of the spell but can only be used against any single opponent once for the duration of the spell, the spell ending on the 5th post after it has been cast as the DoT effect ends. Furthermore, affected opponents are drained of 5% of their HP per post they are affected by the spell.


    5:


    Name: ᛁᛆᚲᛐᚢᛋ - Berserker Titan's Killshot
    Rank: S (120 MP)
    Type: Single Target, Piercing, DoT
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% more speed for 50% less range
    Duration: 4

    Description:
    The user draws energy from their surroundings, siphoning life force from the area around him before forming it into a bow and arrow of pure necrotic energy, aiming at an opponent within the spell's range before firing a single ehtereal arrow of ink-black color. The arrow possesses considerable penetrating power, piercing through shields and armor, though losing 50% of its base damage if it does. Opponent's hit with the spell will additionally suffer from a corruption effect that deals half of the spell's damage once every post for the next 3 posts.


    6:


    Name: ᚲᚮᚿᚡᛂᛪᚢᛘ - Berserker Titan's Skeleton Dome
    Rank: S (120 MP)
    Type: Burst, Shield, Debuff
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 475 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic. The duration of the dome is restored to full at the beginning of every post as the spell is recast.



    H Rank Spell:


    Name: ᛒᛂᚱᛋᛂᚱᚴᛂᚱ -Fifth Sequence of the Second Seal (Berserkirgang)
    Rank: H (140 MP)
    Type: Single Target, Healing, Buff, Negation, Copy
    Healing: 140 HP
    Range: 600 m
    Speed: 450 m/s
    Duration: 20
    Downside: User can deal H rank damage to themselves (unmodified) to strengthen the base spell damage of the copied spell by 50%.

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Further, the user can, once per post, negate a single spell within the range of this spell instantly, the spell exploding into a burst of blood ineffectually, provided the spell is of H rank or lower and the user pays the original cost of the spell being negated. Additionally, the user can, once per post for the duration of the spell, cast a single one of their own spells again or an enemy spell they have seen in the same thread as if was their own, the copied spell forming out of their own or free blood in the area.



    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    Nessa Cordelia Lux
    Nessa Cordelia Lux

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    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
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    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 27th May 2019, 9:34 am

    Second Post:

    @Johann wrote:
    Advanced Spells:

    B+ Rank Spells - 2:


    1:


    Name: ᛔᛂᛚᛚᛁᛋ - Berserker Titan's Bone Skin
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's skin becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.


    2:


    Name: ᚴᚪᚱᚾᛋ - Berserker Titan's Bone Flesh
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's flesh becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.



    A+ Rank Spells - 2:


    1:


    Name: ᛞᚱᛖᛞᚾᚪᛏ - Berserker Titan's Lost Art: Dreadnought
    Rank: A+ (150 MP)
    Type: Single Target, Defensive, Buff, Anti-Piercing
    Durability: 225 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell durability by 100% for the duration of the spell. The Shield cannot be pierced by piercing effects.


    2:


    Name: ᚢᚿᚵᚢᛚᛆ - Berserker Titan's Lost Art: Twilight Talons
    Rank: A+ (150 MP)
    Type: Multi Target, Buff, Piercing, Negate
    Damage: 169 HP per strike
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure necrotic magic, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The necrotic magic closely clinging to the caster's arms and hands buffs his spell damage by 100%, the talons themselves dealing an additional 170 HP per strike. If hit by the talons they can pierce through armors and shields, although their base damage is halved if used in such a way. Additionally, the user may use the claws to negate a single spell in melee range per post, the spell seemingly swallowed by shadows, if the spell is of A+ rank or lower and the user pays the original cost of the spell.



    S+ Rank Spells - 2:


    1:


    Name: ᚱᚢᚿᛆᛂ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ - Bloodrunes of the Berserker
    Rank: S+ (180 MP)
    Type: Requip Weapon / Multi Part (Artifact +, Artifact, Artifact)
    Melee Damage: 232 HP per strike
    Requip HP: 375 HP
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    A set of two runes, one appearing on both wrists, strengthening the user.

    Ability 1 (S+):
    Name: Bloodrune I
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of S+ rank or lower and the user pays the original cost of the spell.

    Ability 2 (S+):
    Name: Bloodrune II
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of S+ rank or lower and the user pays the original cost of the spell.

    Ability 3 (S+):
    Name: Bloodrune III
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 200 HP per strike
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of S+ rank or lower and the user pays the original cost of the spell.

    Ability 4 (A+):
    Name: Bloodrune IV
    Type: Multi Target, Buff, Piercing, Negation
    Damage: 169 HP
    Range: Melee
    Speed: Melee
    Duration: 9
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 100% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce. Further, the user can, once per post, use the Bloodrune to negate a spell that would affect them within melee range, provided the spell is of A+ rank or lower and the user pays the original cost of the spell.

    Ability 5 (S):
    Name: Bloodrune V
    Type: Multi Target, Buff, Piercing
    Damage: 135 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce.

    Ability 6 (S):
    Name: Bloodrune VI
    Type: Multi Target, Buff, Piercing
    Damage: 135 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce.

    Ability 7 (S):
    Name: Bloodrune VII
    Type: Multi Target, Buff, Piercing
    Damage: 135 HP
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell's damage pierces armors and shields, though the base damage of the spell is reduced by 50% if it does pierce.


    2:


    Name: ᚱᚢᛒᚣᚾᛋ - Berserker Titan's Lost Art: Crimson Berserker
    Rank: S+ (180 MP)
    Type: Multi Target, Buff, Drain, Negation
    Damage: 200 HP per strike
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives 135 HP damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the blood's physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. The blood swirls around the user's hands, their melee attacks additionally dealing this spell's damage. Regardless of shape or state, an attack with the blood always deals the spell's Multi Target damage and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell. Further, the user can, once per post for the duration of the spell, use the blood to swallow up an incoming spell, provided it is of S+ rank or lower and the user pays the original MP cost of the spell being negated.



    H+ Rank Spells - 2:


    1:


    Name: ᛞᚱᛖᛞᚾᚪᛏ - Sixth Sequence of the Second Seal (Right Eye of the Berserker - Vaeringjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their right eye, forming the Right Eye of the Berserkir.

    Ability 1 (H+):
    Name: Curse of the Eternal Berserker
    Type: Single Target, Defensive, Buff, Negation, Utility
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: Sacrificing 5 posts of the max duration (25 to 20) for 5% extra buff. 50% more durability as trade-off for range/speed.
    Duration: 20

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 120% for the duration of the spell. When this ability is activated the user's eyes flare up in a bright red, an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around his form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the ability, the ability itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell that affects him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell being negated and that spell is of H+ rank or lower.

    Ability 2 (H+):
    Name: Berserker Frenzy I
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 3 (H+):
    Name: Berserker Frenzy II
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 4 (S):
    Name: Berserker Frenzy III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Berserker Frenzy IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 105%.


    2:


    Name: ᛑᚱᛂᚿᚵᛦᛆᚱ - Seventh Sequence of the Second Seal (Left Eye of the Berserker - Drengjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their left eye, forming the Left Eye of the Berserkir.

    Ability 1 (H+):
    Name: Sanguine Echoes
    Type: Single Target, Defensive, Anti-Piercing, Buff, Negation, Copy
    Durability: 210 HP
    Range: 800 m
    Speed: 800 m/s
    Duration: 25
    Downside: User can deal H+ rank damage to themselves (unmodified) to strengthen the base spell damage of copied spell by 50%.

    Description:
    The Left Eye of the Berserkir grants the user a spell damage buff of 115% as well as a 210HP shield around their form as soon as this ability is activated. The user can, once per post, instantly negate a spell in their range provided they pay the original spell cost of the spell being negated and the spell is of H+ rank or lower. The negated spell will explode into an ineffectual burst of blood. Utilizing some of their own blood or spilled blood around, the user also may reform a single spell they have used or seen in this same thread per post, copying that spell, provided the spell was of at least H+ rank and they pay the original cost of that spell.

    Ability 2 (H+):
    Name: Bloodrage I
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Left Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 3 (H+):
    Name: Bloodrage II
    Type: Multi Target, Buff, Piercing, Drain, Negation
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, adding the spells damage onto their strikes. Damage from this ability penetrates armor and shields but lowers the base damage of the ability by 50% if used in such a way. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Left Eye is equipped the user gains the ability to, once per post, negate a spell within this spell's range, provided the user pays the original spell cost of the spell being negated and the spell is of H+ rank or lower, the spell being negated exploding into a stream of blood ineffectually.

    Ability 4 (S):
    Name: Bloodrage III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Bloodrage IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 105%.




    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Administrator- Moderator- Developer/GFX Artist- Main Account- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Custom Slayer- Neutral Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Rich- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
    Posts : 2199
    Guild : Fairy Tail
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 1st June 2019, 6:39 am

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Pg4YHn3

    First Post:

    [quote="Johann"]Maledict of War - Berserkir

    Magic Name: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Einherjar

    Description:
    The Maledict of War is a magic originating from the being locked within Johann, Mars, the Second Seal of the Apocalypse granting this magic to his vessel. The magic manifests in the form of a lacrima inside the user's chest, the crystallized magic taking the function of Johann's heart after his own was destroyed and he died in an encounter with demonic forces. The Berserker Titan Slayer lacrima is a crystallized concentration of demonic energy and grants the user control over several elements, including Blood, Bones and Nectrotic Energy.

    Lineage:
    Einherjar

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● Slayer has full control over magic and spells of the following Elements:

    • Blood
    • Bones
    • Necrotic Energy (Death / Undeath Magic)

    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (see below).
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    • Adds the Maledict status effect to the user's melee attacks. When in Force, blood begins to stream of the user's form in sanguine strings. All of the user's spells gain a deeply crimson tint to it, and blood clings closely to the user's body. Melee attacks corrode an opponents defenses and slowly work their way through them, the user's melee damage dealing piercing damage. If used to pierce a shield, defense spell or armor the base melee damage of the melee attack is reduced by 50%.




    Unique Abilities:

    ● ᛘᚮᛚᛚᛁᛐᛁᛆᛘ - Berserker Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all Debuffs, Drains and DoT effects are halved in efficiency through this effect (40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his spoken word as well as makes others unable to predict his movements, whether through passive or active effects and under all circumstances.

    ● ᚠᛃᚢᚱᚪᚱ - Berserker Titan's Rage (Passive): The user combines the power of his blood with the power of his curse to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● ᛁᛗᛈᚣᛏᚣᛋ - Berserker Titan's Power (Passive): The user can, indirectly, use primordial curse to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Attacks delivered through this can, at max, possess user rank burst range and move at user rank burst speed, always dealing the same damage as the melee attack. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere from the user's magic.

    Plot Ability:

    Abomination - Berserker Titan:
    Once an enemy has been hit with one of the user's blood element spells the user can establish control over that opponent's blood and control their body. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.

    Spells:

    Signature Spells - 3:

    1:

    Name: ᛚᛆᚿᚲᛂᛆ - Berserker Titan's Spear
    Rank: S
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage. Additionally, this projectile possesses a high power, penetrating armor and shield spells, though losing 50% of its base damage if the piercing effect is used.

    2:

    Name: ᚴᚩᚱᛈᚣᛋ - Berserker Titan's Body
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.

    3:

    Name: ᛋᚲᚢᛐᚢᛘ - Berserker Titan's Shielding
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.

    B Rank Spells - 6:

    Passives:

    1. ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Force: Grants the user 50% more spell damage passively.

    2. ᛗᛖᚾᚣᛋ - Berserker Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. ᚡᚪᛃᚱᛋ - Berserker Titan's Might: Grants the user 25% more HP passively.

    4. ᚱᛂᚵᛂᚿᛂᚱᛆᛐᛁᚮ - Berserker Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛐᛂ - Berserker Titan's Flexibility: Grants the user 50% more spell speed passively.

    6:

    Name: ᚱᛂᚠᚱᛂᚿᛆᚿᛐᛂᛘ - Berserker Titan's Crimson Rush
    Rank: B (80 MP)
    Type: Burst, Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: Instant
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.

    A Rank Spells - 8:

    1:

    Name: ᚵᛚᚮᛒᚢᛚᚢᛋ - Berserker Titan's Dusk Cocoon
    Rank: A (100 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of necrotic energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the necrotic energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.

    2:

    Name: ᚲᛁᚿᛁᛋ - Berserker Titan's Ash Storm
    Rank: A (100 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.

    3:

    Name: ᚠᛚᚢᚲᛐᚢᛋ - Berserker Titan's Power Surge
    Rank: A (100 MP)
    Type: Single Target, Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes necrotic magic to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.

    4:

    Name: ᛔᚱᛁᛘᛁᛋ - First Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    5:

    Name: ᛋᛂᚲᚢᚿᛑᚢᛋ - Second Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    6:

    Name: ᛏᚣᚱᛏᛁᚣᛋ - Third Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    7:

    Name: ᛩᚢᛆᚱᛐᚢᛋ - Fourth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    8:

    Name: ᛩᚢᛁᚿᛐᚢᛋ - Fifth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    S Rank Spells - 6:

    1:

    Name: ᛋᛂᛪᛐᛆ - Sixth Sequence of the Berserker Titan
    Rank: S (120 MP)
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 10

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 70% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit.

    2:

    Name: ᚱᚢᚵᛁᛂᛐ - Berserker Titan's Roar
    Rank: S (120 MP)
    Type: Burst, DoT, Debuff
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    The user takes a deep breath, mixing air with magical energy and blood before releasing a powerful roar that extends out in a cone before them, firing from their mouth thousands of small needles of blood and showering opponents in range of the spell with a cascade of projectiles. All enemies caught in the attack suffer from the onslaught of blood and take damage, but are also poisoned by the corrupted blood of the user, the poison dealing 60 HP damage every post thereafter until the spell ends while also debuffing the opponent's spell damage reduction by 50%.

    3:

    Name: ᚡᛁᚿᚲᚢᛚᛆ - Berserker Titan's Abyss Chains
    Rank: S (120 MP)
    Type: Multi Target, Immobilization, Drain
    Damage: 90 HP per hit
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    The user surrounds his hand in twilight energy before slamming it down into the ground, chains of pure necrotic magic bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them and siphon their life force, draining 5% of the opponent's MP per turn for the duration of the spell if successful. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 90 HP damage per chain. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.

    4:

    Name: ᛁᚿᛔᛂᛋ - Berserker Titan's Bloodred Charge
    Rank: S (120 MP)
    Type: Single Target, Buff, Charge
    Damage: 60 HP per post
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 5

    Description:
    Surrounding his form in a swirl of blood Johann begins charging up magical power, increasing spell damage by 70% and accumulating a charge once every post for the duration of the spell. The magical power can be released in a massive burst of acceleration at any given point within the duration of the spell, the momentum of the attack directed at a single enemy within the spell's range causing it to deal 60 HP per charge. If the spell isn't released after the fifth post it will simply fade away without taking effect.

    5:

    Name: ᛁᛆᚲᛐᚢᛋ - Berserker Titan's Killshot
    Rank: S (120 MP)
    Type: Single Target, Piercing, DoT
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% more speed for 50% less range
    Duration: 4

    Description:
    The user draws energy from their surroundings, siphoning life force from the area around him before forming it into a bow and arrow of pure necrotic energy, aiming at an opponent within the spell's range before firing a single ethereal arrow of ink-black color. The arrow possesses considerable penetrating power, piercing through shields and armor, though losing 50% of its base damage if it does. Opponent's hit with the spell will additionally suffer from a corruption effect that deals half of the spell's damage once every post for the next 3 posts.

    6:

    Name: ᚲᚮᚿᚡᛂᛪᚢᛘ - Berserker Titan's Skeleton Dome
    Rank: S (120 MP)
    Type: Burst, Defensive, Debuff, Drain
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 475 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic and their MP drained by 5% once per post. The duration of the dome is restored to full at the beginning of every post as the spell is recast.

    H Rank Spell:

    Name: ᛒᛂᚱᛋᛂᚱᚴᛂᚱ - Fifth Sequence of the Second Seal (Berserkirgang)
    Rank: H (140 MP)
    Type: Single Target, Healing, Buff, Negation, Copy
    Healing: 140 HP
    Range: 600 m
    Speed: 450 m/s
    Duration: 20
    Downside: User can deal H rank damage to themselves (unmodified) to strengthen the base spell damage of the copied spell by 50%.

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Further, the user can, once per post, negate a single spell within the range of this spell instantly, the spell exploding into a burst of blood ineffectually, provided the spell is of H rank or lower and the user pays the original cost of the spell being negated. Additionally, the user can, once per post for the duration of the spell, cast a single one of their own spells or abilities again or copy an enemy spell or ability they have seen in the same thread and use it as if it was their own, provided the copied spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied, the copied spell forming out of their own or free blood in the area. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Administrator- Moderator- Developer/GFX Artist- Main Account- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Custom Slayer- Neutral Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Rich- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
    Posts : 2199
    Guild : Fairy Tail
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by Nessa Cordelia Lux on 1st June 2019, 6:40 am

    Second Post:


    Advanced Spells:

    B+ Rank Spells - 2:

    1:

    Name: ᛔᛂᛚᛚᛁᛋ - Berserker Titan's Bone Skin
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's skin becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.

    2:

    Name: ᚴᚪᚱᚾᛋ - Berserker Titan's Bone Flesh
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's flesh becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.

    A+ Rank Spells - 2:

    1:

    Name: ᛞᚱᛖᛞᚾᚪᛏ - Berserker Titan's Lost Art: Dreadnought
    Rank: A+ (150 MP)
    Type: Single Target, Defensive, Buff, Anti-Piercing
    Durability: 225 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell durability by 100% for the duration of the spell. The Shield cannot be pierced by piercing effects.

    2:

    Name: ᚢᚿᚵᚢᛚᛆ - Berserker Titan's Lost Art: Twilight Talons
    Rank: A+ (150 MP)
    Type: Multi Target, Buff, Drain, Negate
    Damage: 169 HP per hit
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure necrotic magic, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The necrotic magic closely clinging to the caster's arms and hands buffs his spell damage by 100%, the talons themselves dealing an additional 170 HP per strike. The necrotic energy drains life force, draining 5% of an opponent's MP per post if hit. Additionally, the user may use the claws to negate a single spell or ability in melee range per post, the spell seemingly swallowed by shadows, if the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability being negated.

    S+ Rank Spells - 2:

    1:

    Name: ᚱᚢᚿᛆᛂ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ - Bloodrunes of the Berserker
    Rank: S+ (180 MP)
    Type: Requip Weapon / Multi Part (Artifact +, Artifact, Artifact)
    Melee Damage: 232 HP per hit
    Requip HP: 375 HP
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    A set of two runes, one appearing on both wrists, strengthening the user.

    Ability 1 (S+):
    Name: Bloodrune I
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 2 (S+):
    Name: Bloodrune II
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.


    Ability 3 (S+):
    Name: Bloodrune III
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.


    Ability 4 (A+):
    Name: Bloodrune IV
    Type: Multi Target, Buff, Drain, Negation
    Damage: 169 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 9
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 100% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability.

    Ability 5 (S):
    Name: Bloodrune V
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    Ability 6 (S):
    Name: Bloodrune VI
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    Ability 7 (S):
    Name: Bloodrune VII
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    2:

    Name: ᚫᚴᚹᚣᛚᚣ ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Lost Art: Blood Eagle
    Rank: S+ (180 MP)
    Type: Multi Target, Buff, Drain, Negation
    Damage: 200 HP per hit
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives 135 HP damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the blood's physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. The blood swirls around the user's hands, their melee attacks additionally dealing this spell's damage. Regardless of shape or state, an attack with the blood always deals the spell's damage and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell. Further, the user can, once per post for the duration of the spell, use the blood to swallow up a spell or ability within range, provided it is of S+ rank or lower and the user pays the original MP cost of the spell or ability being negated.

    H+ Rank Spells - 2:

    1:

    Name: ᛞᚱᛖᛞᚾᚪᛏ - Sixth Sequence of the Second Seal (Right Eye of the Berserker - Vaeringjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their right eye, forming the Right Eye of the Berserkir. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.

    Ability 1 (H+):
    Name: Curse of the Eternal Berserker
    Type: Single Target, Defensive, Buff, Negation, Reflection, Counter-Effect
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed.
    Duration: 25

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 115% for the duration of the spell. When this ability is activated an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around the user's form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the ability, the ability itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell or ability that would affect him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell or ability being negated and that spell or ability is of H+ rank or lower. Additionally, the user may once per post reflect an opponent's spell or ability directed at him back at them, the spell or ability retaining all of its own values, provided the user pays the original MP cost of the spell or ability twice and the spell or ability being reflected is of H+ rank or lower.

    Ability 2 (H+):
    Name: Berserker Frenzy I
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 3 (H+):
    Name: Berserker Frenzy II
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 4 (S):
    Name: Berserker Frenzy III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Berserker Frenzy IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 105%.

    2:

    Name: ᛑᚱᛂᚿᚵᛦᛆᚱ - Seventh Sequence of the Second Seal (Left Eye of the Berserker - Drengjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their left eye, forming the Left Eye of the Berserkir.

    Ability 1 (H+):
    Name: Sanguine Echoes
    Type: Single Target, Defensive, Anti-Piercing, Buff, Negation, Copy
    Durability: 210 HP
    Range: 800 m
    Speed: 800 m/s
    Duration: 25
    Downside: User can deal H+ rank damage to themselves (unmodified) to strengthen the base spell damage of copied spell by 50%.

    Description:
    The Left Eye of the Berserkir grants the user a spell damage buff of 115% as well as a 210 HP shield around their form as soon as this ability is activated. The user can, once per post, instantly negate a spell or ability in their range provided they pay the original MP cost of the spell or ability being negated and it is of H+ rank or lower. The negated spell or ability will explode into an ineffectual burst of blood. Utilizing some of their own blood or spilled blood around the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied, reforming the spell or ability out of swirling blood.

    Ability 2 (H+):
    Name: Bloodrage I
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 3 (H+):
    Name: Bloodrage II
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 4 (S):
    Name: Bloodrage III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Bloodrage IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 105%.
    [/quote]


    _____________________________________________________________________________________

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] McfBn5d4_o

    CHARACTER | STARLIGHT | VALKYRIES | MOON - WIP | PLOT BANK
    Golden Lacrima until 12th July 2019
    {Courtesy of the lovely Markus Eldridge}
    MarkusEldridge
    MarkusEldridge

    Moderator- Chatbox Moderator- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Custom Slayer- God Slayer- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Shipped- Sticking Around- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- X-Mas Event Participant- Player 
    Lineage : Progeny of Chaos
    Position : None
    Posts : 901
    Guild : Fairy Tail
    Cosmic Coins : 30
    Dungeon Tokens : 0
    Age : 27
    Experience : 754,541.25

    Character Sheet
    First Magic: Primordial Chaos Slayer
    Second Magic: Chaotic Darkness
    Third Magic: Chaos Soul - Primordial Warrior

    Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer] Empty Re: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]

    Post by MarkusEldridge on 18th June 2019, 10:07 am

    Moved and Unlocked at user request
    Spoiler:
    @Johann wrote:Maledict of War - Berserkir

    Magic Name: Maledict of War - Berserkir [2nd Gen Berserker Titan Slayer]
    Magic Type: Solitary Slayer (Benefits listed below)
    Evidence of Accomplishment:
    Lacrima

    Additional Notes:
    ● 5x Additional spell slots bought here
    ● 2x Additional advanced spell slots from the lineage Einherjar

    Description:
    The Maledict of War is a magic originating from the being locked within Johann, Mars, the Second Seal of the Apocalypse granting this magic to his vessel. The magic manifests in the form of a lacrima inside the user's chest, the crystallized magic taking the function of Johann's heart after his own was destroyed and he died in an encounter with demonic forces. The Berserker Titan Slayer lacrima is a crystallized concentration of demonic energy and grants the user control over several elements, including Blood, Bones and Nectrotic Energy.

    Lineage:
    Einherjar

    Titan Slayer Benefits:
    Spoiler:


    ● Double damage against Darkness, Holy, Demon, God, Undead, Devil and Angel type non-human beings.
    ● Slayer has full control over magic and spells of the following Elements:

    • Blood
    • Bones
    • Necrotic Energy (Death / Undeath Magic)

    ● +25% Strength, Speed, HP.
    ● Greatly enhanced Hearing, Sight, and Smell.
    ● Ability to Consume Magic of the same element for MP as well as the Force Ability (see below).
    ● Resistance to their slayer element based on strength of spell/ability as follows:

    2 Ranks Above Character: 0%
    1 Rank Above Character: 10%
    Same Rank as Character: 25%
    1 Rank below Character: 35%
    2 Ranks below character: 50%

    Second Generation Force:


    ● A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force but must have at least 50% of their total MP to be able to enter.

    ● Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ● The spell power of each rank is increased to 150%.
    ● In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.) This adds a base of 5 melee damage onto their strikes.
    ● During force spells cost no MP to cast.
    ● To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.

    • Adds the Maledict status effect to the user's melee attacks. When in Force, blood begins to stream of the user's form in sanguine strings. All of the user's spells gain a deeply crimson tint to it, and blood clings closely to the user's body. Melee attacks corrode an opponents defenses and slowly work their way through them, the user's melee damage dealing piercing damage. If used to pierce a shield, defense spell or armor the base melee damage of the melee attack is reduced by 50%.




    Unique Abilities:

    ● ᛘᚮᛚᛚᛁᛐᛁᛆᛘ - Berserker Titan's Resilience (Passive): The magic bestowed upon Johann modifies his body passively, making it considerably tougher and more resilient as well as granting him perfect control over it. The user cannot be knocked to the ground and all Debuffs, Drains and DoT effects are halved in efficiency through this effect (40% debuff would become 20%, 40 HP of DoT would become 20 HP, and 5% of drain would be halved to 2.5%) and his mind is shielded from outside influence. This makes others unable to read his thoughts, mind, and memories or see through his spoken word as well as makes others unable to predict his movements, whether through passive or active effects and under all circumstances.

    ● ᚠᛃᚢᚱᚪᚱ - Berserker Titan's Rage (Passive): The user combines the power of his blood with the power of his curse to reach their ultimate potential. He is able to infuse the spells of their magics with any of the elements he commands within his magics, mixing the elements and giving the spells used the properties of the secondary elements along with its primary ones. This increases spell damage by 60% passively and makes all slayers unable to consume the magic due to the mixing of elements. Should they consume it regardless they will start to feel sick, instead losing MP equal to the MP they were supposed to gain by consuming the spell.

    ● ᛁᛗᛈᚣᛏᚣᛋ - Berserker Titan's Power (Passive): The user can, indirectly, use primordial curse to manipulate and bend the atmosphere around himself, enabling him to send waves of kinetic energy through the space between himself and opponents, delivering the force of attacks over distances and enabling him to manipulate objects without touching them. This means the user can use attacks, spells, and abilities with melee range to hit targets in his rank burst range with rank burst speed. Attacks delivered through this can, at max, possess user rank burst range and move at user rank burst speed, always dealing the same damage as the melee attack. Additionally, this extends the range of Johann's spells and abilities by 60% through the spacial control of the atmosphere from the user's magic.

    Plot Ability:

    Abomination - Berserker Titan:
    Once an enemy has been hit with one of the user's blood element spells the user can establish control over that opponent's blood and control their body. This ability is purely for story/plot and cannot be used against players, player-owned NPCs or Event NPCs under any circumstances unless explicit OOC permission has been given.

    Spells:

    Signature Spells - 3:

    1:

    Name: ᛚᛆᚿᚲᛂᛆ - Berserker Titan's Spear
    Rank: S
    Type: Single Target, Piercing
    Damage: 120 HP
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: -

    Description:
    Raising his hand up Johann materializes a spear on twisted bone within it, the spear hovering above his palm before he shoots it off at a single enemy within range. If struck, the opponent suffers full S Rank damage. Additionally, this projectile possesses a high power, penetrating armor and shield spells, though losing 50% of its base damage if the piercing effect is used.

    2:

    Name: ᚴᚩᚱᛈᚣᛋ - Berserker Titan's Body
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.

    3:

    Name: ᛋᚲᚢᛐᚢᛘ - Berserker Titan's Shielding
    Rank: S
    Type: Singe Target, Defense, Anti-Piercing
    Durability: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability for no range/speed
    Duration: -

    Description:
    The user's form is at all times surrounded by an invisible magical aura, protecting the user from harm. This shield has a durability of 180 HP and cannot be pierced by piercing effects.

    B Rank Spells - 6:

    Passives:

    1. ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Force: Grants the user 50% more spell damage passively.

    2. ᛗᛖᚾᚣᛋ - Berserker Titan's Strength:: Grants the user 25% to physical and 25% to magical damage reduction passively.

    3. ᚡᚪᛃᚱᛋ - Berserker Titan's Might: Grants the user 25% more HP passively.

    4. ᚱᛂᚵᛂᚿᛂᚱᛆᛐᛁᚮ - Berserker Titan's Regeneration: Grants the user 50% more effectiveness to healing spells passively.

    5. ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛐᛂ - Berserker Titan's Flexibility: Grants the user 50% more spell speed passively.

    6:

    Name: ᚱᛂᚠᚱᛂᚿᛆᚿᛐᛂᛘ - Berserker Titan's Crimson Rush
    Rank: B (80 MP)
    Type: Burst, Teleport, Buff
    Damage: -
    Range: 50 m
    Speed: Instant
    Duration: 6

    Description:
    Johann, once per post for the duration of the spell can, in an instant, vanishes in a swirl of blood before reappearing anywhere within the spell's range immediately after in a similar swirl of blood. Further, the blood continues to swirl around his form for the duration of the spell, increasing his speed by 60%.

    A Rank Spells - 8:

    1:

    Name: ᚵᛚᚮᛒᚢᛚᚢᛋ - Berserker Titan's Dusk Cocoon
    Rank: A (100 MP)
    Type: Single Target, DoT, Drain
    Damage: 100 HP + 50 HP per post
    Range: 200 m
    Speed: 400 m/s
    Downside: 33% less range for 33% more speed
    Duration: 4

    Description:
    Once per post for the duration of the spell the user can manipulate an enemies shadow within the spells range to attack its owner, an eruption of necrotic energy attempting to wrap around the enemy and crush them or parts of their body for A Rank damage. If the attack successfully strikes the opponent the necrotic energy will cling to the form of the enemy and continue dealing damage to them, dealing another 0.5x A Rank damage per post until the spell ends as well as draining them of 5% of their MP per post.

    2:

    Name: ᚲᛁᚿᛁᛋ - Berserker Titan's Ash Storm
    Rank: A (100 MP)
    Type: AoE, Immobilization, Debuff
    Damage: 50 HP
    Range: 150 m
    Speed: 75 m
    Duration: 7

    Description:
    Slamming his fist down on the ground the user causes a massive explosion of dust and ash that forms a swirling cyclone in the spell's range which stays in place for the duration of the spell. The razor-sharp pieces of bone within the swirl deal 0.5x A Rank damage per round to everyone within. Additionally, those trapped within it will find themselves unable to move for the first post and every other post thereafter, held in place by the intense cyclone. For the spell's duration, those trapped within the cyclone will be slowed by 65% for the duration of the spell.

    3:

    Name: ᚠᛚᚢᚲᛐᚢᛋ - Berserker Titan's Power Surge
    Rank: A (100 MP)
    Type: Single Target, Healing, Buff
    Healing: 150 HP
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more healing for no range/speed
    Duration: 7

    Description:
    Powering up himself or touching an ally in melee range and applying the buff to them, the user causes necrotic magic to surge through the affected's veins, healing them for A Rank spell HP at the beginning of each turn as the spell is recast while simultaneously increasing the affected's speed by 65% for the duration of the spell.

    4:

    Name: ᛔᚱᛁᛘᛁᛋ - First Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    5:

    Name: ᛋᛂᚲᚢᚿᛑᚢᛋ - Second Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    6:

    Name: ᛏᚣᚱᛏᛁᚣᛋ - Third Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    7:

    Name: ᛩᚢᛆᚱᛐᚢᛋ - Fourth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    8:

    Name: ᛩᚢᛁᚿᛐᚢᛋ - Fifth Sequence of the Berserker Titan
    Rank: A (100 MP)
    Type: Multi Target, Buff, Drain
    Damage: 110 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 7

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 65% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit. The user can choose to automatically cast the next spell in the sequence should they have the required MP.

    S Rank Spells - 6:

    1:

    Name: ᛋᛂᛪᛐᛆ - Sixth Sequence of the Berserker Titan
    Rank: S (120 MP)
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Self
    Speed: Self
    Downside: 50% more damage as a trade-off for range/speed
    Duration: 10

    Description:
    The user causes necrotic energy to surge through their body, buffing their spell damage by 70% and adding the spell's damage to their attacks. Necrotic magic also corrodes, draining 5% of an opponent's HP once per post if hit.

    2:

    Name: ᚱᚢᚵᛁᛂᛐ - Berserker Titan's Roar
    Rank: S (120 MP)
    Type: Burst, DoT, Debuff
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 100 m
    Speed: 100 m/s
    Duration: 4

    Description:
    The user takes a deep breath, mixing air with magical energy and blood before releasing a powerful roar that extends out in a cone before them, firing from their mouth thousands of small needles of blood and showering opponents in range of the spell with a cascade of projectiles. All enemies caught in the attack suffer from the onslaught of blood and take damage, but are also poisoned by the corrupted blood of the user, the poison dealing 60 HP damage every post thereafter until the spell ends while also debuffing the opponent's spell damage reduction by 50%.

    3:

    Name: ᚡᛁᚿᚲᚢᛚᛆ - Berserker Titan's Abyss Chains
    Rank: S (120 MP)
    Type: Multi Target, Immobilization, Drain
    Damage: 90 HP per hit
    Range: 200 m
    Speed: 300 m
    Downside: 33% less range for 33% more speed
    Duration: 10

    Description:
    The user surrounds his hand in twilight energy before slamming it down into the ground, chains of pure necrotic magic bursting out from it within the spell's range. These chains move independently, seeking out the enemy closest to them in an attempt to wrap around them and siphon their life force, draining 5% of the opponent's MP per turn for the duration of the spell if successful. If they grab a hold of an opponent they instantly wrap around their body, holding them in place for one post before the grip can be broken while strangling and crushing the affected opponents for 90 HP damage per chain. The chains stay in the area for the duration of the spell and can attack everyone within, but the immobilization effect can only take hold on an affected opponent every other post.

    4:

    Name: ᛁᚿᛔᛂᛋ - Berserker Titan's Bloodred Charge
    Rank: S (120 MP)
    Type: Single Target, Buff, Charge
    Damage: 60 HP per post
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% less range for 50% more speed
    Duration: 5

    Description:
    Surrounding his form in a swirl of blood Johann begins charging up magical power, increasing spell damage by 70% and accumulating a charge once every post for the duration of the spell. The magical power can be released in a massive burst of acceleration at any given point within the duration of the spell, the momentum of the attack directed at a single enemy within the spell's range causing it to deal 60 HP per charge. If the spell isn't released after the fifth post it will simply fade away without taking effect.

    5:

    Name: ᛁᛆᚲᛐᚢᛋ - Berserker Titan's Killshot
    Rank: S (120 MP)
    Type: Single Target, Piercing, DoT
    Damage: 120 HP on the first post / 60 HP every post thereafter
    Range: 200 m
    Speed: 600 m/s
    Downside: 50% more speed for 50% less range
    Duration: 4

    Description:
    The user draws energy from their surroundings, siphoning life force from the area around him before forming it into a bow and arrow of pure necrotic energy, aiming at an opponent within the spell's range before firing a single ethereal arrow of ink-black color. The arrow possesses considerable penetrating power, piercing through shields and armor, though losing 50% of its base damage if it does. Opponent's hit with the spell will additionally suffer from a corruption effect that deals half of the spell's damage once every post for the next 3 posts.

    6:

    Name: ᚲᚮᚿᚡᛂᛪᚢᛘ - Berserker Titan's Skeleton Dome
    Rank: S (120 MP)
    Type: Burst, Defensive, Debuff, Drain
    Durability: 475 HP
    Range: 50 m
    Speed: 50 m/s
    Downside: 50% less range and speed for 33% more durability
    Duration: 10

    Description:
    The air in an area of between 10m to 50m around a point within the spell's range starts to shimmer with magical energy before, from the ground, walls of thick bone plates erupt, forming a sphere of the specified radius around the epicenter of the spell (Both above and underground). No magic or creatures can enter this sphere from the outside or leave it from the inside until the spell is canceled by the user, the duration ends or it is broken by force. The dome of bone can take 475 HP in damage before breaking. Additionally, every enemy within has their speed slowed by 70% due to the unique environment made up entirely of the caster's magic and their MP drained by 5% once per post. The duration of the dome is restored to full at the beginning of every post as the spell is recast.

    H Rank Spell:

    Name: ᛒᛂᚱᛋᛂᚱᚴᛂᚱ - Fifth Sequence of the Second Seal (Berserkirgang)
    Rank: H (140 MP)
    Type: Single Target, Healing, Buff, Negation, Copy
    Healing: 140 HP
    Range: 600 m
    Speed: 450 m/s
    Duration: 20
    Downside: User can deal H rank damage to themselves (unmodified) to strengthen the base spell damage of the copied spell by 50%.

    Description:
    Exerting direct control over his own blood the user enhances his capabilities, a blood red, deeply crimson aura of pure force surrounding him as the cursed blood of the legendary berserker circulates in his veins, fueling himself and the curse affecting the lacrima bestowed onto him with pure rage. This not only buffs Johann's strength by 75% for the duration of the spell, but it also grants the user the extreme healing factor of a Blood Titan, healing the user for spell HP as it is recast once every post for the duration of the spell. Further, the user can, once per post, negate a single spell within the range of this spell instantly, the spell exploding into a burst of blood ineffectually, provided the spell is of H rank or lower and the user pays the original cost of the spell being negated. Additionally, the user can, once per post for the duration of the spell, cast a single one of their own spells or abilities again or copy an enemy spell or ability they have seen in the same thread and use it as if it was their own, provided the copied spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied, the copied spell forming out of their own or free blood in the area. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.

    Advanced Spells:

    B+ Rank Spells - 2:

    1:

    Name: ᛔᛂᛚᛚᛁᛋ - Berserker Titan's Bone Skin
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's skin becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.

    2:

    Name: ᚴᚪᚱᚾᛋ - Berserker Titan's Bone Flesh
    Rank: B+ (120 MP)
    Type: Single Target, Defensive, Anti-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 8

    Description:
    Upon activation of this spell, the user's flesh becomes hard as bone, providing the user with a shield that cannot be pierced by piercing spells and blocks up to 180 HP. Further, the user's spell durability is increased by 90% for the duration of the spell. The durability of the shield is restored at the beginning of every post as the spell is recast.

    A+ Rank Spells - 2:

    1:

    Name: ᛞᚱᛖᛞᚾᚪᛏ - Berserker Titan's Lost Art: Dreadnought
    Rank: A+ (150 MP)
    Type: Single Target, Defensive, Buff, Anti-Piercing
    Durability: 225 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed
    Duration: 9

    Description:
    Surrounding themselves in an aura of radiant light and swirling shadow, the user infuses their spells with the power of an ancient primordial. This aura acts as a shield around the user's body, protecting them from attacks while also buffing spell durability by 100% for the duration of the spell. The Shield cannot be pierced by piercing effects.

    2:

    Name: ᚢᚿᚵᚢᛚᛆ - Berserker Titan's Lost Art: Twilight Talons
    Rank: A+ (150 MP)
    Type: Multi Target, Buff, Drain, Negate
    Damage: 169 HP per hit
    Range: Self / Melee
    Speed: Self / Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 9

    Description:
    Around the arms and hands of the user an aura of pure necrotic magic, closely resembling deeply ink-black smoke intertwined with glowing streaks, starts forming, coalescing into the hands of a primordial titan around his palms and fingers, sharp talons forming around them. The necrotic magic closely clinging to the caster's arms and hands buffs his spell damage by 100%, the talons themselves dealing an additional 170 HP per strike. The necrotic energy drains life force, draining 5% of an opponent's MP per post if hit. Additionally, the user may use the claws to negate a single spell or ability in melee range per post, the spell seemingly swallowed by shadows, if the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability being negated.

    S+ Rank Spells - 2:

    1:

    Name: ᚱᚢᚿᛆᛂ ᛋᛆᚿᚵᚢᛁᚿᛂᛘ - Bloodrunes of the Berserker
    Rank: S+ (180 MP)
    Type: Requip Weapon / Multi Part (Artifact +, Artifact, Artifact)
    Melee Damage: 232 HP per hit
    Requip HP: 375 HP
    Range: Melee
    Speed: Melee
    Downside: 50% more damage as trade-off for range/speed
    Duration: 12

    Description:
    A set of two runes, one appearing on both wrists, strengthening the user.

    Ability 1 (S+):
    Name: Bloodrune I
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 2 (S+):
    Name: Bloodrune II
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.


    Ability 3 (S+):
    Name: Bloodrune III
    Type: Multi Target, Buff, Negation, Copy
    Damage: 200 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 12
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 105% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H rank or lower and the user pays the original MP cost of the spell or ability being copied.


    Ability 4 (A+):
    Name: Bloodrune IV
    Type: Multi Target, Buff, Drain, Negation
    Damage: 169 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 9
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 100% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit. Further, the user can, once per post, use the Bloodrune to negate a spell or ability that would affect them within melee range, provided the spell or ability is of S rank or lower and the user pays the original MP cost of the spell or ability.

    Ability 5 (S):
    Name: Bloodrune V
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    Ability 6 (S):
    Name: Bloodrune VI
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    Ability 7 (S):
    Name: Bloodrune VII
    Type: Multi Target, Buff, Drain
    Damage: 135 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: 50% more damage as trade-off for range/speed

    Description:
    This ability can be activated automatically as soon as the Bloodrunes are cast. As long as the Bloodrunes are active the skin on the user's hands turns into a sanguine shade of red. Spell damage is increased by 70% for the duration of the ability. While the ability is active the spell's damage is dealt through the user's melee strikes. The spell degrades an opponent's life force, draining 5% of their MP once per post if hit.

    2:

    Name: ᚫᚴᚹᚣᛚᚣ ᛋᛆᚿᚵᚢᛁᛋ - Berserker Titan's Lost Art: Blood Eagle
    Rank: S+ (180 MP)
    Type: Multi Target, Buff, Drain, Negation
    Damage: 200 HP per hit
    Range: 300 m
    Speed: 450 m/s
    Downside: 33% less range for 33% more speed. 50% more damage for the fact that the user receives 135 HP damage (unmodified) every round the spell is active.
    Duration: 12

    Description:
    The user temporarily draws strength from the lacrima inside him, for a time gaining the blood magic abilities of a demonic titan of old. This increases the user's spell damage by 105% for the duration of the spell and allows him to freely control all blood not contained within a living body within the spell's range, including his own and other free blood, and is able to alter the blood's physical properties, i.e. change its temperature, its physical state, shape, etc. to his liking, the drawback being the user loses some of his own blood, damaging him in the process. The blood swirls around the user's hands, their melee attacks additionally dealing this spell's damage. Regardless of shape or state, an attack with the blood always deals the spell's damage and hits with the blood induce a poisoning effect that corrupts the affected's blood, draining them of 5% MP per turn for the duration of the spell. Further, the user can, once per post for the duration of the spell, use the blood to swallow up a spell or ability within range, provided it is of S+ rank or lower and the user pays the original MP cost of the spell or ability being negated.

    H+ Rank Spells - 2:

    1:

    Name: ᛞᚱᛖᛞᚾᚪᛏ - Sixth Sequence of the Second Seal (Right Eye of the Berserker - Vaeringjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25
    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their right eye, forming the Right Eye of the Berserkir. If the user has enough MP they can choose to automatically activate the next sequence of the second seal.

    Ability 1 (H+):
    Name: Curse of the Eternal Berserker
    Type: Single Target, Defensive, Buff, Negation, Reflection, Counter-Effect
    Durability: 945 HP
    Range: Self
    Speed: Self
    Downside: 50% more durability as trade-off for range/speed.
    Duration: 25

    Description:
    An ancient and long-lost spell connected to the very concept of the berserker state, the strongest art bestowed upon Johann by the abomination that is the lacrima granted to him. Upon this lacrima is a curse, the curse of the eternal berserker, placed upon it to assure total victory, no matter the opponent, and keep the Second Seal of War alive under all circumstances. This increases the durability of the user's defensive spells by 115% for the duration of the spell. When this ability is activated an armor of metal-like bone plates surrounded by swirling blood, ash and smoke-like twilight appearing around the user's form, engulfing it entirely. This cursed armor is extremely durable, able to withstand 945 HP in damage before breaking. The durability of the armor is restored to full as it is recast at the beginning of every post for the duration of the ability, the ability itself not breaking even if the armor is destroyed or otherwise broken. In this state, buffs that apply to the user cannot be reversed into debuffs by any means. Additionally, this armor can still be circumvented by spells that pierce armors and defense spells, though reduces their damage by an additional 50%, and can, once per post, negate a single spell or ability that would affect him, along with all effects that accompany it, completely, provided the user pays the original MP cost of the spell or ability being negated and that spell or ability is of H+ rank or lower. Additionally, the user may once per post reflect an opponent's spell or ability directed at him back at them, the spell or ability retaining all of its own values, provided the user pays the original MP cost of the spell or ability twice and the spell or ability being reflected is of H+ rank or lower.

    Ability 2 (H+):
    Name: Berserker Frenzy I
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 3 (H+):
    Name: Berserker Frenzy II
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 4 (S):
    Name: Berserker Frenzy III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Berserker Frenzy IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Right Eye of the Berserkir is equipped the user's spell damage is increased by 105%.

    2:

    Name: ᛑᚱᛂᚿᚵᛦᛆᚱ - Seventh Sequence of the Second Seal (Left Eye of the Berserker - Drengjar)
    Rank: H+ (210 MP)
    Type: Requip Item / Artifact (+)
    Melee Damage: -
    Requip HP: -
    Range: Self
    Speed: Self
    Duration: 25

    Description:
    The user temporarily activates a set of almost invisible, faint runes that run across their left eye, forming the Left Eye of the Berserkir.

    Ability 1 (H+):
    Name: Sanguine Echoes
    Type: Single Target, Defensive, Anti-Piercing, Buff, Negation, Copy
    Durability: 210 HP
    Range: 800 m
    Speed: 800 m/s
    Duration: 25
    Downside: User can deal H+ rank damage to themselves (unmodified) to strengthen the base spell damage of copied spell by 50%.

    Description:
    The Left Eye of the Berserkir grants the user a spell damage buff of 115% as well as a 210 HP shield around their form as soon as this ability is activated. The user can, once per post, instantly negate a spell or ability in their range provided they pay the original MP cost of the spell or ability being negated and it is of H+ rank or lower. The negated spell or ability will explode into an ineffectual burst of blood. Utilizing some of their own blood or spilled blood around the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied, reforming the spell or ability out of swirling blood.

    Ability 2 (H+):
    Name: Bloodrage I
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 3 (H+):
    Name: Bloodrage II
    Type: Multi Target, Buff, Drain, Negation, Copy
    Damage: 197 HP per hit
    Range: 700m
    Speed: Melee
    Duration: 25
    Downside: 25% more damage as trade-off for speed

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 115% and their hands or melee weapon surrounded by a bloodred aura, the skin on their hands turning red, adding the spells damage onto their strikes. If an opponent is hit, the ability inflicts a 5% HP burn once per post until the ability ends. Further, while the Right Eye is equipped the user gains the ability to, once per post, negate a spell or ability within this ability's range, provided the user pays the original MP cost of the spell or ability being negated and the spell or ability is of H+ rank or lower, the spell or ability being negated exploding into a stream of blood ineffectually. Additionally, the user may once per post cast a spell or ability they have used in the same thread again or copy an enemy spell or ability and use it as if it was their own, provided the spell or ability is of H+ rank or lower and the user pays the original MP cost of the spell or ability being copied.

    Ability 4 (S):
    Name: Bloodrage III
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 70%.

    Ability 5 (S+):
    Name: Bloodrage IV
    Type: Passive
    Damage: -
    Range: Self
    Speed: Self
    Duration: Passive

    Description:
    While the Left Eye of the Berserkir is equipped the user's spell damage is increased by 105%.


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      Current date/time is 24th June 2019, 10:30 am