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    Radiant Serpent slayer magic.

    Eris
    Eris

    Lich of hell


    Lich of hell

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    Lineage : Devil's Conquest
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    Guild : Grim Heresy [GM]
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    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Radiant Serpent slayer magic. Empty Radiant Serpent slayer magic.

    Post by Eris 6th May 2014, 7:53 pm


    Radiant Serpent slayer magic. Rift_w10




    Radiant Serpent slayer



    Primary Magic: Abyssal Devil slayer [Water Demon]
    Secondary Magic: Radiant Serpent slayer lacrima [Light Dragon]
    Caster or Holder: Caster
    DescriptionRadiant Serpent Slayer magic is a magic that lets Siren mimic the properties of the Light Dragon. Siren gained this magic when she defeated the Dragon Emperor with the help of Shuhei. She crawled inside the great beast's body once it was defeated and devoured it's heart and mind. In doing so while exposed to Shuhei's Light Dragon Slaying, she became connected with the magic and with the very nature of dragons. She began to develop light dragon traits that made itself readily apparent in her serpent form and gradually she found herself with a new trick: Light Dragon Slaying. In her case it is referred to as "Radiant Serpent" slaying due to how it relates to her in particular.

    Radiant Serpent slaying allows the typical things you might expect out of a dragon slaying magic but in a less than predictable way. It uses the purity of light to purify and heal or to cause damage through intense and focused heat though it's not the best, by a long shot, at penetrating defenses. It can be very deadly against unprotected foes or it can be very weak against those who are.

    With Light now hand in hand with her Holy Water, Siren may be the very avatar of purity and holy magic.

    Strengths: 
    Beacons:  Using any light spell/effect creates a "Beacon" at the site of effect.  A targeted spell would create a beacon where it hits,  but personal spells create a beacon where cast,  and not locked onto herself, as that'd be pointless.  Beacons are visible to those with enhanced vision that allows them to see a higher spectrum,  as the Beacon is a little blazing dot of ultraviolet light not detectable to the human eye until it is activated,  when it flashes brightly in normal wavelengths as it burns up with 1 use.   Beacons can be sacrificed in a manner stated by the spells themselves for different effects.

    Purity:  Coming in contact with any light spell/effect purifies what it touches.  This cures nonmagical sickness/disease/poisoning,  purging something of foreign substances such as bacteria or viruses.   This removes the salt content of her water spells by casting them through this effect, making her water pure water- which means it no longer conducts electricity (and infact can insulate against it,  aka: Purity Water becomes strong against electricity similar to rubber) but also means it is no longer elementally strong against metal AND no longer strong against Ice if she lowers her water's temperature using Seccenaciem.   This makes her spells more effective at removing debuffs and in canceling poison/venom/disease/ect based spells.   Prolonged exposure can even cure chronic ailments,  such as organs that don't work quite right and are leading you to an early grave.    Radiant Serpent spells are x1.5 effective against creatures that live off impurity (A sewage monster,  a plague-walker, ect).

    Radiance:  Radiant Serpent spells are hard to see,  being comprised of light they are not actually visible in the way a jet of water or a fireball is.  Unless stated otherwise,  her spells are invisible unless you are the target,  in which case you can see the brightness shining on the area/ in your eyes.     When you do see a Radiant Serpent spell,  it is bright and blinding.   At the least,  it can cause pain and retinal damage,   at most... it could leave you blind potentially forever (Like if you stare at the sun too long).    The retinal damage causes a net 5% per spell rank loss to accuracy,  which stacks per exposure and lasts 2 posts,  each new application causing 2 extra total posts for the combined loss.  For every 25% loss gained,  5% becomes semi-permanent and is not regained until healing or a new thread takes place. 

    Prismatic:  Radiant Serpent spells are effected by moister or glass/ice crystals in the air.   When in/near areas of Mist/Steam/Vapor or similar effects,  +
    -  all Radiant Serpent light effects appear to be wrapped in ribbons of rainbows.   Doing so makes the effect perfectly visible even from indirect viewing unlike normal,  as there is now a trail of rainbows.    The rainbows boost all healing done by 50% and damage to dark or disease based creatures by 50%.   An NPC dark/disease based creature that takes a hit of equivalent power equal to it's rank or more,  it is instantly slain.   If it's a boss,  the block dice are rolled.  On a failure,  it dies.  On a success,  it only takes the +50% and doesn't have to roll again for at least 5 posts.    Allies or neutral parties hit by one of these rainbow effects are instantly cured of debuffs/sicknesses so long as the debuff/ailment is only 1 rank more than the effect of the rainbow.    Beacons emit rainbow effects that can be seen visibly in this manner,  but also passively heal those allies within 4 meters of it by 2% per post or harm disease creatures by the same to make up for their visibility (which is bad,  they're supposed to be hidden and stealthy).

    -Elemental Strengths:  Strong against Shadow/darkness magics.   Water/Glass/Crystal magics can amplify light effects by the rank of the water/glass/crystal effect,  however the light user cannot direct it,  only the user of the reflecting ability.  



    Weaknesses

    Saboteur:  The Beacons created by this magic can be destroyed by Shadow spells of 1 rank higher or Mirror spells of 1 rank less,  and any light slayer can both see and consume them though Siren herself does not benefit from consuming them.  

    Sustained Contact:  Radiant Serpent spells may travel at the speed of light (It IS light after all),  but they take time to build up.   They work akin to modern Lasers,  where an unseen ray of light is fired and it makes contact instantly but it takes a bit of buildup before it has any real effect.    This gives all targets a warning.  Even if they are not looking to see the light shine,  they'll still have a smaller window available to them where they feel the effect before it becomes dangerous (Very momentary,  will require immediate action and they'd have to be aware of this type of threat).   Damaging spells deal three ranks less damage when they first make contact with repeat damage at that level over the course of several seconds until full effect is reached,  amounting to more than usual damage for it's rank but spread out,  an A-rank spell dealing 1 A-ranks in damage if the target did not avoid it at all,  but much less if they do.   This does no mean that simply hopping out of the way will avoid it,  Siren is very good at following her targets,  so while it can help if you're fast and dexterous,  the main idea is that you can block it much easier.   Breaking the line of sight is very effective.  

    Eaten Alive: Radiant Serpent slayer magic can be eaten by god or demon slaying of the light element.  Radiant Serpent slayer magic can eat and be eaten by other light dragon slaying types.   Radiant Serpent can eat the light off god or demonslaying light magic,  as it can with any effect that generates ambient light,  but cannot consume the direct light similar to as though it were flame or electricity.  The spell would remain,  it'd just not shine.    Light God slayers can attempt to eat the Radiant Serpent when in Light Walk,  which causes damage equal to the rank of the one who attempted it if within 5 meters.   If this damage would kill the Radiant Serpent,  they immediately enter god-force or extend godforce as though it started anew and Siren leaves no body.   Siren can also allow herself to be eaten,  in which case she is conscious as light within them and gets 1 free attack that is guaranteed to hit.    If this attack does not at least render the enemy unconscious then Siren is defeated instead,  and is semi-dead,  appearing in a faint Light Walk like form where the god slayer next uses a light spell at the target destination,  unconscious. 

    Dragon Taint:  The dragon aspect of this magic has tainted her "High Serpent" form,  making it the "Radiant Serpent" which is now half-dragon.   This gives her no influence over dragons,  however it does give her dragon like traits.   Because of these traits,  she takes double damage from Dragon Slaying as though she were a full dragon.   Dragon Slayers are also now less effected by her Serpent's Influence as well.

    Elemental Weaknesses:  Elementally weak against Wood, Stone and Steel magics. 



    Abilities/Powers: 


    - Light Walk:  Radiant Serpent magic allows Siren to break her body down into light particles which makes her immune to nonmagical attack and resistant to physical effects in general at the following rate:  H-rank:  50% resist.   S-rank: 40% resist  A-rank:  33% resist.   B-Drank:  25% resist.   *Percentages scaled to provide a measure of relevance to enemies throughout all ranks while simultaneously being relevant to appropriately ranked fights.   She can also walk through cracks or transparent obstruction,  and moves at +250% speed (Factoring the whole H-rank thing).  Her body is also composed of light,  which brightens the area within 100meters while making her difficult to look at (Pain to those who look at her),  but kills any idea of being stealthy. While in Light Walk she cannot exert any physical force against a reflective surface.   Allies within the area of her light feel inspired and don't naturally feel fear,  they passively regenerate 2% HP and 1% MP per post and take 2% less damage,  with 2% more speed and strength.   Siren herself does not benefit from this effect of being within her light.   Creatures weak to light or that are impure (See Purity) take the reverse effect within her light.   The light from this radiance has the potentially unfortunate side effect in which any light slayers can feed an extra 5% MP per post when in the area of her light,  but she herself does not get to benefit from that.  They eat the light but they cannot get rid of it completely,  similar to how they can't eat all the sunlight in an area.   

    Lightshaper:  The Radiant Serpent can collect and manipulate ambient lighting from all sources (Fire,  Lightning,  Neon, ect) to create 3D shapes controlled by her will that shine like lightbulbs.   Taking the light from an area leaves it dark and lightless.    This is an extension of her ability to consume light,  it just adds a step between consumption and collecting.  With this,  she can steal and consume vast amounts of light,  stripping sources of light of their radiance leaving it colorless and darkened, and once eaten, restoring her magic.  She can also semi-passively recover magic in daylight at a rate of 5% per post.  Shaped light can potentially be used offensively to deal damage equal to the rank equivalent of the % it would regenerate MP.  Using it offensively uses up that light.  The max range she can shape light is 600 meters.  Shaped light does not travel at lightspeed,  but travels at 1,000 m/s.   The Radiant Serpent can shape her own light,  but if it cost nothing to produce then it deals no damage.

    Light Affinity:  The Radiant Serpent is impervious to light based attacks,  and is immune to toxic/disease attacks of two ranks lower than her or less,  and such spells of one rank less are half as effective.  She cannot be blinded through use of light,  and so long as there is any trace amounts of light she can see in darkness giving her perfect night vision- by the same merit,  she has very fine vision and can see things across vast distances... able to see across whole valleys (Combined with her enhanced vision from other sources...).  The lightness that surrounds her heightens her mind and allows her nerves to travel at sublight speeds,  greatly boosting her ability to react to danger and move her body quickly.  When not in Light Walk she is also half-again as fast as she normally would be without this magic (Merely a 50% boost to speed,  which should be D-rank level boost).

    Light Pulse:  The Radiant Serpent is capable of generating pulses of light on the nonvisible spectrum that flash out and return to read the area up to the reach of her Lightshaping.   Everything captured by this Pulse is saved and can be reviewed later or even recreated in small models for others to see via lightshaping.    While the Pulse can capture a very large area,  Siren's ability to read that information quickly limits her.   She herself is only aware of what the Pulse captures within 150 meters,   and can take 5 seconds to read the full Pulse she took.    Pulses are only momentary snapshots,  like taking an instant panoramic photo.  They are also directional,  she cannot see behind walls using Pulse.   Light Pulse can generate rapid pulses like a constant stream to be constantly aware of her surroundings within 120 meters,  though not seeing through walls.   

    Dragon Taint:  The Radiant Serpent taints the form of the High Serpent,  adding dragon characteristics:  Great wings,   arms,  legs, claws, and proper scales.   To the uneducated one might assume it was a dragon,  but those who actually understand dragons are able to see something's not quite right.   The appearance changes to be a blend of the two elements,  the devil sea serpent and the dragon of light,  the result is a blue scaled serpent-dragon with markings that glow and with fin-wings that glow, and two sets of shining eyes.  She remains a Sea Serpent,  but more half-sea serpent,  half-dragon.  However... She becomes susceptible to dragon slaying as both a Dragon-kin and a sea creature.   To alleviate this somewhat,  it has some actual benefits:  Wings allow flight,  Serpent's Majesty is boosted by half-again(50%),  and Serpent's Influence is twice as strong when in full form.   Dragon Slayers are treated as though they were two ranks higher before being effected by Serpent's Influence. 

    Slaying:  Radiant Serpent effects are highly effective against Dragons and dragon-kin.   If the radiant serpent consumes enough of it's element it can enter dragon-force.   By consuming both light and water to enter 'Force,  all her spells become a plasma form of water and together they have no elemental strengths or weaknesses it still glows brightly and has the effects described in the strengths and weaknesses both,  though the purity of the light eliminates the salt content in the water and it no longer travels at light speed (Instead traveling at 100m/s*2/rank). Otherwise,  it behaves as described in Abyssal Devil Slaying magic.  


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    Name: Light-speed
    Rank: D
    Type: Light ~ Requires Light Walk.
    Description: Allows the radiant serpent to travel at the speed of light along a single line when in "Light Walk".   Light Speed allows Siren, when in Light Walk,  to travel at near Light Speed for a brief flicker so brief that it isn't readily detectable to the naked eye without augmented vision,  though since she is in Light Walk she is already shining with light.   The light she emits from Light Walk causes instant feedback alerting wary individuals that she has moved due to the sudden disappearance of the source of light from one point and the sudden appearance of the source of light elsewhere.    It allows only a single movement but that movement can have a single bend in it.
    Strengths:
    - Allows one to travel at lightspeed for a momentary flicker,  with a single bend in it.
    - When at a Beacon,  Light Speed can be used for no cooldown,  but the Beacon is consumed.  When not at a beacon,  A Light-speed like effect an be used with no cooldown to appear at the beacon,  consuming it.
    - As Light Walk says,  she can still move through cracks and translucent/transparent objects (without damaging them).

    Weaknesses
    - Unlike Shuhei's Flash Step,  Light-Speed walk is not reflected by reflective surfaces,  but is instead completely stopped and kicked back a bit from the reflective surface causing no harm to it (though not herself either).     She is also completely stopped if she runs into a physical barrier in general,  but in this case she at least deals damage to what she hit as though she slammed into it (which she did),  which may break through it.  No added damage for the whole light-speed thing though (Excuse for no extra damage:  She may be traveling at light speed but she herself is broken down and has less of an impact,  all of it amounting only to a regular slam).   Running into an object in this manner causes the light-speed to end. 
    - The bend isn't a direct bend,  but she has to have about 5 meters of room to bend,  meaning she cannot make sharp bends around corners in buildings and the like.   This means Shuhei with his instant pinpoint changes in direction is far more maneuverable for example.    
    - Cannot be used independently on one limb over another,  meaning she can't use it to get a light-speed kick/punch or stab without herself moving in her entirety in a direction. 
    - Duration of .001 second.  Which gives her a max distance of 1.8 miles per movement, I believe (.001% of 186,282 miles per second (Speed of light) should equal 1.8 miles.  That sounds far,  but eh,  light speed'n shiz (at least I give a max o-o;)-)
    - Cooldown of 1 post.


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    Name: Field of Light
    Rank: C
    Type: Light
    Description: Siren creates an orb of light that shines brightly illuminating an area up to 30 meters away from it.  Within the area of light,  which ends abruptly after the 30 meter mark,  allies are healed for .2% per second,  and cannot be poisoned or made sick/ill or otherwise debuffed except by A+ rank spells.    Enemies in the area are partially blinded suffering a 20% net loss in accuracy and cannot receive buffs.   If they are creatures of shadow/darkness or disease then they take .5% total HP in damage per second from when they enter.    No shadows exist within the area,  which translates to shadow/darkness spells being reduced by C-rank in effect,  which may nullify them.    If an ally breaks the orb of light,  they are cured of 1 debuff and heal a mangled limbs worth of damage.   If an enemy breaks the orb of light,  they cannot be buffed for 5 posts and all buffs are removed,  as they take C-rank equivalent damage in a flash of light which blinds them for 1 post.
    Strengths
    - Buffs teamates while preventing buffs of enemies.
    - Banishes shadows.
    - When cast on a Beacon,  the area is increased by x1.5 and it can be used without cooldown (Though if any Fields of Light overlap only the HP regen is stacked,  and it costs 2% MP per repeated cast while one is already active)

    Weaknesses
    - Can be destroyed by physical spells that have a surface area of more than 1 meter (Such as a large hammer,  a boulder,  a wall, ect)  otherwise they pass right through it.   It can also be destroyed by a B-rank shadow spell that hits the orb,  or a C-ranked mirror spell of any size.  
    - Can be eaten by other light slayers which ends the effect.   Siren can eat it herself as a way of dismissing it but that doesn't regenerate anything for her.
    - The area of effect can be cut short by obstructions such as walls.     So if you create a wall blocking the light from the orb within the area of effect,  the other side of that wall is safe for enemies.   Transparent walls do not count.
    - If a Glass/Mirror/Water or Ice spell is used on the Field of Light it can be reflected for +50% area of effect and has twice the power but it is now taken over by whoever caused the reflection,  which can turn the Field of Light against the user.
    - Lasts for 5 posts,  5 post cooldown.


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    Name: Shining Ray
    Rank: B
    Type: Light
    Description: Shining Ray focuses a ray of light up to 70 meters which can be focused to be a 1 meter wide beam or a wider cone up to 20 meters wide but at 50 meters range instead,  or it can be a 20 meter area of effect centered on herself for 10 meters in each direction.   Those within the area of the Shining Ray heal 1.5% their maximum health per second and can be sustained for up to 30 seconds.   Enemies instead receive 1% their maximum health as damage per second it's sustained.   If the ray is focused it instead heals 2% or damages 1.5%.    This can amount to a large amount of damage against defenseless targets,  up to a maximum of 45% their maximum health.  But that assumes they do not take any evasive action what so ever.     On average it will only deal 2-3% damage in combat.   Shining Ray is useful in making jerky.  Yum.     Deals double damage against creatures of darkness or disease.  Never deals damage to beings capable of light magic.
    Strengths
    - Heals allies while damaging enemies,  while it's brightness partially blinds enemies giving them +20% accuracy loss.
    - Very hard to avoid entirely,  as it produces no sound and can only be seen if you're in the target area or see the target area brighten up,  but very very easy to avoid a full effect.
    - Can be cast without cooldown from a Beacon if Siren is near any beacon,  consuming the beacon.   

    Weaknesses:
    - Never damages beings capable of light magic regardless of if they're an enemy or not.
    - Never heals creatures of disease,  regardless of if they're allied or not.  
    - Can be very easily blocked by any surface light cannot pass through.
    - Casting from a beacon limits it to 15 seconds rather than 30.
    - Can be reflected by Glass, Mirrors, Ice (though the ice is destroyed in the process), and Water which magnifies the effect by the rank of the reflecting effect though the reflection is only controlled by the one who reflected it.
    - 30 second duration max.  4 post cooldown.



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    Name: Starlight Shower
    Rank: A
    Type: Light 
    Description: Starlight Shower when cast causes a point of light to appear in the sky or from the caster's chest.  If from the sky the area of effect is a 200 meter area in all directions from the caster and can only be used outside,  while if cast from the chest it only has a 150 meter range in the shape of a cone that is 70 meters wide at the end.    In either case,  the effect is that orbs of light the size of softballs rain on the area with each orb bursting on an impact to heal allies for 5% their total HP,  while enemies get damaged by 5% their total HP in small bursts of light on impact effecting a total area of about half a meter individually.    On average a human sized target who stands still and is not behind cover will be hit with up to six orbs of light due to the density of the starlight shower.    It will be very difficult to avoid being damaged at least once assuming the post was spent actively evading with enhanced alertness and reflexes.    The falling stars only travel as fast as a raindrop,  which is actually rather slow at 9 meters per second on average.  Some travel faster,  some travel slower.   Wherever a Star-drop hits,  all shadows are banished from that area for 24 hours while shadow/darkness magics are reduced in effectiveness by a B-rank level reduction while allies or neutral parties that traverse the area are healed passively by .1% max HP per post.


    Strengths:
    - Potential to deal lethal damage to large enemy creatures or greatly heal allied large enemies.   Max damage or healing no matter size or other factors is 50% total HP, or 30% if they're the same rank as her.  
    - Covers a fairly large area with the effect,  making it effective at taking out large groups/masses of enemies. 
    - Banishes shadow/darkness magic in the area and prevents shadows from forming.


    Weaknesses:
    - Potential for very low damage for it's rank.
    - Deals a flat rate of damage meaning it deals the same damage to a D-rank enemy as it would to an H-rank one for the most part.
    - The individual star-droplets are very slow,  traveling at merely the speed of a raindrop- 9m/s.
    - The star-droplets deal no damage whatsovever to objects and do not penetrate transparent objects.   Even a see through umbrella could block this spell.
    - Duration of 1 post.  Cooldown of 6 posts.

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    Name: Radiant Serpent's Roar
    Rank: S
    Type: Light x Water 
    Description: Siren gathers light in her mouth from within which collects like an orb within and/or just in front of her mouth before firing at the speed of light to reach 500 meters at full effect,     appearing like an intense blazing point of light that drowns out all other light in the area making it all disappear in a single point of brilliant light without defined shape.     The beam is 5 meters in diameter and deals 4.5% max HP per second (+2.1% per rank lower than her) to enemies that get caught in it.   Allies instead heal by a flat rate of 10% no matter their rank.   The beam can be sustained for up to 20 seconds.   Meaning maximum damage against helpless *Unable to move and unable to create a defense* targets of the same rank as her is 90%.   This damage is independent of location.   If she headshots someone or fires point blank at their heart,  it makes no difference.    Radiant Serpent's Roar deals an extra 3% damage (NOT per second) for every beacon it passes through before hitting a target to all those hit by the beam after the beacon(s) were hit.     By consuming a Beacon Siren can lower the cooldown for RSR by 1 post if she chooses not to use any other effect she could use with the beacon.  
    Strengths:
    - RSR has the potential to do massive life-threatening damage or vaporize weaker creatures if they take the brunt/all of the attack.  
    - RSR cannot normally be seen unless you're in the target area or see the illumination of the target area.   Naturally,  just being light,  it produces no sound either.
    - Radiant Serpent's Roar blinds all enemies in the area for 10 posts after which it slowly returns at a rate of 15% per post.   Reduce duration by 1 and increase rate of return by 2.5% for every rank higher than D they are. Dark creatures are blinded twice as long while disease creatures take 50% extra damage.  Characters may be blinded permanently by this effect,  up to the player.


    Weaknesses
    - Against BOSS NPCs of 10year or greater jobs it only deals 1.5% max HP damage per second.   Deals 3.5% damage instead of 4.5% to bosses of S-rank jobs.
    - Deals only 25% it's regular damage to objects.
    - Always heals beings capable of light magic,  regardless if they're allied or not.
    - Duration of 20 seconds.
    - Cooldown of 8 posts.


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    Last edited by Sirenine on 6th May 2014, 8:47 pm; edited 1 time in total


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    Radiant Serpent slayer magic. NvVyM98

    Radiant Serpent slayer magic. CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    ~ Lady of Midnight ~
    ~ Lady of Midnight ~

    Endless Abyss


    Endless Abyss

    Moderator- God Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
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    Radiant Serpent slayer magic. Empty Re: Radiant Serpent slayer magic.

    Post by ~ Lady of Midnight ~ 6th May 2014, 8:04 pm

    Looks very good. Pride meter = OVER 9000

    ~ Approved ~


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    NightDrivenEn7
    NightDrivenEn7

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Veteran Level 3- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
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    Character Sheet
    First Skill: Requip: Four elements.
    Second Skill:
    Third Skill:

    Radiant Serpent slayer magic. Empty Re: Radiant Serpent slayer magic.

    Post by NightDrivenEn7 7th May 2014, 9:24 am

    Unapproved due to some technical difficulties involving the crossing of magics with the user, sorry for the inconveniance.


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