Mizuko
Posts : 21 Jewels : 6900 Join date : 2015-08-26
| Subject: Mizuko's Water Dragon Slayer WIP Fri 28 Aug 2015, 12:50 am | |
| Name of Magic; Water Dragon Slayer Type/Subtype of Magic; Caster - Slayer Current Rank; S Description; Generally taught by a Water Dragon in most recent times, Water Dragon Slayer magic is, like most Slayer magic, an attack magic. However, similar to Sky Dragon Slayers, Water Dragon Slayers have some ability to heal, though status effects other than curing an ailment, such as the spell "Arms" often used by Sky Dragon Slayers, do not reach under this magic's jurisdiction. Users often are able to control water around them to some extent, and, one extremely, extremely skilled, they are able to control the water particles in ice. This particular skill appears in only one move, ((S-Rank,)) known as Hailstorm, similar to Slicing Rain, save the fact that some of the rain drops harden in to small pieces of ice. This move has only been recorded in use once, and the user in question fainted just after its activation. As many other dragon slayers can do, Water Dragon Slayers can live off of water alone, though many choose not to. Information; Strengths
- Extremely effective against all types of fire magic, and earth magic. Water attacks will often put out the fire, though wizards of higher power than the user's own will feel the natural effects of the user's powers less. For example, a wizard of the same or lower power level than the wizard in question will find most moves sent simply to be put out. Those of higher ability will only find the power weakened, or, in those who are of a very large gap of power higher than the user, will barely feel the effects at all. Any rocks ((rocks being defined as any stone that is the size of both your fists held together or smaller, anything more becomes too heavy, and becomes classified as a boulder to a water dragon slayer's point of view)) or sand used can be eroded or washed away, the former as in the cases of when moves such as Water Dragon's Roar are used.
- Some ability to heal both the user and others, as well as cure most ailment through use of certain spells.
- Difficult to block, as water will simply flow around any barrier thrown up to stop it, depending on the situation, spell, and barrier type.
Weaknesses
- Notoriously weak against lightning or electrically affiliated attacks, often to the point of ineffectiveness. Attacks such as these are amplified when they come in contact with water. Add a mage who is often covered in water during her battles into the mix, and lightning isn't a very fun prospect to think about. Any attack with a small, thin spread out later if water coverage ((e.g.: Water Dragon's Slicing Rain or Healing Spring)) will be amplified about double that of the attacks regular powers, if the spell has been in use long enough to drench the target's entire body. Larger, more condensed water spells ((Water Dragon's Roar or Whip)) are amplified three times, and tend to travel up the length of the spell before reaching the mage.
- Needs to stay very hydrated, any extended amounts of time without water can have an ill effect on users of this magic far more severe than those who don't use this magic. Water must be consumed at least once every six posts. If not, ill effects can occur, including nausea, lightheadedness, fainting, and other similar symptoms. Stats are not affected, omitting health ((5% per post, using a percentage scale)) but the user can become unable to battle of it gets to 20 hours or more without water.
- As a natural side effect of being a Dragon Slayer, vehicles are somewhat of a problem to ride on and leave the user very sick.
Traits;
- Dragon Skin and Dragon Force can be used with this magic providing certain circumstances are met.
- Ability to consume the element of water for energy and sustenance as a replacement to food, as well as heightened senses, strength and speed, just as other dragon slayer have.
- Can liquify certain points of their body at will. Single body parts, such as an arm or leg, can be liquefied quite easily ((1 post cool down)) while liquidating the entire body is much harder ((3 post cool down)). At S-Rank, liquification of one part of their body retains no cooldown, while their entire body still has a 1 post cooldown.
- Ability to breathe underwater is received.
- D Rank:
- Water Dragon's Growl:
Name of Spell; Water Dragon's Growl Type; Offense Rank; D Description; A wave of water extends from all parts of the user's body. This is a spell intended to break the grip of anybody or anything that has a hold on the user's body. Information; Strengths - Breaks the grip of a hold on the user. - Makes it harder to hold on to the wizard for another attempt at an attack, as it leaves their skin slippery. - Also pushes anybody closeby away. Weaknesses - Soaks the user and makes them more susceptible to electrical attacks. - If the ground is dirt, mud can be made, making it harder to run or walk on the surface. - It has no affect other than breaking grip. Effects; Duration: 1 posts Range: 5 meters out from the user's body in every direction. Cooldown: 2 posts
- Water Dragon's Whip:
Name of Spell; Water Dragon's Whip Type; Offense Rank; D Description; A long whiplike string of water appears and is used as a weapon of sort on the foe. This whip is composed of a type of water that is harder than the regular liquid, and can be used to life objects and people. It's strength is similar to that of a steel chain. Information; - Ranks lower than the user will take 3 or more moves to break the whip, while equal ranks will take 2-3. One rank above the user will take two hits exactly, and two or more ranks will take only a single hit to the chain. -Can reach out 10 meters from the user. Strengths - Can be used to throw things as well as hit them. - Strikes can be focused on only one object. - Difficult to dodge of the user is very close. Weaknesses - Not a good idea against multiple adversaries, such as three or more. Being a weapon, it's similar to a sword in the fact that it's made for one-on-one combat, not anything big, such as a war. - Can be cut through with a counter attack of a higher rank. - Short ranges attack, must be closer for use. Effects; Duration: Until MP runs out Range: 10 meters Cooldown: 1 post for every post in which the move is in use.
- Water Dragon's Healing Spring:
Name of Spell; Water Dragon's Healing Spring Type; Supportive Rank; D Description; The subject is surrounded in a veil of water, which will heal most minor injuries and ailments. This veil extends a half of a meter from the subject of the spell at all points. If broken, the effects will be paused, and, though the same amount of MP is lost, the respondant amount of HP will not be gained. Information; Strengths -Heals all minor cuts, bruises, poisonings, burns, sicknesses, etc; ((Until a definite HP system is established, two thirds of the damage taken by each wound will be reversed when this spell is used.)) -Can be used on more than one mage at a time, though the MP used will double for each mage. -Leaves the target of the spell with 10% more MP than before the spell was used. ((5% if the target is the user)) Weaknesses -Requires the subject to be still. -Ineffective against major wounds and ailments. - Effect is weakened if the user uses this spell on themselves, as the whole body cannot be covered. Effects; Duration: 1 post Range: Body of the target and a half meter range around it. Cooldown: 4 posts
- Water Dragon's Slicing Rain:
Name of Spell; Water Dragon's Slicing Rain Type; Offense Rank; D Description; Large range attack that covers most of the battlefield, rain falls from above at speeds high enough to slice the skin of those who touch it. Information; Strengths -Wide range attack -Nearly inescapable, though it is possible to avoid it if a cover hard enough to block the rain is used. -Avoids the user and a one meter radius around the user. Weaknesses -Unable to focus on one target with this attack, often used for multiple opponents. -Uses a large amount of MP - Can damage allies if they come into its range. Effects; Duration: 2 posts Range: 50 meters from the mage on all sides. Cooldown: 6 posts
- C-Rank:
- Water Dragon's Clone:
Name of Spell; Water Dragon's Clone Type; Supportive Rank; C Description; The user creates a clone of themself using water. It's made in a way that light refracts around it, making it appear as if it is the person who casted it. It's a rather weak clone, used only as a diversion. Information; Strengths -It can easily trick those who are meaning to attack the real thing. -Multiple can be made at once, by increasing the MP it takes by half of the original MP every time for each clone. -Can dissolve into water if it needs to escape before reforming. Weaknesses -Can be beaten in one hit. -If it falls into a river or another source of water, it disappears forever. -They can't speak, as they don't have any vocal cords. Effects; Duration: 2 posts Range: They can't move more than a half of a mile away from the user. Cooldown: 3 posts Name of Spell; Type; Rank; C Description; Information; Strengths- - - Weaknesses- - - Effects; Duration: Range: Cooldown:
- B-Rank:
Name of Spell; Type; Rank; B Description; Information; Strengths - - - Weaknesses - - - Effects; Duration: Range: Cooldown:
Name of Spell; Type; Rank; B Description; Information; Strengths - - - Weaknesses - - - Effects; Duration: Range: Cooldown:
Name of Spell; Type; Rank; B Description; Information; Strengths - - - Weaknesses - - - Effects; Duration: Range: Cooldown:
- A-Rank:
- Water Dragon's Rising Wave:
Name of Spell; Water Dragon's Rising Wave Type; Defense Rank; A Description; A wave rises in front of the user, or wherever the user places it, becoming a wall of continually rising water. Any projectiles coming or attacks advancing are swept up in the oncoming water. Information; Strengths -Protects from oncoming attacks -Can be used to protect somebody other than the user. -With some effort, it can be moved mid-spell Weaknesses -Attacks without a physical form can go right through. -An electric attack dismantles the wave. -It can only be used once, being that it doesn't stay after being erected. Once left behind, it dissolves. Effects; Duration: 2 posts Range: 10 meters tall, 4 meters thick, 6 meters wide Cooldown: 3 posts Name of Spell; Water Dragon's War Type; Offense Rank; A Description; A huge multitude of weapons, all made of water, appear. It ranges from swords to guns, any weapons ever known to be in a war. They then all attack at once, following the target they are placed to go after. Information; Strengths- - - Weaknesses- - - Effects; Duration: Range: Cooldown:
- S-Rank:
Name of Spell; Water Dragon's Spring of Life Type; Healing Rank; S Description; Information; Strengths - - - Weaknesses - - - Effects; Duration: Range: Cooldown:
Name of Spell; Water Dragon's Hailstorm Type; Offense Rank; S Description; Information; Strengths - - - Weaknesses - - - Effects; Duration: Range: Cooldown:
- Signature Spells:
- Water Dragon's Roar:
Name of Spell; Type; Offense Rank; S Description; A large canon-like spray of water is shot from near the users mouth, aimed at the foe, starting with a small diameter and extending as the spell moves outward. Information; -Long range attack, with a distance depending on the level of the user. At S Rank, the range is 3000 yards. Strengths - One of the moves that can erode rock at a fast rate, usually depending on the size if the boulder in question. For example, a boulder with a size about as tall and wide as the length from the ground to Mizuko's hip would degenerate at about two inches per second ((Two inches every fifty words on the posts)) Add well as this, the type of rock would also change the rate of erosion. Assuming an earth mage's rocks harden and become denser as they up in rank, a mage of lower rank would find the erosion average rate ((shown above)) to be only slightly faster, if one rank below, and nearly doubled at two ranks below. Mages of a higher rank will find the rank slowed in the same but opposite way that mages of lower ranks find theirs accelerated. - Very forceful, often knocks opponents off of their feet. Of course, this depends on their weight. A heavier mage may only be pushed down on their back, while a lighter mage may even be pushed along the entirety of the range of the spell. A mage over 230 pounds would be one to simply fall backwards, while those below would slide. The distance slid will be left to the opponent, as clothes, armor, backpacks, and other such things can effect how heavy you are, as well as how well you can slide. - Can be used from a distance to give the user a margin of safety. Weaknesses - Sides and behind are left unprotected while attacking. - If touched with electricity, the attack can travel up the length and strike the user. - Dodging counterattacks while using this attack is very difficult. Like shooting a gun, this spell has a kickback effect, so attacking with this spell from the ground requires a firm stance, until the spell is ended. From the air, the spell will push the user back from the location originally cast. Usually, this is about half the length of the spell, as the body can absorb some of the impact. Effects; Duration: 2 posts Range: 3000 yards forward at S Rank. Cooldown: 3 posts
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