Magic Name Here: Poison God Slayer
Element Here: Poison
Primary/Secondary: Primary
Character Specific/Non-Character Specific Considering that the the one way to gain this magic is to commune with and have it taught to you by a god makes it very much hard to obtain, gods being quite picky about it. In fact most records point towards there not having been an active Poison God Slayer since the early days of the Battle of Heaven and Hell.
Offensive/Defensive/Supportive/Mixed: Offensive
Poison God Slayer Magic is a type of Magic which allows the user to incorporate the element of poison into their own body, granting them exclusive traits equal to that of a Poison God. The user is capable of freely producing and manipulating poison, manifested in the form of black and crimson toxic gas. Said gas can take on "tangible" qualities, and can thus be used as an effective blunt weapon and in some cases also bladed, inflicting physical damage to foes while at the same time infecting them. Even as much as skin contact being enough to cause an infection. The several kinds of poison generated by the user will gradually rob their opponents of any means to fight back and slowly but surely kill them. Some spells are admittedly closer to that of being acidic rather than poisonous and will eat away at their opponent in a more direct manner. Naturally the user possess the ability to consume poison whether pure or mixed to regain their strenght and rid themselves of fatigue.
D Rank- 2 perks
C Rank- 3 perks
B Rank - 4 perks
A Rank - 5 perks
S Rank - 6 perks
L Rank - 7 perks
X Rank - 9 perks
Z Rank - 11 perks
God Slayer: In line with its intended use this magic deals twice the amount of damage towards beings of a holy, angelic or even godlike nature. Even the over time effects of the users poison being boosted against such beings.
Deadly Cuisine: The users of this magic are able to consume about every dangerous substance whether known to man or not. This counting any harmful substances whether found in nature or artificial. Seeing as there's a vast variety of such substances any Slayer of this element would come to note that they all have their own particular taste, although most tend to be quite bitter. The user even being able to taste and smell a poison that in fact possess neither of those qualities.
Diverse Infection: With enough training and proper understanding of the subject the user may grow proficient with the magic to a point where they can seperate several "strains" of their magic to inflict a multitude of different negative status effects and over time damage. Making it possible to poison an opponent while they're still riding out the effects of another spell, making it so that the opponent now has to toughen out the aftermatch of both spells rather than the former one being outright negated.
Perfect Health: Seeing as they consume dangerous poisons and toxins as snacks they're not wanting for health. The user is in fact immune to any form of terminal infection, meaning they couldn't even catch the common cold if they wanted to. Staying in ideal health and unable to be poisoned by other Poison magic even in the case where they for whatever reason couldn't manage to consume it before it hit them.
The Unliving: Needless to say any lasting effects from even the poison of gods will not have much of lasting effect on those that carry no spark of life to begin with. Meaning that whilst not immune to the poison element they can't GET poisoned. Counting beings such as the undead, machines and other magical constructs.
Sky Mages: With Sky mages being able to negate the lasting effects of powerful poisons as it is they are naturally immune to any such poison entering their own system. This is not to be confused with a complete immunity as they might still be hit and hurt by a Poison attack yet not suffer from any side effects as most other mages would.
Metal Users: They with their particular abilties whilst still being alive work almost the other way around, making them take less damage from Poison attacks whilst still vulnerable to BEING poisoned with just as high a potency as any other kind of mage save the Sky mage.
Polar Opposites: Despite how one might try the Poison God Slayer can never feed upon the poison generated by the Poison Devil Slayer. In addition they could never hope to infect one another with their magic despite their magic being polar opposites on the magic spectrum.
Dependant: The user can not consume the poison they themselves has generated and is reliant on outside forces to provide it for them.
- D-Rank:
- Poison God's Bullet:
- Name: Poison God's Bullet
Rank: D
Type: Offensive
Range: 15 meters
Appearance: The user gathers poison in either hand and lets it fester, grow and solidify around ones knuckles. Then the user throws a punch at the air in the desired direction, the poisoned imprint of his fist flying in a straight line towards its intended target, leaving a trail of black and crimson gas in its path.
Description: While the imprint packs quite a punch (No pun intended) the real danger is posed in how it will dissipate on contact and seep into ones skin, the touched area feeling like it's burning. Travels at a speed of 2 m/s activates instantly, has a cooldown of 2 posts, deals 1 point of damage, poisons the target for 1% of the targets max health per post for 2 posts and requires 2.5 mana to use. Might also cause a knockback of up to 5 meters.
Extra: N/A
- Poison God's Knuckles:
- Name: Poison God's Knuckles
Rank: D
Type: Offense
Range: Meele range
Appearance: The user gathers poison around ones fists to quickly have it gather and harden around ones knuckles, making for improvised spiked "brass" knuckles.
Description: The spell will temporarily enchance the users punches with the poison element, any hit now also resulting in the small newly formed spikes to pierce skin and seep into the wound. The spikes adding another 0.50 point of damage with every succesfull punch. They last for 3 posts and have a cooldown of 3 posts. Landing a hit will also inflict the opponent with overall numbness and deal a good 1% of the opponents max health per post for 3 posts. The smoke cage itself can be destroyed by taking at least C-rank damage from any source including the user. Counting from the last hit received and the post count resetting with every successful hit. Examble being: 1 post worth of poison left + 1 hit = 3 posts worth of poison left. Also costs 2.5 mana to activate and an additional 1 point of mana for every post sustained
Extra: N/A
- Poison God's Outburst:
- Name: Poison God's Outburst
Rank: D
Type: Offense, Defense, AoE
Range: 15 meters
Appearance: The user suddenly releases a huge burst of magical power around them, releasing gas from their very pores which quickly spreads out around the user with the force of an explosion. Efectively pushing away anyone too close to the user should they be overwhelmed.
Description: This skill is mostly meant for defense as the sudden burst of poisonous gas will knock back everyone within range of the spell, even repelling smaller projectiles. Even those too heavy to actually be pushed back jump out of the way on their own volition. The initial burst will hit everyone caught in it for 1 damage and cause a knockback of up to 10 meters. As most Poison type spells the ones hit will also suffer 1% of their max health per post for 2 posts. Takes effect immediatly and has a cooldown of 3 posts. Costs 2.5 mana.
Extra: Anything else we should know about?
- C-Rank:
- Poison God's Haze:
Name: Poison God's Haze
Rank: C
Type: Supplementary
Range: 20 meters in diameter
Appearance: The user manifest magical power in his hand to manifest as poison shaped into a small ball which he proceeds to throw to the ground. The ball then breaks at contact a cloud of the signature black and crimson gas starts to spread in a 20 meters radius from where the ball was thrown.
Description: The gas is highly poisonous and any living thing will find it nigh impossible to breathe and that their eyes will sting harshly, only the user being able to function unhindered within the smokescreen. The rest rendered blind, slowed and wanting for air. The gas will last for 3 posts, has a cooldown of 4 posts and will inflict over time damage of 2% of the enemy's max health per post after having come into contact with the smoke for a total of 5 posts worth of damage. Costs 5 mana to use.
Extra: Naturally something to protect one's eyes and mouth would be preventive in the face of this spell, a gas mask being ideal. Will indiscrimanetly affect whoever's in the area, including allies.
- Poison God's Grasp:
- Poison God's Grasp: Name: Poison God's Grasp
Rank: C
Type: Offense, AoE
Range: 25 meter radius around the caster
Appearance: The user shoots clouds of black and crimson smoke from their arms and uses them to engulf their opponent, then makes the smoke dense to trap them inside. This spell can be used to ensnare many people at the same time and will keep them suspended in midair with the smoke itself of course being poisonous.
Description: The user can use this spell to albeit temporarily restrain enemies for up to 3 posts and simultaneously harm any and all enemies within range of the spell. It being very hard to break out of smoke no matter what or who they are assuming they possess a physical form. The ones captured first being hurt for the standard 1.5 points of damage as the smoke makes contact and tightly clutches to their body. Afterwards the ones caught will suffer as the poison holding them will gradually hurt them for 2% of their max health for every post caught within the smoke. However, it is possible to escape the smoke's hold with a sudden, strong enough expansion of ones mass such as a metal or earth elemental spell.
Extra: The smoke itself travels at 5 m/s, giving any within the radius of the spell at most 5 seconds to get away, requiring fantastic reflexes to get out of range in time.
- B-Rank:
- Poison God's Phantom Scalpel:
- Name: Poison God's Phantom Scalpel
Rank: B
Type: Offense, AoE
Range: 12.5 meters
Appearance: The user has black poison gather and cover the user's lower right arm, the poison then solidifying as it takes the form of an arm mounted 12.5 meter blade. The blade being curious in itself as it seems to "phase" through any form of matter whilst still dealing damage.
Description: The user takes the blade and swings it in a complete 300 degree angle, hitting anything that stands within the lenght of the blade. Any living being cut will have a black trail appear on their skin before the poison introduced this way will go straight for the pain receptors. The ones affected sent to the brink of their pain tolerance in a matter of moments. The spell lasts for but one post, hits for 2 damage and the ones cut will be immobilized by the pain for 4 posts straight while also suffering from over time poison damage for 5 posts. The effect comes into the play one post after having been cut. It has a cooldown of 5 posts and requires 7 mana to activate.
Extra: Granted beings that wouldn't feel pain to begin with will only take the base damage from the initial attack.
- A-Rank:
- S-Rank:
- L-Rank:
- X-Rank:
- Z-Rank:
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