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Shadow Devil Slayer Magic is an unknown lost magic of which has zero to no known origins about it. However it has been rumored that the magic derives from beings that sought out to slay demons who had the equivalent power to that of the devil himself. How one obtains this magic is also unknown, it has been rumored it is tossed down and skips every other generation or simply that it can be learned through a book. In this case, this magic was learned through transference of which ultimately killed the last owner of the magic. This magic has power beyond the other slayer magics as it goes as far as have unique perks that are unlike the others.
These perks inquire Black Blood, reattachment, and Curse of the Seven Sins. How the creation of these perks came to be is unknown but rumors are spread that the original creator of the magic made a deal with the devil then killed the devil and was cursed for eternity for breaking his pact. This magic sparks fear into all that oppose it, as it dwells within the territory of evil itself.
Black Blood: Due to the Devil like nature of the magic the user who is the owner of this magic doesn't really have blood, however they have a substance that acts like blood but is actually called black blood. Black blood is an acidic type of liquid that flows through out the user's body, because it is in their body they have developed an immunity to it and its damages. But if the user is cut and happens to get their blood on the opponent the blood acts like an acidic base equal to the rank of the users current magic minus one. The effect of the damage is only one post, and can be avoided if the user is equal to or higher than the rank of the damage that is placed onto them.
Reattachment: This is the second perk which allows the user to use the black blood into their body due to their magic and reattach their severed limb. The way this is done is through the process of picking up the limb, placing it into the slot that once had the severed limb, then have dark like sewing strings suture the severed limb back onto the missing appendage spot. This ability is a one post duration with a 3 post cool down, the user will not have full use of their once severed appendage till after post 2.
Curse of the Seven Sins:This is the third and final perk which allows the user seven deaths before they actually truly die. This ability is broken down is several forms. First, if the user is killed by any item or weapon they can come back to life but that weapon or item now no longer has any effect on them and acts as an immunity. Second, if the user is killed by magic they can come back to life but can not be effected by the spell that was used to kill them with. Third, Requip users can easily by pass this as they have several weapons of which all have different properties. Fourth, the revival process coats the body by a black like coating which acts as a barrier and lasts for one full post. This process takes 1 full post, so while this is happening the opponent could ready another attack, note the barrier is one rank lower than the current rank of the magic. Fifth, the seventh and final death the user can not come back to life and can not do the Alter to be brought back to life.
Sixth, spell cool downs are not effected, meaning if dead then revived if the user had a cool down on a spell before they died that spell cool down still is in place till the time is up. Seventh, the state the user is in from revival is the same from before they were killed meaning if the user was 100% before death, then they revive at 100%, if the user was 20% before dead then they revive at 20%.The percentage comes from the life percentage the user is at before the death blow not during. Eighth, Binding Spells and Legendary weapons are the only way to override an immunity kill. Ninth, while in barrier form all attacks done to the barrier are 75% weaker than normal for one full post.
Side Note: Those who think this is OP watch this and watch how easy it is to counter this, https://youtu.be/CRsIzKNr8cQ?t=3m52s
Holy Magic: Any and all holy magic decreases the damage dealt by the Shadow based magic on the opponent dependent on the rank of the opponent.
*Important note if the user of light based magic got the light based magic from a lacrima then the decrease in the magic power is decreased by 5%. Ie 5% becomes 0% decrease, 10% becomes 5% decrease, ect.
Light Scenery:If the given area of the place is sunny the magic damage of the magic is decreased dependent on the rank of the user.
Note: If the opponent is a Light Magic user and it is day time the only effect that takes place is the one of higher value. So if User is D rank but the opponent is B rank then the light magic defect has more value than the scenery effect, vice versa.
Dark Based Magic: This magic is strong against any and all Dark magic type opponents in which the power of each spell from this magic gets increased by 5% by each level. Ie: D rank =5% increase, C rank=10% increase, ect.
Dragon Slayer Magic:When vs. a dragon slayer, due to Devil Slayer being a higher slayer magic type the user is able to consume their magic so long as it matches their given element, when done the consumption is used to heal the user depending on the rank of the user.
God Slayer Magic:When vs. a god slayer, due to Devil Slayer being a higher slayer magic type the user is able to consume their magic so long as it matches their given element, when done the consumption is used to heal the user depending on the rank of the user.
Demons:Due to being a magic type that is meant to slay demons all damage dealt from the slayer magic when used against the Demon is Double the amount that will normally be dealt. {if you were to look at this mathmatically 2xR=Damage, where R= the rank placement. Follow the chart below for the results}
Shadow Devil Slayer
SS | Slayer-Lost | Shadow/Dark |
Main | Sacred Seas | Yes |
Both
Magic Description
Shadow Devil Slayer Magic is an unknown lost magic of which has zero to no known origins about it. However it has been rumored that the magic derives from beings that sought out to slay demons who had the equivalent power to that of the devil himself. How one obtains this magic is also unknown, it has been rumored it is tossed down and skips every other generation or simply that it can be learned through a book. In this case, this magic was learned through transference of which ultimately killed the last owner of the magic. This magic has power beyond the other slayer magics as it goes as far as have unique perks that are unlike the others.
These perks inquire Black Blood, reattachment, and Curse of the Seven Sins. How the creation of these perks came to be is unknown but rumors are spread that the original creator of the magic made a deal with the devil then killed the devil and was cursed for eternity for breaking his pact. This magic sparks fear into all that oppose it, as it dwells within the territory of evil itself.
Perks of Magic
Black Blood: Due to the Devil like nature of the magic the user who is the owner of this magic doesn't really have blood, however they have a substance that acts like blood but is actually called black blood. Black blood is an acidic type of liquid that flows through out the user's body, because it is in their body they have developed an immunity to it and its damages. But if the user is cut and happens to get their blood on the opponent the blood acts like an acidic base equal to the rank of the users current magic minus one. The effect of the damage is only one post, and can be avoided if the user is equal to or higher than the rank of the damage that is placed onto them.
Reattachment: This is the second perk which allows the user to use the black blood into their body due to their magic and reattach their severed limb. The way this is done is through the process of picking up the limb, placing it into the slot that once had the severed limb, then have dark like sewing strings suture the severed limb back onto the missing appendage spot. This ability is a one post duration with a 3 post cool down, the user will not have full use of their once severed appendage till after post 2.
Curse of the Seven Sins:This is the third and final perk which allows the user seven deaths before they actually truly die. This ability is broken down is several forms. First, if the user is killed by any item or weapon they can come back to life but that weapon or item now no longer has any effect on them and acts as an immunity. Second, if the user is killed by magic they can come back to life but can not be effected by the spell that was used to kill them with. Third, Requip users can easily by pass this as they have several weapons of which all have different properties. Fourth, the revival process coats the body by a black like coating which acts as a barrier and lasts for one full post. This process takes 1 full post, so while this is happening the opponent could ready another attack, note the barrier is one rank lower than the current rank of the magic. Fifth, the seventh and final death the user can not come back to life and can not do the Alter to be brought back to life.
Sixth, spell cool downs are not effected, meaning if dead then revived if the user had a cool down on a spell before they died that spell cool down still is in place till the time is up. Seventh, the state the user is in from revival is the same from before they were killed meaning if the user was 100% before death, then they revive at 100%, if the user was 20% before dead then they revive at 20%.The percentage comes from the life percentage the user is at before the death blow not during. Eighth, Binding Spells and Legendary weapons are the only way to override an immunity kill. Ninth, while in barrier form all attacks done to the barrier are 75% weaker than normal for one full post.
Side Note: Those who think this is OP watch this and watch how easy it is to counter this, https://youtu.be/CRsIzKNr8cQ?t=3m52s
Weaknesses
Holy Magic: Any and all holy magic decreases the damage dealt by the Shadow based magic on the opponent dependent on the rank of the opponent.
- Damage Decreasing:
- D Rank Light Based Magic:
Decreases the D Rank magic power by 5%
C Rank Light Based Magic:
Decreases the D Rank magic power by 10%
Decreases the C Rank magic power by 5%
B Rank Light Based Magic:
Decreases the D Rank magic power by 15%
Decreases the C Rank magic power by 10%
Decreases the B Rank magic power by 5%
A Rank Light Based Magic:
Decreases the D Rank Magic power by 20%
Decreases the C Rank Magic power by 15%
Decreases the B Rank Magic Power by 10%
Decreases the A Rank Magic Power by 5%
S Rank Light Based Magic:
Decreases the D Rank Magic power by 25%
Decreases the C Rank magic power by 20%
Decreases the B Rank magic power by 15%
Decreases the A Rank magic power by 10%
Decreases the S Rank magic power by 5%
SS Rank Light Based Magic:
Decreases the D Rank Magic power by 30%
Decreases the C Rank Magic power by 25%
Decreases the B Rank Magic power by 20%
Decreases the A Rank Magic power by 15%
Decreases the S Rank Magic power by 10%
Decreases the SS Rank Magic power by 5%
X Rank Light Based Magic:
Decreases the D Rank Magic Power by 35%
Decreases the C Rank Magic Power by 30%
Decreases the B Rank Magic Power by 25%
Decreases the A Rank Magic Power by 20%
Decreases the S Rank Magic Power by 15%
Decreases the SS Rank Magic Power by 10%
Decreases the X Rank Magic Power by 5%
*Important note if the user of light based magic got the light based magic from a lacrima then the decrease in the magic power is decreased by 5%. Ie 5% becomes 0% decrease, 10% becomes 5% decrease, ect.
Light Scenery:If the given area of the place is sunny the magic damage of the magic is decreased dependent on the rank of the user.
- Damage Decreasing by Scenery:
- D Rank:
Decreases the D Rank magic power by 5%
C Rank:
Decreases the D Rank magic power by 10%
Decreases the C Rank magic power by 5%
B Rank:
Decreases the D Rank magic power by 15%
Decreases the C Rank magic power by 10%
Decreases the B Rank magic power by 5%
A Rank:
Decreases the D Rank Magic power by 20%
Decreases the C Rank Magic power by 15%
Decreases the B Rank Magic Power by 10%
Decreases the A Rank Magic Power by 5%
S Rank:
Decreases the D Rank Magic power by 25%
Decreases the C Rank magic power by 20%
Decreases the B Rank magic power by 15%
Decreases the A Rank magic power by 10%
Decreases the S Rank magic power by 5%
SS Rank:
Decreases the D Rank Magic power by 30%
Decreases the C Rank Magic power by 25%
Decreases the B Rank Magic power by 20%
Decreases the A Rank Magic power by 15%
Decreases the S Rank Magic power by 10%
Decreases the SS Rank Magic power by 5%
X Rank:
Decreases the D Rank Magic Power by 35%
Decreases the C Rank Magic Power by 30%
Decreases the B Rank Magic Power by 25%
Decreases the A Rank Magic Power by 20%
Decreases the S Rank Magic Power by 15%
Decreases the SS Rank Magic Power by 10%
Decreases the X Rank Magic Power by 5%
Note: If the opponent is a Light Magic user and it is day time the only effect that takes place is the one of higher value. So if User is D rank but the opponent is B rank then the light magic defect has more value than the scenery effect, vice versa.
Strengths
Dark Based Magic: This magic is strong against any and all Dark magic type opponents in which the power of each spell from this magic gets increased by 5% by each level. Ie: D rank =5% increase, C rank=10% increase, ect.
Dragon Slayer Magic:When vs. a dragon slayer, due to Devil Slayer being a higher slayer magic type the user is able to consume their magic so long as it matches their given element, when done the consumption is used to heal the user depending on the rank of the user.
- Healing Effects:
- D Rank User Effects:
Only has effects on D rank 10% of their Health
C Rank User Effects:
D rank effect is 15% of their Health
C Rank effect is 10% of their Health
B Rank User Effects:
D rank effect is 20% of their Health
C Rank effect is 15% of their Health
B Rank effect is 10% of their Health
A Rank User Effects:
D Rank effect is 25% of their Health
C Rank effect is 20% of their Health
B Rank effect is 15% of their Health
A Rank effect is 10% of their Health
S Rank User Effects:
D Rank effect is 30% of their Health
C Rank effect is 25% of their Health
B Rank effect is 20% of their Health
A Rank effect is 15% of their Health
S Rank effect is 10% of their Health
SS Rank User Effects:
D Rank effect is 35% of their Health
C Rank effect is 30% of their Health
B Rank effect is 25% of their Health
A Rank effect is 20% of their Health
S Rank effect is 15% of their Health
SS Rank effect is 10% of their Health
X Rank User Effects:
D Rank effect 40% of their Health
C Rank effect is 35% of their Health
B Rank effect is 30% of their Health
A Rank effect is 25% of their Health
S Rank effect is 20% of their Health
SS Rank effect is 15% of their Health
X Rank effect is 10% of their Health
God Slayer Magic:When vs. a god slayer, due to Devil Slayer being a higher slayer magic type the user is able to consume their magic so long as it matches their given element, when done the consumption is used to heal the user depending on the rank of the user.
- Healing Effects:
- D Rank User Effects:
Only has effects on D rank 10% of their Health
C Rank User Effects:
D rank effect is 15% of their Health
C Rank effect is 10% of their Health
B Rank User Effects:
D rank effect is 20% of their Health
C Rank effect is 15% of their Health
B Rank effect is 10% of their Health
A Rank User Effects:
D Rank effect is 25% of their Health
C Rank effect is 20% of their Health
B Rank effect is 15% of their Health
A Rank effect is 10% of their Health
S Rank User Effects:
D Rank effect is 30% of their Health
C Rank effect is 25% of their Health
B Rank effect is 20% of their Health
A Rank effect is 15% of their Health
S Rank effect is 10% of their Health
SS Rank User Effects:
D Rank effect is 35% of their Health
C Rank effect is 30% of their Health
B Rank effect is 25% of their Health
A Rank effect is 20% of their Health
S Rank effect is 15% of their Health
SS Rank effect is 10% of their Health
X Rank User Effects:
D Rank effect 40% of their Health
C Rank effect is 35% of their Health
B Rank effect is 30% of their Health
A Rank effect is 25% of their Health
S Rank effect is 20% of their Health
SS Rank effect is 15% of their Health
X Rank effect is 10% of their Health
Demons:Due to being a magic type that is meant to slay demons all damage dealt from the slayer magic when used against the Demon is Double the amount that will normally be dealt. {if you were to look at this mathmatically 2xR=Damage, where R= the rank placement. Follow the chart below for the results}
- Damage Chart:
Spells
- D Rank:
- Name: Demon Hands
Rank: D
Type: Offense
Range: Close range {within grabbing distance}
Duration/Cool Downs: 2 Post/3 Posts
Appearance:- Spoiler:
Description: This spell allows the user to expand their magical energy to their arms to form it into two giant demon like hands of which are five times larger than the overall size of their original arms and hands. These hands give off a curse like ability of which do damage equal to what ever the spell is ranked at currently {meaning if used at D rank the spell is D rank, if used at C rank the spell is C rank, ect} One may avoid this attack if the opponent has a rank equal to or higher than the spells rank variation that was used.
Extra: Due to the size of the hands the user can place them on the ground an cause them to hover above the ground, this can be used to launch themselves to high distances, or just for the sake of appearance.
Name: Shadow Snake
Rank: D
Type: Offense
Range: 50m
Duration/Cool Downs:2/3
Appearance:- Spoiler:
Extra: N/A
Name: Roar: Shadow Devil
Rank: D
Type: Offense
Range: 50m
Appearance:- Spoiler:
yes I know I used the shadow dragon roar, but all slayer roar's look exactly the same.
Duration/Cool Downs:1/6
Description: This spell allows the user to inhale their magical energy to the pits of their stomach then exhale the energy in a giant tornado that takes the distance depending on the variation of the spell that is used. {d=50m, c=100, so forth} the tornado in width is always 20m wide and moves at the speed equal to the variation that is used as is the strength, one can avoid this attack if they have strength equal to or higher than the variation that is used in rank.
Extra: N/A
- C Rank Spells:
- Name: Demon Hands
Rank: C
Type: Offense
Range: Close range {within grabbing distance}
Duration/Cool Downs: 2 Post/3 Posts
Appearance:- Spoiler:
Description: This spell allows the user to expand their magical energy to their arms to form it into two giant demon like hands of which are five times larger than the overall size of their original arms and hands. These hands give off a curse like ability of which do damage equal to what ever the spell is ranked at currently {meaning if used at D rank the spell is D rank, if used at C rank the spell is C rank, ect} One may avoid this attack if the opponent has a rank equal to or higher than the spells rank variation that was used.
Extra: Due to the size of the hands the user can place them on the ground an cause them to hover above the ground, this can be used to launch themselves to high distances, or just for the sake of appearance.
Name: Shadow Snake
Rank: C
Type: Offense
Range: 100m
Duration/Cool Downs:2/3
Appearance:- Spoiler:
Extra: N/A
Name: Roar: Shadow Devil
Rank: C
Type: Offense
Range: 100m
Appearance:- Spoiler:
yes I know I used the shadow dragon roar, but all slayer roar's look exactly the same.
Duration/Cool Downs:1/6
Description: This spell allows the user to inhale their magical energy to the pits of their stomach then exhale the energy in a giant tornado that takes the distance depending on the variation of the spell that is used. {d=50m, c=100, so forth} the tornado in width is always 20m wide and moves at the speed equal to the variation that is used as is the strength, one can avoid this attack if they have strength equal to or higher than the variation that is used in rank.
Extra: N/A
Name: Shadow Fuse
Rank: C
Type: Supplementary
Range: 100m
Duration/Cool Downs:1/3
Appearance:- Spoiler:
Description: This spell allows the user to fuse their physical image into that of a shadow of which makes them 2 dimensional while in this form. This allows them to move along floors, walls, and ceilings. This can be used as a tactic to avoid an attack or just for fast travel. While in this form the user can also fuse with their opponents shadow to bind them in their place for a quick opening for an attack after defusing. The speed one can move is equal to the spells rank variant as well as the strength of the bind. One can avoid the binding strength if equal to or greater than the spells variant that is used in rank. One can also prevent the shadow fusing technique if the opponent smashed the wall, floor, or ceiling the the user is using to travel through, this will cause the user to once again be 3 dimensional.
Extra: N/A
Name: Shadow Bullet
Rank: C
Type: Offensive
Range: 100m
Duration/Cool Downs:1/2
Appearance:- Spoiler:
Description: This spell allows the user to conjure their magical energy into their finger of which will form up to five magic circles which will fire up to five shadow bullets in size equal to 4ft in diameter. Each bullet moves at the speed of C and have the damage of C as well. This spell can be avoided if the opponent is equal to or higher than C rank.
Extra: N/A
- B Rank Spells:
- Name: Demon Hands
Rank: B
Type: Offense
Range: Close range {within grabbing distance}
Duration/Cool Downs: 2 Post/3 Posts
Appearance:- Spoiler:
Description: This spell allows the user to expand their magical energy to their arms to form it into two giant demon like hands of which are five times larger than the overall size of their original arms and hands. These hands give off a curse like ability of which do damage equal to what ever the spell is ranked at currently {meaning if used at D rank the spell is D rank, if used at C rank the spell is C rank, ect} One may avoid this attack if the opponent has a rank equal to or higher than the spells rank variation that was used.
Extra: Due to the size of the hands the user can place them on the ground an cause them to hover above the ground, this can be used to launch themselves to high distances, or just for the sake of appearance.
Name: Shadow Snake
Rank:B
Type: Offense
Range: 250m
Duration/Cool Downs:2/3
Appearance:- Spoiler:
Extra: N/A
Name: Roar: Shadow Devil
Rank: B
Type: Offense
Range: 250m
Appearance:- Spoiler:
yes I know I used the shadow dragon roar, but all slayer roar's look exactly the same.
Duration/Cool Downs:1/6
Description: This spell allows the user to inhale their magical energy to the pits of their stomach then exhale the energy in a giant tornado that takes the distance depending on the variation of the spell that is used. {d=50m, c=100, so forth} the tornado in width is always 20m wide and moves at the speed equal to the variation that is used as is the strength, one can avoid this attack if they have strength equal to or higher than the variation that is used in rank.
Extra: N/A
Name: Shadow Fuse
Rank: B
Type: Supplementary
Range: 250m
Duration/Cool Downs:1/3
Appearance:- Spoiler:
Description: This spell allows the user to fuse their physical image into that of a shadow of which makes them 2 dimensional while in this form. This allows them to move along floors, walls, and ceilings. This can be used as a tactic to avoid an attack or just for fast travel. While in this form the user can also fuse with their opponents shadow to bind them in their place for a quick opening for an attack after defusing. The speed one can move is equal to the spells rank variant as well as the strength of the bind. One can avoid the binding strength if equal to or greater than the spells variant that is used in rank. One can also prevent the shadow fusing technique if the opponent smashed the wall, floor, or ceiling the the user is using to travel through, this will cause the user to once again be 3 dimensional.
Extra: N/A
- A Rank Spells:
- Name: Demon Hands
Rank: A
Type: Offense
Range: Close range {within grabbing distance}
Duration/Cool Downs: 2 Post/3 Posts
Appearance:- Spoiler:
Description: This spell allows the user to expand their magical energy to their arms to form it into two giant demon like hands of which are five times larger than the overall size of their original arms and hands. These hands give off a curse like ability of which do damage equal to what ever the spell is ranked at currently {meaning if used at D rank the spell is D rank, if used at C rank the spell is C rank, ect} One may avoid this attack if the opponent has a rank equal to or higher than the spells rank variation that was used.
Extra: Due to the size of the hands the user can place them on the ground an cause them to hover above the ground, this can be used to launch themselves to high distances, or just for the sake of appearance.
Name: Shadow Snake
Rank: A
Type: Offense
Range: 400m
Duration/Cool Downs:2/3
Appearance:- Spoiler:
Extra: N/A
Name: Roar: Shadow Devil
Rank: A
Type: Offense
Range: 400m
Appearance:- Spoiler:
yes I know I used the shadow dragon roar, but all slayer roar's look exactly the same.
Duration/Cool Downs:1/6
Description: This spell allows the user to inhale their magical energy to the pits of their stomach then exhale the energy in a giant tornado that takes the distance depending on the variation of the spell that is used. {d=50m, c=100, so forth} the tornado in width is always 20m wide and moves at the speed equal to the variation that is used as is the strength, one can avoid this attack if they have strength equal to or higher than the variation that is used in rank.
Extra: N/A
- S Rank Spells:
- Name: Roar: Shadow Devil
Rank: S
Type: Offense
Range: 600m
Appearance:- Spoiler:
yes I know I used the shadow dragon roar, but all slayer roar's look exactly the same.
Duration/Cool Downs:1/6
Description: This spell allows the user to inhale their magical energy to the pits of their stomach then exhale the energy in a giant tornado that takes the distance depending on the variation of the spell that is used. {d=50m, c=100, so forth} the tornado in width is always 20m wide and moves at the speed equal to the variation that is used as is the strength, one can avoid this attack if they have strength equal to or higher than the variation that is used in rank.
Extra: N/A
Name: Shadow Vectrals
Rank: S
Type: Offense/Defense
Range: 600m/20m Diameter
Duration/Cool Downs:1/3
Appearance:- Spoiler:
Description: This ability allows the user to summon up to 10 shadow like tendrils that have an arrow like point at the end of them. The tendrils move with the movement of the users arm and extend from their back or any where else that presents a shadow. These tendrils can move through solid objects like floors, ceilings, and walls so long as they give off a shadow from the entry point and the exit point. Each tendril move at the speed of S and have the strength of S. The tendrils can also wrap themselves around the user to protect them from 1 attack that is equal to or lower than S, if the attack is SS the attack is diminished by 10%. In order to avoid damage from the tendrils one would have to be equal to or higher than S rank.
Extra:N/A
- SS Rank Spells:
- Name: Dark Tendril Chaos
Rank: SS
Type: Offensive
Range: 800m
Appearance:- Spoiler:
Duration/Cool Downs:1/5
Description: This spell allows the user to summon up to 20 tendrils much like Dark vectrals. These tendrils work the the same way as dark vectrils, how ever they are all fired at once and can not be used to shield. Each Tendril moves at the speed of SS and have a collective damage that adds up to SS as they are all fired at the same time. In order to avoid damage from the tendrils one would have to be equal to or higher than SS rank.
Extra: N/A