Zel: Powers
Dec. 5th, 2011 09:34 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Mundane
Zelgadis is quite skilled with a sword, and had enough random trivia packed into his head that he could learn firearms quickly. He's done everything from pick locks to make maps to play guitar and read music. Sabra La Tau taught him a few more useful skills -- he's a pretty good tailor and knows mundane first aid.
Chimera Form
Zelgadis was born human. When he was a teenager, he was turned into a chimera by his grandfather. As the results of making questionable deals with non-Thusia gods/RPG events, Zelgadis gained the ability to take either form. His chimera form counts as 'original', and he's likely to use that in fights. Interacting with people, especially strangers, will have him in human form.
As a chimera, Zel's senses are moderately enhanced, as is his strength and speed -- he goes from 'slightly above average' to 'high, but not inhumanly so'. Say the difference between a guy who works out at the gym once a week to competitive athlete.
Zel's skin is made of stone and his hair is wire. In canon, nothing short of magic or blunt force trauma can hurt him. In Thusia, most blows will still affect Zel as blunt force, even if they were delivered by teeth/claws -- Zel is more likely to bruise/bleed internally than be cut by teeth/claws, unless they are sharp enough to break stone. Some may be.
Magic
Zel's magic mostly draws on the five elements. Slayers canon is a bit ambiguous about 'white' magic -- it's believed to come from the gods/ambient creative energies, but later the creator says in an interview that white magic (as opposed to 'holy magic') is actually another form of spirit shamanism. Black magic comes from ambient destructive energies/the mazoku. Most of the black magic Zel knows requires the presence of beings that aren't in Thusia. With a god's permission, Zel could probably develop a spell that draws on the god.
The gods/natural surroundings can probably mess with the elements, so elements are noted. The gods could also easily gift Zel with more endurance or other things. Spell strength (estimated by the RPG) is noted, and wiki pages are linked. Zel is capped at 5 weak spells per day if he wants to also be active; 10 if he can take a day to recover from being dead tired.
Power Guidelines
• 0: Spell is so trivial that Zel could keep it up all day.
• 1: Weak spell. It'll hurt about as much as a good sword blow if it's a damaging spell. The baseline for determining what the power cap lets Zel cast.
• 2: Medium spell. Likely to seriously injure a human target. Power capped, Zel can cast maybe two of these without strain, 3-4 before he passes out.
• 3: Strong spell. Likely to kill a normal/human target, or seriously injure something more powerful. Power capped, Zel can cast one of these without strain, two before passing out.
• 4: Very strong spell. Will kill even a strong target. Zel can cast one of these and stay conscious, and he'll need a quiet day to recover. If he's used any other magic that day, he's probably going to be knocked out.
• 5: Most powerful spell in magic. Will kill most things that are not gods/powerful mazoku/etc. If Zel tries to cast this, he will only be able to if he's completely fresh, and it'll knock him down and mean he'll have to take the next day off.
Zel can pull his punches with magic to an extent -- if he needs the area of a fireball, he can cast it for less damage, which takes less energy.
Spell List
Zelgadis is quite skilled with a sword, and had enough random trivia packed into his head that he could learn firearms quickly. He's done everything from pick locks to make maps to play guitar and read music. Sabra La Tau taught him a few more useful skills -- he's a pretty good tailor and knows mundane first aid.
Chimera Form
Zelgadis was born human. When he was a teenager, he was turned into a chimera by his grandfather. As the results of making questionable deals with non-Thusia gods/RPG events, Zelgadis gained the ability to take either form. His chimera form counts as 'original', and he's likely to use that in fights. Interacting with people, especially strangers, will have him in human form.
As a chimera, Zel's senses are moderately enhanced, as is his strength and speed -- he goes from 'slightly above average' to 'high, but not inhumanly so'. Say the difference between a guy who works out at the gym once a week to competitive athlete.
Zel's skin is made of stone and his hair is wire. In canon, nothing short of magic or blunt force trauma can hurt him. In Thusia, most blows will still affect Zel as blunt force, even if they were delivered by teeth/claws -- Zel is more likely to bruise/bleed internally than be cut by teeth/claws, unless they are sharp enough to break stone. Some may be.
Magic
Zel's magic mostly draws on the five elements. Slayers canon is a bit ambiguous about 'white' magic -- it's believed to come from the gods/ambient creative energies, but later the creator says in an interview that white magic (as opposed to 'holy magic') is actually another form of spirit shamanism. Black magic comes from ambient destructive energies/the mazoku. Most of the black magic Zel knows requires the presence of beings that aren't in Thusia. With a god's permission, Zel could probably develop a spell that draws on the god.
The gods/natural surroundings can probably mess with the elements, so elements are noted. The gods could also easily gift Zel with more endurance or other things. Spell strength (estimated by the RPG) is noted, and wiki pages are linked. Zel is capped at 5 weak spells per day if he wants to also be active; 10 if he can take a day to recover from being dead tired.
Power Guidelines
• 0: Spell is so trivial that Zel could keep it up all day.
• 1: Weak spell. It'll hurt about as much as a good sword blow if it's a damaging spell. The baseline for determining what the power cap lets Zel cast.
• 2: Medium spell. Likely to seriously injure a human target. Power capped, Zel can cast maybe two of these without strain, 3-4 before he passes out.
• 3: Strong spell. Likely to kill a normal/human target, or seriously injure something more powerful. Power capped, Zel can cast one of these without strain, two before passing out.
• 4: Very strong spell. Will kill even a strong target. Zel can cast one of these and stay conscious, and he'll need a quiet day to recover. If he's used any other magic that day, he's probably going to be knocked out.
• 5: Most powerful spell in magic. Will kill most things that are not gods/powerful mazoku/etc. If Zel tries to cast this, he will only be able to if he's completely fresh, and it'll knock him down and mean he'll have to take the next day off.
Zel can pull his punches with magic to an extent -- if he needs the area of a fireball, he can cast it for less damage, which takes less energy.
Spell List
Spell | Power | Element | Description |
---|---|---|---|
Astral Break | 3 | Spirit | Damages target (astral) |
Astral Vine | 3 | Spirit | Enchant weapon to do astral damage |
Bephis Bring | 2 | Earth | Creates a hole in earth/stone |
Blam Blazer | 2 | Spirit | Damages target (astral + physical) |
Bomb di Wind | 3 | Air | Damages target (wind) |
Bomb Sprid | 2 | Fire | Damages target (fire, area, steerable, weaker) |
Dam Brass | 2 | Earth | Damages target (sonic) |
Diem Wind | 1 | Air | Creates wind (holds target, deflects ranged attacks) |
Dig Volt | 3 | Air | Damages target (electricity) |
Dimil Arwin | 2 | Air | Damages target (wind) |
Dug Haut | 3 | Earth | Damages target (earth, area, grounded) |
Dye | 0 | Earth | Changes color of material |
Elemkia Lance | 2 | Spirit | Damages target (astral) |
Fireball | 2 | Fire | Damages target (fire, area) |
Flare Arrow | 1 | Fire | Damages target (fire) |
Freeze Arrow | 1 | Water | Damages target (ice) |
Goz Vu Row | 3 | Spirit | Damages target (astral + physical, grounded) |
Grey Bomb | 2 | Earth | Damages target (earth, grounded) |
Levitation | 1 | Air | Slow flight |
Lighting | 0 | White | Creates light |
Mono Volt | 1 | Air | Paralyzes target (electricity) |
Raywing | 3 | Air | Speedy flight, protective barrier |
Recovery | 2 | White | Heals minor wounds |
Shadow Snap | 1 | Spirit | Paralyzes target (astral, requires shadow) |
Windy Shield | 3 | Air | Creates protective barrier |
Big Spells |
|||
Spell | Power | Element | Description |
Burst Flare | 5 | Fire | Damages target (fire, area) |
Elemekia Flame | 4 | Spirit | Damages target (astral) |
Rah Tilt | 5 | Spirit | Damages target (astral) |
Van Rail | 4 | Water | Damages & paralyzes target (ice, grounded) |
Vlave Howl | 5 | Earth | Changes area from earth to lava |