Zelgadis Slayers
Don't call him a freak


Name: Zelgadis Greywords
Origin: Slayers
Gender: Male
Classification: Human Chimera
Age: Around 19-22 years old
Powers and Abilities: Super strength, speeddurability, magic, limited healing, elemental manipulation, soul manipulation, some mind manipulation capabilities, flight, enhanced physicality due to his condition, some martial arts proficiency, forcefields, skilled swordsman, enhanced senses
Weaknesses: Nothing notable
Destructive Capacity: At least multi city block level+
Range: Several hundred meters
Speed: Faster than the eye+
Durability: Wall level (his body, consisting of 1/3 Rock Golem, makes him especially resistant to physical attacks, at one point he tanked a cannonball from short range)
Lifting Strength: Class 5 via powerscaling
Striking Strength: Class KJ
Stamina: Superhuman (can run long distances and battle using high level magic for a good amount of time without tiring, his Chimera nature gives him enhanced abilities)
Standard Equipment: An enchanted longsword
Intelligence: High, his intelligence rivals Lina's own and he has a very high understanding of magic and combat (he's also harder to trick than she is), he trained with Rezo for many years prior to the start of the series
Notable Attacks/Techniques:

Shamanic Astral:

- Astral Break (Japanese: 呪霊四王縛, Kanji translation: Spell Soul Four King Restrain, Romaji: asutoraru bureiku): A generic but powerful attack spell, Astral Break is one step above Elmekia Flame in power, being able to destroy a brass demon with one hit. Its incantation is also rather short, making the spell even more useful.

- Astral Vine (Japanese: 魔皇霊斬アストラル・ヴァイン, Kanji translation: Demon Emperor Soul Kill, Romaji: asutoraru vain): A supportive astral shamanistic spell. This spell temporarily gives a mundane weapon magical properties, allowing it to harm beings such as Mazoku or deflect minor spells. When it is cast, the target weapon's blade or tip is enveloped in a faint crimson glow. The caster does not need to concentrate to maintain the spell, and the enchantment does not end when the weapon leaves the caster's hands, so a sorcerer can use Astral Vine to boost the offensive capability of the entire party. In the 15th novel it was shown that the spell is even capable of enchanting part of the ground below the caster's feet, causing offensive earth spells, otherwise unable to harm Mazoku, to become usable against them if their effects are drawn from the target area.

- Dislash (Japanese: 烈閃牙条, Kanji translation: Violent Flash Fang Streak, Romaji: disurasshu): Like most attack spells in astral shamanistic magic, this spell only affects the target's astral body. With it, the caster can shoot several bolts of light towards the enemy. Each looks similar to an Elmekia Lance, but in reality each of them can do astral damage equivalent to an Astral Break spell.

- Elmekia Flame (Japanese: 烈閃咆, Kanji translation: Violent Flash Roar, Romaji: erumekia fureimu): This spell is a significantly more powerful version of the Elmekia Lance, even the incantations are similar. However, this spell manifests itself as a pillar of light which engulfs the target, meaning that targeting the spell is easier. The astral damage caused by this spell is big enough for a human's mental component to be torn asunder.

- Elmekia Lance (Japanese: 烈閃槍, Kanji translation: Violent Flash Lance, Romaji: erumekia ransu): The weakest of the spells which solely affect astral targets, the lance of light created by this spell can knock an opponent out on a direct hit, but does not deliver serious astral damage, although the target's mental strength (and so his ability to concentrate on spells) might be weakened for a while. Elmekia Lance is significantly more lethal against Mazoku, especially against low-ranking ones or lesser demons.

- Ra Tilt (Japanese: 崩霊裂, Kanji translation: Crumble Spirit Rend, Romaji: ra tiruto): Said to be the Dragon Slave's equal in power, the Ra Tilt is one of the most powerful shamanistic spells and is certainly the most useful one when fighting mazoku. Unlike Dragon Slave, this spell can only affect a single target, who is instantly engulfed in blue flames while his or her astral body is torn to pieces. Humans and low-ranking Mazoku are destroyed on a direct hit, and even middle-ranking Mazoku can be seriously damaged by it.

Shamanic Air:

- Bomb Di Wind (Japanese: 風魔咆裂弾, Kanji translation: Wind Demon Roar Rend Bullet, Romaji: bomu di uin): By casting this spell, the caster first greatly increases air pressure in an area, then releases it. The resulting wind blows away anything directly in front of the caster. Even a thick log cannot stand against it. Although mainly an offensive spell, Bomb Di Wind has several other uses, such as propelling a ship.

- Bram Gash (Japanese: 爆風弾, Kanji translation: Bomb Wind Bullet, Romaji: buramu gasshu): This spell is basically a stronger version of Bram Fang. It creates several "arrows" of compressed air, which are able to affect a reasonably large area. Bram Gash is strong enough to produce lethal wounds or break through a brick wall.

- Dam Brass (Japanese: 振動弾, Kanji translation: Shake Move Bullet, Romaji: damu burasu, also translated as Damu Bras): This spell produces a red ball of light which self-destructs upon contact with the target structure. The explosion sends high-speed vibrations through the target, destroying it. The spell is like a small, concentrated earthquake. Since the effects of the spell do not spread out, it is meant for opening holes in ceilings and walls.

- Dig Volt (Japanese: 雷撃破, Kanji translation: Lightning Defeat Rend, Romaji: digu voruto): This spell shoots out a blast of lightning from the caster's palm. It is a stronger version of Mono Volt, and a direct hit by this spell most likely means death. There is also a small chance that targets struck by it will catch on fire.

- Levitation (Japanese: 浮遊/浮揚, Kanji translation: Float Play Float Hoist, Romaji: rebitēshon): The caster may move in any direction or even stop and hover in mid-air, like Raywing, although at a slower speed. The spell manipulates the winds around the caster to achieve the desired effect. Maintaining the spell requires little concentration, making it possible to cast another spell while flying, although casting more difficult spells may still be risky.

- Raywing (Japanese: 翔封界, Kanji translation: Fly Seal World, Romaji: rei uingu): It gives the caster the ability to fly by creating a spherical shield of wind around him or her. The caster can carry other people, but since the speed, diameter, and the maximum altitude or weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is difficult to control and requires a lot of concentration, so other spells cannot be used at the same time; the caster can continue flying only as long as he concentrates. Still, Raywing allows faster travel than Levitation, and the wind barrier can also serve as a defensive shield against weaker attacks.

- Windy Shield (Japanese: 封気結界呪, Kanji translation: Seal Spirit Bind World Spell, Romaji: uindi shīrudo): It surrounds the caster with a (usually spherical, unlike Air Valm) barrier of wind which is much stronger than the one created by Raywing and defends the caster from all attacks. If the caster is standing on solid ground, the spell does not extend into it and he or she can still be attacked from below.

- Blast Ash: The caster makes a black void appear in a certain area, and anything alive or possessing an astral body is turned into ash. Inanimate objects such as the ground, buildings and equipment are not affected; the spell has an effect of a relatively large area, making this one of the few black magic spells which can be used in cramped alleys and town squares.

Shamanic Fire:

- Balus Wall (Japanese: 炎裂壁, Kanji translation: Flame Split Wall, Romaji: barusu uoru): This spell is effective against all attacks that use fire of some kind (fire shamanistic magic, a dragon's breath or normal fire, for example). Flames heading towards the caster would, instead of striking, be diverted to the left and right of the spellcaster (it has shown itself to be capable of blocking energy attacks also).

- Burst Flare (Japanese: 裂火球, Kanji translation: Rend Fire Ball, Romaji: bāsuto furea): A ball of light appears in the targeted area, and in the next instant the ball bursts, raising a tongue of blue-white flame. The flames can melt even a golem made of metal with ease. Against a human, not even the bones will remain. The spell can be used to counter its ice counterpart, Vice Freeze; if the two spells collide, they vanish with a loud explosion, leaving thick fog behind.

- Fireball (Japanese: 火炎球, Kanji translation: Fire Flame Ball, Romaji: faiā bōru): A ball of fire appears between the hands of the caster which can be thrown. The ball explodes upon contact, spreading flames. Caution is necessary when using this spell indoors or in forests because it affects a wide area. Being able to cast this spell is one of the criteria for a full-fledged mage.

- Flare arrow (Japanese: 炎の矢, Kanji translation: Flame Arrow, Romaji: furea arō): Two versions of the spell exist: The first one enables the caster to shoot an arrow of flame from a bow made of similar fire energy. The second one causes several arrows to appear in the air in front of the caster, and advance toward their target(s) immediately. In this case, the number of arrows depends on the skill of the caster and the amount of magic power put into the spell.

- Vice Flare: (Japanese: 炎裂砲ヴァイス・フレア , Kanji translation: Flame Rend Cannon, Romaji: vaisu furea) is an offensive spell belonging to fire shamanistic magic. The spell is a stronger version of Val Flare; the Flare Arrow-like projectile deals considerably more damage on a larger area. Vice Flare should never be cast indoors; if used irresponsibly, the spell can seriously damage the caster as well.

Shamanistic Earth:

- Bephis Bring (Japanese: 地精道, Kanji translation: Earth Energy Road-way, Romaji: befisu buringu, also known as Earth Spirit Road): By calling on the power of the earth spirit Bephimos, a tunnel is created through the earth. It is possible to dig a tunnel horizontally, or to create a vertical tunnel and use it as a pit trap. As long as the target is made of earth, the spell works.

- Dug Haut (Japanese: 地撃衝雷, Kanji translation: Earth Defeat Collide Lightning, Romaji: dagu hauto, also known as Stone Spiker): The caster gathers magic energy into his open palm and slams it to the ground, from which giant stone spikes emerge, each of them capable of piercing an opponent easily. The spikes appear quickly, accompanied by a small earthquake, making this lethal spell difficult to avoid.

- Vlave Howl (Japanese: 蓮獄火炎陣ヴレイヴ・ハウル, Kanji translation: Lotus Prison Fire Flame Ranks, Romaji: vureivu hauru) is said to be the strongest earth shamanistic spell normally usable by a human. It turns a certain area in the line of sight of the caster into a pool of magma. Since the spell is directional there is no need to worry about whatever is behind the spellcaster, but the spell does affect a large area, so the caster should direct the spell far enough ahead so as not to be enveloped in its effect.

Shamanistic Water:

- Demona Crystal: (Japanese: 霊氷陣デモナ・クリスタル , Kanji translation: Spirit Ice Ranks, Romaji: demona kurisutaru)
The spell causes thick, cold fog to appear from the ground, and suddenly freeze anything within. Since the fog comes out of the ground, only battle-scarred veteran adventurers can dodge this spell.

- Vice Freeze: (Japanese: 氷魔轟ヴァイス・フリーズ , Kanji translation: Ice Demon Roar, Romaji: vaisu furīzu) is an offensive spell belonging to water shamanistic magic[1]. It is the strongest known water spell a human can use without artificially enlarging their bucket capacity. The spell is the ice counterpart of Burst Flare. It causes a ball of ice to appear in the target area, which, upon bursting, covers its surroundings in ice. It can also be used to counter Burst Flare; if the two spells collide, they vanish with a loud explosion, leaving thick fog behind.


White Magic:

- Lighting (Japanese: 明り, Kanji translation: Light, Romaji: raitingu): The spell creates a ball of light which is about as bright as a street lamp. Normally the duration of this spell is 2-3 hours, but by shortening the duration the spell can be made brighter. A blinding flash of light, for example, can be made by decreasing the duration to a split-second.

- Recovery (Japanese: 治癒, Kanji translation: Be at peace Healing, Romaji: rikabarī): The spell actually does not heal the target directly, but rather hastens his or her natural healing rate, which makes wounds close and disappear in a matter of minutes or seconds, depending on the seriousness of the injury. However, such a process is exhausting for the human body, and therefore casting Recovery on someone who is already weak because of injury or illness will do more harm than good; the recipient may very well die. Furthermore, the spell also affects any bacteria or viruses inside the target's body, so casting it on a diseased person may actually worsen the disease.

Black Magic:

- Dynast Breath (Japanese: 覇王氷河烈ダイナスト・ブレス, Kanji translation: Supremacy King Ice River Violent, Romaji: dainasuto buresu): An offensive black magic spell. It calls upon the power of Dynast Grausherra. It will freeze a target in ice of magical origin, capable of immobilizing even a Mazoku. The ice then can be shattered along with the target; the spell's default behavior is to attempt this right away after connecting, but this can be altered by the caster to merely trap the victim instead.

Notable OBD Victories:

Notable OBD Losses:

Other:

Zelgadis is a Chimera, consisting of equal parts human, Rock Golem, and Blow Demon. His golem DNA gives him enhanced physical defenses and stamina, while his blow demon DNA gives him enhanced senses and a boost to his pool capacity, allowing him to cast more spells for a longer duration without becoming exhausted.