Magic
Primary Magic: Air Magic
Secondary Magic: -
Caster or Holder: Caster
Description: The capability to hurl- formulate, create or invert wind from any liable environment given the correct situation, area and surroundings. The caster of the spells of this magic does not need to move, it is optional but quite unnecessary unless the spell states that is. Which is in some cases, necessary. So that the caster can 'direct' or, 'move' the spell as he points with his hands towards the objective to make it arrive more accurately. Of course it has to be in its correct amplitude, otherwise the parameter would be way-off and there would be a small margin of it landing.
Strengths:
Long Range
Area - Damage
Multi functional (offensive/supplementary/defensive)
Weaknesses:
Long cooldowns
No long duration for offensive spells or defensively focused spells
Prone to Fire
Affected by the weather
Abilities:
Passively able to walk and run on air for a cost of a D ranked spell each post
Twice as fast whilst airborne
Passively able to hold breath in for an infinite amount of time, and creating oxygen in the lungs when there's a severe lack of.
Name: Bunny hop
Rank: D
Type: Supplementary
Description: Moo bunny hops into the air, using his air magic in an effective way which puts a burst of air under his feet which accelerates him into the air in a vertical line of fifteen meters. Whilst he is airborne, he can do the same trick once, which makes him move fifteen meters from a point in the air in any direction. This sequence happens instantaneously. The cooldown of this spell is four posts
Strengths:
* It's fast
* It's silent
* It's surprising
Weaknesses:
* Meeting an obstacle mid- flight
* Accidentally flying into an attack
* Fire ignition would chase the hop and potentially damage Moose.
* Objects thrown at Moose whilst he does this he could run into by accident.
Name: Vacuum Blade
Rank: D
Type: Offensive
Description: Moose forms a sword from vacuum. It looks somewhat transparent, like wind, but the opponent can tell that it isn't a normal-wind property just from its appearance. It doesn't really have a speed aside from Moose just swinging his arm. The spell cannot damage the user. The handle surrounds his hand, making it incapable of being dropped.
Strengths:
* It's offensive
* Properly coordinated with the right speed can make it lethal
* The speed of it is variable
Weaknesses:
* 7 Post cooldown
* Lasts for 3 posts
* Short ranged
* Fire would cancel out this spell
Name: Line
Rank: D
Type: Offensive
Description: Moo creates a line of vacuum into the air in front of him. The size of this line is the exact same line as a normal needle. He may freely move this vacuum needle towards any place in the range of fifteen meters of himself. This line can move at a speed of ten meters per second.
Strengths:
* It is ranged
* It goes relatively fast for it's rank
* It can do lethal damage
Weaknesses:
* Fire shields would dispell this spell
* Barriers of other kinds would dispell this spell also
* 8 Post cooldown
* 2 Post duration
Name: Make shift
Rank: D
Type: Supplementary
Description: Influences the muscles of the user with positive air/oxygen, making the user able to move twice as fast as their concurrent speed for the duration of two posts.
Strengths:
* Supplementary which is positive
* Can be strategically used
* Supports a potential threat
Weaknesses:
* It only lasts for 2 posts
* Cooldown of seven posts
* Without proper reaction speed this can backfire
* If the opponent knows where this user is going, they can put their spells there to hit this user
Primary Magic: Air Magic
Secondary Magic: -
Caster or Holder: Caster
Description: The capability to hurl- formulate, create or invert wind from any liable environment given the correct situation, area and surroundings. The caster of the spells of this magic does not need to move, it is optional but quite unnecessary unless the spell states that is. Which is in some cases, necessary. So that the caster can 'direct' or, 'move' the spell as he points with his hands towards the objective to make it arrive more accurately. Of course it has to be in its correct amplitude, otherwise the parameter would be way-off and there would be a small margin of it landing.
Strengths:
Weaknesses:
Abilities:
Name: Bunny hop
Rank: D
Type: Supplementary
Description: Moo bunny hops into the air, using his air magic in an effective way which puts a burst of air under his feet which accelerates him into the air in a vertical line of fifteen meters. Whilst he is airborne, he can do the same trick once, which makes him move fifteen meters from a point in the air in any direction. This sequence happens instantaneously. The cooldown of this spell is four posts
Strengths:
* It's fast
* It's silent
* It's surprising
Weaknesses:
* Meeting an obstacle mid- flight
* Accidentally flying into an attack
* Fire ignition would chase the hop and potentially damage Moose.
* Objects thrown at Moose whilst he does this he could run into by accident.
Name: Vacuum Blade
Rank: D
Type: Offensive
Description: Moose forms a sword from vacuum. It looks somewhat transparent, like wind, but the opponent can tell that it isn't a normal-wind property just from its appearance. It doesn't really have a speed aside from Moose just swinging his arm. The spell cannot damage the user. The handle surrounds his hand, making it incapable of being dropped.
Strengths:
* It's offensive
* Properly coordinated with the right speed can make it lethal
* The speed of it is variable
Weaknesses:
* 7 Post cooldown
* Lasts for 3 posts
* Short ranged
* Fire would cancel out this spell
Name: Line
Rank: D
Type: Offensive
Description: Moo creates a line of vacuum into the air in front of him. The size of this line is the exact same line as a normal needle. He may freely move this vacuum needle towards any place in the range of fifteen meters of himself. This line can move at a speed of ten meters per second.
Strengths:
* It is ranged
* It goes relatively fast for it's rank
* It can do lethal damage
Weaknesses:
* Fire shields would dispell this spell
* Barriers of other kinds would dispell this spell also
* 8 Post cooldown
* 2 Post duration
Name: Make shift
Rank: D
Type: Supplementary
Description: Influences the muscles of the user with positive air/oxygen, making the user able to move twice as fast as their concurrent speed for the duration of two posts.
Strengths:
* Supplementary which is positive
* Can be strategically used
* Supports a potential threat
Weaknesses:
* It only lasts for 2 posts
* Cooldown of seven posts
* Without proper reaction speed this can backfire
* If the opponent knows where this user is going, they can put their spells there to hit this user