:: Wind Magic [風の魔法 Kaze no mahō] ::
Primary Magic:
Wind Magic [風の魔法 Kaze no mahō]
Secondary Magic:
{not yet achieved}
Caster or Holder:
Caster
- Magic:
- Description:
- Description:
This type of magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind techniques are usually performed by generating air circulation. Wind Magic mainly consists of short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage.
Wind Magic grants the user high offensive power, allowing them to assault enemies in different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain the wind's signature sharpness.
The magic can either be considered graceful or rough depending on how others perceive it and also due to the users emotions.
Zoe controls the wind around her and mainly uses it for offensive magic such as using the winds sharpness as a weapon and also for supportive such as levitation or flying. Wind magic can also be used for defensive magic by creating wind barriers however it is quite weak in the defensive aspect. Wind magic requires a lot of concentration to be able to use it effectively. Zoe’s magic can also change depending on the state of her mind or her emotions such as when she is enraged or devastated, her winds become rougher and lose their precision and grace but they still retain their attack force.
- Strengths | Weaknesses:
- Strengths:
:: Wind is an element that can be available anywhere so Zoe’s magic is usable under any conditions.
:: Wind is strong against lightning because it is a natural electrical insulator and wind can be used in conjunction with Fire Magic to augment the strength of the fire technique and additionally, it can be used with Water Magic to increase the latter's concussive and overall destructive power.
:: Wind magic is capable of mainly using offensive attacks granting a lot of offensive power.
Weaknesses:
:: This type of magic is weak against maker magic as the spells generated contain solid properties and weak against fire because the flames are fuelled by air.
:: Flying has a short period of time and so can stop midway especially if Mp or Hp is low, more precisely below 20%.
:: Wind magic mainly contains offensive spells and therefore, the defensive side of the spell is somewhat, weak.
:: Offensive attacks that require a lot of sharpness and precision are capable of draining out a lot of magic energy leaving Zoe exhausted.
- Lineage:
- Lineage:
Shinokishi: The Death Knight.
Description:
One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
Ability:
The user can envelop death magic around his spells, or himself - never both. Being able to destroy spells that attempt to target the user. Enveloping death magic around his spells give the user +25% magic boost.
Usage:
The user can envelop death magic around his spells a total of 5 times giving a +25% magic boost to those spells (deals 25% more damage). He can also envelop death magic around himself to destroy other spells up to the users rank (caps at S-Rank). When he activates the death magic that envelops himself it lasts 5 turns. This lineage can only be activated once per a thread.
- Abilities:
- Unique Abilities:
:: Small whirlwinds can be generated that can strike to about a distance of 10 meters away from Zoe and cost 5% magic power.
:: The ability to fly is possible due to the control of wind at a base speed of 20 m/s and to the maximum distance of 2 km.
:: Ability to levitate about 40 kg of objects or people around for a certain period of time; for 2 posts before requiring a 3 post cooldown.
:: Able to get the wind to boost her speed to make her stand a few feet away from where she was previously standing resulting in a form of flash step that costs 1% magic power.
- Spells:
- D-Ranked Spells:
- Name:
Aerial Blow Away.
Rank:
D
Type:
Wind; Offensive; Supportive.
Description:
The spell is cast when Zoe stretches her arms in front of her in a parallel way and calls the spell name. A light green magic circle appears and from within it, a gush of wind is shot in a circular motion aiming towards the target. The range of the spell varies from 20 meters to about 45 meters depending on how far the opponent is and the area of effect of the attack is usually within the sky. This spell does not have a particular speed range. This spell is capable of inflicting one D-Rank damage.
Strengths:
:: This spell can be used to attack enemies located in either, the sky or on the ground.
:: The spell can also be used as a supportive spell as it enables the user to grant an ally a 5% increase in speed by aiming it at their back thus the force of the attack pushing them especially if it is towards the sky.
:: The spell can inflict a considerable amount of damage especially to D-Ranked wizards if they are hit somewhere in the vital organs or are trapped within the wind.
Weaknesses:
:: The aim of the spell can be off sometimes leading to wastage of magic power.
:: To fire it towards an opponent on the ground, it needs to be aimed from the sky thus using magic power in both the attack as well as flying which can in turn reduce the maximum damage or power of the spell.
:: The spell can hurt both an alley and a foe equally if both are at a close proximity to one another. However, it is completely unintentional to hit the ally.
:: The enemy needs to be very close to Zoe for her to use the spell at its maximum capacity.
Duration:
1 posts.
Cool down:
2 posts.
Name:
Blades of Venti.
Rank:
D
Type:
Wind; Offensive.
Description:
This attack generates small wind blades about 40 centimeters in height which all fly towards the target. The number of blades that are fired is 15 however, despite the number of blades that are used, they are capable of only inflicting 1 D-Ranked damage, total. The range of the attack is about 50 meters at a distance from Zoe and they are capable of flying in a random movement thus enabling them to aim at the enemy from all sides.
Strengths:
:: The blades are capable of attacking from any direction thus making it difficult to predict where the blades will come from.
:: Due to the wind’s sharpness, it enables the blades to cut through solid objects such as wood.
:: The maximum number is 15 which makes it difficult to evade all of them.
:: The maximum number is 15 which makes it difficult to evade all of them even though, they have only deal 1 D-Rank damage total (15 blades = 1D rank damage).
Weaknesses:
:: Sometimes, a blade or two can stray and result in hitting someone else and not the intended target possibly an ally.
:: A person with good reflexes (e.g. speed) and keen eye will have an easier time in dodging the blades.
:: Even if all 15 of the blades are fired, it deals little damage to anyone above C-Rank.
:: Despite the fact that 15 blades are fired, all of them deal only 1 D-Ranked damage and all of them have to strike the opponent to harm them.
Duration:
2 posts.
Cool down:
3 posts.
Name:
Wind Kick.
Rank:
D
Type:
Wind; Offensive.
Description:
The spell is cast by either saying the name out loud or saying it in mind. For this spell, the wind accumulates around one of Zoe’s led in a spiral rotation motion till the thigh allowing her to kick her opponent with more force than normal due to the wind making her leg heavier and therefore, adding more force which results in the opponent being getting attacked with more pressure. Since this spell is capable of dealing double damage, it costs 15% extra Mp.
Strengths:
:: Doubles the power of a normal kick therefore dealing 2 D-Rank damage.
:: This spell is powerful enough to kick through stone (if it magical and that of the same rank or lower).
:: Due to the kick being struck in a particular area of the body, it is capable of greatly damaging that particular area (e.g. arm or chest) and causing a great deal of pain.
Weaknesses:
:: The spell depends on the overall physical capability of the user. This means that if the Mp or Hp is 30% or below then the spell will have little to no effect at all.
:: It is useless against users who wield some form of metallic magic or weapons as they will be able to block the attack.
:: It is possible to accidently hurt an ally if the user somehow loses concentration and their aim becomes off.
:: If this spell is used against any sort of long-ranged spell, then it would have no effect.
Duration:
1 post.
Cooldown:
3 posts.
Name:
Fūma Shuriken {Demon Wind Shuriken}.
Rank:
D
Type:
Wind; Offensive.
Description:
This spell enables Zoe to create a shuriken that has 6 blades extending from the center and is the form of materialistic wind possessing pre-eminent sharpness and lethality. As the name suggests, the shuriken is as deadly and lethal as a demon. The overall height of the shuriken is about the length of Zoe’s arm thus the size of the shuriken can be said to be quite big. The name of the spell is called out and the shuriken starts forming in Zoe’s right hand where she then proceeds to swing her arm backwards and aim the shuriken towards her enemy.The distance that the shuriken is able to cover up is round 20 to 30 meters and the speed of the shuriken is around 10 meter per second. After striking the enemy, the shuriken dissolves into the air.
Strengths:
:: The blades of the shuriken are very sharp and lethal thus capable of heavily injuring an enemy especially if hit in vital parts.
:: The precision of the shuriken is very accurate therefore, it rarely misses its target.
:: Once the shuriken has been thrown, it is possible to manipulate the wind to change the direction of it in case there is movement by the enemy.
Weaknesses:
:: The aiming of the shuriken requires a lot of concentration therefore, if in any case, the concentration is lost even for a moment whilst the shuriken is already shot, it will stray from its intended target.
:: The shuriken has little to no effect at all against wizards that have some form of metallic magic or weapon which can be used as a shield thus blocking the attack.
:: The shuriken can have little to no effect at all against other wizards who use wind magic as they can be capable of deflecting the spell by changing the direction of the wind and making the shuriken aim somewhere else.
:: If supposedly the direction of the shuriken is changed after it has already been thrown by the user, then the speed of it is decreased by half making it 5 meter per second.
Duration:
1 post.
Cooldown:
2 posts.
Name:
Cardea’s Shield.
Rank:
D
Type:
Wind; Defensive.
Description:
This spell is capable of creating a shield in front of Zoe made of wind and shaped in no particular order; the shield just wobbles in its state changing its shape. The shield is created directly in front of Zoe when she either, calls out the name or thinks about it. Though the shape is in no particular fashion, it does have a set height and width with them about as much as Zoe’s body frame.
Strengths:
:: The shield is capable of deflecting attacks both solid and magical. It can take two hits of D-Ranked damage before being cast again.
:: Since the shield covers Zoe’s entire body frame from one side, the attacks on any part of her body from the head to the toe can be blocked.
:: The shield can also be used as either a distraction or decoy as when it is activated, Zoe can either fly over to a safe place or arrange another attack and as soon as the shield is brought down, it can act as a surprise attack.
Weaknesses:
::As it can only be formed in front of Zoe, her back and sides are open for attacks.
:: The shield can only be formed directly in front of Zoe therefore, it is not capable of protecting other allies.
:: Continuous attacks struck on the shield are capable of weakening it and therefore, breaking through it making the next attack strike Zoe directly due to her close proximity to the shield.
:: As wind magic in general is weak against fire magic, the shield can be broken by an individual that uses fire magic as soon as it comes in contact with the shield.
Duration:
2 posts.
Cooldown:
3 posts.
- C-Ranked Spells:
- Name:
Tempestuous Wind.
Rank:
C
Type:
Wind; Offensive; Defensive.
Description:
A small tornado is generated when the name of the spell is uttered or thought about which traps the opponent in it and inflicts damage upon them by cutting them with the wind sharpness and lethality within it. Such a move can leave the foes open for Zoe to attack from above with one of her wind make weapons, in order to deliver a finishing blow if necessary. The height of the tornado is about 3o meters with its width being 3 meters more than the person trapped within it, and the target has to be in Zoe’s line of vision. She is also capable of encasing herself and her allies in it to protect themselves. This spell, due to the fact that it can entrap opponents as well as harm them, costs an overall 20% Mp.
Strengths:
:: The maximum damage a person can receive if trapped inside the tornado is 2 C-Ranked damage. (1C rank damage when hit, and 1 C rank damage the next post)
:: The spell can be used to entrap mages until B-Rank (although it only deals an additional 0.5C rank to B ranks, not 1 C) and the continuous attacks has a chance of leaving them incapable of using their magic due to tiredness.
:: By using this spell, it has the ability to either blow the enemy away towards a direction (mainly towards the sky) if they somehow cannot be trapped within.
Weaknesses:
:: Mages above B-Rank will not be affected much by the tornado, it having little to no effect at all unless they are in a considerably weak state.
:: If someone is blown towards the sky due to the fact that they cannot be trapped, then they only receive the original 1C-Ranked damage.
:: Due to entrapping the opponent as well as attacking them from within the tornado, it costs an overall 20% Mp.
:: The spell takes a considerable amount of power and concentration thus, leaving Zoe in a weakened state after its use therefore, the spell cannot be used frequently as it drains an extra 10% Hp.
Duration:
3 posts.
Cool down:
5 posts.
Name:
Notus’ Barrier.
Rank:
C
Type:
Wind; Defensive.
Description:
The spell is cast by Zoe raising either of her hand above her head or in front of her which summons the surrounding winds to gather around her encasing her in a defensive sphere created out of wind itself. The barrier can be put up in front of Zoe or anyone within her line of vision and it has a 20 meters range with a width of 1 meter more than the person inside it.
Strengths:
:: This spell is capable of protecting Zoe against offensive attacks that can directly hit her, especially against solid objects such as weapons of any sort and even magical power and can protect from spells till B-Rank able to take 2 C-Ranked attacks before breaking.
:: By casting the spell over an ally, they can be protected from oncoming attacks and the spell can even entrap enemies within it for a limited period of time however, B-Ranked mages and above are unaffected.
:: This spell enables protection from attacks from all sides thus making it very difficult to enemies to strike.
Weaknesses:
:: The distance of the barrier lowers its power therefore, the more far away the barrier is from Zoe’s position, the weaker its defensive powers become.
:: If continuous attacks are shot then the barrier can be broken through.
:: If the enemy trapped within the barrier has a large distance away from her position then they are capable of breaking through it since its force would be weaker.
:: Any enemy that possesses high speed can be capable of breaking through the barrier by running directly towards it making the sudden increase in speed and pressure rendering it useless.
Duration:
2 posts.
Cool down:
3 posts.
Name:
Dancing Wind Strike.
Rank:
C
Type:
Wind; Offensive; Defensive.
Description:
This spell is cast by Zoe uttering the name of the spell. When it is cast, type of tendrils form and move around in a random motion. There are 10 of these tendrils every time the spell is activated. They deal 1 C-Ranked damage in total. These wind tendrils are very sharp and they are capable of blowing the enemy away or even striking them if the tendrils hit them. The opponent can only be hit once and any other time that they are hit, they can only be ensnared or slowed for 1 post only and do not suffer any additional damage. This spell is controlled with hand movement thus, if Zoe moves her hand towards any direction, the tendril that is being concentrated on will move in that direction. This spell has a vast range about being able to strike the enemy that is at maximum, 50 meters away. This spell can also act as a defensive spell by the tendrils wrapping or positioning themselves in front of Zoe to protect her from oncoming attacks.
Strengths:
:: Due to the spell’s sharpness and vast range, the spell is capable of being lethal to enemies even at a greater distance.
:: This spell has the ability of acting as a defensive spell, both around Zoe as well as any allies.
:: Since the tendrils are controlled by hand movements, many of them can be aimed towards the enemy continuously giving them less time to react.
Weaknesses:
:: Whichever direction the tendril moves towards, it is capable of striking everything within its path including allies.
:: As it requires a lot of concentration of being able to produce these many tendrils, it tends to have a low duration and leave the user a little exhausted.
:: As this spell requires hand movements, if any case Zoe’s hand is incapable of moving then the spell cannot be activated or if her hand gets injured and becomes incapable of moving after the spell has been activated then it will just keep on moving in any direction regardless of who is present there until the duration time is over.
:: If any enemy possesses very fast speed then they will be able to dodge the continuous onslaught of the tendrils.
Duration:
2 posts.
Cooldown:
4 posts.
Last edited by Zoe Schiffer on 22nd December 2014, 10:35 am; edited 7 times in total