Primary Magic: Wind Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Wind magic allows the caster to take control of the airspace around them. It can be both graceful and brutal depending on the caster. Many forms of wind magic exist, but this form is used mainly for combat. The caster can manipulate the wind into forms of attack and defense methods. Wind magic spells even have some uses off the battlefield as well, perhaps cooling off comrades on a hot summer day with a nice breeze from your friendly neighborhood Wind Magic user. Or, you can send your enemies sky-high with a nice 90mph tornado. It goes both ways, really.
Wind magic spells are usually done as a caster, but there are some types of holder magics that use wind as well. The caster must focus their mind, allowing the caster to guide the winds in their attacks. Many spells require the caster to stand completely still, guiding the wind using their magic only. Other spells take more simplistic approaches, and allow the caster to guide the wind by surrounding the his/her body with cyclones as a form of weaponry. (Like Wind Drill, one of the spells I'm using below.) Wind magic is very ambiguous in this sense, it allows many different approaches to an enemy. One of wind magic's greatest strengths (if the caster recognizes this strength and uses it to his/her advantage) is its versatility on the battlefield.
Strengths:
- Adaptable : Many Wind magic spells have more than one use on the battlefield. being used as a method of attacking, blocking, and in some cases avoiding an attack entirely.
- Versatility : In battle, attacks are well-rounded, allowing for quick improvised changes to an attack. For example, many spells have the ability to change directions in the middle of the attack. This can be used to the caster's advantage, allowing for a few surprises.
- Instant : Many Wind magic spells are casted instantly, allowing for quick reactions to an opponent's attacks.
Weaknesses:
- One at a time now, Star Fox! : Wind magic is only powerful against one opponent at a time. Battling multiple opponents requires the skill of an A-Class wizard at least.
- Damn you, Gajeel! : Anything typically stronger than or equal strength of rock (iron, steel, etc.) will block wind magic with ease.
- Give me a minute to catch my breath! : Many Wind Spells have one obvious weakness after being casted; the caster must recover from each spell that is cast, so long as there is an MP cost. (Meaning an S-Rank mage casting a D-Rank spell won't need to recover from that) Each spell varies in recovery time.
- Repetitive : Not many new spells are learned until the caster has reached B-Rank. Repetitive styles can be used against the caster if he/she faces an enemy more than once. Each spell increases in power, however.
Unique Abilities:
- Nimbus : This allows the user to summon a magic cloud to use for transportation out of battle. It is 5% faster than walking at maximum speed. The user can control the cloud to go whatever speed below max, however. Nimbus can travel infinitely horizontally, but vertically it can only travel 25ft from where it was cast before it cannot ascend any more.
- Sentio Ventis : This unique ability allows the user to feel the movement of air. Thus, the user can detect the moving and breathing of those within 15ft of themselves. This makes it hard for others to approach the user undetected. (In case you were wondering, "Sentio Ventis" is "I feel the winds" in Latin.)
- Air Leap : The user is able to use a gust of wind to jump 5ft in any direction to avoid a direct attack and land unharmed. He/she must wait 2 posts before leaping again. This doesn't work well for dodging AoE spells because of the short distance.
Spells:
Name: Wind Drill
Rank: D
Type: Wind Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: The caster uses Wind Drill by gathering wind around his/her dominant arm. This wind creates a small blunt tornado. This tornado constantly circulates around the caster's arm at 45mph. The constant circulation of air gives the caster 5% boost in speed. He/she cannot stop moving, however, or they will be dragged along by their own spell. If the target is hit in the head, the force of the wind causes a damage boost by 5%. Being hit in the head by Wind Drill is far from deadly, however.
Wind Drill is one of the simplest wind magic spells, but is one of the most effective in causing damage to the opponent. Wind Drill causes regular D-Rank damage and blunt physical damage to the opponent.
Strengths:
- Instant : Wind Drill can be casted instantly without any preparation.
- Agile : The caster can change directions in the middle of the attack, making room for some improvisation.
- Gotta go fast! : Wind Drill boosts the caster's original speed by 5%.
Weaknesses:
- But Not Too Fast! : If Wind Drill hits nothing in its duration, the caster will fall and lose 10% of their HP. The recovery time is 2 posts instead of 1.
- Keep Moving! : The caster cannot stop moving when they cast the spell. If the caster stops moving during the post the spell was cast, he/she will be dragged by the tornado and lose 10% of their HP.
- Recovery Time : The caster must recover for 1 full post before casting any other spells. The caster is able to cast spells, but they cost double the magic power.
- Magical : If Wind Drill is hit by any magic spells, the spell will fail. The weakness "Keep Moving!" applies to this as well, meaning the caster falls from being unprepared, losing 10% of their HP.
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Name: Cyclone Barrier
Rank: D
Type: Wind Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: The caster creates a cyclone in the form of a half-sphere, with the capability of blocking 3 attacks of the same element. If separate elements attack at the same time, the barrier can take only 2 hits. This half-sphere cyclone circulates wind at 45mph. Cyclone Barrier isn't just a shield, however. It has one unique ability, that is to completely absorb one magic attack that becomes part of the barrier itself. If one fire attack hits the barrier, that fire becomes part of the barrier itself. Pretty neat, if I say so myself. Cyclone barrier can be casted for as long as 2 posts if no attacks hit the barrier.
Strengths:
- Instant : Cyclone Barrier can be casted instantly in case of emergency.
- Attack Absorption : If an attack of equal power hits the barrier, that element becomes a part of the cyclone. The barrier can only absorb 1 attack, and takes 50% less damage from that element. It takes two hits from that same element to break the barrier.
- Use Smoke Screen! Accuracy decreased sharply! : The Cyclone kicks up dust and dirt from the ground, creating a smoke screen for 3 posts. (2 Posts while CB is active, 1 post after it is ended for the dust to settle down.)
Weaknesses:
- Recovery Time : It takes 2 full posts to recover from using Cyclone Barrier. During this recovery, all spells cost double the magic power than they would normally.
- Size Matters : Due to the radius of the barrier, only 2 people can fit inside without being damaged by the perimeter of the cyclone.
- Down Under : Cyclone Barrier does not cover under the caster, meaning any attack that can go under ground can maneuver under Cyclone Barrier and break the spell.
- Shattered : If the barrier is broken by force, the caster cannot dodge the attack. The caster takes 50% of the damage from the attack that broke the barrier and an additional 5% HP loss from the force of the shattering.
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Name: Commanding Gales
Rank: D
Type: Wind Dynamic
Duration: 3 posts
Cooldown: 4 posts
Description: The caster plants their feet against the ground, putting his/her fists together. The caster closes his/her eyes, and the wind bends to the caster's will. The caster cannot move at all while casting this spell, or the spell will be broken. This spell allows the caster to bend the winds at the his/her will, directing the wind in whatever direction they wish. The airspace the caster can direct is limited to a diameter of 25ft, horizontally and vertically. The caster can create powerful winds within the airspace, with speeds up to 40mph. This is one of the most useful wind spells, because it can be used dynamically on the battlefield. It can be used as a form of offense and defense, hitting the target with high speed wind or deterring an attack by changing its direction. Each offensive hit with Commanding Gales causes 50% of a D-Rank attack. A single attack is fairly weak, but combined hits Commanding Gales is a force to be reckoned with. (If the caster chooses to attack 3 times during the spell, and hits all 3 times, CD does 1.5x D-Rank damage.)
Strengths:
- Instant : Commanding Gales can be casted instantly without any preparation.
- Dynamic : Commanding Gales can be used offensively and defensively, attacking an opponent as well as deflecting attacks.
- Heavy Hitter : The force of the wind can knock an equally-ranked opponent down, if the opponent isn't prepared for the force.
Weaknesses:
- Stand Still : The caster cannot move or lose focus while casting Commanding Gales, or the spell is ruined and the caster loses control of the wind.
- Watch Out! : This spell's offensive use has a fairly high chance to hit allies as well.
- Recovery Time : It takes 1 posts to fully recover from using Commanding Gales. During this time, he/she is able to cast spells, but they cost double the amount of magic power.
- Vulnerability : After using Commanding Gales, the caster is left vulnerable for 2 posts, taking 10% extra damage from any attack.
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Name: Zephyr Spheres
Rank: D
Type: Offensive Wind
Duration: 1 post
Cooldown: 2 posts
Description: The way this spell is cast is similar to Commanding Gales, but the spell is much different. The caster puts their fists together and focuses their magic power. Zephyr spheres are created in bunches of 10 by the caster. Each sphere is 30 inches in diameter (The size of a basketball). They are heavy winds concentrated into orbs. These orbs circulate at top speeds of 50mph, allowing for each orb to quickly travel around the battlefield. Each orb is worth 10% of a D-Rank attack, adding up to one regular D-Rank attack if each orb hits its target successfully. The orbs are completely controlled by the caster, allowing them swift movement around the battlefield. These spheres last for only 1 post, if they hit nothing in their duration, they will disappear without any effect on the opponent or the caster.
Strengths:
- Instant : Zephyr Spheres can be casted instantly without any preparation.
- Handling : The orbs are moved around at the caster's will, allowing the orbs to swiftly move about the battlefield and attack the opponent from all sides.
- Slow Down, Speedy! : The orbs have a top speed of 40mph, allowing for quick attacks on the opponent.
Weaknesses:
- At A Stand Still : The caster cannot move while any of the spheres are casted, or they will dissipate. This leaves the caster vulnerable while the spell is being cast.
- Magic Disadvantage : If any orb is hit by any spell of equal or higher power, they will disappear.
- Hit Me, Come on, Hit me!: For each sphere that is deflected, blocked or misses completely while the spell is cast, the caster's next spell will be weakened by 5% for 1 post. (If 1 sphere misses, 5% of the power is lost. 2 spheres miss, 10%, and so on.) If the caster does not cast a spell while this effect is active, the effect will wear off normally with no repercussions.
- One for All and All for One : This attack is only strong if most/all of the Zephyr spheres hit the target. If only 1/10 hit the target, it will do little to no real damage.
Secondary Magic: N/A
Caster or Holder: Caster
Description: Wind magic allows the caster to take control of the airspace around them. It can be both graceful and brutal depending on the caster. Many forms of wind magic exist, but this form is used mainly for combat. The caster can manipulate the wind into forms of attack and defense methods. Wind magic spells even have some uses off the battlefield as well, perhaps cooling off comrades on a hot summer day with a nice breeze from your friendly neighborhood Wind Magic user. Or, you can send your enemies sky-high with a nice 90mph tornado. It goes both ways, really.
Wind magic spells are usually done as a caster, but there are some types of holder magics that use wind as well. The caster must focus their mind, allowing the caster to guide the winds in their attacks. Many spells require the caster to stand completely still, guiding the wind using their magic only. Other spells take more simplistic approaches, and allow the caster to guide the wind by surrounding the his/her body with cyclones as a form of weaponry. (Like Wind Drill, one of the spells I'm using below.) Wind magic is very ambiguous in this sense, it allows many different approaches to an enemy. One of wind magic's greatest strengths (if the caster recognizes this strength and uses it to his/her advantage) is its versatility on the battlefield.
Strengths:
- Adaptable : Many Wind magic spells have more than one use on the battlefield. being used as a method of attacking, blocking, and in some cases avoiding an attack entirely.
- Versatility : In battle, attacks are well-rounded, allowing for quick improvised changes to an attack. For example, many spells have the ability to change directions in the middle of the attack. This can be used to the caster's advantage, allowing for a few surprises.
- Instant : Many Wind magic spells are casted instantly, allowing for quick reactions to an opponent's attacks.
Weaknesses:
- One at a time now, Star Fox! : Wind magic is only powerful against one opponent at a time. Battling multiple opponents requires the skill of an A-Class wizard at least.
- Damn you, Gajeel! : Anything typically stronger than or equal strength of rock (iron, steel, etc.) will block wind magic with ease.
- Give me a minute to catch my breath! : Many Wind Spells have one obvious weakness after being casted; the caster must recover from each spell that is cast, so long as there is an MP cost. (Meaning an S-Rank mage casting a D-Rank spell won't need to recover from that) Each spell varies in recovery time.
- Repetitive : Not many new spells are learned until the caster has reached B-Rank. Repetitive styles can be used against the caster if he/she faces an enemy more than once. Each spell increases in power, however.
- Lineage:
- Lineage:
Necromancer's Passion:
Description: Long ago in days where magic was still considered as tools of Lord of the underworld, mages practised in secret with their black arts in order to gain further knowledge and power. However, there was one thing that mages could not yet do; bring the dead back to life. However, a powerful mage decided to give a go at this forbidden art of tampering with the dead. Consumed by power, his determination rotted his soul to become black as the sin he committed. Finally, after many failed attempts, the mage brought the dead back to life. However, now lost within his magic, he kept the corpses soulless, and bound them under his power; becoming the first Necromancer. This art of highly corrupt black magic has been passed down throughout history to those who desired the power to defy the Gods and conjure up a legion under his command. Now those of this era who enjoy gaining power to defy the Gods, inherit the First's corruption, and love for the black arts of resurrection.
Ability: Depending on the rank of the user, they are able to summon a skeleton (D), a zombie(C), a poltergeist(B), a ghoul(A), or a wraith(S) in battle to assist them.
Usage: The summoner temporarily lose a spell slot of the same rank as the creature they have summoned for every creature summoned. Once a summon has disappeared, the spell slot becomes reoccupied with the spell that was there before the activation of this Lineage. Only three creatures can be spawned per thread. Each summon lasts for four posts. The act of summoning has a 2 post cooldown.
Unique Abilities:
- Nimbus : This allows the user to summon a magic cloud to use for transportation out of battle. It is 5% faster than walking at maximum speed. The user can control the cloud to go whatever speed below max, however. Nimbus can travel infinitely horizontally, but vertically it can only travel 25ft from where it was cast before it cannot ascend any more.
- Sentio Ventis : This unique ability allows the user to feel the movement of air. Thus, the user can detect the moving and breathing of those within 15ft of themselves. This makes it hard for others to approach the user undetected. (In case you were wondering, "Sentio Ventis" is "I feel the winds" in Latin.)
- Air Leap : The user is able to use a gust of wind to jump 5ft in any direction to avoid a direct attack and land unharmed. He/she must wait 2 posts before leaping again. This doesn't work well for dodging AoE spells because of the short distance.
Spells:
Name: Wind Drill
Rank: D
Type: Wind Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: The caster uses Wind Drill by gathering wind around his/her dominant arm. This wind creates a small blunt tornado. This tornado constantly circulates around the caster's arm at 45mph. The constant circulation of air gives the caster 5% boost in speed. He/she cannot stop moving, however, or they will be dragged along by their own spell. If the target is hit in the head, the force of the wind causes a damage boost by 5%. Being hit in the head by Wind Drill is far from deadly, however.
Wind Drill is one of the simplest wind magic spells, but is one of the most effective in causing damage to the opponent. Wind Drill causes regular D-Rank damage and blunt physical damage to the opponent.
Strengths:
- Instant : Wind Drill can be casted instantly without any preparation.
- Agile : The caster can change directions in the middle of the attack, making room for some improvisation.
- Gotta go fast! : Wind Drill boosts the caster's original speed by 5%.
Weaknesses:
- But Not Too Fast! : If Wind Drill hits nothing in its duration, the caster will fall and lose 10% of their HP. The recovery time is 2 posts instead of 1.
- Keep Moving! : The caster cannot stop moving when they cast the spell. If the caster stops moving during the post the spell was cast, he/she will be dragged by the tornado and lose 10% of their HP.
- Recovery Time : The caster must recover for 1 full post before casting any other spells. The caster is able to cast spells, but they cost double the magic power.
- Magical : If Wind Drill is hit by any magic spells, the spell will fail. The weakness "Keep Moving!" applies to this as well, meaning the caster falls from being unprepared, losing 10% of their HP.
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Name: Cyclone Barrier
Rank: D
Type: Wind Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: The caster creates a cyclone in the form of a half-sphere, with the capability of blocking 3 attacks of the same element. If separate elements attack at the same time, the barrier can take only 2 hits. This half-sphere cyclone circulates wind at 45mph. Cyclone Barrier isn't just a shield, however. It has one unique ability, that is to completely absorb one magic attack that becomes part of the barrier itself. If one fire attack hits the barrier, that fire becomes part of the barrier itself. Pretty neat, if I say so myself. Cyclone barrier can be casted for as long as 2 posts if no attacks hit the barrier.
Strengths:
- Instant : Cyclone Barrier can be casted instantly in case of emergency.
- Attack Absorption : If an attack of equal power hits the barrier, that element becomes a part of the cyclone. The barrier can only absorb 1 attack, and takes 50% less damage from that element. It takes two hits from that same element to break the barrier.
- Use Smoke Screen! Accuracy decreased sharply! : The Cyclone kicks up dust and dirt from the ground, creating a smoke screen for 3 posts. (2 Posts while CB is active, 1 post after it is ended for the dust to settle down.)
Weaknesses:
- Recovery Time : It takes 2 full posts to recover from using Cyclone Barrier. During this recovery, all spells cost double the magic power than they would normally.
- Size Matters : Due to the radius of the barrier, only 2 people can fit inside without being damaged by the perimeter of the cyclone.
- Down Under : Cyclone Barrier does not cover under the caster, meaning any attack that can go under ground can maneuver under Cyclone Barrier and break the spell.
- Shattered : If the barrier is broken by force, the caster cannot dodge the attack. The caster takes 50% of the damage from the attack that broke the barrier and an additional 5% HP loss from the force of the shattering.
- Cyclone Barrier:
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Name: Commanding Gales
Rank: D
Type: Wind Dynamic
Duration: 3 posts
Cooldown: 4 posts
Description: The caster plants their feet against the ground, putting his/her fists together. The caster closes his/her eyes, and the wind bends to the caster's will. The caster cannot move at all while casting this spell, or the spell will be broken. This spell allows the caster to bend the winds at the his/her will, directing the wind in whatever direction they wish. The airspace the caster can direct is limited to a diameter of 25ft, horizontally and vertically. The caster can create powerful winds within the airspace, with speeds up to 40mph. This is one of the most useful wind spells, because it can be used dynamically on the battlefield. It can be used as a form of offense and defense, hitting the target with high speed wind or deterring an attack by changing its direction. Each offensive hit with Commanding Gales causes 50% of a D-Rank attack. A single attack is fairly weak, but combined hits Commanding Gales is a force to be reckoned with. (If the caster chooses to attack 3 times during the spell, and hits all 3 times, CD does 1.5x D-Rank damage.)
Strengths:
- Instant : Commanding Gales can be casted instantly without any preparation.
- Dynamic : Commanding Gales can be used offensively and defensively, attacking an opponent as well as deflecting attacks.
- Heavy Hitter : The force of the wind can knock an equally-ranked opponent down, if the opponent isn't prepared for the force.
Weaknesses:
- Stand Still : The caster cannot move or lose focus while casting Commanding Gales, or the spell is ruined and the caster loses control of the wind.
- Watch Out! : This spell's offensive use has a fairly high chance to hit allies as well.
- Recovery Time : It takes 1 posts to fully recover from using Commanding Gales. During this time, he/she is able to cast spells, but they cost double the amount of magic power.
- Vulnerability : After using Commanding Gales, the caster is left vulnerable for 2 posts, taking 10% extra damage from any attack.
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Name: Zephyr Spheres
Rank: D
Type: Offensive Wind
Duration: 1 post
Cooldown: 2 posts
Description: The way this spell is cast is similar to Commanding Gales, but the spell is much different. The caster puts their fists together and focuses their magic power. Zephyr spheres are created in bunches of 10 by the caster. Each sphere is 30 inches in diameter (The size of a basketball). They are heavy winds concentrated into orbs. These orbs circulate at top speeds of 50mph, allowing for each orb to quickly travel around the battlefield. Each orb is worth 10% of a D-Rank attack, adding up to one regular D-Rank attack if each orb hits its target successfully. The orbs are completely controlled by the caster, allowing them swift movement around the battlefield. These spheres last for only 1 post, if they hit nothing in their duration, they will disappear without any effect on the opponent or the caster.
Strengths:
- Instant : Zephyr Spheres can be casted instantly without any preparation.
- Handling : The orbs are moved around at the caster's will, allowing the orbs to swiftly move about the battlefield and attack the opponent from all sides.
- Slow Down, Speedy! : The orbs have a top speed of 40mph, allowing for quick attacks on the opponent.
Weaknesses:
- At A Stand Still : The caster cannot move while any of the spheres are casted, or they will dissipate. This leaves the caster vulnerable while the spell is being cast.
- Magic Disadvantage : If any orb is hit by any spell of equal or higher power, they will disappear.
- Hit Me, Come on, Hit me!: For each sphere that is deflected, blocked or misses completely while the spell is cast, the caster's next spell will be weakened by 5% for 1 post. (If 1 sphere misses, 5% of the power is lost. 2 spheres miss, 10%, and so on.) If the caster does not cast a spell while this effect is active, the effect will wear off normally with no repercussions.
- One for All and All for One : This attack is only strong if most/all of the Zephyr spheres hit the target. If only 1/10 hit the target, it will do little to no real damage.
Last edited by counterpike on 21st May 2015, 12:56 pm; edited 3 times in total