Primary Magic: Storm Magic [ストームマジック]
Secondary Magic: Wind Healing Magic
Caster or Holder: Caster
Description:
- Spoiler:
- Storm Magic rewards it's user the gift of complete and utter control over every aspect of the weather. With this magic, the user unlocks a plethora of abilities for various purposes. For example, being able to modify the temperature of the environment, control all forms of precipitation, humidity and moisture, generate lightning and other electromagnetic atmospheric phenomena, control over atmospheric pressure, being able to incite all forms of meteorological tempests, such as tornadoes, thunderstorms, blizzards, and hurricanes, as well as mist. The user can also bend light using moisture in the air and manipulate mist and fog to appear partially transparent, and separate water molecules into oxygen and hydrogen via electrolysis, allowing he or she to breathe underwater. The user's precise control over this magic allows he/she to create special weather effects in a usually impossible environment. He/she can create precipitation at higher or lower altitudes than normal, make whirlwinds travel pointing lengthwise in any direction, channel ambient electromagnetism through their body to generate electric blasts, flash freeze objects and people, coalesce atmospheric pollutants into acid rain or toxic fog, and, summon wind currents strong enough to support their weight to elevate themselves (or others) to fly at high altitudes and speeds. They can dissipate such weather to form clear skies as well. Because of this magic's abilities, the user's senses of the environment and atmosphere around them are heightened to an extreme degree. This allows the user to view the world around them as weather patterns at the drop of a dime, which can be used to precisely recognize their geographic position through interpretations of these patterns.
Wind is the kinetic energy of air in motion. With enough of this kinetic energy the user can create disastrous phenomena such as tornadoes and hurricane force winds. Wind is a constant energy source that can be manipulated to grant the power of flight, and extra-sensory awareness. Using winds, the user can produce powerful wind currents and jet streams as a means of transportation. Relatively strong winds concentrated in a narrow stream in the atmosphere, jet streams normally refer to horizontal, high altitude winds. By riding these powerful winds, the user can reach high speeds without the ill effect of air friction and jet-lag. The user can also familiarize their location by manipulating the air formation in a surrounding area. Because wind is everywhere, the user can also sense disruptions with the natural flow of air. The user can also convert kinetic wind energy into air pressure, or compressed air. This can allow the user to produce strong air pressure strikes or create pressure fields to contain explosions.
The user can also manipulate thermal energy to raise or lower the temperature in their surrounding area. By withdrawing all forms of thermal energy in a area, the user can flash freeze objects or opponents or increase the thermal energy in a area to create summer time conditions in the middle of winter. The hypothalamus, found in the brain, regulates the body's temperature (usually around 98-100 degrees F). Due to this magic's abilities, the user's hypothalamus allows their body to regulate their body temperature to compensate for extreme environmental temperature changes.
Strengths:
- Extremely versatile, being able to dabble in offensive, support, and defensive spells.
- Because of the nature of this magic, the user's body compensates for rapid decreases or increases in atmospheric pressure. This means that he/she would survive a fall from a high altitude, and only the impact from hitting the ground would hurt them.
- To be able to handle the harsh elements, the user has to have a lithe frame that supports superb dexterity.
- Grants the user virtual impervity to the regular colds and heat.
Weaknesses:
- The user cannot manipulate other mages' use of Water-based, Wind-based, or Lightning-based spells. Though they can manipulate natural occurrences of this.
- Extremely weak against Earth-based magics. Earth is ground. Ground takes a while to succumb to wind and doesn't conduct electricity. Water attacks are usually absorbed by the earth, making most of Alye's attack next to useless on this type of magic. Only spells of a higher rank would be a match for Earth Magic. For example, if Alye goes on the offensive, she can break through a Earth-Magic Shield, but it would have to be by one of her higher level spells. However, she can go on the defensive and use her wind magic to deflect a Earth spell, depending on it's rank.
- The user is limited by their strength of will and of body. The more power the user exudes, the more risk it imposes on the body. For example, if Alye used to magic to extinguish a huge blizzard that swept over Fiore, she would almost kill herself in the process.
- The user's emotions are tied directly with the weather. A fit of rage could cause a disastrous storm to erupt. That is why the user must watch their emotions at all times.
- Storm Magic does not allow the user to create atmospheric conditions that cannot exist naturally on the planet the user is on. Alye could not, for example, lower temperatures as far as absolute zero or raise them to solar intensities.
- Storm Magic does not allow it's user to use any form of Water-based spells while underground.
Lineage: Arm of Destiny
Unique Abilities:
- Spoiler:
- - Sky's Resilience
Ability Description: When Alye is manipulating a certain element, if she is hit with the same element of a spell that is the same element as the spell she is casting, the damage of the spell she is attacked with will be halved as long as the spell is below or equal to the rank of the spell she is casting.
- Ark of the Skies
Ability Description: Due to Alye's nigh perfect control over wind magic, she can achieve flight (hover or move up to 50mph) with a mere thought, not having to cast any spell. Please not that this does not mean Alye can travel at any ridiculous speed without casting a spell.
- Elemental Motion
Ability Description: Whenever Alye is casting a spell, she can choose to imbue herself with the speed of the element of the spell she's casting for an extra cost of 1% of her mana for every post said spell is active.
- Stormguard
Ability Description: If anyone that Alye deems as an enemy makes physical contact with her body, a repulsive aura of cold magic will seeth from her skin - radiating just above her skin - and causing the attacker to take cold damage equal to Alye's rank. This effect only occurs once per fight or once for every attacker that touches her. If they attack again, the cold will be gone.
- Storm Shadow
Ability Description: Under the domain of Storm Magic, Alye cast spells of the following elements: Wind (also known as Air or Sky), Electricity (also known as Lightning), Cold, Water, and Heat. By exuding her magic power outwards Alye can nullify any elemental spell that matches one of the elements she herself can manipulate for the next fifteen posts. However, there are two severe downsides to this ability. The first is that Alye can only nullify one element per thread and Alye cannot use any spells that are associated with the element she nullified.
- Soul Storm
Ability Description: When Alye was the Storm Goddess Slayer, she was in tune with the very essence of the universe around her. When the magic was stolen from her, it left a void inside that Alye was eventually able to fill with her will and soul. Alye can activate a state in which she casts spells not with her magic power but with her very soul. In this state, Alye would become invulnerable to anti-magic techniques, lineages, items, or spells. However, casting spells in this state is detrimental to her health. She takes double damage from enemy attacks because she does not have the usual magical constitution to take damage as she usually does. While Alye may be able to use several lower-ranked spells without causing herself much harm, anything over B-Rank can harm Alye fatally is she is not careful. This ability adheres to the Magic Consumption System.
- Tempest Fury
Ability Description: Alye sets up a storm over her, this thunderstorm strikes anyone who Alye deems a threat to her that enters the radius of the storm, dealing damage equivalent to her rank. The storm has a 15 meter radius around Alye, doubling per every rank. Once she activates this, it has five posts of activation. This can only be used once per topic.
- D-Rank:
- Gust Guard:
- Name: Hurricane Style: Gust Guard
Rank: D-Rank
Type: Defensive & Support
Description: Alye opens her arms outwards as two snowy-greyish colored magic circles emerge from her hands. These seals with spin slowly in the air for a moment before Alye calls out the name of this spell. After doing so, she will whip her hands forward while calling out the names of her comrades. The magic seals will then act as disks as they fly towards those with the name she called out. Once the seals reach their targets, they will land underneath their feet. A magic pulsation with ring out as ethereal gray light will shine from the seals. A few seconds after that a column of thick grey winds will plummet from the sky and encase those inside a seal in a protective layer of harsh winds that can block up to 2 D-Rank gaseous/liquid spells or one D-Rank solid spell before dispersing.
After the shield is gone, the remaining power of the spell will kick in. All those that were inside a column of wind will be granted a wind-powered speed boost by 10% and a power boost of 20% for their next Wind-based spell.
Strengths:
- Protects and buffs an ally at the same time.
- The seals can be thrown up to 50 feet away.
- Can be used on more than one person at once, seeing as how if several people fit in the radius of a seal, the columns will still fall.
Weaknesses:
- While inside the column of wind, one cannot move outside the radius of the seal.
- If an enemy moves into the path of the seal, they can intercept it and gain the buff and protection themselves instead of Alye's intended target.
- If there is more than one person inside a seal, those in that seal will not receive the speed boost or the Wind-based power upgrade.
- If her enemy happens to have the same name as her intended target, she will manually have to steer the seal towards her target then.
Duration/Cooldowns
2 posts / 3 posts
- Elemental Awe:
- Name: Storm Art: Elemental Awe
Rank: D-Rank
Type: Support
Description: Alye closes her eyes for a moment as her sky blue pupils are overlaid with magic circles. She will then open her eyes once again as magic builds around her, causing her clothes to wave around gently. "By the grace of the skies, let your power soar!", she will then chant before she calls out the name of this spell. Up to five seals will then shoot out from Alye's feet and travel a maximum distance of 50 feet to an ally. With this spell, her target's next two Heat-based, Cold-based, Wind-based, Electricity-based, Water-based or Ice-based spells will have their potency increased by a factor of 25%.
Strengths:
- Buffs the next two spells of up to five friends.
- Can be used from a long-distance.
- Has no adverse effects on Alye.
Weaknesses:
- This spells takes a post to prepare, leaving Alye vulnerable.
- If Alye breaks her chant, or moves to evade someone, the spell with reset and go immediately into cooldown.
- Alye cannot buff herself with this spell.
Duration/Cooldowns
3 posts (or until the next two attacks are made) / 4 posts
- Malestrom Bayonets:
- Name: Hurricane Style: Malestrom Bayonets
Rank: D-Rank
Type: Offensive & Ranged
Description: Alye opens her hands, her palms out towards the sky as two silver magic circles appear in her hands. She will then pass both her arms over each other in a X-fashion with her hands facing the opposite direction. The magic circles in her hand will then expand to a size of 10 feet by 10 feet in size. She will then call out the name of the spell as the two circles begin shining brightly. After saying the name of the spell, the circles begin to spin and gather up air around them. They will quickly gather a large amount of wind, until it will seem like it is frothing in a beautiful white energy. Alye will then move her hands away from the circles and then pull her hands back down to her side. She will then push her hands into the levitating circles. Alye will then turn her hands to the side, like she was unscrewing a cap, and unleash ten "blades" of wind from each circle. Each actually resembles a standard katana in form. For up to thirty feet away from her person, she can freely manipulate these swords to do as she pleases. Attack, defend, distract.
Strengths:
- Has control of twenty swords formed of wind, which can be used to take on several low-leveled opponents at once.
- Alye can combine all the swords' power at once and let off a fearsome D-Rank slash that causes piercing slash damage and has a knockback range of 10 feet.
- Alye can manipulate the swords freely within the 50 ft range of the spell.
Weaknesses:
- These swords are only D-Rank, which means their individual power is quite weak. They are best used as group attacks.
- If a sword is broken, it cannot be replaced. The spell must be recast again.
- The swords cannot be made bigger or longer in anyway. Their dimensions are fixed.
- When used against Earth Magic, the swords will auto dispel if they hit, causing no damage.
Duration/Cooldowns
3 posts/4 posts
- Epsilon Strikes:
- Name: Searing Style: Epsilon Strikes
Rank: D-Rank
Type: Buffing
Description: Alye claps her hands as a swath of warm air emerges from the heavens and wraps around her and up to three other people. A whitish-red magic circle will then appear under their feet, emanating red light. This light will then seep into the targets' skin as she calls out the name of the spell. After the light immediately imbues itself with Alye's targets, the spell will take effect. For the rest of the spell's duration, those imbued with the red light will recieve a D-Rank boost of melee strength.
Example:
Before using the spell: Alye punches a rock. She holds her hand in intense pain.
After using the spell: Alye punches a rock. The rock begins to break apart. Alye smiles.
Strengths:
- Increases melee damage
- Melee attacks deal heat-based damage.
- Deals double D-Rank damage to liquid-based magic.
Weaknesses:
- Doesn't increase spell power.
- Any attacks landed on the strengthened targets that are cold-based will do double damage.
- Deals halved D-Rank damage to cold-based magics.
- Deals no increased damage to ice defenses and is automatically dispelled if touched by ice.
Duration/Cooldowns
3 posts / 4 posts
- Fluttering Pounds:
- Name: Subzero Style: Fluttering Pounds
Rank: D-Rank
Type: Debuff, Buffing
Description: Alye interlocks her hands and closes her eyes. A beautiful pure white magic circle will appear at her feet and will quickly spread outwards, up to 25 meters away. All air inside the circle will immediately become frigid as the temperature plummets as she calls out the name of the spell. For the next 3 posts, a fluttering snowfall will ensue and fall on the ground inside the circle. This snowfall is special because it will only fall on those that Alye deems an enemy. Subconsciously or not. However, the true special ability of this snow is that it weighs far more than it seems. Every flake is a pound. Prolonged exposure inside the snowy circle will render most motionless if they have not wiped the snow off of themselves.
Strengths:
- This spell raises the magic attack of cold-based magics by a factor of 25%.
- This spell decreases the amount of magic power needed to cast a cold-based spell by 25%.
- Lowers the magic attack power of heat-based magic by a factor of 25%.
- Increases the amount of magic power needed to cast a heat-based spell by 25%.
- Slows down enemies, and makes it hard to even move at all.
Weaknesses:
- Helps any and all cold-based magics, even a enemy's.
- The effects of this spell cannot affect someone inside a C-Rank or higher shield.
- Area effecting fire spells of C-rank or higher can dispel this spell.
- The only way this spell is truly effective is if the enemy does not realize the snow is different until it is too late. If they've seen this spell before, they might know exactly what to do to get out of it.
- Could inadvertently hinder an ally because Alye doesn't trust them.
- One AOE C-Rank heat-based spell can wipe the snowstorm out easily.
Duration/Cooldowns
3 posts / 4 posts
- Eye of the Storm:
- Name: Storm Art: Eye of the Storm
Rank: D-Rank
Type: Auxiliary
Description: Alye calls out the name of this spell as her eyes begin to shimmer. They quickly turn from clear sky blue to a milky, incandescent white. As this happens, Alye's view of the world begins to shift. Her normal sight is imbued with the ability to see natural weather patterns.
Strengths:
- Allows Alye to see over a remarkably long distance. (Ten miles approximately.)
- Alye's long-range capabilities skyrocket as she can induce effects or casts spells from miles away at a target.
- Can be used for detailed reconnaisse.
Weaknesses:
- If Alye is looking far away, she must concentrate on that certain spot, which means she will not be able to see what is right in front of her.
- This spell is useless when indoors.
- If there is a natural storm happening, Alye must first dispel it before this spell can be used because of the interference in the weather patterns.
- Energy-based spells can interfere with Alye's sight, making her see things that might not even be there.
Duration/Cooldowns
3 posts / 4 posts
- Skylight:
- Name: Solar Style: Skylight
Rank: D-Rank
Type: Debuffing, Distracting
Description: Alye lifts her left arm all the way into the air, with her hand open to the sky. Then, using her control of water, Alye bends the water in a way to reflect sunlight into a searing bright golden light.
Strengths:
- Extremely useful for causing a mass distraction.
- Has a chance to leave a enemy dazed, lowering their accuracy by 25%
- Can be used to dispel D-Rank AOE dark magics.
Weaknesses:
- Can blind both enemies and allies alike.
- Anyone wearing sunglasses isn't affected.
- Doesn't do any real damage, unless you have sensitive eyesight, or are weak to Light-based spells (Aka Demons). In that case, it will do D-Ranked Light damage.
- Can easily be eaten by Light Slayers.
Duration/Cooldowns
Instant / 2 posts
- Gusting Palms:
- Name: Hurricane Style: Gusting Palms
Rank: D
Type: Offensive
Description: Alye throws her hands out to her sides, extending her palms out behind her as she rushes towards an opponent. In her palms are 2 magic circles, gathering her white winds within them as she runs. One her opponent is within her melee range, she thrusts her palms square into her opponent, unleashing the winds to both damage and send her opponent flying backwards. If hit, the person affected would take D-Rank wind damage.
Strengths:
- Upon impact, the winds will blast forward, sending the opponent flying backwards up to 10 meters away from where they were hit.
- Can hit up to three people at once.
- Can be used to deflect up to two D-Rank spells or one C-Rank.
Weaknesses:
- If the opponent is encased in C rank armors, they will only be knocked back 10 meters and the additional hit will not affect them much at all.
- B rank+ armors will not be knocked back at all.
- Alye can only use this spell in a forward direction, not backwards.
- B-Rank spells and above will not be deflected.
Duration/Cooldowns
Instant / 2 posts
- Torrential Needles:
- Name: Cyclone Style: Torrential Needles
Rank: D
Type: Offensive
Description: Alye raises her index finger up to the skies above her, small rain clouds beginning to form around the magic circle she releases from the finger. She spins her finger around in the air, stirring up the rain within the clouds for her attack. She then brings her arm down, pointing her finger at her target within 15 meters of her as a torrent of rain begins to propel itself from the clouds towards the target. However, this is a form of “hard” rain in the shape of razor sharp needles that her opponent finds now careening towards their face. The needles themselves can cause small cuts on the skin and if all them manage to hit an unarmored target then several shallow surface cuts on the skin can be made.
Strengths:
- The opponent is blasted with roughly 25 needles of water
- If the needles impact against bare skin, each will deal an additional minor amount of D ranked spell damage, up to the maximum amount of damage for D rank spells.
- Damage can be increased if mixed with a wind spell
Weaknesses:
- The rain will easily be countered by a D rank wind spell.
- C rank+ will blow the spell away completely, even potentially back at Alye herself.
- A C-Rank or higher AOE fire-based spell could blow the needles away easily.
- Can be eaten by a Water Slayer
- Is pretty useless against armor.
Duration/Cooldowns
Instant / 2 posts
- Lightning Vortex:
- Name: Thunder Style: Lightning Vortex
Rank: D
Type: Offensive
Description: Alye points her index finger at an opponent up to 15 meters away, a magic circle slightly bigger than her target forming underneath them. She then snaps her fingers, causing the magic circle to spark. A violent vortex of lightning then erupts from the magic circle. This vortex proceeds to quickly close in on her opponent and begins zapping them repeatedly.
Strengths:
- Hits an opponent with 20 bolts of lightning all at once
- Leaves an opponent stunned for 1 post
- While the target is being zapped, they are immobilized.
Weaknesses:
- Easily deflected by a D rank water or earth/metal based spell.
- C rank+ spells of this type will be able to redirect the lightning completely.
- If someone is wearing armor, they'll be pretty safe from the shocks unless it's metal.
- Can be eaten by a Lightning Slayer, making it useless.
- The target can escape the circle before the zapping if they move fast enough.
Duration/Cooldowns
Instant / 2 posts
Last edited by Alye on 18th July 2015, 5:00 pm; edited 6 times in total